Taking up the main hand slot, Dynasty Weapons are powerful artifacts that are kept between games once earned, and earn experience points and gain levels as heroes do, differing from heroes in that they keep experience earned between games. Dynasty weapons are divided into two types; swords for Might heroes, and staves for Magic heroes. They require the Conflux feature of the game to be equipped and used.
Dynasty Weapons provide a variety of bonuses, with the type of bonuses varying by weapon. The first bonus of a weapon is initially unlocked, and the other four bonuses must be unlocked by using the weapon and providing it with experience.
Dynasty Weapons may be obtained in various ways, but most of them may be found by completing main or subquests within the various campaigns of Might & Magic: Heroes VI and its expansions. Weapons may also be purchased in the Altar of Wishes, through Uplay points, or in special promotional offers. The purchased dynasty weapons get into the Dynasty menu where the player may order it to his Dynasty Heroes. The abilities of the appointed dynasty weapon with a unique name are allowed to attain his description in such a way that point the mouse cursor at the text, the information asked appears under a moment.
It is a testament to its strength that the Might and Magic name has persevered over 25 years and three different companies while still retaining a loyal following. The core Might and Magic games, of which there were 9, were traditional RPGs. In 1995, 3DO published the first Heroes of Might and Magic game before going out of business when Ubisoft took the reins and expanded the series to include the first-person Dark Messiah of Might and Magic and Might & Magic: Clash of Heroes, a puzzle RPG.
Might and Magic: Heroes VI takes place 400 years before the Heroes of Might and Magic V (yes, they changed the name slightly for this installment). The tutorial campaign introduces us to Slava, Duke of Griffin and his friendship with the Orc leader Kraal. Over the four hours or so that you will spend in the tutorial, you will gradually learn about combat, non-combat movement on the adventure map, artifacts and dynasty weapons and resource management.
Might and Magic: Heroes VI extends the tradition of complex strategy with infinite replayability that the series is known for. It is the perfect blend of RPG and turn-based strategy, giving players that like a personal relationship with the characters as well as those that simply enjoy sending nameless masses to their death something to love. There is a lot for new players to take in, but those that put in the time will find that there is nothing else quite like Might and Magic.
Latest version 1.32 under files tab. For normal use, from all files, just copy Data23.orc file to installation directory. Installation details below.
TROUBLESHOOTING:
1. If your game shows incorrect heroes or heads, do clean game installation and proper installation of the mod.
2. Your heroes level does not progress in campaign to 2nd etc. mission? Restart the campaign! Using your pre-existing broken save on mod installation obviously will not work. Alternatively go to step one after.
What does "Special idle animations appear now randomly for all town recruitable units" mean? It makes me think about funny animation like vampire playing "guitar" triggering randomly which sounds like a bad idea IMO but maybe I misunderstand?
Also, if you are changing maps - map Silence of Ancestors (or something like that; I have non-English version) has a Dungeon dwelling (near the eastern city) that can't be interacted with. That said, modiying a map changes it's description to English (which is unpleasant to me).
Some small line changed perhaps in the executable source code? Most of it is unavailable to edit easily. It's also possible they added some weird UI behaviour that does not work with borderscroll. Last spaghetti patch does not look like something done by original devs. So for now it's middle mouse, arrows or rebinded arrows :/
Hello! Despite the fact that in my previous comment there were no consequences of the problems described that were widespread at that time, my game still broke a little time later \_ (ツ)_/. The most unpleasant breakdown was the replacement of the characters of all campaign missions with Aguirre, and only after a considerable number of checks of various factors, I also came to the reason in the form of changing the language parameter in the regedit for the non-English version of the game. It was this moment that absolutely clearly and strictly broke the game, and I was already upset that no one would take on this, probably due to the intricacies of different language versions of the game, but now I saw your update v1.32, I tried it and it really solves this problem, it's just incredible! I would like to dedicate this part of my message to you as one big thank you!
1. The first thing I encountered was the level and experience of dynasty weapons began to be reset after loading a save (both offline and online), which was equiped on the character at the time of saving. This is not corrected by removing the weapon, placing it in the dynastic weapon list and re-equipping it again, because with this problem the reset experience remains even in the weapon list. Can only be solved by manually correcting the experience parameter in ProfileData and re-entering the game (tested only on Staff of the Netherworld in the Sandro campaign but most likely the same would have happened with any other weapon).
4. When creating a custom match, in the list of heroes you can see a lot of duplicates (3 Sandro, for example). If you don't guess correctly and choose a duplicate instead of the original hero, when choosing dynastic benefits, the hero's avatar will be missing in the first cell on the left (including in the game also), and his specialization will be taken from the base list of non-campaign hero specializations.
I haven't yet had the opportunity to play long enough for me to try out all the heroes, all the weapons, all the campaign missions and all the maps, and also test all possible game scenarios and combinations but everything that I managed to find during my short game, I tried to pass on to you. Thank you again for your work, you are amazing!
Thanks, it's really nice to hear ^^ Yeah, I also noticed later some problems in English version, so for v1.32 I was checking campaigns in multiple languages to make sure it is solved properly. No matter if it's Chinese, Russian or whatever. I haven't of course tested all campaigns in all languages, but hopefully it works.
2. Looks minor, but maybe UI selection could be look into. It's also possible mod does not handle profile pictures 100% right. I know I noted it down in log on how mod is being created, but never looked into details.
3. Well, I decided to remove change menu so no one breaks their dynasty accidentally. I couldn't find a technical way to make switch work as it used to, that's why I moved other class to second slot. Main hero could never actually change specialization (although I can can for sure change default i.e. give might and magic here a different one). Maybe for some future version I can bring back menu and remove switch, such that you can see specialization.
4. Some are on purpose like there are two different Sandro version, but you are right in general. For example Penelope is for sure twice that I remarked. It's just a lot of entries to control and it was more important to make sure that scenarios and campaigns work so far.
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Might & Magic: Heroes VI - Shades of Darkness is a stand-alone expansion for the hit strategy game, Might & Magic: Heroes VI. It was developed by Virtuos, a studio known for their achievements in computer graphics (they co-created NBA 2K13, MLB 2K13, and Generator Rex: Agent of Providence, among others). Shades of Darkness introduces a new faction to the game, the Dungeon. The expansion also adds two new campaigns in which we control Raelag, a dark elf. The players get to know his demonic past, the time when he established the hidden city of dark elves somewhere in the far reaches of Ashan. The core rules of gameplay remain the same. However, Virtuos introduced new units, heroes, buildings, artifacts, and dynasty weapons.
The second official expansion to 2011 game Might and Magic: Heroes VI developed by Limbic Entertainment. The storyline of the expansion titled Danse Macabre revolves around the character of Sandro the Great Lich (a necromancer known from one of the expansions to Heroes of Might and Magic III), who has returned and seeks vengeance on the land of Ashan and its Dragon Gods. The new story mini-campaign consists out of only two missions, during which the antagonist faces off against heroes of both Haven and Necropolis. Among other, additional elements of this DLC, it is worth mentioning several new heroes, a previously unavailable set of artifacts, a new structure (The Magic Menagerie), a dynasty pet (a raven called Alma), as well as the new map of the Xeen region, which draws inspiration from Might & Magic IV and V.
For more than a decade and a half, the Heroes of Might & Magic series has offered players the chance to adventure through fantastical worlds while training heroes, developing towns, and building armies to explore the realm and conquer their enemies. The turn-based titan returns in Might & Magic Heroes VI with the same engrossing and rewarding gameplay that its predecessors served up so well. New creatures, spells, and a lovely new faction help make this visually vibrant game feel fresh, while the restructured skill tree and new dynasty mechanic make hero development more flexible. Progressing through the five lengthy campaigns can drag at times, which is something the new quick combat feature both ameliorates and exacerbates. And the diverse tactical considerations can outpace the game's ability to explain them properly. But the addictive rhythm of building, fighting, and exploring is as powerful as ever, making Might & Magic Heroes VI another compelling entry in this storied series.
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