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Heroes of Might & Magic 7

Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
It's not the intern's fault, when assigned to write pathfinding he was never informed some units occupy more than one square.
 

Archibald

Arcane
Joined
Aug 26, 2010
Messages
7,869
It's not the intern's fault, when assigned to write pathfinding he was never informed some units occupy more than one square.

A bit of a side topic, but anyone ever liked units that occupy more than one square? Personally I'm not a fan.
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,264
yeah, well it seemed appropriate for the dragons only but now it's every other unit
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
New dev statement, found on a fan forum:

Ok so I'm not one to beat around the bush. Patch is being pushed back a little from the expected date because during the testing process we found 2 major issues. We then had the choice of pushing that patch, with these 2 major issues found, out to you guys and having people experience them, creating more of a shit storm, or wait, push back and get a patch with those issues fixed. So we went that route.
However in going that route the patch then has to be retested so other random stuff doesn't just pop up, which is extremely common in the 'building' process of these things, such is the life of software development.

So essentially that's what we're doing. I'm not giving anyone dates or ETAs because who knows what might crop up, we are looking good though (touch wood) and you'll not be waiting long (read week/s) This patch will then be followed by some quick fire ones rather than a big boy all the time.

After that we still have patch support 'road map' if you will, so it's not like we do this and stop.

This isn't even the statement I wrote up as i've been waiting as long as you guys to find out what is happening. This is the earliest I could provide info.

http://heroescommunity.com/viewthread.php3?TID=40444&PID=1332345#focus

Original release date was end of this week, now it's "week/s" from today.
 

Archibald

Arcane
Joined
Aug 26, 2010
Messages
7,869
Considering how everything "looked good" before, don't be surprised if these weeks turn into months.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Turns out he meant "in two days".

Patch 1.2 now available

This first update offers an overall solution regarding game blockers and other critical issues identified.

Patch 1.2 full release note is available at the end of this article. Please find below a quick recap of its content. Patch 1.2, main points, non-exhaustive list:
  • Fixed Campaign & Scenario Maps walkthrough blockers
  • Improved AI speed and decision making process
  • Improved global compatibility and performances of the game
  • Fixed Load, Save & Autosave corruptions in various circumstances
  • Fixed Skills and Abilities effects and values
  • Many bug and glitch fixes
  • Improved multiplayer experience and stability
  • Improved Map editor feature and fixes
  • Improved Localization in various languages
Before going through the extensive list of fixes and improvements provided with this new update, we would like to take this opportunity to share with you our general impressions since the release of Heroes VII and answer some of your questions.

Some thoughts from the development team
While we’ve put all our passion and efforts working on this game, some critical issues escaped our attention, and we would like today to thank you for your intense feedback. Receiving your input greatly helped us to prepare this first patch and we encourage you to keep on sharing your detailed impressions on the game. This patch has been finalized this morning and the top priority for us was to release it as soon as it was approved.

Next steps
This patch is the first one in our list. Be sure that we will continue to provide new fixes in the upcoming weeks to make sure that the game meets your expectations in terms of quality. We still have many things to improve over the next patch. Multiplayer and balancing will be among them.

Moreover, free content updates will also be available, with the first campaign of the “Lost Tales of Axeoth” to be released at the end of 2015, and the second one early next year. We will also provide support for the map editor through dedicated tutorials and the best community creations will be highlighted.

32 bit OS compatibility and memory optimization also are on our task list and we will continue to improve performances.

Thank you very much for your support, Heroes, please let us know what you think about this new patch and keep on sharing feedback in the forums!

The Might & Magic Team.

Full Patch Notes:

Might & Magic Heroes VII - Update 1.2
Date: October 14th, 2015

Campaign & Walkthrough
  • General
    • [Fixed] The AI heroes may remain stuck in front of their town blocking the human player from attacking the town or the heroes. This could happen on various maps/locations and should be fixed.
    • [Fixed] Solving two quests at once will not block the quest flow anymore. This lead to various potential blockers, especially on Necropolis 2.
  • Academy 2
    • [Fixed] An issue that the player can't complete the map, after choosing the "fight again" option at the Jadwa encounter.
    • [Fixed] An issue with enemy AI hiding in the sanctuary.
  • Academy 3
    • [Fixed] A potential blocker related to secondary heroes (aka not Hisham) being used for the final fight.
    • [Fixed] If a secondary hero picks up the "Flower of Dolor" the map can be bugged.
    • [Fixed] The Tear of Asha is not placed at the exact spot indicated by the Treasure Map
  • Academy 4
    • [Fixed] If a secondary hero picks up the "Flower of Dolor" the map can be bugged.
  • Dungeon 4
    • [Fixed] Light effect changes abruptly if the player navigates through the surface area using arrow keys
  • Haven 2
    • [Fixed] Loading a saved game made after Tomas is trapped by Gloria on Haven Map 2 will trigger an infinite auto End Turn.
  • Haven 3
    • [Fixed] Konrad could win the fight with Serguei Griffin which was not intended.
    • [Fixed] There should now be a quest marker for the last step in Soul Quest quest.
    • [Fixed] There should now be quest markers for the State of Siege quest.
    • [Improvements] Camera should now be focused on projectiles from triggered catapults.
    • [Improvements] The narration should now play until the end when you find Biliashi.
    • [Improvements] The mines now become Neutral when you block those using catapults.
  • Necropolis 2
    • [Fixed] Final cinematic will not trigger if the user defeats the rebel AI before finishing the other objective.
  • Necropolis 5
    • [Fixed] Samaariih castle cannot be accessed
  • Sylvan 1
    • [Fixed] An issue leading to the player being unable to enter a new ship after loading a save game.
  • Sylvan 3
    • [Fixed] An issue related to the player being unable to board the ship manufactured in the shipyard on the spawning island.
    • [Fixed] Player is unable to board the ship manufactured in the shipyard on the spawning island
  • Final 1
    • [Fixed] A crash when restarting fight against Vayaron on Final Map 1 (general crash fix for some misbehaving buffs).
    • [Fixed] The boat offered by Lasir resets after a Save/Load is performed
  • Final 2
    • [Fixed] Catapults had a problem where they would only shoot once instead of twice as was intended. Now all 4 catapults can shoot twice.
    • [Improvement] The player is now informed of the available reinforcements that Andras receives after finishing the "Raven Wings" quest.
  • Skirmish/Scenario Maps
    • [Fixed] issue related to the victory conditions on Yeshtar´s Promise
    • [Fixed] FPS drop and constant freezes during combat after several gameplay hours on Bloodpact
    • [Fixed] Some maps are showing Day 1 twice on the second day
    • [Fixed] The player is unable to finish the map as the Sweristal and Nawal castles cannot be captured on certain circumstances on Dungeons and Minions
    • [Fixed] Major FPS drop (13 FPS) after at least 4-5 hours of gameplay on a hero with level 19 and massive army on Bloodpact
    • [Fixed] Ice Demons map has the standard Skirmish Quest active
AI specific
  • [Improvement] AI turns have again had their speed increased exponentially. Under the fog of war the AI will act even faster.
  • [Improvement] AI will now give a higher threat value to ranged units, as well as having a 'tighter' threat evaluation within combat maps when addressing what to attack. Working on this is an ongoing task and will be further improved in the future.
  • [Improvement] Calculations for what damaging moves to use have also been improved. As an example if an enemy unit stack is low in numbers or has low health the AI will no longer use its most powerful spell to kill it, but instead work out what is the most cost efficient spell to do get the job done.
  • [Improvement] Optimised AI thinking times on Adventure map, which are now near-instant. NOTE: AI interactions with forts still take up to three extra seconds due to the fort destruction/repair animations.
  • [Fixed] An issue/crash related to uninitialized armies performing checks for the pathfinding.
  • [Fixed] An issue related to AI calculations for reachability which could result in a crash.
  • [Fixed] A rare crash when interacting with a high-level town.
  • [Fixed] A crash during AI turn after a ship combat had been lost.
  • [Fixed] A rare crash with targeting spells outside the grid.
  • [Fixed] A crash with AI town threat sorting.
  • [Fixed] Weird movement (bridges/obstacles) and positioning of AI controlled combatants.
  • [Fixed] AI skipping its turn when its first hero is in a shelter.
  • [Fixed] Title crashes when the AI defeats one of the human players while allied with another human player
Load/Save, Skills, Abilities, Various
  • [Improvement] Added option to disable color coding of models in skirmishes.
  • [Fixed] various issues regarding keybinding displays.
  • [Improvement] Removed debug text from the Game Log.
  • [Fixed] Caravans that could not be unloaded now properly show up in the Caravanserai.
  • [Fixed] Quest objective counters are always localized correctly, even when loading a savegame from a different language.
  • [Improvement] The Tear of Asha can now be retrieved from the precise cell as well as its neighbours.
  • [Fixed] Masfar recovers 10 movement points after every manual combat if he has the Stables Buff on Academy 2.
  • [Fixed] After using a teleport scroll, the teleport spell will still appear in the spellbook with 0 Mana and can be cast again every battle.
  • [Improved] Sounds for creature animations are sometimes interrupted by another action. Issue relates to multiple bugs relating to death and move sounds that are not played until the end, as they get interrupted by other actions in queue.
  • [Fixed] [AdventureMap] Messages will appear on the screen if the Hero will interact with his caravan on the adventure map
  • [Fixed] [AdventureMap] Unreachable Neutral Army is present on the map Savage Sea.
  • [Fixed] [Adventure Map] Unreachable cartographer is present in the map Savage Sea
  • [Fixed] [Load/Save] Ships sometimes lose their ownership flag after loading the savegame.
  • [Fixed] [Load/Save] Autosave handling changed to the end of a turn.
  • [Fixed] [Save/Load] The user must rebuild the Thieves Guild building of the Haven faction every time he loads a game.
  • [Fixed] [Save/Load][Menu] The user is unable to load a multiplayer save game and create a new lobby while in a Duel session
  • [Fixed] [Voice/Dialog] Voice overs for the campaign story line are missing when the council table is selected
  • [Fixed] [Skills/Abilities] Ultimate abilities are not saved as learned.
  • [Fixed] [Skills/Abilities] Magic increasing skills like Gathering Storm or the Wisdom skill for the schools of magic are triggered incorrectly.
  • [Fixed] [Skills/Abilities] Elrath's Conviction buff will not increase stats after fight again/restart combat.
  • [Fixed] [Skills/Abilities] Silverback's Feral Charge ability can be targeted on an empty grid square.
  • [Fixed] [Skills/Abilities] The Indomitable skill does not work against Face of Fear and Mesmerize.
  • [Fixed] [Skills/Abilities] The initiative bar does not update if the warfare unit has "Artillery" skill learned.
  • [Fixed] [Skills/Abilities] The Shantiri Titan's 'Rooting' ability has no effect.
  • [Fixed] [Skills/abilities] Ranged units will always use Defend when a creature is near them.
  • [Fixed] [Skills/Abilities]Tanis can cast Tsunami multiple times in the same combat rounds
  • [Fixed] [Combat] [Skill] Clarity skill doesn't provide an extra action after casting a prime magic spell.
  • [Fixed] [Combat] [Skill] Bursting Rage ability triggers when the creature dies.
  • [Fixed] [Combat] Celestial's resurrection ability will not revive dead creatures
  • [Fixed] 'Cleave' ability makes 'Strike and return' ability buggy.
  • [Fixed] [Combat] The harpies return too fast to their initial position when using Strike and Return.
  • [Fixed] [Combat] Attacking with the Harpy/Fury unit will make the selected tile to remain active after Strike and Return ability activates.
  • [Fixed] [Combat]The death animation for the Gargoyles and Obsidian Gargoyles takes place after the attacking creature's turn ends.
  • [Fixed] [Combat] Gold Dragon's Aura of Purity will not protect the creature against negative magic effects.
  • [Fixed] [Combat] Feral Charge suppresses Opportunity Retaliation.
  • [Fixed] [Combat] No kill notification when attacking a warfare unit.
  • [Fixed] [Combat] The Emerald Dragon's Acid Breath (buff) ability does not work as intended.
  • [Fixed] [Combat] The movement is not updated if the last creature of a round is also the first creature of the next round.
  • [Fixed] [Combat] Mephitic Scent: when killing a creature with this ability the creature gets an extra turn under certain conditions.
  • [Fixed] [Combat] Moving with "Shrouded" Creatures (Shroud of Malassa) has targeting issues.
  • [Fixed] [Skills/Abilities] Gust of Wind cannot target friendly creatures.
  • [Fixed] [AdventureMap] The "Champion Guard Tower" will appear on other factions.
  • [Fixed] [AdventureMap] Dragon Vein effect gets consumed even if the visiting hero has full mana.
  • [Fixed] Metamagic rank increase is not working in certain situations.
  • [Fixed] [Combat] Lightning reflexes on the creature Fury does not work correctly.
  • [Fixed] [Global][Skills] Player's skillpoint gets utilised on unlocked skills after performing certain steps.
  • [Fixed] [Menu] Gameplay speed will be reset when transferring control to another Hero during campaign
  • [Fixed] The Centaur Marauder attack animation doesn't fit with the shot projectile.
  • [Fixed] [Menu] Combat Speed settings will not be applied in game under certain circumstances.
  • [Fixed] [Menu] "Occupied Slots Count" will not update correctly in certain conditions
  • [Fixed] [Audio]SFX is not present while selecting Artwork in Heropedia.
  • [Fixed] The lighthouse lose its controller at end of week.
  • [Fixed] During Week of Magicians, artefacts cannot be bought if the player has only just enough gold to match the discounted price.
  • [Fixed] Metamagic ability: Arcane Channelling works only for one combat.
  • [Fixed] AdventureMap] Trading with heroes on ships is difficult due to small interaction area.
  • [Fixed] [AdventureMap]Heroes in boats can interact only by clicking in a certain spot.
  • [Fixed] [AdventureMap] Heroes cannot attack enemy ships from land
  • [Fixed] [Townscreen] Certain Structures / Buildings cannot be constructed if Ranged creature dwellings are upgraded first before melee ones
  • [Fixed] [GFX] Flying units twirl while moving
  • [Fixed] [GFX] Smoke produced when destroying walls is flickering
  • [Fixed] [LD/LA] Orange smoke is present after viewing the map at a certain angle
  • [Fixed] [Text] Build version number displayed on screen during the credits roll
Multiplayer Specific
  • [Fixed] various Out of Sync issues so they will not occur as often anymore. However there are still some scenarios were an Out of Sync may occur and providing us game logs for this issue is a massive help. As a side note if you do Out of Sync in a multiplayer match the save data will not be corrupt therefore you can re make the game and carry on where you left off for a quick work around.
  • [Fixed] a bug related to joining a game lobby.
  • [Fixed] several out of sync issues in Multiplayer Games.
    • when interacting with a Dangerous Cave in sim turns.
    • when attacking an Enemy in Combat that has 3 Nature's Revenge stacks with a ranged unit.
    • when attacking a small creature Stack with a Basilisk Lancer in combat.
    • when a unit with a cover bonus is getting attacked by ranged in combat.
  • [Fixed] corrupted Camera at the beginning of a Multiplayer Duel Session.
  • [Fixed] an issue where the game got stuck in multiplayer in the AIs turn sometimes.
  • [Fixed] an issue where the game goes out of sync during th AIs turn sometimes.
  • [Fixed] [Normal Turn] Host gets a week popup notification screen at the start of the match in any map which he cannot cancel if the match is played in Normal turn setting
  • [Fixed] Team chat option does not exist
  • [Fixed] [Online/LAN] The damage dealt logs during the masked combat are visible on the spectator screen when the game is switched to Window mode
  • Duel mode:
    • [Fixed] Option to change combat speed is not available in duel lobby
    • [Fixed] The user can see through the map before the tactics phase
GUI / HUD
  • [Fixed] Issues with the tooltips in the quickbar fixed
  • [Improvement] several GUI situations which lead to potential memory issues
  • [Fixed] Fixed right-click not working in main menu
  • [Fixed] Minimap: Icons are now properly scaled
  • [Fixed] Minimap: Resolved several issues with ships
  • [Fixed] Minimap: Heroes are now always the highest icons
  • [Fixed] The Governor Tooltip now has proper layout
  • [Fixed] Text Buttons no longer have pixels where they don't react
  • [Fixed] Fixed various lobby settings and displays
Additional GUI/HUD fixes
  • [Fixed] [HUD] Title crashes after spamming two keybindings "A" with "H".
  • [Fixed] [HUD] The catapult repair panel overlaps the dialogue between Andras and Kente on Final Map 2.
  • [Fixed] [HUD] Multiple issues present when trying to recruit creatures from Kuwananjaa, on Stronghold 3.
  • [Fixed] [HUD] Misspelled word in the description of Soulkey Shard fragment.
  • [Fixed] [HUD] No units are visible in the "unload caravans" screen.
  • [Fixed] [HUD] There is a debug text %stat1 %stat1.icon present on the Scroll of Frenzy description.
  • [Fixed] [HUD] The user is able to open the skillwheel for a Hero that was defeated by clicking the level up notification.
  • [Fixed] [HUD] The 'Merge Armies' window is not affected by the timer.
  • [Fixed] [HUD] The Creature portrait contour is smaller for the standard units, in the town recruitment menu.
  • [Fixed] [HUD] The auto combat prompt disappears each time the enemy makes a move.
  • [Fixed] [HUD] The players that are on closed slots appear in the Thieves Guild screen.
  • [Fixed] [HUD][Lobby] The Adventure Map Timer is functional on skirmish against AI.
  • [Fixed] [Menu] Kick button is present in the Duel Hotseat lobby.
  • [Fixed] [HUD][Lobby] Spectator Mode option is available for the client in the Multiplayer Lobby.
  • [Fixed] [HUD] Heropedia page access button is missing for warfare units in Duel Setup lobby.
  • [Fixed] [HUD] Several Spell Scrolls provided by the Academy custom lg Inscriber will have an inconsistency in regards to prices.
  • [Fixed] [HUD] Town governor tooltip text is too small.
  • [Fixed] [HUD] Sylvan and Academy faction logos appear to have low resolution when viewed from the hero screen.
  • [Fixed] [HUD] Sending a spy on a "Sabotage" action does not trigger any notification. (it´s a sneaky spy…).
  • [Fixed] [HUD] The user can multiply artefacts during a trade between heroes in certain conditions.
  • [Fixed] [HUD] The teleporter icons on the minimap are too big and have a stretched appearance.
  • [Fixed] [HUD] Debug text "mName" is present for Anastasya in the game log of Necropolis 1.
  • [Fixed] [HUD] Blank hero portrait appears when attacking the Sylvan town on Sylvan 4.
  • [Fixed] [HUD] Host setting options are not greyed out for the client who joins a duel session.
  • [Fixed] [MENU] Trailer is playing twice when the user double clicks on 'Trailer' option from Extras.
  • [Fixed] [HUD] "Level up" is not properly visible on the combat victory/defeat pop up.
  • [Fixed] [HUD] No tooltip information is displayed when the player hovers the mouse over to the hero in the ship (enemy or allied).
  • [Fixed] [HUD] Incorrect mouse pointer observed in the options menu during combat.
  • [Fixed] [HUD] The player is unable to open several menus after visiting a Den of Thieves.
  • [Fixed] [HUD] On Timber Wars map, the minimap misses some icons in the first turn + wrong order
  • [Fixed] [HUD] The description of the 'Soul Reaver' ability contains a spelling mistake.
  • [Fixed] [HUD] Incorrect spelling in the tooltip of the word, 'Border' present in the Options menu.
  • [Fixed] GUI - Minimap: All elements can be toggled off, but garrisons.
  • [Fixed] [HUD] Treasure Hunt map is visible when invoked IGM under certain conditions.
  • [Fixed] [HUD] Inconsistency present between the griffin portrait and the dwelling's icon
  • [Fixed] [HUD] The player loses creatures when trying to split a stack from his army and inventory with the receive unit panel open.
  • [Fixed] [HUD] The player cannot interact with the Adventure Map / Combat map in the upper left corner of the screen because of the Game Log layer (chat-improvements).
  • [Fixed] [HUD] Every time End Turn is used, chat window is reset for all users in a multiplayer session.
  • [Fixed] [HUD] There is an inconsistency between the creatures portraits and the images on the buildings in the Town Hall
  • [Fixed] [Menu] A numeric value appears when assigning a shortcut to a navigation key
  • [Fixed] [Menu] The "Continue" button persists on the mission select menu after using the Reset Campaign option.
  • [Fixed] [HUD] The Text "No game matching the selected criteria" can be seen overlapping with the load icon on Lan and Online Game Browser.
  • [Fixed] [Heropedia][HUD] Neutral Faction are available for Heroes in Heropedia.
  • [Fixed] [HUD] Incorrect Adventure Timer is present between 0.01 to 0.09 and 1.01 to 1.09
  • [Fixed] [HUD] Notification with debug text is observed on accessing settings icon on the combat loading screen (spectator hud) on all the clients PC.
  • [Fixed] [HUD] Wrong Hotkeys depiction for navigation buttons on town screen.
  • [Fixed] [HUD] Loading icon overlaps with text "No image" when the list of maps is loading, while creating a new multiplayer session.
  • [Fixed] [HUD] "Esc" key loses functionality in the Heropedia menu if said menu is accessed from Multiplayer lobby.
  • [Fixed] [Menu] The user cannot quit from the Hero Selection Screen when accessed from Multiplayer lobby by pressing the ESC key.
  • [Fixed] [HUD] Skill wheel is accessible from the town screen.
  • [Fixed] [HUD] Toggling off all mini map options will still display some icons on the mini map.
  • [Fixed] [HUD] In the townhall, on hovering a dwelling the info button should appear like in the recruit menu.
  • [Fixed] [GUI] Pop-Ups for Repairing Bridges, Flavor Texts, Story Texts should be consistent with the latest design.
  • [Fixed] [Menu] The user receives no conflict window popup when assigning actions to the navigational keys.
  • [Fixed] [Menu] The World map mission highlights do not change when selecting a different hero portrait.
  • [Fixed] [Menu] Game menu buttons cannot be pressed if the player presses the button in a certain area.
  • [Fixed] [Menu] The Hero select screen will not provide complete information for the user.
  • [Fixed] [GUI] Artefact slots are placed differently on hero screen and artefact merchant GUIs
  • [Fixed] [HUD] Every time End Turn is used, chat window is reset for all users in a multiplayer session.
  • [Fixed] [HUD] Notifications are not dismissed when using right click.
  • [Fixed] [HUD] Treasure Hunt map is visible under certain conditions when opening in game menu.
Editor
  • [Improvement] Added more sanity checks to inform about errors during map creation
  • [Improvement] The Mysterious Crypt Building now has the option to spawn a fixed artefact, instead of a randomly chosen one
  • [Fixed] several Custom Artefact Bonuses:
    • Increase certain hero stat
      • Scouting Range
      • Mana per Day
      • Spirit
      • Magic
    • Increase Magic for spells of certain school
    • Decrease Mana costs of spells of certain school
    • Increase friendly creatures' stat
      • Health
      • Initiative
    • Decrease enemy creatures' stat
      • Initiative
  • [Improvement] Added "Test Map" button for faster map testing
  • [Improvement] Renamed "Towns, Forts and Dwellings" tab to "Player Buildings" and moved Mines, Garrison and Light House from "Neutral Buildings" to "Player Buildings"
  • [Improvement] Improved pathing for the RMG
  • [Improvement] Added free resource pick-ups (Richness modified) in the RMG
  • [Improvement] Script Editor: Moved Start Text/Dialogue from NCP Scenes to Quests and Events tabs, as features requiring GUI do not work during scripted scenes, where GUI is hidden
  • [Improvement] Painting: Separated Tool selection and Brush settings of Terrain and Elevation tab
  • [Fixed] [Editor] “Play In Editor” feature is unavailable in the Default Editor
  • [Fixed] [Editor] A debug-text is shown on the Defeat/Victory screen after finishing a map
  • [Fixed] [Editor] Changing the name of a Hero in Hero Tool will delete the character
  • [Fixed] [Editor] Debug output present in most Hero Specialisations and Skills tooltips
  • [Fixed] [Editor] Debug Text present for the "Change Town AI Settings" Action
  • [Fixed] [Editor] Deleted Blackfang Watchtowers can still be selected in Blackfang Hideout's properties
  • [Fixed] [Editor] Editor does not reset the function performed by pressing 'T' key after reboot
  • [Fixed] [Editor] Garrisons using the same neutral army template can be walked through
  • [Fixed] [Editor] Player is able to delete landscape in the default editor.
  • [Fixed] [Editor] Scrolling with mouse scroll wheel is not functional in Terrain Painting
  • [Fixed] [Editor] Several invalid win/lose conditions can be created
  • [Fixed] [Editor] The editor will freeze when saving or loading a map in certain conditions
  • [Fixed] [Editor] The Garrison Army of a Fort or Garrison cannot be properly selected
  • [Fixed] [Editor] The Help and Modding Documentation components are outdated
  • [Fixed] [Editor] The Publish Map feature is not working
  • [Fixed] [Editor] The Random Map Generator creates functionally impassable zones on complex maps
  • [Fixed] [Editor] The Terrain Painting and the Height Sculpting tools interact incorrectly with each other
  • [Fixed] [Editor] The user does not receive any feedback when attempting to save an incomplete map
  • [Fixed] [Editor] Title crashes when trying to play an empty new created map
  • [Fixed] [Editor] When modifying spirit value in the editor, Heroes may start without full mana points
Localization
  • [Fixed] [LOC][EFIGS][POL][CZE][RUS] A subtitle is displayed truncated in the 5th Council cinematic.
  • [Fixed] [LOC][EFIGS][POL][CZE][RUS] Two subtitles are not displayed in the 5th Council cinematic.
  • [Fixed] [LOC][RO][HUD] Misspelled word in the Quest Log for Romanian localization
  • [Fixed] [LOC][ALL] The description of the Scroll of Weakness is not translated in any localization
  • [Fixed] [LOC][ALL][Single Player][Yeshtar's Promise Story text gets skipped upon completing the main objective of the scenario.
  • [Fixed] [LOC][SCN] Unexpected space in texts! (*imagine epic drum roll here*)
  • [Fixed] [LOC][ALL][Any Campaign The label for starting a fresh campaign after a reset is still displaying the term "Continue" where it should display "Start".
  • [Fixed] [LOC][LOC][ALL][Great Lich's SetArtifacts belonging to the "Great Lich's Set" have an extra dot present after "Four objects"
  • [Fixed] [LOC][SPA][Single Scenario] One of the options has its last letter truncated.
  • [Fixed] [LOC][ALL][Town's] Overlap when you get the tooltip of a long town's name.
  • [Fixed] [LOC][ALL] When you right click on a city's governor, you will see a text issue.
  • [Fixed] [LOC][POL][Cinematic A subtitle is displayed truncated in the Council cinematic upon finishing the Academy campaign.
  • [Fixed] [LOC][FRE][Academy_Map3][Tootip] The mechanics used for concatenating creature’s amount and names is not working for both singular and plural forms.
  • [Fixed] [LOC][POL][Single Player][Yeshtar's Promise] Missing icon and value variables can be observed for Shifting Boots.
  • [Fixed] [LOC][LOC][ALL][Flotsam][Resources] "Flotsam" shows a wrong description (concretely the one for "campfire").
  • [Fixed] [LOC][FRE][Keybindings][Chat] Several keys from the French keyboard type/bind the wrong character due to AZERTY configuration.
  • [Fixed] [LOC][EFIGS][RUS][POL][CZE][Heropedia] The Maneuver ability is displayed twice for the Centaur Marauder.
  • [Fixed] [LOC][EFIGS][POL][RUS][CZE][BRA][Level Up][Victory Menu] Two lines overlap each other when simultaneously leveling up and gaining treasure.
  • [Fixed] [LOC][EFIGS][POL][RUS][CZE][Spellbook][Text overlap] The spell description is overlapped by the Spellbook icon.
  • [Fixed] [LOC][ALL][Magic Menagerie][Recruitment][Text Overlap] Mousing over boxes or creatures in the Magic Menagerie, sometimes the tooltips get overlapped with the resource bar
  • [Fixed] [LOC][ALL][Single Player][Ice Demons][Text Display Issue][Line ID 15061] Story text box is being skipped upon conquering Ledgorod.
Reads like an end-of-beta patch.
 

Reapa

Doom Preacher
Joined
Jul 10, 2009
Messages
2,340
Location
Germany
any word on random map generator? if not, the game is wasted regardless of any other positive aspects.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Steamspy's new score comparison feature is quite helpful:

Score rank: 4% Userscore: 36%

That means HoMM 7 has a worse user score than 96% of all games on Steam :P

In other news:

Following the release of our first support patch last Wednesday, we are pleased to announce a small hotfix for MMH7. This new update will be titled 1.2.1 on the menu screen, so ensure you have the latest update by checking this. The hotfix is focused on performance issues and related to a save corruption.

It had been reported that after several hours of gameplay, after saving and loading multiple times, players would experience extensive load times and several RAM consumption problems. This issue was due to an exponential data increment in the save files from the Magic Guild building.

The team is currently working on a 1.3 patch for the upcoming weeks and we will keep you updated on progress as soon as possible.

The worst bugs might be ironed out by Christmas.
 
Unwanted
Douchebag! Shitposter
Joined
Jan 19, 2014
Messages
3,059
Who cares about the bugs at this point. The game is ugly, featureless and a shit framerate. Playing this instead of playing Heroes 3 is punching yourself in the balls.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
Hello Heroes,

Might & Magic Heroes VII patch 1.3 is now live!

As you will be able to discover on the following patch note, most of the fixes available on this update are coming directly from the community. For this the development team want to extend a big thank-you for the countless game logs, save files, discussion threads and feedback you've provided us.

Today’s patch should be automatically downloaded on both Uplay and Steam platforms.

MMH7 – Patch 1.3 Top lines:
  • General and performances improvements
  • Few multiplayer fixes
  • Various level design improvements and bug fixing (skirmish, campaigns etc.)
  • Some Editor fixes and improvements
  • Gameplay mechanics fixes & balancing improvements
  • SFX & audio fixes
The team is already working on a 1.4 update to be released in the upcoming weeks. Stay tuned on our channels for latest information on this upcoming patch.

Please let us know what you think about this new patch on the forums.

Best,
The M&M Team.

Might & Magic Heroes VII - Update 1.3
Date: October 27th, 2015

General:
  • [Fixed] Minimap quest marker sometimes not disappearing after solving a quest
  • [Improved] Performance on combat map by optimizing GUI and adventure map processes
  • [Improved] Icon and stack size of Shadow Image and Summon Spells creatures are now displayed correctly
  • [Improved] Memory usage by not loading unneccessary town screen textures and various icons
  • [Improved] Updated hints during loading screens to fit with current functionalities
Multiplayer:
  • [Fixed] Several issues where the game goes out of sync during AIs turn
  • [Fixed] A crash for multiplayer when flee was used in combat
  • [Fixed] Game getting stuck in sim turns when attacking an army without units
Balancing:
  • [Improved] Increased celestial resurrection ability effect 50 ->250
  • [Improved] Increased base neutral growth rate 20% -> 30%
  • [Improved] Sylvan Ranger class now has Grandmaster Destiny
Level Design:
  • Academy 2
    • [Improved] Lyla will now be selected when she teleports on the last platform in the Spirit World
    • [Fixed] An issue that enabled the player after loading a savegame to walk through the rock into the other area and bug the flow of the Quest
  • Academy 3
    • [Fixed] An issue after save/load in Academy map 3, where the camera was pointing to the wrong place after defeating the Possessed Titan.
    • [Fixed] An issue in Academy map 3 with one army having a value of 0xp.
    • [Fixed] A problem where the enemies could not attack the town if the player was standing in front of the town
  • Academy 4
    • [Improved] Removed the item Malathua's Cleaver at the beginning of the map since the player has no use for it.
    • [Improved] Changed the end map logic cause it was triggering the same event twice and could cause potential issues.
    • [Fixed] Modified the last cutscene so any hero, not only Fahada, can trigger it. This could cause blockers.
    • [Fixed] A blocker where the map was only considered as won if Qasim was defeated by Fahada. So if the player defeated him with a hired hero, the map couldn't be completed.
  • Haven 2
    • [Fixed] A general issue was fixed that enabled the player after loading a savegame to pass the garrison before fulfilling the "Take all troops from Ymoril"-Objective and therefore bug the Questflow
    • [Fixed] The Armies in front of the Forts are now garrisoned in the Fort
    • [Fixed] An area that was showing open on the minimap during the first Dialog is now closed
    • [Improved] Defenders of Hammerfall and House Materia will now end their turns faster
  • Haven 4
    • [Fixed] An issue with object manipulators in Haven map 4. In this map, on the Shantiri hill, where they looked like Banners and had the wrong Loca.
    • [Fixed] A problem with one of the shipyards not being able to spawn a ship.
  • Necropolis 4
    • [Improved] Blocked the path that enabled the player to pass behind the "Watchers of Yagult" before the storypoint, for those who entered the area, there is also now a one-way teleporter that will bring you back if you are "trapped" in your savegame after the patch
  • Stronghold 1
    • [Fixed] Defeating Ajit in players turn and respawn of Ajit will no longer lead to a skipped turn.
    • [Improved] Weak of Storm got disabled to ensure player can win the last fight.
    • [Improved] Statue will now change it's tooltip at the correct time (after the Dialog with Reem appears)
    • [Fixed] A wrong soundfile was removed on both cutscenes (Waterfall and Falling Statue)
    • [Fixed] Amari has no creatures anymore
    • [Fixed] A correct combat map was added to one of the bridges (where it was missing)
    • [Fixed] An issue where Ajit would not attack the player
    • [Fixed] A general issue was fixed that enabled player to access by the waterfall blocked area after loading a savegame
  • Stronghold 3
    • [Fixed] Hall of Heroes will now only provide 5 additional heroes to ensure that the player will not have more than 8 heroes when Imani comes back
    • [Fixed] The Dwelling in the east will now have proper visuals and naming and will also only provide one champion unit as designed
    • [Improved] One Dragon Flame Tongue was replaced with a Dragon Fang Necklace
    • [Fixed] The Sandstorm-(De-)Buff will now correctly apply to the attackers after Imani came back (fixed also for existing savegames)
    • [Improved] The Scout will now be revealed if he happens to enter the FoW again after discovering him
    • [Fixed] A general issue was fixed that enabled player and AI to access Ninakula after loading a savegame
  • Sylvan 2
    • [Fixed] Two floating Objects were placed properly
    • [Improved] Disabled Week of Storm to ensure balance in the first fight
  • Sylvan 3
    • [Improved] Cinematic showing Shadris and Sorleth triggered during "Between Shadris and Sorleth" quest is now skipable
  • Dungeon 2
    • [Improved] One of the underground entrances is now more visible as it was quite hidden before
    • [Improved] Gossipmonger quest cinamatic tweaked to work properly
  • Final 1
    • [Improved] There is now minimap tracking for the "Peace Offering" quest
    • [Fixed] If you end the "Heart and Soul" quest using Nolwenn, Nolwenn was still the selected hero even though she changed the faction
    • [Fixed] The player is now able to complete the AM_Final_Map1 if he casts Instant Recall after solving the "Heart and Soul" quest
  • Final 2
    • [Fixed] An issue in the second map of Ivan's campaign, whereby a wrong dialogue was playing when completing a quest with Andras of Raven.
  • Yeshtar's Promise
    • [Fixed] Two clipping issues where fixed (Camera could go beneath the terrain; Artifact Chest was below the terrain)
    • [Fixed] A wrong soundfile was removed
    • [Fixed] The arena will now also give 10 Defense
    • [Improved] If you already fullfilled the Main Quest (captured the town), you can now load your savegame to finish the map (in the previous patch you still needed to end your turn once to take effect)
    • [Fixed] A general issue was fixed that enabled player to access the closed "choosing areas" after loading a savegame
  • The Story of Solmyr and the Efreet
    • [Fixed] The Dragon Nexus is now reachable
  • Ice Demons
    • [Fixed] Hero passes no longer through a bridge
  • The Timber War
    • [Fixed] Player no longer loses map if he only loses the city of Tyloth
    • [Fixed] Hole in landscape fixed
    • [Improved] Landscape increased so that the player can't see the borders of the level in the fog of war
    • [Fixed] The user received the same message twice if he gets close to both bridges on the map
    • [Improved] Map trigger was moved to the other side of the bridge
Skirmish
  • [Fixed] Several gameplay and visual issues have been adressed for the Savage Sea map.
  • [Fixed] An issue in Ruins of Dischord were the folliage was entering inside some buildings
  • [Improved] A new feature on Dried Lands were the expansion towns will never be the same faction as the your initial town to prevent unfairness in MP games.
  • [Improved] Some water areas were polished on dungeons and minions
  • [Improved] Camera behaviour tweaks on dungeons and minions
Editor
  • [Improved] Random Towns/Creatures/Forts/Dwellings now have a new feature to be a different faction from a town.
    Random Artifacts
    • * Added item set and tier options
      [Improved] Script Editor
    • * Added instigating army support to actions "Attack Army", "Rotate Army", "Interact with [Improved] Building", "Move to Army", "Move to Building" and "Move to Tile".
    • * Added "Timer" trigger, condition, and action
    • * Added new actions "Add random Hero Artifact", "Add Skill to Hero", "Learn Spell for [Improved] Hero" and "Add/Remove/Set Hero EXP"
    • * Added pickup sound and floating text for actions that give items to heroes
    • * Added "Collected specific army" trigger
  • [Fixed] Campaign Editor
    • * Fixed "Map could not be found" issue
    • * Fixed crash when saving a campaign after having switched maps in the editor
      [Improved] Kismet
    • * Split H7Actions, H7Conditions and H7Trigger into multiple categories to reduce the list sizes
      [Fixed] Custom Campaigns
    • * Fixed hero transfer from one map to the next, which was broken when the hero's properties were changed before
  • [Fixed] Minimap disappearing on performing Ctrl + Middle Mouse
  • [Improved] Removed erasing functionality of the terrain painting tool since Unreal Engine 3 only supports it when a texture is not at full density, which limits its usefulness.
  • [Improved] Flotsam contains the correct resources (Gold and Wood)
Gameplay Mechanics.
  • [Fixed] Pixies and Sprites applying debuffs twice.
  • [Fixed][Skills/Abilities] Bought spell scrolls are not reset after selecting fight again
  • [Fixed] Random skilling: 2 abilities should not be from the same skill
  • [Fixed] [Skills/Abilities] The Justicar unit will skip its turn if it uses the Opportunity Retaliation before its turn in the round
  • [Fixed] The user's units can appear in a manual combat even if they cannot be controlled in certain conditions
  • [Fixed] The Morale and Luck Icon are triggered after the turn of the Sun Deer
  • [Fixed] [Combat] Centaurs use maneuver while week of storms
  • [Fixed] Accuracy not working in morale turn
  • [Fixed] Improper behaviour can be seen when the player orders a caravan of creatures from any captured town hall or dwelling in the map Irresponsible War
  • [Fixed] Creatures with the "Strike and Return" ability can make the same space available to all other friendly creatures ignoring the rule of limited movement
  • [Fixed] Warfare units have no 'getting-hit' animations
  • [Fixed] The siege warfare unit shoots a second time even if the targeted area is destroyed
  • [Fixed] The Tsunami spell can place creature stacks one on top of the other when cast by the AI
  • [Fixed] The dimension portal does not trigger combat when guarded on the other side
  • [Fixed] Metamagic rank increase is not working
  • [Fixed] Entangling roots don't make the hit creature unable to move
  • [Fixed] "Poison Cloud" spell will give damage to any unit
  • [Fixed] Incapacitated enemy creatures don't skip their next turn
  • [Fixed] Celestial's resurrection ability does not work when engaged in melee
  • [Fixed] Hybrid Warfare unit skips second action when attacking first and "Artillery", "Artillery Barrage" is skilled
  • [Fixed] Fire Wall will be casted elsewhere in certain conditions
  • [Fixed] The legionnaire will receive the same Debuff as the unit he is shielding receives
  • [Fixed] Moving the first creature available in a combat after it was previously put on Wait will display incorrect tiles during the next combat turn
  • [Fixed] Firewall is not cast where it should on 2X2 units
  • [Fixed] Resurrection ability of the Celestial is not working when an enemy unit is in melee range
  • [Fixed] The Celestial Resurrection Ability kills friendly creatures instead of reviving them when the hero has the Reinforcements untimate
  • [Fixed] In moral turn the "wait" option needs to be disabled
  • [Fixed] Game gets stuck when the user orders one hero to collect a treasure chest and spams on his second hero hud just before the pop up of gold/xp appears
  • [Fixed] Enraged Cyclops ability "Fiery Eye" is not greyed out when an enemy creature its near him
  • [Fixed] Hybrid Warfare units that have the Artillery barrage skill will not allow the player to use the second ability of the hybrid unit
  • [Fixed] Spells cast during the Clarity skill's second turn show negative values
  • [Fixed] The Face of Fear spell does not work as intended
  • [Fixed] Deployment of the local guard is not possible if a stack from the main army is split during tactics
SFX
  • [Improved] Sound is now played when the spirit gate is activated after interacting with Anastasya on AM_Final_Map1
  • [Fixed] A new quest sound was played when the camera reveals Kente on AM_Final_Map1
  • [Fixed] Sound is now played when activating Spider Obelisks in Necro map 2
  • [Fixed] The music ends and doesn't resume, during the battle with Yasir, on am_stronghold_map4
  • [Fixed] Selection SFX is not present when selecting a creature in Army Recruitment Page
  • [Fixed] Basic ambience sounds aren't changing during npc scenes
  • [Fixed] Wrong voiceover is played after completing the "Raven Wings" quest
  • [Fixed] No sound is played when the spirit gate is activated after interacting with Anastasya on AM_Final_Map1
  • [Fixed] Rubble sound effects can be heard when the narration with Kibwe is closed, after the wizard statue falls, on am_stronghold_map1
  • [Fixed] Ivan has no movement sound on AM_Final_Map1
  • [Fixed] The Adventure Speed setting influences audio playback on Combat Maps
  • [Fixed] The "Time Stasis" spell SFX is corrupted
  • [Fixed] Battle SFX can be heard in a multiplayer combat of two other players (while you only see the static progress screen)
  • [Fixed] The same sound as receiving a quest is played when the camera reveals Kente on AM_Final_Map1
  • [Fixed] There is no SFX audible when clicking on the arrows of the Scroll bar in Heropedia
  • [Fixed] There are no specific sounds playing when the user scrolls through the Heropedia pages
  • [Fixed] Ambient sounds are not heard on the town screen but resume when options are accessed
  • [Fixed] No specific sound is played when the player selects different skills
  • [Fixed] No specific sounds are played when the user adjusts the recruit screen creature quantity slider
  • [Fixed] There is no sound when choosing between the "max" and "TR" buttons in the marketplace
Almost playable now.
 

Abelian

Somebody's Alt
Joined
Nov 17, 2013
Messages
2,289
Based on my favorable impression of MMX, I was hoping that Limbic would not drop the ball with HoMM7. However, I purposely didn't follow development in order to forestall likely disappointment.

At one point, I wanted to pre-order HoMM7, like I did with MMX, but after reading this thread, it seems I dodged a bullet.

And incidentally, obviously the hacks doing this shit cut out the crusader from the Haven squad, even though he's the 2nd coolest unit in the entire HoMM series (after minotaur kings), and has appeared in every HoMM to date.
HoMM 1 had the paladin, not the crusader.
:x
:troll:
 

pippin

Guest
It seems they released a Might and Magic Heroes Online F2P game.
It's filled with microtransactions and it already has mostly negative reviews. :M
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,477
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://mmh7.ubi.com/en/blog/post/view/the-lost-tales-of-axeoth-unity-available-february-2016
THE LOST TALES OF AXEOTH: UNITY, AVAILABLE FEBRUARY 2016
Hello Heroes,

Several months have passed since the announcement of The Lost Tales of Axeoth, the great project of our Level Designer and Writer Julien Pirou wishing to bring back to life lost scripts from Heroes of Might and Magic IV.

Fully developed with the official map editor delivered with the game, the first campaign “Unity” will be available through a dedicated update to be released on February 2016.

Some context:

Unity, the first campaign of The Lost Tales, takes place after the Reckoning; the cataclysmic event that destroyed the world of Enroth, forcing countless survivors to cross mysterious portals into a brand new, unexplored world. The Reckoning not only threw civilization into chaos, but the study of magic as well. Many of the old spell libraries were destroyed before their contents could be saved. Many Wizards who attempted to gather the books took too much time and died. Untold centuries of knowledge was lost. An organized effort to collect and rewrite the lost spells from the memories of those magic users who survived is being met with a little resistance. Few sorcerers want to give up their precious spell books for such a cause, so the process is slow and painful. Too slow for Genevieve Seymour, who embarks on an odyssey through the Broken Isles to create a brand new philosophy of magic: the Theory of Unity.
For more information about this project do not hesitate to check out our previous article https://mmh7.ubi.com/en/blog/post/view/the-lost-tales-of-axeoth and the interview of Terry B. Ray, legendary storyteller of Heroes of Might and Magic IVhttps://mmh7.ubi.com/en/blog/post/view/lost-tales-q-a-with-terry-ray!

Lost_Tales_Mini.jpg

We also want to use this opportunity to wish you all great end of year celebrations and are looking forward to coming back on January with more news and patches for the game.

Best,
The M&M team.
 
Joined
Apr 3, 2006
Messages
1,386
Everyone has probably uninstalled HoMM 7 by now, but, in addition to another patch, they just released a freeLC campaign (first of two) set in the world of HoMM 4 and MM 9 based on some unused material by HoMM 4's original writer (interview here). I believe the new campaign features HoMM 4 music, which is the best score in the series. HoMM 4's writing is also the best in the series, although that's not a particularly high hurdle to jump.
 
Self-Ejected

Ludo Lense

Self-Ejected
Joined
Nov 28, 2014
Messages
936
Everyone has probably uninstalled HoMM 7 by now, but, in addition to another patch, they just released a freeLC campaign (first of two) set in the world of HoMM 4 and MM 9 based on some unused material by HoMM 4's original writer (interview here). I believe the new campaign features HoMM 4 music, which is the best score in the series. HoMM 4's writing is also the best in the series, although that's not a particularly high hurdle to jump.
latest
 

Archibald

Arcane
Joined
Aug 26, 2010
Messages
7,869
Nobody gives a shit about our new setting so lets release some "new" material for old one. Might as well return to old setting if HoMM8 is eventually made.
 

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