Important Information: Read First
Updated for 1.2 version
Installation Instructions
Game version: 2.21 (the latest) including the add-on Trial by Fire
You can also possess only the main game or only the add-on.
Installation process:
- Before installation, make sure you have no other mods installed including the previous version of this mod (see FAQ below for more details) and that your game is up-to-date.
- Download the newest mod version (you should find it under files), unzip it and place it in:
c:\Users\Username\Documents\My Games\Might & Magic Heroes VII\MMH7Game\If you use this path (later referred as path A), you shouldn’t need to ovewrite any files. This is the location where the game also saves any changes you make in the editor.
OR, you can use the installation path instead (later referred as path B), usually:
c:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Might and Magic Heroes VII\
If you decide from whichever reason for the second one mentioned, don’t forget to make a backup of the original files as you will overwrite them.
- (Optional: English localization is already in included in the mod file)
Download the localization according to the language your prefer in the files section.
Put the localization into the same folder as the mod but into the Localization subfolder (works for both paths mentioned above), create it if it doesnβt exist.Available languages (version 1.2, except for default English):
- Chinese
- Czech
- German
Available languages (version 1.1, except for default English):
- Czech
- French
- German
- Polish
- Russian
- Spanish
Other languages will be added as soon as anyone volunteers to make a translation for the newest mod version.
If your preferred language is not available, you can either choose the default English version or create the localization of the mod in your own language (it’s simple and it won’t take you much time, follow the guide here). Don’t forget to send it to us afterwards, to share it with other players from your country.
4. Check if the mod works, the easiest way how to do that:
Launch the game, open: Menu>Extras>Heropedia
Go to the Necropolis Creatures section, find the Spectral Dragon
Check whether it displays the correct updated Soul Reaver ability description: Your hero receives 1 Mana for each adjacent living enemy creature at the beginning of this creature’s each turn.”
If the localization you have downloaded doesn’t seem to work, try to manually change the last change date of all mod & localization files to the current date (you can use any simple file manager app you have, for example Total Commander or Bulk File Changer), guide here: How to change the Last Modified Date
IMPORTANT: The mod doesn’t include all localization files for the game, only those which have been changed by the mod.
Uninstallation: Delete the mod files and use the ones from backup if you used the path which included overwriting the files
What if I don’t like some feature you have implemented, can I change it back?
We are convinced that the changes we make are only for the best purpose, to make the game better. However, weβre aware of some fans having different opinions and visions β so weβd like to give you as much freedom as we can:
Option 1: You can download the simplified mod version, involving only the bugfixes and necessary changes (more info here on this page)
Option 2: You can adjust the mod to suit your needs by several simple clicks. All the changes described below have no side effect on the game if made:
No forbidden magic school for Sylvan & Stronghold
Go to: mod path\MMH7Game\CookedPC\Editor\Templates/Factions
Delete (path A) the file Factions.upk or replace it with the original one (path B)
Note: no forbidden magic schools are set when random skilling is enabled
No new abilities for creatures (+original champion stats & costs)
Go to: mod path\MMH7Game\CookedPC\Editor\Templates/Creatures
If you want to get rid of all the new abilities, delete/replace all the folders you find there, including their content
If you dislike only some particular abilities, find the creatures which have them in the particular folders (sorted by faction) and delete/replace the particular files Creature_Creaturename.upk
(If you delete for example the file Creature_Banshee.upk, it will lose the Incorporeal ability)
Important: if you delete the champion files, they will lose their modified stats & costs as well, so they will be the same as originally (different in story mod & skirmish).
No new heroes for Duels & Skirmish (+original moral & luck caps)
Go to: mod path\MMH7Game\CookedPC\Data
Delete (path A) the file Config.upk or replace it with the original one (path B)
Important: This step may lead to loss of some other minor changes as well.
FAQ
What is the Unoffical Community Patch (UCP)?
The Unofficial Community Patch (UCP) is a community mod focused especially on fixing the problems (bugs) persisting in the main game. However, it also brings some minor gameplay changes and improvements in the areas where we either felt it was needed or where we could not fix some bug, so we decided it’s better to have a modified feature which is working than the original one which is broken. Additionally, it comes up with dozens of new abilities for creatures after the latest update (not compulsory, see above).
Does it mean the game is finally bugless?
Although we would love it to be, the answer is no. Every game has some bugs, and the more complex the game is, the more bugs can be found. Game developers can do their best to get ride of them but some of them will always persist. Also take several factors into account: Ubisoft-Limbic developers were paid for their work and they had professional teams with dozens of people focused on making games. Compared to it, we are only several people (most of the work has been even done by a one person) working on it in our free time without any financial compensation. Unlike the people from Ubi-Limbic, we don’t have full access to all game mechanics. In conclusion, every single bugfix we manage to make is a small victory for us.
What are our other future intentions? Are we going to continue working on this mod?
Of course our work is NOT finished. We will keep doing our best to fix the game and provide as many bugfixes as possible. However, time is rare and we have limited access to game features in the editor, so we have almost reached our borders.
In collaboration with external programmers, our current biggest goal is to reach improved AI (but no promises can be made on this field). Any person who could do that would be very appreciated.
At the current time, we’re glad we’ve reached major improvements in two key areas: creature abilities and hero specializations. Maybe we would like to expand our collaboration with AC mod to add some new creatures in the future.
Does this mod also work in multiplayer? What about AI & MP connectivity issues?
This mod is developed primarily for singleplayer and hotseat. However, if all players have the mod installed, it should work in multiplayer, too.
We don’t have any experts who would be able to fix the AI behaviour and/or scripts. Anyone with programming skills would be really appreciated to join!
We cannot fix the technical issues either, problems such as crashes or connectivity issues are beyond our possibilities and must be solved with the help of Ubisoft support. In other words, we cannot make any direct Multiplayer fixes like sync or stability improvements!
What about the current and future compatibility with other mods? Can I use this mod for my own mod?
As usually, mods developed by different authors are not usually compatible with each other. This mod is a small exception as it already uses some of the small mods created by different authors worldwide (see below). As for other mods not mentioned here, the easiest way how to recognize if they can work together is if they have some common files they change. If not, they should probably work together without troubles.
In a distant future, if some massive modifications for this game appear, we would like them to include our bugfixes of course, as what’s plenty of content good for it the game itself doesn’t work properly. However, it might not be possible in some cases and it will always depend on a deal between us and the mod authors, if at least one side agrees to spend their time on putting the mods together.
At the current time, the only confirmed mod we know for sure that we will try to ensure compatibility with, is the unoffical expansion mod Wryn Umbramancer (see Wpu.worldofheroes.cz/indexEN.html for more details).
There is also a Polish mod with Alternative Creatures also integrating some older versions of UCP.
Generally, anyone who wishes so can use this modification to include it into his own piece of work. Nevertheless, we recommend mentioning that this mod is included in it in such case, in order not to confuse the players.
Why can’t you make more releases (even if smaller ones) more often?
There is only one answer: time. At the moment, only one person does all the work, with occasional help of testers. Tests, release texts, uploading… all that takes time which is precious.
The mod is not working as it should, what can I do?
Try the following steps:
– check if your game is up to date (game menu>lower right corner>game version – should be 2.21)
– check if you have no other mods installed
– check if your game files are not corrupted (you can use the automatic verification of files in uplay)
– check if your game installation is newer than the mod release date. If so, then you have to either use the second mod path mentioned above or manually change the “last change” parameter of all the mod files to a newer date (since the game automatically uses the newer files).
If the problems still persist, you can contact us and we will try to help you. It’s possible that other players may suffer from the same problem.
If you have any question about the game (not the mod), its mechanics, modding or anything else, please, check this thread first: Important Tips and Tricks (H7)
Authors / Contributors
Main author, coordinator & bugfixer: Antalyan
Beta testing team: Antonio des Santes, Cruiser, Fangovich, Jetfire, L0rdw00t, Normand, Putin, Starry Might, Thea Elyra (+ Cjlee) + the whole community π
New icons: Antalyan & Blondwave (based on M&M:H6 icons)
2.21 Bugfix: Kknd21q
Bugfix/Buglist Mod contributors: Antalyan, China-king, Uziel
Balance Mod (only a part from the mod has been used): Romansen
New Duel Heroes for Duels: Libertad
Technical Assistance & Modding Guides: Lord Graa
Czech & English Localization: Antalyan
Russian Localization: Elapso & Silent
German Localization: Gabranth & Rhein-Fire-66
Polish Localization: Abbes & Andruids
French Localization: Vildark
Spanish Localization: VniceDreams
Chinese Localization: Shu Xin
Should you have any questions, don’t hesitate to contact us. You can discuss below the article, set us a PM (Antalyan) or write an email: antalyan@seznam.cz
You can also find us on different Heroes forums.
Localization Guide
How to translate the mod to your own language:
Follow the instructions in this separate article.
Your Help
If you have installed the latest mod version and you have found any bug, please, report it in the comments.
We are also still looking for new members of out internal testing team. People involved have access to the latest mod versions and test their function and report bugs. If you can join us, just send us your Trello account name (this is a free platform we use for communication).
We have already spent many hundreds of hours working on the mod (considering most of the work has been done by one person, it truly is a lot of time) for free. Every single bug can take many hours (identification, attempts to fix it, testing). Without access to many H7 functions, we still managed to do a lot of fixes developers should have done but didn’t (being paid for that, unlike us).
If you want to support us and support our effort in an additional way, you can use the account with IBAN CZ32 2250 0000 0001 0218 1893.
List of Changes / Mod Content 1.2
This readme includes all changes made by UCP mod.
The latest release 1.2 with all these changes in available here.
Original Game Bugs Fixed by this Mod
All the bugs above should be fixed in this mod release. The numbers refer to bugs in the community buglist for better orientation. If any one the bugs below still persists in the game, please, let us know in the comments.
01. Shadow Image spell: Wrong number of creatures (usually less) is summoned if the hero Dark magic Master III (doesn’t scale with hero magic then)
02. Basilisk Rider tooltip: Predefined retaliation tooltip for small units should say “no” but says “yes” (the retaliation tooltip mechanics does not take into account this unit’s special ability).
04. Air magic Grandmaster: sometimes doing damage to random enemy units on the battlefield (when there are no adjacent units to the target). This happens usually when the unit changed its position at the end of its last turn.
06. Pretorian: The Pretorian sometimes shields random units on the map that are not adjacent to it.
07. Justicar: Justicar’s “Opportunity Retaliation” ability sometimes does not activate. In fact, it activates hardly ever.
09. Light magic spell Martyr: Martyr (light magic t4 spell) deactivates when any unit dies, including the enemy. Additionally, it doesn’t redirect damage done by special abilities.
11. Unlimited retaliation: – If any unit with “unlimited retaliation” ability (- e.g. direwolf) uses “defend” and the hero has “preemptive strike”, the unit retaliates twice before the attack and once more after the attack – so there are 3 retaliations instead of one.
12. Coordination skill: Many bugs causing coordination malfunction.
a. several units abilities do always trigger coordination, independent on if the creature retaliates or not (known: life drain, corroding venom)
b. if the enemy unit has preemptive strike (either from skill or as an ability), the game does not recognise it was a retaliation (as it triggered before, not after the attack), so your units always attack them 2x.
c. minotaur always triggers retaliation on its moral turn (as well as some other units)
d. coordination ability text seem to spawn on a random basis.
e. coordination does not trigger against incapacitated and confused creatures
f. several activated abilities trigger coordination: feral charge, crippling sting, ink spray
g. conditions for coordination activation for AI are diffferent to the ones for the player (AI activates more often)
15. Silverback: Its “Feral Charge” ability does not work against minotaurs and against units under “preemptive strike”. They do retaliate.
16. Hathor has wrong hero specialisation in heropedia (to be fixed in heropedia, does not corespond with his actual specialization in the game).
17. Ancient Treant’s “Entagled” effect applies when performing ranged attack too. What is worse, it is never removed, even not when the treant dies.
18. Ancient Treant does not retaliate due to the Entangled ability
19. Broken tooltips: fortress fortifications (wrong unit in town guard), artillery barrage, opportunity attack…
21. Oak Dryad: Oak dryad’s defense buff for adjacent creatures sometimes stops working.
23. Area effects of positive spells (for example regeneration, stoneskin) sometimes stop working after 1 or 2 turns and do not last all 3 turns (randomly disappearing buffs from friendly creatures)!
26. Lizardman’s Scatter Shot gives attack bonus instead of -50% penalty.
27. Fire bird’s “Aura of Fire” works in strange modified way: instead of water magic immunity, it provides earth magic immunity. And instead of working for allies only, it works for all surrounding creatures including your enemy!
28. Soul conflagration (new Tier 4 Prime magic spell) deals much less damage than it should when the hero has prime magic grandmaster ability Clarity. A suspicion that it is always casted with -20 magic even during the first cast then.
29. Gathering Storm (Air Magic novice perk) does not work for air spells with direct damage, and so the calculation tooltip for this spell is different from damage it actually does.
31. The ability “Soul Fire” of Valkyrie and Dis gets removed from a unit if the unit remains adjacent to valkyrie/dis for more than several turns.
32. If a hero has Master of Earth III perk, the Frost Bolt spell deals twice as much damage.
33. Erratic storm has no spell description when cast by scroll.
35. When kraken attacks in melee, the tooltip of caused damaged randomly increases several times (and decreases again), also the damage which is actually dealt by it, is strange. It is possible its active ability modified damage somehow changes the ordinary damage even when it’s not activated. Additionally, its Inkspray ability cannot be activated at all.
41. Death strike causing 300% increased damage instead of 200%
46. Shantiri Titan cannot be displayed in Heropedia
47. Ancient Treant attacks twice in melee
48. Wrong luck application on Red & Ardent Dragon
49. Fire Breath can be cast on friendly units, which causes wrong damage tooltips & attacks.
50. Einherjar’s hammer range attack not applying attack stat
51. Manticore’s sting not applying attack stat
52. Poison and agony working on undead
53. Some nova skills can be used only once per battle; another always
55. Kari’s Fire Heart specialization doesn’t work for Fire Sentry
56. Centaur’s and Centaur Marauder’s Maneuver ability causes that if this unit is attacked before its turn, it loses its turn or it cannot attack during it.
59. Resurrection abilities sometimes works on constructs. Elrath’s chosen doesn’t apply when the spell is cast through an artifact/scroll.
61. Lizardman’s Scattershot’s damage tooltip is unstable (changeable damage)
62. Shroud of Malassa deactivates not only when the unit attacks but also when it receives damage.
63. Hide (Shroud of Malassa) does not get applied after the first combat turn.
64. Siege: Moats trap a creature forever, making it immobile until the end of the whole combat once it steps in. Additionally, the moat sometimes does not get activated when a unit passes through it.
65. Siege: Academy units receive damage on a random basis even if they do not enter the moat
66: Siege: Fortress Moat is completely bugged: It does not interrupt movement. Its description is missing in town and its effect increasing Fire magic vulnerability does not disappear after one turn as intended.
67. Confusion does not surpress preemptive strike
68. Preemptive strike can be used against some activated abilities
69. Strike and return displays retaliation wrong (always “no” even when it should be “yes”). Moreover, the coordination restriction does not work for Strike and Return (always applies). Strike and return cannot be used if the unit is already adjacent to target (in any way) and can be used on moral turn.
73. Wrong Homeland icon on adventure map
74. AoC town effects apply wrong when a town changes its owner (either not aplied on a new owner or persists on the previous owner)
75. Runic Fortifications Gate is overwritten wrong on level 2 (as level 1)
78. Necropolis Moat “Weakness” Effect and Dungeon “Agony” Effect do not work although its tooltip displays.
80. Wrong Mark of Malassa icon on the adventure map.
83. Wrong Sweeping Bash Icon used (the same as Sweep)
84. Martyr provided by a rune forge artifact doesn’t work.
85. Lamasu’s Aura of Pestilence works on troglodyts (and probably also other unit with earth immunity)
88. Faceless’ buff disappears when the buffed unit attacks and kills enemy instead of when it’s attacked.
89. Academy Hero Ajit does not have a siege weapon at all. (missing completely)
90. Erling’s specialization should increase runes’ effect from 3×3 to 5×5. It works correctly with their passive effects but their activated effects still work 3×3.
91. Poisoned Blades work on dark elemental and other units with darkness immunity.
92. Entangling roots do not apply when the creature retaliates.
93. Entangle spell does not work on teleporting units.
94. Aura effects (Legionnaire, justicarβ¦) do not work correctly after the spell teleport is cast on a unit.
95. Familiar Terrain perk gives 50% bonus instead of 20%
96. Mark of Nature & Entagling roots do not work on Cthonians and Earth Elementals
97. Chosen of Light not working on Martyr
98. Estates does not remove on hero’s death
99. Artefact sets provide set bonuses even after unequip
100. Archlich’s effect does not work if the primary target is killed by this attack
101. Tower of Necromancy provides no bonus to Ghost Ride
102. Damage tooltip for warfares is incorrect when the hero has mastery in this skill
103. Namtaru warfare hits surrouding creatures twice
104. Shielding gets removed if there are more legionnaires and one of them leaves
105. Shadow cloak doesn’t trigger if hit non primarily by an area attack like dark hydra or rakasha (if hit by other attacks than usual damage) but it’s lost.
107. Naadir’s specialization: The ghost stacks only grow as long as they don’t strike the final blow.
108. Aura of Cleansing’s visual effect displays wrong
109. Some special attacks trigger against creatures with its immunity
110. Stranglehold does not disappear when the caster dies
111. Shantiri Titan’s rooting bonus critical effect does not work
112. Faceless’s shadow cloak disappears with no effect after the creature is attacked by a hero
113. The balance rune does not work when the enemy attacks with an unrequited attack/special attack
114. Ghost Ride does not take into account No Rest For The Wicked (no ghosts are revived after killing undead)
119. Fire Beath damage effect persists on creatures even after the field disappears
120. Broken cheating console for Metamagic command
121. Some of the negative effects do not get removed when intended
122. Cloak of Death does not get removed when a creature is attacked
123. Tower of Necromancy buffs sometimes stack on heroes
124. The lightning scroll can affect black dragons which are magic immune
125. Sylanna Bounty buff sometimes disappears
127. Rune Priest has no unique Critical Animation
128. Sting: Earth immunity applies
129. AI uses Lightning Bolt too much
+ dozens of localization issues and incorrect or misleading descriptions in particular languages
There might be some unrecorded minor fixes included.
Changes on Creaturesβ Abilities
There have been numerous complaints about lack of creature diversity in the game, so we have added over 20 brand new abilities for creatures. If you dislike any of the new abilities, see Mod information to read how simple it is to get rid of them.
HAVEN
– Holy Blades (Sentinel, Legionnaire): All undead and demons adjacent to the target of the creature’s melee attack (not retaliation) take X% of the damage dealt as light damage
– Blessed Arrows (Crossbowman, Marksman): On moral turns, the creature’s ranged attack ignores the target unit’s Defence.
– Lone Wolf (Landsknecht, Swordmaster): +10 Initiative and +2 Movement when the creature has no adjacent allies.
– Griffin Resolve (Imperial Griffin): The creature gets +1 Attack for 3 turns whenever it attacks or retaliates.
ACADEMY
– Offensive Formation (Sandstone Golem): The creature is switched into its offensive form: +10 Attack and +2 Movement but its Defence is set to 0.
– Defensive Formation (Sandstone Golem): The creature is switched into its defensive form: +10 Defence and +10 Hitpoints but its Movement is set to 0.
– Stunning Blow (Obsidian Gargoyle): Each of the creature’s attacks has a x% chance to decrease target’s Initiative to 10
– Magical Shot (Apprentice, Disciple): The creature shoots at ALL units in a line, dealing damage by random magic school.
– Magic Catalyst does not involve Prime magic spell any more (Implosion balancing)
NECROPOLIS
– Incorporeal (Ghost, Banshee): Any attack against the creature has a 15% chance to fail.
– Contagion (Plague Lamasu): The creature’s Aura of Pestilence becomes contagious, spreading from infected targets to adjacent enemies at the start of their turn.
– Lamasu receives Aura of Pestilence
– Vampire Lord receives No Retaliation
STRONGHOLD
– Barbarian Anger (Crusher): Enemy creatures attacking the creature become targets of this creature’s anger. All attacks of creatures with this ability against these marked creatures will be critical for 3 turns.
– Wyvern’s regeneration improved to resurrect (still heals the same number of HP, though)
– Brute receives Unfettered
SYLVAN
– Cursed Blossom (Sprite): Enemy creatures attacking the creature in melee get -25 Luck until end of their next turn.
– Gift of Life effect (Oak Dryad) improved: In addition, all friendly healing effects copy to this creature as well.
DUNGEON
– Shadow Armour (Stalker, Tracker): Whenever this creature becomes shrouded, it receives a shield, absorbing 5 damage per each hero level.
– Solid Like A Stone (Chthonian): Whenever the creature receives damage, it gets +5 Defence until its next turn.
– Strider & Soulless receive Vigilance
FORTRESS
– Defender receives Dwarven Shieldwall
– Shieldguard receives Defensive
– Kobold Scout receives Nimble
– Flaming Arrows (Kobold Pathfinder): Large creatures hit by the creature’s ranged attack will be burned. Burning deals Fire damage to the creature at the start of its turn for 3 turns.
– Rhinoceros Skin (Lava Elemental, Magma Elemental): +2 Defense for every tile crossed until the creature’s next turn.
– Ardent Aura (Ardent Dragon): Adjacent enemies are vulnerable to fire (instead of broken Fire Trail)
NEUTRAL
– Child of the Darkness (Shadow Panther): The creature can walk through any other creature and it deals Dark damage for every single creature in the stack when passing through an enemy creature.
– Explosion (Fire Elemental): Whenever the creature receives damage, an explosion deals 1 Fire damage to all adjacent enemy creatures.
– Wind Shield (Air Elemental): The creature is immune against first damage received in each combat.
– Aura of Renewal (Earth Elemental): The creature and all neighbouring friendly creatures regenerate 3 Health at the start of this creature’s turn. (Not affected: Undead and Constructs)
– Ice Prison (Water Elemental): This creature’s ranged attack has a 30% chance to imprison target creature. Imprisoned creature cannot act and is treated as if not present until the start of the next combat round.
– Touch of Light (Light Elemental): Removes all negative magic effects from the target friendly creature and fully regenerates its Health.
– Shadow of Death (Dark Elemental): Hit creatures receive -10% HP for 3 turns (is not stackable).
– Siren Song (Mermaid): Enemy creatures attacking the creature become charmed until the end of their next turn. The creature is immune against damage done by charmed creatures.
– Shield Protection (Black Guard): This creature and surrounding friendly creatures are covered against ranged attacks. Replaces Defensive.
– Creatures hit by Splash ability (Mermaid) also suffer from reduced Initiative and Movement until the end of their next turn.
– No Melee Penalty information (Titan, Ancient Treant, Rune Priest, Rune Patriarch)
Changes on Heroes
Similarly to creature abilities, hero specilizations have been criticised a lot. Most of them provided more likely a starting bonus for heroes than a unique benefit. That is why they have been completely redesigned, also dozens of further changes have been implemented with the only aim: to improve your game experience.
- added 4 new duel heroes for each faction for more duel possibilities
- added almost all story heroes to skirmish
- no more privileged heroes
- added brand new heroes: each faction should have two heroes of each faction class available in campaign & story mod and three heroes per class in skirmish mod
- changed classes of heroes: Dagar: Sherif, Lucretia: Archon, Naadir: Embalmer, Lasir: Ranger, Ivor: Avenger, Fasolt: Jarl, Aslaug: Thane
- fixed order of duel heroes: might and offensive first
- slightly changed prices to hire a hero
- changed starting skills & spells of some heroes to offer more diversity within the same faction
- unified starting skills & spells & classes between skirmish and story mod: the same hero should have the same properties everywhere
- several specializations reassigned to different heroes they fit more, also campaign heroes should have more interesting ones now
- all spell specializatons get additional bonus on master rank
- all specializations improving stats (including magic bonuses) have been improved to scale by hero level
- specializations granting starting skills have an additional perk improvement effect (see below)
- over 40 new specializations have been added, so that each playable hero has a different one (see below)
List of new specializations and their effects:
HAVEN
– Amilcar -> perk bonus -> can deploy stacks in 4 rows
– Ella -> new -> each creature will be resurrected after its death with X% of original size
– Orna -> new -> bonus for angels
– Krysztoff -> new -> friendly creatures deal max damage when affected by light spell
– Seamus -> new -> fire ball master (bonus on cast)
– Willehelm -> new -> friendly shooters get purge effect
– Ivan -> new -> bonus for friendly creatures when enemy stack dies
– Thomas -> new -> no penalty for Feral Charge
– Ymoril -> change & perk bonus -> original spec (Architect) from Menan, bonus gold discount
– Edric -> change -> original spec (Justicar Captain) from Ymoril
ACADEMY
– Hisham -> new -> move cost bonus per level
– Yasir -> new -> starts with non-exchangeable artefacts
– Myrim -> new -> different magic bonus each day
– Johari -> perk bonus -> additional health for warfare
– Maahir -> new -> each spell increases Metamagic by +2 /instead of +1
– Aali -> perk bonus -> enlightenment value increased
– Masfar -> new -> no negative effects of Offensive & Defensive Formation for Sandstone Golems
– Ajit -> new -> resources on combat won
– Dagar -> new -> starts with Frenzy, lower mana cost for this spell & improved power
NECROPOLIS
– Naadir -> change -> original spec from Charna
– Adar Malik -> new -> firestorm at the beginning of combat
– Lucretia -> new -> weaker lifedrain for all creatures in hero’s army
– Charna -> change -> original spec from Naadir
– Kaspar -> new -> adds spell to resurrect dead
– Saahir -> new -> starts with Dispel on 4×4 area
– Giovanni -> change -> original spec from Ludmilla
– Haffayad -> new -> necromancy boost
– Ludmilla -> change -> original spec from Lucretia
– Merikh -> new -> no luck for enemy creatures
– Scatha -> new -> light immunity
STRONGHOLD
– Kibwe -> new -> no decrease of bloodrage on wait or defend
– Ruqav -> new -> Dreamwalker warfare on max level
– Ishi -> new -> starts with Stone Skin, cast on friendly melee at the beginning of each combat
– Mokka -> new -> bonus for creatures without adjacent friends
– Anga -> new -> starts with Storm Arrows, cast on friendly ranged at the beginning of each combat
– Arril -> new -> air elementals deal damage to adjacent enemies
– Kente -> perk bonus -> additional health
– Andras -> perk bonus -> ovewhelm bonus 50%
– Imani -> new -> creature bonus if it does not attack in combat round
– Bilashi -> new -> AoC defence bonus
SYLVAN
– Aeris -> new -> bonus for druids
– Agathin -> perk bonus -> +2 base damage
– Grumthor -> new -> starts with Earthquake, does not affect friendly creatures
– Adowyn -> new -> starts with heal & heal sister, bonus for heal
– Ciele -> change & perk bonus -> better navigation
– Lasir -> perk bonus -> additional morale bonus for armies with mixed factions
– Challianna -> perk bonus -> more creatures in town guard
– Jenova -> new -> bonus income if Blind Maiden buff is owned
– Ossir -> perk bonus -> more gold from chests
DUNGEON
– Himiko -> new -> increased Medusae production
– Sinitar -> perk bonus -> +30 mana after combat
– Yrbeth -> new -> meditation ability to restore mana
– Menan -> new -> discounts for artifact purchases in the town
– Malwen -> change -> original Slyn spec
– Vayaron -> change -> original Giovanni spec
– Yeshtar -> change -> original Vayaron spec
– Slyn -> new -> Incorporeal ability for shrouded creatures
– Jorgen -> new -> 2 more targets plundered
– Ranleth -> new -> first enemy attacker in each combat round receives debuff
– Sylsai -> new -> shadow lurker bonus
FORTRESS
– Roek -> new -> min dmg in AOC for some enemies
– Geisli -> perk bonus -> two bonuses from traveller’s luck
– Gerdi -> new -> +2 movement in first combat round
– Tolghar -> new -> bonus for melee creatures before they move
Changed Mechanics & Improvements
We changed certain abilities to avoid bugs (as we found no solution how to fix them):
08. Plague Lamasu: Lamasu’s Aura of pestilence does not work in certain occasions (=sometimes). Especially it does not work after you use teleport to move plague lamasu to enemy units. It could be connected with the entry used for the ability – activates when the creature enters cell.
CHANGE: Aura of Pestilence now applies at the end of each combat round.
13. Spectral Dragon: Its Flaying Breath ability often shows “0 killed” on the tooltip. In certain camera angles, instead of number of units which should be killed by dragon attack (tooltip), “0” displays. The problem usually appears when there are more units to be hit by the dragon.
CHANGE: Changed ability function: unit now deals damage during retaliation to not only the attacker but also to all creatures adjacent to it
14. Spectral Dragon: Soul Reaver ability does gain no mana when activated
CHANGE: It did not make much sense together with the Soulflaying Breath. Changed ability function: Your hero receives 1 Mana for each adjacent living enemy creature at the beginning of this creature’s each turn
22. Treant + Ancient treant: Living shelter ability works in a very strange way when you activate it: sometimes it works correctly and stopps enemies. Sometimes it stopps them but they get additional turn, so it’s useless. And sometimes it does not get activated at all! Additionally, it persists on cells even after the Treant moves.
CHANGE: Instead of interrupting movement, Living Shelter now redirects damage done to adjacent units to the owner of the ability.
30. Earth Elemental is not immune to Earth Magic spell “Wasp Swarm” (it deals might damage which is strange)
CHANGE: Wasp Swarm damage changed to Earth (magic school)
36. The Fire Trail ability does not work: It gets randomly activating and disactivating, and when attacking the enemy, it does not even display correct tooltip for hitting multiple enemies when it is on.
CHANGE: This ability makes no sense for a flaying creature. It has been temporarily removed from the game. Red Dragon received the Fire Breath ability and the Ardent Dragon received a brand new ability.
40. Some Artifact set bonuses remain active even if you unequip them
CHANGE: Most of the set bonuses have been fixed, the rest has been replaced.
Affected sets
– Assassin’s set:
- 2 parts of the set: -1 to Health of enemy creatures.
- 4 parts of the set: +3 to Might; +5 to Destiny
- 6 parts of the set: +5 to Initiative of allied creatures, -1 to basic damage of enemy creatures.
– Great Lichβs set:
- 2 parts of the set: -5 to Initiative for enemy ranged shooting creatures.
- 4 parts of the set: +5 to Magic.
- 6 parts of the set: +3 to Magic, -10 to Morale of enemy creatures.
– Rangerβs set:
- 2 parts of the set: +5 to Initiative of allied creatures
- 4 parts of the set: +5 to Might; +4 to Movement of the hero.
- 6 parts of the set: +6 to Spirit; +1 to base damage of allied ranged creatures.
44. Rune traps make a grid tile unwalkable; AI always avoids the traps.
71. Runic Fortifications don’t work at all(as for the traps)
CHANGE: As we cannot change the archetype of obstacle, the function of rune traps has been changed: There is a chance to cast a rune trap on an enemy creature and reduce thus their Movement to 0 until the end of the combat round at the beginning of each enemy creature’s turn during each combat in the area of control of this town.
70. Wrong damage calculation with all Breath Abilities (Dragons) caused by Flanking (deals less damage than the tooltip shows)
CHANGE: Flanking Effect has been removed from that abilities
79. Master Cabir: Soldering Hands: This ability only works on creatures which are not adjacent to cabir but which are in cabirΒ΄s range. Moreover, the resurrection tooltip displaying sometimes disappears
CHANGE: Soldering Hands can be used more times per combat. Soldering Hands now works only on adjacent creatures.
86. Lightning Bolt deals the main damage also to adjacent targets (instead of reduced damage). Additionally, the shocked effect is applied on adjacent creatures, too.
CHANGE: Damage dealt to main target is the same as to adjacent creatures
115. Heal spell displays nonsensical healing power when also dealing damage to undead
CHANGE: This spell deals no longer damage to undead
117. Life Drain doesn’t heal the correct amount of damage on area attacks
CHANGE: It sucks damage only from the primary target.
118. Aura of balance removes all buffs from all creatures in the area
CHANGE: Improved tooltip to inform about its real function
126. Shadow of Dread causes game crash together with Necromancy (GUI after-combat windows sequence not solved)
CHANGE: This ability blocks necromancy during the combat.
We implemented some additional changes and improvements we hope you will like:
I. Banned magic schools (If you dislike this change, see Mod information to read how simple it is to get rid of them.)
- Added forbidden schools for other factions (balance reasons) – only for classic skilling:
(Stronghold – Prime, Sylvan – Fire)
- Changed magic school of Town Portal and Reveal Treasure to Air (because of prime magic being forbidden for Stronghold)
II. Improved some visual effects to be more visible
III. Improved tooltips of certain abilities (missing information about activation limited to once per combat) and other stuff (including player tips)
IV. Added Heropedia information about rare resources needed to hire a creature (to make the champion choice more comfortable for the player)
V. Morale and Luck caps increased to 75 everywhere (not only Skirmish)
VI. Champions have now the same stats both in Campaign and Skirmish (it was really confusing before) and hiring them cost the same number of resources
VII. All buildings now cost the same and the town halls levels provide the same amount of gold both in Campaign and Skirmish
VIII. Improved adventure & combat camera zoom & rotation
IX. Increased difficulty (AI creature growth & resources)
Alternative Solution
Some things cannot be fixed. However, there is a way how to deal with them:
24. Disappearing hero skills in campaigns: After you finish a campaign mission with random skilling, when you start the next mission, your hero forgets some skills! Some of them only disappear in skillwheel but still still work in combat, some of them completely disappear and their effects too.
SOLUTION: In Important tips thread (Steam), there’s mentioned how to avoid this bug in order to be able to play random skilling without any restrictions as intended.
76. Destroying any building in the town causes all AoC buildings don’t work any more.
SOLUTION: Another building must be built in the town and the hero must re-enter the Area of control on some occasions
87. The last Sephinroth’s scenario dialogue is skipped by the game, so the player cannot read it.
SOLUTION: You can read the end of the scenario here: (HC)
|
Hi Antalyan,
How can I get full authority of modification on UPK files?
I want to work on these bugs and balancing but I can only change some of the item Properties in Content Browser but not all of them.
Please advise. Tks.
Hi JZ,
Basically, you need to save the content of the packages which are cooked (=with options that cannot be changed) again, save them as separate packages and then replace the original package once you do the changes.
I add the more detailed description how to work with the files below. It can seem quite long but it’s not difficult at all in fact π
If you need anything else, let me know below.
HOW TO WORK WITH H7 EDITOR FILES
1) Open the map editor
2) Switch to the Unreal editor (the icon on the right position on the bar)
3) Open the Content Browser /light bulb icon/
4) In the bottom left corner, you see the packages. When launching the editor, you should always right click the “MMH7Game” folder first and choose “Fully load” if you want to see all the files.
5) Choose the upk file you need to open in the structure tree (for example: Editor/Templates/CreatureAbilities/H7CrAbilitiesSpecial
Then right click the archetype to edit (for example A_AcidBreath):
a) If the upk file is uncooked (lighter background of the properties, as the example with H7CrAbilitiesSpecial above): you can do any changes directly to the file, like changing the properties, ticking the frames etc. After you do any changes, you only need to right click the package /the structure above, in this example H7CrAbilitiesSpecial if you changed A_Acidbreath/, and choose Save. Then the game should start using it.
b) If the upk file is cooked (darker background, for example: Editor/Templates/Skills/MagicSkills/H7SkillAirMagic), it won’t let you do any change directly. In such case, you need to choose all the archetypes in the file (check that it’s fully loaded), the easiest way to do so is CTRL+A. Then right click one of the archetypes and choose “Create a copy”. Don’t change any properties, only the name of the package to any name which does not exist yet in the game. All the archetypes will be copied to the new package which is created automatically as soon as you type its name.
Then, choose “OK to ALL” and save the new package by the right click. It should be saved to the “EditorWorkspace” folder you can open it from (the open package icon). Now you can do all the changes to the file. After you change everything you needed, save the package again. Once you exit the editor, replace the game files, usually located in MMH7Game/CookedPC (the same way you used for the package while finding it) with the package you created.
IMPORTANT: If the package consists of more sub-packages, for example the H7CampaignHeroes.upk can consist of more sub-packages according to heroes’s factions, then you need to save the content of each sub-package separately (but to one your own package). It means you cannot select all of them at once. It’s because they have their own special path (for example H7CampaignHeroes/haven).
Hi Antalyan,
Thank you very much for all your helps and tips!
There is still one problem when I tried to save my copy of original package. It shows that ‘Can’t save….Graph is linked to external private object. Try to find the chain of references to that object’ and prevent me to continue. This happened in may packages but hard to identify which archetype. Suspect more than one archetypes. Any solutions?
I had a deep look into this games these days and found that MMH7 is truly one of the best PC games so far. It is a pity this is the last version.
I do have some thoughts about the bugs and balancing issue but I am not a professional programmer so I would like to share some of my opinions trying to help.
1. Retaliation
In this game, retaliation skill adds a retaliation buff to creature after it retaliates. But every creature has a retaliation charges in its stats. If this charge has already limited the times of retaliation, this buff seems useless here unless we just want to show this creature ‘has retaliated’ status in the combat……. We also need to set this charge to at least 99 if we want a creature unlimited retaliates.
The buff we need is actually called ‘haspreemptivestrikedbuff’ after creature preemptive strikes WHEN this creature has unlimited retaliations skill. This buff tell the creature does not retaliate after attacked if it has retaliated before attack to the same attacker. And also without retaliation buff the creature with both preemptive strike and unlimited retaliation skill should be able to preemptive strike unlimited time. (as I think it should be by looking at the descriptions)
No Retaliation (long range and other possible retaliation prevention skill) adds a suppress ability buff to target at the moment but I am afraid it may not cover all conditions when things becomes complicated. I would rather make this skill as a ‘tag’. That means whenever a creature wants retaliates, just check if the target has ‘noretaliation’ or ‘longrange’ first.
Opportunity retaliation, one of the best design I believe in this games, but still has a issue when combined with preemptive strike buff like: when should this strike be triggered under preemptive strike buff? Before enemy attacks friends or after?
Regarding to the skills that add another existing skill in it such as Defensive, diving attack, feral charge, long rage, mighty pounce, I am wondering if it is simpler to just add existing custom ability into effect list rather than re-programme again.
Cleave(lightning reflexes) need to add independent codes when defender has unlimited retaliation/cleave + preemptive strike. defender is
without preemptive it should be attack + retaliate + attack + retaliate
with preemptive should be retaliate + attack + retaliate + attack
And apparently there is a conflict here when Air knowledge III is learned. Magic and might skills need a pre-defined priority >_<.
2. incapacitated
Seems no skills can resist this effect. What about make blind to immune incapacitated as there is no skill causes blinding anyway. π
3. sweep/sweeping bash/six headed/Whirling Death
how about set up angle to 120/90/270/360 to make them more useful
4. magic immunity/resistance/vulnerability and related skills
These skills are currently too weak that makes magic skills overwhelming might skills on damage. Suggest:
Immunity: Spell 0 Default 0.25
Resistance: Spell 0.5 Default 0.75
Vulnerability: Spell 1.25 Default 1.5
Undead is immune to poison, resistant to dark but take 1.5 or even 2 times of light damage.
Suggest each faction has one magic champion and one might champion that magic champion has immunity to faction-like magic and vulnerability to opposite magic. Might champion doesn't have such kind of skills.
And what about non-champion creatures only have resistance but not immunity.
5. Resurrection/soldering hands
Suggest each Celestial can resurrect 4 Cuirassiers. (~500)
Suggest 2 Cabir masters can repair 1 Sandstone Golem. (~20)
6. Piercing Shot
Disciple need Prime shot.
Is that too bug if piercing shot ignore friendly units like Leaf Daggers? need more test.
7. Colossus/Titan
Suggest to add unlimited retaliation to Colossus and ranged retaliation to Titan to make them more useful.
8. A_No_Meele_Penalty
Not sure why we add this as it is totally useless, mess up Heopedia and has spelling error. π
9. Entangling Roots
Suggest to replace this skill with Rooting.
10. Morale
From statistic point of view it makes sense to cap morale (or Luck) to 50 as half chance to trigger. The problem is morale effects vary too much in numbers. I am thinking if it is better to add 5 morale to all army for 1 turn when kill enemy stack (they are doing nothing but just looking…..), extra 5 moral to killer for 2 turn (killer has +10 this turn and +5 next turn) and reduce 10 morale to friendly killed.
TBD.
Hey, thank you so much for your great work!
I really want to enjoy this game in MP with my friends, but almost every time we try to fight PVP, same bug appears: my opponent is waiting for me to turn and iΒ΄m waiting for him. ItΒ΄s so annoying, cause due your balance the game is very enjoyable now.
Hi JZ,
Unfortunately, I haven’t found any solution for the problem you describe. Sometimes it helps to save the archetypes which cause problems one by one, but it doesn’t always help.
Your retaliation description is a really good summary how it works. I’m not a programmer either, so I can’t say if it would be possible or not – but from my point of view it makes sense, what you say.
You have also proposed several interesting changes. Nevertheless, as the majority of them are more likely balance issues than bugfixes, I recommend you to share them for example with Moritzbradtke as they could be useful for his balance mod: http://www.hommdb.com/mods/heroes7/h7-improved/
If you manage to fix any of the bugs, please, don’t forget to share your work with us.
Total noob question here. How do I install this mod? I just realized that there are mods for Heroes 7 today.
Hey! Congratulations for your job! But may I ask U something β is it work on Heroes 7: Trial by fire?
To everyone working on the bug list, thankyou. I wanted so badly for this game to be great. Is beyond disappointing for it to be left in the state it is
@djak
The only thing you need to do is to download the file here and copy it to your game folder (usually C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Might and Magic Heroes VII\MMH7Game)
(Choose “Yes” for replacing files ofc.)
@borroborro3
Thanks π Yes, it is working on the latest version 2.21 of MMH7 and its add-on Trial by Fire (the game version is the same for the main game and its add-on, only the unlocked content differs).
@Dean
We are all really disappointed with the end of this game’s support and its state, that’s why we started our work on fixes. Unfortuantely, there’s still a lot to be done.
Therefore if you know about any people who might like to help (include yourself), you can try anytime in the editor.
I have no programming knowledge so all I can do is report some bugs.
There are two bugs that have been persistent over the numerous of single player and hot seat adventure games i’ve played.
Dark Nova doesn’t seem to work if you pick Anatasya as your starting hero
Ghost Conjurer (Naadir hero’s skill) doesn’t work. Ghost stacks don’t increase at all.
@Ploot
I will add these two bugs to the list.
However, no programming knowledge is needed to fix the majority of the bugs, all the work is usually to find out what exactly causes the bug in the properties. It can be, for example, that some option is not ticked or that wrong number was typed.
It’s only brain and time what is necessary π
Antalyan, dont you think its a good ideea to post this versions of bugs resolved mods in the STEAM WORKSHOP section on STEAM page of H7 ?…maybe some guys, maybe some Limbic team guys π see this and give us some help ? just saying :-/
@FaLL3N_!ghT
This mod has already its own topic in both MMH7 and TbF Steams discussions.
I don’t think I can upload it to the Steam workshop as I don’t own this game on Steam (I have only the Uplay version).
@Antalyan..sorry, my bad, not see it you in time on the STEAM MMH7 page…ok then..as for steam workshop, i think we can live without it for now..the important thing its to fix the bugs…
some thoughts and Points here:
1. indeed the tga files with new skill Pictures are pointless in this “bugfix” mod, 2. most if not all creature. upks are also pointless(why are they in the package?), These dont fix any of the Bugs mentioned but Change creature stats or abilities, 3. why is the the defense skill and prime Magic spells in the upk? i dont see any changes about These listed as well, defense upk is about the defense skill tree nothing else
i think the fireshot tga is prob necessary because it is linked to Special ability upk what is main file for most bug fixes here
harpy strike and return: says no retalation even tough there is
Oh guys, so many thanks for your work! That’s so unfair that game development was freazed before Limbic can release more bugfix patches.
Also about bug. In the latest version is the bug in campaigns/scenarios, when final textboxs skipping really fast and you just can’t read what does it contain. I mean, for example, in the “Rose’s kiss” when you win battle with gnome heroine, there will be textbox, but you can see it only for part of the second, because in the next moment game show you victory dialoque window and avtoskip that textbox (and in the other missions, as I can understood, is the same thing with the textboxes). Maybe you can fix that somehow?
Hello Hellica,
this problem is known (although not reported not the list) but the official maps are unfortunately “cooked” which means nobody gets into them to do any changes, including the ones changing the scripts triggering text boxes.
If you want to read the whole story of Sephinroth (or any other texts disappearing), you can read them in your localization game files, usually C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Might and Magic Heroes VII\MMH7Game\Localization\Maps
AI is absolutely clueless against mass effects spells. Please delete this spells from game or something.
Hi!
I think there is a bug with the squares on the battle grid :
https://img11.hostingpics.net/pics/944409grid.jpg
This square is not supposed to stay green, right? That stuff happens all the time.
(dark squares = future potential movement of my 8 archers)
@Blacksheep811
As probably stated somewhere above, AI behaviour cannot be modified or it would require special applications and programming skills.
The only solution I know about would be – as you say- to delete all the mass spells which would be a huge loss for the game.
@Septon
This issue looks quite interesting but unfortunately like AI behaviour, gui design & properties cannot be changed in the editor, either.
New Mod/Version Available, changed mod structure: read above
Awesome work !!! This is is way more polished than it got released and it’s glad to see the community still understands its potential.
Please check this… I don’t think the Duel heroes mod are in the package, I had to download the original one separately to get it shown.
@m8chor
Thank you very much!
Are you sure that you’ve downloaded the right file? I mean, did you download directly from this page or from moddb?
I think the new version of the file has not been approved by the sitemaster yet.
@antalyan
I downloaded from the “download mod” button on this page which linked me to DropBox: Bugfix_4.0.ZIP
@Antalyan
Oh! I know what I did wrong, bummer. Thanks!
If u use this mod can u play online with players not using this mod?
@Alexander
No, you cannot use any mod while the players you are playing with don’t use it, it’s the same as all players must have the same version of the game (as for the release version).
UPDATE: 4 language versions (Czech, English, German, Russian) are now available!
Hi Antalyan,
I have some questions regarding the installation:
Do I put the βCookedPCβ folder into the c:\Users\Username\Documents\My Games\Might & Magic Heroes VII\MMH7Game folder so it looks like this:
c:\Users\Username\Documents\My Games\Might & Magic Heroes VII\MMH7Game\CookedPC
or do I put the Data, Editor and Texture files in the MMH7Game folder.
Also, when I start the game, how do I confirm I installed correctly.
And where do i put the files from the localisation?
Thank you in advance
Hello everyone,
I have some questions regarding the installation:
Do I put the “CookedPC” folder into the c:\Users\Username\Documents\My Games\Might & Magic Heroes VII\MMH7Game folder so it looks like this:
c:\Users\Username\Documents\My Games\Might & Magic Heroes VII\MMH7Game\CookedPC
or do I put the Data, Editor and Texture files in the MMH7Game folder.
Also, when I start the game, how do I confirm I installed correctly.
And where do i put the files from the localisation?
Thank you in advance
Hi Julosch,
The first option you mention is correct (c:\Users\Username\Documents\My Games\Might & Magic Heroes VII\MMH7Game\CookedPC is the right path); Data, Editor and Textures folders are located inside CookedPC.
The easiest way to check if the mod is working is probably going to Extras – Heropedia, then choose Academy creatures and find Disciple/Apprentice. Its icon should be slightly changed and its description as well (in this way, you find out if both the localization and the mod have been installed successfully). If you are still not quite sure, go to the Duel starting menu. If the extended choice of heroes is available, then the mod is working.
The correct path for Localization is the same, so after the copying process, you should see c:\Users\Username\Documents\My Games\Might & Magic Heroes VII\MMH7Game\Localization (with the Content folder inside).
If you have further questions, don’t hesitate to ask.
Two bugs i found:
Drak HydraΒ΄s livedrain on multiattack calculated on target you primarily attacked. For Example if you attack a unit for 1000 damage and the unit next to it for 200 you still get 2*500 livedrain back.
Shadow cloak doesnt trigger if hit non primarily by an area attack like dark hydra or rakashan.
Hi, thanks for your report. I’m sorry for a late reply but those two bugs were extremely difficult to wipe out. They caused me endless nights but I believe I have finally sort them out π
I dont know if this works as intended, fire wall will always deals damage to targetet units immidiatly when the spell is cast and at the beginning at the turn of the unit standing in the area. So it will always proc twice making it better then the firespells of the higher tiers or am i mistaken??
Hi luke,
thanks for reports, I will try to investigate these issues.
Do you know where to find the AI scripts? I have some programming experience, and would mind having a go at them π
Such an effort would be extremely appreciated!
This topic could be helpful for you as it should include the scripts you need: http://heroescommunity.com/viewthread.php3?TID=43680
Thanks – I will take a look at it.
The AI has really annoyed me in Heroes7 – would be nice if there actually is something to do about it π
Exactly my thoughts (as well as many others’), I wish you a lot of luck… This was exactly why I started modding H7, the bugs really annoyed me and I knew they would never get fixed otherwise π I can manage various things like adding new abilities or heroes but I am absolutely clueless when it comes to AI & scripts.
I’ve been looking for somebody like you, willing to try to mod H7 AI, for months!
No promises though – It will take some time testing, before i can really get any results.
Don’t be worried, I don’t expect any miracles π I know it’s a long-time run, after all, I’ve been working on this mod for months and there is still a LOT to be done.
Any news about this discussion? ^^
Hello! I’m a long-time fan of this franchise, and yesterday, I bought “Heroes VII” on Steam (then-Weekly Deal), and I also downloaded this unofficial patch (which I’ve already known about for some time ^_^).
So far, so good! I’ll let you know if I encounter any definite weirdness while playing, though. Thank you so much for doing this, by the way!
Hello! You’re welcome, I’m glad you like the patch π Don’t forget to check this thread from time to team for future updates.
If you encounter anything, don’t hesitate to let me know although I can’t guarantee it will be fixed of course.
I definitely will om both counts. I’ve also subscribed to the comments for this. π
Me again. I’ve started a new game, and read this in the Heropedia about the Lizardman’s Scattershot:
“The creature attacks all units in target 3×3 area dealing %special1.va1 damage.”
Is this an instance of this…
“61. Lizardmanβs Scattershotβs damage tooltip is unstable (changeable damage)”
…or something else?
Thanks for your report, this is only a tooltip mistake which will be easy to be fixed. (nobody noticed that before)
You’re welcome! ^_^
I’m french.
Thanks to the team for continuing to improve the game!
Can we hope for improved artificial intelligence? Can we hope for the addition of a castle (do you know how to do it?)?
Thank you.
Hi Julien, you’re welcome!
Artifical Intelligence improvements depend on external people, if anyone succeeds in that. That is something I can’t do myself.
Technically, with some restrictions, it is possible to add a new faction. However, it’s unbelievably time-consuming and demanding work. Additionally, you need to have the creatures (meshes + animations), especially animations haven’t been solved yet.
There are some other projects which will add new factions:
– Elemental Faction/Conflux (http://www.forum.acidcave.net/topic.php?TID=2989)
– Xel faction (this project involves also brand new campaigns): http://wpu.worldofheroes.cz/indexEN.html
Hi, there is a problem when two Legionnaires are around a Justicar shielding her, once one Legionnaire leaves her, the Justicar lose protect of shielding( It should not). Not sure if it’s the same situation for other creature surrounding by two Legionnaires.
Thanks.
Hi, thanks for information, I will investigate.
Me again! ^_^ I’m currently playing The Dried Lands as the Academy and with a Magic-type superhero (Mirym…yes, I realize his Skill Set is more suited to at-home stuff, but hopefully saying who I’m playing as will be helpful info).
“25. AI is abolutely (sic) clueless against mass effects: its units remain in firewall, blizzard, poison cloud areas without any desire to get out of them.”
While this is usually the case, I’ve been noticing every now and then that enemy unit in a Blizzard can and does break out of it (they don’t necessarily have immunity to slowing and hindering effects, either).
“69. Strike and return displays retaliation wrong (always ‘no’ even when it should be ‘yes’).”
I think this might be happening despite the fix, because I’ve noticed this with that unit, but it wasn’t until I was looking through the list for the other stuff I’m reporting that I reconfirmed it.
Also, is it normal for a Lightning Burst on a unit to suddenly trigger and damage nearby friendly units? (I’ve noticed this happen to an enemy’s units in a battle today.)
Hope this helps. π
25. Sounds nice, it’s one of those rare reports I love: something works better than expected π
69. If you encounter it again, it would be really helpful if you could describe that situation to me. Maybe it could be wthat MrK. says below?
Lightning Burst: The buff should be present only until gets activated (which can take longer if the unit has no adjacent creatures at that moment), then it should deal damage once and disappear if I remember this spell correctly.
@Antalyan : Thanks! ^_^ (I’ll have to see if what I’ve noticed about Blizzard and the AI also applies to other AOE spells like that.)
I’ve noticed No. 69 on the Harpy/Fury. Is it working as intended in that case (I don’t think I’ve ever seen a retaliation against Strike and Return attacks against the Fury, at least), which, IIRC, actually mimics behavior from older games (e.g. “Heroes III’s” Harpy Hag”).
And finally, I’ve noticed the Lighting Burst trigger on enemy units who’ve had it cast on them when they Wait. I’ve noticed this happen when they’re in a Blizzard area thus far.
Anyway, I’ve noticed a couple more things, also:
(1) The tooltip for the button for building structures in the town screen suddenly became “[MIDHUD_BUILD] [1]” the other day, which I don’t recall seeing before.
(2) Trying to unload an entire caravan with the related button, only one of the troops actually unloaded, and the button didn’t work when I pressed it again a couple more times (though I could still manually drag and drop the other troops from them into my army). Do I have to have empty slots in my army to make it fully work (seems to me like identical troops should merge, though)?
And the tooltip for 69 is also OK?
I will check the Lightning Burst.
Thanks for two additional reports but those ones sound like so specific issues (every game has them) that I can do hardly anything with them.
Strike and Return is indeed okay. The Fury has No Retaliation (I checked), and when I summoned an Air Elemental with Summon Elemental during one of my fights, I noticed his Strike and Return correctly says if retaliation is possible, since he doesn’t have No Retaliation (no double negative intended).
I also did some tests with Fire Wall, and I noticed similar behavior to Blizzard: The enemy does break out of it every now and then (maybe more easily since it’s just a narrow strip of fire).
And it’s okay on the other two things if they can’t be helped. The tooltip for Building Structures in the town was correct in my most recent session earlier, so who knows on that one? Β―\(ββ‘β)/Β―
Hi there,
I encountered the following bug:
if a flying unit uses the wait action and is then attacked, it has no action at all when it comes to its wait turn. It can only attack an adjecent creature (move, wait, defend is not possible). If there is none left, the only alternative is to activate auto-combat.
Maybe you could look into it, thanks in advance.
And keep up the good work π
Hi, do you mean any specific unit (for example Harpy/Fury)?
Yes, specifically the Harpy/Fury.
Thanks for pointing that out,
reported and (hopefully) fixed.
Is it really fixed? I seem to have the same bug over and over again. Also sometimes in the deploy phase the harpies are stuck in the middle of the battlefield and aren’t possible to be deployed. Most bugged unit in the game so far.
@Bandaro
Only in the internal build which is planned to be released this month
Hello! It’s been a while since I last posted. Here are a couple more things that I can remember off the top of my head:
(1) Tooltip for the Spectral Dragon’s Soul Reaver has a quirk similar to the Scatter Shot: “The creature attacks target enemy unit and transfers %special Mana from the enemy hero to the friendly hero for each single creature killed.”
(2) I once cast Frenzy on an enemy neutral Rakshasa Raja, and he got stuck in it and was unable to do anything for the rest of the fight (I eventually killed him with my troops). Furthermore, mousing over the Frenzy icon after right-clicking him produced an empty tooltip. (This was playing as Dungeon, in case that helps.) All other times I used Frenzy, it didn’t do that. I’m trying to remember if he killed the ally troop near him outright, and if that’s the cause.
Hi again,
Which language version do you have? The Soul Reaver ability has been changed, so a completely different tooltip should display.
I hope the Frenzy issue was only one of those which appear in 1 of 1000 of cases or so π I haven’t been able to reproduce it at least.
The English version.
And yeah, I hope that was just a rare fluke, too. X-D
The English version? That pretty scares me, did you install the English localization in a correct way?
At first I was like “Huh?”, but now I see looking at the mod description that I missed a big step and didn’t download language files. Oops! ^_^;
I’ve downloaded the English version now.
Also, I’d like to ask something I’ve been wondering about. Should I use the New_Texture.upk file provided by the mod? I deleted it because of the empty text file titled “Delete New Texture”. However, it’s resulted in a red square/no icon for certain things like the Town Portal spell.
It seems you’re not alone at least π Especially when I look at the number of localization download, compared to the mod downloads.
I should probably write in in capitals and it still would not be enough :p
You definitely shouldn’t delete any mod files, that’s actually why they are included! If you delete them, some things may not work. In this specific case, it removes some of the modified icons.
In the next mod release, I will provide more detailed description about which things can be deleted in order to get rid of some optional changes.
LOL, yeah. I was indeed confused about the NewTextures thing, though. I’ll remedy that too now, thanks! π
Hi! I dont know if this is intended but my Ardent Dragons dont fly, they walk. Is this intended to be a part of the mod? And if so is there any way to modify the mod files yourself to make them fly again?
They should definitely fly, I will try to investigate what happened. I just remember that originally, there was an issue with their movement since it use to change from flying to walking and vice versa with the Fire Trail ability.
Thanks for the clarification, I noticed they walked too, but I assumed it was by design until I saw hman1313’s post.
Ah, understandable in that case… (Thoose fancy extra touches often messes things up in programming dont they… >.<)
But keep up the good work! This is really something that you got here!
Indeed, thank you so much again, Antalyan! ^_^
Where do i install the english local file? In the same spot as the mod?
I’d actually like to know this, too. I put it and the NewTextures.upk folder in the same place as the Mod. but they don’t seem to be working.
The localization should be put into the same folder as the mod BUT into the “Localization” subfolder.
I will write down that I should include more accurate description in the next update π
Where do i install the local english file?
I personally got it working by making a folder called “Localization” (no quotes) in Documents > My Games > Might & Magic Heroes VII > MMH7Game. I also edited the Date Modified on the files with BulkFileChanger (which I used on everything else to make the game use them).
On a side note, I finally got the new textures working by putting the Textures folder in the correct place (CookedPC), which I didn’t before (LOL). X-D
Hello mate, i did a Polish version of ur mod today, cannot find the way to contact u tho, so am writing here. I would be more than happy to send it to u, so u can publish it for people :). Let me know please.
UPDATE: Polish localization uploaded & description improved to address some localization questions.
@Antalyan: Cool. ^_^
Absolutely amazing work!
Thank you so much!
You’re welcome π
Has this mod been updated? (The date is now March 27th, 2018.) π
The only update was that I changed the description, for whatever reason it still looks like an update of the whole mod.
As soon as the mod is updated, it will be clearly visible in the mod description.
I estimate the version 1.1 with new abilities and some further fixes could come someday in the spring or even in summer in a worse case.
Ah, I wondered if that was the reason. Thanks for clarifying, though. π
Looking forward to 1.1 (go ahead and take the time you need to get it right, though! ^_^).
Future plans revealed: new unit abilities in details.
http://www.moddb.com/mods/unoffical-community-mod-ucp/news/new-abilities-for-units
Hello!
Great work with the continuation of updates!
One small and quite some annoying issue though.
Since Fortress is forbidden WM they can’t learn “Vessle of Shalassa”, thus cannot complete the campaign mission of “Harrower in the Dark”.
Yeow, unintended consequence! (I’ve only been playing Skirmish Maps so far, personally.)
I have an idea of how to fix it, though. Maybe make it Air Magic (the rationale being wind behind the sails), just like with the Town Portal Spell?
Hi Amanra, I’m sorry for this minor but very annoying issue. I’ll think of possible solutions (one of them is what StarryMight suggests); however, this is the solution for you which should help you complete the mission: go to mod files>CookedPC>Data and delete H7Config.upk (this file changes the allowed magic schools) for the duration of the mission.
i would move the justicar bug to “Workaround” or something since u havnt been able to fix oppertunity retalation, IF i remember correctly u posted u had to Change it since it doesnt work and attacking something not neighbouring is not really a “fix”, pardon if im incorrect
I believe I have found a way to get it work at last. I haven’t experienced any more issues with it but you may check it in the game if you don’t believe me π
why belive? im just saying if it isnt working as intended, that means only attacks to neigbouring enemies of the justicar if a friendly unit is neighbouring her as well, not attacks on enemies that arent neigbouring the justicar but neighboring and attacking friendly Units, then it is not fixed or have u been able to fix it?
i think mobile shoter is Buggy when u try to walk first, then shot, i usually loose my turn after it moved
As I say, I hope I’ve fixed it and it works and intended without any undesired effects, there’s nothing more to add.
I will investigate the mobile shooter.
CNR, which creature are you testing with?
It works fine on Centaur Marauder.
ah all right, ill test it and let u know, i just saw ure post on hereoscommunity a while ago how u fixed it it and thought this would be the same
just did a quick test but seems it is working fine, good Job, was not easy to fix it i guess, justicar is one of the best haven Units, keep it up (:
Thx, it was one of the worst issues I managed to fix tbh, endless hours of trials and errors π