Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Temple of Ashan > Thread: Patch 1.4
Thread: Patch 1.4 This thread is 3 pages long: 1 2 3 · NEXT»
sfidanza
sfidanza


Promising
Supreme Hero
posted November 09, 2006 05:06 PM
Edited by sfidanza at 23:48, 14 Nov 2006.

Patch 1.4

Patch 1.4 is ready!

As Fabrice Cambounet says in his post, this update is cumulative: it contains all the previous patches, so you can install it from any version of H5 you currently have. Way to go, guys!
The patch is about 100Mb (depending on your game edition).

The download links and list of changes are in Fabrice's post on the official Ubi board:
http://forums.ubi.com/eve/forums?a=tpc&f=1851065692&m=6501011205.

Use this thread to discuss what you think of the balance changes introduced by 1.4, the return of the "paper doll" on the artifacts hero panel, and the fixed (or not) bugs.

Edit: The files are now really available!
I guess I'll have some updates to do on AoH and in the manuals, I'll keep you posted.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 09, 2006 05:27 PM
Edited by Doomforge at 17:29, 09 Nov 2006.

-_-

Of course haven imbalance continues. Ok guys, it's clear now that they think it's perfectly balanced. Just pathetic.

"Vampires no longer regenerate when attacking undead creatures", "Gremlins can repair machines and construct creatures only once per combat in all situations" - wasn't this already fixed by 1.3? I'm quite certain it was.

I wonder how did they change gating. And I wonder why the hell didn't they nerf training.

At least some of the ridiculous features (varied managuild costs, sylvan town with ridiculous wood demands) has been corrected.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted November 09, 2006 07:42 PM
Edited by lord_crusader at 19:42, 09 Nov 2006.

well I guess they just pushed back the others changes to the next patch... maybe have something to do with the addon realesed next week
____________
Dig Out Your Soul

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 09, 2006 08:11 PM
Edited by VokialBG at 20:11, 09 Nov 2006.

Download from here:


 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted November 10, 2006 12:21 AM
Edited by sfidanza at 01:30, 10 Nov 2006.

For everyone wishing to know some more details about balance changes that are not explicit, here are some:
- Gating:
Gating has been upped by 5% (30%/35%/40%/45% on Basic/Adv/Expert/Ultimate instead of 25%/../40%)
The caller now uses only 50% of its turn to call for reinforcements
With Swift Gating, the caller uses only 25% of its turn (still half of normal Wink)
The Infernal Loom (building in Inferno) bonus to Gating is now 10% (instead of 5%)

- Updated Tier 3 specialist get more Tier 3 starting creatures
I'll update the pages on AoH tonight to be more specific

- The skill "Artificer/Consume Artifact" now heals and resurrect!! (instead of regenerating Mana)
Here is the comment I'll put in the updated 1.4 manual:
"The number of Hit Points healed is equal to 10*Hero_Level*(1+Nb_Effects), where Nb_Effects is the number of effects crafted in the consumed artifact. The hero only spends 0.25 turn to consume the artifact."

Note that there seems to be a bug in the Quick Combat system: if the AI uses "Consume Artifact" during the quick combat, then the consumed mini-artifact is lost, even if you replay the combat. That requires more testing to be confirmed.

- Special "Catalyst" fixed: Mana cost is now correctly reduced by 5%+Level*1%, rounded down.

Edit: More updates in my next post below.

Note: the link from VokialBG is for european version only (NOT collector).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Shauku83
Shauku83


Promising
Famous Hero
posted November 10, 2006 12:48 AM

Great job sfidanza! I was just about to come and ask whether Grawl gets more Hellhounds in the beginning, hehe. And yes he does
I also noticed the gating thing, but seems like you beat me there too.

AS for Sylvans reduced Dwelling costs, Hunters Cabin are 12 Wood now (instead of 15). Battledance Terrace costs 5 Wood (instead of 10) and Battledance Arena 10 Wood (instead of 15).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted November 10, 2006 01:30 AM
Edited by sfidanza at 01:34, 10 Nov 2006.

Thanks Shauku83 for the Sylvan building costs changes.
However gold costs have been tweaked as well. Here are the complete changes:
[Sylvan/Battledance Terrace (lvl 2)]
Old: 800 Gold, 10 Wood, 5 Ore
1.4: 1100 Gold, 5 Wood, 5 Ore

[Sylvan/Battledance Arena (lvl 2+)]
Old: 2000 Gold, 15 Wood, 2 Crystal
1.4: 2000 Gold, 10 Wood, 5 Ore, 2 Crystal

[Sylvan/Hunters Cabins (lvl 3)]
Old: 1000 Gold, 15 Wood, 5 Ore
1.4: 1500 Gold, 12 Wood, 5 Ore

Additionally, all Citadel and Fort costs have changed:
[All/Citadel]
Old: 5000 Gold, 10 Ore
1.4: 5000 Gold, 5 Wood, 5 Ore

[All/Fort]
Old: 5000 Gold, 10 Wood
1.4: 5000 Gold, 5 Wood, 5 Ore

And all magic guilds now cost the same again, meaning that Dungeon (level 5) and Necropolis (level 3, 4, 5) costs have been fixed.

----------------------------------

Some other minor changes:
- "Week of Whale" description fixed
old: "Double growth for Manes and Ghosts"
1.4: "Whales dances celebration week"

- "Week of Festivals" description fixed
old: "No resource income from towns and mines"
1.4: "Gold, Ore and Wood income from towns and mines is halved. No income for Sulfur, Gems and Crystals."

- Artifact "Ring of the Unrepentant" now costs 6000 (instead of 0)

- Artifact Amulet of Necromancy now costs 8000 (instead of 0)
and its description is now fixed to +10% Necromancy (it was incorrectly 20%)


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 10, 2006 01:59 AM

Quote:

- Gating:
Gating has been upped by 5% (30%/35%/40%/45% on Basic/Adv/Expert/Ultimate instead of 25%/../40%)
The caller now uses only 50% of its turn to call for reinforcements
With Swift Gating, the caller uses only 25% of its turn (still half of normal Wink)
The Infernal Loom (building in Inferno) bonus to Gating is now 10% (instead of 5%)



Hey!A long time ago I had said that maybe gating could do with some buffing!But the initiative change along with swift gating is just outstanding!Now Nymus will be nigh unstoppable Unless there is more here than meets the eye.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Shauku83
Shauku83


Promising
Famous Hero
posted November 10, 2006 02:25 AM

Tell me about it, the gating is now suberb... Too superb? 10 % more gated units (with the loom) with a 50% initiative increase

On Nymys I can allready see the headlines... 22 Pit Lords gated extra 30 Pit Lords to the enemy lines

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 10, 2006 02:29 AM

Well,with 26 I have called 28 pitlords in 1.3! Lucky gating,huh?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Ambidext
Ambidext


Adventuring Hero
Wandering knight
posted November 10, 2006 04:05 AM

Alright. I'll love the cost in changes. Fantastic! Now I won't have so much head ache over wood. ^^

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kingdon1975
kingdon1975


Adventuring Hero
I really am the Godfather
posted November 10, 2006 08:25 AM

does any1 know if there is a 1.3-1.4 patch so i don't have to download the whole thing?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Genkaku
Genkaku


Hired Hero
posted November 10, 2006 09:44 AM

No ! It isn't!
____________
The life is full of
excitement, the afterlife is
all quiet and peace ,But the
passing from one to another
is really anoying.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted November 10, 2006 01:20 PM

KingDon1975, did you try the autopatching directly from Heroes 5?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sq79
sq79


Famous Hero
posted November 13, 2006 04:08 PM

Played a few games in 1.4 , here what i noticed

My beloved ossir now starts with 10-12 hunters instead of 3-6
Hunters building has also been reduced to 12 instead of 15 wood.
Demons are still too weak no improvement even though gating is a little faster.
Squires,footmen and horn demons etc .. as neutrals seem to get morale more often. Its almost impossible to take them on with only 1 fury or sprite. Good or bad depends on how u play.
Dungeon is still very weak and hard to start the game Esp in maps with no wells.. its really hard to play them
Nothing has been done to control the imbalanced haven. They're still too powerful.
There seems also to be a change in the development of heroes in different faction. For example, sylvan used to be 45% defence, 30% knowledge and 10% attack, all this seems to change in my recent games in 1.4 though.. Its more like 20% attack 30% defence now.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Betruger
Betruger


Known Hero
empowered mind
posted November 13, 2006 05:51 PM

Quote:
Dungeon is still very weak and hard to start the game Esp in maps with no wells.. its really hard to play them


I beg to differ Me thinks dungeon is still very strong and easy to start the game Esp in maps with some wells.. its really easy (and fun) to play them.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sq79
sq79


Famous Hero
posted November 13, 2006 06:03 PM

Quote:
Quote:
Dungeon is still very weak and hard to start the game Esp in maps with no wells.. its really hard to play them


I beg to differ Me thinks dungeon is still very strong and easy to start the game Esp in maps with some wells.. its really easy (and fun) to play them.


Lol maybe that's cause you're betruger
Did u try ashes and sands? That map is virtually impossible to play dungeon I don't see a well after 3 weeks if I'm not wrong.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Betruger
Betruger


Known Hero
empowered mind
posted November 13, 2006 06:11 PM
Edited by Betruger at 18:12, 13 Nov 2006.

Yeah, If there's not a single well in the vicinity things could get rough. But then again, you can pick yrwanna which starts with enlightment and intelligence (+50% mana), and you don't really need to use your spells most of the time.
Furies alone should be able to handle most enemies, except for shooters of course.

And when things are looking bad, you can always upgrade your hydras. Having 6 Deep Hydras lets you kill about anything without losses (they regenerate health!) If you are carrying only hydras on your hero even the quickcombat will give you 0 losse, even against shooters. 6 hydras are also sufficient to kill lots of druids and other lvl 4 creatures, and even most of lvl 5. (though that must be done manually, quickcombat will prolly retreat not killing a single enemy )

So there are multiple ways of handling the situation. If you fight only with furies or hydras you should have many spellpoints anyway.

I haven't played ashes and sands as dungeon yet, but there are so many resources lying around there, that it'd be no problem to get the upgraded hydras by the end of week 1.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sq79
sq79


Famous Hero
posted November 13, 2006 06:16 PM

Quote:
Yeah, If there's not a single well in the vicinity things could get rough. But then again, you can pick yrwanna which starts with enlightment and intelligence (+50% mana), and you don't really need to use your spells most of the time.
Furies alone should be able to handle most enemies, except for shooters of course.

And when things are looking bad, you can always upgrade your hydras. Having 6 Deep Hydras lets you kill about anything without losses (they regenerate health!) If you are carrying only hydras on your hero even the quickcombat will give you 0 losse, even against shooters. 6 hydras are also sufficient to kill lots of druids and other lvl 4 creatures, and even most of lvl 5. (though that must be done manually, quickcombat will prolly retreat not killing a single enemy )

So there are multiple ways of handling the situation. If you fight only with furies or hydras you should have many spellpoints anyway.

I haven't played ashes and sands as dungeon yet, but there are so many resources lying around there, that it'd be no problem to get the upgraded hydras by the end of week 1.


Ouch didn't tink of that. Will try that out

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 13, 2006 08:43 PM
Edited by Elvin at 00:06, 14 Nov 2006.

Quote:
Played a few games in 1.4 , here what i noticed

My beloved ossir now starts with 10-12 hunters instead of 3-6

Squires,footmen and horn demons etc .. as neutrals seem to get morale more often. Its almost impossible to take them on with only 1 fury or sprite. Good or bad depends on how u play.

There seems also to be a change in the development of heroes in different faction. For example, sylvan used to be 45% defence, 30% knowledge and 10% attack, all this seems to change in my recent games in 1.4 though.. Its more like 20% attack 30% defence now.


What the...

Ossir was good enough,now he starts with 10-12 hunters???

If this is true so for the better.Still,is that when you have a small army or always?

If they have that's for the better.I wonder if warlocks still get 15% knowledge.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 3 pages long: 1 2 3 · NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0561 seconds