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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»
vildark
vildark


Hired Hero
posted July 27, 2018 07:58 PM

Ok here is the french translation

https://drive.google.com/file/d/1jAbMMkJ7azHv8Jmnw6MWb7TNYmJpr_eY/view?usp=sharing

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted July 29, 2018 10:53 AM

vildark said:
Ok here is the french translation

https://drive.google.com/file/d/1jAbMMkJ7azHv8Jmnw6MWb7TNYmJpr_eY/view?usp=sharing

Thank you very much
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vildark
vildark


Hired Hero
posted September 01, 2018 12:26 PM
Edited by vildark at 12:27, 01 Sep 2018.

Hello,
I got a bug yesterday:
I play with stronghold faction. I have 3 creatures: brute, harpy and gnoll. I fight against one pixie.
Pixie attack my harpy. I got 1 harpy left.
Next turn, at my harpy's turn, I use my hero attack.

Then the bug come: I can only use special harpy capacity: STRIKE AND RETURN. If I try to attack, defend or wait, it says: "can't do it on a morale turn".
And I can only use it from the cell I am standing on. I can't move my harpy to attack pixie from behind.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted September 02, 2018 04:23 PM

vildark said:
Hello,
I got a bug yesterday:
I play with stronghold faction. I have 3 creatures: brute, harpy and gnoll. I fight against one pixie.
Pixie attack my harpy. I got 1 harpy left.
Next turn, at my harpy's turn, I use my hero attack.

Then the bug come: I can only use special harpy capacity: STRIKE AND RETURN. If I try to attack, defend or wait, it says: "can't do it on a morale turn".
And I can only use it from the cell I am standing on. I can't move my harpy to attack pixie from behind.

I apologise for this annoying bug, it's known and it will be fixed in an update coming very soon.
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Vildark
Vildark


Hired Hero
posted September 03, 2018 03:58 PM

Do you know in which conditions it happens, so that I can avoid it?
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted September 08, 2018 03:41 PM
Edited by Antalyan at 15:42, 08 Sep 2018.

Do you still play the latest Heroes game (at least from time to time)? Have you ever wanted to try Heroes 7 but you gave it up because of hundreds of annoying bugs? Would you like to see H7 improved?

If you answer "yes" to any of the questions above, you might have already heard about the Unofficial Community Patch (UCP), the largest bugfixing patch for Might & Magic: Heroes 7 , released in December 2017.

This time, it returns with dozens of new fixes and improvements, with the version 1.1 released on September 8th.

Furthermore, it brings more than 20 brand new abilities to the game, so the combats are even more exciting than before. You can also enjoy the extended hero pool, as well many other improvements.

For the first time, you can choose between the full and simplified mod version.

Read more and start downloading right here: Mod website

#modfinallyupdated
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Quaranyr
Quaranyr


Hired Hero
posted September 08, 2018 06:54 PM

Nice to see your still update the patch.

Is there a version without new abilities? While I like the idea, I don't agree with a lot of them.

By the way, I tried the game again and, of cource, was greeted by a bug. When I use "restart button" the game sometimes removes all effects from the hero, including Tear of Asha's! I'm not sure but seems to happen more often when I remove some units after restarting or when I fight against Letos.

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MoritzBradtke
MoritzBradtke


Known Hero
posted September 09, 2018 02:31 PM

congrats on uptade, most of the new abilities sound nice (: looking forward to test em!

to poster above: each crature has its own file, just leave this out and these creatures wont change

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MoritzBradtke
MoritzBradtke


Known Hero
posted September 09, 2018 07:20 PM
Edited by MoritzBradtke at 19:51, 09 Sep 2018.

mod is causing visual Bugs on Adventure map atm, that adventure map zoom has no camera values, all Building Icons are Incredible small on average zoom , Looks bad and Icons are difficult to hit, i suggest to remove it again

also: i appreciate new skills and still have to test em when im rdy to do so, but i have seen that the skills have quick Combat values, also some skills seem to be quite good, do u think it wont hurt balance of factions too much? with more skill quick Combats will be easier that way, Maybe it doesnt matter too much tough, im just Looking at the Details (:

blessed arrows is a nice idea to boost usefullness of morale, haven was missing this, other factions have luck skill to stun, haven had nothing

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted September 10, 2018 10:43 PM

Quaranyr said:
Nice to see your still update the patch.

Is there a version without new abilities? While I like the idea, I don't agree with a lot of them.

By the way, I tried the game again and, of cource, was greeted by a bug. When I use "restart button" the game sometimes removes all effects from the hero, including Tear of Asha's! I'm not sure but seems to happen more often when I remove some units after restarting or when I fight against Letos.

Yes there is, check the simple version link in the mod description.

These bugs are unfortunately hidden in the source code.

MoritzBradtke said:
mod is causing visual Bugs on Adventure map atm, that adventure map zoom has no camera values, all Building Icons are Incredible small on average zoom , Looks bad and Icons are difficult to hit, i suggest to remove it again

also: i appreciate new skills and still have to test em when im rdy to do so, but i have seen that the skills have quick Combat values, also some skills seem to be quite good, do u think it wont hurt balance of factions too much? with more skill quick Combats will be easier that way, Maybe it doesnt matter too much tough, im just Looking at the Details (:

blessed arrows is a nice idea to boost usefullness of morale, haven was missing this, other factions have luck skill to stun, haven had nothing

Thanks for feedback, I'll look into the camera values again.

Good notes about the quick combat, I didn't pay much attention to it (using the values which remained there from copying the archetype), I guess it will make the combat easier or more difficult dependent on the creatures present in your and enemy armies.

Faction balance is always a difficult topic, even people I had a pleasure to discuss with couldn't agree on the current state of the balance (which factions were stronger or weaker etc.) even before the new abilities were introduced. This will only change the balance a bit but it's hard to estimate the impact, if you feel that any faction is too weak or strong, let me know.
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Quaranyr
Quaranyr


Hired Hero
posted September 11, 2018 12:41 AM

I saw the simple version, but I like changed morale/luck limit and the new heroes! It's new version creatures' abilities I have problem with.
It seems to me that units are balanced in a way that some (like ghosts or golems have good stats but aren't much abilities-wise while units like assassins or dryads are weak stat-wise but have more abilities. Adding new abilities to the former without stat buff for the latter is not a good idea IMO.





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Vildark
Vildark


Hired Hero
posted September 12, 2018 09:53 AM

Congrats!
Do you need translation again?
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MoritzBradtke
MoritzBradtke


Known Hero
posted September 13, 2018 02:48 AM

i like the holy blades skill, nice Animation (: gives the Unit that liitle bit of epicness lol

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted September 14, 2018 03:08 PM

Vildark said:
Congrats!
Do you need translation again?

It would be great

Quaranyr said:
I saw the simple version, but I like changed morale/luck limit and the new heroes! It's new version creatures' abilities I have problem with.
It seems to me that units are balanced in a way that some (like ghosts or golems have good stats but aren't much abilities-wise while units like assassins or dryads are weak stat-wise but have more abilities. Adding new abilities to the former without stat buff for the latter is not a good idea IMO.


You can adjust the mod to suit your needs (for example no new abilities but with new heroes and morale/luck limits increased), just follow the simple instructions in the mod readme.
You may be right about the stats, I didn't want to change the stats since it would make all the information about the creatures on various websites invalid but if serious balance issues occur, I'll do that.
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athos
athos


Adventuring Hero
posted September 14, 2018 04:50 PM

Thanks Antalyan so much for the Simple version of the mod. Using it right now.

One question: I see that the Instant Recall and Find Treasure spells are still Air Magic in this version and I'd like to revert them back to Prime. Is there a straightforward way that I can mod this change myself, or could you revert it back in the file itself? I'd just like to have it back to vanilla, personally.

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Quaranyr
Quaranyr


Hired Hero
posted September 14, 2018 08:08 PM
Edited by Quaranyr at 20:09, 14 Sep 2018.

Antalyan said:
You can adjust the mod to suit your needs (for example no new abilities but with new heroes and morale/luck limits increased), just follow the simple instructions in the mod readme.
You may be right about the stats, I didn't want to change the stats since it would make all the information about the creatures on various websites invalid but if serious balance issues occur, I'll do that.


Thanks, I'll try. That it, when I finally have time. "sigh"

Do you consider changing some current abilities? Like Oak Dryad's one, for example? It allows them to be ressurected by healer-treant, but it's impossible to use it on purpose (unless you have Warfare). Pretty bad ability for an upgrade of already weak unit.
Would it be possible to change the ability so it would work kinda like Alt!Unicorn from H5? Every time healer-treant uses it's delayed heal, it is also applied to any friendly Oak Dryads.

As for balanse issues - buffing Swordmaster (the unit with the highest damage in the game (for some reason...) and AoE) or Ghosts (stat-wise strongest basic core in the game, not ot mention their usual numbers due to necromancy) is clearly not a good idea if you ask me. And Haven crossbowmen are almost strictly better than their Dungeon counterparts now (Shadow Armor sounds completely random and not that useful for a unmagical ranged unit by the way). And what is point of "Cursed Blossom" (weird name btw)? Maybe it should work on Sprite's attack as well?

Sorry if I sound too critical. I really appreaciate your work.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted September 15, 2018 05:20 PM

athos said:
Thanks Antalyan so much for the Simple version of the mod. Using it right now.

One question: I see that the Instant Recall and Find Treasure spells are still Air Magic in this version and I'd like to revert them back to Prime. Is there a straightforward way that I can mod this change myself, or could you revert it back in the file itself? I'd just like to have it back to vanilla, personally.

That's one of the downsides of the simple version. If any change is included in the file with other fixes, it cannot be eliminated through a simple click.
You'd have to launch H7 editor, find the archetype of the spell and change its school to the Prime (it's quite simple in fact).

Quaranyr said:
Antalyan said:
You can adjust the mod to suit your needs (for example no new abilities but with new heroes and morale/luck limits increased), just follow the simple instructions in the mod readme.
You may be right about the stats, I didn't want to change the stats since it would make all the information about the creatures on various websites invalid but if serious balance issues occur, I'll do that.


Thanks, I'll try. That it, when I finally have time. "sigh"

Do you consider changing some current abilities? Like Oak Dryad's one, for example? It allows them to be ressurected by healer-treant, but it's impossible to use it on purpose (unless you have Warfare). Pretty bad ability for an upgrade of already weak unit.
Would it be possible to change the ability so it would work kinda like Alt!Unicorn from H5? Every time healer-treant uses it's delayed heal, it is also applied to any friendly Oak Dryads.

As for balanse issues - buffing Swordmaster (the unit with the highest damage in the game (for some reason...) and AoE) or Ghosts (stat-wise strongest basic core in the game, not ot mention their usual numbers due to necromancy) is clearly not a good idea if you ask me. And Haven crossbowmen are almost strictly better than their Dungeon counterparts now (Shadow Armor sounds completely random and not that useful for a unmagical ranged unit by the way). And what is point of "Cursed Blossom" (weird name btw)? Maybe it should work on Sprite's attack as well?

Sorry if I sound too critical. I really appreaciate your work.

It's not too critical, constructive feedback is always welcome

I love your idea of changing the Oak Dryad's ability and I'll write it down onto my to-do-list (or I'll try at least). Actually, I wanted to do something with Dryad since I felt it wasn't powerful enough, I was thinking about adding some new ability but I haven't found the right one, this sounds better!

I'll think about changing the stats of Ghosts and Swordmaster, I agree they're probably too OP now.

It's quite surprising for me to hear your opinion on the Shadow Armour, I even had to reduce its power since it seemed too powerful to my testing team during the mod beta phase! Contrarily, Markman's buff doesn't seem to make much difference (I personally consider Blessed Arrows to be more likely a "cosmetic" ability, making the creature rather more interesting than powerful).

Cursed Blossom should punish the attacker but I agree it's not much powerful, maybe it should last longer or the value of decrease should be raised.


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Quaranyr
Quaranyr


Hired Hero
posted September 15, 2018 07:30 PM
Edited by Quaranyr at 19:38, 15 Sep 2018.

Antalyan said:
It's quite surprising for me to hear your opinion on the Shadow Armour, I even had to reduce its power since it seemed too powerful to my testing team during the mod beta phase! Contrarily, Markman's buff doesn't seem to make much difference (I personally consider Blessed Arrows to be more likely a "cosmetic" ability, making the creature rather more interesting than powerful).


My skill in English fails me again
What I wanted to say is that this ability is 1)feels "random" thematically as in err.. it's "magic" ability while the stalkers (and minotaurs) are the non-magical creatures of the Dungeon. It would suit Shade or Medusae better. 2)It's not weak, it's just feels weird design-wise as stalkers are ranged units whose main problem is low damage output; upgraded version work better due to armor piercing but the base one is IMO one of the worst units in the game. I would expect that a new ability would be something offencive. Plus, I'm just don't really like the idea of a unit ability that doesn't work without a hero with a right skill (think of neutrals).

About Marksman - Trackers have better Initiative, attack, hp, +5luck and ignore armor but Marksman have better damage, defence, +10morale NO-RANGE PENALTY, piercing shot, lesser cost and slightly higher growth per weak.
And then you additionally give him a version of the only real advantage of tracker, while said tracker only gets ...damage shield?

So, It's not that the marksman's ability is too strong by itself, it's just feels like it's adding to the pile of unit that already have quite enough. I DO like it thematically through.


I approve buff of lamasu and wyvern by the way. What other units could use a buff, in your opinion?
I think there is a problem with Shade - backstab is good and initiative is nice but hp is horrible (lower than of ranged unit of the same faction? really?), damage is mediocre, attack is somewhat low as well and you already nerfed the soulvenom. Yet the cost is higher than of legionary or shieldguard. It's especially jarring after H5-6 where assassins were pretty much the best among their tier.

Medusae have even worse case of the "nothing but 1 ability + high initiative" problem. Against undead or constructs she is just a very weak and frail archer.

I have some thoughts about hunter as well. I get it devs did want him to be weaker than, say, H5 version, but basic version just feels disappointing. I mean, lower damage that upgraded cabir, who is one tier lower?

Does the new Fire Dragon work on the whole battlefield? Or I got this wrong?

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Valen-Teen
Valen-Teen


Famous Hero
UFOlolOgist
posted September 16, 2018 02:37 PM

Guys, help me, please!

I need to buy add-on to play with this mod.
Is the game become more playable and exciting? Or I should keep my money far away from Ubi?
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Our hopes for Heroes VIII!

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athos
athos


Adventuring Hero
posted September 16, 2018 04:37 PM

Antalyan said:
athos said:
Thanks Antalyan so much for the Simple version of the mod. Using it right now.

One question: I see that the Instant Recall and Find Treasure spells are still Air Magic in this version and I'd like to revert them back to Prime. Is there a straightforward way that I can mod this change myself, or could you revert it back in the file itself? I'd just like to have it back to vanilla, personally.

That's one of the downsides of the simple version. If any change is included in the file with other fixes, it cannot be eliminated through a simple click.
You'd have to launch H7 editor, find the archetype of the spell and change its school to the Prime (it's quite simple in fact).


Okay thanks. Pardon my ignorance regarding the Editor, but which file do I look at to modify in the Editor? When in the Editor and I look to open a file, the dialog only gives me a *.umap file option. And I can't find any such files. Maybe I'm looking in the wrong place?

Thanks for any further direction you (or anyone) can give me.

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