Patch 1.2 on December 20th

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Angelspit
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Patch 1.2 on December 20th

Postby Angelspit » Dec 15 2011, 18:40

The availability date of patch 1.2 has been revealed on the <a href="http://might-and-magic.ubi.com/heroes-6/en-GB/news/details.aspx?c=tcm:21-35381&ct=tcm:6-231-32">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:
http://www.celestialheavens.com/viewpag ... 1323974431
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Postby parcaleste » Dec 15 2011, 18:44

Am I blind or I don't see anything about Luck?

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hellegennes
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Patch 1.2 on December 20th

Postby hellegennes » Dec 15 2011, 20:41

Instead of 4 seconds waiting time for the AI players' turn, now you will only wait 1. :p

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Patch 1.2 on December 20th

Postby maltz » Dec 15 2011, 21:23

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

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jeff
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Postby jeff » Dec 16 2011, 0:02

I don't see anything about the Griffon Battle Dive bug.
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CloudRiderX
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Patch 1.2 on December 20th

Postby CloudRiderX » Dec 16 2011, 0:58

The AI turns were already really fast, I don't know how they could speed it up any more.
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hellegennes
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Patch 1.2 on December 20th

Postby hellegennes » Dec 16 2011, 7:41

@Jeff:
It says so in the first line (major bug fixes: unit abilities)

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Patch 1.2 on December 20th

Postby RollingWave » Dec 16 2011, 9:29

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.
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hellegennes
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Patch 1.2 on December 20th

Postby hellegennes » Dec 16 2011, 14:45

Yes, the creatures do sound funny when you change the combat speed.

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Pol
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Patch 1.2 on December 20th

Postby Pol » Dec 17 2011, 14:03

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
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Patch 1.2 on December 20th

Postby CloudRiderX » Dec 17 2011, 14:52

Does this patch include the anti-aliasing update?
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Re: Patch 1.2 on December 20th

Postby Pol » Dec 17 2011, 15:10

CloudRiderX wrote:Does this patch include the anti-aliasing update?

Nope. Don't see it anywhere.
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hellegennes
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Patch 1.2 on December 20th

Postby hellegennes » Dec 17 2011, 23:54

Is there anywhere I can see the growth of each creature? How about their cost? I haven't found this information in-game.

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Pol
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Postby Pol » Dec 18 2011, 2:29

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
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hellegennes
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Patch 1.2 on December 20th

Postby hellegennes » Dec 18 2011, 10:13

That's ridiculous. Why can't this information be in-town, where it has always been?

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CloudRiderX
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Patch 1.2 on December 20th

Postby CloudRiderX » Dec 18 2011, 19:33

Don't worry, a town screen rehaul is on their list of things to do.
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Postby Kalah » Dec 20 2011, 14:02

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.
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Blueman
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Patch 1.2 on December 20th

Postby Blueman » Dec 20 2011, 15:24

I'm playing it already and the chipmunks are still there...

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CloudRiderX
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Patch 1.2 on December 20th

Postby CloudRiderX » Dec 20 2011, 15:58

I hope it solves the Conflux connectivity problem I've been having.
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Re: Patch 1.2 on December 20th

Postby Corlagon » Dec 20 2011, 16:11

Blueman wrote:I'm playing it already and the chipmunks are still there...


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 irritating :P


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