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Beta - A note from the Team

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Hello Councillors,

Following the official announcement of the Beta delay ( https://mmh7.ubi.com/en/blog/post/view/beta-situation-update), the development team would like to share some insights regarding the issues we encountered on Monday with the build.

First and foremost we are obviously quite disappointed and frustrated right now. We had a good feeling last week to be able to deploy and release the version and we were quite eager to start the first beta phase. We failed to deliver the beta version on time, even though we tried until the very last moment on Monday. We felt that the least we can do is share the reasons of this with you all.

Here are the issues which stopped us from releasing the version:

1.Out of sync issue in multiplayer

We are still working on so called “out-of-sync” issues in the multiplayer mode. We were confident that we had fixed these, but as a matter of fact one remaining issue is enough to mess up a multiplayer match. Right now we are aware of one issue which causes a desync: If a player levels up and chooses his skill while it is not his turn we have a sync issue and the game doesn´t recover from it. For now we do not know if we have additional out-of-sync moments in the current build but fixing this one is a priority as we need this fix for the long-term stability of multiplayer games.

2. FPS drops

We currently have two different notes about performance drops. We assume for now that it is caused by the GUI. We significantly loose performance after a certain time of playing. Usually we would expect that a save-load would fix this but this particular issue is actually not fixed by a simple save-load and therefore we definitely have something strange going on in the GUI code which we have to fix.

3. Corrupted save games on a big map

A last minute issue is related to the save game behavior. The current version eventually crashes on saving the game if the save game file exceeds a certain size. It does not happen on the smaller of the two maps but it happens frequently on the bigger map. For the moment, the magic number seems to be “5.5 MB” – and as soon as a save exceeds this size the save games seem to become corrupt, ultimately leading to a crash. Even though it is possible to play without saving this is obviously not acceptable and again it´s a fix we have to implement as soon as possible. Especially considering that we have way bigger maps for the full release, it´s something that rather needs to be tackled right now.

What´s next?

When we received confirmation of those issues on Monday, we discussed what would be the best way to deal with it and from the team´s perspective our preference was to postpone until we could fix these these issues or significantly improve them. This was a tough decision but we are confident it was for the best.

We are currently estimating 2 to 3 days to implement the fixes for previously mentioned major issues. After that we have to go through the testing process once again before we can deploy and release the build. In a nutshell as soon as we deliver a build, we transfer it to the testing team who will check if they can approve a build for release or if we have to reiterate.

This process takes some additional time, so to be on a somewhat realistic timing we prefer to assume “next week” for the release. Of course we will as soon as we can confirm a date and won’t reduce the length of this Beta.

In any case, we are deeply sorry and frustrated that we could not stick to our initial timing. We have focused a lot on the core game features and core gameplay lately and underestimated technical topics which had a bigger impact than we expected. Nevertheless, on the positive side we are actually glad that quality assurance found them and they were a great help reproducing these issues which makes fixing easier. Long story short, we are now working hard to deliver a new build as soon as these are fixed and start the release process once more.

We already made some great improvements regarding save issues for instance which we consider also as crucial. Indeed, we know that unfortunately we might not be able to reduce desync risks to 0% for the Beta (since it will also be linked to your internet connection stability etc.). However, even if you are disconnected during an online multiplayer game, it is mandatory for us that you can directly reload the save and start playing again.

Rest assured we are more committed than ever to provide you the best experience with both MMH7 Beta and the final game. We will keep you informed about our progress and share more insights as soon as possible.

Thanks for your understanding and we all hope you accept our apologies!
The Development Team

Skills: Fire & Prime Magic

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Hello Councillors,

Some of you have been eager to discover more Magic Schools before the end of the week so here we go with 2 of them today: Fire & Prime!

Please note that in the following graphic X might not represent a single number and can be in various cases results of different bonuses or calculations (for instance it can be: X=Damages of the spell from Hero expertise level * Magic value)

Balancing will be handled until the very end of the development and names/icons can be subject to changes.

Fire Magic

Fire Magic comes from Arkath and manifests itself as flames, smoke and ashes. It is also related to the burning passions: desire, courage and anger, lust, recklessness and rage. Fire consumes the weak but gives strength and purpose to the strong.It can create smoke screens and fire shields to protect its allies, or fill them with unyielding determination, but it can also incinerate its enemies with scorching fireballs.

Fire Magic is favoured by the Dwarves, and very popular with the Demons.

Spells


Abilities

Prime Magic

Prime Magic comes from Asha or Urgash, the Primordial Dragons, and is connected to the spiritual substance born from the Void. It can channel the magical energies from the spirit world to the material world (and vice versa), and control the space-time continuum (to preserve or disrupt it). Prime magic can enchant an item (imbue an inert substance with a magical “soul”), animate a Golem or a Skeleton (bind a spirit to a material lifeless form), open a gate between the material and the spiritual world, etc.
 
Prime Magic is favored by the worshippers of Asha and the followers of Sar-Elam (the Wizards, the Necromancers, the White Weavers, the Blind Brothers, the Silent Sisters, the Dragon Knights) but also by the servants of Urgash (the Warlocks and Demons).

Spells

Abilities

Skills: Light, Water & Metamagic

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Hello Councillors,

Discover today the last remaining 3 skills of MMH7 you will be able to discover in the upcoming Beta: Light & Water Magic Schools and Academy’s Faction skill Metamagic!

In the meantime, our team continue to work on the bug fixes and we will get back to you next week for more information. Stay tuned!

Light Magic

Light Magic comes from Elrath and is linked to ideals of Truth, Justice, and Perfection. Light shines on the virtuous but blinds and burns the impious. It can heal its servants, and even bring them back to life, protect them against various kinds of curses, and pierce through illusions and stealth.

Spells


Abilities

Water Magic

Water Magic comes from Shalassa and is linked to its various aspects (oceans, lakes, brooks, springs, rain, mist, steam, snow, ice, blood and tears…) but also to the emotions, the intuition, the creativity and empathy. Water magic renders the body and the mind as malleable as a liquid. It can conjure dream visions, trigger violent emotions, but can also drown armies of enemies in tidal waves, or freeze them to death in raging blizzards.

Spells

Abilities


Metamagic

Metamagic is Academy's Faction Skill, as always all skill effects are cumulative.
"The wizards’ mastery of magic allows them to trigger synergies between spells to unleash even more power and destruction on the battlefield."

Reaching Novice level of Metamagic enable the use of Magic Synergy effect:
  • Novice - Casting a single target hero spell on a creature under a magic effect triggers Magic Synergy:
    • Increase the duration of positive effects on friendly creatures and the duration of negative effects on enemy creatures by 1.
  • Expert - Magic Synergy increases the duration of magic effects by 1
  • Master - Magic Synergy increases the duration of magic effects by 1.

Beta - Available tomorrow!

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Hello Councillors,

Since last week and during the whole weekend, our team did their best in order to improve the build and implement hot fixes for major issues, that could have tainted your gameplay experience of MMH7’s Beta (more information  here).

We did some great progress over the last few days and today we have the pleasure to come back to you with an important update…

Might & Magic Heroes VII’s Closed Beta will be available tomorrow (June 3rd) at 2pm CEST and will last until Wednesday 17th 2pm CEST!



To thank you for your support during this difficult time, we also decided to offer an extra beta key to every player who pre-ordered the title. Enjoy sharing this with a friend! To claim this key, you just need to login to your Uplay account on June 3rd (on the website or directly on the uPlay launcher) before Midnight CEST. An email will be sent to you on Thursday with your extra key. If you don’t receive your key or aren’t able to connect on Wednesday, you can still claim this extra key at any time during the beta from our Customer Support service.

Everything is set, we are now waiting for you, Heroes and are looking forward to your feedback tomorrow!

Yours truly,
The M&M Team.

Beta - Available Now!

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The time has finally come Councillors.
Starting right now, you’ll be able to test the game for the first time and get a glimpse of the MMH7 experience!

Join the Beta and be the first to enjoy both Haven and Academy factions with their complete line-ups through two playable skirmish maps. In solo or multiplayer, you will also have the opportunity to discover the eagerly awaited Random Skills feature.

For more information about Beta content, join us on the  dedicated forum or check out our Twitch session with the devs
During this Beta phase, activity on the website will be reduced in order to give priority to Beta management and provide feedback to players.

Please keep in mind that the game is still in development and this Beta will be of great use for our team to identify areas of improvements thanks to your feedback.

If you have any questions or comments you would like to share, we recommend you join the official  Beta forums. You can also use the dedicated form here to submit your bugs directly to the team.

Finally, don’t forget to claim your free extra compensation MMH7 Beta key if you pre-ordered, Councillors! More information on  this news

Thank you again for your commitment and your help.

Enjoy the Beta!
The M&M Team.


Beta - Readme

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Hello Councillors,

It been almost two days since the beginning of the beta and we would like to thank you all for the great amount of feedback we already received. The weekend is coming and we know that some of you were waiting for this opportunity to spend more time on the game.

Thus, we decided to create this new article to gather main information and links about this beta.

Please check this list first if you have any questions or concerns, you might find some of your answers :)

1. Keys/Game Activation

a) How to redeem my pre-order key

If you have any questions regarding the redeem process of your beta access, please refer to the following FAQ. For more information about key activation please check those links Activate a game on Steam / Activate a game on Uplay.

b) Can't find my game

There is no direct link to download the beta.
  • If you pre-ordered the game from Steam, the beta should available as a second entry in your game library. Activate a game on Steam
  • For all other retailers, you will need to download Uplay Launcher and be sure to login with the Uplay account you used to buy the game or redeem the code. Activate a game on Uplay.
It may happen that if the game is activated but is not available on your Uplay library you will have to reinstall Uplay launcher. If you have difficulties finding the game in your library please contact our customer support.

c) I have a question/issue about my key

If you have any concerns regarding your pre-order key and previous points were not able to help you, we recommend you to directly contact our Customer Support and explain them your situation.

2. Extra keys

a) I can't find my extra-key

If you haven't received your key or if you were unable to connect to the game on Wednesday, you can still claim this extra key at any time during the beta by contacting our Customer Support team.
Be sure to check the email associated with the Uplay account you used to pre-order the game. It might also end up in a spam/junk folder, so check there as well. For customers in NCSA, be on the lookout for an email with the subject line, [General] Compensation Key

b) How to redeem extra-key

  • If you  pre-ordered the game through Uplay, the key will need to be redeemed directly in the Uplay Launcher (not through this website). You can read our FAQ on how to do this, here: How Do I Register a New Game in Uplay?
  • If you  pre-ordered the game through Steam, the key will need to be redeemed in the Steam client. Information on how to do this is provided, here: Activating a Product on Steam.
If you still experience any issues with activating your extra Beta Key, please let us know by posting in our  Close Beta Help Forum or by Contacting Ubisoft Support.

3. Bug report

a) Where can I find known issue list?

We are tracking all the bugs we are receiving and will update on a regular basis this Known Issues list. Of course this one do not include all reported bugs at the moment but are the main ones we were able to identify. Please check this thread first, you might find precious information. If you are experiencing issues not included here, please refer to following point (b).

b) How to report bugs and issues?

(Don’t forget to check Known Issues thread first) If you want to share your feedback about the game or bugs, we recommend you to check this forum thread first for more details about our bug acknowledgment process.  This will help us to ensure that testers have all the necessary information to reproduce your issues and provide a potential workaround and fixes.

c) I need help with the beta (technical, how to etc.)

If you are experiencing issues with the beta we recommend you to join dedicated forum so our expert will be able to help you. Do not hesitate in the meantime to open a ticket on our Customer Support.

d) I'm unable to post on Beta forums or use Beta feedback form on the website

If you have access to the Beta but can’t access those forums or have no “report a bug” button on this page please contact our Customer Support for additional help.

4. Known Issues

Don’t forget to check Known Issues thread on a regular basis for more information and this topic for bug reporting advices.

Update of the list: June 5th 12pm GMT+1/CEST



Finally we want to remind you that this version is a Beta access and various elements of the game are not final. Indeed, we will definitively put the stress in the remaining few months on solving remaining bugs and balancing issues. We can understand that from some of you September can appear really close but we are on target and will continue to do our best. We hope that despite encountered bugs or performance issues you have a great gameplay experience with the game so far (despite some tweaks to come and balancing of course). :)

Thank you again for the great quality of your feedback, those are really helpful for our team and we will make sure to make a good use of them!

Best,
The M&M Team.




Haven video & some screenshots

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Document sans nom Hello Councillors,

Today we are pleased to share with you a new gameplay video of the title featuring Haven faction. Discover in this video a new skirmish map exploration but also for non-veteran players a small introduction/tutorial to Heroes gameplay! (English subtitles are available directly on video options)



Important information about this video: present game footage is based on an older version of the game than the one of the current Beta. Due to several technical reasons we had to delay this video several times and result may no longer represent current quality of the game. We would also like to thank you all for your patience concerning this faction video that was announced quite a long time ago now.

Since some of you already had the opportunity to see a first version of this video in the nature (to our great disappointment), we also decided to present something new to everybody and added 3 exclusive screenshots from the underground of first Necropolis campaign map. Don’t worry we do not forget about the Vampire and the Lich, we are also looking forward their reveal time :)


The Next Tales – Your choice

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Hello, my dear friends.

As some of you can guess, I have been rather busy these last few days. However, let me reassure you: I haven’t forgotten this council, nor do I intend to shy away from the tales you’ve asked me to relate.

Many opinions were shared, and many suggestions were given. As of now, I’ve chosen the following three topics for my next tales:




  • Information about the Nagas, and how some members of this serpentine race were incorporated into the Lotus Empire.
  • The story of the Griffin family, from the days of Ishtvan, first Duke of Griffin, to his descendant Ivan.
  • The tale of Sandro, the infamous Netherlord. Always a popular bogeyman in fireside tales…

Many of you have asked information about someone named “Raelag”, but I must confess I have no idea who this person is supposed to be. The name does ring a bell, though… where did I hear it before? It’s like a shadow in the corner of my mind. Intriguing… and very frustrating.

Anyway, don’t hesitate to continue to suggest ideas, and vote for ideas you like.

Beta - Update available

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Hello Heroes,

Today we are glad to announce that a patch is now available for MMH7 Beta!

This patch (version: 20998) will be automatically downloaded through Uplay & Steam.

It contains a total of 115 hot fixes, including improvements (but not limited to) on following topics:
  • Multiplayer (desyncs, impossible to join/load etc.),
  • Combat (“fight again” feature fix and other various fixes),
  • Adventure Map (caravan “unload all” fix, creature auto stack in garrison, etc.),
  • HUD (various text/description fixes and more.),
  • Menu (various fixes),
  • Skill/Abilities (various fixes).
See patch note underneath for full release note.

We would like to thank you again for your commitment during this beta phase. We will continue to track all bugs down until the release and improve the experience especially on AI aspects (currently our top priority).

Don’t forget to check known issues listing for more information and workarounds.

Best,
The M&M Team.

Version 20998 (2015-06-11)

Changelog:
Adventure Map
  • [AdventureMap] After building the School of Magic the user is able to recruit Disciples without upgrading the building
  • [AdventureMap] After several siege attacks the first owner of the academy city has to fight it's own defence
  • [AdventureMap] Areas of terrain are unpassable at the player 1 starting position
  • [AdventureMap] Creatures are automatically stacking when moving the hero from visiting to garrison
  • [AdventureMap] Most neutral creatures on the adventure map are severely under-powered
  • [AdventureMap] The "Warehouse" building will appear as Not Visited after a week passes
  • [AdventureMap] The artifact Pirate Armour from the center of the map cannot be accessed
  • [AdventureMap] The Core Dwellings near the players starting positions are not accessible
  • [AdventureMap] The game will start with the AI turn and no fog off war above the AI castle if the user changes the position value to a bigger number than the AI
  • [AdventureMap] The last two navigation buttons from Haven Town View are visible to the player while no building is assigned to them
  • [AdventureMap] The resource piles north-east of the player 2 starting position can be taken without fighting the neutral army
  • [AdventureMap] The shallow river area is unpassable
  • [AdventureMap] The Tax Collector building appears as "not visited" after being captured
  • [AdventureMap] There are 3 groups of inaccessible resources close to Player 4 initial area
  • [AdventureMap] Unit increase exploit encountered during unit upgrade if certain steps are followed
  • [AdventureMap] Units of different types are not placed in the same caravan when recruited from a captured town
  • [AdventureMap] Unloading a caravan by pressing the "try to unload all" button will multiply the transported units indefinitely
  • [AdventureMap] When creating a caravan the "recruit all" button will cause creature stacks to disappear
Combat
  • [Combat] A fire elemental stack will remain suspended in the air after being defeated
  • [Combat] Creatures can move anywhere on the battlefield
  • [Combat] Fight again button does not reset the armies
  • [Combat] Resource piles appear on the combat map
  • [Combat] The "Obsidian Gargoyle" has broken animation when moving while in combat mode
  • [Combat] The "soldering hands" ability allows the player to repair a unit that has no damage
  • [Combat] The Cavalier and Cuirassier units receive damage when retaliating to an enemy attack
  • [Combat] The guardian and justicar units have unlimited retaliations
  • [Combat] The haven townscreen interface can be accesed during combat preventing the player to return to combat
  • [Combat] The player cannot fight siege battles if the "force quickcombat" option is set
  • [Combat] Using Quick Combat to pass a Town Siege will load a Siege map during the next Manual Fight
  • [Combat] If the city defenders select Surrender, the results menu will become broken and no combats can be started
HUD
  • [HUD] Buildings needed for obtaining Warfare units cannot be built from the Recruit Warfare Units tab
  • [HUD] Debug elements are present on the skillwheel screen, after the hero is defeated
  • [HUD] Debug output "-2 ?INT?MMH7Game.H7Combat.TT_MANA?" present when a Djinn creature uses the ability Mana Drain
  • [HUD] Debug Output present on the Combat Results screen in certain conditions
  • [HUD] Debug text %stat present in Father of Golems specialization description
  • [HUD] Debug text %tt present in Defend button description
  • [HUD] Debug text ?% can be noticed in the Deadly Strike ability description
  • [HUD] Debug text is present after assigning a governor on the "confirm" button
  • [HUD] Debug text is present in the Academy Town caravan setup window
  • [HUD] Debug text is present in the hero tool tip when playing with Edric
  • [HUD] Incomplete text after fleeing a battle
  • [HUD] Incomplete text present in the description of the "Barbarian Cape" artifact
  • [HUD] Inconsistency between the tooltip and the effect of the Earth Scholar skill
  • [HUD] Incorect description for "awareness" skill tooltip
  • [HUD] Incorect description for "reinforcements" tooltip
  • [HUD] Incorect description for 'Vicious shot" skill tooltip
  • [HUD] Incorect tooltip description for "adaptability" skill
  • [HUD] Leaving the construct screen immediately after issuing a build command leaves the navigation bar unchanged
  • [HUD] Leaving the hall of heroes screen takes the user directly to the adventure map under certain conditions
  • [HUD] Level 3 Fortifications misinform the player to believe that he will receive Local Guards to defend his town
  • [HUD] Necropolis hero model will appear on screen when the skill window is closed
  • [HUD] Placeholder present in the thieves guild hero tab after the enemy faction lost his main hero
  • [HUD] Sometimes the user is not able to discard the message that appears when opening the list of spells from Haven Village
  • [HUD] Sometimes, when engaging in a fight with an enemy, hostile army combat pop-up will not appear
  • [HUD] The "cuirassier" recruitment window will change to the "horseman" recruitment after recruiting any haven unit
  • [HUD] The attack tooltip displays no retaliation for all attacks
  • [HUD] The building interface can be accessed from within the Recruit Warfare Units panel and remains stuck on screen
  • [HUD] The font used for hero names, on the Hire new Heroes tab is very small, in certain conditions
  • [HUD] The Hall of Heroes screen will remain on screen if the user closes the skillwheel by use of the escape key
  • [HUD] The inventory slot gets corrupted when replacing artifacts using drag and drop
  • [HUD] The last two Academy Town tabs share the same icon as the Caravan Arrivals tab
  • [HUD] The max level XP counter does not update correctly when reaching level 29 and 30, it will show 0
  • [HUD] The notification "neutral army defeated" appears at the beginning of a skirmish game
  • [HUD] The notifications will appear and can be accessed during the fight if game menu is open
  • [HUD] The user is able to open the detailed view of a nonexistent hero
  • [HUD] The visiting hero's avatar icon will be replaced by a newly purchased hero's specific icon until reentering the castle
  • [HUD] There is no message informing the user that doesn't have any slots remaining in order to hire new heroes
  • [HUD] Units portrait in the initiative bar are shifted downwards and partially hidden after right clicking them
  • [HUD] Water Shield ability tool tip has decimals for one value
  • [HUD] When accessing Thieves Guild the "Tear of ashan" tab displays a percentage of 999
  • [HUD]A build prompt will remain open outside of the town in certain conditions
  • [HUD]A quickbar appears on the adventure map after loading a game
  • [HUD]Building the Town Portal doesn't teach the Instant Recall spell until revisiting the town
  • [HUD]Loading a saved game while playing with Haven will show a misplaced recruitment menu
  • [HUD]The artifact information does not fit the window of the Artifact recycler
  • [HUD]The description for the 'Recruit' button doesn't update
  • [HUD]The icons on the initiative queue shift down when opening tooltips from them
  • [HUD]The Instant Recall spell appears in the Magic Guild even without building the portal
  • [HUD]The 'Recruit all' button doesn't refresh when changes are made in the 'Recruit new creatures' menu
  • [HUD]The skill icon does not chage after changing the hero in the "Skills" menu
  • [HUD]There are no warfare units shown when attacking a castle
  • [HUD]Units can be lost in the Recruit Creatures menu in certain conditions
Menu
  • [Menu] Changes made to the player 1 settings in the skirmish setup are not reflected in-game
  • [Menu] Starting with the Haven hero Amilcar will spawn a random hero from any faction
  • [Menu] The user is not prevented when exiting the multiplayer lobby with a message
  • [Menu] Title crashes after loading a save made after loading a previous save from the same game on Dried Lands
Multiplayer
  • [Multiplayer] A player receives an out of sync message when ending the turn in certain conditions
  • [Multiplayer] Losing a skirmish map by having no city for 7 days leaves the player on the map in spectator mode
  • [Multiplayer] Out of Sync messages appear for Clients throughout a session
  • [Multiplayer] Players remain stuck on the battle screen when a client quits to main menu during his turn
  • [Multiplayer] Recruiting units from a fort will bring the game out of sync
  • [Multiplayer] Saved games appear as placeholder for the clients
  • [Multiplayer] The "become observer" option is available for a losing player in a 2 player match
  • [Multiplayer] The client can join the multiplayer session that is in progress
  • [Multiplayer] The HUD does not specify which player's turn it is
  • [Multiplayer] The load/save system is not functional for multiplayer games
  • [Multiplayer] The lobby is unjoinable when a client loads a multiplayer game
  • [Multiplayer] The map does not finish loading if a client disconnects during the loading screen
  • [Multiplayer] The usernames get swapped amongst players when transitioning from the lobby to the session
  • [Multiplayer] Title crashes when a client exits to desktop on his turn
  • [Multiplayer] Title is brought out of sync after a player activates Auto Combat
  • [Multiplayer] Title is brought out of sync when moving the Hero in certain conditions
  • [Multiplayer] Users experience faulty behavior after finishing a multiplayer skirmish match
  • [Multiplayer] When entering a quick combat with a stack of Sandstone Golems the game went out of sync
  • [Multiplayer] When moving right after a quick combat with a stack of Rakshasas the game went out of sync
  • [Multiplayer] When saving a game during a clients turn, an out of sync occurred
Skill/Abilities
  • [Skills/Abilities] Creatures affected by the Frenzy spell will not get retaliated when attacking
  • [Skills/Abilities] Debug output is present on the tooltip of the "Stone Spikes" spell
  • [Skills/Abilities] Debug output present on the "Storm Arrows" spell tooltip from the hero spell book.
  • [Skills/Abilities] Debug output present on the "Sun Beam" spell tooltip from the hero spell book.
  • [Skills/Abilities] Debug output present on the tooltip of the "Lightning Burst" spell.
  • [Skills/Abilities] The "Teleport" spell does not provide unlimited range when the player has "Prime Magic" master level.
  • [Skills/Abilities] The "Weakness" spell subtracts more damage than it states in the tool tip
  • [Skills/Abilities] The Frenzy spell will cause the buffed creature's attack to go into negative values
  • [Skills/Abilities] The user is able to target his own units with the Implosion spell

Stronghold’s Hall of Heroes

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Today, we wanted to share with you the portraits, bios and specializations of some of the Stronghold Heroes you’ll be able to hire in the Hall of Heroes in skirmish or multiplayer maps.

While they are not the main characters of the campaigns, some of these characters might play a role in the stories. Longtime Heroes fans might also recognize some familiar faces :)


YOG

Race: Half-Djinn

Affinity: Might

Class: Barbarian

Specialization: Cyclops Befriender (Increases the production of Cyclopes and Enraged Cyclopes by X/week in the Area of Control.)

Biography: The blue-skinned Yog is neither Man nor Orc nor Beast. Born to powerful Wizards of House Anima, the infant was fused with the essence of a Djinn at birth. His parents hoped it would make their son the greatest Wizard that ever lived. But the Dragons have a wicked sense of humour, and the fusion with the magical being had the opposite effect: Yog showed an uncanny ineptitude for all things related to magic. Rejected by his parents, ostracized by the Wizards, Yog eventually abandoned his birth name and found a new family among the Orcs and Beastmen.
 



ISHI

Race: Orc

Affinity: Magic

Class: Earth Shaper

Specialization: Master of Earth (Increases Magic by X when casting spells of the magic school of Earth.)

Biography: The twins Anga and Ishi share similar features but very different characters, Ishi being the wisest and most reserved of the two. She never acts on impulse and tries to act as a mediator to solve the conflicts regularly arising within the tribe. Since she has started walking the path of the Shaman, Ishi has developed a strong bond with Mother Earth, one of the guardian spirits of the Orcs. Because of it, she is sometimes known as the "Earth Daughter".
 
  

DRAKON

Race: Gnoll

Affinity: Might

Class: Chieftain

Specialization: Gnoll Chieftain (Increases the production of Gnolls and Gnoll Hunters by X/week in the Area of Control.)

Biography: Wizards often joke that when the mages of House Chimera were distributing qualities to their Beastmen creations, Gnolls were probably hiding somewhere. Drakon is the living proof it is not the case. Wily and charismatic, Drakon didn't only prove to be a skilled warrior but also a reliable commander of armies. As a result, the other Gnolls are practically volunteering to fight for him.



ANGA

Race: Orc

Affinity: Magic

Class: Stormcaller

Specialization: Master of Air (Increases Magic by X when casting spells of the magic school of Air.)

Biography: The twins Anga and Ishi share similar features but very different characters. Anga is the most feisty and outspoken of the two, and is as quick to anger as she is quick to forget past offenses -- her own included. Since she has started walking the path of the Shaman, she found a strong affinity for Father Sky, one of the guardian spirits of the Orcs. As a result, she is sometimes known as the "Sky Daughter" among her tribe.

Skills: Necromancy

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Hello Councillors,

Discover today (officially ;)) the Necromancy skill in MMH7, specialty of the Necropolis faction.

“Heroes of Necropolis command armies of undead creatures, the animated corpses of the enemies they defeated on the battlefield. Although those soldiers are mostly sword fodder, their ranks seem to be growing endlessly.”

Necromancy in MMH7 takes into account all fallen creatures of the battlefield, disregarding the original owner of them: “Asha uses all”.

As always, skill effects are cumulative and all values are subject to balancing until the very end of the development.

Skill ranks:

- Novice: Raises fallen living creatures to join the hero's army after combat victory as Skeletons by 5% of the annihilated health points.
- Expert: Raises additional 5% and raised creatures are Skeleton Hoplites.
- Master: Raises additional 5%.

Abilities:

In the meantime, we also confirm that the reveal of Sylvan will start before the ending of the month so stay tuned!

Beta is now closed! Thank you all!

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Hello Councillors,

The time has now come and even if it is difficult to close this chapter, this is only the beginning of your journey with MMH7!

Today we would like to thank you all for your participation to the beta. We hope you had a great time discovering the game!

We were able to witness your commitment to the M&M franchise during this beta, as well as your expertise in this domain! Of course, every player has his vision of what the best Heroes experience would be, but thanks to your amazing level of feedback, we will do our best to provide a great gaming experience when we release!

Today, we’re happy to take this opportunity to share with you our planning for the upcoming months.

Debugging:

First of all, it is important to know that right now, the project is entering a new phase where developers will no longer add new features but focus on fixing and debugging existing ones. Of course the Beta did not offer all the options you know about (simturn, map editor etc.) but we have today all the elements at our disposal to offer  great Heroes gameplay. This will only be possible with an important focus on fixing and improving. We will not make concessions and will tackle all the remaining issues of the game: AI, performance, bugs, missing/wrong information, balancing (cf. next part for more information).

After months and months of core development, this beta was also the opportunity for us to provide a version of the game to all our testers and quality control teams. They also helped us to identify various issues, some of them crossing with your feedback.

We managed in a single week to fix 115 issues while keeping development at the core of our objective, so we will be able to be even more efficient in the upcoming months :) We have at the moment a bit more than 1K unique issues (ranging from really small ones such as typos: missing tooltips etc. - to major ones: crashes, performance, AI etc.) in our database (including your feedback of course). We are confident about the release in September and not only because it is what we announced as release date :)

In addition to giving you the opportunity to test the game in exclusivity, this beta was also for us a life-fire exercise to ensure a smoother release by anticipating compatibility issues and identifying workarounds. The use of the Unreal Engine and better development tools will allow us to provide an improved release version over previous instalment but also  much better support in the future.

Fear not Councillors, we won’t subject you to news about debugging every day until the release ;) Our team will work on debugging because this is just what we have to do. We have great content to share and it will start no later than next week!

In the meantime, our game content creators will continue to polish the existing maps but also keep you apprised on the map front until release (campaigns, skirmish, combat maps etc.). We are looking forward to showing you more of them and giving you a glimpse of MMH7’s true variety. 

Balancing:

Balancing is a long process, especially in a game like Heroes where it is a key feature of the experience. This is a top priority for us and for the final game .Contrary to Heroes VI, we have powerful and flexible tools to help us balance the game.

As for the global development of the game, our main objective until the beginning of this month was to setup the different elements and then concentrate our efforts on fixing, tweaking and improving on our elements.

It is more than obvious but of course the best way to ensure balancing is done right is to play the game again and again… It is important to keep in mind that everybody can disagree with balancing based on his own preferences and playstyle and thateach ability by its own can appear weak or overpowered. However,it is always the entire system that needs to be taken into account and this can only be done through intense play sessions.

During this beta we received a great number of feedback, especially in terms of balancing, so we thought you deserved to know how we will process  them.
  • Step1: We will  extract all balancing feedback involving bugs or broken features in order to have them treated directlyby the development team. This can also be related to missing tooltips or confusing information.
  • Step 2: We will then study all reported value issues (spells, skills, resource cost etc.) and suggest several alternatives while keeping in mind the whole gameplay aspect.
  • Step 3: If some elements are still not fixed with the previous steps, we will verify if those elements don’t fit the gameand possible solutions for these.
  • Step 4: To finish, we will implement everything and test the entire balancing issues directly in the game and reiterate the previous steps as much as we need until we reach a satisfying result.
Here is an example of the tools we are using for creature and building balancing:


Thank you again for your passion Councillors, stay tuned next week for the beginning of the Sylvan reveal... 

Live and let live... within the Harmony

Armies of the Silva, Part 1

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Kaspar
Long time no see, everyone!

Once again, I shall do my best to share some information on the soldiers and creatures forming the core of the armies of Irollan. Please, concentrate on this dream shard. It should send images of these units directly in your mind.






Hunter

It may come as a surprise, but no, Elves are not vegetarians. Although many Druids choose to be.


Master Hunter

The Master Hunter receives his title during a special ceremony, in which an elder Treant offers the Elf one of his branches to be carved into a bow. The Master Hunter uses this bow until his death, and is buried with it.



Dryad

Dryads can sing trees into shape to create tools, weapons and even buildings for their Elven relatives. A chorus of Dryads can form an ancient tree into the foundations of an Elven city.


Oak Dryad

As Dryads are spirits, it is very hard to destroy them for good. Like Nature itself, I suppose…


Pixie

It is important to distinguish between Pixies born from wildflowers and those from gardens. The former are rough and solitary and tend to die quickly if they are captured or domesticated.


Sprite

Sprites are closely tied to the turning of the seasons; they are rare in winter and relatively numerous in spring and summer.

 

Armies of the Silva, Part 2

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Kaspar
Hello again, dear friends.

As I can see you're eager to see more about the Elven armies, allow me to share with you what I know about their elite regiments.







Druid

Monlin, the Elven language, makes no distinction between male or female Druids. They are all called simply ‘Druids’, which can roughly be translated as ‘the ones who know the plants.


Druid Elder

Druid Elders haven’t slain a stag to make their coifs. A dying stag will seek a Druid of his choice and offer him his hide to use as he or she sees fit. It is a great honour to receive such a gift.



Moon Doe

Female Twilight Stags are nocturnal. While they don’t burst into flame when they are touched by sunlight (contrary to what the old nursery rhyme says), they prefer to come out at night, especially when Asha’s Moon is high in the sky, hence their name.


Sun Deer

Needless to say, mating is a rather complicated affair for Twilight Stags, as the males and females can only meet during the short periods when both sun and moon are in the sky!


Blade Dancer

There are several forms of Battle Dance. Mastering one of them is already a great achievement.


Blade Master

Remember what I was saying about the different forms of Battle Dance? Well these Elves have mastered several of them.

 

Armies of the Silva, Part 3

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Kaspar
Salutations, Shadow Councillors!

It is now time to discuss the most powerful creatures defending the forest realm. These incredible beings are truly Irollan's champions.








Green Dragon

Because Green Dragons have a rocky hide covered with moss and plants, it’s no surprise that a resting Dragon can easily be mistaken for a mere mound or hill – it’s usually the heavy, gravelly breathing that tips off the unsuspecting traveller!


Emerald Dragon

Like their progenitor Sylanna, Emerald Dragons are among the most patient and measured types of Dragons, rather unlikely to dissolve interlopers with their corrosive breath unless provoked.



Treant

Treants are born only on sacred soil deep within the forests of Irollan, near a Dragon vein or nexus attuned to the essence of Earth.


Ancient Treant

Treants are possibly the oldest creatures walking the surface of Ashan. The tales they would tell if only they could talk! Sadly, they can only… bark.

Sylvan Townscreen

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Hello Councillors,

It is now time to discover the Townscreen of the Sylvan Faction in details!

"The Elves are graceful and patient souls who live in close harmony with the lands and forests. They are in tune with Sylanna, the Dragon of Earth. Her deliberate nature and ancient wisdom are reflected in their approach to life and worship. They view the forests and living things as their responsibilities, and do not shrink from punishing those who defile them."


Please keep in mind that all visuals and elements are work in progress and this until the end of the development! This article only focus on main buildings of the townscreen but the game will offer more variety and options (growth building etc.)

Click for full size

Dwellings:

Core Creatures
  • Faery Woods: Allows to recruit Sprites.
  • Sacred Grove: Allows to recruit Oak Dryads.
  • Hunters Lodge: Allows to recruit Master Hunters.

Elite Creatures
  • Stone Ring: Allows to recruit Druid Elders.
  • Blade Dance Arena: Allows to recruit Blade Masters.
  • Sun Garden: Allows to recruit Sun Deers.

Champion Creatures
  • Treant Sanctum: Allows to recruit Ancient Treants.
  • Dragon Shrine: Allows to recruit Emerald Dragons.

Warfare Units
  • Garden Of The Sacred Seed: Allows to recruit support warfare unit.
  • Archery Platform: Provides the town with 3 towers in siege combats.
  • Blacksmith: Allows to recruit attack warfare unit.

Buildings:

  • Capitol: Raises the daily income to 4000 gold / day. There can be only one Capitol per player and per map.
  • Sylanna's Perfect Balance: Provides 5000 gold / day and additional great bonuses.
  • Hall Of Heroes: Allows to recruit Heroes.
  • Magic Guild Level 4: Allows Heroes to learn spells (4 levels).
  • Town Portal: Allows Heroes to be teleported to this town (only if it is the closet town and with dedicated spell).
  • Embassy: +20% chance for negotiations with neutral armies inside the town's AoC.
  • Fountain Of Restoration: Provides bonuses to visiting heroes (increases the morale of units in the visiting hero's army by 5 for the next 3 battles).
  • Thieves Guild: Provides the town screen window to spy enemies and give overview of the game status.
  • Golden Path: Doubles movement points of caravans departing the town.
  • Dream Forest: Creates magical illusions around the town that lead enemy heroes in dead ends. All enemy heroes in the town's area of control have their movement cost over land increased by 25%.
  • Marketplace: Provides the town screen window to trade resources.
  • Sylanna's Infinite Gift: Provides one unit of wood and one unit of ore per day.
  • Mystic Pond: Provides a daily random rare resource to the owner.

June’s Beta, some figures

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Hello Councillors,

During two weeks in June you were able to get a first glimpse of MMH7’s experience with your Beta access. We would like to thank you again today for your amazing commitment to Heroes!

We’re proud to say that a total of 48 281 hours were spent in the game during those two weeks and that you participated in almost 890 000 fights!

A big thank you to the many players who spent more than 50 hours in the beta and to our champion, clocking an astonishing 78 hours of total play time!

Discover more facts about MMH7’s Beta with this special infographic including, but not limited to, favourite faction, top skills and spells!

Vote for your favourite faction for the upcoming Beta!

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Hello Councillors,

Many of you requested a new opportunity to play the game, try additional content but also verify our progress and acknowledgment of your feedback.

Today, we have the pleasure to announce that yes, a second closed beta is planned for MMH7!

This time, you will also be able to influence its content with a new vote regarding the factions to be implemented!


The vote will last for two weeks, beta availability to be announced.


All pre-orders will have guaranteed access to this new beta session but you can also register on the official waiting list for a chance to join in! More information on: https://mmh7.ubi.com/en/beta

Councillors, make your voice heard and decide which faction you want to discover exclusively in the upcoming beta!

Skills: Nature's Revenge

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Hello Councillors,

Now that you discovered the full Sylvan line-up with new dedicated page, it is time to have a look to the Faction skill of Sylvan: Nature's Revenge!

"The Elves never forgive those who harm Nature. Once an opponent has been marked as an enemy of Nature, the Elves will stop at nothing until he is utterly destroyed and his corpse turned into fertiliser."
  • Novice: Every enemy target creature of default attacks or activated abilities from the creatures of the controlling hero receives one "mark". Creatures have +4 attack while attacking for every mark on the target. All marks are removed at the end of a combat round. Enemy creatures can get 1 mark.
  • Expert: Enemy creatures can get 2 marks.
  • Master: Enemy creatures can get 3 marks.

    All skill effects are cumulative!

Next week we will introduce you the different classes of Sylvan Heroes but before leaving you for the weekend, we would like to re-introduce you the trusty steed of those fighters (low light capture):


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