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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 5 pages long: 1 2 3 4 5 · «PREV
athos
athos


Adventuring Hero
posted June 26, 2018 01:32 AM
Edited by athos at 01:34, 26 Jun 2018.

Okay, you've got a point on that I suppose. No real impact on the change. Just odd that utility spells aren't in the utility school.

But I guess your desire to ban Prime from Stronghold overrides the incentive to just let the magic schools stay as in vanilla.

Let me ask another question: Were there any banned magic schools for any faction in vanilla? If not, why move to ban some in some factions? If so, why care? This is where I say that that kind of "balance" was designed into the factions. And since the game was developed with those rules in place, and your patch isn't directed at multiplayer battles, I don't even see a "balance" issue.

It looks to me like you had a solution looking for a problem.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 26, 2018 09:53 AM

athos said:
Okay, you've got a point on that I suppose. No real impact on the change. Just odd that utility spells aren't in the utility school.

But I guess your desire to ban Prime from Stronghold overrides the incentive to just let the magic schools stay as in vanilla.

Let me ask another question: Were there any banned magic schools for any faction in vanilla? If not, why move to ban some in some factions? If so, why care? This is where I say that that kind of "balance" was designed into the factions. And since the game was developed with those rules in place, and your patch isn't directed at multiplayer battles, I don't even see a "balance" issue.

It looks to me like you had a solution looking for a problem.

I'm not sure what you're asking for
You do already have the forbidden magic schools like in vanilla - those only involve light x dark magic.
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athos
athos


Adventuring Hero
posted June 26, 2018 04:00 PM
Edited by athos at 16:01, 26 Jun 2018.

Antalyan said:
athos said:
Okay, you've got a point on that I suppose. No real impact on the change. Just odd that utility spells aren't in the utility school.

But I guess your desire to ban Prime from Stronghold overrides the incentive to just let the magic schools stay as in vanilla.

Let me ask another question: Were there any banned magic schools for any faction in vanilla? If not, why move to ban some in some factions? If so, why care? This is where I say that that kind of "balance" was designed into the factions. And since the game was developed with those rules in place, and your patch isn't directed at multiplayer battles, I don't even see a "balance" issue.

It looks to me like you had a solution looking for a problem.

I'm not sure what you're asking for
You do already have the forbidden magic schools like in vanilla - those only involve light x dark magic.

Yes, that was what I was asking. I seem to recall from years ago starting the campaign with Haven that Dark was banned for them. And there's a "banned" circle provided in the magic guild for any banned school, even if it remains empty as for Sylvan which I'm playing now under the vanilla scheme. Yet I wasn't sure because of your changes and because I just haven't fully played the game yet.

But that's what I mean. Why do you conclude there's a balance problem because only Haven and the Dark Elves are afflicted with a banned school? I'm virtually certain that balance-wise their armies compensated for their magic penalty in that regard. It's just that it's a strange move to say all factions should have a "banned" magic school. Can you cite specific reference to Heroes VII game lore (not Ashan generally) that supports this?

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athos
athos


Adventuring Hero
posted June 26, 2018 04:05 PM

And again thank you for your patience with my line of inquiry. I'm just trying to understand any and all rationale for a mod of the magic system as you've made. I usually give great deference to the devs on their scheme before I consider modding anything. That's why I'm high on the bug fix aspects of your great patch but questioning the mod aspects.

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greenlore
greenlore


Known Hero
posted June 27, 2018 12:56 AM

Hey I recently got the game and just lost the battle against the dwarf king in the second dwarf mission of the campaign due to a bunch of bugs.

I didn't find the bugs in the list,but seriously this was probably my worst heroes experience ever(if not my worst video game experience...)

First of all I had to restart the battle becuase my dwarfs were stuck outside the map.
Then the lava of one of my magma elementals didn't want to disappear,one tile of lava remained on the battlefield.

Later on I couldn't move into the castle,even though the door was destroyed,it was most likely that the game confused the enemy runes for obstacles and neither me nor my enemy were able to walk around them until the enemy moved them.

Last but not least those stupid shield guards of his suddenly started gaining random immunity to damage and shields from the fortune rune.
Like sometmes my attacks would simply make no damage,even though the enemies had no buff that would have protected them and they also got the fortune buff from the rune every few rounds regardless of where they were standing.

Also I'm not sure what those weird lava stones were that the king deployed with a spell,but there was no tooltip or anything to explain what they were.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 27, 2018 06:21 PM
Edited by Antalyan at 18:23, 27 Jun 2018.

athos said:
Antalyan said:
athos said:
Okay, you've got a point on that I suppose. No real impact on the change. Just odd that utility spells aren't in the utility school.

But I guess your desire to ban Prime from Stronghold overrides the incentive to just let the magic schools stay as in vanilla.

Let me ask another question: Were there any banned magic schools for any faction in vanilla? If not, why move to ban some in some factions? If so, why care? This is where I say that that kind of "balance" was designed into the factions. And since the game was developed with those rules in place, and your patch isn't directed at multiplayer battles, I don't even see a "balance" issue.

It looks to me like you had a solution looking for a problem.

I'm not sure what you're asking for
You do already have the forbidden magic schools like in vanilla - those only involve light x dark magic.

Yes, that was what I was asking. I seem to recall from years ago starting the campaign with Haven that Dark was banned for them. And there's a "banned" circle provided in the magic guild for any banned school, even if it remains empty as for Sylvan which I'm playing now under the vanilla scheme. Yet I wasn't sure because of your changes and because I just haven't fully played the game yet.

But that's what I mean. Why do you conclude there's a balance problem because only Haven and the Dark Elves are afflicted with a banned school? I'm virtually certain that balance-wise their armies compensated for their magic penalty in that regard. It's just that it's a strange move to say all factions should have a "banned" magic school. Can you cite specific reference to Heroes VII game lore (not Ashan generally) that supports this?

That's pretty difficult to explain - originally, you can see the following bans: Haven - Dark, Necropolis - Light, Dungeon - Light.

All the heroes of these factions have 0 chance to learn the connected skills. So, it made sense to me that those factions having also 0 chances to learn some magic skills should have those schools forbidden as well. That's all, nothing more behind - but on the other hand, developers themselves admitted having plans they could not completely fulfill

As for the source, I'm referring to H6 where every faction had its forbidden magic school (although the magic system was absolutely different there).
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 27, 2018 06:24 PM

greenlore said:
Hey I recently got the game and just lost the battle against the dwarf king in the second dwarf mission of the campaign due to a bunch of bugs.

I didn't find the bugs in the list,but seriously this was probably my worst heroes experience ever(if not my worst video game experience...)

First of all I had to restart the battle becuase my dwarfs were stuck outside the map.
Then the lava of one of my magma elementals didn't want to disappear,one tile of lava remained on the battlefield.

Later on I couldn't move into the castle,even though the door was destroyed,it was most likely that the game confused the enemy runes for obstacles and neither me nor my enemy were able to walk around them until the enemy moved them.

Last but not least those stupid shield guards of his suddenly started gaining random immunity to damage and shields from the fortune rune.
Like sometmes my attacks would simply make no damage,even though the enemies had no buff that would have protected them and they also got the fortune buff from the rune every few rounds regardless of where they were standing.

Also I'm not sure what those weird lava stones were that the king deployed with a spell,but there was no tooltip or anything to explain what they were.

I'd need more detailed information - but you were quite unclucky, most of the issues you mention were just the individual ones which are pretty rare to happen.
____________
Important H7 tips & tricks
H7 Umbramancer Project

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athos
athos


Adventuring Hero
posted June 28, 2018 08:30 PM

Antalyan said:

That's pretty difficult to explain - originally, you can see the following bans: Haven - Dark, Necropolis - Light, Dungeon - Light.

All the heroes of these factions have 0 chance to learn the connected skills. So, it made sense to me that those factions having also 0 chances to learn some magic skills should have those schools forbidden as well. That's all, nothing more behind - but on the other hand, developers themselves admitted having plans they could not completely fulfill

As for the source, I'm referring to H6 where every faction had its forbidden magic school (although the magic system was absolutely different there).

Okay, now I see where you were coming from. I wondered if there was a bigger rationale to it, but that's fine.

Personally, I think reasonable minds can differ on that point. That's why I'd prefer it if you kept the magic schools and spell assignments as per the original for the "bug fix" section of the patch. That section would fix all the actual bugs we know of and can fix, as best we can, while leaving the "rules" alone for the vanilla version.

But I respect your thinking and don't blame you if you would want to change some things that make more sense to you than the way the devs had it working. That's your right, of course. I would ask, though, that you bifurcate the patch into a Vanilla/Modded package and let the users decide if they'd like to play the original set up or the version you suggest is better. Then no one can really complain, and it serves multiple interests.

Either way, I applaud your efforts to improve this game, which I feel is worthy of them, and look forward to whatever further refinements you're able to make in the future.

Thanks for the insights into your work and your consideration of my sense on this as well.

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted July 11, 2018 07:35 PM
Edited by lordgraa at 20:59, 11 Jul 2018.

Hey Ant and friends!

I have been told there is a small bug in Dryad's Treant Synergy description. So I took a look and fixed it. If it wasn't already fixed by you, here is the simple solution:

1. change the number of Group 0 in A_TreantSynergy for the first buff to 1.
2. change the number of Group 0 in A_TreantSynergy_Buff_Marker for the first buff to 1.
3. change the variable %buff.buff.stat in the description text of A_TreantSynergy to this: %buff1.buff.buff1.buff.stat

This is how the desc. text should look after the fix is applied:

The creature and neighbouring friendly creatures have %buff1.buff.buff1.buff.stat %ICON_DEFENSE Defence.
The creature heals neighbouring friendly Treants at end of its turn for %d.min Health.




Hope this helps. If not I can send you small map with the fix already applied in the archetypes.

See ya on the battlefield!
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Wryn Pendragon: Umbramancer (H7 community project)

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vildark
vildark

Tavern Dweller
posted July 14, 2018 10:50 PM

French translation

Hello,
I am willing to translate the mod in french. But I miss french translation files. Can someone please share the full localization files in french (not only content folder but also General and Maps please)?
I don't know if it matters but I have Trial by Fire version.
And as I already have Content french folder (Antalyan shared it on another thread), I am already working on translation

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted July 15, 2018 04:22 PM

@lordgraa
Thanks for your information, this bug has already been fixed months ago

@vildark
Thanks for your effort, may I ask you why you need the rest of the localization files?


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vildark
vildark

Tavern Dweller
posted July 15, 2018 05:34 PM
Edited by vildark at 11:20, 16 Jul 2018.

Missing french translation and current state

Sorry my post got messy: I found your posted French translation files while writing my post.
Why I want them: Even if I bought Trial by Fire on Steam, I can't have french translation files (Uplay - Steam incompatibility). It is kind of sad, and I would be very glad to have the game in French.

Meanwhile, I have good news: I have just finished translated UCP mod in french!
I need some time to test now. Especially on the rune trap. I suspect english translation to be inaccurate, so French one can't be accurate...

I found those 2 formulations that are not exactly the same:

Quote:
Enables your heroes to cast rune traps on enemy creatures, having a chance to reduce their %icon_movement Movement to 0 at the start of each enemy creature's turn


Quote:
There is a chance to cast a rune trap on an enemy creature and reduce thus their %icon_movement Movement to 0 until the end of the combat round at the beginning of each enemy creature's turn


Edit: I tested this rune traps. First thing I want to say: can't we display the probabilities? I felt like it was between 10% and 20%. Second thing, the description. I think we can simplify it:
Quote:
Each enemy creature may, on each of its turn, have its %icon_movement Movement set to 0 for this turn.

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