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Heroes Community > Tournament of Honor > Thread: New patch
Thread: New patch
lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted January 26, 2007 12:11 AM

New patch

From fabrice in the official forums

Well, after the christmas, new year and orthodox christmas period, its been hard to get back to speed  But we've finally closed the current set of patches that should have been online before all of these vacations.

We are now working on 1.5, which will contain, among other things, the duel heroes editor

So, the patches 1.41 and 2.1 are ready to be distributed next monday : the first applies to Heroes 5 (you need to have 1.4 already applied), the second to the addon Hammers of Fate. The links will be posted at this time, of course.

The main content is allowing a switch of online servers in Ubisoft. The servers will go offline on monday from 3pm GMT to 9pm GMT. After this phase, you will need to have these patches applied to play online. They will be made available after the reboot through the autopatch system, and on tuesday they will be replicated all around as usual.

Patch 1.41 fixes the gating / phantom forces crash (it took long enought to squash it).
Patch 2.1 also contains a lot of updates and fixes for the addon. Here are the details from the readme :

Features added:
***************
In-game:

Necromancy principles changed
Training principles changed


Bugs repaired and changes made:
*******************************

Stability:

- When an attached map is used to create a multiplayer game, the game no longer crashes for the players trying to connect to the game
- Multiplayer game mistiming in certain specific circumstances repaired
- RMG crashes in attempts to generate certain maps fixed
- Game freezes on MP with time limit on in some special situations fixed
- Editor crashes in several specific cases fixed
- Trouble with Autosave working incorrectly in certain cases fixed
- Game no longer crashes when Empowered Meteor Shower hits areas with no enemy creatures

Camera, graphics, interfaces:

- Happiness animation added for Fortress creatures
- Visual errors in mission-pertaining cut-scenes fixed
- Renegade heroes’ attack animation fixed
- The Monster Strength list in RMG interfaces now sorts correctly
- Player now sees caravans that can’t move
- The issue with no message displaying when trying to move a hero from ‘visiting’ slot to ‘garrison’ with Space hotkey although he does not have enough free slots to gather all the army is now fixed
- Trouble with player not being informed of the number of creatures who want to join now fixed
- Trouble with inaccessibility of Hero Screen and Ghost Screen interfaces in certain specific cases fixed
- The slider buttons of the Split Stack interface now move only one creature for each click
- Wrong difficultly level indication in the network game’s tooltip corrected
- Combat statistics corrected
- Twitches that happened when rotating the camera in towns with high FPS rates now fixed
- When ghosts combat in Ghost Mode, the player now sees how much damage the ghost has suffered
- In 3x3 Duel, a message telling that the opponent replaces a hero has now been added
- Camera’s movement for following the hero now fixed (the camera no longer falls behind the hero in high movement velocity)
- Camera now moves to the nearest of the caravans when clicking on a pop-up telling about caravans standstill
- The hero’s path no longer appears on the Puzzle Map
- Hero’s flag color change when changing owner by the script (SetObjectOwner) now fixed
- Special Hero Trail no longer disappears when loading a saved game
- Various texts corrected

Gameplay, Mechanics, Balance:

- Calculations for quick combat fixed (the results used to differ from auto combat at times)
- 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
- Hero with Angel Wings or Boots of Levitation does not land on impassable tiles anymore.
- AI does not cease to cast spells anymore after Counterspell has been cast
- 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.)
- Resource cost of certain buildings in Fortress modified (Dwarves need Crystals more than Gems now)
- Warlord controlled by Puppet Master damages himself no longer when using the Stormstrike ability
- Movement Points subtraction when using the Town Portal spell corrected
- Possibility of leaving a hero without an army in network game removed
- Fountain of Fortune no longer grants +0 Luck
- Summon Creatures spell now works similarly to that in the original game, version 1. 3 and higher, taking 75% of the Hero’s movement points for the day after summoning.
- In 3x3 Duel, stacks can only be split when a new army (a hero who has not fought yet) is placed onto the field
- Possibility of Consume Artifact being used on the same creature again (when the artifact already no longer exists) removed
- Improper behavior of Souldrinker specialization for spell-casting creatures of the hero’s army now fixed
- In Duel, micro-artifacts can now only be equipped onto Academy creatures
- Warlords can no longer damage towers in Siege combat
- Magical elements now work with new creatures as well

Maps:

- Map ‘Questing For Peace’: Improper collision between the guarding stack and Dwarven Military Post now fixed
- Map ‘The Duel’: trouble with impossibility to complete the mission if one of the players has lost his or her hero before 2 weeks expire now fixed
- Map ‘The Guerillas’: The trouble with the camera auto-focusing even if the Dwarves have joined the hero now fixed

Map Editor and RMG:

- RMG now creates better imbued and balanced maps
- Certain bugs in map generation now fixed
- Non-working objects removed from the editor (Dwarven bridges, Dwarven wall_down set)
- “Wand Of...” artifacts have the setting of their number of charges corrected
- “Defeat Neutrals” objective now works (it now works for all cases)
- Minimap can be hidden now in RMG generation screen
- “Random town” can now be selected as an option in the random map generator
- The starting race can now be selected in the Game Create screen of the random map generator (if the "random town" were selected before)

Not written in the readme : improved game response performance in MP standard mode

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Ghasteater
Ghasteater


Known Hero
posted January 26, 2007 07:40 AM

Good News!!! Hope i finish all (3) saves at thiss weeknds
____________

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sq79
sq79


Famous Hero
posted January 26, 2007 08:34 AM

Nothing mentioned about solving imbue arrow or deadeye shot problem..
Noticed it doesn't work sometimes happened in game with cycleguy

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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted January 26, 2007 09:00 AM

Quote:
Good News!!! Hope i finish all (3) saves at thiss weeknds



WHAAAATTTT? since when weekends have 20 days? maybe in mother russia




have a nice day

P.S. i am confident in patch changes/fixes, maybe theyll revive some maps which are already dead if playing against the dead...

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valkyrica
valkyrica


Supreme Hero
posted January 26, 2007 06:55 PM

Quote:
Nothing mentioned about solving imbue arrow or deadeye shot problem..
Noticed it doesn't work sometimes happened in game with cycleguy



you need to have deadeye for imbue to work afaik.

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lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted January 27, 2007 08:28 PM

aparently this patch was delayed sorry...





















but just for one day tuesday will be the day
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Betruger
Betruger


Known Hero
empowered mind
posted January 29, 2007 12:48 AM

It'd better fix the desync finally! I wanted to play a game after some absence today and got 2 desyncs in 2 games
Not funny.

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Jinxer
Jinxer


Legendary Hero
*****
posted January 29, 2007 02:04 AM

Well not sure what it is they can fix?  I have only ever had 2 desyncs in ALL my games and that was in earlier versions.  So cant be a game code problem if I NEVER get them...and certain players always get them.... gotta look for the similarities in those players.

Or maybe I got the ONLY desync free verison of game ever made?  

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted January 29, 2007 04:01 PM

if they bomb a city and your house dont fall, then theres no war going on. right?

at first i was like you: what desync? recently, i understood what means

just because some connections or cpu's are more prone to de-sync than others, that dont mean its not a game bug


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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted January 29, 2007 04:03 PM

Quote:
- Multiplayer game mistiming in certain specific circumstances repaired
this better means somthing..
though i dont like the 'politician dialect' of this sentence, says too much yet not quite sure what it says
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lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted January 29, 2007 11:47 PM
Edited by lord_crusader at 23:47, 29 Jan 2007.

http://patches.ubi.com/heroes_might_magic_5/



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Jinxer
Jinxer


Legendary Hero
*****
posted January 30, 2007 04:33 AM

Insatiable, I mean no disrepect.... but how can some computers be more prone to desync & it be caused by game bug? Either its a game bug or its a computer problem.  I am confused...cause it sounded like you said, that there is a game bug that selectivly attacks certain computers and leaves others alone??  The only way I can see it being a game code problem, is if its a problem in foriegn versions of game etc.

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sphere
sphere


Supreme Hero
posted January 31, 2007 02:20 AM

Quote:
bla bla bla bla etc.  is if its a problem in foriegn versions of game etc.
Some.... shocking aint it.. will even find you ^^foriegn^^  lol
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Who is this General Failure, and why is he looking at my disk ?

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lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted January 31, 2007 02:36 AM

lol I foreing I never have this problem since patch 1.2
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Jinxer
Jinxer


Legendary Hero
*****
posted January 31, 2007 04:42 AM

I didnt say it was 100% the cause... just said that IF it is a game code problem, that was only thing I could think of.... since my game has the same code and I never have desync problem.

Back on Topic ---

Concerning the new patch....

I am wondering why UBI failed to balance Sylvan while they were tearing down haven and necro?  I have played my LAST game vs. Sylvan and there rediculous favorite enemy / LUCK combo. Between its silly high initiative and the outrageous damage they inflict with there favorite enemy  and add to that even higher damage when luck hits. Its not realistic. And by far NOT balanced.   So no more sylvan opponents until patch 2.2 when hopefully sylvan gets some much needed tweaking.

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted January 31, 2007 05:38 AM

About "Dark Energy"

Well I will try to explain "all" about this Dark Energy that the Necromancers got to deal with in the new patch....
(Yes there are many "treads" about it for sure I know... but after hours of testing and "teaking" with the editor I feel free to do this...)
(de= dark energy)
First some basic: First week Dark Energy will be 201
(based one hero @ lvl.1 with basic necro so U only got 201 de the first week   .....
short "cost" overview:

Creature Power Dark Energy cost
Skeleton 54 2,16
Skeleton Archer 84 3,36
Zombie        105 4,2
Plauge Zombie 150 6
Ghost        232 9,28
Spectre        312 12,48
Vampire        518 20,72
Vampire Lord 739 29,56
Lich        1166 46,64
Arch Lich 1518 60,72
Wight        2180 87,2
Wraight        2588 103,52
Bone Dragon 3174 126,96
Spectral Dragon 3905 156,2

as you see U can't raise that many "undead" with only 201 de !


But now to the most important thing (things you need to do the first week...)
prior 1: Build Pillar of bones (if several town just doit..)
prior 2: hire several Necro Heroes and let they gain more experience in the necromancy skill and overall in level....
Okay lets say you are at day 7 in the first week with this status:
One Necro town with Pillar of Bones built: 150 de bonus
You've got 2 more necro Heroes with expert Necromancy and the are @ lvl.10 (if you are lucky...) : 2'nd hero bonus: 56
Your Main Hero may look like the two other ones: 28 de bonus...
All in all thst will give you a total of: 434 de bonus on day 1 week 2

So as a reminder... your "new" de will only be available from the "next" week.....
in "long" term (on a toh map with only one town on each side) it may look like this:
Pillar:                             150 de
Main hero: lvl.15 with exp.necro.    75 de
two other heroes @ lvl.8 exp. necro. 26 de
Necro town:                         200 de
Total:                              451 de
(after a closer look at the de cost table U'll se that U're not gonna raise many Undead....)  so necro will be harder to play form now.... but then again more fun!)
(with several towns...... just add another 150.....)

I guess this is "old" news.........


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Valentin
Valentin


Adventuring Hero
grr
posted January 31, 2007 02:26 PM

Good job fiur.

It seems, the necro is not easy for playing.

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Jinxer
Jinxer


Legendary Hero
*****
posted February 01, 2007 10:41 PM

Boy am I glad I am not in a necro clan....

Tried necro last night and that new dark energy thing is gonna ruin Necro. Necro has always been known for its Legion of skels, but now since you cant control what you raise... Final battles that you normall would ahve 1500 skels you now will have 600. Unless I am missing something.

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lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted February 01, 2007 11:34 PM

you will have more a middle level units... I think ghosts will be the strong army in this new necro...
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