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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 4 pages long: 1 2 3 4 · «PREV
Quaranyr
Quaranyr

Tavern Dweller
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.
____________
Important H7 tips & tricks
H7 Umbramancer Project

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athos
athos


Hired 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


Hired 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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