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Heroes Community > Heroes 5 - Temple of Ashan > Thread: YAY! 1.41 / 2.1 News right here!
Thread: YAY! 1.41 / 2.1 News right here! This thread is 6 pages long: 1 2 3 4 5 6 · NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 25, 2007 06:23 PM
Edited by alcibiades at 13:09, 29 Mar 2007.

YAY! 1.41 / 2.1 News right here!

Fabrice finally revealed the 1.41/2.1 readme.
http://forums.ubi.com/eve/forums/a/tpc/f/1851065692/m/1091028725

You'll love these fixes! Feel free to comment.
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Map also hosted on Moddb

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GenieLord
GenieLord


Honorable
Legendary Hero
posted January 25, 2007 06:33 PM

Wow! That's fantastic! Finally a limint to the overpowered training skill! That's awsome.
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Shauku83
Shauku83


Promising
Famous Hero
posted January 25, 2007 06:45 PM
Edited by Shauku83 at 18:45, 25 Jan 2007.

Nice one! Finally! Great! And gotta love his humour

"Patch 1.41 fixes the gating / phantom forces crash (it took long enought to squash it)"

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted January 25, 2007 06:52 PM
Edited by VokialBG at 18:54, 25 Jan 2007.

Best (in my opinion ):

- Happiness animation added for Fortress creatures
- The Eternal Light perk modified (Hero’s light spells are now twice harder to dispel. Opposite spells like Slow vs. Haste applied by an enemy to hero’s creatures have a 50% chance to fail.)
- Fountain of Fortune no longer grants +0 Luck
- Warlords can no longer damage towers in Siege combat
- Magical elements now work with new creatures as well
- “Random town” can now be selected as an option in the random map generator


And about this:

Necromancy principles changed
Training principles changed


What they mean with "changed", I hope balanced Training.

And for the Necromancy, I'm sure that they want to make it weaker, like they doing in all patches... they always make nacro weaker


Finally we'll become something like this:

Basic Necromancy - 1% Skels
Advanced Necromancy - 2% Skels
Expert Necromancy - 3% Skels
Ultimate Necromancy - 3,5% Skels
Pillar of Bones - + 0,005% Skels
Amulet of Necromancy - +1% Skels

Why they dont make Academy or Haven weaker

No new spells , only 3 maps

I'm disappointed...
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 25, 2007 07:00 PM
Edited by Doomforge at 19:05, 25 Jan 2007.

Yay, balance & stability coming! That's what I like!!! And 1.5 will bring us duel customalization yeah! "among other things.."

Now.. we need only new spells& new town.. so, the second add-on will make the heroes5 game finally "completed". Wow! It's been a long road..

I only fear for 1 thing.. their "balancing" usually ends up with making the "rebalanced" feature totally useless Not that I wouldn't like to ban training, but..

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ZeroXcuses
ZeroXcuses


Known Hero
posted January 25, 2007 07:21 PM

- The AI does not cast the Armageddon spell anymore if it can win with no casualties without using the spell
- The AI now understands various player’s diverting placing tactics (like those needed to defend the shooting creatures)
- The AI can now bring its troops closer to the moats


Still no Adventure Map AI fixes, but some the AI "understanding diverting placing tactics)" is HUGE!

Once they fix the adventure map AI (especially when all-powerful heroes don't go straight to your castle) and the "cheating," I'll actually be able to play this game again!

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 25, 2007 07:35 PM

Vokial: I'd like to add
"- Resource cost of certain buildings in Fortress modified (Dwarves need Crystals more than Gems now)"
to good changes.

We all know the costs of level 6 and 7 dwellings were outrageous

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted January 25, 2007 08:47 PM

hope they dont make necro too weak, that way it will at be least to a fight against them
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theluCas
theluCas


Adventuring Hero
thiNk
posted January 25, 2007 10:39 PM

Resource cost of certain buildings in Fortress modified (Dwarves need Crystals more than Gems now)
i am interesting, what doest it mean exactly.


- no interesting balance changes there, but game will be at least more stable

- i will not use summon elemental spell still ,i hoped, they will buff it.

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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted January 25, 2007 10:49 PM

The resource changes to fortress are absolutely necessary.  We'll see what they actually are...the problem wasn't level 7 it's the rune patriarch's, warlords, and runic guild all needing mucho gems.  So they're shifting some of the burden to crystals which are generated by the resource silo.

With the necromancy, since they are reducing skeletons, I hoped they might buff some of the other creatures a bit.  Maybe give the wraith some extra speed and attack...increase the vamp life steal power.  Whatever.

Hopefully the training will shift the emphasis to higher level creatures.  For example I like to go, squire to priest.  This will be much more valuable when you can only do 7 units per week.  7 marksmen don't help.  7 inquisitors do.

Anyway it's good news.  Fingers crossed.
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theluCas
theluCas


Adventuring Hero
thiNk
posted January 25, 2007 11:01 PM

Quote:


Anyway it's good news.  Fingers crossed.


I agree, really good course of ubi. Just go on.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 25, 2007 11:03 PM

Things I'd like to see about units

1. Spectrals. Their cost is so lol and they don't offer anything.. even with dragon vault they are the worst level 7 unit.. >_> Where is aging? Where is incoreporality? And if nival wants them suck so desperately, why the costs aren't normal? it's just RIDICULOUS. Ever remember having Spectral Dragons in a MP game on a non-opulent map? ~~
2. Shadow/Black Dragons. Similiar thing.Sulfur - ok, high sulfur cost is a tradition and resource silo helps. But.. Too much crystal needed. If you want the guilds, getting the dragons is very hard.. why? Why can't we use those beautiful units as much as we want?


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Shauku83
Shauku83


Promising
Famous Hero
posted January 25, 2007 11:25 PM

I agree about the Spectrals, they should cost 1 Mercury, the Bone Dragon doesn't need any resourse cost (who buys them anyway?) Or, reduce the building cost... Here I find the biggest problem being Wood and Ore cost, which are appalling. Considering that it has requirements of Fort, Ghost Dwelling, Citadel and Castle (taking 25 Wood AND Ore) And next you are supposed to pay 20 Wood and Ore for Bone Dragon Dwelling.. Totaling 45 of each.

I do understand that Necro is not supposed to get then early, but that is rediculous imo. Now with the Necromancy getting a nerf, I think this dwelling could get 5 Wood and Ore cheaper.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 25, 2007 11:37 PM

Quote:

I agree, really good course of ubi. Just go on.


Actually for a two month job it's pathetic.
I'm glad for some things but we should have had them since HoF came out. But let's see what else they have fixed first...
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 25, 2007 11:42 PM

Quote:

Actually for a two month job it's pathetic.
I'm glad for some things but we should have had them since HoF came out. But let's see what else they have fixed first...


they are just lazy.. but they could just forget about H5.. it's good that they still do something.. slow, but still..

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted January 25, 2007 11:44 PM

I need new spells, not new weaker necro
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 25, 2007 11:46 PM

A cap in necromancy per week is fair as I see it. Now you'll have to buy other creatures too. And you won't see marksmen hordes either which is reassuring.
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Map also hosted on Moddb

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lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted January 26, 2007 12:09 AM

I don't think they are weaking necro... they are changing necro!... that will be interesting to see
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 26, 2007 09:24 AM
Edited by alcibiades at 09:24, 26 Jan 2007.

Necromancy principles changed.
Training principles changed.


Yay! This sounds exciting!
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What will happen now?

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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted January 26, 2007 06:14 PM
Edited by FreshHope at 18:14, 26 Jan 2007.

Quote:
Necromancy principles changed.
Training principles changed.


Yay! This sounds exciting!


I cant wait to find out what have been changed there too, but as for training, various tiers should have differing degrees of training, aka 10 peasants -> 7 archers -> 5 footmen -> 3 priests -> 1 caverlier (eg)

Btw, does anyone know what it means by 'AI now understands various player’s diverting placing tactics'?

The list of balances looks simply awesome!
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Where there is Faith, Hope arises.

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