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What is the new mechanics for creature production?
Creature dwellings will work as resource production buildings. Basically, when you first capture a creature dwelling you will receive a first batch of creatures that you can integrate straight away to your army. The building will then work as a resource building meaning that it will add creatures to your creature pool every week as a gold mine would add gold to your resources. These creatures will then be hirable via the cities and forts you control. So there is no need for caravans.
What are the Town unique buildings?
2 slots, 4 buildings per town, each with a different ability (economy booster, creature production booster, gives a special ability on the adventure map or the combat maps) Having several similar unique buildings in different towns improves their efficiency (a bit like the marketplaces).
What are the general principles of the revised RPG system?
- Heroes can be male, female, Might, Magic - Heroes have faction and class specific abilities - Heroes gain skill points when they level up, that they can spend consciously on (general) abilities organized in skill categories they have total control over their development no more (probability-based) limited skill choices offered to the player - Heroes can unlock advanced classes that will change their appearance and grant them an ultimate ability
What will bring more variety in the combat arenas?
- Specific topography (various sizes and shapes for the battle arenas) - Dynamic topography (seashore battle with the tide flooding the arena turn by turn) - Different combat objectives (hold your ground for X turns, defend this sacred shrine at the center of the arena, kill a specific enemy stack, etc.) - Boss fights!
How about the Initiative system?
Back to H3 mechanics but with a H5-like INI bar interface.