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Thread: Patch 1.4 | This thread is pages long: 1 2 3 · NEXT» |
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sfidanza
Promising
Supreme Hero
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posted November 09, 2006 05:06 PM |
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Edited by sfidanza at 23:48, 14 Nov 2006.
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Patch 1.4
Patch 1.4 is ready!
As Fabrice Cambounet says in his post, this update is cumulative: it contains all the previous patches, so you can install it from any version of H5 you currently have. Way to go, guys!
The patch is about 100Mb (depending on your game edition).
The download links and list of changes are in Fabrice's post on the official Ubi board:
http://forums.ubi.com/eve/forums?a=tpc&f=1851065692&m=6501011205.
Use this thread to discuss what you think of the balance changes introduced by 1.4, the return of the "paper doll" on the artifacts hero panel, and the fixed (or not) bugs.
Edit: The files are now really available!
I guess I'll have some updates to do on AoH and in the manuals, I'll keep you posted.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted November 09, 2006 05:27 PM |
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-_-
Of course haven imbalance continues. Ok guys, it's clear now that they think it's perfectly balanced. Just pathetic.
"Vampires no longer regenerate when attacking undead creatures", "Gremlins can repair machines and construct creatures only once per combat in all situations" - wasn't this already fixed by 1.3? I'm quite certain it was.
I wonder how did they change gating. And I wonder why the hell didn't they nerf training.
At least some of the ridiculous features (varied managuild costs, sylvan town with ridiculous wood demands) has been corrected.
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lord_crusader
Promising
Supreme Hero
UHU!! supreme!
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posted November 09, 2006 07:42 PM |
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well I guess they just pushed back the others changes to the next patch... maybe have something to do with the addon realesed next week
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Dig Out Your Soul
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VokialBG
Honorable
Legendary Hero
First in line
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posted November 09, 2006 08:11 PM |
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Edited by VokialBG at 20:11, 09 Nov 2006.
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sfidanza
Promising
Supreme Hero
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posted November 10, 2006 12:21 AM |
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Edited by sfidanza at 01:30, 10 Nov 2006.
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For everyone wishing to know some more details about balance changes that are not explicit, here are some:
- Gating:
Gating has been upped by 5% (30%/35%/40%/45% on Basic/Adv/Expert/Ultimate instead of 25%/../40%)
The caller now uses only 50% of its turn to call for reinforcements
With Swift Gating, the caller uses only 25% of its turn (still half of normal Wink)
The Infernal Loom (building in Inferno) bonus to Gating is now 10% (instead of 5%)
- Updated Tier 3 specialist get more Tier 3 starting creatures
I'll update the pages on AoH tonight to be more specific
- The skill "Artificer/Consume Artifact" now heals and resurrect!! (instead of regenerating Mana)
Here is the comment I'll put in the updated 1.4 manual:
"The number of Hit Points healed is equal to 10*Hero_Level*(1+Nb_Effects), where Nb_Effects is the number of effects crafted in the consumed artifact. The hero only spends 0.25 turn to consume the artifact."
Note that there seems to be a bug in the Quick Combat system: if the AI uses "Consume Artifact" during the quick combat, then the consumed mini-artifact is lost, even if you replay the combat. That requires more testing to be confirmed.
- Special "Catalyst" fixed: Mana cost is now correctly reduced by 5%+Level*1%, rounded down.
Edit: More updates in my next post below.
Note: the link from VokialBG is for european version only (NOT collector).
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Shauku83
Promising
Famous Hero
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posted November 10, 2006 12:48 AM |
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Great job sfidanza! I was just about to come and ask whether Grawl gets more Hellhounds in the beginning, hehe. And yes he does
I also noticed the gating thing, but seems like you beat me there too.
AS for Sylvans reduced Dwelling costs, Hunters Cabin are 12 Wood now (instead of 15). Battledance Terrace costs 5 Wood (instead of 10) and Battledance Arena 10 Wood (instead of 15).
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sfidanza
Promising
Supreme Hero
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posted November 10, 2006 01:30 AM |
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Edited by sfidanza at 01:34, 10 Nov 2006.
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Thanks Shauku83 for the Sylvan building costs changes.
However gold costs have been tweaked as well. Here are the complete changes:
[Sylvan/Battledance Terrace (lvl 2)]
Old: 800 Gold, 10 Wood, 5 Ore
1.4: 1100 Gold, 5 Wood, 5 Ore
[Sylvan/Battledance Arena (lvl 2+)]
Old: 2000 Gold, 15 Wood, 2 Crystal
1.4: 2000 Gold, 10 Wood, 5 Ore, 2 Crystal
[Sylvan/Hunters Cabins (lvl 3)]
Old: 1000 Gold, 15 Wood, 5 Ore
1.4: 1500 Gold, 12 Wood, 5 Ore
Additionally, all Citadel and Fort costs have changed:
[All/Citadel]
Old: 5000 Gold, 10 Ore
1.4: 5000 Gold, 5 Wood, 5 Ore
[All/Fort]
Old: 5000 Gold, 10 Wood
1.4: 5000 Gold, 5 Wood, 5 Ore
And all magic guilds now cost the same again, meaning that Dungeon (level 5) and Necropolis (level 3, 4, 5) costs have been fixed.
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Some other minor changes:
- "Week of Whale" description fixed
old: "Double growth for Manes and Ghosts"
1.4: "Whales dances celebration week"
- "Week of Festivals" description fixed
old: "No resource income from towns and mines"
1.4: "Gold, Ore and Wood income from towns and mines is halved. No income for Sulfur, Gems and Crystals."
- Artifact "Ring of the Unrepentant" now costs 6000 (instead of 0)
- Artifact Amulet of Necromancy now costs 8000 (instead of 0)
and its description is now fixed to +10% Necromancy (it was incorrectly 20%)
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 10, 2006 01:59 AM |
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Quote:
- Gating:
Gating has been upped by 5% (30%/35%/40%/45% on Basic/Adv/Expert/Ultimate instead of 25%/../40%)
The caller now uses only 50% of its turn to call for reinforcements
With Swift Gating, the caller uses only 25% of its turn (still half of normal Wink)
The Infernal Loom (building in Inferno) bonus to Gating is now 10% (instead of 5%)
Hey!A long time ago I had said that maybe gating could do with some buffing!But the initiative change along with swift gating is just outstanding!Now Nymus will be nigh unstoppable Unless there is more here than meets the eye.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Shauku83
Promising
Famous Hero
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posted November 10, 2006 02:25 AM |
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Tell me about it, the gating is now suberb... Too superb? 10 % more gated units (with the loom) with a 50% initiative increase
On Nymys I can allready see the headlines... 22 Pit Lords gated extra 30 Pit Lords to the enemy lines
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 10, 2006 02:29 AM |
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Well,with 26 I have called 28 pitlords in 1.3! Lucky gating,huh?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Ambidext
Adventuring Hero
Wandering knight
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posted November 10, 2006 04:05 AM |
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Alright. I'll love the cost in changes. Fantastic! Now I won't have so much head ache over wood. ^^
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kingdon1975
Adventuring Hero
I really am the Godfather
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posted November 10, 2006 08:25 AM |
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does any1 know if there is a 1.3-1.4 patch so i don't have to download the whole thing?
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Genkaku
Hired Hero
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posted November 10, 2006 09:44 AM |
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No ! It isn't!
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The life is full of
excitement, the afterlife is
all quiet and peace ,But the
passing from one to another
is really anoying.
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sfidanza
Promising
Supreme Hero
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posted November 10, 2006 01:20 PM |
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KingDon1975, did you try the autopatching directly from Heroes 5?
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sq79
Famous Hero
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posted November 13, 2006 04:08 PM |
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Played a few games in 1.4 , here what i noticed
My beloved ossir now starts with 10-12 hunters instead of 3-6
Hunters building has also been reduced to 12 instead of 15 wood.
Demons are still too weak no improvement even though gating is a little faster.
Squires,footmen and horn demons etc .. as neutrals seem to get morale more often. Its almost impossible to take them on with only 1 fury or sprite. Good or bad depends on how u play.
Dungeon is still very weak and hard to start the game Esp in maps with no wells.. its really hard to play them
Nothing has been done to control the imbalanced haven. They're still too powerful.
There seems also to be a change in the development of heroes in different faction. For example, sylvan used to be 45% defence, 30% knowledge and 10% attack, all this seems to change in my recent games in 1.4 though.. Its more like 20% attack 30% defence now.
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Betruger
Known Hero
empowered mind
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posted November 13, 2006 05:51 PM |
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Quote: Dungeon is still very weak and hard to start the game Esp in maps with no wells.. its really hard to play them
I beg to differ Me thinks dungeon is still very strong and easy to start the game Esp in maps with some wells.. its really easy (and fun) to play them.
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sq79
Famous Hero
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posted November 13, 2006 06:03 PM |
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Quote:
Quote: Dungeon is still very weak and hard to start the game Esp in maps with no wells.. its really hard to play them
I beg to differ Me thinks dungeon is still very strong and easy to start the game Esp in maps with some wells.. its really easy (and fun) to play them.
Lol maybe that's cause you're betruger
Did u try ashes and sands? That map is virtually impossible to play dungeon I don't see a well after 3 weeks if I'm not wrong.
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Betruger
Known Hero
empowered mind
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posted November 13, 2006 06:11 PM |
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Edited by Betruger at 18:12, 13 Nov 2006.
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Yeah, If there's not a single well in the vicinity things could get rough. But then again, you can pick yrwanna which starts with enlightment and intelligence (+50% mana), and you don't really need to use your spells most of the time.
Furies alone should be able to handle most enemies, except for shooters of course.
And when things are looking bad, you can always upgrade your hydras. Having 6 Deep Hydras lets you kill about anything without losses (they regenerate health!) If you are carrying only hydras on your hero even the quickcombat will give you 0 losse, even against shooters. 6 hydras are also sufficient to kill lots of druids and other lvl 4 creatures, and even most of lvl 5. (though that must be done manually, quickcombat will prolly retreat not killing a single enemy )
So there are multiple ways of handling the situation. If you fight only with furies or hydras you should have many spellpoints anyway.
I haven't played ashes and sands as dungeon yet, but there are so many resources lying around there, that it'd be no problem to get the upgraded hydras by the end of week 1.
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sq79
Famous Hero
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posted November 13, 2006 06:16 PM |
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Quote: Yeah, If there's not a single well in the vicinity things could get rough. But then again, you can pick yrwanna which starts with enlightment and intelligence (+50% mana), and you don't really need to use your spells most of the time.
Furies alone should be able to handle most enemies, except for shooters of course.
And when things are looking bad, you can always upgrade your hydras. Having 6 Deep Hydras lets you kill about anything without losses (they regenerate health!) If you are carrying only hydras on your hero even the quickcombat will give you 0 losse, even against shooters. 6 hydras are also sufficient to kill lots of druids and other lvl 4 creatures, and even most of lvl 5. (though that must be done manually, quickcombat will prolly retreat not killing a single enemy )
So there are multiple ways of handling the situation. If you fight only with furies or hydras you should have many spellpoints anyway.
I haven't played ashes and sands as dungeon yet, but there are so many resources lying around there, that it'd be no problem to get the upgraded hydras by the end of week 1.
Ouch didn't tink of that. Will try that out
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 13, 2006 08:43 PM |
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Edited by Elvin at 00:06, 14 Nov 2006.
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Quote: Played a few games in 1.4 , here what i noticed
My beloved ossir now starts with 10-12 hunters instead of 3-6
Squires,footmen and horn demons etc .. as neutrals seem to get morale more often. Its almost impossible to take them on with only 1 fury or sprite. Good or bad depends on how u play.
There seems also to be a change in the development of heroes in different faction. For example, sylvan used to be 45% defence, 30% knowledge and 10% attack, all this seems to change in my recent games in 1.4 though.. Its more like 20% attack 30% defence now.
What the...
Ossir was good enough,now he starts with 10-12 hunters???
If this is true so for the better.Still,is that when you have a small army or always?
If they have that's for the better.I wonder if warlocks still get 15% knowledge.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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