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===Heroes V - A New Hope=== UbiSoft, today known widely (and sadly only) by people for their Assassin's Creed games, picked up the trademarks for the series and hired Nival Interactive (known at that time for their really awesome Heroes-clone, later turned King's-Bounty-clone-smashed-with-Magic-The-Gathering series, known as Etherlords or Blitzkrieg, Evil Islands and Rage of Mages series) to make a new Heroes game (despite that it was already in production by 3DO and NWC, but after the two bankrupted, Ubi gained the rights and modified it into a game for the current hardware). Thus in 2006, Heroes of Might and Magic V came out. The fifth entry in the series was a return to what Heroes III took and polished when it combined the best of the first two games as well as several "Quality Of Life" tweaks. Heroes V was simply a III in 3D with even more diversities between cities (six were playable) and Heroes (sadly, each city now had only one Hero type that a city had was both MIGHT and MAGIC with racial skills they could upgrade, but also with personal skills that made each Hero different from each other). Faction differences are now more pronounced: Knights can upgrade unit tiers with training facilities and money, drilling the peasants into archers if you can afford it, Necromancers raising the fallen enemy only if they have flesh and bones, and with a "Dark Energy" limit per week which consumes more energy per fallen enemy tier but also yields similar tiered undead(Mage dead yields Liches, high tier melee beasts yield strong zombies etc).Overall the game was very well received, but stuff that Heroes IV presented (like aforementioned Caravans and flaggable Mills) was thrown out, but Heroes fighting alongside their units stay, albeit invincible until the last unit croaks unlike HoMM4. It also rebooted the lore into a newer, more generic, universe that's best known for being where ''Dark Messiah'', which is awesome, takes place. Gameplay is similar to the third, though sadly has far smaller maps with shorter and more annoying literal blue-balls inducing single player levels (baseless levels, Inferno campaign where Inferno hero uses elves rather than Inferno since there *are* no Inferno towns, Necromancer hero plays only two levels with Necromancer towns and plods with the rest with knights and neutral creatures) extremely similar to Warcraft 3 lone hero levels but turn based. 2006 and 2007 gave us two expansions. Hammers of Fate and Tribes of The East. The first presented Dwarfs and their unique Rune Magic system that ate up resources, as well as a Random Map Generator (as opposed to the previous games that had Map Editors, Heroes V didn't have one). The second was a standalone game that didn't require the vanilla game and the previous expansion. It presented the Stronghold (Orks) as a playable city along with unique abilities that were resolved around Bloodlust, brought back Caravans from Heroes IV, and gave people things such as alternative upgrades for units. So far, the game was very popular in a "you win some you lose some" playstyle still, adapting into the fantasy-only setting... But that was not to last.
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