Patch 1.2 on December 20th
Patch 1.2 on December 20th
The availability date of patch 1.2 has been revealed on the <a href="/http://might-and-magic.ubi.com/heroes-6 ... -32">Might and Magic official site</a>: December 20th, so in less than a week. Here is the change log:
Major bug fixes (Week of the Plague, Dynasty weapons, unit abilities, scripts, localization)
• Skirmish AI tweaks:
- Tries to defend all owned town (previously the AI focused on its starting town)
- Previously if a hero stronger then the AI's hero threatened a town, the AI hero let that town undefended. Now the AI calculates all of its nearby hero's army and creature growth and defends the town if it finds it possible
- Always defends the last owned town if it can causes reasonable losses to the attacker hero
- Huge speed improvement, AI thinking is approximately 2-3 times faster than in the previous version
- Further improvement of cooperation among primary and secondary heroes
- Improved exploration and target priority
- Pre-calculated army contraction. The AI calculates how many creatures can the target collect (including possible creature growth) before the AI's hero can reach it and calculates if it is worth to chase it.
- Further improvement of Town portal usage
- In case of an FFA the AI tries to attack and capture towns from a weaker player
- FIXED: Sometimes the AI attacked a much stronger hero than itself
- FIXED: Sometimes without reason the AI split its army into 2 and lost against a stronger hero
- FIXED: Sometimes the AI miscalculated the cost of a town portal and spent too much points before trying to use it (resulting an undefended town)
- FIXED: The AI ignored some neutral buildings
- FIXED: Several smaller bug fixes
• Combat AI tweaks:
- General target choice improvement for the units
- Improved ability usage
- Improved racial ability usage
- Improved ability selection and different builds for Magic/Might, Tears/Blood heroes
- Improved creature ability usage
• Gameplay improvements:
- The unit setup after using the Tactics ability is remembered from battle to battle
• Intel support:
- Fog calculation
- Variance shadow mapping vs. hardware shadow mapping
• Balance tweaks:
- Rage II-IV gives +10 Might Attack instead of +15
- Rage points generated by attacks reduced to 16(friendly)/8(enemy) (from 20/10)
- Guardian Angel: Good moral gives 70 racial points (instead of 100)
- Retribution aura cooldown increased to 5 instead of 3
- Haste initiative bonus increased to 12 (from 10)
- Slow initiative reduction increased to 12 (from 10)
- Mass Haste initiative bonus increased to 6 (from 5)
- Mass Slow initiative reduction increased to 6 (from 5)
- Father Sky damage increased to 380 (from 353)
- Idol of Air damage increased to 276/318/366 (from 240/277/319)
- Martyr Might Resistance and Health bonus reduced to +10.8%/12.4%/14.3% (from +21.6%,24.9%,28.6% Might Resistance, +13%,15%,17% Health)
- Hour of Judgement bonus damage increased to 31% (from 21%)
- Hell Hound Might Defense increased to 5 (from 4)
- Cerberus Might Defense increased to 6 (from 4)
- Kirin and Sacred Kirin movement reduced to 6 (from 7)
- Kirin Magic Defense increased to 33 (from 32)
- Sacred Kirin Might Defense reduced to 31 (from 33)
- Sacred Kirin Magic Defense reduced to 33 (from 35)
If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1323974431
Major bug fixes (Week of the Plague, Dynasty weapons, unit abilities, scripts, localization)
• Skirmish AI tweaks:
- Tries to defend all owned town (previously the AI focused on its starting town)
- Previously if a hero stronger then the AI's hero threatened a town, the AI hero let that town undefended. Now the AI calculates all of its nearby hero's army and creature growth and defends the town if it finds it possible
- Always defends the last owned town if it can causes reasonable losses to the attacker hero
- Huge speed improvement, AI thinking is approximately 2-3 times faster than in the previous version
- Further improvement of cooperation among primary and secondary heroes
- Improved exploration and target priority
- Pre-calculated army contraction. The AI calculates how many creatures can the target collect (including possible creature growth) before the AI's hero can reach it and calculates if it is worth to chase it.
- Further improvement of Town portal usage
- In case of an FFA the AI tries to attack and capture towns from a weaker player
- FIXED: Sometimes the AI attacked a much stronger hero than itself
- FIXED: Sometimes without reason the AI split its army into 2 and lost against a stronger hero
- FIXED: Sometimes the AI miscalculated the cost of a town portal and spent too much points before trying to use it (resulting an undefended town)
- FIXED: The AI ignored some neutral buildings
- FIXED: Several smaller bug fixes
• Combat AI tweaks:
- General target choice improvement for the units
- Improved ability usage
- Improved racial ability usage
- Improved ability selection and different builds for Magic/Might, Tears/Blood heroes
- Improved creature ability usage
• Gameplay improvements:
- The unit setup after using the Tactics ability is remembered from battle to battle
• Intel support:
- Fog calculation
- Variance shadow mapping vs. hardware shadow mapping
• Balance tweaks:
- Rage II-IV gives +10 Might Attack instead of +15
- Rage points generated by attacks reduced to 16(friendly)/8(enemy) (from 20/10)
- Guardian Angel: Good moral gives 70 racial points (instead of 100)
- Retribution aura cooldown increased to 5 instead of 3
- Haste initiative bonus increased to 12 (from 10)
- Slow initiative reduction increased to 12 (from 10)
- Mass Haste initiative bonus increased to 6 (from 5)
- Mass Slow initiative reduction increased to 6 (from 5)
- Father Sky damage increased to 380 (from 353)
- Idol of Air damage increased to 276/318/366 (from 240/277/319)
- Martyr Might Resistance and Health bonus reduced to +10.8%/12.4%/14.3% (from +21.6%,24.9%,28.6% Might Resistance, +13%,15%,17% Health)
- Hour of Judgement bonus damage increased to 31% (from 21%)
- Hell Hound Might Defense increased to 5 (from 4)
- Cerberus Might Defense increased to 6 (from 4)
- Kirin and Sacred Kirin movement reduced to 6 (from 7)
- Kirin Magic Defense increased to 33 (from 32)
- Sacred Kirin Might Defense reduced to 31 (from 33)
- Sacred Kirin Magic Defense reduced to 33 (from 35)
If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1323974431
- parcaleste
- Pit Lord
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- hellegennes
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Patch 1.2 on December 20th
Instead of 4 seconds waiting time for the AI players' turn, now you will only wait 1. :p
Patch 1.2 on December 20th
It is good to have a date on the patch.
But I only care about which bugs will be fixed. (I want to see Puppet Master crashing bug fixed!)
Edited on Thu, Dec 15 2011, 17:03 by maltz
But I only care about which bugs will be fixed. (I want to see Puppet Master crashing bug fixed!)
Edited on Thu, Dec 15 2011, 17:03 by maltz
- CloudRiderX
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Patch 1.2 on December 20th
The AI turns were already really fast, I don't know how they could speed it up any more.
"A Guardian is always prepared." - Galio, the Sentinel's Sorrow
- hellegennes
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Patch 1.2 on December 20th
@Jeff:
It says so in the first line (major bug fixes: unit abilities)
It says so in the first line (major bug fixes: unit abilities)
-
- Peasant
- Posts: 79
- Joined: 25 Mar 2006
Patch 1.2 on December 20th
they'll probably fix all the major super obvious bugs like luck and Imperial Griffen, but it's such a blah that they took so long and will most likely not fix everything anyway and we wait for another half year before they patch and by then we'd all left the game.
The river of time wash away all heroes
- hellegennes
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Patch 1.2 on December 20th
Yes, the creatures do sound funny when you change the combat speed.
Patch 1.2 on December 20th
Taverns (army comparing), Scenario information (Not quests), cursors indicating how long it will take to path end point, simpler displaying of units and heroes stats. - When we can expect this?
+ more intuitive hero displaying, including hero specialization. Reworked ability tree, classical spellbooks, Graphically better artifacts description display, etc.. ..so much things to fix here.
Edited on Sat, Dec 17 2011, 09:08 by Pol
+ more intuitive hero displaying, including hero specialization. Reworked ability tree, classical spellbooks, Graphically better artifacts description display, etc.. ..so much things to fix here.
Edited on Sat, Dec 17 2011, 09:08 by Pol
"We made it!"
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- CloudRiderX
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Patch 1.2 on December 20th
Does this patch include the anti-aliasing update?
"A Guardian is always prepared." - Galio, the Sentinel's Sorrow
Re: Patch 1.2 on December 20th
Nope. Don't see it anywhere.CloudRiderX wrote:Does this patch include the anti-aliasing update?
"We made it!"
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet
- hellegennes
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Patch 1.2 on December 20th
Is there anywhere I can see the growth of each creature? How about their cost? I haven't found this information in-game.
Use global kingdom overview. Left down button on the minimap.
The cost you will see when you're hiring them.
Edited on Sun, Dec 18 2011, 18:27 by Pol
The cost you will see when you're hiring them.
Edited on Sun, Dec 18 2011, 18:27 by Pol
"We made it!"
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet
- hellegennes
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Patch 1.2 on December 20th
That's ridiculous. Why can't this information be in-town, where it has always been?
- CloudRiderX
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Patch 1.2 on December 20th
Don't worry, a town screen rehaul is on their list of things to do.
"A Guardian is always prepared." - Galio, the Sentinel's Sorrow
The patch is now officially out, although you can only get it by connecting with the game. No torrent or download as yet, but I'll keep nagging on them.
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.
Patch 1.2 on December 20th
I'm playing it already and the chipmunks are still there...
- CloudRiderX
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Patch 1.2 on December 20th
I hope it solves the Conflux connectivity problem I've been having.
"A Guardian is always prepared." - Galio, the Sentinel's Sorrow
Re: Patch 1.2 on December 20th
One of the earlier betas didn't have the chipmunks, but all of the units' sounds were annoyingly, even painfully, out-of-sync with animations. At high speeds you would get Juggernauts collapsing with loud squelching sounds following three seconds after their death. I'm not sure whether those or Heroes: The Alvin Edition is more irritatingBlueman wrote:I'm playing it already and the chipmunks are still there...
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