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Posted
FEATURES ADDED

***************

Duel Preset Editor - Allows creating custom duel presets via the Map Editor for later use in the game's Duel Mode.

User Campaign - Allows creating new campaigns for the game by connecting a number of new maps via the Map Editor.

Dialogue and Combat Replay - Allows the recording and viewing of previously played combats and cutscenes\dialogue scenes in the game.

Movie Maker - Allows the editing of previously saved combat movies.

Observer Mode - Allows the user to watch other players' multiplayer Duel Mode matches.


BUGS AND OTHER CHANGES

*******************************

Stability:
  • Game no longer crashes when a neutral creature attacks a gated enemy with cinematic camera enabled.
  • Game no longer desynchronizes after loading a save.
  • Game no longer crashes when splitting the joining creature stacks.
  • Fixed possible crashes caused by changing the game resolution.
  • Fixed memory leaks in combats and combat replays.
  • Reduced the amount of bandwidth used during combat.
  • Game no longer crashes when someone attempts to teleport to an invalid map cell.
  • Game no longer crashes when a Phoenix is summoned after the death of the previous Phoenix
  • Game now functions correctly when it is the turn of a creature under the Puppet Master spell.


Camera, graphics, interfaces:
  • Camera options work correctly now.
  • Gamma color was changed for the Mark of the Necromancer icon
  • Fixed inaccessibility of Hero Screen and Ghost Screen interfaces in certain specific cases.
  • Creature selection no longer remains on the screen after the time limit is exceeded in duel mode (with Dynamic Battle option).
  • Corrected the number of lost creatures shown at the end of combat if the "Raise Dead" spell was used.
  • Town "Upgrades" hotkey fixed.
  • Griffins no longer disappear from the ATB bar in some cases when the hero performs a melee attack.
  • Options sliders can no longer be moved if disabled
  • The "Hire creatures" button no longer becomes disabled if there are no dwellings (inside or outside the town) from which to hire creatures.
  • War machines no longer appear to be affected by Master of Fire.
  • Password length condition removed for MP games.
  • Cursor in Ghost Mode only appears active for objects with which it can currently interact.
  • Added information about the damage done in ghost combat results (ghost mode).
  • Added more information for Resurrection and Raise Dead spell predictions.
  • Scroll bars in tavern interface corrected
  • Added ubi.com access to ratings for add-on races
  • Ghost combat results are now closed automatically if a combat between the Heroes is started afterwards.
  • Adventure Map scrolling corrected


Gameplay, Mechanics, Balance:
  • The Necromancy working principles have been changed in accordance with v2.1
  • The Training working principles have been changed in accordance with v2.1
  • Improved combat AI tactics for strike-and-return creatures.
  • AI now uses "Mark of Necromancer" ability properly.
  • AI no longer casts the Armageddon spell if it can win with no casualties without using the spell.
  • AI now understands players' divertive placing tactics (such as those needed to defend shooting creatures).
  • AI can now bring its troops closer to moats.
  • AI no longer stops casting spells after Counterspell has been cast.
  • AI now uses Necromancy more efficiently.
  • AI now ignores summoned creatures in combat if it is shortly to eliminate the main forces.
  • It is no longer possible to duplicate the army illegally in duel mode.
  • Fixed: Autosave did not function in some conditions
  • A primary skill has been now added for hero ˜Vayer'.
  • The use of "Consume Artifact" has been disabled for human players in Quick/Auto Combat.
  • It is no longer possible to switch the hero in 3x3-duel mode when a hypnotized unit's turn comes.
  • "Imbue Arrow" now works properly even if "Deadeye Shot" is not present.
  • It is no longer possible to control blinded creature with "Divine Guidance" or "Teleport Assault".
  • Hero now moves to the town gate cell after defeating the town guards.
  • Arch-Devils can now summon Pit Lords from any demonic corpse.
  • Hero Naadir can no longer raise ghosts from phantoms.
  • Angels can no longer escape Treant's Entangling Roots in Quick/Auto Combat.
  • Complex artefacts ("Magic scroll of...", "Wand of...") now work properly when equipped from the start of the mission.
  • "Firewall" and "Fire Trap" now function properly when applied to creatures on their initial positions right after Tactic phase.
  • In duel 3x3 mode, spell effects on the hero are now only active when this hero is present on the battlefield.
  • Fire shield only retaliates to melee attacks now.
  • Corrected the amount of mana present at the end of the turn for heroes cursed by ghosts.


Map Editor:
  • The map editor documentation has been updated with changes related to the new features.
  • Corrected the game editor option concerning the number of monsters that can be set in a troop.



NOTE: We only have confirmation of an upcoming patch for the core game. Patching associated with the Hammers of Fate expansion has not been confirmed at this time. Watch for further updates next week.

EDIT: Modified formatting to improve readability and added note regarding HoF.

This message has been edited. Last edited by: Acheval,
 
Posts: 340 | Registered: Thu August 24 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of Plemenit
Posted Hide Post
"- Improved combat AI tactics for strike-and-return creatures.

- AI now uses "Mark of Necromancer" ability properly.

- AI no longer casts the Armageddon spell if it can win with no casualties without using the spell.

- AI now understands players' divertive placing tactics (such as those needed to defend shooting creatures).

- AI can now bring its troops closer to moats.

- AI no longer stops casting spells after Counterspell has been cast.

- AI now uses Necromancy more efficiently.

- AI now ignores summoned creatures in combat if it is shortly to eliminate the main forces."


***



Does AI now understand that it has to build 1 superhero to be effective against the human opponent?
Or will AI keep splitting its army between several heroes?


__________________________
Quality over quantity.
Yeah, let's compare our beloved Wights & Wraiths to the Age of Wonders version of Wraiths;
AoW Dread Reaper special abilities: Walking, Floating, Strike, Undead, Death Strike, Magic Strike, Cause Fear, Life Stealing, Energy Drain, Physical Protection, Path of Decay, True Seeing, Shadow Walker, Willpower, Pass Wall, UNHOLY CHAMPION.
--->
HoMM V Wight special ability: Undead.
HoMM V Wraith special abilities: Undead. Harm touch.
***
Creativity is the greatest aspect of intelligence.
 
Posts: 394 | Registered: Thu March 31 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Acheval
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Hi all --

Details on this patch are still uncertain in some areas. We're working through them right now, but please remember that there are holidays in Europe next week, so some news may be delayed by a couple of days.

Also, I've updated Rick's post to mention that we're only confirmed on patching the core Heroes V game, not HoF. I know that this is far from ideal, but until I know for sure that it's happening, I'm not announcing it. I'd rather you were disappointed now, rather than have a nasty surprise next week. Wink
 
Posts: 329 | Registered: Tue January 24 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of Moragauth
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Still no female Hero models? Hammer Some of the changes are nice and welcome, but given the long wait I don't think this patch will do enough.


This - none of this - shall go unpunished!
 
Posts: 926 | Registered: Wed June 07 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
What about the stability and speed of Multiplayer AI?

In 2.1/1.4 the AI is redicilously slow and sometimes outright stalls on custom maps.
 
Posts: 143 | Registered: Sat March 18 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of Jeff_G
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Worthwhile fixes to be sure, and I am glad they are finally releasing a campaign capability. Unfortunately there is no news of a fan friendly editor that many of us could actually use. I would hate to think, they are going to admit they can't create an editor that invites fan participation to the level of the Heroes IV editor.


Mala Ipsa Nova
 
Posts: 51 | Registered: Sun February 29 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
This is pretty impressive! I think Nival/Ubisoft patch support for the game is rather good.
 
Posts: 23 | Registered: Wed October 18 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
The patch is already done!So I think we will see it next week!
patch 2.2 is not soon((Nival didn't do it

the information is from Nival's developer
 
Posts: 4 | Registered: Sun March 25 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Mandor, if u mean OldBoy's message from the russian forum, then he said that there's not any info on patch 2.2 (that mean's it can be released even the next week)
 
Posts: 2 | Registered: Sat April 28 2007Reply With QuoteEdit or Delete MessageReport This Post
HOMMK Producer
Picture of MuadDib_FC
Posted Hide Post
The patch 1.5 is meant for Heroes 5. The next patch for HoF, which will be 2.2, is not scheduled yet - it will be done, but with no ETA at this time.


 
Posts: 1191 | Registered: Thu March 24 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Mitra12
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quote:
Originally posted by Ubi_Rickas:

  • Fixed memory leaks in combats and combat replays.
  • Reduced the amount of bandwidth used during combat.

  • These are the most important fixes IMO. Smile
     
    Posts: 97 | Registered: Fri December 22 2006Reply With QuoteEdit or Delete MessageReport This Post
    Dacian Lord
    Picture of Zamolxis108
    Posted Hide Post
    All nice improvements. I think is time for me to instal the game again (as soon as the patch will be out).
    quote:
    Originally posted by Ubi_Rickas:
  • Improved combat AI tactics for strike-and-return creatures.

  • I wonder if any of the previous patches fixed sth else about the strike-and-return creatures (human or AI). As they are actually pseudo-shooters (only they need a clear path to the target), the Ctrl key should work for them same as for the shooters, in case it's more strategically useful to have them remain next to the creature they attacked last.


    Member of the Heroes of Might and Magic V Rescue Team . . . > Still waiting for a better game.
     
    Posts: 3464 | Registered: Wed March 30 2005Reply With QuoteEdit or Delete MessageReport This Post
    Picture of Dendroid_Arch
    Posted Hide Post
    "Dialogue and Combat Replay - Allows the recording and viewing of previously played combats and cutscenes\dialogue scenes in the game."

    Yes!!! That is great news. I ways already begun with writing the storyline down while I was playing the campaign again. Awesome!
     
    Posts: 191 | Registered: Tue January 03 2006Reply With QuoteEdit or Delete MessageReport This Post
    Picture of smith-b-d
    Posted Hide Post
    I cannot help but notice that a few of the issues addressed such as observer mode, were listed on the wishlist... coincidence or did somebody actually take a look at it?
     
    Posts: 457 | Registered: Thu December 07 2006Reply With QuoteEdit or Delete MessageReport This Post
    Picture of Elementalist.
    Posted Hide Post
    I don't doubt that ubi was watching over the forums even if silently so. However there is a chance that it was already planned, I don't know.
     
    Posts: 636 | Registered: Tue November 28 2006Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    quote:
    Originally posted by Ubi_Rickas:

    • Game no longer crashes when a neutral creature attacks a gated enemy with cinematic camera enabled.
    • Game no longer desynchronizes after loading a save.



    The game always crashes for me whenever ANY gated creature stack dies. The quote above implies that they only fixed it when fighting neutral creatures? Is this right or am I reading it wrong?

    The second list above, does that mean in the first mission of the necromancer campaign, the patrolling wizard heroes do not stop patrolling if you save and reload?
     
    Posts: 29 | Registered: Sat February 07 2004Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    And what about vista compatibility??
     
    Posts: 8 | Registered: Wed April 11 2007Reply With QuoteEdit or Delete MessageReport This Post
    Forum Mascot
    Picture of znork
    Posted Hide Post
    quote:
    Originally posted by janne85:
    And what about vista compatibility??


    Nothing works withe vista !


    ************************************************
    Its nice to be important, but its more important to be nice!
    ************************************************
     
    Posts: 4471 | Registered: Tue April 19 2005Reply With QuoteEdit or Delete MessageReport This Post
    Picture of Mitra12
    Posted Hide Post
    quote:
    Originally posted by znork:
    quote:
    Originally posted by janne85:
    And what about vista compatibility??


    Nothing works with vista !
    WORD!!! LOL!!! Big Grin
     
    Posts: 97 | Registered: Fri December 22 2006Reply With QuoteEdit or Delete MessageReport This Post
    Picture of smith-b-d
    Posted Hide Post
    quote:
    Originally posted by znork:
    quote:
    Originally posted by janne85:
    And what about vista compatibility??


    Nothing works withe vista !

    Best comment EVER!
     
    Posts: 457 | Registered: Thu December 07 2006Reply With QuoteEdit or Delete MessageReport This Post
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