Might & Magic Heroes VII v1.4 Patch Released
-
Category: News ArchiveHits: 2613
Ubisoft has clearly been busy ironing out the bugs in the recently released Might & Magic Heroes VII, as they've already managed to bring us a version 1.4 patch that addresses memory issues, loading times, multiplayer-specific problems, editor concerns, and more in the turn-based strategy/RPG. The full patch notes to follow:
General
Multiplayer
- [Fixed] AI Speed/Adventure Speed/Combat Speed from the Options menu will change to their default values when the user Loads or starts any save/load action
- [Fixed] Improved the destruction physics in Siege combats
- [Improved] The saturation of the world has undergone a major overhaul based on user feedback.
- * The colors are stronger and more saturated.
* The contrast has been improved.
* Brighness has been adjusted.- [Improved] There are new options regarding camera rotation:
- * Mouse right click rotation can be disabled
- * Mouse rotating sensibility can be adjusted
- * Keyboard rotating sensibility can be adjusted
- * Also the smoothness of the rotating has been improved
- [Improved] Added a new option in the Settings to enable/disable Atmospheric Fog
- [Fixed] The defeated heroes will still appear on the minimap after a save/load operation
- [Fixed] Game crashes on the loading screen if a save created contains a hero with governor abilities unlocked and is assigned as governor of town
- [Improved] Adjusted decision logic when considering attacking another player (taking into account relative player strength [relative to target] and absolute current strength [relative to all other players]
- [Improved] Adjusted AI reachability calculations to have more up to date info when saving and loading
- [Improved] Adjusted AI hero turn prioritisation to consider reinforcing heroes to move first
Gameplay Mechanics
- [Fixed] The issue of the game getting stuck if the last AI player loses in his own turn.
- [Fixed] More occurences of out of synch caused by AI in Multiplayer.
- [Fixed] An issue of the game gets stuck when the client quits the lobby while launching Duel multiplayer session.
- [Fixed] An issue when a multiplayer session is terminated on entering the session if any client joins the session which is already in the session-loading phase.
- [Fixed] An issue when a session goes out of Sync when the hero interacts with blind monastery again after learning an ability.
- [Fixed] An issue that thieves guild opens on all the player's screen, when one player enter's "Den of thieves" building.
- [Fixed] An issue of "Unable to connect to the server" message received if the user double clicks Join game on Online Game Browser.
- [Fixed] An issue of no error message received if the Host closes an open slot after the Client had joined the same.
- [Fixed] An issue of the number of resources displayed on (resources bar) will be the same for all players in the session in certain conditions.
- [Fixed] An issue of the game gets stuck for 30-50 seconds after keeping idle for 20 seconds on combat screen with the Neutral Army (SimTurns).
- [Fixed] An inconsistency of the Session settings for the Client on the Game Browser screen.
- [Fixed] Game going at the start of the game when rapidly ending the first turn.
- [Fixed] The game gets stuck for 30-50 seconds after keeping idle for 20 seconds on combat screen with the Neutral Army
- [Fixed] The number of resources displayed on (resources bar) will be the same for all players in the session in certain conditions
- [Fixed] No error message received if the Host closes an open slot after the Client had joined the same
- [Fixed] The session went out of sync after resources pick up and end turn
- [Fixed] Multiplayer session is terminated on entering the session if any client joins the session which is already in the session-loading phase
- [Fixed] Hero has no creatures in his Army on selecting a Random Hero and match cannot be started
- [Fixed] Game gets stuck when the client quits the lobby while launching Duel multiplayer session
- [Fixed] Session goes out of Sync when the hero interacts with blind monastery again after learning an ability
Level Design:
- [Fixed] Entering a magic guild level 3 and upwards crashes the game
- [Fixed] The player cannot flank properly on destroyed Siege walls
- [Fixed] Game gets stuck while attacking with the special ability of Imperial Griffins "Diving Attack" on enemy creatures
- [Fixed] Area of control effects are not properly updated after save load.
- [Fixed] The "Soul Reaver" ability is not functional
- [Fixed] The Golden Dragon highlights tiles in a linear pattern as if he will use an ability when hovering the curson on a creature stack
- [Fixed] Namtaru can attack a second time if you wait after the first shot
- [Fixed] Die and idle animations don't seem to be affected by game speed change
- [Fixed] Resource income prediction of the resource bar is increased after save/load
- [Fixed] Areas of control of closed players are still colored in the underground on map start
- [Fixed] Warfare Healing Sister and Healing Tent plays healing animation instead of end turn animation
- [Fixed] Treant Synergy effect is activated on dead creatures
- [Fixed] Rare crash when having too many particles attached to armies on long playsessions on the adventure map
- [Fixed] Erratic Hero Decal behaviour (disappearing and re-appearing seemingly randomly)
- [Fixed] Crash with Suzerain ability when a governor with said ability was assigned to a town
- [Fixed] Gamespeed overriding from savegames
- [Fixed] Floating adventure objects behaving erratically (disappearing into the ground)
- [Fixed] A crash with battle sites after loading a game and getting defeated there
- [Fixed] A crash with having a lot of creature growth enhancers built in towns
- [Fixed] Minimap update on map start to properly reflect Areas of Control
- [Fixed] Random duel armies to give proper random army
- [Improved] Creature movement stop animation to scale properly with gamespeed
- [Improved] Waiting time after moving a creature in combat map to scale with gamespeed
- [Improved] Hero animation speed scaling with gamespeed in adventure map
- [Improved] Idle and die animation speeds to scale better with gamespeed
- [Improved]Optimised GUI calls on adventure maps when updating the hero list
Editor
- Academy 1
- [Fixed] Creatures have no collision with gate's towers after warfare unit hit's them on combat map
- Academy 3
- [Fixed]The Water level rises back up if a Saved Game is Loaded after The Flood
- Academy 4
- [Fixed] Fahada does not retain her level and progress from Map 1
- [Fixed] External dwelling ignores area of control
- Haven 2
- [Fixed] AI does not end it's turn after talking with Masfar the first time when using a savegame
- Dungeon 1
- [Fixed] No collision on the edge of the bridge in the underground layer
- [Fixed] The "Shadowsteel Refinery" can never be built.
- Dungeon 2
- [Fixed] No collision on the edge of the cliff near Dungeon Fort in the underground layer
- Stronghold 1
- [Fixed] Wrong portrait is used for Kanoni
- [Fixed] Random, non-interactable Stronghold hero standing around
- [Fixed] Performing a save/load operation after demolishing the wizard statue will play the dam destruction sound effects, on am_stronghold_map1
- [Fixed] Performing two save/load operations will misplace a quest marker and make another one persist after completing the Centaurs quest
- Sylvan 1
- [Fixed] One-eyed rock fort is not visible if the video settings - visual density is kept on low or medium
- Final Map 2
- [Fixed] Hero clips with the 'Mass Grave' structure
- [Fixed] Artifact can be seen to be levitating in the air near the castle 'Barr Abhainn'
- [Fixed] Nolwenn's level and skills are not transferred over from the previous map
- Necropolis 5
- [Fixed] Mouse-over tooltip pop-up for "Well of Souls" spills out of the screen on certain points
- The Story of Solmyr and the Efreet
- [Fixed] Multiple artifacts appear to be levitating in the air throughout the map
- [Improved] Custom Campaigns
- * New fix for hero transfer from one map to the next, which was broken when the hero's properties were changed before, as the old fix had some sideeffects.
- The downside of the new fix is that existing campaign heroes have to be manually patched: Open the affected heroes on all maps. In the properties uncheck "Save Progress". Click OK, open the properties and check "Save Progress" again. Save the maps and republish the Campaign.
- [Fixed] "Close All Popups" spawns the screen in the middle of the map
- [Fixed] Underground layer cannot be deleted from Map Properties
- [Fixed] Game crashes after completing a Combat Map launched using Play Map
- [Fixed] Editor crashes on adjusting the Map Grid Controller Properties
- [Fixed] "Hide or reveal object"-node will not clear the icon out of the Minimap.