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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 patch 1.2 - Discussion thread ~
Thread: ~ Heroes 6 patch 1.2 - Discussion thread ~ This thread is 30 pages long: 1 2 3 4 5 ... 10 20 ... 26 27 28 29 30 · NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 01, 2011 03:09 PM
Edited by alcibiades at 15:33, 20 Dec 2011.

~ Heroes 6 patch 1.2 - Discussion thread ~

This thread is for discussing your oppinions on the most recent patch 1.2 for Might And Magic: Heroes 6.

The patch was released on december 20th.

To discuss the current latest version of the game, patch 1.1.1, use the old discussion thread.





This is the current change list for version 1.2 - keep in mind that the list is not definitive yet:

Quote:
Hello Heroes,

First of all, we’d like to thank you for the feedback you have been giving us since the release of the game. Whatever channel you use (official site, customer support, Facebook, Twitter or other community forums), we are taking it into account.

We know you have been waiting a long time for the patch. This time has been secured for developers to make sure the patch will correct a majority of issues. We did not want to speculate and promise anything uncertain neither. Now we can go ahead and share with you a pre-release notes of corrections that will be included in the patch 1.2.

The release date has not been stated for the moment. Yet, we are aiming at releasing the patch 1.2 before the end of the year. That’s a necessary delay for us to run all necessary technical tests in order to secure the quality of the coming patch.

We can understand that you are getting impatient and would like to take this opportunity to thank you for all your support.

Check out below the pre-release notes for the coming patch. Keep in mind that the list is not definitive yet:

• Major bug fixes (Week of the Plague, Dynasty weapons, unit abilities, scripts, localization)


• Skirmish AI tweaks:


- Tries to defend all owned town (previously the AI focused on its starting town)

- Previously if a hero stronger then the AI's hero threatened a town, the AI hero let that town undefended. Now the AI calculates all of its nearby hero's army and creature growth and defends the town if it finds it possible

- Always defends the last owned town if it can causes reasonable losses to the attacker hero

- Huge speed improvement, AI thinking is approximately 2-3 times faster than in the previous version

- Further improvement of cooperation among primary and secondary heroes

- Improved exploration and target priority

- Pre-calculated army contraction. The AI calculates how many creatures can the target collect (including possible creature growth) before the AI's hero can reach it and calculates if it is worth to chase it.

- Further improvement of Town portal usage

- In case of an FFA the AI tries to attack and capture towns from a weaker player

- FIXED: Sometimes the AI attacked a much stronger hero than itself

- FIXED: Sometimes without reason the AI split its army into 2 and lost against a stronger hero

- FIXED: Sometimes the AI miscalculated the cost of a town portal and spent too much points before trying to use it (resulting an undefended town)

- FIXED: The AI ignored some neutral buildings

- FIXED: Several smaller bug fixes



• Combat AI tweaks:


- General target choice improvement for the units

- Improved ability usage

- Improved racial ability usage

- Improved ability selection and different builds for Magic/Might, Tears/Blood heroes

- Improved creature ability usage



• Gameplay improvements:


- The unit setup after using the Tactics ability is remembered from battle to battle



• Intel support:


- Fog calculation

- Variance shadow mapping vs. hardware shadow mapping



• Balance tweaks:


- Rage II-IV gives +10 Might Attack instead of +15

- Rage points generated by attacks reduced to 16(friendly)/8(enemy) (from 20/10)

- Guardian Angel: Good moral gives 70 racial points (instead of 100)

- Retribution aura cooldown increased to 5 instead of 3

- Haste initiative bonus increased to 12 (from 10)

- Slow initiative reduction increased to 12 (from 10)

- Mass Haste initiative bonus increased to 6 (from 5)

- Mass Slow initiative reduction increased to 6 (from 5)

- Father Sky damage increased to 380 (from 353)

- Idol of Air damage increased to 276/318/366 (from 240/277/319)

- Martyr Might Resistance and Health bonus reduced to +10.8%/12.4%/14.3% (from +21.6%,24.9%,28.6% Might Resistance, +13%,15%,17% Health)

- Hour of Judgement bonus damage increased to 31% (from 21%)

- Hell Hound Might Defense increased to 5 (from 4)

- Cerberus Might Defense increased to 6 (from 4)

- Kirin and Sacred Kirin movement reduced to 6 (from 7)

- Kirin Magic Defense increased to 33 (from 32)

- Sacred Kirin Might Defense reduced to 31 (from 33)

- Sacred Kirin Magic Defense reduced to 33 (from 35)



Best regards,

the M&M team

____________
What will happen now?

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 01, 2011 03:13 PM

You are fast
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted December 01, 2011 03:39 PM

I was expecting like 5x longer list considering how long we are waiting for the patch.
Regarding balance those changes dont solve most urgent matter : inferno underpowered and undead op (especially ghosts 50% invulnerability). Cerberi buff is minimal, they need buff their hp bu a minimum of 50% , buff gating like 500% then we can start talking about inferno being back in the game.

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted December 01, 2011 03:43 PM

I wished they were more specific about which bugs are being fixed. They don't mention criticals, guess that falls under 'scripts'?

Good call on increasing the Cerberi/Hell Hounds defense, that was much needed. Hope it makes a difference.




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Signature? I don't need no stinking signature!

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted December 01, 2011 03:45 PM

Quote:
Good call on increasing the Cerberi/Hell Hounds defense, that was much needed. Hope it makes a difference.
Oh, it  will. Now instead of 21 Cerberi you will lose 20. Inferno is now almost OP.

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kainc
kainc


Famous Hero
posted December 01, 2011 04:38 PM

Great, finally AI will be thinking quicker. And you dont have to reorganize troops at the beginning of every single battle with tactics again. I've waited for a fix for these two issues and now they are reported, this one is happy so far

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KingImp
KingImp


Famous Hero
posted December 01, 2011 04:44 PM
Edited by KingImp at 16:45, 01 Dec 2011.

So much for this being implemented.  

Guess I'll be revisiting that fight again. With Elvin being gone, is there no one else in the VIP circles that can convince them of this needed change?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 01, 2011 04:45 PM

There's me, and I'm doing what I can.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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KingImp
KingImp


Famous Hero
posted December 01, 2011 04:48 PM

Thank you Cepheus.  

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 01, 2011 05:09 PM

I hope the destiny's not working is among that "major bugs" altough it is not in the brackets near it. One of the stats is comletely useless at this state.

I also agree that 1 point of defense will not be near enough to protect Cerberus from being slaughtered. A "no retaliation" to cerberus like it had in H5 would be much better in terms of balance instead of 1 point of defense. Eliminating Mother Breeder's range penalty would be much suitable as she throws living things which can aim themselves better than unliving arrows. Making Juggernaut's Charge ability to let him hit the unit in front of the tile he will stop with his chest will make that ability hugely better as this ability is difficult to use right now. And again, critical hits do not work, which mostly hurts Inferno as destiny is already important to them because of their racial.

They also have replied on their Facebook account that this list is not a final list and they will notify us for further changes.

And "before the new year"???
____________

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted December 01, 2011 05:37 PM

Umm, hold your horses here:

"Check out below the pre-release notes for the coming patch. Keep in mind that the list is not definitive yet"!

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tabachanker
tabachanker


Hired Hero
posted December 01, 2011 05:38 PM
Edited by tabachanker at 17:43, 01 Dec 2011.

I'm definitely looking forward to this new patch.

Quote:

• Major bug fixes (Week of the Plague, Dynasty weapons, unit abilities, scripts, localization)


Seems like they addressed all the major bugs.  Though I wonder why this section didn't get the same details as the other sections.  Does "Dynasty weapons" mean that they added a couple of non dynasty weapons or they fixed the weapons not unlocking?

Quote:

• Skirmish AI tweaks:
- [...]

• Combat AI tweaks:
- [...]


I'm very glad they took the time to improve the AI. To me, this means that, at least, they care about the product and they want us to be able to enjoy it to the fullest.  I hope those improvements are enough to fix the lackluster single player experience so far.

Quote:

• Gameplay improvements:
- The unit setup after using the Tactics ability is remembered from battle to battle


I'm most definitely glad about this one. This wasn't a game breaking bug, but annoying as hell!  Of this type of bug, there's only one left that really bothers me and they didn't addressed on this patch (so far): the sound effects playing back at a faster speed.  I hope they still have time to correct this.


Quote:

• Intel support:
- Fog calculation
- Variance shadow mapping vs. hardware shadow mapping


I...er... have absolutely no idea what this means...

Quote:

• Balance tweaks:
- Hell Hound Might Defense increased to 5 (from 4)
- Cerberus Might Defense increased to 6 (from 4)


These are the only thing that really mattered for me in this section.  They even gave an extra defense point for the upgrade, which is a nice touch!  I didn't play with the necromancers yet but people here seems to think they're a little overpowered.  It's unfortunate that they didn't tweak this faction at all.

Quote:

• Balance tweaks:
- Kirin and Sacred Kirin movement reduced to 6 (from 7)
- Kirin Magic Defense increased to 33 (from 32)
- Sacred Kirin Might Defense reduced to 31 (from 33)
- Sacred Kirin Magic Defense reduced to 33 (from 35)


I thought there was nothing wrong with the Kirins. Were they really overpowered? I don't have an opinion about the defense reduction, but I think the movement reduction will be too detrimental especially on the Sacred Kirin, where their "cloud" ability was really useful to bring your slow walkers (sharks) on the enemy lines on the 1st turn.

All in all, I'm really satisfied with this patch so far.  If no other major bugs pops up after this, I think the game will be really playable and fun.  I just hope that while editing this pre-release post, they forgot that they fixed the the luck bug and the faster sound effects!


____________

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted December 01, 2011 05:41 PM
Edited by Zenofex at 17:42, 01 Dec 2011.

So is this a warning that it can get worse? I don't see any interest in addressing the major gameplay issues, only the technical ones, and this list is pretty vague even about the latter.
Quote:
I didn't play with the necromancers yet but people here seems to think they're a little overpowered.
You are mistaken, nobody thinks that Necropolis is "a little" overpowered. Try grossly.

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted December 01, 2011 06:01 PM

Yeah, they nerfed Rage and Guardian Angel and left Necromancy untouched. That's pretty much irrational. Proof that they are never reading the forums.


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Signature? I don't need no stinking signature!

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forest001
forest001


Known Hero
posted December 01, 2011 06:12 PM

Quote:
Proof that they are never reading the forums.




Proof that sun revolves around earth...

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Kitten
Kitten


Known Hero
Roar
posted December 01, 2011 07:12 PM

Quote:
I also agree that 1 point of defense will not be near enough to protect Cerberus from being slaughtered. A "no retaliation" to cerberus like it had in H5 would be much better in terms of balance instead of 1 point of defense.

I think they are saving a fire doggy with "no retaliation" ability for the alternative upgrade, if they make such for Heroes VI

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Dark-Whisperer
Dark-Whisperer


Famous Hero
Darkness feels no mercy
posted December 01, 2011 07:24 PM


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Brukernavn
Brukernavn

Hero of Order
posted December 01, 2011 08:37 PM

I think the balancing issues will be addressed when the game is out of the beta stage. So probably after the summer.

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flyingpenut
flyingpenut


Hired Hero
posted December 02, 2011 12:24 AM

Yeah I am with all of you in being extremely angry over how little they are doing to address gameplay and balancing issues and how long this is taking however with the thousdands of system glitches and gameplay bugs I completely understand how those come first. I'm not happy about it but it is the most reasonable place to start. We need to be able to at least play the game first and then worry about how to make it better. My one fear is that they will still not fix all the gameplay bugs. I dont know about you but when skills, spells, and creature abilities absolutely do not work then you can't play the game correctly. I'm going to wait until then to play and just remember that in the future I should wait until it drops in price to buy it. It will be cheaper and by then it will actually work.

Lastly dont get your hopes up about the improvement to AI. What they are doing is correcting the AI bugs and not actually improving the AI's ability to play better. Again though you have to start somewhere and that is the place to start.

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Minion
Minion


Legendary Hero
posted December 02, 2011 01:48 AM

It looks like this patch makes the game playable for me. I dislike balance issues, but I can and will play around them so they don't affect. For example currently I never take Pressed attack as it is way too powerful, and makes game less fun for me. Also I don't play Necro until it is fixed. I don't mind playing underpowered factions for a while like Inferno, hehe, but if it never changes for better I will rage. So as long as we have working unit abilities and no week of plagues to ruin my mood, and AI that is more interesting - cool. Can wait for balance longer.
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"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor

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