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Greg Fulton/Fanstratics Newsletters/18
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== Fanstratics Questions == '''In all HoMM games, cities do not respond to the type of terrain they are located on. That is, if a town whose native landscape is grass is located on a different landscape, for example, on snow or in a dungeon, then it will still be displayed as located on grass in the town menu and during a town attack. The exception is homm4, where the background pattern changed depending on the landscape. Can FST have multiple town variations for different landscapes in the town menu, or will there be a strict binding like in HoMM3?''' More than likely, the binding will be strict, and the reasoning for this is budgetary. To make a city conform to each terrain type would require making at least eight iterations of the same Faction City. If FST is blessed with a big budget, we can examine the possibility of multiple city/terrain iterations, but then we must consider the memory hit, and I want to try and keep the system requirements reasonable. '''How extensive will FST's campaign be, if one is planned? And will it manage to avoid some of the weird balance issues HoMMV had where if you don’t build your hero a very specific way, you may not be able to progress (Looking at you Mission 4.3)?''' '''Campaigns''' At the moment, the plan is to have two campaigns (Good and Evil), each with a story transpiring over 8 maps (16 total). Events of the ‘Resurgence War’, are covered in the Good Campaign. Events preceding the ‘Resurgence War’, are covered in the Evil Campaign (basically a prequel). '''Campaign Hero Carry Over''' Hero ‘carry over’ is undecided. If it is implemented, we’ll make sure not to stick the player in a corner.
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