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The Road Ahead

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Hello Heroes,

In the past month our team has been working hard to provide numerous fixes to the game and we will continue to do our best to improve your experience with Might & Magic Heroes VII.

Whilst many crashes, bugs and other issues have already been adressed we are more than aware of the remaining challenges in front of us and would like today, to give you additional insight regarding some of the 'Hot topics'.

Thank you for the community feedback!

Early last week we reached out to various different communities and asked what you would like to see changed within Heroes 7 to give you the best user experience. We let the threads evolve over a week and then collated all the information. With that, we then made a top 10 list of the most frequently requested ideas, sat down and discussed what is actually feasible to add to the game with the various restraints that come with game development.

As such, we are happy to present a list of the community changes we've seen, acknowledged and are now working on implementing to the core of the game.

A quick disclaimer. We will not be able to provide any sort of ETA or timing for these changes, even you will see some of these deployed already with the next upcoming patch. The idea is that we want to make sure that when they go into the game, they are working as intended and do not break anything and some stuff simply takes longer than others.

Presentation

For many players, game saturation levels were not satisfying and the game appeared not as colourful and magical as a Heroes title should be. As such we have decided to do a re pass of saturation, contrast and color to every single adventure map in the game to make things brighter and more immersive. We hope with this change people will find the game more pleasing to the eye. This re-work goes along with an option to enable/disable the distance fog if you zoom out on the adventure map. With the upcoming patch the distance fog is disabled by default and a more reduced version of the distance fog can be enabled within the game options.

Please find underneath some “before/after“ examples as a first preview of these particular changes. 





Tutorial

Another widely regarded request is the addition of a tutorial. With all the intricacies and nuances that come with the Heroes franchise, it seems necessary for us to propose a tutorial for newcomers but also veteran players wishing to discover new features. As such we are developing an entirely stand alone map that will help pave the way for a new player to ease their introduction into the game. In the meantime we added a „suggestion“ for new players to start with the Haven campaign as this campaign can be considered the easiest of the campaigns for starters. Finally we added various tutorial videos for beginners until the tutorial map is implemented to the game in a future patch.

  • Tutorial videos direct links:
  Tuto 1 - Basic Gameplay :
  Tuto 2 - Townscreen :
  Tuto 3 - Battles :
  Tuto 4 - Skillwheel :

Performance

Big strides have come about in performance and after much testing and optimization we are pleased to say we've hit a really big mile stone in terms of memory reduction and load times. Memory usage has essentially been cut in half on a map by map basis. With this comes a big reduction of load times and overall performance will have noticeably been improved.

To share some visibility on this subject here are some details:

// Please keep in mind that results can differ from one machine to another one. This chart only aim is to show the improvements on a specific setting with no other modification than the game version.

1. Loading time

With the upcoming patch 1.4 you should be able to experience better loading times on all maps but also when launching the game itself. Of course results can differ but please find underneath a test we ran on a single machine with both 1.3.1 and 1.4 patches.


As you can see, on this setup loading times were cut in half (and more) from ≈38s on Patch 1.3.1 to ≈15s on Patch 1.4.

2. Ram consumption

Some examples of RAM consumption optimisations:

Map
Before 1.4
With 1.4
Dungeon Map_1
5.2 gb
2.8 gb
Sylvan Map_1
5.1 gb
2.9 gb
Stronghold Map_1
5.0 gb
2.7 gb
Academy Map_1
5.3 gb
2.9 gb
Haven Map_1
5.33 gb
3.0 gb
Necro Map_1
5.33 gb
3.0 gb

One of our goal with this procedure is to ensure 32bit OS compatibility with a ram consumption inferior to 3,2go during the full game experience, we will keep you updated on this topic in the upcoming weeks but the team is aiming for a compatibility before December.

Heroes

We are currently discussing the possibility of removing the Level cap entirely. With this we would then look to implement a skill cap so you can't just get every skill. This change will only apply for skirmish maps. To coincide with this we are looking at ways to make heroes feel more unique by having different abilities. The goal is to add more unique and specialised roles to offer more diversity and replayability. Think along the lines doing damage at the start of combat or providing some sort of passive buffs. Again, this topic is still in discussion (no ETA to share) as it has various side effects on the current implementation.

Balancing

As the game has now been out and had enough time to start really being played we will start slowly implementing more major balance changes. Balancing is something that is always being looked at and worked on. This is something the community can help us in massively with your feedback and support on what you feel needs addressing.

Multiplayer

Since the release of the game, our top priority was to improve gameblocking bugs and crashes related to solo-player modes. Even though we have patched various out-of-sync issues with the last patches you are still experiencing way to many desync situations and we apologies for the frustration it causes. Today, we are now able to gradually shift from this situation and already involved more developers in the multiplayer topic. Upcoming patch should propose a first batch of improvement and fixes for out-of-sync issues in adventure map to be followed by additional ones in the future updates.

Editor

The editor is an ongoing task as well. Thanks a lot for everyone who already started developing maps. We will make sure to constantly improve the editor and we are looking forward to introduce a Steam Workshop support in the future.


----------------------------------


These above changes are some of some of the most highly regarded and spoken about topics within the communities. As you might have noticed members of the dev team are doing their best to be present within various communities – so rest assured we are following the discussions on a daily basis and we will continue to review your feedback

Patch 1.4.

We are currently waiting for the greenlight for patch 1.4. which should be released in the next few days.  

Regards.
MMH7 Team.

Patch 1.4 now available

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Hello Heroes,

Today we are pleased to announce you the immediate availability of the patch 1.4 for Might & Magic Heroes VII. Downloading this new update should be automatic on both Uplay and Steam.

This patch provides this time again a great number of fixes for the game but we also were able to go further with additional game and performance improvements.

We highly recommend you to check our previous post from the team for more information and before/after benchmarks!  Here!

Patch 1.4 top lines:

  • Improved memory management and loading times
  • Adventure map saturation rework
  • Tutorial videos now available and Haven campaign now introduced as beginner campaign the first time you launch the game
  • Option to enable/disable the height fog
  • Multiplayer fixes
  • Editor fixes
  • Various game bug fixing and improvements
Stay tuned for more information regarding future patches!

Best,
The M&M Team.
--------------------------------

Might & Magic Heroes VII - Update 1.4
Date: November 05th, 2015
Version: 1.4 (rev 33071)
Release note: see below

Click below for full patch log

-------------------------------- Show patch note

Patch 1.4.1 now available

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Hello Heroes,


We are releasing today an additional hotfix related to AI difficulty settings with patch 1.4.1.
This update is already available on both Uplay and Steam.


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Might & Magic Heroes VII - Update 1.4.1
Date: November 06th, 2015
Version: 1.4.1 (rev 33114)

[Fixed] An issue with AI not saving difficulty settings on Skirmish and Scenario Maps.

--------------------------------


Stay tuned for more information regarding upcoming patches!

Upcoming Content

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Document sans nom
Hello Heroes,

The team is currently working on patch 1.5, which we hope to release soon.

We will bring you more detailed information about which fixes and improvements are included with the full patch notes shortly. This time again, we would like to take this opportunity to thank everyone for your valuable feedback and bug reports.

In addition to those elements, patch 1.5 will also feature additional content to expand your MMH7 experience with the introduction of:
  • 2 new Maps
  • 5 additional Neutral Creatures
  • 12 additional Heroes (2 per factions)
Discover a first glimpse of them today before the availability of this new update!


  • 2 New Maps:

o Mercator’s Misfortune [Skirmish, 4 players]
“The neutral city of Mercator is located between the lands of four rival lords. For many years, this location has ensured the fortune of the local merchants, but these prosperous days are over. Now that the lords' old enmity has escalated into a full-fledged war, he who controls Mercator will have a significant advantage over his adversaries...”

o Mirym’s Journey [Scenario Map / Large]
“Looking to find his place on Ashan, the Half-Elf Wizard Mirym embarks on a quest to discover the secret of his origins.”

  • 5 Additional Neutrals:

------------------------
Kappa Shoya
------------------------
------------------------
Mermaid
------------------------
------------------------
Darkness Elemental
------------------------
------------------------
Light Elemental
------------------------
------------------------
Shadow Panther
------------------------
Often jokingly described as the offspring of a toad and a turtle, Kappas are in truth minor Water Spirits linked to rivers and lakes, bound to a material shape by their alliance with the Naga priesthood. Half-humans and half-dolphins, the Mermaids were originally used to guard, scout, and sail the Wizards’ coasts. Unfortunately, the lands of the Seven Cities being mainly deserts meant that most Mermaids saw very little water, gradually devolving into little more than striking pets for preening masters. As a result, though the Mermaids did not take an active role in the Orc Revolts, they were more than happy to disappear in its aftermath. Since then they have lived more or less freely in the seas, having few natural predators and even fewer cares. Most of the Darkness Elementals develop in the depths of Ashan, in caves and tunnels and places of darkness where the influence of Malassa, the Dragon-Goddess of Darkness, is great. Caverns, crevices, and pits are all potential birthplaces. Spirits of obfuscation and mystery, their exact form is elusive. They often appear as moving shadows or areas within which light appears unusually wavery and feeble. Light Elementals usually appear at dawn, when the pale and rosy light is refracted through clouds and dew, weaving into a visible form. Friendly though flighty, these beautiful spirits often come to the aid of lost travelers. The Light Elementals know no allegiance and judge the purity of each heart they encounter by their own standards. The Orcs of the Pao islands speak of a legendary creature known as the Shadow Panther, bigger and fiercer than the already-formidable Pao Jaguar. Shadow Panthers are very real, but are no ordinary felines. Their attunement to the powers of Darkness made them the most terrible predators of the islands.

  • 12 Additional Heroes:

------------------------
Haven
------------------------

  Christian -- Haven
Class:
Knight (might balanced)
Specialization:
[Ballista Commander
] The hero starts with a Haven Ballista. Haven Ballistae in the hero's army have +10 Attack value. 
  Alchemist, adventurer, knight, privateer... Christian has had many careers. During the wars of the Second Eclipse, he proved himself to be a loyal and valuable member of the military. He is a committed and organized commander who provides his service and adventurous spirit to any and all worthy causes.
  Alesia -- Haven
Class:
Confessor (magic defensive)
Specialization:
[Vestal]
The hero starts with a Healing Sister. Healing Sisters in the hero's army also heals all friendly living units next to her main target.   
  A member of the Order of Vesta, Alesia was born and raised in the cosmopolitan city of Seahaven, in the Agyn Peninsula. A true Vestal, Alesia would rather use the powers of the Light that Elrath bestowed her to heal and bring peace, although she understands that, unfortunately, fighting can not always be avoided.
------------------------
Stronghold
------------------------

  Ann -- Stronghold
Class:
Chieftain (might defensive)
Specialization:
[Charismatic]
+10% chance for successful for negotiations with neutral armies. Critters join for a discount of 10% after successful negotiation.   
  The daughter of a famous hero (and granddaughter to an even more famous one), Ann Morgan is a smart lady animated by an adventurous spirit. Having sworn to herself she would not spend her life between a castle's walls, she has embarked on a great journey across Ashan, making her first stop among the tribes of the Sahaar desert.

  Kengi -- Stronghold
Class:
Earth Shaper (magic defensive)
Specialization:
[Chef]
Friendly creatures in the hero's army regenerate 10 Health at the end of each combat round. Friendly creatures in the hero's army get +5 Morale at the beginning of a combat.   
  Kengi unexpectedly achieved fame as a chef, but soon realized Mother Earth had chosen him to accomplish greater things. He would bring his cooking skills to the famished nomads of the Sahaar, and teach them how to turn the meager foods of the desert into meals worthy of a king.
------------------------
Academy
------------------------

  Ajit -- Academy
Class:
Sherif (might defensive)
Specialization:
[Painless]
Hero starts with +4 Defense.   
  A Wizard of House Chimera, Ajit was a student of Agar, the infamous creator of several of the strangest breeds of Beastmen. But his thirst for arcane knowledge proved second to his greed. Always coming up with new schemes to enrich himself, Ajit is starting to become notorious in Wizard circles as a deceitful grifter.

  Nur -- Academy
Class:
Enchanter (magic defensive)
Specialization:
[Spirit Channeler]
The hero regenerates 12 additional Mana per day.
  Nur is one of those beings that not only wields magic, but is inherently magical. A Djinn master of meditation and mental focus, Nur's battles with Chaos magic across many planes has led her to develop exceptional magic affinity. Nur was believed lost for centuries after a mad Wizard tried to absorb her powers, but her brother, Solmyr, was eventually able to restore her.
------------------------
Necropolis
------------------------

  Naadir -- Necropolis
Class:
Necromancer (magic offensive)
Specialization:
[Ghost Conjurer ]
The stack size of any Ghost or Banshee in the hero's army is increased by +1 every time it kills at least one non-undead, non-construct creature.
  Naadir despises the world of flesh, even more so than his fellow Necromancers. To him, perfection is only to be found in the naked spirit, cleansed from its material impurities. The punishment he has inflicted to his own body to "purify" it would haunt the nightmares of the most zealous of Inquisitors.

  Lucretia -- Necropolis
Class: Bone Guard (might defensive)
Specialization:
[Insatiable Thirst]
The Life Drain ability of Vampires and Vampire Lords in the hero's army regenerate 75% of the damage they deal as Health instead of 50%.
  Seduced and turned into a Vampire by Sandro himself, this ex-Bull Duchy countess immediately showed thirsts for both blood and power. Already a talented courtesan when still alive, Lucretia's vampiric embrace granted her a couple of centuries to hone her natural gifts for seducing, backstabbing, and politicking. She has recently returned to Heresh, although it is not clear if she still serves her old master.
------------------------
Dungeon
------------------------

  Sephinroth -- Dungeon
Class:
Shade Weaver (magic defensive)
Specialization:
[Black Marketeer ]
The hero provides 1 random rare resource per day to this kingdom.
  Born Saifiros, "sharp steel eyes", this master con artist changed her name to "Sephinroth" because she felt it sounded more exotic and regal, giving her an aura of mystery. A skillful liar, she tried to pass herself as the late King Arniel's illegitimate daughter. When the masquerade was discovered, Sephinroth was forced to hide among the exiled Dark Elves.

  Salvin -- Dungeon
Class:
Darkblade (might balanced)
Specialization:
[Painless]
Hero starts with +4 Defense.
  Last consort of the legendary Queen Tuidhana of Tarlad, Salvin had sworn to avenge her death at the hands of the Sylvan Elves. To achieve this goal, he has allied with Erebos, the Master of Assassins. His people now call themselves the Blades of Erebos.
------------------------
Sylvan
------------------------

  Gem -- Sylvan
Class:
Mystic (magic balanced)
Specialization:
[Regeneration Adept ]
Hero starts with Earth Magic skill on novice rank, "Regeneration" spell, and casts "Regeneration" with the next higher skill rank than the current rank in this magic school.
  Because of her otherworldly beauty, many believe Gem to be an Elf, when she is in fact Human. This sorceress, born in the Free City of Eridan Crossing nearly eight decades ago, became such a dedicated protector of nature that the Druids of Irollan themselves welcomed her among their numbers. What remains a mystery, though, is how she can still look so young.

  Ivor -- Sylvan
Class:
Warden (might defensive)
Specialization:
[Hotheaded]
The hero starts with the Sylvan Ballista. Sylvan Ballistae in the hero's army have +20 Initiative. All friendly units in the hero's army have +50 Initiative in the first round of combat.
  Ivor (a shortened version of his full Elven name) proudly traces his lineage back to the Shantiris. Though born into nobility, he has always been a hothead, preferring to lead an attack rather than wait to be attacked. His brashness and arrogance make him rather unique among the Wardens of Irollan.

Stay tuned Heroes for more information regarding Patch 1.5 availability!

Regards
The M&M Team

Patch 1.5 now available

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Hello Heroes!

We are pleased to announce to you the direct availability of Patch 1.5 for Might & Magic Heroes VII.

While last patch was focusing on performance improvements, a primary topic that has been addressed with 1.5 is Multiplayer and Out of Sync issues.

The development team has been hard at work testing as many different possible scenarios that could cause the issue to arise and has made significant head way in fixing them.

However remaining transparent with our fans is always important to us and we would like to iterate that there may still be some cases where the game can go out of sync. If you experience out of sync issues post 1.5 sending us game logs and save game files helps tremendously, and it is with that kind of player base support we've already received that helped us make good progresses with 1.5.

Another exciting new addition coming with 1.5 is the inclusion of 2 new Maps. On top with this we have introduced 5 additional neutrals and 12 Heroes to discover on the following dedicated article: HERE

As always we want to assure you that we are continually working on making Heroes 7 the best game it can be. We'd also like to extend a thank you to you, the community, for sticking with the game and helping us by providing detailed bug reports, game logs and savegames when you've experienced a problem. This has helped tremendously and a lot of the fixes in today’s patch come directly because of the community involvement with the process.

Best, The M&M Team.

Patch 1.5 top lines:

  • Further improved multiplayer in combat and on adventure map for out of syncs
  • Additional content: 2 new Maps, 12 additional Heroes, 5 additional Neutral creatures. See dedicated article for more information!
  • Fixed long loading times experienced by some of the users, which were caused by recompiling low quality shaders 
  • Improved animation system for smoother combat animations
  • Improved AI, Editor and other various Gameplay/Level Design elements (173 fixed bugs)
Stay tuned for more information regarding future patches!

Best,
The M&M Team.
--------------------------------

Might & Magic Heroes VII - Update 1.5
Date: November 19th, 2015
Version: 1.5 (rev 33749)
Release note: see below

Click below for full patch log

-------------------------------- Show patch note

Patch 1.6 announcement

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Hello Heroes,

On November 19th we released MMH7 patch 1.5 to introduce additional content to the game and enhance the stability of multiplayer experience.

While we hope you enjoyed the new maps and the improved multiplayer, we identified a critical bug affecting the spells and skill window. Unfortunately it is quite random and has a low occurrence rate, explaining why it escaped our QC teams vigilance. We have spent days to reproduce it on our end, and now are pleased to finally confirm that this bug has been identified and will be fixed in the upcoming 1.6 patch! Players who have experienced the spell/skill issue should note that those save files will continue to be corrupt even post 1.6 but any new saves made will work as intended. We apologies for any inconvenience this may cause.

We wish to extend our thanks to you all again, for your support, by providing numerous logs and saves with us.

Patch 1.6:

In addition to this critical fix, Patch 1.6 will contain various other bug fixes and improvements. More details on this will be available in the patch notes. A brief overview on some core elements of 1.6 are as follows;


1. Various bug fixes and improvements, including missing Skills/Spells bug

2. A new Skimirsh map: "Global Cooling"

"The mages and alchemists have been issuing warnings for decades, but nobody listened. Now the signs are here for all to see, and only the most delusional still dare denying them: the world is undergoing a drastic climate change, and it's too late to do anything about it. As the world freezes over, all nations begin a desperate struggle to control the remaining resources."



3. Official Tutorial Map

Even if most of you are veteran players of the franchise, a game such as Heroes might be a complex experience at first sight for newcomers. To help them better approach the title, we have introduced a dedicated tutorial map to help guide the player through their journey and learn some more of the subtleties heroes has to offer.



4. First batch of game balancing

With this new patch we have also introduced a first batch of balancing element for the game. A complete changelog will be included in the patch notes. To give you more visibility on our process here are the two main sources of information we used to prepare this update:
- Community feedback. Since the release of the title we gathered a great number of emails,comments and discussions concerning the balancing of the game thanks to your expertise of the franchise.
- Data analyse. We were also able to retrieve in-game data allowing us to analyse the percentage of utilisation of each skills, spells, factions, units and more.

Patch 1.6 is the first step of this new balancing vision and we will carefully monitor your feedback for the upcoming changes


5. Random Map Generator now compatible with multiple tile sets

We also did not forget about the map editor with one important improvement for the RMG feature.You are now able,with version 1.6, to use the RMG with all tile sets at the same time!Currently you are limited to a single variety so we hope this new possibility will allow you to create even more great maps with the editor!



We are committed to continue to support the title in the long run and we know these are some core elements that need to be worked on and perfected to provide the best player experience possible.

Stay tuned for more information regarding patch availability!


Multiplayer

A quick update for you regarding multiplayer and the current situation.

With the last patch we managed to fix a great number of multiplayer out of sync situations however some players are still experiencing out of syncs and as such we want to assure you that with every patch more and more of them are fixed.

Due to the complexity of the port forwarding procedure we are working on implementing STORM, which is automatic port forwarding with in the game. This will allow a better connectivity between players using the different setup of modems and routers all over the world.

Port forwarding might seem as an “old school” way to handle multiplayer but it is important to know that even if you are unaware of it, most games and platforms are using them to allow connection between users (Steam for instance is no exception to this rule https://support.steampowered.com/kb_article.php?re...
)

This new feature will be implemented in a future support patch, we don't have any ETA to share at the moment but we are doing our best to implement it in the best delays.

Best,
The M&M Team.

Patch 1.6 and Steam Workshop now available!

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Hello Heroes,

Today patch 1.6 will be available and we would like to share with you the details of what it will contain. Downloading this new update is automatic on both Uplay and Steam.

As previously announced, this new patch will bring it share of fixes, improvements and new content to the game. For more information the following content, do not hesitate to check out previous article Patch 1.6 announcement.

However we kept a final surprise for all Steam players with the brand new compatibility of Might & Magic Heroes VII with the Steam Workshop platform!

Patch 1.6 top lines:

  1. Various bug fixes and improvements, including missing Skills/Spells bug (see detail below)
  2. A new Skimirsh map: "Global Cooling"
  3. Official Tutorial Map
  4. First batch of game balancing
  5. Random Map Generator now compatible with multiple tile sets
  6. Steamworkshop

Steam Workshop

The Steam Workshop is a web platform that allows Steam players to discover or share new content for the game. Accessible directly from Steam launcher, you will be able to browse all creations from MMH7 Players including both Maps and Mods.



When you find content you wish to add to your game, you just have to click to the 'subscribe' button, content will be automatically available the next time you launch the game without any additional procedure!

Publishing your own creations is also only a few clicks away thanks to the complete integration of Steam Workshop within the editor.


We would like this time again to put the stress on the great work of both HoMMdb.com and Maps4Heroes who have been here since the early beginning of this project (and even more!). A huge thank you from the team.

Blood on the Bay

Our Designer/Writer Julien Pirou prepared a new map to give you an example of what you can create by yourself using the Map Editor included within the game. This scenario map recounts a tale of the Ten Years War as depicted on this Council. It is already available on SteamWorkshop but also for direct download on this website in two versions: "cooked" (a lighter but non-editable version if you are only interested in playing it) and "uncooked" (if you want to open the map in the editor to see how it was done).

The purpose of this map was discussed a few months ago on this Council:  A first look at the Map Editor

  • Blood on the Bay: 

  • Description: 846 YSD: Garland of Greystone besieges the city of Bayworth. Baron Clive Morgan must find a way to hold the city. Success will require unconventional methods... but Clive is no conventional lord!
    A tale of the Ten Years War.
  • Cooked (lighter but non-editable version - 28Mo): LINK 
    • Where to put it: Documents\My Games\Might & Magic Heroes VII\MMH7Game\CustomMaps\AdventureMaps
  • Uncooked map link (can be opened and modified in the editor 86Mo): LINK 
    • Where to put it: (Documents\My Games\Might & Magic Heroes VII\MMH7Game\EditorWorkspace)

Patch 1.6 Full Patch Note

--------------------------------

Might & Magic Heroes VII - Update 1.6
Date: December 08th, 2015
Version: 1.6 (rev 34396)
Release note: see below

Click below for full patch log

-------------------------------- Show patch note

The Lost Tales of Axeoth: Unity, available February 2016

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Hello Heroes,

Several months have passed since the announcement of The Lost Tales of Axeoth, the great project of our Level Designer and Writer Julien Pirou wishing to bring back to life lost scripts from Heroes of Might and Magic IV.

Fully developed with the official map editor delivered with the game, the first campaign “Unity” will be available through a dedicated update to be released on February 2016.

Some context:
Unity, the first campaign of The Lost Tales, takes place after the Reckoning; the cataclysmic event that destroyed the world of Enroth, forcing countless survivors to cross mysterious portals into a brand new, unexplored world. The Reckoning not only threw civilization into chaos, but the study of magic as well. Many of the old spell libraries were destroyed before their contents could be saved. Many Wizards who attempted to gather the books took too much time and died. Untold centuries of knowledge was lost. An organized effort to collect and rewrite the lost spells from the memories of those magic users who survived is being met with a little resistance. Few sorcerers want to give up their precious spell books for such a cause, so the process is slow and painful. Too slow for Genevieve Seymour, who embarks on an odyssey through the Broken Isles to create a brand new philosophy of magic: the Theory of Unity.
For more information about this project do not hesitate to check out our previous article https://mmh7.ubi.com/en/blog/post/view/the-lost-tales-of-axeoth and the interview of Terry B. Ray, legendary storyteller of Heroes of Might and Magic IV https://mmh7.ubi.com/en/blog/post/view/lost-tales-q-a-with-terry-ray!


We also want to use this opportunity to wish you all great end of year celebrations and are looking forward to coming back on January with more news and patches for the game.

Best,
The M&M team.

Patch 1.7 announcement

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Hello Heroes,

Today the Might & Magic team is glad to announce to you the upcoming availability of Patch 1.7, to be released in early-February.
In addition to the first Campaign of the Lost Tales of Axeoth, this update will also provide several fixes for the game and especially related to the multiplayer experience with the introduction of automatic port forwarding and various out of sync fixes.

Let’s have a quick look of what is coming next with this new patch! More elements and details to be shared with full release patch log.

1. The Lost Tales of Axeoth: Unity

More info to come!

2. Level-cap Removal

Many of you have been asking for it since the announcement of the game, we are pleased to announce that the level cap in all skirmish map (not available on Campaigns or Scenario maps) will be removed with Patch 1.7.

New maximum level for Heroes is now set to 999!


3. Main Menu reorganisation

With the additional elements populating the main menu, we decided to offer a new disposition to improve visibility and readability of this one. All single and multiplayer modes are now separated and the option button is back on main layout.


4. Online Connectivity Improvements

The team is continually working on out of sync issues and this patch will provide a new batch of fixes for those ones (more details to come with full patch note).

Moreover, 1.7 will introduce STORM (already mentioned on https://mmh7.ubi.com/en/blog/post/view/patch-1-6-announcement), allowing better connectivity between players but also a NAT indicator to make sure your network is properly setup for online experience (port forwarding, router security policy etc.).

5. Additional elements

Finally, this patch will also provide other improvements and fixes to be detailed at release. To name but a few:
  • Some balancing.
  • Additional keybindings.
  • Editor Improvements.
  • Bug fixes
  • Etc.
As always, please be aware that we are reading and noting your feedback and we will continue to support the game to improve your Heroes experience.

Best
The M&M Team

Community Feedback, a new beginning

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Hello Heroes,

Along with the announcement of Might & Magic Heroes VII, we launched on August 2014 the Shadow Council. This platform was created in order to give all Heroes Fans the possibility to make their voice count, through meaningful votes and the possibility to share feedback on every article.

Key elements of the game were decided on this platform and we are glad we were able to organise such votes with you all. Moreover, we received on this channel an amazing amount of feedback, particularly valuable to the development team. Thank you again for contributing to the creation of the game!

Following the release of Might & Magic Heroes 7, we have decided to transfer all discussions to the official forums in order to allow you to better express your opinions and to improve the general community experience. There you will be able to discuss extensively via individual topics which we believe will make conversations easier. As a result, we have decided to close the Shadow Council comments section.  The forums have already been re-organised so that there is a place for continued discussions! You can use the same login information as for here, so there is no need to create a new account and this will make the transition smooth for you.

We would like to take this opportunity to remind you of the forum-wide existing official forum rules which you must follow in order to ensure we have a friendly, constructive community.

Our objective with this change is to ensure M&M community remains active with a dedicated place to share their feedback on the long run. With the help of our Community Management teams, this platform will help us to ensure a better follow-up of your questions and recommendations for the devs.

Thank you for your support and understanding.

Best,
M&M Team

MMH7 website will remain first source of information for the game
"Community Feedback, a new beginning" Join the discussion on the forums!

Patch 1.7 notes

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Hello Heroes,

Today we're finally excited to be releasing not only the long awaited patch 1.7, but part one of our Lost tales of Axeoth campaign (dedicated article to come).

As always, downloading this new update is automatic on both Uplay and Steam. Should this for whatever reason not happen, please then make use of the Verify files feature on either platform, which should then start the download.

Full patch notes are available below but here are some highlights;

  • As previously announced, the level cap has been removed on Skirmish maps.
  • The main menu has been reworked to provide an easier user experience.
  • Several fixes to Artifacts.
  • A couple of adjustments have been made to the in-game camera, automatic height adjustment has been smoothed and some clipping issues have been fixed.
  • New key-bindings:
    • Browse towns with left and right key (works in town screens and all town pop up’s)
    • Toggle combat map grid with "G"
    • Escape can now be (re-)assigned as key-bind
  • Warfare Units now wait or skip turn, when pressing the wait or defend keys
  • Rendering on Wide-screen: Aspect ratio management has been improved in council hub, adventure and combat modes.
  • Mini-map Settings are now saved and UPlay names are now only displayed in online Multi-player matches
  • Several gameplay bugs have been fixed
  • Sylsai’s second starting skill has been improved to ‘Warcries’
  • Several balancing improvements
    • Diminishing returns - When the "Incapacitated" de-buff wears off, it applies the "Immune to Incapacitation" buff for two combat rounds.
    • A cap to the number of raised creatures for the Necromancy skill and the "Ghost Ride" ability. 
  • Multiplayer:
    • Improved connectivity of online game
    • Nat indicator now available in multiplayer lobby.
    • Out of sync when attacking an empty AI hero in sim turns.
    • Out of sync when surrendering in combat against AI hero.
    • General out of sync stability improvements.
    • The ability to connect to each other has been improved and a couple of implements to the Uplay-Overlay.
  • A new CM_Academy_Garden combat map has been added.
  • Editor:
    • Couple of fixes on the Combat Map
    • Duplicate and imprinted spells from all spell lists have been removed.
    • Fixed FPS drop when switching to underground surface and create combat map feature. (+several other fixes.)
    • New script Editor Condition "Has Resource Percentage"
    • +15% Saturation LUT to the Combat Map templates
    • BattleSite properties accessible in the Map Editor.

Patch 1.7 Full Patch Note

--------------------------------

Might & Magic Heroes VII - Update 1.7
Date: Feburary 18th, 2016
Version: 1.7 (rev 36046)
Release note: see below

Click below for full patch log

-------------------------------- Show patch note

"Patch 1.7 notes" Join the discussion on the forums!

The Lost Tales of Axeoth: Unity now available!

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Embark today in the journey of Genevieve and Pherlon to the Broken Isles in a quest for lost magic knowledge…

Discover now the first campaign of The Lost Tales of Axeoth: Unity available for free for all Might & Magic Heroes VII players!

Written by Terry B. Ray himself, those 5 maps will bring you 14 years back in the universe of Heroes of Might and Magic IV with untold tales from the world of Axeoth. More details  here.

Players will take control of the Academy faction through the story of Genevieve Seymour, whose odyssey takes place in a new and unexplored world in the aftermath of the Reckoning. This event destroyed the world of Enroth and centenarian knowledge of magic. Genevieve aims to recollect the lost spells and to create a brand new philosophy of magic: the Theory of Unity. But her quest is not without pitfalls, as few sorcerers want to give up their precious knowledge…

  • Genevieve Seymour (Academy Magic Female)
Genevieve is a woman driven by her ambition, which is why she keeps herself emotionally distant from others. She has few friends, if any, but she has never needed them. She was raised in a brothel, about as poor as anyone can be, but survived her harsh childhood thanks to her resourcefulness.



  • Pherlon (Academy Might Male)
He has had an uneventful life with the exception of a couple pirate raids, but even then he wasn't directly involved in the action. He fell in love once, married, and fell out of love. He has been rich, poor, rich, and poor again. Hence, Pherlon has developed an endless store of patience and a practical outlook toward life.



Content of “Unity”:
  • 5 maps
  • 2 creatures (see below)
  • ≈80 new Hall Heroes, based on the original art of Heroes III and IV’s portrait artist, George Almond.
  • 6 new Story Heroes, including main characters Genevieve Seymour and Pherlon
  • ≈30 new or alternative adventure-map buildings to better fit the Axeoth universe
  • 24 new legacy artefacts
  • Several Heroes IV music tracks used under license from Rob King and Paul Anthony Romero, to recreate Axeoth’s enchanted atmosphere.
For more information about patch 1.7 please refer to dedicated article: Here

"The Lost Tales of Axeoth: Unity now available!" Join the discussion on the forums!

Modding in Axeoth

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Hello Heroes!

Discover today a little guide to use the various content of the Lost Tales of Axeoth in your own maps.

1. Getting Started

First things first: you need to be in Unreal Mode to have access to the advanced features of the map editor.


Open the Content Browser (Ctrl + Shift + F).

Look for the LostTales_Pack folder, located under Mods. Right-click on LostTales_Pack and select Fully Load.


Your Content Browser should now look like that:



2. General information

Here are some of the things that might interest you:
  • Axeoth_factions: you can assign these to players and heroes, if you want them to have custom icons and faction names (for instance Preserve instead of Sylvan with the Tree of Nature icon).
  • Buildings: a number of new / variant buildings you can use on the adventure map.
  • Campaign_heroes: the unique characters of the Lost Tales of Axeoth. Feel free to use them in your own adventures.
  • Creatures: want to use the mighty White Tiger in your maps? Here it is J
  • Custom_artefacts: a selection of new artefacts from Heroes IV and its expansion packs.
  • Custom_heroes: More than 80 new Hall Heroes. We explain how to add them to your map’s Hall of Heroes below.
  • Customtowns: Some variants of the usual Heroes VII towns, with slightly different town trees and lineups.
In general, you only need to drag and drop the Archetypes on your map to use them. In the case of heroes, creatures, and artefacts however, you’ll sometimes have to first place one of the regular H7 heroes on the map, and then open its properties in the Unreal Editor. Find the Hero, Creature or Artifacts field, select the new archetype you want to replace them with in the content browser, and then click on the small green arrow to use it.


3. How to add the Axeoth characters to the Hall of Heroes

Still in Unreal Mode, click on View, and then World Properties.


Go to World Info > My Map Info > Map Pools


Here you can customize which Spells, Weeks, Artefacts and Heroes are available in the map in the various random spots.

Open this file and copy paste the whole text: Hall of Heroes (right click, save link as)

Then right click on the line Custom Hall of Heroes and select Paste Properties from Clipboard.


Presto! 80 items are now added to your map’s Hall of Heroes. You can now add or remove some of them to fit your needs.


The other advantage of doing that is that all these Heroes will now also appear in the Hero Tab of the Heroes VII editor.


Here are other properties we’ve used in the Lost Tales and that you can use as well, especially if you don’t want Ashan-themed items to appear in your map:

4. How to use the Heroes IV music in your maps

In Heroes VII, each terrain type is tied to a specific music file. You’ll therefore need to edit the terrain types used by your map and make sure to bind them to the terrain archetypes used in the Lost Tales of Axeoth.

Go to Unreal Mode and open the Landscape Mode.


With the default Paint tool still selected, scroll down to the list of terrain textures available. For each terrain you want to modify, click on the small magnifying glass icon next to the texture preview. This will highlight the corresponding terrain layer in the Content Browser. Right-click on that item and open its Properties.


You now need to replace the Layer Game Data field with its equivalent found in Mods > LostTales_Pack > axeoth_layercelldata


When you play your map, that particular terrain will now use the Heroes IV music. The following tracks are used in the Lost Tales, under license from Rob King and Paul Anthony Romero:
That’s it :) Happy mapmaking!


Download Links

1. Lost Tales custom lists (see 3. How to add the Axeoth characters to the Hall of Heroes.)
  • Full package including:Hall of Heroes, Forbidden Artifacts, Forbidden Heroes, Forbidden Spells and Forbidden Weeks.
2. Official Map Editor Guides (editor "?" button, also available on "Might and Magic Heroes VII\Manual\")

Patch 1.8 Notes

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Hello Heroes, 

Today, we would like to announce the availability of Patch 1.8. 

Patch 1.8; along with fixes, improvements and implements to the general game, also includes the second part of The Lost Tales of Axeoth: Every Dog Has His Day, more details to come. 

As always, downloading this new update is automatic on both Uplay and Steam. Should this for whatever reason not happen, please then make use of the Verify files feature on either platform, which should then start the download. 

Full patch notes are available below but here are some highlights; 

General

We have fixed- 
  • If a magic guild is prebuilt in a town, the player can`t set its specialization.
  • In some campaigns, players can get stuck when spamming ESC during scripted scenes.
  • Pathfinding ability and Pathfinder specialization.
  • And more

Gameplay

We have implemented- 
  • Pending Caravans now show up in the recruitment window until they depart at the end of your turn.
  • Caravans arrived at a Fort but not unloaded, can now be accessed and unloaded manually.Altars and Seals now show up on the minimap.
  • And more
And improved- 
  • The random Skilling Popup has been visually overhauled.

Multiplayer

We have fixed several bugs- 
  • A bug where the game would go out of synch when deploying more than 7 stacks in combat
  • A bug where the hero got deselected at the start of a new turn.
  • A bug where the game gets stuck when the AI attacked an empty town.
  • A bug where the player could multiply creature stacks under certain conditions when using auto merge button in town.
  • A bug that caused a game crash sometimes when pressing "spectate" after losing a game.
  • A bug that caused the game to go Out of synch sometimes when a hero died.
  • And more
We have improved- 
  • Made Duel Multiplayer sessions more stable.

Level Design

We have fixed a few issues with Stronghold Map 2 and 3, Dungeon Map 2 and 3 and Scenario Timber Wars. 

See patch notes for more details. 

Editor

The Editor also has had fixes, improvements and implements, including; 
  • Object Properties;
  • Capped Fog of War revealing radius properties to 300 to avoid crashes in the game.
  • Properties were only saved when the map was saved as well for Towns, Forts, Garrisons and Hero Armies.
  • Dragon Utopia/Elemental Forge Properties and Merchant Properties fixed crashes
  • Implemented an increased level cap from 30- 999 in Hero Properties and fixed a crash when assigning a hero to a creature army with an unset warfare unit.
  • A couple of fixes and implements to Town Properties
  • For Map Properties, fixed Custom player names not correctly displayed. If your map is affected, you need to open the Map Properties, click OK and then save the map.
  • The Editor crashes if the underground layer is destroyed on the auto-save pop-up.
  • Implemented, Increased level cap from 30 to 999.
AI Settings have several implements;
  • AI tab to Town Properties.
  • AI ignore setting to Armies and Buildings.
  • AI border control setting to Armies.
  • AI stay in Area of Control setting to Armies.
Several fixes, implements and improvements for the  Script Editor including;
  • Fixed, Script Editor does not save if the map name contains spaces
  • Added proper councillor names to the SpeakerType selection of dialogue lines.
  • Increased level cap from 30 to 999 in "Hero reached level" action.
Plus, fixes to  Unreal EditorCampaign EditorLayer Tools and Audio.

AI (edited)
  • Added Wait action to the Combat AI
  • Added Caravan handling for the Adventure AI - the AI will now try (if available) to supply their main fighting heroes with a caravan-based supply chain
  • Adjusted AI scoring for the Adventure AI - it now tries to be more proactive about gathering pickups and generally also engaging the player in combat more
  • Adjusted AI money management for the Adventure AI - reprioritised the order in which AI purchases buildings/heroes/unit
  • Adventure AI now uses Forts and external Dwellings more readily
  • Fixed smaller numerous bugs with AI scoring
Regards 

The M&M Team 

Patch 1.8 Full Patch Note

--------------------------------

Might & Magic Heroes VII - Update 1.8
Date: April 14th, 2016
Version: 1.8 (rev 37786)
Release note: see below

Click below for full patch log

-------------------------------- Show patch note

The Lost Tales of Axeoth: Every Dog Has His Day now available!

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Join the epic quest of Dogwoggle, an unfamiliar hero willing to save the world of Axeoth from destruction…

“At the height of his career, Dogwoggle was one of King Kilgor's barbarian generals, but he soon learned that Kilgor was quite mad and leading the world of Enroth toward destruction.
Having managed to flee to Axeoth, Dogwoggle now finds himself hunted by his former allies.
As it turns out, Dogwoggle might be slightly responsible for the end of the old world…"

Now available free of charge for all Might & Magic Heroes VII players, discover the second episode of The Tales of Axeoth: Every Dog Has His Day!


Return to the lands of Iranese with three new maps, and complete the Lost Tales of Axeoth adventure written by Heroes IV’s legendary storyteller, Terry B. Ray. Some iconic characters from the franchise will be joining you on your journey!


- More details about The Lost Tales of Axeoth available here
- Patch 1.8 notes available here.
- "The Lost Tales of Axeoth: Every Dog Has His Day now available!" Join the discussion on the forums!

Announcing Might & Magic Heroes VII: Trial by Fire

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“Five years have passed since the battle of Horncrest and the victory of Ivan Griffin, first emperor of the Holy Griffin Empire.

Tension is growing with the neighbouring Dwarven Kingdom of Grimheim and Ivan is ready to go to war to protect his people once again, but he knows a new global conflict could bring the Empire to an end.

Hoping to prevent such tragic escalation, Vilma "Stoneshield" Bjornsdottir, leader of the Sudgerd Dwarves, comes to Ivan's court as an ambassador. Her tale will shed light on some of the darkest chapters of the Dwarves' history and reveal the key to save both their peoples.”



Available on June 2nd , the standalone expansion Might & Magic Heroes VII: Trial by Fire sees the return of the Fortress Faction with their unique mastery of the power of Rune Magic.

Discover a new chapter in Ivan Griffin’s quest for peace with two original and thrilling campaigns. Enjoy improved mechanics and extra content including six additional Skirmish maps and two bonus original Scenario maps written by Terry B. Ray, Heroes IV’s celebrated writer.

The Dwarven warbands are one of the most feared fighting forces in the world of Ashan. Be prepared to face a new line-up of iconic creatures and charismatic heroes from the depths under the mountains!

This add-on will also be available as standalone, meaning that you don’t need to own the oiginal game to play Might & Magic Heroes: Trial By Fire. Gameplay improvements will be available for everyone as a global update.

Stay tuned to discover more about Might & Magic Heroes VII: Trial by Fire and the Fortress faction in the next few weeks!
The M&M Team.

Might & Magic Heroes VII: Trial By Fire, available June 2nd






Random Skill Revision

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Hello Heroes,

Following your feedback and looking at our data, we made the decision to rework MMH7 Random Skill system.

Indeed, we identified this system was not the one many of you were expecting and thus started an important revision of this feature.

With the help of the M&M VIPs, we started to redesign each Heroes class to increase their skill poll but also adding a “weight” to each skill having the potential to populate your skill wheel. Our objective with this change is to give you more flexibility when using random skilling feature and allow you to create a unique hero for your game sessions.

Let’s take one example to illustrate the upcoming changes with Bilashi, Warmonger from Stronghold faction.

1. Current Random Skill system (patch 1.8)

Bilashi current skill pool;
  • Bloodrage (GM)
  • Offense (GM)
  • Warcries (GM)
  • Exploration (Master)
  • Leadership (Master)
  • Warfare (Master)
  • Defence (Expert)
  • Destiny (Expert)
  • Air Magic (Expert)
  • Earth Magic (Expert)
In the current system Bilashi will always have those skills with associated skill ranks. Skills that have a GM rank will be rolled slightly higher to get, but apart from that it will always be the same pool.

2. Random Skill revision (available on future update)

As mentioned above, upcoming revision will propose a “weight” system on all available skills. Bilashi for instance will have the chance to get the following skills when leveling up:

Bilashi revised skill pool;
  • Bloodrage
  • Offense (12%)
  • Defense (8%)
  • Paragon (4%)
  • Economy (2%)
  • Exploration (10%)
  • Diplomacy (4%)
  • Leadership (10%)
  • Destiny (8%)
  • Warcries (12%)
  • Warfare (10%)
  • Water Magic (4%)
  • Air Magic (6%)
  • Earth Magic (6%)
  • Light Magic (2%)
  • Dark Magic (2%)
As you can see, his potential skill pool has gone from a static 10 to a dynamic 15 possible skills. This mean you can create an entirely unique Bilashi every time you play. Increasing the tactical depth and potential amounts of builds will lead to new and innovative team combinations.

Free skilling is still an option, however it will maintain the original 10 static pool.

Important information: A hero will ALWAYS get his racial skill and typically some of them already come with something pre skilled.

This work has been done for every class, every hero in every faction. All of these skills can now be levelled to the Master rank, but you will still be limited to 3 Grand master abilities, but all skills have the potential to be a Grandmaster skill should you wish.

Some of you may have noticed that Bilashi can now learn Light and Dark Magic. With the change to what skill can be populated in your skill wheel we've removed faction magic restrictions unless it's a strict opposite. For example Stronghold still cannot learn or have Prime spells populated in the magic guild, but they can get Light or Dark. And so on for each other faction.

Here is what your Skill tree and level up will look like with revised Random Skilling system. You'll note that we've added text to tell you what rank what Ability or Skill is.


We have also removed the requirement of having 1 ability per skill tier to get a Grand Master ability. Now you could learn the 3 abilities in the novice tree, Expert skill, Master Skill and then get Grand Master. And any combination of that.

Important information: GUI location of Grand Master Abilities are not representative of what Skill can actually become a Grand Master rank. (For example: you can be Grand Master of 6’ oclock position skill etc.)


The amount of Skills and Abilities offered to you on level up is also Dynamic. The more Skills you learn the more abilities you'll have offered to you, as well as more Skills opening up to you. Both already learned skills (so advancement in tier) and brand new ones.

This means that a player can 'drive' what skills and abilities he wants to advance, with in reason. The more you advance a skill in tier (from novice to expert, expert to master) the calculation of getting that skill to pop up will be slightly greater. This has been done so if you want to try get an early Grandmaster ability (still level 7 is the earliest) you have the opportunity to do it. But if you just want a wide array of low ranking skills you can also just put points into abilities and so on.

Random Skill revision will be available in a future MMH7 update.

Another example with Ymoril, revised Paladin.


To sum up:
- Added weight system to hero class template
- Changed all skills to Major (Master)
- You always get 1 old and 1 new skill as offer
- No skill rank (level) requirement
- Grandmaster need 3 abilities as a requirement
- All skills can become Grandmaster, with a limit of 3
- Dynamic number of offered abilities [(2 + Max((#Skills -2), 0) )]

Ingame Random Map Generator

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Hello Heroes,

A few months ago, we had the difficult task to announce that Ingame-RMG (Random Map Generator) would not be part of MMH7 due to technical complications related to this feature.

However, we never stopped thinking about it and kept working on several leads in parallel to make it happen.

Today, we are glad to announce that Ingame RMG is coming to MMH7 in an upcoming update!

A big pull to Heroes has always been Skirmish maps, as well as the re-playability of the map regarding creeping, layout of resources and general flow of the level. Our RMG has always been very strong. Unfortunately, when outside of the game it made it difficult for someone to quickly jump in with their friend and play in an arena they've never experienced before. This is going to change.

1. How to?

As easily as you could expect it to be!

To create a new map, you just need to select single or multiplayer mode and click the new dedicated button “generate” on map selection window.

A new screen will then appear.


Here, you can tweak all the variable options you will need to make a quick and unique RMG. Map size, Amount of players, does it have the Tear of Asha. Maybe you want to have an underground? Even down to the tile set and what your map will look like. You will then be able to press the Preview option to get a bird’s eye view of the basic layout of the map you've just created.


If you're in Multiplayer these options will be in the lobby for other players to see before the game starts. When everyone readies up all players will then individually load the map and no one will be able to start until everyone has loaded into the game.


2. Technicals

All maps will be loaded with fully Dynamic shadows and lighting by default. Depending on your PC specs this can effect performance and load times quite drastically. For those with lower end machines or people just wanting to get into the game as fast as possible you can disable these in the Dynamic Shadows options in the Settings menu.

We ran some tests on low end machines and these are the following timings for loaded maps.

MMH7 minimum requirement setup (4GB RAM, HDD, 460GTX, i5, Win7)
  • 75 x 75 – 2 players – Mixed Terrain – No Underground: 30 seconds
  • 128 x128 – 4 Player – Mixed Terrain – No Underground: 44 seconds
  • 200 x 200 – 4 Players – Mixed Terrain – No Underground: 1 minute 30seconds
  • 300 x 300 – 8 Players – Mixed Terrain – No Underground: 2 minutes 32 seconds.
All these maps were loaded on the lowest settings, No dynamic lighting, with no underground. Note if you add all these things and you have a machine around the same specifications you will increase that load time substantially.

Another feature implemented with our Ingame RMG is the Seed System. In the map creation screen you'll notice a Map String. Once you've generate a map it will always have that string. This means if the map generated is really fun, and you want to play it again, you will be able to enter this number on a newly created map to replay. This also allows you to share that string with other players on forums for them to be able to experience that map as well!

Keepers of the Flame

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“Never yield and never lose face”. Be proud of who you are. Defend your kinsmen, your homeland and your honour. Always protect the hearth."

Fortress’ troops are gathering to join the fight in Might & Magic Heroes VII: Trial by Fire. 

Discover today the full line-up of the Dwarven armies!

Defender

Hailing from the Grimsteel Clan, Defenders are able to withstand the attacks of their enemies with a rock-like durability. Armed with huge shields reminiscent of fortress walls, they provide a formidable obstacle to any opponent.

Shieldguard

Shieldguards are battle-hardened warriors whose mission is to protect other Dwarven units. Using their mighty shields, the Shieldguards can build an unbreakable wall to decrease the damage inflicted by the attacking enemy.



Bear

When they travel outside of their subterranean realm, the Dwarves of the Winterwind clan often make a detour in the nearby forests to hunt, but also capture wild animals. That’s how they tame those great bears who are then trained to fight alongside the Dwarves.

Blackbear

Bigger and stronger than regular bears, Blackbears wear heavy armour and are rigorously trained. These mighty beasts are loyal companions to the Winterwind Dwarves, and they prove downright deadly when unleashed on the battlefield by their handlers.



Kobold Scout

A species of Beastmen native to the Agyn Peninsula, Kobolds don't like to discuss the circumstances of their creation. Due to a similar stature and culture, they are believed to have been born of the fusion of Dwarves with large rodents. The fact the Dwarves of Sudgerd have welcomed them in their city without a second thought lends credence to that theory.

Kobold Pathfinder

Due to their animal nature, Kobolds have a natural affinity with the wilds. The possess a strong sense of smell, and their fur provides apt protection against the harsh weather conditions encountered in the mountains. The Dwarves of Sudgerd quickly noticed the Kobolds' talents and put them to good use, enlisting them as trackers and pathfinders.


Dis

Their ashen body sporting majestic wings of fire, Dísir are manifestations of Arkath. They are born on the battlefield, when numerous Dwarves die in battle. Their souls then gather and, with Arkath’s blessing, they spark this powerful warrior spirit into life.


Valkyrie

Valkyries are the most powerful of the Dísir, and the messengers of Arkath himself. They are the protective spirits of the Dwarven clans, coming to their aid in battle. Dwarven warriors fight with renewed ferocity when a Valkyrie is at their side, as the spirit will sometimes choose the bravest warriors to be reborn as Einherjars.



Rune Priest

The Rune Priests are a special caste among the Dwarves, recruited from children born with golden eyes -- the mark of their god, Arkath -- who are selected and brought up as battle-priests. Rune Priests brand their skin with intricate runic patterns to channel the elemental powers of the Spirit World through their own body.


Rune Patriach

Certain highly-skilled Rune Priests who undergo consecrating rites in the most secret halls of the Deepflame clan become Rune Patriarchs. They are the closest things the Dwarves have to an impartial power, and are occasionally called upon to settle clan conflicts before they can destabilize the nation.


Lava Elemental

Creatures of molten rock and lava found on the slopes of the great volcanoes of Grimheim, Lava Elementals can take many forms. Spontaneous creation often occurs around the movement of lava, but the Rune Priests are capable of binding these magical beings to serve the Dwarven realm.


Magma Elemental

Magma Elementals are the greater forms of the Lava Elementals, born during the most spectacular (and cataclysmic) volcanic eruptions. These spirits are unstoppable forces of nature, advancing relentlessly and burning anything that stands in their way.


Fire Giant

For the Dwarves, each new volcanic eruption is an important event, an opportunity to pay tribute to their Dragon-God Arkath, and many warriors volunteer to throw themselves into the crater. The few Dwarves who survive the ordeal are fused with the elements of fire and stone. They are transformed into Fire Giants, colossal beings of basalt crackling with lava.


Einherjar

Einherjars are Arkath's chosen warriors, handpicked by the Valkyries on the fields of battle to be reforged by the Dragon's fiery breath into a great avatar of war. Becoming an Einherjar is the greatest achievement a Dwarf warrior can aspire to. It is also a short-lived one, as the Einherjar will eventually be consumed by the very fire that gives him his tremendous powers.



Red Dragon

Red Dragons are the avatars of Arkath, the Dragon of Fire and patron god of the Dwarves. These majestic, fire-breathing creatures are the guardians of Grimheim, capable of reducing the enemies of the Dwarves to a pile of smoking ash.

Ardent Dragon

Deep down in the bowels of the earth, the incandescent heat of the bubbling lava lakes serve as the breeding ground for the Ardent Dragons. Rarely seen on the surface, these Fire Dragons are considered one of the most beautiful creatures  of Ashan. Their entire body is made of translucent red crystal, revealing the fiery heart beating within.

Trial by Fire: new release date

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Dear Heroes,

A few weeks ago we had the pleasure to announce the upcoming release of Might & Magic Heroes VII: Trial by Fire.

We’d like to thank you all for your support and for the exciting feedback you’ve shared about both the Fortress line-up and the content included in the upcoming patch. We are really looking forward to unveiling some hidden chapters of the Dwarves’ history and for you to lead this fierce faction to a glorious destiny!

Trial by Fire will be a great addition to the series. In order to provide you with the best experience, we‘ve made the decision to postpone the release until August 4th. We know you have been eagerly awaiting for this add-on and we are sorry about this delay. Please be assured that we’ll have more to share soon.

Thank you for your support,
The M&M Team.

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