Might and Magic Heroes VII Update v1.6-CODEX

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Added on December 9, 2015 by Rocky_45in Games
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Might and Magic Heroes VII Update v1.6-CODEX (Size: 428.22 MB)
 codex.nfo5.5 KB
 Might.and.Magic.Heroes.VII.Update.v1.6-CODEX.ALI213.rar427.2 MB
 NETSHOW.exe1.01 MB

Description





Changelog:
General:[Fixed] Start growth of elite dwellings of all factions (did not correspond to the growth rate).[Fixed] An issue that would have a creature deal altered damage during its morale turn, if it had a critical hit or grazing hit during its regular turn.[Fixed] Dialog at the end of a combat is not shown anymore if the combat is restarted via the pause menu.[Fixed] An issue that would have creatures with certain abilities ignore and remove the Shadow Cloak buff.[Fixed] An issue that would make the first creature lose the initiative bonus from "Hotheaded" when you would prepare and then unprepare the hero atatck during its turn.[Fixed] An issue that would make the Sylvan Ballista attack twice even when attacking a target without a mark on it, if the hero has Natures Revenge on Expert rank.[Fixed] "Nature's Wrath" ability (when a stack with marks on it died, the magic increase from the ability would not be removed).[Fixed] Wrong power value of Moon Doe (was the same as Sun Deer)[Implemented] A Tutorial Map is now available in the Tutorial Menu.[Implemented] Added new neutral elite creature "Efreet".[Implemented] Support for Steam Workshop.[Improved] Content Scanning when enterring the menu.Gameplay: [Fixed] Animation speeds for creatures affected by TimeControl spell[Fixed] Breath of Light of the Gold Dragon. It affects now the correct area.[Fixed] Sound corruption when hovering creatures using spells that push them[Fixed] Hero stats not updating when trading/equipping/unequipping items in trade window.[Fixed] Animation getting stuck in recruitment window when switching aoc's[Improved] A limit to the combat Idle animations to make them scale with CombatSpeed only up to 200%Balancing:Reduced gold cost of elite and champion creatures.Decreased bonus of core dwelling growth upgrades.Set damage type of Pixies and Sprites to "Might".Increased cooldown of Dragon Vein from daily to weekly.Nerfed the spells Retribution, Celestial Armour and Sylanna's Bounty.Reduced randomness in Fire Wall spell damage variation.Reduced mana cost of Regeneration spell and regeneration resurrects dead creatures.Nerfed Warlord's Fury ability.Changed Archery ability to buff the attack value of ranged creature instead of increasing their range.Increased damage of fire magic and water magic ultimate abilities (Fire Mantle, Frostbite).Buffed Paragon skill rank effects.Changed bonus of "Gladiator Helmet" to +2 MightMultiplayer:[Fixed] Crash in the lobby when the host started the game and one of the players unchecked being ready.[Fixed] Game going OOS (Out of Syncs) when the AI attacked the player during AI's turn.[Fixed] Game going OOS when starting a second match in a row on maps with a Merchant building.[Fixed] Game going OOS in rare cases right at the start of the match[Fixed] Game going OOS in rare cases after a combat duo to Exp discrepancy.[Fixed] Game going OOS in rare cases during the AI's turn.[Fixed] Game going OOS in rare cases duo to Resource discrepancy.[Fixed] Game going OOS after loading a multiplayer savegame.[Fixed] GUI being available to early for the Host while still being in AI's turn.[Fixed] A bug where some singleplayer Cheat effects could be carried over to a multiplayer match.[Fixed] A possible crash when trying to load a Multiplayer Savegame while not connected to the internet.[Fixed] Adventure map hero tooltip getting displayed during another players combat.[Fixed] Engaging AI players in Sim turns leading to the game getting Stuck.[Fixed] Wrong heroes getting selected automatically in sim turns when coming back from another players combat.[Fixed] Wrong heroes getting selected automatically in sim turns sometimes when another player does certain actions[Implemented] When another player starts a combat in sim turns, there is now a 3 seconds window in which you get notified about it and can still finish whatever you are currently doing.[Implemented] When a necromancy popup is forced to be closed (for example when another players starts a combat) the remaining stacks are getting automatically merged into the heroes army.Level Design:[Implemented] Global Cooling skirmish map[Implemented] Two autumn, Sylvan themed combat mapsScenario Mirym's Journey[Fixed] Obelisk Hunt Quest Markers would not disappear after visiting the ObeliskScenario The Story of Solmyr and the Efreet[Fixed] Player can choose Factions for AI 4Irresponsible Wars[Fixed] Area of control of 'player 5' to include Sawmill.[Fixed] An unreachable stack of creatures in the top right corner of the surface.Ivan Map 2[Fixed] A conversation between Seamus and Wilhelm where you could see Wilhelm in both sides of the dialogue.Stronghold 3[Fixed] Map will not end if an enemy remains on the Castelroc-islandStronghold 4[Fixed] House Materia would not end his turn after fighting in the Fort[Improvement] Questmarker for Quest Teamwork addedNecropolis 3[Fixed] Sounds of previous Sequence are playing after loading a savegameNecropolis 5[Fixed] Missleading Questmarker for Quest "Expand the Well of Souls" (note: not for existing savegames)Academy 2[Fixed] Masfars Ultimate Paragon Skill has no descriptionHaven 3[Fixed] Pressing ESC to skip Intro leads to a blockerHaven 2[Fixed] Skipping Dialogues with ESC leads to a blockerEditor:Script Editor* New triggers* Hero won at Battle Site* Hero lost at Battle Site* New conditions* Quest is pending/activated/completed/failed* Event is activated/deactivated* Player is from Faction* Building is from Faction* Army has Creatures* Army has Creatures from Faction* Army is commanded by Hero* Army is commanded by Hero from Faction* Army is controlled by Player* Army is controlled by Player from Faction* New actions* Activate Event* Deactivate Event* Fire Event* Fail Quest* Advance Quest Objective Stage* Complete Objective* Fail Objective* Remove Minimap Tracking Object* Set Dwelling Creatures Pool* Set Town Dwelling Creature Pool[Fixed] PlayerStarts spawn Heroes that are disabled from map properties[Fixed] Some Heroes appear twice in the Heroes tool on creating a Scenario mapModified the [Fixed] Template maps to have to also include the 1.4 Patch saturation changes[Fixed] The Editor doesn't prompt the user to save the map on clicking the Publish Map button[Improved] Learn Spell for Hero" action checks prerequisites and gives visual feedback if the spell is learnt[Fixed] Dark lighting in the Editor's minimap and 2D views[Fixed] Forbidden spells could still appear in Arcane Shrines[Fixed] that the Editor doesn't prompt the user to save the map on clicking the Publish Map button[Fixed] Dwellings set up to sell random elite creatures sold champion creatures insteadRMG* Fixed maps with underground having incorrect area sizes caused by inconsistencies in the underground size setting* Fixed some buildings sinking into the terrain* Speed optimization* Increased the size of the Normal template and tweaked it to allow 4 players* Building placement balancing and tweaks* Fixed a crash from selecting 200% neutral army strength[Improved] Transfer Hero Artifacts" action gives visual feedback about the transfered artifacts[Improved] Modified the Template maps to have to also include the 1.4 Patch saturation changes[Improved] Added visual feedback if creatures are received[Improved] Polished Editor GUI[Implemented] Any change in Event state will now update quest status[Implemented] Mermaid to Creature Tool[Implemented] Custom Heroes/Artifacts are now listed first[Implemented] Added Steam Workshop publishing tool (Steam SKU Only) which allows to publish custom made maps and campaigns


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Might and Magic Heroes VII Update v1.6-CODEX

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