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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Patch 1.1
Thread: Patch 1.1 This thread is 3 pages long: 1 2 3 · «PREV
Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 05, 2011 09:26 PM

Quote:
Edit: Irina on the new video says Architect reduces building cost (when selecting Architect 1 =/) But Architect 2 reduces building cost by 20%

The video was made with the private beta build. Architect 1 and 2 were inverted.

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Brukernavn
Brukernavn

Hero of Order
posted July 05, 2011 11:18 PM

I don't think there should be any lvl 1 architect skills, at least not as powerful as they are.  

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 05, 2011 11:24 PM

Turns aout, Architect I is buggy.
Supposed effect is:

+1 creature for all EXTERNAL dwellings in the area and
only ONE architect can be active in any one area.

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conqr
conqr


Adventuring Hero
posted July 06, 2011 12:26 AM
Edited by conqr at 00:27, 06 Jul 2011.

Quote:
Turns aout, Architect I is buggy.
Supposed effect is:

+1 creature for all EXTERNAL dwellings in the area and
only ONE architect can be active in any one area.


If you flag a champion dwelling (and it is the right faction), and leave an architect in that area, you will get the bonus right?

If this is the case, with a good amount of luck you can still get 6 champ in week2 on hard diff (without a week of something).

One from building the dwelling on day7
One from external dwell
4 from the weekly growth (external dwell + arch1 + 2 from the town)

(Of course it needs an excessive amount of luck, but with a higly optimised route, it might actually be possible)

Btw JJ, do you know whether the cost effectiveness of core/elite/champion units is in plan to be changed? Cores are incredibly effective considering their price (both hp,def/price and damage/price) even if we add in abilities. It might be so that they wont get obsolate late game.. but right now you can put all your money into them (many external dwellings + towns), and most likely you will be ahead compared to the one going for champions (Maybe expect for a few cases like breeder + pitlord(+stand your ground, life drain, etc.etc.)). You are most likely much more familiar with the game, i would be really interested in your insight. (Just link it if you wrote it down elsewhere already).
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fiellixiang
fiellixiang

Tavern Dweller
posted July 06, 2011 12:43 AM

When I tried to apply patch it says Heroes VI is not yet installed. I have it on Steam, anyone else having the same issue?

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Sherekhaan
Sherekhaan


Adventuring Hero
posted July 06, 2011 01:33 AM

Usually with steam you have to wait until they release the patches; you can't apply the developer patch to their versions. It is one of the biggest drawbacks with Steam for me.

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namad
namad

Tavern Dweller
posted July 06, 2011 06:46 AM

with steam just apply the cdkey to your uplay account then go to the ubisoft beta site then download the beta from ubisoft then uninstall it on steam then install it from the download then patch...


works
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 06, 2011 07:52 AM

Quote:
Quote:
Turns aout, Architect I is buggy.
Supposed effect is:

+1 creature for all EXTERNAL dwellings in the area and
only ONE architect can be active in any one area.


If you flag a champion dwelling (and it is the right faction), and leave an architect in that area, you will get the bonus right?

If this is the case, with a good amount of luck you can still get 6 champ in week2 on hard diff (without a week of something).

One from building the dwelling on day7
One from external dwell
4 from the weekly growth (external dwell + arch1 + 2 from the town)

(Of course it needs an excessive amount of luck, but with a higly optimised route, it might actually be possible)

Btw JJ, do you know whether the cost effectiveness of core/elite/champion units is in plan to be changed? Cores are incredibly effective considering their price (both hp,def/price and damage/price) even if we add in abilities. It might be so that they wont get obsolate late game.. but right now you can put all your money into them (many external dwellings + towns), and most likely you will be ahead compared to the one going for champions (Maybe expect for a few cases like breeder + pitlord(+stand your ground, life drain, etc.etc.)). You are most likely much more familiar with the game, i would be really interested in your insight. (Just link it if you wrote it down elsewhere already).


Dwellings are supposed to give less unitzs in general, probably half of that what they give currently.
Generally, it has to be said that currently the balance is too easily broken by specific things: week of this and that, hero special (+6 Sisters, +3 Lichs +3 Dreamreavers...), outside dwellings. The map is a remake of an old one, and Broken Alliance is supposed to be a fast skirmish map with early contact, so the aim is early maximizing of troop strength and rapid conquering. Imagine a bigger map with an Elite dwelling and the +3 Lichs hero special, and with the current architect setting you would get
2+2 Lichs in week 1 (build and dwelling join)
4 (town) + 4 (dwelling) + 3 (special) + 4 (Architect/Town/4Heroes) + + 4 (Architect dwelling).
So you had 23 Lichs in week 2.
With the correct Architect set you still had
2+2 Lichs in week 1 (build and dwelling join)
4 (town) + 4 (dwelling) + 3 (special) + 1 Architect dwelling
16 Lichs on day 8 (with a weekly growth of 12 plus a possible 2 more for the upgrade and 3 for the Fortifications.
And no matter the cores, an easy 15 Archliches per town with 1 dwelling would completely tilt the balance to the liches.

So what we do have here is first and foremost a map problem. The map is rather smallish and drowns in Cores. A larger map with an Elite dwelling would drwon in Elites. So what we would actually need was a medium map with 4 factions without outside dwellings and with mundane/no hero specials to come to grips with the general balance.

Currently it clearly IS possible to follow very different building strategies, depending on diificulty level and circumstances, and I think that's good.

We simply have to wait for the next update and see, and we shouldn't make the mistake to judge Cores for their current overblown numbers.

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vaeledrin
vaeledrin


Adventuring Hero
posted July 06, 2011 08:02 AM

Seems like a good reason why we don't have randomized skill trees! But beyond that, if the external dwellings are suppose to only give half of what they are currently giving wouldn't that make the game lean towards elites/champions?

And not all maps will have external dwellings in week one either too.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 06, 2011 09:25 AM

I don't think so. Dwellings shouldn't have a dominant influence, except, if there are many. One (for each position) shouldn't - except on smaller maps with solid player number.

Of course Elites are supposed to be EVENTUALLY stronger than Cores, and Champions are supposed to be EVENTUALLY stronger than all, but I think they want to real domination of one tier. Instead, battles are supposed to last longer and profit from creatures supporting each other.

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conqr
conqr


Adventuring Hero
posted July 06, 2011 09:57 AM

JJ: Thank you for the quality reply. I really like the diversity in buliding or even crepping strats as well. The game is really promising mechanics/gameplay wise, there are a lot of possibilites for somewhat advanced combinations/gameplans, hopefully they will make the 'right' choises while eliminating the 'obvious imbalances', and in the fine-tuning after that.
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Kitten
Kitten


Known Hero
Roar
posted July 06, 2011 11:41 AM

The Imperial Griffins image (when you press the yellow thingy to see the story about a creature) is tiny, like few cm only. All other Inferno,Haven and Necropolis creatures are normal size (haven't looked at the other factions yet)

In the options meny, disabling auto save still auto saves.
When you end your day but still got movement left, the option for that doesn't matter because it no matter what you choose, it will still end your day =/
Infernos Rain of Fire unique building does not work, it doesn't summon any meteors. I won't go in on creature abilities as I think everyone knows already.

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pacifist
pacifist


Famous Hero
posted July 06, 2011 02:43 PM
Edited by pacifist at 16:46, 06 Jul 2011.

I'm impressed by the cyclops. I played without architects so 2 cyclops only week2 but in the hands of a might barbarian (not main hero but higher level (4) ) they crushed a horde of upgraded gouls (damage reduction), 22 liches. The no-retal ability, well used is great! Only problem is how to place the cursor, takes too much time to place it well . Another example of strenght of the champions compared to lower tiers. Of course with hero involved .

edit: the fortifications on the other hand don't seem to work. When builded it seems they increment growth (kingdom overview) but the game forgets it as soon as there is a save/load...Now, it's as if they were not built (normal week). Only 1 cyclop and also less centaurs and jaguars. Seems a memory allocation problem...

edit2: Had to do the fight vs the 22 liches (7 archies and 14 normal) again to be able to build the fort in the end of my turn. So this time the game recognise the growth, I end turn, same week as before but this time I have 4 cyclops, 10 jaguar, etc . So the other way round. I just want to have my normal growth lol!. If I reload again just before ending my turn on day 7, I end turn again, and tada! only one cyclop again! Game forgot the fortifications again. Grrr, no way to play correctly and test balance this way .
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 06, 2011 03:06 PM

Quote:
Usually with steam you have to wait until they release the patches; you can't apply the developer patch to their versions. It is one of the biggest drawbacks with Steam for me.


Most games worth a damn get their patches on Steam fairly quickly. I'm not sure how exactly the details work, but since the beta isn't even really implemented into the Steam interface I don't see why the launcher can't do the patching independently. Hell, it works for Spiral Knights...
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In ur base killing ur doods... and raising them as undeads.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 06, 2011 03:21 PM

before the external dwellings gave only growth +1 per week and it seemed fine. mostly because the best dwellings were usually harder to find and had a few guards, so it could be complicated to capture them fast.

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conqr
conqr


Adventuring Hero
posted July 06, 2011 11:36 PM
Edited by conqr at 23:37, 06 Jul 2011.

Quote:
I'm impressed by the cyclops. I played without architects so 2 cyclops only week2 but in the hands of a might barbarian (not main hero but higher level (4) ) they crushed a horde of upgraded gouls (damage reduction), 22 liches. The no-retal ability, well used is great! Only problem is how to place the cursor, takes too much time to place it well . Another example of strenght of the champions compared to lower tiers. Of course with hero involved .


On what difficulty, and what spells were used? (Of course not because i dont belive it.. just coriusity)

I tried it recently on hard, and i was 300 gold and one ore short to be able to build the basic fortification. (townhall,cityhall,champion on day7). I was a bit unlucky though because i had to break out the territory for one crystal.. and 78 marksman on day6 caused some losses.

Rushing for champion with inferno is really fun tactic though, with the right combination of spells (basically lifedrain is enough..) they are the perfect one-man army. You have to be careful with no retal and undend, but even shooters are easy.  Against 70 upgraded kappas (being divided into 5 stacks) or 30-40 elits it was pretty fun.

It might be worth a try to build champ on day 7, buy two on day 8-9, get lucky (xD) and find out that the champion dwelling is from your faction, capture it and send an architect1 to the area.. about 8 champion on week3..
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Kitten
Kitten


Known Hero
Roar
posted July 07, 2011 04:15 PM
Edited by Kitten at 16:17, 07 Jul 2011.

I found a bug which makes the Sacred Kirin the best unit in the game! I killed my enemy without they being able to act Its trail ability says Kirins aren't affected by it but they are and here's what you can do.
Have two Sacred Kirin stacks. The first one moves down to make a trail. Maneuver your 2nd Kirin, making sure to walk on the mist every time (your own eventually) You will reach your enemy line, just move up and down and attack every turn until combat is over... They will only retaliate once and you can attack unlimited times this way.
Sacred Kirins are also the fastest unit in the game with 60 ini, making them always moves first so this can't fail, unless your enemy is too strong.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 07, 2011 04:40 PM

Quote:
It might be worth a try to build champ on day 7, buy two on day 8-9, get lucky (xD) and find out that the champion dwelling is from your faction, capture it and send an architect1 to the area.. about 8 champion on week3..


Through Elvin Luck you may even get a week of champions
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We reached to the stars and everything is now ours

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 07, 2011 07:28 PM

Just noticed they fixed the mana potions, was that already before the patch ?

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pacifist
pacifist


Famous Hero
posted July 07, 2011 09:40 PM
Edited by pacifist at 21:55, 07 Jul 2011.

Quote:
Quote:
I'm impressed by the cyclops. I played without architects so 2 cyclops only week2 but in the hands of a might barbarian (not main hero but higher level (4) ) they crushed a horde of upgraded gouls (damage reduction), 22 liches. The no-retal ability, well used is great! Only problem is how to place the cursor, takes too much time to place it well . Another example of strenght of the champions compared to lower tiers. Of course with hero involved .


On what difficulty, and what spells were used? (Of course not because i dont belive it.. just coriusity)

I tried it recently on hard, and i was 300 gold and one ore short to be able to build the basic fortification. (townhall,cityhall,champion on day7). I was a bit unlucky though because i had to break out the territory for one crystal.. and 78 marksman on day6 caused some losses.

Rushing for champion with inferno is really fun tactic though, with the right combination of spells (basically lifedrain is enough..) they are the perfect one-man army. You have to be careful with no retal and undend, but even shooters are easy.  Against 70 upgraded kappas (being divided into 5 stacks) or 30-40 elits it was pretty fun.

It might be worth a try to build champ on day 7, buy two on day 8-9, get lucky (xD) and find out that the champion dwelling is from your faction, capture it and send an architect1 to the area.. about 8 champion on week3..


It was on normal difficulty but with dynasty bonus (griffin sword and 2500 gold, so 8000 gold at start). Griffin sword only works for might heroes. My hero had the heal spell even if a might hero this can help save an elite or champion unit. The cyclops were in 2 groups of 1. The liches in 5 first time and 3 second time. I used heal only one time but my hero had 3 casts possible with artifacts.

On another note, just loaded a save after synchronising failed, but my income became 1500 instead of 2750. a purse + 250 gold kept is value but the town income is 1/2 of real value (1250 instead of 2500) . Managed to beat 9 celestials (3 seraphins) with 8 vampires and regeneration spell on might hero. Morale of celestials allowed them to wittle the vampires to 7, so regeneration (+-40) was necessary in the end. With vampire lords it could have been easier, because they can fly away with their initiative.

edit: oups! week of festival, normal then the gold income
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