Might and Magic Heroes VII Update v1.5 - CODEX

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leechers: 1
Added on November 24, 2015 by strucahljebain Games
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Might and Magic Heroes VII Update v1.5 - CODEX (Size: 717.54 MB)
 codex.nfo5.24 KB
 uplay_r1_loader64.cdx887.8 KB
 uplay_r1_loader64.dll466.5 KB
 codex.ini813 bytes
 uplay_r1_loader.cdx695.3 KB
 uplay_r1_loader.dll357.5 KB
 codex.ini813 bytes
 setup-1.bin711.62 MB
 setup.exe3.56 MB
 patchnotes.txt8.16 KB

Description

- Extract
- Run setup.exe and install update
- Copy crack from CODEX dir to installdir
- Play

This patch requires:

Might.and.Magic.Heroes.VII-CODEX
+ Might.and.Magic.Heroes.VII.Hotfix-CODEX
+ Might.and.Magic.Heroes.VII.Update.v1.2-CODEX
+ Might.and.Magic.Heroes.VII.Update.v1.3-BAT
+ Might.and.Magic.Heroes.VII.Update.v1.3.1-CODEX
+ Might.and.Magic.Heroes.VII.Update.v1.4-BAT


- Block the game's exe in your firewall to prevent the game from
trying to go online ..
- If you install games to your systemdrive, it may be necessary
to run this game with admin privileges instead


PATCH 1.5 NOW AVAILABLE
11/19/2015
Hello Heroes!

We are pleased to announce to you the direct availability of Patch 1.5 for Might & Magic Heroes VII.

While last patch was focusing on performance improvements, a primary topic that has been addressed with 1.5 is Multiplayer and Out of Sync issues.

The development team has been hard at work testing as many different possible scenarios that could cause the issue to arise and has made significant head way in fixing them.

However remaining transparent with our fans is always important to us and we would like to iterate that there may still be some cases where the game can go out of sync. If you experience out of sync issues post 1.5 sending us game logs and save game files helps tremendously, and it is with that kind of player base support we've already received that helped us make good progresses with 1.5.

Another exciting new addition coming with 1.5 is the inclusion of 2 new Maps. On top with this we have introduced 5 additional neutrals and 12 Heroes to discover on the following dedicated article: HERE

As always we want to assure you that we are continually working on making Heroes 7 the best game it can be. We'd also like to extend a thank you to you, the community, for sticking with the game and helping us by providing detailed bug reports, game logs and savegames when you've experienced a problem. This has helped tremendously and a lot of the fixes in today’s patch come directly because of the community involvement with the process.

Best, The M&M Team.

PATCH 1.5 TOP LINES:

Further improved multiplayer in combat and on adventure map for out of syncs
Additional content: 2 new Maps, 12 additional Heroes, 5 additional Neutral creatures. See dedicated article for more information!
Fixed long loading times experienced by some of the users, which were caused by recompiling low quality shaders
Improved animation system for smoother combat animations
Improved AI, Editor and other various Gameplay/Level Design elements (173 fixed bugs)
Stay tuned for more information regarding future patches!

Best,
The M&M Team.
--------------------------------

General
[Improved] Visitable Neutral buildings now indicate on the minimap if they are already visited by the current hero.
[Improved] There are new buttons to merge armies in towns.
[Improved] Revamped the Animation system to have smoother combat animations.
[Improved] Centaur and Centaur Marauder have melee penalty.
[Improved] Dungeon build tree layout (Connector between Black Market and Shadowsteel Refinery).
[Improved] Clicking End Turn will stop an ongoing command when a command is running, instead of stopping the command and immediately ending the turn and the turn can be ended once the command has finished cleanly
[Fixed] Long loading times experienced due to recompiling of shaders when using different 'Shader Quality' Settings.
[Fixed] Wrong power values for Minotaur and Blade Dancer.
[Fixed] Wrong damage range for Tamed Cyclops on Warfare master rank.
[Fixed] Fog Shroud not suppressing the Nova of the Fire Elemental and the Lilim.
[Fixed] Loading savegame would crash due Serialization stopping by trying to spawn static Emitter or Actor.
[Fixed] Altar of Sacrifice coud produce stacks with a stack size of 0
[Fixed] Unresolved placeholder variable in Poison Cloud tool tip.
[Fixed] The NPC symbol not appearing/disappearing on top of some heroes
[Fixed] A crash with Stone Spikes sometimes crashing the game when restarting combat
[Fixed] A problem with armies sometimes restoring their position to an invalid cell when saving and loading
[Fixed] Speed settings resetting when completing a campaign map
[Fixed] If the user loses only the units that were added with Reinforcements skill, they will be subtracted from the base creatures instead
[Added] Each faction now has an additional two heroes;
Ann
Kengi
Alesia
Christian
Lucretia
Naadir
Ajit
Nur
Ivor
Gem
Salvin
Sephinroth
[Added] The following neutral creatures are now in the game to fight.
Light Elemental
Dark Elemental
Mermaid
Kappa
Shadow Panther
Multiplayer
[Fixed] Replacing human players with AI from a multiplayer savegame
[Fixed] Game goes Out of Sync if the client try to learn a skill during the AI turn in sim turns
[Fixed] Necromancy pop up remains on screen and the user goes inside of a combat of the other user under certain conditions
[Fixed] Getting corrupted combat screen when one player have Necromancy popup open and another engages him in sim turns.
[Fixed] Game getting Out of Sync after some time when conquerring a garrison of another player
[Fixed] On a session with Sim-turns settings ,the user is able to retreat by using the ESC key even when the retreat option is greyed out
[Improved] Reduced AI lag for clients in combat.
[Improved] System to avoid Out of Sync in Combat.
[Fixed] The combat is canceled when the server attacks the client and the client selects retreat option.
[Fixed] Title will crash for the client on loading screen in certain conditions.
[Fixed] Warfare units with active skills not affected by combat timer in simturns.
[Fixed] Mobile shooters not affected by combat timer.
[Fixed] Player sometimes getting stuck after combat.
[Fixed] The bug of the cancel button not working.
[Fixed] Black bars not disapperaing after spectating.
[Fixed] Warfare units with active skills not affected by combat timer in simturns.
[Fixed] The bug of heaven dragon that was causing Out of Sync in combat.
[Fixed] The bug where AI was crashing for the host in sometimes
[Fixed] Necromancy causing Out of Sync in SimTurns in manual combats
[Fixed] Out of Sync caused by increasing skill after loading a Savegame.
[Fixed] Out of Sync related to bad morale.
[Fixed] Defeating an enemy Hero causes Artifacts to be stolen twice
[Fixed] The splitting of creature stacks in tactics mode in multiplayer.
[Fixed] Possibility to do a Hero Attack when your unit has bad morale.
[Fixed] Queuing multiple same commands accidentally in SimTurns.
[Fixed] Join order important when joining a loaded SimTurns game.
[Fixed] The hero is stuck and cannot continue the game after performing certain steps
[Fixed] Client redirect to the main menu and for host is displayed as client joins the session under certain scenario
[Fixed] GUI correctly updates for spectators.
[Fixed] Idol of fertility could be applied multiple times in sim turns
[Fixed] Having the "Artefact pack" from Uplay reward activated will bring a multiplayer session on out of sync in certain conditions
[Fixed] Missing Multiplayer Loca keys for some popups users could receive in sim turns.
Gameplay
[Improved] Adjusted general path calculation algorithm to properly take into account terrain costs when not calculating for specific hero (improves Caravan time estimation).
[Improved] Reworked Cover system for Sieges:
Cover will be given to creatures inside the walls, and will affect attacking them from outside the walls. When a wall is destroyed, there is check for Line of Sight to see if there is a clear shot. If the target is still behind intact walls in relation to the shooter, the cover bonus will be applied.
[Fixed] Issue with luck-based effects triggering too early, leading to inconsistent behaviour in some combats (e.g. crits of Gold Dragon and Cuirassier). Also the game will not go out of sync in MP when Gold Dragon rolls a critical hit anymore.
[Fixed] Failed Instant Recall cast does not count as a spellcast on the current day
[Fixed] Metamagic Expert skill overrides Paragon's Master of Magic once Metamagic bonus reaches 5 during a battle
Level Design
General:
[Added] New skirmish map "Mercators Misfortune"
[Added] New scenario map "Mirym"
[Added] New combat maps (CM_Snow_01, CM_Snow_02, CM_Snow_03, CM_Ice_01, CM_Greenland_Coast, CM_Greenland_Hills_2, CM_Sylvan_Coast, CM_Underground_Mushrooms)
[Added] New siege map for underground garrisons (SG_Garrison_Dungeon)
[Improved] Adventure objects are revealed immediately rather than after a hero takes a step.
[Fixed] Start/Win/Lose combat trigger to trigger at a more appropriate time (could break the Final Map 2 quest vs Wilhelm)
[Fixed] Rotate Army node now properly rotates armies.
[Fixed] Can no longer select a faction in Scenario lobby
Haven 2:
[Fixed] Spamming ESC after talking to Masfar will result Masfar and Gloria not going back to their intended positions.
Haven 4:
[Fixed] Ship spawned by north east shipyard to be reachable.
Yeshtar's Promise:
[Fixed] A floating staircase.
Ice Demon:
[Fixed] An issue where two critters shared one tile
Ivan map 2:
[Fixed] An issue with players not being able to procede after defeating Wilhelm. Same thing applied to Seamus.
[Fixed] Some AOC and mine property from beginning of the map.
Dungeon 1:
[Fixed] Quest Organized Crime to work when target mines were plundered more than just once.
AI
[Improved] AI aggressiveness according to selected AI difficulty
[Improved] AI scoring in terms of fighting effort to make fighting more appealing in some cases
[Improved] AI boldness in regards to engaging neutral armies
[Improved] AI will try to use Instant Recall when reinforcing its armies
[Improved] AI scoring logic for direct damage spells
Editor
[Fixed] issues with the camera
RMG
Max player count is correctly set even after switching map size after setting player count.
Rebalanced the placed neutral armies
[Fixed] Blank or incomplete maps cannot be published.
[Fixed] Potential scripting issues if heroes are referenced whose properties were changed.
[Improved] Small Combat Map Size to be 10x10 instead of 8x10
Script Editor
New conditions
Hero has Skill
Hero has Spell
Hero has Specialization
Hero has Ability
Hero has Stat
Hero has Affinity
Hero is from Faction
Hero is of Class
[Fixed] Garrison local guards can be correctly set
[Fixed] Some Trees appearing with incorrect size when using the Foliage tools
[Fixed] Some thumbnails of Prop meshes appearing invisible
[Fixed] Editor crashes after selecting the Height Sculpting option from tool-tip

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Might and Magic Heroes VII Update v1.5 - CODEX

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