patchnotes.txt

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Update v1.5:

General:
* Visitable Neutral buildings now indicate on the minimap if they are already visited by the current hero.
* There are new buttons to merge armies in towns.
* 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.
* Revamped the Animation system to have smoother combat animations.
* Fixed Altar of Sacrifice coud produce stacks with a stack size of 0
* Fixed unresolved placeholder variable in Poison Cloud tool tip.
* Centaur and Centaur Marauder have melee penalty.
* Improved Dungeon build tree layout (Connector between Black Market and Shadowsteel Refinery).
* 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 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

Engine:
* Removed "Shader Quality" option that would lead to long loading times since patch 1.4 optimization. (Repairing the option with the new shader management from 1.4 would have cause more troubles than benefits for a very minor gain)

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
* Blank or incomplete maps cannot be published.
* Fixed potential scripting issues if heroes are referenced whose properties were changed.
* Corrected 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
	* Added floating text when adding/subtracting resources with Set Player Resources action
* Garrison local guards can be correctly set
* Fixed some Trees appearing with incorrect size when using the Foliage tools
* AoC, Combat Map Areas and Passability painting tools are disabled when editing combat maps
* Fixed some thumbnails of Prop meshes appearing invisible

Gameplay

* 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.
* Adjusted general path calculation algorithm to properly take into account terrain costs when not calculating for specific hero (improves Caravan time estimation).
* Failed Instant Recall cast does not count as a spellcast on the current day
* 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.


Leveldesign:

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)
* 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)
* Rotate Army node now properly rotates armies
* Defeated and Fled Heroes doesn't appear anymore with their initial army in the Hall of Heroes.

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.
* Fixed clipping with mass grave building

Dungeon 1:
* Fixed quest Organized Crime to work when target mines were plundered more than just once

Academy 4:
* Fixed dwelling ignores area of control


AI:
* Adjusted AI aggressiveness according to selected AI difficulty
* Adjusted AI scoring in terms of fighting effort to make fighting more appealing in some cases
* Adjusted AI boldness in regards to engaging neutral armies
* AI will try to use Instant Recall when reinforcing its armies
* Adjusted AI scoring logic for direct damage spells

Multiplayer:
- Fixed replacing human players with AI from a multiplayer savegame 
- HOMMVII-10199 Game goes out of sync if the client try to learn a skill during the AI turn in sim turns 
- HOMMVII-9677 Necromancy pop up remains on screen and the user goes inside of a combat of the other user under certain conditions
- Getting corrupted combat screen when one player have Necromancy popup open and another engages him in sim turns.
- Game getting OOS after some time when conquerring a garrison of another player 
- fixed HOMMVII-9762 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
- reduced AI lag for clients in combat.
- Implemented system to avoid OoS in Combat.
- Cleaning of the RNG pool (RNG was changed in the implementation of the system to avoid OoS in combat).
- Fixed bug: The combat is canceled when the server attacks the client and the client selects retreat option.
- Fixed HOMMVII-9532[Multiplayer] Title will crash for the client on loading screen in certain conditions.
- Fixed HOMMVII-10218 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 HOMMVII-10218 Warfare units with active skills not affected by combat timer in simturns. 
- Fixed the bug of heaven dragon that was causing OoS in combat.
- Fixed the bug where AI was crashing for the host in sometimes
- Fixed Necromancy causing OOS in SimTurns in manual combats
- Fixed OOS caused by increasing skill after loading a Savegame. 
- Fixed a OoS related to bad morale.
- Fixed HOMMVII-10143 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 HOMMVII-10164 Join order important when joining a loaded SimTurns game.
- HOMMVII-9533 The hero is stuck and cannot continue the game after  performing certain steps 
- HOMMVII-9320 Client redirect to the main menu and for host it is  displayed as client is joined to the session under certain scenario 
- HOMMVII-9696 The game goes out of sync when a client defeats another  client and then the host as well if the defeated players go to spectate mode 
- as part of fixing the last issue also fixed the GUI of the spectators  not updating properly in sim turns (that wasn't mentioned in the report) 
- Fixed HOMMVII-10152 - Idol of fertility could be applied multiple  times in sim turns 
- Fixed Multiplayer AI for sim turns (didn't work properly there) 
- Fixed HOMMVII-9746 Having the "Artefact pack" from Uplay reward  activated will bring a multiplayer session on out of sync in certain  conditions 
- Added some missing Multiplayer Loca keys for some popups users could  receive in sim turns. 
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