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

Heroes of Might and Magic: Olden Era News

Something big is coming!

Something big is coming alongside today's story — join us on December 22nd at 4 PM CET / 7 AM PST to find out what it is!

We have a few surprises in store and a huge announcement we've all been waiting for so long! We're also going to answer your questions live and have a chat with a few secret guests.

[previewyoutube][/previewyoutube]

Devlog #6: A sneak peek into Olden Era’s templates and the Random Map Generator

In our last devlog, we showed you the arena mode. It is only natural to continue with what is most likely the hidden gem of the Heroes of Might & Magic franchise. That is, of course, the random map generator and the templates it provides. Our approach, while very similar to what you might be used to from past Heroes games, focuses more on the quality of the maps, rather than the quantity. But fear not! There will be a very vast template pool you can choose from in Olden Era! Be advised, this is all very technical and it could change in the future!

Keep in mind, all names are subject to change, and there will be many more templates added! We are planning to create not only very different templates, but also different sizes for each of these templates.

[h2]Why do we need a good map gen? [/h2]

In essence, a good map generator is one of the primary tools used by the community to ensure replayability of the older games in the series such as Heroes 3, Heroes 5 or Heroes 7. We can see that in cases where such a tool was missing, such as Heroes 4 and 6, which are far less popular than the other three and have a much smaller following as a result. Having a well-established and well-adjusted map generator means that players can play the game over and over again without feeling like they’re continuously running into the same routine.

Furthermore, out of all the feedback we received, all of the interviews we conducted, and all the talks we had, we discovered some issues with Heroes3's map generator (and all the other Heroes of Might & Magic games, not just Heroes3): Our rough estimates say about 15% of the matches played are borderline unwinnable due to the randomly generated map being too unfavorable. Some of the points here are:

  • Crossroads too far from the starting castle and with uneven distance for all players (e.g. one player has it within the reach of their town, another has to spend 2 turns to get there)
  • Impossible to form a unified strike force to eliminate guards because the spawn zone doesn't have enough external dwellings
  • The main hero can't be upgraded to a high enough level because not enough experience and attributes are available in the spawn zone
  • Roads shifted to the edges of the zone, making significant parts of the area difficult to access due to terrain penalties
  • Paths blocked by very strong neutral squads


[h2]So what did we do to improve this?[/h2]

Regarding the direct comparison between Heroes 3 RMG and ours. We generally have a similar feature set (i. e. biomes), and we tried to both make it more robust and expand it. Here are a few examples:

Our RMG:
  • Guarantees that paths won't be blocked by a random enemy.
  • Provides control over ease of accessibility of different objects. E.g. one could ask for a sawmill to be placed near the starting city, for a road between two cities or for a powerful item tucked away in a corner.
  • Has a flexible system for mandatory content. The original has something similar for mines, and they are indeed the most obvious target for such a system — after all, the player needs a sawmill no matter what. But we can and do use it for much more — dwellings, hero stats, visibility — you name it. It is a key instrument for designing fair map templates.
  • Ensures that distance between the starting town and the higher value biomes (ex. treasure zones) is kept similar for all players.
  • Allows you to select what types of Pandora Boxes can be found in each biome.
  • Allows full control over what artifacts can and cannot show up. This also includes spells, units, heroes and skills.
  • Lets you disable and enable biome types that will be generated (e.g. no lava)
  • Mandatory objects will be customizable. For instance we’ll be able to set a certain amount of dwellings, or mines for a biome.


[h2]Technical side of RMG made easy for you! [/h2]

To start with we have tooling to analyze map templates. It is possible to examine a generated map in much greater detail than from a player’s perspective (for instance to see object value distribution, which objects are random and which are mandatory, exact zone boundaries etc.). More importantly we have tools to analyze the maps statistically. One could simulate a thousand generations and calculate the average number of Dragon Utopias in a specific zone. These tools offer us a much more precise generation than we were used to having in previous heroes installments, which also means that any anomalies you would normally find will be quickly dealt with (e.g. waterfall decoration spam in Conflux biomes or excess amount of singular mountain peaks).

[h3]On the variety and control[/h3]

Let's go with a simple example. Say you want to generate pictures of cats in funny costumes. Your artist drew a bunch of cats as well as hats, mustaches, glasses, and whatnot. You then might just throw a random number of random items on a cat. It will probably look rough — two pairs of glasses, one shoe and a wig peeking through a beret. Unless you are into that sort of look, you establish some rules: either zero or two shoes, no more than one pair of glasses, no tall wigs with berets. But then if you add too many such rules, establishing a rigid cat dress code, you will end up with just a handful of different cats.

What is the point of generating them randomly then? Generating HoMM maps is not that different from this perspective. For every big and little thing you usually have to ask yourself, how random should it be? It goes for zone borders, elevation regions, city placement, road graphs, quantities of resources and strength of the guards. This is what we believe is the key difficulty in any sort of procedural generation. You want things to be varied and diverse, but you also want them to make sense.
These goals are somewhat contradictory, so one has to balance them.

Name of the templates is subject to change

Mandatory content is something that has to appear in a zone no matter what. As in one of the examples above: you want the player to have access to wood early. You can then ask for a mandatory sawmill — and it will appear in the zone no matter what. Better yet, you can ask for that sawmill to be near the player’s castle spawn and the generator will try to oblige. You can also ask for a mandatory object from a list. You could ask for [sawmill, quarry, gold mine], and one of them will appear. On top of that, this list can be expanded — so for example if you want, say, four tier 6 dwellings to show up in the starting area, you can do that. Random content is the rest of the map. We have a bag of things that might appear. And the generator takes things from that bag randomly. This bag can be different for each zone and the items in it may obey certain rules. For instance a treasure zone bag can have a larger percentage of expensive items.

An important part of the design of our generator is flexibility. Usually when we asked the game design specialists, if we want a certain thing to work in one of two ways they said: let's do a customizable switch in the config. For instance one could customize directly in a template the win conditions of the map, whether the player is allowed to hire new heroes, whether or not certain items are allowed to appear. We believe this customizability will make the RMG useful for a single player setting. On top of it all, it is possible to generate a map of any size supported by the game (and even some unsupported).

[h3]So how will you play Olden Era? [/h3]


We will provide many templates to straight up pick from, so you will always be able to discover something new. However, we have our own map editor for you to create and save your own custom maps, with your own requirements! On this though, there will be a separate devlog in the future, as it is still a work in progress, and we are trying to improve on it as much as possible before sharing it entirely!

Speaking of singleplayer, something highly requested is the campaign, which will also have its own separate devlog. We are aiming to give you the first few missions of the campaign, as well as the map editor itself, in EA. So do expect a lot more information about these as we get closer to EA!



Follow news and updates:

Dungeon Faction full reveal (Happy Holidays!)

Psst, do you need some boost in diplomacy before the Christmas dinner with your dear ones?
The Alvar Pact is here for you — ready to show you its power, including the majestic BLACK DRAGONS! Alongside them are the minotaurs, troglodytes, medusae and dark elves together with their special abilities — come see their fighting stances!

Happy Holidays!

[previewyoutube][/previewyoutube]

FAQ: Part 2

Welcome to the Heroes of Might & Magic: Olden Era FAQ: Part 2! Here, you'll find answers to additional questions about the game, its features, and more. If you missed Part 1, you can check it out here.

[h3]How long will the campaign be? Will there be campaign-only heroes?[/h3]
Our aim is to release the first 8 missions of the campaign with EA, though keep in mind this is still subject to change. Right now we cannot estimate how long these will take, as some of you may try to speedrun them. However, we do still expect many hours of gameplay for everyone that will take on this challenge! There will indeed be campaign-only heroes that will not be present in skirmish games.

[h3] Will we see some previously known characters to be present, I hope we'll see their forefathers or maybe some long-living ones, will that be the case? [/h3]
Indeed, it makes sense for some characters to be alive at the time when OE happens — the undead, vampires, elementals, and maybe some extremely long-lived elves. And, indeed, some other characters may have ancestors. One faction in Olden Era happens to say “thank Forefathers” (instead of “thank gods” and the likes), and that’s for a reason! So you will see some familiar or semi-familiar faces.
But generally, we want to focus on characters who happen to be more of a blank slate. This game is such an interesting opportunity to create a backstory for characters that didn’t have it at all!

[h3] Will the slow late game be solved/shortened somehow? In the late game, players are endlessly chasing weak enemy heroes but can hardly have some tough matched combats. How will you fix this? [/h3]
This topic is a bit too broad to be conveyed in the FAQ. In short, we’re aware of the issue and are working on ways to solve it. For example, some templates and maps have unique win conditions designed to create a faster endgame. Such win conditions are optional, which means that players will be able to choose their preferred play dynamic. We can also mention that there will be a timer, for both turns and the battle itself that you can toggle, as well as a shorter 1 hero mode.

[h3] Will different towns have different maximum mage guild level? Like Stronghold had 3 maximum levels and Tower had 5 maximum levels in HoMM III. [/h3]
Yes. Also, mage guilds in different towns will have different specializations and a different chance to receive various spells. There will be a separate devlog about mage guilds in the future, where you will learn a lot more about the mechanics present in Heroes of Might & Magic Olden Era.

[h3]Will there be Steam achievements?[/h3]
At some point, definitely. We’ll start Early Access with some campaign-related achievements and add more during this period.

[h3]Do you have any plans for a focused Tutorial to help beginners get to grips with competitive play?[/h3]
We are definitely planning to release tutorials during Early Access! We understand just how important this is, as we received a lot of feedback from the community. This is one of the most requested features in the game, so we will do our best to provide an easier introduction for everyone!

[h3]Where is it in terms of accessibility; colours, sounds, folks who have trouble using inputs etc, and also how is it in ease of introduction to gameplay I guess (for new people to the game)?[/h3]
We are working with the accessibility team, and customizations will definitely happen, but most likely during EA, closer to the 1.0 Release.

[h3]How does the AI work in Olden Era?[/h3]
The main AI feature is hero separation into different roles: the main hero fights in challenging battles against other opponents, and supporting heroes are gatherers and couriers who deliver troops and artifacts to the main hero. AI can follow different strategies and change its behavior based on the situation. For example, after collecting a certain percentage of value in a current area, it will change to the “expand and capture next area” strategy.

[h3]Will we be able to change the colour of the UI from blue?[/h3]
Not at the moment. We recognize the request, but our resources are limited and we want to polish the aspects of the game directly related to gameplay and only move on to providing aesthetic options after that. We will consider adding this feature around the 1.0 Release.

[h3]What features will be present in terms of competitive play and tournaments?[/h3]
We are implementing multiple features that will make tournaments much easier to host and watch. One of these is a spectator mode for all games. You will learn more in future devlogs about competitive play!

[h3]Will each faction start with their Unique Faction skill (i.e. Necromancy for Necropolis)?[/h3]
Yes, each faction will start with their faction skill. For specific details on each of them, you’ll have to wait for their particular devlogs. As you can see, we already shared Necropolis in our last reveal!

[h3]Will external dwellings keep their growth week after week?[/h3]
Yes! We really liked this feature as well, and the community heavily requested it. Therefore, dwellings will stack over time in the Olden Era.

[h3]How many heroes will we be able to play for each faction?[/h3]
There will be 18 playable heroes per faction in EA. We are also considering adding more later on — and that’s just Skirmish heroes! Some of the Campaign heroes are separate.

[h3]Will the Random Map Generator feature players vs. players maps? Players vs. AI? Co-op?[/h3]
At its launch in Early Access, the RMG will feature both players vs. players and players vs. AI modes. It won’t have co-op or the option to unite several players in a team. We aim to add this later during Early Access.

[h3]Will RMG support mirror templates?[/h3]
We understand just how important this feature is, so we will add mirror templates during early access after the release of the underground.

[h3]Will there be a gamepass for the base game and first few expansions?[/h3]
For Early Access, the game will only be released on Steam and with the basic purchasing model (i.e., you buy the base game—you get it). We want to focus on the game’s core before considering expansions and their distribution model. Content updates during EA will be free.

[h3]When will we see the secret faction?[/h3]
It will be playable in Early Access Day 1 👀

[h3]How will simultaneous turns and timer work?[/h3]
The timer system is similar to previous games: there is a separate timer for the global map and for each battle (including PvP). The game will use a modified chess timer: you get base time for the whole match, with more added every day, bonus time every week, and increment-delta for bonus time every day/week.
OE will feature clever sim turns - yes, they end when the players can meet each other, not after the meeting. Timer values can be tuned before starting a match (via lobby).

[h3]Will heroes specialization abilities become stronger with additional levels? Like instead of +2 growth of a specific creature you can have +1 growth per 5 hero lvls?[/h3]
This is exactly how specializations work in Olden Era! They scale with level.

[h3]Will there be control zones as in Heroes 6 and 7?[/h3]
We received a lot of mixed feedback, or even negative feedback, about this feature, so we decided not to use it in the Olden Era.

[h3]By the way, what is the dev stance on unsolicited ideas and designs?[/h3]
While we do have our creative ideas, and we mostly follow those, we understand just how important the community is to the Heroes of Might & Magic games. Because of this, we have been going through all of your feedback and will make changes accordingly to what is most requested, or of course, if balance changes are required. But do also note, we have our own vision for the game and we want to create something unique. However, we appreciate your passion for the franchise, and your ideas and requests can change our priorities!

[h3]Will we have the ability for offline LAN or Direct connections to a lobby?[/h3]
Not at the moment, but we will have Hot Seat mode during Early Access.

[h3]Will ranged units have a limited amount of shots, like in Heroes V, or unlimited, like in Heroes VII?[/h3]
Ranged units have an unlimited amount of shots in OE. The range penalty is not constant. It gradually increases based on the distance to the target.

[h3]Will Ubisoft Connect be required to play in Early Access?[/h3]
Early Access - that's stated to launch in Q2 2025 - will not require Ubisoft Connect to play.

[h3]Is it true that the developer Leonid is kept in the basement and is not allowed to go outside?[/h3]
Yes. In chains. We use them to tug him away from the computer; otherwise, he’d never sleep at all.

[h3]How can I support the project while it’s not released yet?[/h3]
We greatly appreciate any support! Here are a few ways you can help:
1. Add the game to your Steam wishlist, and feel free to join our Discord server, where you can chat directly with the developers!
2. Spread the word by asking your friends to also add the game to their Steam wishlists — this would go a long way in promoting the project!
3. Leave comments about the game under any related YouTube videos.
4. You can also support us by purchasing Iratus: Lord of the Dead.

Follow news and updates:

Devlog #5: Game Modes pt.2: Arena

Recently, we discussed two game modes: Classic and Single-Hero. But we have one more mode up our sleeve, which has seen the light of day because of the community requests. It brings all the players to the fast-paced, dynamic battle: Arena.

Why did we do this? you might ask. There are 2 points to be made here!

The first one, due to long working hours, and many responsibilities in their lives, not many people have the time to allocate to longer templates that have been the classic experience in other HOMM games. The second, to put it simply, arena modes are just very popular, and very entertaining templates to play. We want to not only improve on this idea, but bring you the best possible iteration of it! No traditional map exploration, no castle building, no resource gathering. Just. pure. battle.

The player picks the hero, their artefacts, spells, troops, and jumps into the single fight that determines the outcome.

[h2]But not so fast![/h2]

Arena is not our unique invention. Its predecessor first appeared as a full-fledged mode in HoMM 5 and was called Hot Seat Duel Mode (as if your seat is not hot enough…..). The concept was simple: a quick battle between two preset heroes. The settings weren’t extensive, but the mode still became a hidden gem for those who wanted to dive straight into battle without spending time gathering armies and developing cities.

Hot Seat Duel Mode in HoMM 5 featured 18 preset heroes from different factions, each with unique abilities and equipment. But the choice essentially boiled down to one thing — picking the hero.

But players still missed the option to customize their hero, skills, and armies, so the community created alternatives in other Heroes games — sometimes makeshift (but inventive!). In these Arenas, players could level up their hero — for instance, by gathering everything from Pandora’s Boxes. Some Arenas relied more on luck, others on thought out choices. All were united by specially created maps.

However, modders couldn’t add a fully-fledged new mode to the game. The maps always had to be custom, and this created an issue with finding the templates to begin with, as well as not being very popular, so it was hard to find opponents. It was always very specific ideas, that belonged to individuals, without much balance to it. And so we want to change that!



[h2]What about Olden Era?[/h2]

For starters, we’ve always enjoyed these Arenas! Our team is no stranger to short sessions whenever you want just a quick break. So, we added that to Olden Era as a separate game mode that doesn’t require special maps. On one hand, it’s a format familiar to fans, but on the other, we’ve reworked and adapted it to be approachable to the new audience.

Our Arena is a classic draft. As a player, you're offered a choice of one of three heroes. Then you select their skills (again, one of three, with multiple level ups), artefacts, spells, and army. In other words, you assemble and customize your build, but it’s very fast-paced — the entire draft takes around five minutes. You may choose to fight the other player, or the AI. After all the preparations are done – to battle!



Making this mode was not without its challenges, for sure.
There were questions like ‘what do we do with skills or spells that are only useful on the adventure map (like Logistics or control spells)?’ or ‘How do we use the heroes who specialize in them?’. Not to mention that heroes in the Arena start with an empty skill pool (unlike the regular map, where they always have two or three skills to start) — which means that specialist heroes don’t always get their key primary skills.

So we took it step by step.
We’ve started with improving the balance. Specialist heroes have an increased chance of learning their corresponding skills, and mages always start with a basic spell.
The leveling process has also been simplified — you receive the 2nd level of a skill from the start (the level that allows you to immediately choose a subskill). Additionally, artefacts and skills now influence the magic offered.



We ensure that the draft is fair: if you get a rare artefact, your opponent will be offered an equally powerful one, both players being offered artefacts of the same rarity. But grabbing everything won’t work — it’s crucial how you use your resources, so be mindful of the combinations.



And of course! The same goes for units. Tiers and upgrades will be similar, so we ensure the battle is as close as possible without giving the same choices to players.



Our goal is to preserve the uniqueness of every fight, as well as balance, so that it will always bring a new challenge.



We see Arena not just as a new ‘format’. Quick battles, allowing the player to jump in with minimum preparation and take maximum action, are a good starting point for those who are not very familiar with the series, as well as for those who want to enjoy the game on their lunch break. We hope this will be a great opportunity for both the newer, and the more experienced players, to enjoy the Arena mode, even when they don’t have the time for hours and hours of gameplay. This also brings a way for everyone to very quickly understand and improve their knowledge about the game.

Leaving the best for last, the Arena mode will not only be a quick, and accessible template to play, but it will also have its own separate rating system, and matchmaking, just like the Single-Hero and Classic modes. This will bring a difficult, new challenge, to even the most competitive players!
You will learn more about what kind of competitive aspects this will bring, in one of our future devlogs about the ladder system!

Follow news and updates: