1. Heroes of Might and Magic: Olden Era
  2. News

Heroes of Might and Magic: Olden Era News

Schism Faction — Teaser trailer

[p]Something ancient and forbidden is coming to Jadame! Join us as we reveal the secret 6th faction and unleash otherworldly powers in Olden Era! Built around unavoidable damage and ability control, Schism is finally here to unveil its mysteries! [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Follow news and updates: [/p]

Devlog #12: The Grail and its Sanctuaries

[p]Hello — this devlog is a little bit smaller than usual, but it focuses on something unique to the Heroes games: the Grail itself. From the start of the series, Heroes of Might and Magic has consistently sought to reward explorers with powerful rewards. In Heroes I and II, this was done through special ultimate artefacts that had to be found. The subsequent games relied on a Grail instead — named Tear of Asha in the Ashan Universe — that, upon discovery, allowed you to create a special sanctuary building which granted extremely significant bonuses to economy, army growth, and various unique bonuses dependent on each faction.[/p][p][/p][p][/p][p][/p][p][/p]
The Grail Hunt and our approach to it
[p]
We’re aware that the Grail Hunt was something everyone enjoyed doing in previous games, so we've taken a look at it and added our own take on it. In Olden Era, we also want to reward those who value map exploration and becoming the Grailseeker. However, our approach is unique and requires slightly more active planning on the player’s side. 
[/p][p]In previous games, searching for the Grail, while fun and encouraging map exploration, required a lot of steps to be taken in order to achieve building it, as it was a very powerful end-game tool. This was a commitment most would not go for in quick multiplayer matches . As we wanted to see the Grail be much more impactful in regular matches, we decided to do something different that would allow you — as a player — to build and benefit from the Grail Sanctuary more often as it’s an incredibly valuable structure that grants major bonuses and, frankly, is exciting to acquire. [/p][p][/p][p][/p][p]As you may have seen in one of our reveals, in order to obtain a Grail, you have to enter a special fight against your hero’s army within the Mirage structure. Keep in mind that the army within the Mirage will always be stronger than yours, so think carefully and wisely. Once you win, your hero adds the Grail to the pool of available resources. [/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]
Grail Sanctuaries in Olden Era
[p]
A relic of immense power, the Grail will provide you with different bonuses based on the city’s faction that you choose to build it in. Now that the Grail is safe and sound once you’ve claimed it from the Mirage, you can go through your towns and pick one of them to build a Grail Sanctuary in. Unlike in Heroes III and IV, the Grail Sanctuary is available in the list of buildings from the start of the game and its bonuses can be read on the very first day. If you end up liking a specific faction’s bonus, you can confirm the construction of the Grail Sanctuary in its town, which will consume the Grail from your resources pool. Be aware — should your enemy capture the Grail Town, they will receive the bonuses the Grail Sanctuary grants for as long as they control the town! [/p][p][/p][p][/p][p]As it is a very impactful feature that can change the fate of the match, we want to make the Grail acquisition difficult enough to still be a challenge, yet less time-consuming so that you can still feel the impact of obtaining the Grail:[/p]
  • [p]You will have to explore enough of the map in order to find the Mirage object;[/p]
  • [p]The fight within the Mirage is very tricky and difficult as you have to fight a copy of your hero with a much stronger army, significantly increased primary skills and the ability to use all the same spells that you’ve learned — however, there are mechanics put in place to prevent you from exploiting the fight (e.g. 1 troglodyte + magic arrow);[/p]
  • [p]It will also ensure that every encounter with the Mirage will be a refreshing one as your army composition will be different in every game;[/p]
  • [p]It is imperative to protect the town you build the grail in, in order to reap the benefits, which will add a lot of strategic thinking into your gameplay.
    [/p]
[p]With this new system, our goal is for Grail Sanctuaries to show up more often in your games. We think that this new feature will make them much more interesting and add another layer of strategy to think of during the match. This straightforward method to obtain the Grail will ensure that it is easier for new players to come across it and utilize it to their liking in every game.

We’ll talk about more expansive topics soon — we were just really hyped to share more about the Grail and how it works! Stay tuned![/p][p][/p][p]Follow news and updates: [/p]

Devlog #11: Game Mechanics pt. 2: Skills and Subclasses

[p]In the last devlog, we talked about magic and everything that’s related to it. Today, we’re going to have an in-depth look into skills and the subclass system. Olden Era, just like its predecessors, features a wide range of skills — various passive and active effects that your heroes can learn. We’ve taken a look at the way skills worked in Heroes III and V, and decided to build a system that’d effectively be a hybrid of the two by combining the classic Heroes III’s system and the versatile strength of Heroes V’s. [/p][p][/p][p]We also have a video devlog to go with this one. Check it out here:[/p][previewyoutube][/previewyoutube][p]
[/p]
If it works, don’t break it!
[p]
[/p][p][/p][p]The leveling system in Heroes games has been one of its core elements, which provided great variety to how you would play in any different scenario. We wanted to keep that feeling and only expand on it even further, as it is something tried and true which the community always loved. We’re not trying to revolutionise the game, but to improve it and because of that the changes we’ve done are additions to the levelling system rather than a full redesign.  [/p][p]
As with all previous titles, the basic requirement for obtaining new skills is experience. All heroes earn experience points by fighting, visiting certain adventure sites and picking up treasure chests. Once they earn enough of them, a hero levels up and can either improve one of their already picked skills or choose a new one. Additionally, they also gain a bonus to one of their four stats: Attack, Defence, Spellpower or Knowledge. Certain skills and artefacts can increase the amount of experience a hero gains from those sources. There are also some adventure sites that can teach your hero a new skill or improve one of their already picked ones. [/p][p][/p][p][/p][p]
[/p]
Variety is the spice of life!
[p]
One of the most important quality of life changes we wanted to bring to Olden Era is skill variety. In previous Heroes games there were a few very powerful skills that players always preferred over others thanks to their raw efficiency. While it is a good system and worked for many years, it still has room to grow and become more interesting to both veteran and new players alike.[/p][p]
As we want to make it so that each faction feels unique to play in Olden Era, each hero always starts with their faction’s iconic skill, which we now have as a unique skill for each present faction (like Necromancers in Heroes III or all heroes in Heroes V) and, mostly, an additional one. These starting skills cannot be changed by any means and are influenced by the heroes’ specialisation — a unique bonus specific to each hero. For example, heroes that specialise in a specific school of magic will always start with that school’s skill. You can learn a total of 8 different skills, including the starting ones.[/p][p][/p][p]To further enhance the feeling of building a hero that reflects your choices, we adapted the core of Heroes V’s perks system into the form of subskills. Each skill has 5 subskills. When upgrading a skill to an advanced level, you get to choose 1 of the 3 first subskills and when upgrading it to an expert level, you get to choose 1 of the 2 last subskills. For example, when you level up and pick Advanced Logistics, you will be given a choice between 3 subskills, and when you level that to Expert, you have a choice between the last 2. Each subskill offers a significant bonus and can alter the effectiveness and role of your hero based on your strategy. Additionally, many of them become enhanced if you have a specific other skill, encouraging soft synergies during your hero development.

All of these additions serve as a means to offer flexibility, skill variety and a little bit of individuality for the player while letting them make different decisions every game during hero development. Various subskills will provide even more options and synergies now than what you might be accustomed to, making room for many build paths instead of just a “meta” one. We want players to feel that their choices matter and they’re not forced into making the same decisions every single match. Of course, we expect you to come up with various builds, for such is the nature of the game![/p][p][/p][p][/p][p][/p]
New mechanics to explore!
[p]
Additionally, we’ve taken a look at Heroes VII and its subclass system and found it to be pretty interesting as one of the more defining features that game had to offer. We saw potential in it and how much additional room it offers when it comes to building a hero. By making the system optional in the Olden Era, we left the decision of investing into acquiring a subclass entirely in the players’ hands.[/p][p]
The subclass system allows players to unlock further enhancements to their heroes as they progress in levels and power. Each hero class has access to 2 subclasses that require specific skills and subskills to be unlocked. As you level up your hero, the game will notify you if a skill or subskill you decide to choose contributes to unlocking a subclass you’re interested in. [/p][p][/p][p][/p][p][/p][p][/p][p]Subclasses further empower each decision you make as they grant you a reward for developing your hero a certain way, yet you can still have a strong hero even if you ignore them entirely. The choice is yours![/p][p][/p][p][/p]
All the skills you can learn!
[p]
Without further explanations, here is a list of all the skills — some returning and some new — that will be present in Olden Era: [/p][p][/p][p]
There are still a lot of balance changes happening to subskills, which is why we’re not showcasing a list of them, however you’ll be able to explore them very, very soon by yourselves, so stay tuned for more![/p][p]
Follow news and updates: [/p]

New partnership announcement — teaming up with Hooded Horse!

[p][/p][p]Greetings everyone![/p][p]Three weeks ago, we announced that we had to delay the release of Olden Era’s early access release to ensure we could review and apply the extensive feedback we’ve received from you! However, we have a new surprise that we can FINALLY unveil today.[/p][p][/p][p]We’re proud and extremely happy to announce that we’re now in a publishing partnership with Hooded Horse! The publisher behind many titles, you may have heard of some of them: 9 Kings, Against the Storm, or Manor Lords. Together with Ubisoft, they’ll support us with marketing and help extend our reach to regions where we do not currently operate.[/p][p][/p][p]Ubisoft and Hooded Horse will coordinate with us to deliver Heroes of Might and Magic: Olden Era to as many of you as possible and breathe new life into Heroes of Might and Magic and guide players into bold, undiscovered realms!
[/p][p]We also wish to answer a few potential questions you may have:[/p][p][/p][p]Q: Why did you decide to partner with Hooded Horse?[/p][p]A: Hooded Horse is a respected publisher with a strong track record and extensive experience, particularly in strategy games. Some of the titles in their portfolio include ENDLESS Legend 2, Norland, and Old World, among others.[/p][p][/p][p]Q: How did this come about?[/p][p]A: The people at Hooded Horse are long-time fans of the Heroes of Might and Magic franchise. They became interested in Olden Era after its announcement, and we’re grateful to Ubisoft for the opportunity to bring in an additional partner.[/p][p][/p][p]Q: What will this partnership bring you? [/p][p]A: As mentioned above, Hooded Horse has an incredible track record in promoting strategy games, which will help us reach our core audience of strategy fans more effectively. It also means more marketing support, better visibility, and helps extend our reach to more regions. [/p][p][/p][p]Q: What is Ubisoft’s role?[/p][p]A: Ubisoft will remain involved as the holder of the Heroes IP, and continue to fully support the project. In that sense, nothing has changed.[/p][p][/p][p]Q: What are your expectations for this collaboration? [/p][p]A: We have had an amazing reception from our fans since our announcement at 2024 Gamescom. As a result, our community has grown beyond our expectations in America and Asia. We are looking to continue to grow our audience and give as many players the chance to experience the magic of Olden Era as possible. [/p][p][/p][p]We would also like to share an introduction message from Tim Bender, the CEO of Hooded Horse:[/p][p]
“Hi everyone!
[/p][p]I’m Tim, CEO of the strategy game publisher Hooded Horse. We’re thrilled to share that we’ll now be partnering with our friends at Ubisoft to publish Heroes of Might and Magic: Olden Era.
[/p][p]I absolutely love Heroes of Might and Magic, and the series formed a pivotal part of my childhood. It’s a huge part of how I fell in love with strategy games, and how I ended up where I am today.
[/p][p]The development team at Unfrozen is amazing, and I’m thrilled to have the chance to support them – especially on a Heroes of Might and Magic game. This is a dream come true.
[/p][p]We’ll be hard at work preparing for a release, and we’ll be providing updates along the way. We’re so excited to share with you everything that is to come!" [/p][p][/p][p]Tim Bender [/p][p]CEO, Hooded Horse[/p][p][/p]

Devlog #10: Game Mechanics pt. 1: Magic

[p]As we are nearing the full reveal of all 6 factions that will be present in Early Access, we would like to dive into more specific details that will define our game as well. With the help of our testers and feedback from the community, we have been working hard to bring you the best version of mechanics you had a chance to play with in the previous Heroes games. As such, we are trying to not only bring new additions into the game so that you can experience something new, but also some much needed quality of life changes that players have been asking for in all other Heroes of Might and Magic games.

One of the most important systems of Heroes of Might and Magic has been all the various, fantastical spells that can be cast throughout the game. Each game within the series had a different approach to magic, its distribution among the factions and its core functions. From limited casts of Heroes I to the elemental variety of Heroes VII, magic has been the source of fun and mayhem in each game, shaping and twisting the battlefield to the caster’s whim. Before we dive deeper, let’s talk about some basics.

For those unfamiliar with the series, spells are a feature that will help your heroes both in combat as well as on the adventure map itself. Some of them can empower your army, while others cripple the enemies. Some spells simply deal damage, manipulate the battlefield, or give you an advantage on the adventure map.

[/p][p]Traditionally, spells are primarily learned through constructing a mage guild, which has to be visited by a hero to learn its available spells. In earlier Heroes games, you also had to buy a spellbook, something we have decided to give everyone by default. They can also be acquired through other means; for example, you can acquire spells through shrines on the adventure map, scrolls, Pandora boxes, or by simply picking a hero specialist that has a unique version of a spell. In addition, some skills and subskills will also grant you unique spells exclusive to leveling them.

[/p][p]For our battle-hardened Heroes veterans, let's take a more in-depth look at this system. We will have the classic Battle spells, as well as Adventure ones. Expect a familiar approach, but also many surprises. In Olden Era, you will find more spells than any other Heroes game out there, with some creative and unique new ones added to the list. [/p][p][/p][p]Magic in Olden Era is split into four schools that have been founded by their respective scholars: Arina, Naira, Hksmilla and Doreath. These influential, powerful mages left a lasting mark on Jadame, weaving instructions on how to wield their magic into the stars. Similar to the Wisdom skill from Heroes II and III, as well as Magic Schools from Heroes V and VII, you have to learn Daylight, Nightshade, Primal or Arcane Magic skill to access Tier III, IV and V spells of respective schools of magic. However, anyone can learn the first two tiers of spells. [/p][p][/p][p]Before we show any of the spells, let’s have a brief talk about mana and how mana regeneration works in Olden Era. First of all, spells will have varying mana costs. Second of all, we decided to go with a system very similar to Heroes of Might and Magic V where every knowledge point equals 10 mana and also gives 1 mana regeneration per knowledge point every turn. As an example if you have 10 knowledge, you will regenerate 10 mana points every turn. Some skills and subskills can affect how much mana you have and regenerate. [/p][p][/p][p]Without further ado, let’s take a closer look at each school of magic:[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]One of the new features that will be present in Olden Era is the ability to research spells. In previous games, the magic systems were very interesting but we believe that we can adapt it further by introducing certain quality of life changes:[/p][p][/p]
  • [p]The spells were granted to the player at random in each Mage Guild — In addition to that, in Olden Era we will give people the option to pick any spell they want to research;[/p]
  • [p]There was no way to acquire new spells in a Mage Guild without capturing another town — Now a single mage guild can acquire all the spells in the game within its maximum tier cap; [/p]
  • [p]Some spells were so incredibly powerful that if the player didn’t get lucky enough to roll them, their entire playthrough would become significantly more difficult (if not outright doomed in a competitive environment) — We have moved those spells to a new category called “Neutral Magic” that we’ll talk more about in a short bit. By doing this we believe that the competitive aspect of Olden Era will be much more balanced.
    [/p]
[p]Through the addition of these options we chose to adapt the system by offering a more universal approach and, once per day, allowing players to unlock any missing spell that they would like to get for the cost of some resources, allowing for your mage guilds to house all spells over time.[/p][p]

[/p][p]In addition, Olden Era will also feature a hybrid upgrade system. Spells have their own levels now and can have them increased by upgrading them in a mage guild, learning their respective school of magic or perks, owning certain artefacts and capturing special adventure sites on the map. For example, a hero without any magic school can only improve a spell to level 2 at most. At the same time a hero that invests levels into, for example, Primal Magic skill, can go up to a level 4 of a spell in addition to being able to learn high-tier spells. Investing into spell upgrades is an important decision as a high level spell is much more powerful than a low level one. As magic heroes are more likely to learn skills that can improve a spell level than might heroes, it will be generally easier for them to reach the maximum potential of this new system.


[/p][p][/p][p]The third feature is the inclusion of neutral magic — here is where all the unique spells obtained from skills will be found, alongside most adventure spells. While working on the magic system, we considered that some spells from previous games, such as Town Portal or Dimension Door, are too powerful to belong to a specific school of magic, which led to the dominance of that school over others.

We would like to give each school of magic in Olden Era its own flair, and to balance it in a way where every spell has its place. As such, we decided to create a separate neutral magic, similarly to Heroes of Might and Magic 5, for the spells that we believed were previously too strong. To unlock them, you have to both level up your hero and unlock enough spells until you reach the minimum required for a guaranteed neutral one, which will depend on its tier. However, for the first neutral tier, you only need to learn enough spells, as a hero of any level can acquire them. Additionally, upgrading your spells and developing your cities will also contribute towards your progress to unlocking global spells.

To give some examples of neutral spells, you can find some that you might already be accustomed to, as well as some new ones that we will be adding:
[/p]
  • [p] Tier I: Second wind: grants the casting hero additional movement points.
    [/p]
  • [p] Tier II: Shadowflight: makes a casting hero able to fly over obstacles.
    [/p]
  • [p] Tier III: Gate of Light: creates a gateway on the map that any hero can go through to relocate a very short distance. The gateway remains until the end of the day.
    [/p]
  • [p] Tier IV: Town portal: allows a casting hero to teleport to a specific town of your choice. Limited use per day.
    [/p]
  • [p] Tier V: Dimension door: the casting hero can teleport a short distance. Cannot teleport between zones without defeating units guarding the passage. Limited use per day.
    [/p]
[p]All of these spells will cost mana to use and have certain limitations, which are of course still subject to change depending on user feedback.

There will be more devlogs about mechanics coming, so stay tuned. Before we go, here’s one more classic spell you may recognise from Heroes III.

[/p][p]Follow news and updates:
[/p]