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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 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Quaranyr
Quaranyr


Hired Hero
posted May 24, 2018 04:29 AM

UCP disciple magic shot ability doesn't work properly. It's random damage type ignore any resistance/weakness target have. For example, let's take a Ravager demon. This creature is resistant to fire and vulnerable to light, yet both fire and light Magic Shots deal the same damage as any other element (like, say, water).

Does it actually change damage type at all?  

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted May 25, 2018 03:19 PM

Quaranyr said:
UCP disciple magic shot ability doesn't work properly. It's random damage type ignore any resistance/weakness target have. For example, let's take a Ravager demon. This creature is resistant to fire and vulnerable to light, yet both fire and light Magic Shots deal the same damage as any other element (like, say, water).

Does it actually change damage type at all?  

Thanks for report, it will be investigated.

It changes damage as can be seen in combat log (I hope it can )
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snippao
snippao

Tavern Dweller
posted May 25, 2018 06:46 PM

is there any way to fix the bugs that happens on multiplayer matchs?
Like crash, random DC, freezes...

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted May 26, 2018 03:27 PM

snippao said:
is there any way to fix the bugs that happens on multiplayer matchs?
Like crash, random DC, freezes...

No, it should have been solved by developers.
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apipino
apipino

Tavern Dweller
posted May 28, 2018 05:51 AM
Edited by apipino at 06:05, 28 May 2018.

Hi, I have not yet used the MMH7 editor ... until I tried a couple of times
would you like to implement in your mod some items to make them more attractive? tnkx!
some ideas:
- Cloak of Elrath: +2 Light Magic. All allied creatures receive -35% Dark Magic damage. (increases "Light Magic" and defends against "Dark Magic". Change cost to $6000)
- Cloak of Malassa: +2 Dark Magic. All allied creatures receive -35% Light Magic damage. (increases "Dark Magic" and defends against "Light Magic". Change cost to $6000)
- Cloak of Ylath: +2 Air Magic. All allied creatures receive -35% Air Magic damage. Change cost to $6000.
- Cloak of Arkath: +2 Fire Magic. All allied creatures receive -35% Fire Magic damage. Change cost to $6000.
- Cloak of Sylanna: +2 Earth Magic. All allied creatures receive -35% Earth Magic damage. Change cost to $6000.
- Cloak of Shalassa: +2 Water Magic. All allied creatures receive -35% Water Magic damage. Change cost to $6000.
- Change attribute of "Dwarven Work": (2 parts of the set) = 250 pieces of gold per day. (Do dwarves work in gold mines?)
- Change attribute of "Hallowed Set": (2 parts of the set) = +2 to Defense.
- Amulet of Necromancy: Great Lich's Set. Necromancy resurrects additional 5% health points. (both "Amulet of Necromancy" or "Hourglass of Order" will complete the "Great Lich's Set.")
- Gladiator Helmet: +2 Defense (the attribute "-5 to enemy creatures Morale" is already has "Assassin's Mask")
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted May 28, 2018 04:33 PM

apipino said:
Hi, I have not yet used the MMH7 editor ... until I tried a couple of times
would you like to implement in your mod some items to make them more attractive? tnkx!
some ideas:
- Cloak of Elrath: +2 Light Magic. All allied creatures receive -35% Dark Magic damage. (increases "Light Magic" and defends against "Dark Magic". Change cost to $6000)
- Cloak of Malassa: +2 Dark Magic. All allied creatures receive -35% Light Magic damage. (increases "Dark Magic" and defends against "Light Magic". Change cost to $6000)
- Cloak of Ylath: +2 Air Magic. All allied creatures receive -35% Air Magic damage. Change cost to $6000.
- Cloak of Arkath: +2 Fire Magic. All allied creatures receive -35% Fire Magic damage. Change cost to $6000.
- Cloak of Sylanna: +2 Earth Magic. All allied creatures receive -35% Earth Magic damage. Change cost to $6000.
- Cloak of Shalassa: +2 Water Magic. All allied creatures receive -35% Water Magic damage. Change cost to $6000.
- Change attribute of "Dwarven Work": (2 parts of the set) = 250 pieces of gold per day. (Do dwarves work in gold mines?)
- Change attribute of "Hallowed Set": (2 parts of the set) = +2 to Defense.
- Amulet of Necromancy: Great Lich's Set. Necromancy resurrects additional 5% health points. (both "Amulet of Necromancy" or "Hourglass of Order" will complete the "Great Lich's Set.")
- Gladiator Helmet: +2 Defense (the attribute "-5 to enemy creatures Morale" is already has "Assassin's Mask")

Hi apipino, I've noticed your mod, good job!

It's not possible to integrate it at this moment, we're working on artefact fixes, so it would not be compatible.
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athos
athos


Adventuring Hero
posted June 14, 2018 05:35 PM
Edited by athos at 17:57, 14 Jun 2018.

Antalyan said:
Rimgrabber said:
I'm glad someone is working to fix this game! My uncle bought it for me and while I don't like it as much as the old NWC games and H5 I thought it would still be enjoyable without the bugs. Do you guys plan on giving the Heroes more diverse specializations? I don't mean giving them all H5-like specializations, (although that would be nice), I mean more along the lines of making most heroes have something that makes them interesting as your main like Christian or Ivor have instead of the generic "Spell is one level higher, +1 Elite creature growth, +6 magic power for this one school".

My first priority is to focus on fixing the bugs; however, the next ones are the units abilities (I have currently some plans on more than 20 new abilities) and then hopefully the heroes specializations
It's probably a very distant future, though it depends just and only on the amount of my free time.

I'm a bit late to the party, but thanks so much for this patch. It makes a huge difference for the game, which I recently picked up again.

I do hope you'll be able to find an AI person to work out some issues there. The Fire Wall "dance" thing is so amusing/sad.

I would hope that if you go on to "Mod" the game by altering unit abilities and the like, that you'd make it separate from the bug fixes patch, inasmuch as I'd like to keep a decision to correct bugs separate from a decision to Mod the game. I hope you can understand my concern here. Thanks again.

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athos
athos


Adventuring Hero
posted June 14, 2018 05:53 PM

Did you consider that perhaps the Prime Magic school for Town Portal and Reveal Treasure was intended to exclude Stronghold from their use? On its face it might look amiss or unfair, but perhaps it was intended to balance out other advantages given to Stronghold -- no idea what those might be, or if they exist at all, but it seems like something the Devs wouldn't have been blind to during testing and development.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 21, 2018 07:00 PM

athos said:
Antalyan said:
Rimgrabber said:
I'm glad someone is working to fix this game! My uncle bought it for me and while I don't like it as much as the old NWC games and H5 I thought it would still be enjoyable without the bugs. Do you guys plan on giving the Heroes more diverse specializations? I don't mean giving them all H5-like specializations, (although that would be nice), I mean more along the lines of making most heroes have something that makes them interesting as your main like Christian or Ivor have instead of the generic "Spell is one level higher, +1 Elite creature growth, +6 magic power for this one school".

My first priority is to focus on fixing the bugs; however, the next ones are the units abilities (I have currently some plans on more than 20 new abilities) and then hopefully the heroes specializations
It's probably a very distant future, though it depends just and only on the amount of my free time.

I'm a bit late to the party, but thanks so much for this patch. It makes a huge difference for the game, which I recently picked up again.

I do hope you'll be able to find an AI person to work out some issues there. The Fire Wall "dance" thing is so amusing/sad.

I would hope that if you go on to "Mod" the game by altering unit abilities and the like, that you'd make it separate from the bug fixes patch, inasmuch as I'd like to keep a decision to correct bugs separate from a decision to Mod the game. I hope you can understand my concern here. Thanks again.

Not really late, we've been working on a huge update for several months.

You don't have to worry about new abilities, there will be a detailed description for the player how to play without this improvement (this step will be as simple as deleting a folder in the mod directory).

athos said:
Did you consider that perhaps the Prime Magic school for Town Portal and Reveal Treasure was intended to exclude Stronghold from their use? On its face it might look amiss or unfair, but perhaps it was intended to balance out other advantages given to Stronghold -- no idea what those might be, or if they exist at all, but it seems like something the Devs wouldn't have been blind to during testing and development.


I'm sure it was not - Prime magic wasn't originally baned for Stronghold, unlike H6.

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athos
athos


Adventuring Hero
posted June 22, 2018 02:37 AM

Antalyan said:


athos said:
Did you consider that perhaps the Prime Magic school for Town Portal and Reveal Treasure was intended to exclude Stronghold from their use? On its face it might look amiss or unfair, but perhaps it was intended to balance out other advantages given to Stronghold -- no idea what those might be, or if they exist at all, but it seems like something the Devs wouldn't have been blind to during testing and development.


I'm sure it was not - Prime magic wasn't originally baned for Stronghold, unlike H6.


Thanks for the reply. I hadn't played Stronghold in HVII previously so didn't know that Prime wasn't originally banned for them. When did that come in? Expansion?

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 22, 2018 11:37 AM

athos said:
Antalyan said:


athos said:
Did you consider that perhaps the Prime Magic school for Town Portal and Reveal Treasure was intended to exclude Stronghold from their use? On its face it might look amiss or unfair, but perhaps it was intended to balance out other advantages given to Stronghold -- no idea what those might be, or if they exist at all, but it seems like something the Devs wouldn't have been blind to during testing and development.


I'm sure it was not - Prime magic wasn't originally baned for Stronghold, unlike H6.


Thanks for the reply. I hadn't played Stronghold in HVII previously so didn't know that Prime wasn't originally banned for them. When did that come in? Expansion?

Stronghold belongs to original factions of both HVI & HVII.
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athos
athos


Adventuring Hero
posted June 22, 2018 03:33 PM

Yeah, I know that. But when did the Prime Magic ban on Stronghold arise in HVII? You implied that it wasn't there in HVII "originally".

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 23, 2018 02:12 PM

athos said:
Yeah, I know that. But when did the Prime Magic ban on Stronghold arise in HVII? You implied that it wasn't there in HVII "originally".

This ban came in our UCP patch (as mentioned among Patch notes). According to Ashan rules, Stronghold heroes should not have access to Prime magic - and they have also 0 chance to learn this skill even in random skilling as well. So it seemed to be a logical decision.
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athos
athos


Adventuring Hero
posted June 23, 2018 05:08 PM

Antalyan said:
athos said:
Yeah, I know that. But when did the Prime Magic ban on Stronghold arise in HVII? You implied that it wasn't there in HVII "originally".

This ban came in our UCP patch (as mentioned among Patch notes). According to Ashan rules, Stronghold heroes should not have access to Prime magic - and they have also 0 chance to learn this skill even in random skilling as well. So it seemed to be a logical decision.

Ah, okay. I saw the change in the Prime spells but never saw the Prime ban on Stronghold. So you're saying that Stronghold had no excluded magic schools originally? Perhaps they should've had another school excluded rather than Prime? I don't know, this seems puzzling to me.

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athos
athos


Adventuring Hero
posted June 23, 2018 05:44 PM
Edited by athos at 17:45, 23 Jun 2018.

Okay, I saw in your notes that Stronghold, Sylvan and Fortress didn't have any banned schools originally? For some reason that escaped me when I read that before. (And prior to now I had never played these factions; only Haven and Necromancer.)

I don't know if this was discussed elsewhere on this forum or on the internet, so excuse me if so, but why was it deemed necessary to ban magic schools from these factions? Just the belief that everyone should have this identical penalty?

And is there a way I could return the patch to the original setup, with no added bans and no switched Prime spells? Can I just delete entries in the mod to change it? Could you tell me which entries to remove?

Many thanks. I know you all probably have good reasons for your changes but personally I hesitate to alter the default vanilla game this dramatically on apparent "balance" rationale. This goes back to my original point: Don't you think UbiLimbic knew of these differences in development? I know many think they're incompetent, but I'm not so quick to condemn.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 23, 2018 05:59 PM

athos said:
I know many think they're incompetent, but I'm not so quick to condemn.


I recall during their streams they were playing using two heroes and basically only spamming enemies with Ice bolt, so much for strategy.
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 24, 2018 03:25 PM

athos said:
Okay, I saw in your notes that Stronghold, Sylvan and Fortress didn't have any banned schools originally? For some reason that escaped me when I read that before. (And prior to now I had never played these factions; only Haven and Necromancer.)

I don't know if this was discussed elsewhere on this forum or on the internet, so excuse me if so, but why was it deemed necessary to ban magic schools from these factions? Just the belief that everyone should have this identical penalty?

And is there a way I could return the patch to the original setup, with no added bans and no switched Prime spells? Can I just delete entries in the mod to change it? Could you tell me which entries to remove?

Many thanks. I know you all probably have good reasons for your changes but personally I hesitate to alter the default vanilla game this dramatically on apparent "balance" rationale. This goes back to my original point: Don't you think UbiLimbic knew of these differences in development? I know many think they're incompetent, but I'm not so quick to condemn.

There is a simple way we used for the banned magic schools choice: if there is any magic skill all the heroes of the faction have no access to, then this magic school is not preferred by this faction and there's no use for them.

There is the only exception - Fortress - which has very low probabilities for Water magic (but it's still possible to learn it), this appeared to be a huge problem and it will be reverted back (no forbidden magic school).

As for the development, developers should have known so many things that it's hard to believe they could have even cared about that much. Just look at the number of bugs left in the game - and the list is far from final

If you do not like this change, go to mod files and replace/delete (according to the installation way) the file  CookedPC/Editor/Templates/Faction/Factions.upk
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athos
athos


Adventuring Hero
posted June 24, 2018 04:24 PM
Edited by athos at 16:30, 24 Jun 2018.

Thanks so much again for your reply and instructions, Ant. I really appreciate it.

On the Might & Magic Wiki for Heroes VII http://mightandmagic.wikia.com/wiki/Might_%26_Magic:_Heroes_VII, if you look under "Factions" you can see which magic schools each faction [should have] access to. It looks to me as though these were the ones allowed in the vanilla game.

For example,

Stronghold only had or was supposed to have Air, Earth and Water. Nothing else.

Fortress only had or was supposed to have Fire. Nothing else.

Sylvan all but Fire and Dark.

I don't know if that was the case, not having played these factions before (only playing Sylvan now), but where else did the Wiki get this game information?

And while I agree the game is/was as buggy as could be imagined, and that bugginess is a sign of sloppiness or a rushed job, the "design" appears to intend that neither Stronghold nor Fortress have Prime magic. That is, the ban of this magic school was intentional and not due to a bug.

And I must say that I just finished Sylvan mission 2 which was a water area map against Stronghold and the fluid use of Instant Recall by Stronghold heroes was very odd, often leaving ships vacant in the sea, almost as if due to an unforeseen glitch in the AI for that map. The map would've played out much differently had Stronghold not had that spell available to it.

So.. that is where I am at this exact point in time.

Of course I understand a desire to achieve better balance, or even a belief that the spell schools were not assigned correctly for some reason. I just think those changes should be a separate vehicle from a bug fix patch which leaves vanilla essentially intact as designed. It's okay to me if both are in the same download, as long as there are instructions included that tell the user which files/packages are bug fixes, and which are more of a mod to the game.

Thanks again. I'm really looking forward to more of your progress on this project and will support everything you do as best I can.

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athos
athos


Adventuring Hero
posted June 24, 2018 05:53 PM
Edited by athos at 18:00, 24 Jun 2018.

Having excluded the faction.upk file for the time being, I've seen that Sylvan now (I assume default vanilla) has no excluded magic schools, where Might & Magic Wiki says both Fire and Dark should be excluded.

I also note that to attain my goal I also need a way to revert Instant Recall and Find Treasure(?) back to Prime.

Although I assume you Ant don't have anything to do with M&MW, I don't know where they got their information on allowable faction magic schools, if not from the game as designed. If what I'm seeing is vanilla, at least Sylvan doesn't comport with what they're listing on their site.

Very confusing.

Edit: Maybe.. the listed spell schools in the Wiki don't refer to the only ones allowed, but those which can be specialized in by Heroes of the faction. That's one interpretation that could explain what's going on, but I don't know enough about the design spec to say.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 25, 2018 06:34 PM
Edited by Antalyan at 18:38, 25 Jun 2018.

The magic schools mentioned on M&MWikia are the ones the faction prefers, not the only ones allowed. Furthermore, this website is not 100% reliable - but yet the best information source I must admit.

After deleting the file, all the banned and allowed magic schools are like they were originally intended.

Originally, Instant Recall was available for all the factions, and so is now. There is absolutely no difference in its function, it only belongs to a different magic school - but there are no pros & cons it would bring.
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