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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Unoffical Community Patch (UCP)
Thread: Unoffical Community Patch (UCP) This thread is 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV
Tortoletko
Tortoletko

Tavern Dweller
posted August 08, 2021 02:35 AM

Also ,if i can, want to ask for some balancing changes what  brake a game in some way as i think .
-It is some artifacts wich can cast damaging spells on master level without appropriate skill. Like Helmet of the Naga Lord (Permits casting of the Water spell Ice Strike once per combat) wich is do : 234-286 + 13 * Magic water damage for 3 rounds , if you find it in begining of the map, or roll it on artifact market, it can eliminate most enemy armies by itself.May be put them on Unskilled/Novice rank if character dont know that school of magic, dont know if it possible. Actually this helmet is most annoying i think.


-Spell Summon elemental (prime magic). It is not only hight damaging spell, but also a defending wich take retallation attack from enemies, blocking path, blocking rangers from shooting, taking agro from AI and holding his army on their side of map. Additionaly you can spam several of them and they stay all combat rounds. Maybe it should be more like in HeroesIV-V (if im not mistaken). Elementals can be only in one stack after cast and appear somewhere near your army on the left side.Or something other preventing  from repeating the same tactic in each battle .It feels so powerfull.

-Implosion feels too much powerful too , but i don't have ideas what percentage of damage it should be to not feels that way. 75%(not hard to achive)  of stack enemy army + again 75% for free on the next turn with Master of Prime III skill. It's help kill all neitral armies with 1-3 turns. Maybe it's should changed with increased mana required, dont know.

I don't have much pvp skirmish regime knowledge and maybe that spells work fine in them. So you can just ignore that text if i overstating their might
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Bandaro
Bandaro

Tavern Dweller
posted August 30, 2021 02:22 PM

Tortoletko said:
Also ,if i can, want to ask for some balancing changes what  brake a game in some way as i think .
-It is some artifacts wich can cast damaging spells on master level without appropriate skill. Like Helmet of the Naga Lord (Permits casting of the Water spell Ice Strike once per combat) wich is do : 234-286 + 13 * Magic water damage for 3 rounds , if you find it in begining of the map, or roll it on artifact market, it can eliminate most enemy armies by itself.May be put them on Unskilled/Novice rank if character dont know that school of magic, dont know if it possible. Actually this helmet is most annoying i think.


-Spell Summon elemental (prime magic). It is not only hight damaging spell, but also a defending wich take retallation attack from enemies, blocking path, blocking rangers from shooting, taking agro from AI and holding his army on their side of map. Additionaly you can spam several of them and they stay all combat rounds. Maybe it should be more like in HeroesIV-V (if im not mistaken). Elementals can be only in one stack after cast and appear somewhere near your army on the left side.Or something other preventing  from repeating the same tactic in each battle .It feels so powerfull.

-Implosion feels too much powerful too , but i don't have ideas what percentage of damage it should be to not feels that way. 75%(not hard to achive)  of stack enemy army + again 75% for free on the next turn with Master of Prime III skill. It's help kill all neitral armies with 1-3 turns. Maybe it's should changed with increased mana required, dont know.

I don't have much pvp skirmish regime knowledge and maybe that spells work fine in them. So you can just ignore that text if i overstating their might


I am working on the balancing mod in regards to PVP gameplay. I can assure you, regardless of fix/skirmish, spells were too powerfull anyways, also affecting final battles that were too quick just because mage deleted whole armies. It includes UCP 1.2, I will send a link in a few days/weeks, once we test it in PVP.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted September 03, 2021 05:31 PM

Before a full release, you can now test the updates and see exactly what has changed on the Trello board!

LINK

Check the tab files for download.

I also kindly ask you to report anything you test:
- new, not yet identified bugs
- more information is needed about issues in columns Bugs to be confirmed and CNR as they have not been identified yet
- confirmations that fixes really work are needed for bugs expected to be fixed (Hopefully fixed)
- ADVANCED: any ideas how to fix issues under COnfirmed bugs are appreciated
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Gandalf196
Gandalf196


Bad-mannered
Supreme Hero
posted October 07, 2021 01:35 AM

Version 1.24



Agrael has the same 20 spirit
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NimoStar
NimoStar


Honorable
Supreme Hero
Modding the Unmoddable
posted October 08, 2021 02:26 AM

summoning elemental stacks iniofnitely wherever you want does seem OP; at leat in H4 they always appear next to your hero and stack in the same place.

(even then summons are still arguably some of the best spells in the game)
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Volt
Volt

Tavern Dweller
posted October 20, 2021 02:55 PM

Hey Antalyan,

First of all, you are an absolute legend. Thank you so much for all the work you've poured into the UCP, it's much appreciated. If not for the UCP, I probably wouldn't be playing HoMM7.

I have a few suggestions balance wise (I mostly play in heroic, in a 1v1 setting vs others), let me know what you think:

1. Dark Magic's Soul Harvest is far too strong for a basic trait. When this is paired with Prime's GM perk (Clarity), you basically can cast a spell every turn and then recover the mana immediately after as an attack. This is always a must for anyone with prime magic, which renders Spirit and other basic traits useless. I would tone down the mana recovered from killing a unit, or maybe make it a function of your Magic so that it wouldn't be so OP when used with Clarity.

2. Ruqav - I mostly play in heroic, and I suppose this one is mostly an issue there. Ruqav having the max level dreamcatcher means you can creep with just your earth golem and the dreamcatcher. As long as the earth golem is not dead on a given turn, it will be fully healed by next turn, whilst the dreamcatcher continues killing the creeps. This is broken as you can keep creeping every single turn with no losses. This has been the case everytime I played with this hero, and I've always gotten a massive lead in the first few weeks of the game. My suggestion would be to remove the golem as part of his initial army (and maybe giving some harpies or gnolls).

3. Lethos and Adar-Malik scaling. These are two heroes who are really good early game. However, as game progresses their Special skill becomes less and less important (and maybe this is ok, not all heroes need to be equally good at different phases of the game). I was wondering if it was possible to add a small scaling to their passives damage with Magic. ( For example for Lethos, it could be (30 + 2*Magic), instead of flat 40 damage per turn). Something along these lines would make them slightly less potent in the first few weeks of the game but still a decent pick for mid-late game.

4. Ranleth's Special trait is underpowered, imho. Most times it'll be the same creature losing defense, which means at most you will have 1 or 2 creatures with -5 defense. That's... nothing particularly special. On a 7 vs 7 creatures situation, having +2 attack on your hero will most times be superior to that. I would either boost the value or change it slightly so that more creatures can get the debuff.(maybe every creature that attacks yours will get the debuff, but lasting for 2 turns only instead of 3).

5. Jenova's Special trait is underpowered, specially compared to Sephinroth. Sephinroth can give you that resource that you were missing (albeit randomly), and it does so every turn. Jenova gives you starsilver, and only when you meet a certain condition which is map dependent. Most times this starsilver ends up being traded as you accumulate it over the turns. I would either buff the special slightly (maybe 2 starsilver, or take away the condition?) or give her a new trait. the latter would be better, as there's no Warden type hero that is viable as a main hero, apart from Wysloth on water maps. Wardens are the only ones who get GM leadership in Sylvan, so it would be cool to have a potential pick for a main hero.

6. Grumthor's stats - I saw on Trello that you are removing earthquake from this hero, I'm not sure if you've noticed but Grumthor starts with less stats than other heroes (6 total instead of 8). I would restore the stats and make it the same as other thornsowers.

7. Arril (air elementals) - I'm not sure what to do about this hero, getting air elementals is very situational and thus most of the times you're not benefiting from her trait . All of the other stormcallers are better picks than Arril 99% of the time. I wish there was a spell to summon air elementals, or that summon elementals would always summon air elementals for her. That could be an addition to her trait which would play into her identity. I don't really have a solution, but just wanted to highlight this in case you think of something to improve the hero.

Anyway, these are some of my thoughts. I know there's other things that I wanted to highlight, but I can't remember at the moment, I'll have to get back to playing the game as I haven't done so in a while. Even if you don't agree with some of the suggestions, I hope the highlighted issues are useful.



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Gandalf196
Gandalf196


Bad-mannered
Supreme Hero
posted October 20, 2021 04:25 PM

Volt said:
Hey Antalyan,

First of all, you are an absolute legend. Thank you so much for all the work you've poured into the UCP, it's much appreciated. If not for the UCP, I probably wouldn't be playing HoMM7.




Correct! I hope he and the team can come up with an improved AI. That would actually put this game on par with Heroes V at least.
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted November 04, 2021 04:04 PM
Edited by Antalyan at 16:07, 04 Nov 2021.

Hello Volt, first and foremost, thanks a lot for your praise and ideas!

Volt said:

1. Dark Magic's Soul Harvest is far too strong for a basic trait. When this is paired with Prime's GM perk (Clarity), you basically can cast a spell every turn and then recover the mana immediately after as an attack. This is always a must for anyone with prime magic, which renders Spirit and other basic traits useless. I would tone down the mana recovered from killing a unit, or maybe make it a function of your Magic so that it wouldn't be so OP when used with Clarity.



This is an interesting combination I've never thought about, I'll take a look at whether it can be made dependent on some hero stats. If not, I'll probably reduce the value.


Volt said:

2. Ruqav - I mostly play in heroic, and I suppose this one is mostly an issue there. Ruqav having the max level dreamcatcher means you can creep with just your earth golem and the dreamcatcher. As long as the earth golem is not dead on a given turn, it will be fully healed by next turn, whilst the dreamcatcher continues killing the creeps. This is broken as you can keep creeping every single turn with no losses. This has been the case everytime I played with this hero, and I've always gotten a massive lead in the first few weeks of the game. My suggestion would be to remove the golem as part of his initial army (and maybe giving some harpies or gnolls).

4. Ranleth's Special trait is underpowered, imho. Most times it'll be the same creature losing defense, which means at most you will have 1 or 2 creatures with -5 defense. That's... nothing particularly special. On a 7 vs 7 creatures situation, having +2 attack on your hero will most times be superior to that. I would either boost the value or change it slightly so that more creatures can get the debuff.(maybe every creature that attacks yours will get the debuff, but lasting for 2 turns only instead of 3).

6. Grumthor's stats - I saw on Trello that you are removing earthquake from this hero, I'm not sure if you've noticed but Grumthor starts with less stats than other heroes (6 total instead of 8). I would restore the stats and make it the same as other thornsowers.



Great observations, I'll change that

Volt said:

5. Jenova's Special trait is underpowered, specially compared to Sephinroth. Sephinroth can give you that resource that you were missing (albeit randomly), and it does so every turn. Jenova gives you starsilver, and only when you meet a certain condition which is map dependent. Most times this starsilver ends up being traded as you accumulate it over the turns. I would either buff the special slightly (maybe 2 starsilver, or take away the condition?) or give her a new trait. the latter would be better, as there's no Warden type hero that is viable as a main hero, apart from Wysloth on water maps. Wardens are the only ones who get GM leadership in Sylvan, so it would be cool to have a potential pick for a main hero.



I must say I like the spec quite a lot so it's unlikely I'd remove it from the game. However, I will think about balancing with Sephinroth.

Volt said:

3. Lethos and Adar-Malik scaling. These are two heroes who are really good early game. However, as game progresses their Special skill becomes less and less important (and maybe this is ok, not all heroes need to be equally good at different phases of the game). I was wondering if it was possible to add a small scaling to their passives damage with Magic. ( For example for Lethos, it could be (30 + 2*Magic), instead of flat 40 damage per turn). Something along these lines would make them slightly less potent in the first few weeks of the game but still a decent pick for mid-late game.



Scaling with hero level is, unfortunately, one of the mechanics that can be used in a very restricted way, I could check whether it can be done here but as you say, not all the heroes can be equally useful in all game phases. So I don't currently see many reasons for that.

Volt said:

7. Arril (air elementals) - I'm not sure what to do about this hero, getting air elementals is very situational and thus most of the times you're not benefiting from her trait . All of the other stormcallers are better picks than Arril 99% of the time. I wish there was a spell to summon air elementals, or that summon elementals would always summon air elementals for her. That could be an addition to her trait which would play into her identity. I don't really have a solution, but just wanted to highlight this in case you think of something to improve the hero.



Making the spell summon only air elementals is an idea I really like, I'll do it if possible for sure. It could be also adapted for some other heroes as well!

I like your ideas a lot in general. They're really useful for me and provide new perspectives I didn't think about, also offering concrete solutions. I'll be glad if you share with me any other ideas when you get them!

Magnomagus said:

Correct! I hope he and the team can come up with an improved AI. That would actually put this game on par with Heroes V at least.



That's unfortunately only a wish right now (mine as well) as no attempts of various people have been successful, at least as far as I know.

As for Ergal and Agrael, they're not playable characters, so they keep their original values from the map where they appear, which is completely fine imo.



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reptilee9
reptilee9

Tavern Dweller
posted November 12, 2021 05:36 PM

Problem

Hi all!

I installed 1.2/1.3 and the problem is that game crashes after couple weeks, especially in random maps.

Plz help me =)

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Volt
Volt

Tavern Dweller
posted November 18, 2021 01:15 PM

Glad you liked the suggestions! I'll be picking up the game soon to do some 1v1's so I'll have some more feedback then.

I'll also be keeping an eye out for that 1.3 release, I haven't tried out the Beta just yet.
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Volt
Volt

Tavern Dweller
posted December 01, 2021 07:07 PM

Hello,

A couple more observations:

GUI:
Some of the spell descriptions need updating, when you right click on them in the magic guild in town (for example implosion, which at master level shows a 7*spellpower scaling). Not sure this is something you care about, but thought to mention anyway

Balance:

Creature growth heroes
It seems that the heroes that provide creature growth follow a rule of 50% of that creature growth added per week, rounded up if it's a tier 1 or 2 (core creatures) and rounded down for above tiers. If this is to be followed, some heroes need some tweaking:
Edric 2->3
Reem 3->4
Saabira 15->8 (I think this must've been a typo, it's 100% creature growth increase atm)
Moander 2->3
Sailin 2->3

Solmyr, Eruina, Malwen and the value of leadership/destiny

I've been trying to figure out how much leadership/destiny is worth mathematically, in comparison to base stats (attack/defense/magic/spirit). Some factions/heroes lose 5 or even 10 of leadership/destiny combined in exchange for base stats but it seems the replacement is not very fair. For example, for necro/academy/stronghold all of the heroes (except Solmyr) lose 5 of these stats in exchange for 1 base stat. Therefore 5 leadership/destiny = 1 base stat? That doesn't seem right, 50 destiny in theory should be far superior to 10 attack. When I look at Solmyr, the proportion seems fairer, Solmyr loses 10 leadership/destiny in exchange for 4 stats. In this case, 2.5L/D= 1 base stat. This now leads me to Eruina and Malwen, which both get 2L/D per three hero levels (similar heroes get 1 base stat per 3 hero levels). At hero level 30, 20 L/D is not better than, say, 10 attack or Magic. I think we should adopt the 2,5L/D= 1 BStat proportion, imo it's closer to the actual mathematical proportion(which I don't have a formula for) and will allow us to have a better proportion in the heroes that don't have 10L/D, Eruina, Malwen and Solmyr. If we adopt that proportion, the heroes that only have 5 starting L/D should get one extra base stat, Solmyr stays as is, and Eruina/Malwen would get 5 L/D per 6 hero levels (a little awkward, I know - suggestions?).
Also, if you look at spells, like stone skin, inner fire, fortune, etc, the 2.5 proportion is there for the base value (not for the scaling multiplier though, not sure why).
What do you think? If you disagree with this I still think we should address this disparity between the different proportions found in the cases above described.


Necromancy
What do you think about its current state in the game? I find that for  medium to long games necromancy is a little bit overpowered, specially  in heroic (creature growth) where you'll always be getting 100 skellies and 40 banshees after a fight after 2/3 weeks of in game time. I would propose to reduce expert and Master necromancy to 40 skellies and 80 skellies (basically double the quantity everytime you improve Necromancy), respectively. Interested to hear people's thoughts.

I found a few bugs in the game, but after a quick search in Trello I think you've ticketed them already. Will post more as I find issues, balance or just bugs.

Lastly, I'm still gathering my thoughts with regards to Metamagic. I feel some of its perks are a little on the strong side, and that the fact that you can then cast spells as up to Master rank, coincides with Paragon's GM perk, which a lot of the academy heroes have.
I'll do another post later on once I've thought about it some more.



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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted December 04, 2021 02:34 PM

Thanks for ideas!

First of all, I invite you to the H7.5 Discord whose channel UCP is now used as a primary discussion channel for this mod (but no issue at all if you don't join).

GUI
This glitch is partially known, it can be fixed for some of the spells. Check Log issues P1 (P2 respectively) on the board and you can let me know whether some of the spell errors are not covered.

Creature Growth
Good observations, I don't think this rule has to be strictly enforced though as some diversity is good. Yet Saabira will be investigated for sure, it should not be so unbalanced.

Values
I think I got a bit lost in the values (even though I understood what you were talking about), what exactly is the change you propose?

Necromancy, Metamagic & other stuff
These are hard questions. Generally, I'm trying to avoid changing vanilla stats unless I see a huge issue for two reasons:
1) Changing the balance between factions can easily create another side-effect (e.g. another faction suddenly becoming weaker).
2) After any change of something people were used to, a part of the people becomes more or less dissatisfied as they liked the previous version more, which can deter them from using a mod if there are multiple changes like that or they are too serious. This mod tries to target as wide audience as possible (who doesn't want to have fixes anyway).

However, I'm not saying we can't make a change here, I just don't consider these changes needed now. If others support this opinion, why not


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flapdzak
flapdzak

Tavern Dweller
posted December 15, 2021 07:42 PM

Heroes 7 Lizardman Citadel Mod

Hi, I'd like to invite you to another discord channel - this one is dedicated to mod that introduces Lizardman Citadel faction - Fortress from Heroes 3 will come to Heroes 7.

You can see more information here:
https://discord.gg/86YeU6V26Z


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Valour549
Valour549

Tavern Dweller
posted January 02, 2022 01:55 PM
Edited by Valour549 at 13:58, 02 Jan 2022.

Antalyan said:
Before a full release, you can now test the updates and see exactly what has changed on the Trello board!

[url=https://trello.com/b/ESn6E4jb]LINK[/url]

Check the tab files for download.

I also kindly ask you to report anything you test:
- new, not yet identified bugs
- more information is needed about issues in columns Bugs to be confirmed and CNR as they have not been identified yet
- confirmations that fixes really work are needed for bugs expected to be fixed (Hopefully fixed)
- ADVANCED: any ideas how to fix issues under COnfirmed bugs are appreciated

Great to see a lot of the bugs I mentioned have been fixed!

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calmlunatic
calmlunatic

Tavern Dweller
posted January 06, 2022 03:17 AM

I'm not sure if I should be posting here in the bug page mentioned above, but after applying the patch one of my heroes can't seem to use their hero attack (with the sword). He can cast spells, but when trying to attack a unit directly, I get a "no valid target" error .
I'm not sure if it has something to do with the specific hero, but earlier it was having issues with having these obstacles on the battlefield that seemed like rune traps but I couldn't figure out where they came from and they were hindering their movement since they couldn't walk over them or stand/land on them.
.

Back to the original question, is there a reason why I can't seem to use the Hero Attack or is it a bug?
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