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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Patch 1.2
Thread: Patch 1.2
MedusaSorceres
MedusaSorceres

Tavern Dweller
posted October 14, 2015 04:26 PM

Patch 1.2

so the patch is out but it needs testers

just wondering if they smoothed out those damn animations this time around i think they went for the campaign specific bugs

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted October 14, 2015 06:35 PM
Edited by malax83 at 18:36, 14 Oct 2015.

Hope you get your CE. Campaign scenarii improvements inside.

Patch Notes

Idk how to spoil the patch note

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 15, 2015 07:43 AM

I am seeing definite improvements. I can enjoy the campaigns now, game is smoother and AI turns faster. Have not noticed any awkward or sliding animations yet.
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natalka
natalka


Supreme Hero
Bad-mannered
posted October 15, 2015 10:39 AM

ye editor crashes less also but nothing added to script possibilities.

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The_Green_drag
The_Green_drag


Supreme Hero
posted October 16, 2015 05:22 AM

I'm loving the AI speed. Hating how vampires still don't resurrect from life steal and how my grandmaster economy skill doesn't work.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 16, 2015 10:47 AM

I see now Leadership and Destiny give only 5% per level. Isn`t it small?

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ChrisD1
ChrisD1


Supreme Hero
posted October 16, 2015 11:01 AM
Edited by ChrisD1 at 11:03, 16 Oct 2015.

natalka said:
I see now Leadership and Destiny give only 5% per level. Isn`t it small?

Isnt the maximum value for those only 50? I don t know i m asking. If it s only 50,i think it s good. .
The morale gain/loss should be lower when killing stack i think, so despair amd other demoralising effects are more meaningful.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 16, 2015 11:52 AM

Mass buffs/curses are seriously powerful. Inner fire giving over 30 attack is scary
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natalka
natalka


Supreme Hero
Bad-mannered
posted October 16, 2015 11:54 AM
Edited by natalka at 12:57, 16 Oct 2015.

ye but now I am not inclined to take Master Leadership because it gives 5% only and the ability I don`t like either.

EDIT: finished my first game with my partner. I see they nerfed orcs even more. If I didn`t catch him without mana he would have won. Mystic with mass stone and some damage earth spells is enough. If he had like mass arrows it would be even greater.

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Ravel
Ravel


Hired Hero
posted October 17, 2015 04:23 AM
Edited by Ravel at 04:31, 17 Oct 2015.

The_Green_drag said:
I'm loving the AI speed. Hating how vampires still don't resurrect from life steal and how my grandmaster economy skill doesn't work.


I messed around with that a bunch and I think I've narrowed it down to two specific bugs:

1.  Life drain doesn't appear to proc at all (neither the healing nor resurrection effect) if the attack kills the stack in question.  For the Dark Hydra each stack is considered separately - killing 2 stacks and injuring a third will still give life drain, but only on the damage to the third.

2.  The second bug is more complicated.

The resurrection effect is calculated separately from the healing effect.  Healing will heal the current unit in the stack up to maximum.  The resurrection effect will only happen once you've dealt twice your unit's max hp in damage (or equal to it's max hp in potential healing).

This is very different from previous HoMM games.  To illustrate, lemme give some examples (assume all the targets attacked are life-drainable - i.e. not constructs/other undead).

Consider a stack of 16/17 Vampires where the top unit in the stack has 90/110 hp.  It attacks and deals 200 damage (100 of which would be potential healing).  In HoMM 3, this would result in a stack of 17/17 vampires, with the top vampire at 80/110hp.  In HoMM 7, the healing is calculated and brings the top vampire to 110/110 hp.  The resurrection effect is then calculated and determines that 100 healing is less than the unit's Max HP and therefore not enough to raise 1 from the dead, so the end result is 16/17 vampires with the top vampire at 110/110hp.

Now, this other method doesn't always reduce healing.  For example, consider 14/17 Vampires, where the top unit in the stack has 5/110hp.  It attacks and deals 230 damage (115 of which would be potential healing).  In HoMM 3, this would result in a stack of 15/17 vampires with the top vampire at 10/110.  In HoMM 7, the healing is calculated and brings the top vampire to 110/110 hp.  The resurrection effect is then calculated and determines that 115 healing is greater than or equal to the unit's Max HP and enough to raise one from the dead, so the end result is 15/17 vampires with the top vampire at 110/110.

I've done a lot of testing recently, and nothing I've found contradicts these two bugs/behaviors.

The easiest way to see the resurrection effect, is that you'll never see a unit resurrect when you deal LESS than twice your unit's max HP in damage (assuming at least one unit is missing from the stack).

From what I can tell, this healing/resurrection behavior also applies on other resurrection effects like the Heal spell.

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ChrisD1
ChrisD1


Supreme Hero
posted October 17, 2015 11:23 AM

Animation for heroic strike does not occur if it's the finishing blow. Same happend with vampires not healing when killing off stack.
Same thing happened in heroes 6 with both heroic strike and lich's life steal ability. So what is it with killing off stacks and stuff not happening? Please look into this.
Also face of fear does not make the stack run away but i will test again.
I will repeat that kaspar and zakera are embalmers and not death knights and moander is a death knight and not a necromancer.
Also luna is an archon,not an embalmer!!!!!!
Muzarel,kente,anastasya and tanis are avail as "pack heroes" or smth. and in my uplay menu they are unlocked. And an artifacr pack is unlocked there but in game it is greyed out! What am i not getting here?
I still can't play necro(my fav) due to necromancy being extremely op:/
Also once again, masfar,aali,minasli and yasir don't need the grand master in paragon due to meta magic. A grand master slot,wasted!!
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ChrisD1
ChrisD1


Supreme Hero
posted October 17, 2015 11:27 AM
Edited by ChrisD1 at 14:04, 19 Oct 2015.


Ravel you just solved my question about the vamps! Wow great find!! I m impressed!! This needs to be addressed now that is explained!!
[update]
I'm playing single skirmish map "minions and dungeons" I have about 8 (or more) castles fully built and 4 heroes. I'm at a certain point on the map where i need to defeat one single hero to win. but whenever i try to make it to the next week, pressing the hourglass button the game crashes. i restarted, and the same thing 3 times. Needless to say that having the task manager open i see that my 8 gb ram is all used up if i minimize the game or when the game crashes.
I sent the dxdiag to my ticket, but i'm posting here in case anyone has had this problem with the said map. It kinda feels like the game cannot deal with too many castles and creatures? i dunno.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 19, 2015 02:11 PM

ChrisD1 said:
Needless to say that having the task manager open i see that my 8 gb ram is all used up if i minimize the game or when the game crashes.


I've had the same on Sylvan map 2. By the end, the game used up all available RAM. The strange thing is that when I loaded the savegame (which took 30 minutes to just show the adventure map and then another 15 to give me control) from a clean start of the game, it managed to consume over 3 GByte of RAM. The savegames themselves are 1.5 MByte in size and quite frankly, loading a TBS game like Heroes should only require the game to load the game state as well as some global variables (i.e. overall game progress in campaigns and the like, if those are stored within the savegame), nothing else. All assets and such should be loaded anew.

I can understand memory leaks, but memory leaks that are preserved between games and even stored in savegames somehow??

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 19, 2015 02:25 PM

Man that mission took ages to load. Mission 3 was even worse I believe
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ChrisD1
ChrisD1


Supreme Hero
posted October 19, 2015 03:33 PM
Edited by ChrisD1 at 16:43, 19 Oct 2015.

So my caravan cannot upload to my fort at haven campaign before hammerfall. Any ideas why not?/is it the local guard?
Also the perk of attention warcry(the warfare unit will attack a retaliating enemy if attacked under the "attention" warcry does not work.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 24, 2015 09:06 AM

Wasn't the AI supposed to get better? The AIs may make their turn better, but in battle obstacles in the way still prove to be too much for them to get past.
That has nothing to with playing a game, it's just no fun.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 24, 2015 10:01 AM

It just became faster as far as I can tell. It is still terrible in combat or the adventure map.
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Map also hosted on Moddb

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jadw8888
jadw8888


Hired Hero
Avenger Ultimate
posted October 25, 2015 05:50 PM

Looks like magic wins over might in Sylvan campaign (1 and 2, at least) - use Entanglement on that stack of Hydra guarding the gold mine or mass regeneration and mass poison spray.

In 2nd sylvan mission, I lol'd when the AI kept moving his heroes around his island and not taking me on although his army was deadly to me. He finally took me when I was away from base, trying to find rare mines.

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