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Heroes of Might and Magic V

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Title Screen

Heroes of Might and Magic V

Developer: Nival Interactive
Publisher: Ubisoft
Platform: Windows
Released internationally: May 16, 2006


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.


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This page or section needs more audio.
There's a whole lotta words here, but not enough audio. Please fix this.
Hmmm...
To do:
  • There are 2 known builds to exist: one that is an alpha build specifically made for Ubisoft to review, and the other that is a Duel-focused closed beta build that also has differences. Links to download these builds will be put later, as well as sub-pages for them.
  • There is an unused death animation sequence for Bone Dragon that is impossible to play normally in the game without using the magic of effects. For the full showcase 2 animations need to be combined via effects.
  • Review maps for the case of cut elements & triggers.
  • Datamine out models from sub-data package that contains some unused creature models.

Heroes of Might and Magic V is the fifth installment in the Heroes of Might and Magic series, and later received two expansions.

Heroes of Might and Magic V

Unused music

Swamp terrain theme

There is an unused music theme for swamp terrain in the files. In the final game, swamp areas reuse the theme for water terrain instead.

Unused Swamp Theme

Unused battle arenas

Grass_Small_02

An unused grass type terrain arena that doesn't appear in any used arena polls for each terrain type.

Most notable feature of this arena is the fact that its map size is 32x32, not standard 64x64 that is used by most other arena maps.

Another interesting fact that is related to this map is that this is the arena map that was used on the E3 2005 game demonstration.

Grass Small 02 photo 1.png Grass Small 02 photo 2.png Grass Small 02 in game.png

Unused creatures

Black Knight

In first concepts of Necropolis' creature list instead of Wights & Wraiths as tier 6 creatures the player would instead recruit Black & Death Knights just like in Heroes of Might & Magic III, while Wights & Wraiths instead were supposed to be tier 3 creatures. However when the concept of those creature lists were shown to Ubisoft, they've liked the design of Wights & Wraiths that much that it was decided that instead of knights the player would recruit giant ghosts with scythes.

This has resulted in Wights & Wraiths replacing knights, Ghosts & Specters receiving new designs and Knights becoming neutral creatures. However only Death Knight is actually finished, while Black Knight remains partially unfinished. Black Knight lacks map object, so he's not placeable. However the creature data is still presented in the game, so he can be added into an army of a hero or into a garrison.

The creature itself has slightly different stats (10 points of attack & defence less and 10 points of minimum damage less), lacks Deadly Strike ability, has the same cost and reuses Death Knight's icon & horse textures (the screenshot below is a fan's reconstruction of how Black Knight was supposed to look like. In the game itself without any modding he'd look the same except he'd have Death Knight's horse & weapons). While icon seems to be never created for the Black Knight, the rest of textures can actually be found in files, being located among files of assets for animated cutscenes. The cutscene, which contains assets of the Black Knight, also showcases disembodied body parts of Black Knight, as well as using Wraiths as Specters instead.

Black Knight Fan Reconstruction.png Black Knight Stats.png

Creature's description:

Damned and fallen warriors, Black Knights are independent Vampire warriors who have severed their ties to the Necromancer kingdom. Their eldritch attacks include the ability to curse enemy troops.

Crystal Dragon

Not to be confused with the Crystal Dragon that was actually added as an alternative upgrade for Sylvan's Green Dragon.

It seems to be that it was supposed to be a neutral dragon, perhaps Ashan's variation of Azure Dragon from Heroes of Might and Magic III. Only name text file remains from this creature, which simply says "(deleted)". Its stats, abilities, creature visual and if it's related to the story or not are unknown.

Fire Bird

Similarly to the case with Black & Death Knights, instead of Green & Emerald Dragons the Sylvan faction was supposed to have Fire Birds & Phoenixes, similarly to 1st & 2nd installments of the series. However later it was decided to give Sylvan dragons instead, and in the end Phoenix has became a neutral creature that can be both encountered and summoned as a separated tier 8 creature, while fire birds were cut from the game.

What remains from the creature are its textures and the sound bank that uses less fire sound effects and lacks special (because Fire Bird can't rebirth itself) and happy sounds for unknowns reasons. No text files exist to show its name or description, as well as no creature data. Below is the fan's reconstruction of the creature along with its texture file.

Fire bird reconstruction.png Fire Bird Textures - H5.png

Naga

On first concepts of army sets for factions, just like in Heroes of Might and Magic III, Academy's tier 6 creatures were supposed to be Nagas, which in the release were replaced with Rakshasa, who fit more with arabic mythology. After the replacement Nagas were reconsidered to become a separate race that lives near the water and worships Shalassa, the dragon god of water. Eventually, Nagas as a race were added into Might & Magic Heroes VI, while in Heroes of Might and Magic V, Hammers of Fate and Tribes of the East there are various resources for unimplemented ideas for the campaign.

What is left from Naga in the original game is a text file for a name that simply states "Naga". No models or textures are presented for them.

Hammers of Fate

Unused sounds

Soundbanks for Vindicator and Battle griffin

There are unused files of unique sounds for Vindicator and Battle griffin units that can't be heard in the game without modifying files. In the final game they instead reuse sounds from Squire and Imperial griffin, just like the rest of the "army of the red church". These sounds are leftovers from an early idea of Renegades being a separated faction, not sub-creatures of Haven, which in Tribes of the East expansion were turned into alternative upgrades.

Vindicator

Vindicator attacks the enemy by swinging his sword from side.
Vindicator attacks the enemy by raising his sword and then slashing from above.
Vindicator dies. Painfully.
Vindicator raises his sword and shouts a victorious cry upon enemy unit stack getting killed.
Vindicator takes damage.
Vindicator stands still.
Vindicator moves forward. The sound itself appears to be designed slowed down animation because it's desynced.
Vindicator bashes an enemy with his shield. It's double unused because Vindicator by default doesn't have the "Bash" ability.
Vindicator looks behind.

Battle griffin

Battle griffin smashes the enemy with its paw.
Battle griffin "pecks" the enemy.
The poor birdie has died.
Battle griffin screams victoriously.
The poor beast is hurt.
Battle griffin stands.
Battle griffin flies forward.
Battle griffin flies to the sky to attack from above later.
Battle griffin "pecks" the chosen square. It's double unused because Battle Griffin by default doesn't possess the "Battle Dive" ability.
Battle griffin warms up.

Tribes of the East Expansion

Unused music

Renegades faction's themes

There are unused music themes for the faction of Renegades, including a town theme, combat theme, and AI theme. Notably, these themes are located in the folder a1, used for music from Heroes of Might and Magic V: Hammers of Fate.

These themes are another leftovers from an early idea of having Renegades as a separate faction, not as sub-creatures of Haven, which in Tribes of the East expansion were turned into alternative upgrades.

Renegade AI theme
Renegade Combat Theme
Renegade Town Theme

Unused sounds

Sounds for unused animations

Most new creatures that were added for already existing 7 factions were created while using non-upgraded and upgraded creatures as a base. This has resulted in some unused animations for new creatures to have sounds, which aren't used either. Below is the list of these sounds with notes of why they're not used (WIP, will finish later)

Archdemon moves (move) Sound for copy-pasted animation of running from Devil & Arch Devil, which by default never run and instead teleport to available spaces. Unlike Arch Devil's case, this time all necessary VFX were added to the animation.
Battle Mage speaks (spneutral) "sp" stands for "speak", which is the animation that is used for some cutscenes in Hammers of Fate and Tribes of the East when the creature or hero is talking. Only some creatures & most of heroes have such animation, and nearly no creatures that are alternative upgrades are speaking in cutscenes because these animations are copypasted from creatures on which they were created. These animations are usually silent, but for the case of new creatures (exception are Stronghold) - they have audio. They don't say anything however, it's just sounds of moving parts.
Battle Mage speaks... again (sporator) Alternative animation for speaking. Same as spneutral - is not used in any cutscenes.
Battlerager speaks (spneutral) A Speaking animation for Battlerager. Similarly to cases above - there are no cutscenes that would include this animation.
Battlerager speaks as an orator (spnorator) Alternative animation for speaking. Same as spneutral - is not used in any cutscenes.
Blade dancer swings his blades around to hit nearby enemies (special) Prior to Tribes of the East expansion, War dancer didn't have unique animation for his War Dance Combo ability. Once the expansion was released, for whatever reasons Blade & Wind dancers have also received that animation with unique sounds, despite the fact that by default they can't trigger their ability animation anyhow.
Cyclops throws goblin at the enemy (ranged) Only upgraded variations, which are Untamed & Bloodeyed cyclops, can throw goblins. Unupgraded Cyclops can only eat them. The animation set also lacks the "special2" animation, which is Cyclops grabbing the goblin. This causes Cyclops to freeze in its idle pose while rotating, then changing it into throwing animation.
Vermin speaks (spneutral) An animation that originally belonged to Familiar, which was added in Hammers of Fate and never was used in any cutscene. Just like the Arch Devil's case of moving animation, it also has all necessary effects & a sound file.
Rune Keeper swings with his staff the same way as if he'd attack in melee (special) Rune Patriarch also has a special animation attached to its animation set, which is a simple copy-paste of melee attacking. Judging by Rune Priest's different spell casting animation - it seems that special animation for Rune Keeper & Patriarch were supposed to have that animation as well. Despite the fact that Patriarch's case reuses the same melee animation & sound file, Keeper's case has a completely unique & separated sound file for the animation.
Blood sister speaks (spneutral) Left over from Blood fury's animation set, which also included this animation being used for cutscenes in Hammers of Fate.
Shadow mistress throws an energy ball (ranged) Unlike Shadow matriarch & witch, Shadow mistress lacks any shots, meaning that she can only attack in melee. Even the creature file lacks the projectile info, which further supports the theory of her being melee only. Despite this fact, this sound CAN be heard in game with its supporting animation in one of end game cutscenes, among other ranged animations of other creatures. But in real gameplay? Never.
Horned grunt... taunts? (special) Unlike Horned demon's & overseer's case, the animation for this sound file actually works. It still can't be triggered under any normal circumstances, so it's still unused.
Pit spawn stands into T Pose to cast a spell (cast) Pit spawn lacks both mana and spells to even cast, so it can't even get mana from Vermins.
Foul wyvern eats a corpse of a creature to "heal" (special) "Scavenger" skill is exclusive to Paokai creature, which is an alternative upgrade to Wyvern, however both Wyvern and Foul Wyvern have needed animation & sound for such skill.
Red dragon speaks with you (spneutral) A leftover animation from Black dragon, for which it was used in one of cutscenes in Hammers of Fate.
Rot zombie speaks about brains (spneutral) A leftover animation from Plague zombie, for which it was used in one of cutscenes in Hammers of Fate.
Shaman sacrifices a goblin to get bonus mana Only Sky & Earth daughters can sacrifice goblins in order to get bonus mana.
Mountain guard speaks (spneutral) A leftover animation from Shieldguard, for which it was used in one of cutscenes in Hammers of Fate.
Wind Dancer swings his blades around to hit nearby enemies (special) Prior to Tribes of the East expansion, War dancer didn't have unique animation for his War Dance Combo ability. Once the expansion was released, for whatever reasons Blade & Wind dancers have also received that animation with unique sounds, despite the fact that by default they can't trigger their ability animation anyhow.
Wind Dancer speaks (spneutral) A leftover animation from War Dancer, for which it was used in one of cutscenes in Hammers of Fate.
Wyvern eats a corpse of a creature to "heal" (special) "Scavenger" skill is exclusive to Paokai creature, which is an alternative upgrade to Wyvern, however both Wyvern and Foul Wyvern have needed animation & sound for such skill.