Might & Magic Heroes VII
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Prandur




Posts: 2685

PostPosted: Sat, 20th Feb 2016 17:12    Post subject:
I might have said it already earlier in this thread, but the reason I can't stand to play this one is because the whole game is retrospective. I know that's purely a matter of taste, but for me it absolutely kills the game (actually, any game) :\
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Reg67




Posts: 5432

PostPosted: Thu, 21st Apr 2016 17:17    Post subject:
Another update for this mess of a game

Might.and.Magic.Heroes.VII.Update.v1.8-CODEX

You still need all the other updates prior to this unfortunately.
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Ankh




Posts: 23353
Location: Trelleborg
PostPosted: Thu, 21st Apr 2016 17:21    Post subject:
Reg67 wrote:
Another update for this mess of a game

Might.and.Magic.Heroes.VII.Update.v1.8-CODEX

You still need all the other updates prior to this unfortunately.


Any release notes? (I rather enjoy this game tbh - bought it for a fiver)
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Reg67




Posts: 5432

PostPosted: Thu, 21st Apr 2016 17:37    Post subject:
Ankh wrote:
Reg67 wrote:
Another update for this mess of a game

Might.and.Magic.Heroes.VII.Update.v1.8-CODEX

You still need all the other updates prior to this unfortunately.


Any release notes? (I rather enjoy this game tbh - bought it for a fiver)


I have not downloaded it so I don't know what new things they have fu**ed up in the game

 Spoiler:
 
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 21st Apr 2016 17:38    Post subject:


I think he means changelog/patch notes, Reg, since he already owns the game legitimately and doesn't need the CODEX update and crack Very Happy
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Ankh




Posts: 23353
Location: Trelleborg
PostPosted: Thu, 21st Apr 2016 17:40    Post subject:
sabin1981 wrote:


I think he means changelog/patch notes, Reg, since he already owns the game legitimately and doesn't need the CODEX update and crack Very Happy


Yeah, cheers mate Smile
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Reg67




Posts: 5432

PostPosted: Thu, 21st Apr 2016 17:41    Post subject:
sabin1981 wrote:


I think he means changelog/patch notes, Reg, since he already owns the game legitimately and doesn't need the CODEX update and crack Very Happy


Yeah, I know he did, as I said not d/l it so only posted the nfo.. Smile Also I can't get my head around anyone paying for this.
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JBeckman
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Posts: 35034
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PostPosted: Thu, 21st Apr 2016 17:54    Post subject:
Quote:

.................................
::: v1.7 - Sometime Patch 7 :::
.................................

GENERAL
* Fixed targetting of certain creature armies
* New keybindings:
* Browse towns with left and right key (works in townscreens and all town popups)
* Toggle combat map grid with "G"
* Escape can now be (re-)assigned as keybind
* Warfare Units now wait or skip turn, when pressing the wait or defend keys
* Minimap Settings are now saved
* Camera automatic height adjustment is smoothened and doesn't fall into "holes" on the map
* Fixed some Camera clipping issues (HOMMVII-5475, HOMMVII-3044)
* Human Player UPlay names are now only displayed in online Multiplayer matches (HOMMVII-3593)

BALANCING
* Added a cap to the number of raised creatures for the Necromancy skill and the "Ghost Ride" ability.
* Reduced the resurrection rate of the "Eternal Servitude" ability to 25%.
* "Opportunity Attack" is only triggered once per combat round.
* When the "Incapacitated" debuff wears off, it applies the "Immune to Incapacitation" buff for two combat rounds.
* Rendering improvement on Widescreen: aspect ratio management has been improved in council hub (adaptative fov) and adventure + combat modes (uses still a fixed FOV to avoid rendering glitches and image streching in the edges caused by a low FOV but adds instead an unzoom offset).

EDITOR
* Script Editor
* New Script Editor Condition "Has Resource Percentage"
* Trigger "Hero casted Ability" works also in combat
* Renamed action "Change Cell Layer Data" to "Change Terrain Configuration" and added missing functionality
* Added missing functionality to action "Change Movement Type"
* Quest Editor
* Added track Heroes/Towns option for the Player has no Hero/Town conditions
* Fixed Combatmap templates not including all tileset paint layers
* Added +15% Saturation LUT to the Combatmap templates
* RMG: lights are no longer created for Artifacts and Resources in the underground
* Combat Map Obstacles placed outside the Grid keep their position
* Removed duplicate and imprinted spells from all spell lists
* Fixed that FPS drops to approx 4-6 if the user switches to underground surface and clicks on create new combat map
* Made BattleSite properties accessible in the Map Editor
* Destroyed teleporters don't appear as repaired after save/load on custom maps
* Fixed minimap not focusing on underground when using the "switch layer" button
* Fixed crash on selecting Emulate Mobile Features from Unreal Mode
* Fixed that quest rewards do not carry over between campaign maps when a hero as a persistent item equipped and other persistent items for the same slot in the inventory
* Fixed that the Editor crashes if the user deletes any Hero/Creature from the map and then changes its property from the Object Browser

GAMEPLAY
* Fixed a bug that the upgraded Firewall did not stop creatures stepping on it.
* Changed Sylsai's second starting skill to "Warcries" in order to fix the issue of him starting with "Warfare" on expert level.
* Extended third level span of "Shrine of the Seventh Dragon" to the new level cap of 999.
* Fixed a bug that Drain Life of Vampires controlled by Lucretia would not work.
* Fixed a bug that the Implosion spell from a scroll or an artifact would ignore creature immunities.

MULTIPLAYER
* Implemented Ubisoft's Storm which allows player to be reachable behind most firewall. Most Hosts are not forced to open ports anymore.
* NAT type, determined by Storm, is displayed on the top right of online browser and lobby of an online session (like many other Ubisoft games).
* Fixed combat getting stuck for one of both players in some cases
* Fixed a bug in Sim Turns that would untoggle end turn when just accessing the town screen (HOMMVII-9331)
* Fixed Game getting stuck when attacking an empty AI hero in sim turns
* Fixed a bug where you could not deploy your units in a combat against AI in some situations
* Fixed game going out of Synch when surrendering an combat to AI
* Fixed a bug where the game could get stuck sometimes when the turn timer runs out (HOMMVII-10876)
* Fixed a bug where a hero could get stuck interacting with a caravan in sim turns (HOMVII-10824)
* Inviting friends through the UPlay-Overlay now works properly when the invited already has a game open himself
* Inviting friends through the UPlay-Overlay now works properly if you try to invite the same friend twice

Level Design
* Created CM_Academy_Garden combat map

Quote:

...............................................
::: v1.8 - It's done when it's done Patch 8 :::
...............................................

GENERAL
* Fixed that if a magic guild is prebuilt in a town, the player can`t set its specialization.
* Fixed the Pathfinding ability and Pathfinder specialization (HOMMVII-1589).
* Disabled floating text of Necromancy ability's Mana Drain buff being applied at start of combat.
* Fixed that in some campaigns, players can get stuck when spamming ESC during scripted scenes.
* Fixed that some warcry abilities would not upgrade the icon frame of the corresponding warcry in the spellbook (HOMMVII-11220).
* Fixed unresolved text placeholder in the tooltips of the Onslaught ability and the upgraded Engage warcry (HOMMVII-11291).
* Fixed display of pink border showing on Necropolis town screen with certain graphic settings (HOMMVII-9866).
* Fixed Skull Ring effect (HOMMVII-11507).


EDITOR
* Object Properties
* Capped Fog of War revealing radius properties to 300 to avoid crashes in the game
* Fixed that properties were only saved when the map was saved as well for Towns, Forts, Garrisons and Hero Armies
* Clicking on the Landscape does not open the annoying empty window anymore
* Fixed that sometimes changes are not saved when closing the Property Window
* Disabled scroll feature from numeric box, to avoid that values are accidentally changed when scrolling through the Property Window.
* Dragon Utopia/Elemental Forge Properties
* Fixed that Editor crashes on removing Reward Item
* Merchant Properties
* Fixed that Editor crashes after deleting a RewardData from Merchant building properties
* Magic Menagerie/Elemental Conflux Properties
* Fixed the "Allowed Factions for Recruitment" option
* Battle Site properties
* Added options to define Resources and specific Artefacts as rewards
* Hero Properties
* Fixed a crash when assigning a hero to a creature army with an unset warfare unit
* Increased level cap from 30 to 999
* Town Properties
* Fixed that there is no Scroll Bar present in the general tab
* Fixed that the Govenor and the Garrision could not be removed once assigned
* Added tooltip when Govenor list is empty, explaining that hero armies from the player need to be present on the map
* Added Sculpt Ground option
* Moved Garrison to its own tab
* Fort Properties
* Added Local Guard Tab
* Map Properties
* Fixed that custom player names are not properly displayed. If your map is affected, you need to open the Map Properties, click OK and then save the map.
* Increased level cap from 30 to 999
* Fixed that the Editor crashes if the underground layer is destroyed on the auto-save pop-up
* Chest Properties
* Removed 'ResourceAmounts' option
* AI settings
* Added AI tab to Town Properties
* Added AI ignore setting to Armies and Buildings
* Added AI border control setting to Armies
* Added AI stay in Area of Control setting to Armies
* Script Editor
* Renamed actions "Win/Lose Map" to "Win/Lose Game" and moved them from the "Quest" category to the "Game" category to make them easier to find
* Renamed action "Cell Event" to "Hero touches Cell Trigger" to make its function and connection to the Cell Triggers placed on the map more obvious
* Fixed empty Hero list in "Hero touches Cell Trigger" action
* Fixed that debug text is displayed on using the action 'Add/Remove/Set Hero EXP' in the map to subtract hero EXP
* Fixed that Script Editor does not save if the map name contains spaces
* Fixed that Speaker and Position properties are disabled when creating new dialogue lines
* Added proper councillor names to the SpeakerType selection of dialogue lines
* Increased level cap from 30 to 999 in "Hero reached level" action
* Added custom Heroes into Script Editor Hero lists
* Unreal Editor
* Fixed that Editor cannot be launched after switching Renderer to DirectX 11
* Fixed that Editor crashes after selecting 'Replace SkeletalMeshActors' from Unreal Editor
* Campaign Editor
* Fixed that Editor crashes after following certain steps and saving the campaign from the campaign tool
* Layer Tools
* Terrain
* Fixed that the selected combat map name doesn't save after the user hits create
* Fixed that Area of Control, Combat Map Areas and Passability do not open in Layertool when user accesses them from Menu Bar
* Moved Town/Fort Connection Label to the top
* Buildings
* Fixed improper appearance of Academy Bridge observed when used in the map
* Fixed improper appearance of Cartrographer and Fortune Teller when the user drags these buildings onto the map

LEVEL DESIGN
* Stronghold Map 2
* Fixed the issue that players could teleport to town before fighting Jengo in the Ritual Fight
* Fixed some issues with Cutscenes not preventing the player form ending his turn while running

* Stronghold Map 3
* Fixed the issue that AI sometimes does not want to go through the portal, and therefore leading to the player beeing not able to end the map

* Dungeon Map 2
* Fixed and issue that led the player to be stuck when spamming ESC during a Cutscene

* Scenario Timber Wars
* Fixed an issue that triggered the defeat under wrong condition conditions

* Academy Map 2
* Fixed that the cinematic in which the bridge is rebuild after defeating Lyla does not trigger

AUDIO
* Fixed that Battle Sites "Elemental Forge" and "Dragon Utopia" do not have any combat music when encountered
* Fixed loss of background music after returning from a Battle Site combat
* Fixed that combat map specific ambient sounds do not play if music is muted in the options
* Fixed that combat map specific ambient sounds continued to play on the adventure map after battle


AI
*Added Wait action to the Combat AI
*Added Caravan handling for the Adventure AI - the AI will now try to supply their main fighting heroes with a caravan-based supply chain
*Adjusted AI scoring for the Adventure AI - it now tries to be more proactive about gathering pickups and generally also engaging the player in combat more
*Adjusted AI money management for the Adventure AI - reprioritised the order in which AI purchases buildings/heroes/units
*Adventure AI now uses Forts and external Dwellings more readily
*Fixed smaller numerous bugs with AI scoring
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Ankh




Posts: 23353
Location: Trelleborg
PostPosted: Thu, 21st Apr 2016 17:54    Post subject:
Reg67 wrote:
sabin1981 wrote:


I think he means changelog/patch notes, Reg, since he already owns the game legitimately and doesn't need the CODEX update and crack Very Happy


Yeah, I know he did, as I said not d/l it so only posted the nfo.. Smile Also I can't get my head around anyone paying for this.


Actually, ive heard about bugs and stuff from lots of people - but we have played like 5-6 full games over the net and encountered only some anoying camera angels and thats about it. So a fiver is more than a good price imo Smile
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 21st Apr 2016 17:55    Post subject:
I'd have been interested in this if Ubisoft ever bothered to fix the cheating AI bugs from HoMM 3 onwards. They didn't.. and likely have no intention of doing so.. so egh, even a fiver is too much for me.
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Reg67




Posts: 5432

PostPosted: Thu, 21st Apr 2016 18:13    Post subject:
Ankh wrote:
Reg67 wrote:
sabin1981 wrote:


I think he means changelog/patch notes, Reg, since he already owns the game legitimately and doesn't need the CODEX update and crack Very Happy


Yeah, I know he did, as I said not d/l it so only posted the nfo.. Smile Also I can't get my head around anyone paying for this.


Actually, ive heard about bugs and stuff from lots of people - but we have played like 5-6 full games over the net and encountered only some anoying camera angels and thats about it. So a fiver is more than a good price imo Smile


Might be a worth a look if I can get it for fiver too, care to say where you bought it? Also, I would love to see these annoying angels with cameras Smile
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Ankh




Posts: 23353
Location: Trelleborg
PostPosted: Thu, 21st Apr 2016 18:15    Post subject:
Reg67 wrote:
Ankh wrote:
Reg67 wrote:


Yeah, I know he did, as I said not d/l it so only posted the nfo.. Smile Also I can't get my head around anyone paying for this.


Actually, ive heard about bugs and stuff from lots of people - but we have played like 5-6 full games over the net and encountered only some anoying camera angels and thats about it. So a fiver is more than a good price imo Smile


Might be a worth a look if I can get it for fiver too, care to say where you bought it? Also, I would love to see these annoying angels with cameras Smile


Bought it at g2play - however, I had good eurobalance at it so it might be more expensive for you Smile
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Wed, 27th Apr 2016 20:04    Post subject:

Quote:
Ubisoft has announced “Trial by Fire”, an add-on for the turn-based strategy game Might & Magic Heroes VII. This update will be made available as both a standard and a standalone expansion, and will hit the PC on June 2nd.

In “Trial by Fire”, players will get to lead the new Fortress faction on a path to define the destiny of the Dwarves.

The two original campaigns take place five years after the events of Might & Magic Heroes VII.

“When Ivan, the recently crowned Emperor, receives word that Dwarven warbands are once again threatening his territory, he is ready to go to war to protect his people. But he also knows a new global conflict could bring the end of the Empire. Hoping to prevent such a tragic escalation, Vilma, leader of the Sudgerd Dwarves, comes to Ivan’s court as an ambassador. Her tale will shed light on some of the darkest chapters of the Dwarves’ history – and reveal the key to saving both of their people.”


The “Trial by Fire” add-on will allow players to embody legendary Dwarven heroes in a unique mountain environment. New content includes a full lineup of iconic creatures such as Fire Giants, Valkyrie and Red Dragons. Players will also enjoy extra content, such as six additional skirmish maps and dozens of new artifacts, abilities and achievements.

Ubisoft has also promised to include some gameplay improvements in this expansion, that will be made available for everyone as a global update.
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 4th Aug 2016 15:26    Post subject:
DLC out now


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7thunders




Posts: 1480

PostPosted: Thu, 4th Aug 2016 18:41    Post subject:
D in exe



Last edited by 7thunders on Thu, 4th Aug 2016 19:09; edited 1 time in total
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lolozaur




Posts: 26310

PostPosted: Thu, 4th Aug 2016 19:08    Post subject:
Aww Yeah
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 4th Aug 2016 19:08    Post subject:
and apparently acording to steam forums framerate got halved and random map generator is a mess

as always good job Ubi


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ixigia
[Moderator] Consigliere



Posts: 65099
Location: Italy
PostPosted: Thu, 4th Aug 2016 19:12    Post subject:
Haha damn, so it's the same scenario as Anno 2205. They're consistent in their greedy inconsistency Razz
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AmpegV4




Posts: 6248

PostPosted: Fri, 5th Aug 2016 00:35    Post subject:
Well in Anno's case they also removed 80℅ off the gameplay from previous versions too.
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 6th Oct 2016 14:30    Post subject:
Quote:
Dear Heroes,

Over the past year, we’ve had the pleasure of releasing the latest game in the legendary Might & Magic series, with Heroes VII and its add-on “Trial by Fire”.

We truly hope you enjoyed this new adventure through the rise of the Griffin Empire and we would like once again to thank you for your support. Shadow Councilors, your devotion will be remembered, working with you was an inspiring and memorable experience for all of us.

After 4 years of a close collaboration, our partnership with Limbic Entertainment is cominga to an end and as such no further updates will be provided for the title. The forums will remain open to allow you to continue the conversation about the game and keep sharing your best creations.

We would like to thank all the teams involved in this project, particularly our friends at Limbic Entertainment and wish them the best in their future endeavors.

On behalf of the Heroes team, we hope you continue to treasure this series as much as we do and we are looking forward to seeing you again in Ashan!

Thank you,
The Might & Magic team.

https://mmh7.ubi.com/en/blog/post/view/important-announcement-from-the-team
Rip Might and Magic Sad
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Casus




Posts: 4429

PostPosted: Thu, 6th Oct 2016 14:38    Post subject:
Hmm... M&M H VII turned out to be pretty good, I think. Did they also develop M&MX? That was decent, too.

However, I do miss the old-school charm of the original M&M games. I wish NWC could rise from the dead Sad
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Thu, 6th Oct 2016 16:42    Post subject:
Casus wrote:
Hmm... M&M H VII turned out to be pretty good, I think. Did they also develop M&MX? That was decent, too.

However, I do miss the old-school charm of the original M&M games. I wish NWC could rise from the dead Sad


Limbic did M&M X, too. And they've also tried to clean up the mess left by the deceased Black Hole Entertainment and Virtuoso in Heroes VI (they didn't manage and Ubi did not paid them for fully patching the game). But Heroes VII is still plagued by bugs, some added in the expansion and many unsolved in the recent 2.2 patch
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Guy_Incognito




Posts: 3436

PostPosted: Thu, 27th Oct 2022 08:39    Post subject:
Le bump

Anyone tried the community patch (currently at v1.3)?

By the changelog, it seems they fixed a lot, but I don't know how the game is broken in the first place. I understand that some things such as AI are irrepairable because they work straight in the code instead of scripts.

Complete version is currently on sale at Ubilol, considering buying it
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 27th Oct 2022 08:57    Post subject:
i have noticed there is currently some mod that re-ads the originally planned factions that were cancelled
https://www.moddb.com/mods/heroes-of-might-and-magic-75


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Sometimes i just want to see NFOHUMP burn \o/
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Guy_Incognito




Posts: 3436

PostPosted: Mon, 31st Oct 2022 06:26    Post subject:
What a nice game! Community patch works, haven't noticed any obvious bugs yet.

Plays and looks better than H6, maybe even than H5 but I played that too long ago to be sure.
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Wed, 24th Apr 2024 10:27    Post subject:
Might.and.Magic.Heroes.VII.Trial.by.Fire-DELUSIONAL


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HubU
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Posts: 11366

PostPosted: Thu, 25th Apr 2024 15:38    Post subject:
But why though, when https://h3hota.com/en/documentation exists


"Music washes away from the soul the dust of everyday life." ~Berthold Auerbach
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