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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features This Popular Thread is 367 pages long: 1 50 100 150 200 250 300 ... 330 331 332 333 334 ... 350 367 · «PREV / NEXT»
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Promising
Supreme Hero
posted December 28, 2018 09:15 AM

To be more precise: WoG didn't cause this problem, it's Lord of The Rigns map fault. This map has itw own artifacts.def and this def causes crash. You can also delete manually this file.

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Javiduc
Javiduc


Adventuring Hero
posted December 28, 2018 03:26 PM

Thank you for this new release!

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shpitz461
shpitz461

Tavern Dweller
posted December 28, 2018 05:14 PM
Edited by shpitz461 at 02:31, 01 Jan 2019.

avatar said:
To be more precise: WoG didn't cause this problem, it's Lord of The Rigns map fault. This map has itw own artifacts.def and this def causes crash. You can also delete manually this file.


This happens to me with every map I play that has HoTA-specific artifacts, not just this map...
____________

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 28, 2018 06:26 PM

For information, here's the English content of the Release Notes that Doctor Picolan linked to on the previous page:

Quote:
[EN]

[!] - Important Information.
[-] - Bug and error fixes and changes to previous elements.
[+] - Innovations.


Version 1.5.4

HotA bugs
[-] The Pond of Gems has been fixed, previously designated as Gold Mine in the game files
[-] The possibility to repeatedly visit the Gazebo by a single hero has been eliminated
[-] A bug has been fixed where under a hero with the Sniper's Bow, a shooter stack would approach the opponent and shoot instead of attacking in melee, when so ordered
[-] The endless casting bug has been fixed for Satyrs and Leprechauns
[-] A bug has been fixed where the Resistance skill would sometimes lower the opponent's spellpower by 1 more than required
[-] A bug has been fixed where issues with pathfinding and route length calculating would arise for heroes on ships during the opponent's turn on multiplayer
[-] A bug has been fixed where the color of arrows designating the route (red or dark red) would not take into account the wearing off of the Fly spell
[-] RMG: A bug has been fixed where the maximum number set for the zone and the entire map would be calculated separately for all dwellings of the same creature
[-] A bug has been fixed where the required Shipyards would often not be spawned on random maps, most often with the 'Normal' water level
[-] A bug has been fixed where the Alt+F4 hotkey would not work
[-] RMG: Crashes tied to the overly long template description have been fixed
[-] RMG: No more than 48 towns can now be set per map (previously, exceeding this number would cause crashes)
[-] A bug has been fixed where the timer running out while on the spell selection screen in spell research would crash the game
[-] A bug has been fixed where the game would crash after entering the cheat code for increasing the contrast
[-] A bug has been fixed where an AI-controlled hero would begin moving in circles because of the incorrect evaluation of spells granted by the Aurora Borealis
[-] Town Gate now cannot be placed on water
[-] The hint featuring incorrect number of creatures to be killed when attacking a copy of a stack created by the Clone spell has been fixed
[-] A bug has been fixed where the cursor would remain artifact-shaped if it was so before exiting the exchanging heroes screen in a town
[-] A bug has been fixed where the ESC hotkey would cause issues with the exchanging heroes screen
[-] Fixed: the previously 'fixed' bug with the Faerie dragon spell frequency has been reverted, as it was found not to be a bug
[-] A bug has been fixed where the spells in Tower's Library could copy other existing spells when loading savegames made in pre-1.5 versions of HotA
[-] Some memory leaks tied to dialogue elements have been fixed

Gameplay
[+] If both heroes died as a result of a battle, they will not turn up in taverns, unless all other ones have become unavailable
[-] RMG: In the 6lm10a template, the unguarded 21–22 and 24–25 connections are now always land passages
[-] RMG: In the 6lm10a template, the frequency of Dragon Utopias has been increased from 100 to 200. A limit has been introduced: no more than 1 Dragon Utopia per player and AI-controlled player starting zone and the adjacent ones; no more than 2 Dragon Utopias per silver treasury zone
[-] RMG: In the Diamond template, all 4 roads from each player's starting zone are now mandatory
[-] RMG: In the Diamond template, the frequency of Dragon Utopias has been increased from 100 to 200. A limit has been introduced: no more than 1 Dragon Utopia per player and AI-controlled player starting zone
[+] RMG: Wide connections between random map zones now also work in the underworld
[-] The value of casting element protection spells by upgraded elementals has been decreased for the AI
[+] Faerie dragons now cannot aim Chain Lightning at allied stacks

SoD bugs
[+] A bug has been fixed where unoptimal hero route was traced that could change after several continuous clicks
[+] A bug has been fixed where the value of summoned creatures would become zero for the AI in the event that all other creatures under a hero's command would be killed; the AI would then cease attacking the summoned Elementals with magic, and in HotA, also with splash damage from Liches and Magogs
[+] A bug has been fixed for the situations where the hind hex of a two-hex creature's corpse would be covered by a one-hex creature's corpse; in this event, it would be impossible to target the big creature with the Resurrection and Raise Dead spells, even when pointing at its front hex
[+] The cheat codes for building up towns and reviewing the opponent's towns are now turned off upon starting a new game or loading a game
[+] A bug has been fixed where a combat would sometimes become desynchronized if one of the players had the Angel's Alliance on a hero not taking part in this combat
[+] A certain hero-clonning bug has been fixed
[+] A bug has been fixed where the game would crash upon starting a scenario with a random hero on the map, but no heroes available to the player
[+] RMG: A bug has been fixed where an unguarded passage could be blocked by a group of objects
[-] RMG: A previously missed instance of a bug where a Monolith, a Subterranean Gate or a Shipyard could block a land passage has been fixed
[+] RMG: A bug has been fixed where a wide connection between zones would sometimes not be created if a non-wide connection already existed there
[+] A bug has been fixed where the AI could enter a cycle when considering magical terrains during spell evaluation
[+] A bug has been fixed where a hero would neglect using a ship he/she summoned
[+] A bug has been fixed where another boat could be built in a town with a shipyard built right before that moment even if a boat already was there
[+] A bug has been fixed where hints about the reason of cast unavailability for upgraded Elementals and target immunity for Archangels would not appear
[+] Faulty hints when trying to order Archangels to resurrect themselves or a stack where no one had been killed have been fixed
[+] A bug has been fixed where Roland's specialty would affect Crusaders but not Swordsmen
[+] Reentering the cheat code to increase contrast now restores the regular contrast level
[+] The cheat menu now cannot be used during the video intro upon launching the game and the fading when switching between different game screens
[+] The cheat to build up the town now does not build Shipyards or boats in landlocked towns, does not skip decorative buildings and does not reset the number of hireable creatures in the town's dwellings
[+] A bug has been fixed where pushing an allied player's hero from the garrison to the guest hero slot would cause this hero to appear as changing allegiance to inactive players

Graphics
[+] New Conflux town sprites (Fort, Citadel, Castle, Capitol) have been introduced for the adventure map
[+] Faulty moat graphics have been fixed for Fortress town
[-] Blinking pixels by the horse's hooves have been fixed for the male Knight, female Necromancer and Witch combat sprites
[+] Buggy shadow has been fixed for the Pit Lords sprite
[+] Buggy shadow and a blinking pixel have been fixed for the Mages sprite
[+] The faulty Bone Dragon image on the Necropolis puzzle map has been fixed
[-] Vey, Luna, Ciele and Gelare portraits have been fixed

Map editor
[+] The incorrect position of Elementals in the creature lists has been fixed

Template editor
[+] An 'Anarchy' option has been added where turning it on will often allow visiting objects with the use of Fly without having to defeat their guards, and revert the bugfix to always place object guards correctly
[+] A 'Portal repulsion' connecting option has been introduced where turning it on will force the Monolith-enabled connection to spawn as far as possible from object guards, Subterranean Gates and other Monoliths
[-] A bug has been fixed where the order of object setup rules would change when editing several zones at a time
[-] The faulty exporting of *.jpg images has been fixed

Interface
[+] Hints has been introduced to be displayed when targeting a stack, showing the effect of damage spells, healing and resurrection spells and First Aid Tent healing, along with the number of remaining shots for caster creatures
[+] The hint about the number of remaining shots for arrow towers has been removed, seeing as they have unlimited shots
[+] The casting interface has been enhanced for the Faerie Dragons: the cast-shaped cursor will now replace the attack cursor only when the prepared spell can indeed affect at least one creature being targeted to the selected hex
[+] The game window will now not become unresponsible during generating a random map or loading a map
[+] Maps of non-standard sizes are now correctly displayed on the scenario selection screen

Miscellaneous
[-] A number of issues with maps, templates, texts and fonts have been fixed
[+] New map Daggerwin Valley have been introduced
[+] Templates mt_Andromeda, mt_Antares and Clash of Dragons have been introduced
[+] Map creation date format has been changed in the map selection dialog
[+] The limit for list length in the pathfinding algorithm that could lead to irregular behavior from the AI has been lifted

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shpitz461
shpitz461

Tavern Dweller
posted December 29, 2018 02:32 AM

Thanks DrSlash!

A clean install of v1.5.4 over HOMM3 Complete solved the issue.
____________

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 31, 2018 12:17 AM
Edited by phoenix4ever at 00:18, 31 Dec 2018.

Is it still possible to play with the original Resistance skill in 1.5.4?
Also from what I can read in the changelog, it seems AI is improved/fixed in certain areas, very nice if that's the case.
Also was there something about a "reveal" or something around New Years?

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planetavril
planetavril


Known Hero
posted December 31, 2018 04:36 AM
Edited by planetavril at 04:40, 31 Dec 2018.

the end of the year is about to arrive
with a new version that fans expect
but it has already left a few days ago
the team already works on the next one
with a surprise maybe another will release
with a new city for the new year?
 

la fine dell'anno sta per arrivar
con una nuova versione che i fan aspettar
ma già è uscita pochi giorni fà
su la prossima il team lavora già
con una sorpresa forse un altra rilasceranno
con una nuova città per il nuovo anno?
 

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted December 31, 2018 03:24 PM

phoenix4ever said:
Is it still possible to play with the original Resistance skill in 1.5.4?
Also from what I can read in the changelog, it seems AI is improved/fixed in certain areas, very nice if that's the case.
Also was there something about a "reveal" or something around New Years?


It's already hinted whats next... Heroes for Conflux, Magic rebalance, Replacement/Addition of old Resistance, another new secondary Skill... what else do u want? Thats more or less enough for 1/2 to 3/4 of 2019

planetavril said:
the end of the year is about to arrive
with a new version that fans expect
but it has already left a few days ago
the team already works on the next one
with a surprise maybe another will release
with a new city for the new year?
 



I would doubt a new city... Maybe if some more 3D designers find their way into the team it would be a bit earlier. I dunno what's left anyway in case of unique units.


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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 31, 2018 05:55 PM

You cared enough to answer, but not answer properly, can you use the classic Resistance skill in the newest version or not?
Also the questions were intended for the HotA Crew, they have been nice enough to answer before.

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DrSlash
DrSlash


Hired Hero
posted December 31, 2018 09:40 PM
Edited by DrSlash at 21:43, 31 Dec 2018.

phoenix4ever said:
can you use the classic Resistance skill in the newest version or not?

I can't test it right now, but I'm pretty sure you can still use the original functionality of the Resistance skill if you turn on 'test updates' checkbox in HotA launcher.


On a side note... stay tuned

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Docent_Picolan
Docent_Picolan


Promising
Adventuring Hero
posted January 01, 2019 03:51 AM

Horn of the Abyss: Factory

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Gandalf196
Gandalf196


Known Hero
posted January 01, 2019 03:56 AM

Wow, that was unexpected.
That said, are you aiming at a futuristic (sci-fi) faction or something more steampunk ?
____________
All we have to decide is what to do with the time that is given us.

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Morglin
Morglin


Adventuring Hero
posted January 01, 2019 03:56 AM

O KURWA

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elaf
elaf


Adventuring Hero
viajeinterminable.com
posted January 01, 2019 04:59 AM

great news, new town.

still need a desert/sand/VARN/bastion town!

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avatar
avatar


Promising
Supreme Hero
posted January 01, 2019 04:59 AM

O KURWA [2].
____________

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revolut1oN
revolut1oN


Famous Hero
posted January 01, 2019 06:14 AM
Edited by revolut1oN at 06:16, 01 Jan 2019.

This new town looks kinda like a somewhat more steampunk version of H2 Wizard. I"m also getting a little Wild west impression from the units portraits.

So great! Damn, I can't wait. Just take my money bros.

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pekute99
pekute99


Known Hero
posted January 01, 2019 07:06 AM

OMG I'm shooketh. Btw that hero in the town looks like he could be from Kronverk lol

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elaf
elaf


Adventuring Hero
viajeinterminable.com
posted January 01, 2019 07:50 AM

Is more like an Dwarf-Enginers Town (not too much sci-fi, mostly mechanic)
like the dwemers in Elder Scrolls

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planetavril
planetavril


Known Hero
posted January 01, 2019 09:43 AM
Edited by planetavril at 10:10, 01 Jan 2019.

it could be nice even if I personally would have liked to see the kronwerk finished or the addition of a deserted city like L'oasis

planetavril said:
the end of the year is about to arrive
with a new version that fans expect
but it has already left a few days ago
the team already works on the next one
with a surprise maybe another will release
with a new city for the new year?
 

la fine dell'anno sta per arrivar
con una nuova versione che i fan aspettar
ma già è uscita pochi giorni fà
su la prossima il team lavora già
con una sorpresa forse un altra rilasceranno
con una nuova città per il nuovo anno?
 




I will have to start predicting the future


cr1cr2
cr3


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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 01, 2019 09:52 AM

Wow a new town, did'nt see that coming.
Can't wait to play it.

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