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Heroes of Might and Magic VI

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Wczoraj ukazał się patch v1.02 do gry. Link do patcha:

http://static2.cdn.ubi.com/patches/HOMM6/hmm6_digital_1.2_efigs.exe

 

 

. Patch 1.2 release notes

 

· Skirmish AI tweaks:

o Tries to defend all owned town (previously the AI focused on its starting town)

o Previously if a hero stronger then the AI's hero threatened a town, the AI hero let that town undefended. Now the AI calculates all of its nearby hero's army and creature growth and defends the town if it finds it possible

o Always defends the last owned town if it can causes reasonable losses to the attacker hero

o Huge speed improvement, AI thinking is approximately 2-3 times faster than in the previous version

o Further improvement of cooperation among primary and secondary heroes

o Improved exploration and target priority

o Pre-calculated army contraction. The AI calculates how many creatures can the target collect (including possible creature growth) before the AI's hero can reach it and calculates if it is worth to chase it.

o Further improvement of Town portal usage

o In case of an FFA the AI tries to attack and capture towns from a weaker player

o FIXED: Sometimes the AI attacked a much stronger hero than itself

o FIXED: Sometimes without reason the AI split its army into 2 and lost against a stronger hero

o FIXED: Sometimes the AI miscalculated the cost of a town portal and spent too much points before trying to use it (resulting an undefended town)

o FIXED: The AI ignored some neutral buildings

o FIXED: Several smaller bug fixes

· Combat AI tweaks:

o General target choice improvement for the units

o Improved ability usage

o Improved racial ability usage

o Improved ability selection and different builds for Magic/Might, Tears/Blood heroes

o Improved creature ability usage

· Gameplay improvements:

o The unit setup after using the Tactics ability is remembered from battle to battle

· Intel support:

o Fog calculation

o Variance shadow mapping vs. hardware shadow mapping

· Balance tweaks:

o Rage II-IV gives +10 Might Attack instead of +15

o Rage points generated by attacks reduced to 16(friendly)/8(enemy) (from 20/10)

o Guardian Angel: Good moral gives 70 racial points (instead of 100)

o Retribution aura cooldown increased to 5 instead of 3

o Haste initiative bonus increased to 12 (from 10)

o Slow initiative reduction increased to 12 (from 10)

o Mass Haste initiative bonus increased to 6 (from 5)

o Mass Slow initiative reduction increased to 6 (from 5)

o Father Sky damage increased to 380 (from 353)

o Idol of Air damage increased to 276/318/366 (from 240/277/319)

o Martyr Might Resistance and Health bonus reduced to +10.8%/12.4%/14.3% (from +21.6%,24.9%,28.6% Might Resistance, +13%,15%,17% Health)

o Hour of Judgement bonus damage increased to 31% (from 21%)

o Hell Hound Might Defense increased to 5 (from 4)

o Cerberus Might Defense increased to 6 (from 4)

o Kirin and Sacred Kirin movement reduced to 6 (from 7)

o Kirin Magic Defense increased to 33 (from 32)

o Sacred Kirin Might Defense reduced to 31 (from 33)

o Sacred Kirin Magic Defense reduced to 33 (from 35)

Several bug fixes (Dynasty weapons, unit abilities, scripts, localization)

 

 

Edytowane przez SpectatorX

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Kod dający 50% zniżki na heroes vi wersję cyfrową przy zakupie w ubishop.com: ##########

 

Kod zadziała tylko 5 osobom więc... kto pierwszy ten lepszy ;-)

 

Kod już został wykorzystany, dziękuję osobom które go użyły, dzięki wam otrzymałem kolejne dwa kody, jeden na dodatek do gry, a drugi także zniżkowy. Niedługo z chęcią je odsprzedam, szczegóły w połowie tygodnia.

 

 

Co do długiego synchronizowania zapisów gry ostatnio mam ten sam problem w assassin's creed revelations.

Edytowane przez SpectatorX
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Znowu akcja "kto pierwszy ten lepszy", mam dla was kolejny kodzik do wykorzystania.

 

Kod odblokowujący broń rodową (Kostur Sar-Aggretha):

###-####-####-####-####

Edytowane przez SpectatorX
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Twórca Heroes VI: Black Hole bankrutuje. Poniżej wiadomość jednego z pracowników BH o problemach na lini BH <-> Ubisoft:

 

Hi Guys. Several months have passed since the release of Heroes 6, and because there are so many questions from you regarding BH which UBI seemingly ignores, I feel it's time that I give you some information.

 

I worked for Black Hole during the whole H6 development. For us, it was a dream project as we were real fans of the Heroes series, having played it since the original King's Bounty on Commodore 64. And I can tell you it was the UBI producers who didn't keep their deadlines, and that was what led to a total failure of the whole development. Back in 2008, during the contract negotiation process, UBI business decision makers didn't want to hear about making it into the contract that in case of any UBI delays there would be any penalty for UBI. This was a stupid decision of a business development boss (she said "UBI would never be late with any deliverables".... HAHAHA). And that led to an awkward situation where the whole development got snowed up... but the UBI producers kept telling Black Hole that "no worries, guys, there would be more time and budget, just do what we say". It was then that one faction, Academy had been removed from the content list, as well as many other things. And then, at half of the development, Romain suddenly quit, Erwan was removed from the project - he was "elevated" to the position of Might and Magic Brand Director, which meant his direct involvement in the development was over -, and BH was left there with the blame. Just an example, the final story script - which was UBI responsibility - was delivered to BH after 27 months... while originally there was 24 months for the whole development. No comment.

 

As for BH commitment, BH used up all its 6 months reserves just to be able to finish the project... this was more than 1 million Euros!!! And they (we) did this knowing it would never be payed back, as royalty would only be paid after 2M Heroes sold at full price. We all knew 2M copies would never be sold (neither at full price nor at reduced price), still we wanted to finish the project. During the last 10 months, our full team worked 24/7, without any chance for compensation... and because of this, we didn't have any resources to find other projects and make sure BH would survive after the release of Heroes 6. In the meantime, our new UBI producers kept telling that "the BH team is not working during the nights and weekends, and is not committed to the project at all...". I can only say, just ask any of the BH team members of their commitment...

 

As for the many bugs: Heroes 6 is a gigantic project, with 1.5-2 million lines in the source code. This is bigger than most RPGs. Such a project can only be finished with good quality if there are several years and a huge budget (i.e. Blizzard games), or if there is a strict design lock date after 7-9 months of the start of development... in case of Heroes, the UBI guys were adding new ideas and were changing existing features during the whole development, even at the last months, so it was simply impossible to make a stable game for release. Just see what they are now doing with patch 1.3 (BH is not involved in that at all btw.). They cannot release a simple patch with a few smaller fixes in time, they are already in a 2-3 weeks delay. This is because the code is extremely complex, and UBI does not have the team to overview it and make it work in time, even if the Limbic guys are really great (and no, they are not involved in the Heroes development from the project start, they joined like 20 months later).

 

Some examples of what BH added to the game at their own cost, just to make the game better:

- Town screen (we hate the current version, but it is still better then the "let's make a screen shot from the adventure map 3D town and use it as a town screen" that UBI wanted - we could have made a much better one, but didn't have money and time).

- Additional ingame cutscenes (I know cutscenes are not great, but again, we received the story after 27 months... we only had a couple months to make the cutscenes from scratch, and a very limited budget - and I think that the overall visual quality of the game proves to anyone that we could have made really great cutscenes if we had had the time and budget).

- 300 unique Combat Maps (there were 20 in the contract)

- 3D animated Main Menu (UBI wanted a simple still image)

- Additional NPCs

- Campaign Overview Map (Campaign Window)

- and many more........

 

And what were the UBI decisions:

- Less resources

- No fullscreen town screens

- Only five factions (as a consequence of the continuous delays of UBI deliverables)

- Creature pool

- and many more such "great" changes.........

 

This project cost Black Hole its existence... while UBI is making profit on Heroes 6.

 

And just some more thoughts: UBI EMEA were working with four 3rd party developers during the Heroes development:

- Capibara - They made the really good (and financially successful) Clash of Heroes. The are not working with UBI anymore.

- Eugene Systems - They made R.U.S.E. They are not working with UBI anymore.

- Black Hole - They made Heroes 6. They are not working with UBI anymore.

- Techland - They made a 47% game for UBI (Call of Juarez: The Cartel - Search Reviews, Articles, People, Trailers and more at Metacritic - They are still working with UBI EMEA on a big project.

We heard the UBI guys blame those developers (and Nival) many times... I guess BH was blamed the same way to those developers.

 

It is always the developer who is responsible...

 

Just some food for thought.... Thanks guys for reading.

 

source

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panowie. czwórka była beznadziejna. piątka taka sobie. warto grać w tą odsłonę? bylem fanem 2 i 3.

 

Ta część to zupełnie coś innego niż 2 czy 3, czy lepsze czy gorsze to subiektywna ocena, dla mnie te gry są po prostu różne i kampanię warto przejść. Jako zagorzały fan 2ki i 3ki mogę polecić, ale nie jest to gra do "zastąpienia" , po prostu dwa, równoległe inne tytuły. Warto.

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Ostatnio trochę zaniedbałem temat więc już nadrabiam...

 

Po patchu v1.2 wyszedł patch v1.2.1.

 

Link do pobrania:

http://static2.cdn.ubi.com/patches/HOMM6/hmm6_digital_1.2.1_efigs.exe

 

Changelog:

 

The Profile compare issue is now fixed and comparing your profile with another user's will not overwrite your achievements anymore.

 

 

 

Następnie upubliczniono wersję v1.3.

 

Link do pobrania:

http://static2.cdn.ubi.com/patches/HOMM6/hmm6_digital_1.3_efigs.exe

 

Changelog:

 

Online features:

o Auto-matchmaking: let the game find an opponent for you.

o Invite Friends: you’ll be able to invite players from your friend list directly in-game.

o Official Map Tags: highlight official maps released by Ubisoft and the others in the map selection screen.

 

· Bugs fixes:

o Abilities/Gameplay/Campaign:

§ Sanctuary - The "Challenge" ability has no functionality.

§ Sanctuary - The "Trail of Clouds" will completely stop the movement of enemy units that attempt to cross its area of effect.

§ Menu - The tooltips of the Reputation Abilities do not indicate the proper school which they belong to.

§ Campaign -The primary quest "The Choice” will not complete when the user upgrades his reputation after visiting an Arena.

§ Campaign - The hero cannot interact with a Dragon Nexus near the town of Nar-Heresh

§ Campaign – In multiplayer, the resources spawn outside the island on Tree of Plenty map.

§ Campaign - The user cannot select any hero for the Epilogue campaign after previously visiting the other campaign tabs

§ The Unyelding trait the user receives for finishing the Sanctuary campaign does not work

§ The Barbarian Hero trait the user receives for the Wormchopper achievement does not work as stated in the description.

§ Create Hero panel's class specific ability name is not localized.

o Multiplayer:

§ The player that is attacked during a Multiplayer session by another player can't complete any Combat Achievements during that battle

§ During Siege, one of the player remains on the map if the other player exit the session.

§ If the user is defeated by not completing the condition to re/capture a town or fort in 7 days - he will receive achievements completed by the AI

§ There is no confirmation dialog when kicking another player from the lobby.

§ Some of multiplayer map name is displayed to English

§ A previously saved session cannot be finished after being reloaded, if not all the players rejoin the saved game.

§ The user that does not join a loaded game will still have his assets in the game.

§ The client remains on infinite loading screen if he joins any Multiplayer server after he lost his internet connection

o Conflux:

§ The user cannot buy the newly unlocked items from the Altar of Wishes when reaching a new Dynasty rank, until he advances one more Dynasty level.

§ The information provided when using "Compare" is incomplete

§ The Online Profile displayed is the one of the previous selected friend, if changing the tab to Online Profile after choosing Compare achievements option from the Friends list.

§ The Player statistics transfer from one player to another after using the "Compare" and "Details" .

§ When selecting the "View online profile" option for a friend from the friends list, the achievements list shown remains the one of the user.

§ The confirmation message received when trying to remove an active widget is not localized

§ The user cannot see the details and compare the achievements with the other in "leaderboards" and "friends".

§ After losing the connection to Conflux servers on the transition to the Main Menu, a debug text error is displayed and the Main Menu background disappears

§ The user is unable to load any save while in game, after reconnecting to the Internet

o Various:

§ None of the artifacts present in the Artifact Merchant menu has a description.

 

 

 

 

 

 

16 maja ukazał się kolejny patch do gry, patch v1.4.

 

Link do pobrania:

http://static2.cdn.ubi.com/patches/HOMM6/hmm6_digital_1.4_efigs.exe

 

Changelog:

 

- Added the Custom Map Exchange feature, allowing players to download missing maps in the lobby, from the host.

- Added the Archipelago map, previously available only during the Christmas event, in Skirmish mode (solo and multiplayer)

- Added features in the map editor:

 

o Help Files: Added tutorials in the Map Editor

o Initial Map Setup: Set a trigger to set up the initial structure allowing to save a map right after creation

o Unified Object Behavior: Implemented unified behavior for all affected objects (e.g.: object selection, scaling, rotation handling, etc.)

o Mini map: Removed the non-functional mini map from the Map Editor

 

 

W przypadku problemów z instalacją patcha należy odinstalować grę, ponownie zainstalować i instalować kolejno patche z zaktualizowanych linków:

 

 

 

W planach jest także patch v1.5, zmiany zapowiadane w tej wersji:

 

- Refitting of Core unit health and defense

 

o Stronger differentiation between might & magic defense of units according to their nature

o Reduction of power for Necropolis units

o Increase of power for Inferno units

 

Tweaking of creature growth for some core and elite creatures

 

- Increase of power for Luck in general, by increasing creature luck values, especially for Inferno

- Increasing interest of abilities that affect might offense, might defense, luck and leadership

 

- Decrease of power of HEALING spells and abilities (HEAL, MASS HEAL,REGENERATION, MASS REGENERATION, RESURRECTION,LIFE DRAIN, MASS LIFE DRAIN)

- Refitting of healing powers of certain creatures (Haven SISTERS mainly)

 

- Increase of power for most DIRECT DAMAGE SPELLS, especially ZONE DAMAGE SPELLS (like FIREBALL)

 

- Increase of power for MASS STAND YOUR GROUND ability

- Increase of damage boost for MASS HEROISM ability

- Increase of power for ARCHERY I ability

- Decrease of the Enlightment ability to 20%

 

- Increase of power and cooldown time for POISON CLOUD spell

- Increase of power for MASS AGONY spell

- Increase of power for WEAKNESS spell

 

 

 

Nie podano jakiejkolwiek daty wypuszczenia patcha v1.5.

 

 

 

To jakaś anomalia, gra ubisoftu z tyloma patchami i do tego naprawiającymi prawdziwe błędy dotykające większą część graczy?! Majowie przewidzieli to jako koniec świata! ;-)

Edytowane przez SpectatorX

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Czytając posta zanim dotarłem do jego końca pomyślałem dokładnie o tym samym - jak to możliwe, że do gry jest już patch o numerku 1.5? Czy oni wydali jakąś betę? I jak tu się ustawiać w kolejkach czy składać preordery jak potem dostajemy taki półprodukt i to jeszcze w najwyższej premierowej cenie?? :mur:

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Właściwie nie to miałem na myśli choć zgadzam się. Miałem na myśli, że ubisoft, firma znana z nienaprawiania poważnych błędów w wydawanych przez siebie grach, zazwyczaj wydająca max 3 patche które naprawiają błędy o których prawie żaden gracz nie słyszał nagle do jednej i do tego pc-towej gry wydaje łatki które naprawiają poważne błędy, a przecież każdy dobrze wie co ubisoft uważa o graczach pc. Mnie zaskakuje, bardzo pozytywnie zaskakuje fakt, że wydali już 6 patchy i zapowiedzieli 7 i naprawiają zgłaszane im błędy.

 

Jedna jaskółka wiosny nie czyni czy może jednak w polityce ubisoftu zmienia się coś na plus? Mam nadzieję, że raczej ta druga opcja, tymbardziej, że na przyszły miesiąc zaplanowałem sobie złożenie preordera na ac3 freedom edition.

 

To, że ogólnie gry mniej więcej od 2008/2009 roku wychodzą makabrycznie zbuggowane i często nawet nie są wydawane do nich patche, a co gorsza producenci/wydawcy (dla mnie wszystko jedno) żądają więcej kasy w postaci dlc to inna bajka.

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W takim razie tym bardziej powinien dziwić fakt takiego dbania o ten tytuł skoro jakiś czas temu było głośno o tym jak to Ubisoft naciskał żeby wydać grę jak najszybciej przez co wiele rzeczy zostało uproszczonych czy wręcz usuniętych z wersji końcowej. Ja przeciw patchom nic nie mam, ale z drugiej strony żeby to nie zaczęło przypominać sytuacji, gdzie premiera pudełkowa to start beta testów i potem następne kilka miesięcy to czas poświęcony na faktyczne dopracowanie gry.

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Na 12 lipca zapowiedziano dlc do gry zatytułowane pirates of the savage sea. Dodatek kosztuje około 40zł i według dostępnych informacji dodaje 10h rozgrywki.

 

Tego samego dnia zostanie wydany patch v1.5 (który prawdopodobnie zawiera w sobie owe dlc). Z nowym patchem zostanie przywrócony klasyczny widok miasta, w stylu takim jak w heroes 3.

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Dlatego napisałem, że prawdopodobnie zawiera, jest to jedynie domysł mój jak i redaktorów z kilku serwisów. Zresztą ubisoft podobnie postapił np w przypadku paczki map do assassin's creed revelations gdzie w dniu premiery wyszedł patch 1.01 który zawierał mapy które wyszły kilka tygodni później jako dlc, wystarczyło owe dlc zakupić, w grze wklepać kod otrzymany po zakupie i nie trzeba było niczego ściągać, bo zawartość tak naprawdę cały czas była na dysku. Z praktycznej strony powinno się zmienić nazwę z DLC (DownLoadabe Content) na ULC (UnLockable Content).

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Ok, patch i dodatek już są dostępne i można się nimi cieszyć.

 

Changelog w tym patchu jest wyjątkowo długi Dołączona grafika Większość z zmian dotyczy balansowania jednostek, czarów i ich mocy.

 

Changelog patcha v1.5:

 

 

 

Game Interface:

 

o Added the Townscreens for all factions

 

o Added a “Close Townscreens button” replacing the “Next Turn” button in the Townscreen Menu.

 

o Added a Hide GUI button in the Townscreen Menu

 

· Game Content:

 

o Added the Adventure Pack compatibility

 

· Major Balancing effort:

 

o Abilities modifications:

 

§ Direct Damage Spells power increase

 

§ Healing Spells mana cost increase

 

§ Creature Abilities:

 

· Heal Core Units abilities only available for the upgraded version

 

· Light decrease on several Creature Abilities

 

§ Hero Passive and Active Abilities

 

· Passive Characteristics bonuses increase

 

§ Reputation Abilities

 

o Light characteristics modifications on all Faction units

 

o Abilities/Creatures Description and Background modifications:

 

§ Chain Lightning Hero Ability tooltip is now: Deals damage (Air) to the target stack and jumps to three extra enemy stacks. Damage is reduced by 15% by each jump.

 

§ Lightning Bolt Hero Ability tooltip is now: Deals damage (Air) to target enemy creature.

 

§ Fireball Hero Ability tooltip is now: Deals damage (Fire) in target 3x3 area."

 

§ “Acid Cloud” Hero Ability display name now replaced “Poison Cloud” Hero Ability.

 

§ Acid Cloud Hero Ability is now: Creates a 3x3 cloud of acid which deals damage (Earth) each turn. Lasts until the end of the combat.

 

§ Acid Cloud description in Spell book is now: Conjures a 3x3 cloud of acid which inflicts Earth Damage every turn. Lasts until the end of the battle.

 

§ Abyss Gate Hero Ability tooltip is now : Currently acting friendly stack returns to the Abyss, then comes back in reinforced in the next turn. The gate remains on the combat map and can be destroyed. If the gate is destroyed the stack can only return after the combat. Will not increase stacks above their original maximum.

 

§ Fog Veil Hero Ability effect tooltip is now: All Creatures affected by Storm Winds are now dealt damage (Air) and also inflicted by the “Dazed” effect.

 

· Complete Balancing list:

 

o Abilities Modifications

 

§ Healing Spells

 

· Heal bonus values are the same (580/667/767), no more limitations uses, cooldowns reduced to 3 turns but the mana cost is increased to 25

 

· Mass Heal bonus values are the same (278/320/368), unlimited uses, cooldowns no longer than 3 turns, Mana cost increased to 60

 

· Regeneration bonus increased to 272/313/360 (from 227/261/300), unlimited uses, 3 turns duration, mana cost increased to 25

 

· Mass Regeneration bonus values are the same (109/125/144), unlimited uses, 3 turns duration, Mana cost increased to 50

 

· Mass Life Drain power slightly reduced to 12/14/16 (from 12.6/14.5/.16.7), 3 turns duration, Mana cost increased to 45

 

· Vampirism (Life Drain) power is reduced to 25/30/35 (from 34/39/45), 3 turns duration, Mana cost increased to 20

 

· Resurrection power reduced to 960/1104/1270 (from 1200/1380/1587), Mana cost increased to 55

 

§ Direct Damage Spells

 

· Monsoon power increased to 445/512/589 (from 342/394/453), unlimited uses, Mana cost unchanged

 

· Lightning Bolt power increased to 932/1069/1233 (from 847/972/1121), average damages are now 847-932/972-1069/1121-1233, Unlimited uses, Mana cost unchanged

 

· Implosion power increased to 1162/1331/1537 (from 894/1024/1182, Mana cost increased to 55

 

· Ice Bolt power increased to 424/488/560 (from 326/375/431)

 

· Chain Lightning power increased to 748/861/989 (from 575/662/761) with a reduction damage per hit reduced to -15%, Mana cost increased to 50

 

· Circle of Winter power increased to 581/668/768 (from 447/514/591), Mana cost increased to 50

 

· Fire Ball power increased to 735/845/972 (from 565/650/748), no more damage reduction around the center, Area of effect increased to 4x4, Mana cost increased to 40

 

· Fire Bolt power increased to 782/900/1034 (from 652/750/862), Cooldown reduced to 2 turns, Mana cost unchanged

 

· Fire Storm power increased to 619/446/819 (from 387/446/512), Area of effect increased to 5x5, Mana cost increased to 65

 

· Watery Grave power increased to 1001/1152/1325 (from 834/960/1104), Mana cost increased to 50

 

· Armageddon power increased to 556/640/736 (from 428/492/566), Damage to structure increased to 2

 

· Blizzard power increased to 477/549/633 (from 159/183/211), Chilled effect is working now, 3 turns duration, Mana cost increased to 50

 

· Poison Cloud now called “Acid Cloud”, power increased to 440/500/578 (from 220/250/289), apply Earth damage, Permanent duration until the end of the a fight, Mana cost increased to75

 

· Mass Agony power increased to 216/247/284 (from 120/137/158), no limited duration anymore, Cost mana increased to 45

 

· Weakness power increased to 29/33/38 (from 19/22/25

 

· Mass Weakness power increased to 11/17/20 (from 7/11/13)

 

· Inner Fire bonus reduced to 8 (from 10)

 

· Despair power increased to 39/46/52 (from 30/35/40)

 

· Mass Despair power increased to 14/17/20 (from 11/13/15)

 

§ Creature Abilities

 

· Heal power reduced to 5 (from 6), only available for Vestal (upgraded Sister – Haven Faction)

 

· Pacification power reduced to 5 (from 6), only available for basic Sister (Haven Faction)

 

· Waves of Renewal now only available for Pearl Priestess (upgraded Coral Priestess - Sanctuary Faction)

 

· Eye of the Medusa now only available for Coral Priestess (Sanctuary Faction)

 

· Death Seal now available for Ghost (Necropolis Faction)

 

· Blade of Epiphany power reduced to 43 (from 54), considered now as Seraphim ability

 

· Blade of Mercy power reduced to 41 (from 51),considered now as Celestial ability

 

· Asha’s Embrace Dark Magic vulnerability power reduced to +15% (from +20%)

 

§ Hero Passive Abilities

 

· Enlightement bonus reduced to 20% more XP gain (from 25% more XP gain)

 

· Arcane Exaltation II bonus increased to +3 (from +2)

 

· Arcane Exaltation III bonus increased to +5 (from +3)

 

· Arcane Ward I bonus increased to +2 (from +1)

 

· Arcane Ward II bonus increased to +3 (from +2)

 

· Arcane Ward III bonus increased to +4 (from +3)

 

· Assailant I bonus increased to +2 (from +1)

 

· Assailant II bonus increased to +3 (from +2)

 

· Assailant III bonus increased to +4 (from +3)

 

· Charismatic Leader I bonus increased to +2 (from +1)

 

· Charismatic Leader II bonus increased to +3 (from +2)

 

· Charismatic Leader III bonus increased to +4 (from +3)

 

· Defender I bonus increased to +2 (from +1)

 

· Defender II bonus increased to +3 (from +2)

 

· Defender III bonus increased to +4 (from +3)

 

· Destiny’s Chosen I bonus increased to +3 (from +1)

 

· Destiny’s Chosen II bonus increased to +5 (from +2)

 

· Destiny’s Chosen III bonus increased to +8 (from +3)

 

· Mentoring bonus reduced to 50 of Hero’s XP (from 75% of Hero’s XP)

 

· Magic Affinity II bonus increased to 5% per turn (from 2% per turn)

 

· Magic Affinity bonus regenerates 10 Mana per turn instead of 2 Mana per turn

 

§ Hero Active Abilities

 

· Mass Stand Your Ground bonus increased to 6/8/10 (from 5/6/7)

 

· Evasive Manoeuvers duration increased to 3 turns (from 2 turns)

 

· Mass Heroism damage bonus increased to 12 (from 10)

 

· Archery I bonus increased to 10%/12%/15% (from 6%/7%/8%)

 

· Siege Master II damage bonus increased to 90/120/140 (from 32/42/48)

 

· Duck and Cover bonus increased to 20/35/50 (from 12.5/14.4/16.5)

 

· Toughness I bonus increased to 3/4/5 (from 2/3/4)

 

· Toughness II bonus increased to 4 (from 2%)

 

· Toughness III bonus increased to 5 (from 2%)

 

· Grounded duration increased to 3 turns (from 1 turn)

 

· Rock Walls Mana cost reduced to 20 (from 50), Cooldown decreased to 3 turns (from 4 turns)

 

· Earthquake Mana cost increased to 50 (from 45), Area of Effect increased to 4x8 (from 4x4)

 

· Fireshield Mana cost increased to 18 (from 15), Duration increased to 4 turns (from 2 turns)

 

· Ice Wall Mana cost reduced to 20 (from 30)

 

· Frozen Ground Mana cost 20 (from 30)

 

· Despair/Mass Despair are now considered as Tears Reputation (instead of Blood Reputation)

 

· Eternal Winter Chilled Effect duration increased to 2 turns (from 1 turn)

 

§ Reputation Abilities

 

· Father Sky’s Wrath power increased to 321/399/495 (from 247/307/381)

 

· Abyss Gate units now appear instantly and reappear every turn (instead of 1 turn to wait before the units appear)

 

· Anathema duration increased to 4 turns (from 3 turns), power increased to 4 & 6%/5 & 8%/6 & 10% (from 3 & 3%/4 & 4%/5 & 5%)

 

· Martyr power reduced to 9/10/12 (from 10.8/12.4/14.3)

 

· Mark of the Necromancer power reduced to 15/17/20 (from 19.9/22.9/26.4)

 

· Face of Death power increased to -4 Luck malus (from -3), Might & Magic defense vulnerability effect increased to -5% (from -3%)

 

· Stormwinds power increased to 20/25/30 (from 10/11/13)

 

· Stormwinds II power increased to 272/312/358 (from 194/223/256)

 

§ Creature Characteristics modifications

 

· Sanctuary (only Core Units were balanced)

 

o Shark Guard

 

§ Minimum Melee Damage increased to 3 (from 2)

 

§ Morale increased to 7 (from 6)

 

§ Might Defense reduced to 4 (from 5)

 

§ Magic Defense reduced to 2 (from 3)

 

o Wanizame

 

§ Might Defense reduced to 6 (from 7)

 

§ Magic Defense reduced to 2 (from 3)

 

§ Morale increased to 7 (from 6)

 

§ Cost reduced to 130 (from 140)

 

o Coral Priestess

 

§ Might Defense reduced to 1 (from 3)

 

§ Magic Defense reduced to 4 (from 5)

 

§ Eye of the Medusa healing ability replaced now the Waves of Renewal ability

 

o Pearl Priestess

 

§ Minimum Range Damage reduced to 4 (from 5)

 

§ Minimum Melee Damage reduced to 2 (from 3)

 

§ Might Defense reduced to 2 (from 4)

 

§ Magic Defense reduced to 6 (from 7)

 

§ Cost increased to 160 (from 150)

 

§ Eye of the Medusa healing ability is now only available for Pearl Priestess

 

o Kappa

 

§ Magic Defense reduced to 5 (from 6)

 

§ Magic Defense reduced to 4 (from 6)

 

o Kappa Shoya

 

§ Magic Defense reduced to 7 (from 9)

 

· Necropolis

 

o Skeleton

 

§ Might Defense reduced to 3 (from 4)

 

§ Magic Defense reduced to 1 (from 1)

 

o Skeletal Spearman

 

§ Maximum Range Damage reduced to 6 (from 7)

 

§ Might Defense reduced to 5 (from 6)

 

§ Magic Defense reduced to 3 (from 4)

 

o Ghoul

 

§ Health reduced to 23 (from 25)

 

§ Might Defense reduced to 5 (from 6)

 

o Ravenous

 

§ Health reduced to 30 (from 32)

 

§ Might Defense reduced to 7 (from Dołączona grafika

 

o Ghost

 

§ Health reduced to 19 (from 21)

 

§ Might Defense reduced to 3 (from 5)

 

§ Movement increased to 6 (from 5)

 

§ Death Seal ability replaced now the Wail of the Netherworld ability

 

o Specter

 

§ Weekly Growth reduced to 8 units (from 10 units)

 

§ Health reduced to 23 (from 27)

 

§ Might Defense reduced to 4 (from 6)

 

§ Movement increased to 6 (from 5)

 

§ Wail of the Netherworld ability is now only available for Specter.

 

o Lich

 

§ Minimum Range Damage reduced to 14 (from 16)

 

§ Maximum Range Damage reduced to 17 (from 19)

 

§ Minimum Melee Damage reduced to 7 (from Dołączona grafika

 

§ Maximum Melee Damage reduced to 9 (from 10)

 

§ Might Defense reduced to 10 (from 12)

 

o Archlich

 

§ Minimum Range Damage reduced to 16 (from 18)

 

§ Maximum Range Damage reduced to 20 (from 22)

 

§ Minimum Melee Damage reduced to 8 (from 9)

 

§ Maximum Melee Damage reduced to 10 (from 11)

 

§ Might Defense Damage reduced to 13 (from 15)

 

o Lamasu

 

§ Weekly Growth increased to 5 units (from 4 units)

 

§ Magic Defense increased to 14 (from 11)

 

§ Movement increased to 6 (from 5)

 

o Putrid Lamasu

 

§ Weekly Growth increased to 7 units (from 6 units)

 

§ Health increased to 85 (from 80)

 

§ Magic Defense increased to 16 (from 13)

 

§ Movement increased to 7 (from 6)

 

o Vampire

 

§ Characteristics unchanged

 

o Vampire Lord

 

§ Weekly Growth reduced to 5 units (from 7 units)

 

o Fate Spinner (Human)

 

§ Minimum Melee Damage increased to 49 (from 47)

 

§ Maximum Melee Damage increased to 55 (from 52)

 

§ Movement increased to 6 (from 5)

 

o Fate Weaver (Human)

 

§ Minimum Melee Damage increased to 53 (from 51)

 

§ Maximum Melee Damage increased to 59 (from 56)

 

§ Movement increased to 6 (from 5)

 

o Fate Spinner (Arachnid)

 

§ Minimum Range Damage reduced to 54 (from 57)

 

§ Maximum Range Damage reduced to 59 (from 62)

 

§ Minimum Melee Damage reduced to 27 (from 28)

 

§ Maximum Melee Damage reduced to 30 (from 31)

 

o Fate Weaver (Arachnid)

 

§ Minimum Range Damage reduced to 57 (from 60)

 

§ Maximum Range Damage reduced to 64 (from 67)

 

§ Minimum Melee Damage reduced to 29 (from 30)

 

§ Maximum Melee Damage reduced to 32 (from 34)

 

· Haven

 

o Sentinel

 

§ Health reduced to 21 (from 23)

 

§ Maximum Melee Damage increased to 4 (from 3)

 

§ Magic Defense reduced to 1 (from 3)

 

§ Cost reduced to 75 (from 80)

 

§ Shield Guard passive ability bonus reduced of 35%

 

o Praetorian

 

§ Health reduced to 30 (from 32)

 

§ Maximum Melee Damage increased to 5 (from 4)

 

§ Magic Defense reduced to 2 (from 5)

 

§ Cost reduced to 110 (from 120)

 

§ Shield Guard passive ability reduced of 35%

 

o Crossbowman

 

§ Might Defense reduced to 3 (from 4)

 

§ Magic Defense reduced to 1 (from 2)

 

§ Cost increased to 110 (from 95)

 

§ Armor Piercing passive ability bonus reduced of 35%

 

o Marksman

 

§ Might Defense reduced to 4 (from 5)

 

§ Magic Defense reduced to 1 (from 2)

 

§ Cost increased to 150 (from 140)

 

§ Armor Piercing passive ability bonus reduced of 35%

 

o Sister

 

§ Health reduced to 17 (from 19)

 

§ Might Defense reduced to 1 (from 3)

 

§ Magic Defense increased to 8 (from 6)

 

§ Pacification ability now replaced the Heal ability

 

o Vestal

 

§ Health reduced to 22 (from 25)

 

§ Might Defense reduced to 2 (from 4)

 

§ Magic Defense increased to 10 (from Dołączona grafika

 

§ Heal ability is now only available for Vestal

 

o Griffin

 

§ Health increased to 80 (from 75)

 

§ Magic Defense increased to 14 (from 10)

 

o Imperial Griffin

 

§ Health 90 (from 85)

 

§ Minimum Melee Damage increased to 15 (from 14)

 

§ Might Defense increased to 16 (from 15)

 

§ Magic Defense increased to 16 (from 10)

 

§ Cost reduced to 600 (from 630)

 

o Radiant Glory

 

§ Health increased to 70 (from 65)

 

§ Morale reduced to 7 (from 9)

 

o Blazing Glory

 

§ Health increased to 75 (from 70)

 

§ Minimum Melee Damage reduced to 13 (from 14)

 

§ Maximum Melee Damage reduced to 15 (from 16)

 

§ Might Defense reduced to 12 (from 14)

 

§ Magic Defense reduced to 14 (from 16)

 

§ Morale reduced to 7 (from 9)

 

§ Cost increased to 525 (from 505)

 

o Sun Rider

 

§ Might Defense increased to 19 (from 18)

 

§ Magic Defense reduced to 10 (from 13)

 

o Sun Crusader

 

§ Might Defense increased to 22 (from 20)

 

§ Magic Defense reduced to 11 (from 14)

 

o Seraph

 

§ Characteristics unchanged

 

o Celestial

 

§ Characteristics unchanged

 

· Inferno

 

o Maniac

 

§ Weekly Growth increased to 9 units (from 8 units)

 

§ Might Defense reduced to 6 (from 7)

 

§ Magic Defense reduced to 2 (from 3)

 

§ Morale increased to 9 (from Dołączona grafika

 

§ Luck increased to 20 (from 10)

 

o Demented

 

§ Weekly Growth increased to 12 (from 11)

 

§ Might Defense reduced to 8 (from 9)

 

§ Magic Defense reduced to 3 (from 4)

 

§ Morale increased to 9 (from Dołączona grafika

 

§ Luck increased to 24 (from 12)

 

o Hell Hound

 

§ Weekly Growth increased to 6 (from 5)

 

§ Health increased to 25 (from 22)

 

§ Might Defense increased to 6 (from 5)

 

§ Magic Defense reduced to 5 (from 6)

 

§ Luck increased to 18 (from 19)

 

§ Cost reduced to 135 (from 140)

 

o Cerberus

 

§ Weekly Growth increased to 10 units (from 8 units)

 

§ Health increased to 32 (from 28)

 

§ Might Defense increased to 7 (from 6)

 

§ Magic Defense reduced to 5 (from 6)

 

§ Luck increased to 22 (from 11)

 

§ Cost reduced to 185 (from 205)

 

o Succubus

 

§ Luck increased to 16 (from Dołączona grafika

 

§ Cost increased to 110 (from 105)

 

§ Melee Damage type are now considered as Might Damage (instead of Fire Magic Damage)

 

o Lilim

 

§ Luck increased to 20 (from 10)

 

§ Cost increased to 160 (from 150)

 

§ Melee Damage type are now considered as Might Damage (instead of Fire Magic Damage)

 

o Breeder

 

§ Minimum Range Damage increased to 14 (from 13)

 

§ Maximum Range Damage increased to 17 (from 16)

 

§ Minimum Melee Damage increased to 7 (from 6)

 

§ Maximum Melee Damage increased to 9 (from Dołączona grafika

 

§ Might Defense increased to 12 (from 11)

 

§ Magic Defense increased to 15 (from 13)

 

§ Morale increased to 10 (from 2)

 

§ Luck increased to 12 (from 6)

 

§ Melee Damage type are now considered as Might Damage (instead of Fire Magic Damage)

 

o Mother Breeder

 

§ Minimum Range Damage increased to 16 (from 15)

 

§ Maximum Range Damage increased to 19 (from 18)

 

§ Minimum Melee Damage increased to 8 (from 7)

 

§ Maximum Melee Damage increased to 10 (from 9)

 

§ Might Defense increased to 14 (from 13)

 

§ Magic Defense increased to 17 (from 15)

 

§ Morale increased to 10 (from 2)

 

§ Luck increased to 15 (from 6)

 

§ Melee Damage Type are now considered as Might Damage (instead of Fire Magic Damage)

 

o Tormentor

 

§ Health reduced to 76 (from 80)

 

§ Magic Defense reduced to 4 (from Dołączona grafika

 

§ Morale increased to 4 (from 2)

 

§ Luck increased to 20 (from 10

 

§ Dead Flesh passive ability added

 

o Lacerator

 

§ Weekly Growth increased to 5 (from 4)

 

§ Health reduced to 80 (from 85)

 

§ Magic Defense 6 (from 9)

 

§ Morale increased to 5 (from 3)

 

§ Luck increased to 24 (from 12)

 

§ Dead Flesh passive ability added

 

o Juggernaut

 

§ Luck increased to 20 (from 10)

 

o Ravager

 

§ Weekly Growth increased to 5 (from 4)

 

§ Luck increased to 22(from 11)

 

o Pit Fiend

 

§ Health increased to 275 (from 270)

 

§ Minimum Melee Damage increased to 53 (from 49)

 

§ Maximum Melee Damage increased to 59 (from 56)

 

§ Luck increased to 16 (from Dołączona grafika

 

o Pit Lord

 

§ Health increased to 290 (from 280)

 

§ Minimum Melee Damage increased to 57 (from 55)

 

§ Maximum Melee Damage increased to 66 (from 64)

 

§ Luck increased to 18 (from 9)

 

· Stronghold

 

o Mauler

 

§ Weekly Growth increased to 6 (from 5)

 

o Crusher

 

§ Weekly Growth increased to 10 (from Dołączona grafika

 

§ Minimum Melee Damage increased to 5 (from 4)

 

§ Maximum Melee Damage increased to 9 (from Dołączona grafika

 

o Goblin

 

§ Weekly Growth increased to 12 (from 10)

 

§ Health reduced to 19 (from 23)

 

§ Might Defense increased to 3 (from 1)

 

§ Initiative increased to 40 (from 35)

 

§ Cost reduced to 75 (from 80)

 

o Goblin Hunter

 

§ Weekly Growth increased to 18 (from 13)

 

§ Health reduced to 22 (from 26)

 

§ Might Defense increased to 4 (from 1)

 

§ Movement reduced to 6 (from 7)

 

§ Initiative increased to 45 (from 40)

 

§ Cost reduced to 100 (from 115)

 

o Harpy

 

§ Weekly Growth increased to 8 (from 7)

 

§ Maximum Melee Damage increased to 6 (from 5)

 

§ Might Defense reduced to 2 (from 3)

 

§ Magic Defense increased to 4 (from 1)

 

o Fury

 

§ Weekly Growth increased to 11 (from 10)

 

§ Maximum Melee Damage increased to 9 (from Dołączona grafika

 

§ Might Defense reduced to 3 (from 4)

 

§ Magic Defense increased to 6 (from 2)

 

o Dreamwalker

 

§ Magic Defense increased to 14 (from 10)

 

o Dreamreaver

 

§ Magic Defense increased to 16 (from 12)

 

o Centaur

 

§ Characteristics unchanged

 

o Centaur Marauder

 

§ Characteristics unchanged

 

o Jaguar

 

§ Minimum Melee Damage reduced to 15 (from 17)

 

§ Maximum Melee Damage reduced to 18 (from 20)

 

§ Might Defense increased to 11 (from 9)

 

o Panther Warrior

 

§ Minimum Melee Damage reduced to 16 (from 18)

 

§ Maximum Melee Damage reduced to 20 (from 22)

 

§ Might Defense increased to 13 (from 11)

 

o Cyclops

 

§ Health increased to 340 (from 330)

 

o Enraged

 

§ Health increased to 365 (from 350)

 

 

Link do patcha:

http://static2.cdn.ubi.com/patches/HOMM6/hmm6_digital_1.5_efigs.exe

Edytowane przez SpectatorX

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