Patch 1.3 changelog, patch due September 13th.

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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PhoenixReborn
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Patch 1.3 changelog, patch due September 13th.

Unread postby PhoenixReborn » 12 Sep 2006, 17:05

Link to Ubisoft forum where kind poster is translating from German:

http://forums.ubi.com/eve/forums/a/tpc/ ... 4351096184

Some of the ideas from this forum made it through!

Fire trap within a specified area, changes to raise dead and phantom image...

Most interesting line to me so far: Building costs adjusted.
--it will be interesting to see what.

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Meandor
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Unread postby Meandor » 12 Sep 2006, 17:21

Building costs adjusted.
If they are sane they reduced some costs in Academy.
...

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Cyrox
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Unread postby Cyrox » 12 Sep 2006, 17:25

Poor meteor shower =(

Im never ever gonna use destructive magic anymore.

Edit: They fixed Klaus!! Great! Would like to see how it goes.
Last edited by Cyrox on 12 Sep 2006, 17:47, edited 1 time in total.

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Grumpy Old Wizard
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Unread postby Grumpy Old Wizard » 12 Sep 2006, 17:26

There are some good changes in there.

I'm not too happy about no specials for Phantom Forces, but Fire Trap looks to be a more useful spell now and spellcasters starting with a spell is certainly good.

Building cost adjustment will hopefully address some imbalance problems between the factions.

GOW
Frodo: "I wish the ring had never come to me. I wish none of this had happened."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."

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Unread postby Warlock » 12 Sep 2006, 18:52

Man, PF got nerfed to hell. This is probably both good and bad, but they may have gone a bit overboard.

Also, the Summon Creatures nerf better apply to AI as well. That's kind of a crappy unecessary nerf (it already eats most/all of your mana if you summon a lot)

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LordErtz
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Unread postby LordErtz » 12 Sep 2006, 19:21

yay for fire trap
yay for only one PF per stack
BOO creature transfer taking up 75% movement
yay for ghost balancing
??? on building costs in castles changed
yay for mana cost for 4th and 5th levels costs more, boo for level 3 :P
YAY war machines getting HP with the skill
yay for spellcasters starting with a spell.


THATS IT??? BOOOOOOOOOO

Better be more, way more haha.

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Unread postby Warlock » 12 Sep 2006, 19:29

LordErtz wrote:yay for ghost balancing
They should do the exact same thing for Djinns - either that or make them cheaper. They do some decent dmg, but they are so freaking expensive and so brittle that it's not worth it.

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Grumpy Old Wizard
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Unread postby Grumpy Old Wizard » 12 Sep 2006, 19:44

Warlock wrote:
LordErtz wrote:yay for ghost balancing
They should do the exact same thing for Djinns - either that or make them cheaper. They do some decent dmg, but they are so freaking expensive and so brittle that it's not worth it.
Yep, about the only thing they are good for is making sure the AI targets them instead of the archmages. Too fragile.
Warlock wrote:Man, PF got nerfed to hell. This is probably both good and bad, but they may have gone a bit overboard.

Also, the Summon Creatures nerf better apply to AI as well. That's kind of a crappy unecessary nerf (it already eats most/all of your mana if you summon a lot)
Yep, the weakest spell school just got weaker, despited the good change to fire trap.

GOW
Frodo: "I wish the ring had never come to me. I wish none of this had happened."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."

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Nebs
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Unread postby Nebs » 12 Sep 2006, 22:56

Heh, but arcane armor absorbs more damage now! ;)

Yeah, I agree. Summoning magic takes another hit.

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Unread postby h4mx0r » 12 Sep 2006, 23:02

I'm still wondering if they will add some non-FFA maps for Hot Seat.

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LordErtz
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Unread postby LordErtz » 12 Sep 2006, 23:13

Think they actually fixed any real bugs in this patch? There's about 10 pages on the bugs thread that needs fixin'

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maltz
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Unread postby maltz » 13 Sep 2006, 00:43

- every casting of Raise Dead lowers HP of the affected stack by 20% until end of combat
- every casting of Ressurection lowers HP of the affected stack by 10% until end of combat

This sucks. Doesn't make any F*NG sense at all.

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Sir_Toejam
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Unread postby Sir_Toejam » 13 Sep 2006, 01:01

yes, the logic here escapes me as well.

who on earth is going to choose to remove 20% of their stack's hps?

the only time the spell becomes logical to use is in the case you lose about half your stack in a single attack, and the only time that usually happens is when you have a very small stack to begin with.

I really don't understand why it couldn't simply be based on spell power, and simply lowered in strength. but then the many uses of logarithmic formulae for calculating damage are often ridiculous as well (fireshield and cold bones come to mind).

this game needs to be completely torn apart and remodded.

maybe once some regular user made maps start appearing, interest will rise in modders tackling some of the non-sense decisions.

like heros that can't even get ultimate faction skills because they start with incompatible skills, for example.

I expect within a month or so, some modders are going to start releasing personalized "fix" packages that tweak a large number of skills and effects.

....at least I hope so.

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asandir
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Unread postby asandir » 13 Sep 2006, 01:28

nope what it means is the necro's will now hold off on casting raise dead til most of the damage dealing opposition is dead, then it won't matter much, but at least they tried something to offset the necro advantage here
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Sir Charles
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Unread postby Sir Charles » 13 Sep 2006, 01:30

Let's see if I can explain this somewhat. You don't permanently lose 20% of your hit points. Just for the duration of combat. This is to lessen the effect of players who spam Resurrection/Raise Dead to make sure they lose NOTHING in any battle as long as they have the spell points to pull it off. You're still able to resurrect all your troops, but with each successive resurrection, it becomes easier for the enemy to harm that stack. It's no longer a miracle cure-all. There's a downside to casting those spells now.
Calvin: "Weekends don't count unless you spend them doing something completely pointless."

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asandir
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Unread postby asandir » 13 Sep 2006, 01:31

hence my post above :D
Human madness is the howl of a child with a shattered heart.

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Sir Charles
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Unread postby Sir Charles » 13 Sep 2006, 01:33

*grin* You posted as I was typing. :O)
Calvin: "Weekends don't count unless you spend them doing something completely pointless."

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asandir
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Unread postby asandir » 13 Sep 2006, 01:33

I thought that might be the case :D but nevermind
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maltz
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Unread postby maltz » 13 Sep 2006, 01:47

I meant how does resurrecting some, say peasants, makes other peasants weaker? This doens't make any F*NG sense, again.

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Sir Charles
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Unread postby Sir Charles » 13 Sep 2006, 01:50

Well, I don't see the point in attempting to impose logic on a heroes game that includes STACKS. I'm sure there are some other possible solutions, but while not logical...it certainly looks to be a very practical solution.
Calvin: "Weekends don't count unless you spend them doing something completely pointless."


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