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Heroes VII now available for pre-orders!

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The time has come Councillors,

Since Gamescom 2014, you showed in this platform an intense engagement towards this franchise through your feedback and participation to crucial votes to determine game content.

After several months plotting in the darkness and influencing his fate, join now the cause of Ivan and his great quest for justice!  



Starting today, you will be able to pre-order Might & Magic Heroes VII and secure your access to upcoming Closed Beta!

All players who pre-order the game will receive guaranteed access to the Closed Beta, which will begin on May 25th, as well as exclusive in-game portraits and exclusive Artefacts at release.

Might & Magic Heroes VII will be available exclusively on Windows® PC in September 2015!

More information on: https://mmh7.ubi.com/en/shop

Pre-Order now

(All pre-order versions includes Closed Beta access) 

Collector Retail Edition:

Shaped by this Council and its members through several insider votes, discover now the final version of M&M Heroes VII Collector’s Edition and its great content!
  • The full game 
  • A collector’s box 
  • A 26-cm Ivan figurine displaying Ivan proudly posing after a brilliant victory on the battlefield 
  • A 96 pages Artbook 
  • The official soundtrack 
  • Two lithographies 
  • A full-customized tarot game 
  • Additional digital contents including a new Hero (Solmyr) and an extra scenario-map

Digital Deluxe Edition features:

  • The full game 
  • The official soundtrack in digital format 
  • Heroes of Might & Magic III - HD Edition 
  • Additional digital contents including a new Hero (Solmyr) and an extra scenario-map

Standard Retail and Digital Edition:

The Standard Edition includes the full Might & Magic Heroes VII game experience.


Skillwheel: The design Philosophy

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Hello Councillors,

Since its introduction on this platform, many concerns and questions arose on the topic of the skillwheel. As previously mentioned, we decided to maintain current mechanism for Heroes VII but also wanted to share a statement regarding this feature to give you more visibility on this decision.  

We had the opportunity to gather more information from the team and ask them to answer some of your feedback. 

The concept:

The first big idea with this skillwheel is to provide players the possibility to plan the development of his heroes on the long term, while offering ways to specialize in certain areas of the gameplay. This is why the primary system does not involve randomness, since it would force the player to deal with random constraints in the balancing of his hero.

The other main idea is to allow the player to grasp the possibilities of a hero by looking at a single screen. Major and Minor skills are visible at a glance to measure the strengths of the hero class.

We have a feeling that some people truly believe that more complexity and constraints in a system makes it better, however, we don’t share this belief.  

Now to answer a few questions from you:

1. On the system being too restrictive to let you build a hero from a pool of possible skills:

First of all, our reference games (HIII, HV) never provided such freedom. This is not a RPG, hero classes are provided with each their selection of skills, which define what a class is. We don’t want freeform heroes and spellcasting barbarians.


2. On randomness within the skillwheel system:

It’s very simple and similar to Heroes V. Each time a level is acquired, the player is proposed to choose an upgrade between two skill ranks and two abilities, within the available ones at this moment. Like in HV, once 5 (to be confirmed) skills are used, the remaining choices will always be part of those 5 skills, to ensure that no skill is left with too few points to be useful. Players have the freedom to make a choice within a range of random choices. For those who doubt that this will make a difference in the game experience, we can assure it definitely does.


3. On prerequisites:

To acquire a skill rank (except for Novice), you need to have unlocked the previous one and at least one ability of the previous one. This forbids to reach the most powerful ability of a skill without investing anything in lower ranks. It’s a system like any other. We discussed forcing to unlock ALL abilities of a skill rank to reach the next one and discarded it, since you would have needed too many points to reach top rank. We also discussed linking abilities together like in HV but decided this was a too strong restriction that led to strongly similar ability setups to reach certain abilities, and therefore restricted the player’s freedom too much.


4. On so-called ultimates:

We call them grandmaster abilities, because they’re not ultimates. Please remember that all numbers are subject to balancing. Grandmaster abilities are supposed to be desirable and great but shouldn’t be game-winners. Of course, it’s logical that players would set themselves as an objective to unlock these, as they are the most powerful abilities, but this should not make all other decision secondary. So, the only restriction is to reach them using the regular rules, which means 6 to 8 levels investing only on that skill, depending on the starting rank of the hero.


5. On hero classes and skills:

Yes, a hero class is defined by a fixed skillwheel. It’s a set of possible skills, which is a logical design. A Knight can always have offense, he can never have dark magic, that’s what defines a knight in Ashan. Each faction has 6 classes, half of them magic heroes, the other half might heroes. In all non-story driven game mode, you can choose your faction and your class, according to the skills you want to play with.


6. On Major and Minor skills:

It’s very simple. Major means you have access to Master rank. Minor means you are limited to Expert rank. Among Major skills, only 3 have a Grandmaster ability. For all hero classes, the faction skill (necromancy for Necropolis) is a Major skill with Grandmaster ability. There are no other faction specific perk.


7. On starting skills:

Yes, each hero has a starting skill rank (no ability), and possibly another if that is his specialization provides.


8. On the comparison with Heroes V:

First of all let’s remember that in Heroes V, originally (before modding), there was no skillwheel and players had to post-rationalize everything to get a clue of how it was working, otherwise you blindly chose skills and abilities according to the moment’s judgment. Also, you could unlock skills by visiting buildings, which could occasionally ruin your plans. Save/Load strategies to avoid that are not unheard of. We believe that means that the design is flawed.

On the same topic, providing the possibility to reset the whole hero by paying gold in a special building is also a dirty fix to a flawed system. Cross skill restriction and cross ability restrictions are just more constraints to the player’s control over his hero’s development, it’s arguably a design quality per se. Some advocate that they like more constraints and difficulty, less control, that’s a purely subjective opinion and we know there is no consensus here, we prefer to give players control over their hero’s development.


9. On the comparison with Heroes VI:

It’s definitely not the same. Yes, the magic schools are the same. Yes, it’s a player-controlled system. Heroes VI had ability tiers, limited by level, which allowed to stack points to unlock multiple high-tier abilities without spending in low tier. Heroes VI have ability “lines” within the same skills, some being constrainted by linear unlock, some not, some tier were not populated, so it was much less systemic than Heroes VII.


10. On the number of skills and abilities:

This is an endless debate. Every player can come up with their own perfect number, we don’t believe there is a perfect answer to please anyone. Each game has different number of skills and abilities and we don’t believe that affect quality directly.


11. On the naming of some abilities:

Some names in the skillwheel still are work in progress and will be modified before the release of the game. For instance, Air Magic abilities such as Master of Air I, II & will be renamed to ensure they will not be confused with linked or pre-requisite.

Necropolis’ Hall of Heroes

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Today, we wanted to share with you the portraits, bios and specializations of some of the Necropolis 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 :)

Keep in mind all of this is still work in progress, especially the class attributions and specializations.

MERIKH

Race: Haunted Armour
Affinity: Might
Class: Ebon Knight
Specialization: Dark Hunter (Effect of Haste/Slow spells increased)

Biography: Once a Sherif of the Seven Cities, Merikh remained a stern agent of the law after being turned into an Undead by Archon Belketh himself. It was Merikh who presided over the trial of the nefarious Nethermancer Sandro, banishing him from the Wizard lands. When Sandro returned, some sixty years later, he had not forgotten Merikh's role in his exile, and perpetrated his revenge by trapping his soul within a ghoul's body. It took Belketh several years and a great amount of power to track down the creature and salvage Merikh's essence, binding it to a more appropriate vessel: a black suit of armour. Relentless, unbendable and incorruptible, Merikh has become a terrifying embodiment of Justice.
 


LYLA

Race: Vampire
Affinity: Magic
Class: Archon
Specialization: Master of Prime (Increases Magic by X when casting spells of the magic school of Prime.)

Biography: One of the oldest Vampires, Lyla is part of the second generation of Belketh's students, walking in the footsteps of such legendary -- or controversial -- figures as Lord Vein or Sandro. Renowned for her red hair, quite rare in the Seven Cities, Lyla was never much interested in theology and left Al-Betyl when the Spider Cult became a dominant faction among the Necromancers. Her motivation is knowledge, something she'd rather seek in solitude, surrounded only by her Undead servants and ghostly familiars.



ZOLTAN

Race: Vampire
Affinity: Magic
Class: Necromancer
Specialization: Spider Tamer (Increases the production of Ebon Spiders and Death Spiders by X/week in the Area of Control.)

Biography: Personal steward to Archon Belketh himself, Zoltan is one of the many Undead leaders who view Wizards as their true enemies. To better know them, Zoltan studied deeply the arcane magic of the Silver Cities, looking for ways to combine them with his own Necromantic abilities. But his real passion is spiders, which he sees as embodiments of Asha's perfection.




CHARNA


Race: Human
Affinity: Might
Class: Death Knight
Specialization: Ghost Caller (Increases the production of Ghosts and Banshees by X/week in the Area of Control.)

Biography: Cold and unrelenting, Charna is believed by many to be Undead -- but wrongly so. Some say she was born with a black heart, others than all her emotions have been erased by Void magic. What is certain is that she has never felt compassion for another creature, and love is a myth as far as she is concerned. So, free of a conscience, she has been able to do things that even Demons would balk at. 

Humble Might & Magic Bundle – time is running out!

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Hello Councillors,

Today we are thrilled to announce our collaboration with Humble Bundle for the next 2 weeks! 

Pay what you want for up to 17 Might & Magic titles and support Charity on www.humblebundle.com !

M&M Humble Bundle
(re)Discover the vast universe of M&M with its pillars of the RPG genre, acclaimed Turn Based Strategy Titles and exciting original Gaming Experiences for the very best price – your price.

Humble Bundle is a "pay what you want"- system composed of 3 tiers.
  • Pay $1 or more for 
    • Heroes of Might & Magic II: Gold Edition,
    • Heroes of Might & Magic IV: Complete Edition, 
    • the Might & Magic 1 to 6 Collection, 
    • and Might & Magic Heroes Online - Angel Starter Pack!
  • Pay more than the average price, and you also get 
    • Heroes of Might & Magic V, 
    • Might & Magic Heroes VI - Gold Edition, 
    • Dark Messiah of Might & Magic, 
    • and Might & Magic: Clash of Heroes + I Am the Boss DLC.
  • Pay $15 or more, and you get all of that plus 
    • Might & Magic X Legacy, 
    • Heroes of Might & Magic 3 - HD Edition, 
    • Might & Magic X Legacy + The Falcon & The Unicorn DLC, 
    • Might & Magic Heroes VI - Shades of Darkness, 
    • and Might & Magic Duel of Champions – Starter Pack.
You can also choose where the money you pay goes -- between the developers and three charitable causes (Doctors Without Borders, American Red Cross, and charity: water).

Do not wait any longer and complete your M&M collection while helping great causes!

The Prequel of M&M Heroes VII

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Hello Councillors,

Along several months, you discovered through the Tales of the Ten Years War articles what happened before the story of Might & Magic Heroes VII.

This chapter is now closing and we would like to thank you for your interest in those stories.

In the upcoming months we will introduce the main story of the title and the different learnings of its campaigns.

For now, let’s conclude this arc…

Skills: Righteousness

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Hello Councillors,

In MMH7, all factions will have their specific trait and skills, allowing to make the best of their uniqueness.

Haven for instance will be a faction with high moral bonuses thanks to their faction skill, Righteousness:
  • “Thanks to their faith and team spirit, the armies of the Holy Empire have impressive morale, which becomes a powerful asset in battle, where they seem to strike twice as much as their opponents." Unlocking a new rank (Novice, Expert & Master) will provide moral bonuses to all units when a friendly creature has good morale. 

All skill effects are cumulative!

Skills: Offense, Defense & Diplomacy

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Hello Councillors,

Since you will be able to play the game in less than 3 weeks (beta starting on May 25th!), we decided to accelerate our publications about the skills in MMH7.

By doing so, you will be fully prepared to enjoy the game with a good knowledge of its possibilities in terms of hero development on d-day!

Today let’s continue with 3 new Might skills: Offense, Defense & Diplomacy!
As always, skill effects are cumulative :)

Offense

With each skill rank you unlock, you will be granted X Offense points

Defense

With each skill rank you unlock, you will be granted X Defense points


Diplomacy

With each skill rank you unlock, you chance for successful negotiations with neutral armies will be improved by X%.

System Requirements Q&A

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Hello Councillors,

With the announcement of MMH7 pre-order, many concerns and questions arose on the topic of recommended settings to play the beta.

In order to clarify some elements, Celestial Heavens community gave us the opportunity to answer a short Q&A on this matter.

Discover our answers now on their website!

A big thanks to Celestial Heavens from the team!

The Next Tales

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Well met, friends.

Now that I’ve reached the end of my Tales of the Ten Years War, I’d like to ask you, esteemed members of the Shadow Council, what story you’d like me to recount next?

Please tell me what tales would be interesting for you to hear, and don’t hesitate to add your support to the suggestions of the other councilors if you find them relevant.

The most popular and interesting suggestions will be my next tales – as long as it is in my power to tell them, of course.



Stained Glass

Townscreen Interface

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Hello Councillors,  

Today we wanted to share with you an update regarding the townscreen interface in MMH7.

Indeed, some of you were willing to know more about what was behind those buttons and what was the purpose of some of them.

Interface elements are today 100% functional but we will improve the design & icons of some of them before the release of the title.
 

The Townscreen


Where it all begins

Construct Buildings


Here we have the town tree where you can see the connections between the different buildings (a bit rough at the moment). On the left side, you can also see the level of your town and the "destroy" level button.
 

Recruit new creatures


This window will allow you to recruit creatures but also order caravans from other towns.

Let's see this in action! (in a really really small map for test purpose)


Recruit warfare units


In this window, you will be able to buy warfare units to reinforce your army for the battle.

Hire new heroes


Trade resources


Magic Guild


Thieves Guild


(This spy is not really greedy)

Unload Caravans


Fortifications


Recycle Artifacts


On this window, Academy Heroes can recycle Artifacts to obtain some resources out of it.
 

Inscriber


This Academy specific building allows your Hero to buy scrolls.


Since we are talking about UI, have a look to our progress regarding skillwheel layout:
 

Skills: Economy & Paragon

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Hello Councillors,

A few weeks ago we introduced the Skill of Destiny, the first of the 3 Neutral skills in MMH7. Today, we are glad to complete this list with: Paragon & Economy!

Those two skills can be particularly interesting while developing your army or your town. Indeed, for each new unlocked rank:
  • Paragon will increase the hero’s experience gain
  • Economy will increase daily income
Raw power isn’t necessary the best option to obtain victory and the following abilities should confirm this reality in MMH7.

As always, the skill effects are cumulative and balancing will be handled until the very end of the project (including beta feedback). 

PARAGON

ECONOMY

MMH7 Option Menu

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Document sans nom
Hello Councillors,

Beta approaching very fast we wanting to give you more information not only about the content of the game itself but also the different options you will be able to manage in order to create your own MMH7 experience.

Even if it is only a beta, it was important for us to use this opportunity to anticipate a maximum in order to provide better support and compatibility until release. That is the reason why you will be able to have already access to almost all options and will have the possibility to tweak them at your convenience.  

As you may have seen in our technical Q&A, we already improved beta requirements and will provide as soon as possible a new recommended setup but in all cases, we aim at doing even more improvements so your feedback will be particularly precious.

We hope this first introduction will help you to better understand the main elements of this menu and we will come back with more details during the beta.


VIDEO


  • Anti-Aliasing: Reduces the sharpness artifacts from the edges of all 3d objects.
  • Resolution: Allows you to select your screen resolution (automatically detect all supported resolutions by your graphic card).
  • Ambient Occlusion: Adds contact shadows where two surfaces or objects meet, and where an object blocks light from reaching another nearby game element.
  • Dynamic Shadows: Toggles the rendering of real-time shadows from objects that can move or change.
  • Shader Quality: Forces the usage of lower/higher quality versions of the object materials.
  • Static Mesh Quality: Forces switching all non-animated 3D Meshes into lower quality/higher versions.
  • Graphics Card: Allows you to verify which Graphic Card the game is using (particularly helpful if you have a laptop featuring 2 graphic cards).
  • Full Screen: Choose between Fullscreen/Windowed modes.
  • Texture Quality: Forces the usage of lower/higher resolution textures.
  • Distortion: Adds visual improvements to some specific elements (flames etc.).
  • Skeletal Mesh Quality: Forces switching all animated 3D Meshes into lower/higher quality versions.
  • Language: Only English will be available for the Beta.

SOUND   

  • Master Sound: Set volume of the whole game.
  • Effect Sound: Set volume for all sound effects.
  • Music: Set volume for music.
  • Ambient Sound: Set volume for ambient sounds.

GUI


  • Show Hero Destination Indicator: Enable/Disable Hero destination indicator on the map.
  • Event Log: Show/Hide Event Log.
  • Auto Play Dialogs: Automatically start dialogs when encountered.
  • Show Week Popup: Show/Hide Week Popup.
  • // Panning options: Define scrolling options of mouse/keyboard on map.
  • Notifications: Show/Hide notifications.
  • Show entire Build-Tree: Show/Hide full Build-Tree in towns.
  • Show Hotseat Popup: Show/Hide Hotseat Popup.

GAMEPLAY


  • Gamespeed: Select gamespeed.
  • Always do QuickCombat: You can decide to use Quickcombat as default.
  • Army Presentation Cam: At the beginning of each fight, you will be able to enable/disable a quick flyover of both armies.
  • Gameplay waits for animations: The game will wait until the end of each animations before enabling following action.
  • Coolcam Chance: 0 - 100% chance to have a coolcam event on triggers.

MMH7 Beta Stream on May 21st

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Hello Councillors,

Many of you have been asking for it for a long time now and finally we are glad to announce that you will be able to see more MMH7 live on Twitch!

Julien Pirou (Lead Designer), aka Marzhin and Xavier Penin (Lead Game Designer) are back for a new stream session!

Join us to discover in exclusivity the content of the upcoming Beta and ask your questions to the devs!

Book your agenda right now! May 21st at 7pm CET on http://www.twitch.tv/ubisoft! Click here to check your timezone.

See you next Thursday!



Skills: Dark & Earth Magic

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Hello Councillors,

Today let’s discover not one but two Magic Schools with the presentation of Earth Magic & Dark Magic!

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.

Earth Magic

Earth Magic comes from Sylanna and governs the mineral, vegetal and animal kingdoms, involving stone, dust, soil, wood and flesh, but also the feral instincts and the five senses. It is the path that leads to perfect harmony with Nature. It can heal and regenerate what is wounded or weakened, improve the stamina or heighten the senses, remove toxins, poisons, and diseases, but also unleash the powers of nature to turn trees into mighty warriors, or cause earthquakes.

Earth Magic is favoured by the Elves, and very popular with the Orcs.

Spells


Abilities

Dark Magic

Dark Magic comes from Malassa and is related to the mysterious, unfathomable shadows, to the subconscious mind, and to the lethargic, and sometimes lethal, powers of sleep, fatigue and coma.

Darkness hides and shelters its followers but weakens its enemies and feeds them with intangible horrors or disruptive delusion. It can wrap allies in shadows to help them disappear from view, drain the life force of enemies until they fall unconscious, or conjure their worst nightmares in their mind until they flee in terror or become catatonic.

Dark Magic is favoured by the Faceless and the Dark Elves, and very popular within the Necromancers.

Spells

Abilities

Skills: Exploration, Leadership & Warfare

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Hello Councillors,

Today let’s conclude the presentation of Might Skills with the remaining 3 of them:  Exploration, Leadership & Warfare.

Offense & Defense are wise choices but they aren’t the only path your Hero can follow to become a powerful leader or strategist.

With every new rank in the skillwheel you will be able to unlock:
  • Exploration: Increases the hero's movement by X per day.
  • Leadership: Increases Leadership by X (adds to creature morale
  • Warfare: Upgrades warfare units to next level 
The skill effects are cumulative!

Exploration

Leadership

Warfare


Artefacts in MMH7

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Hello Councillors,

For a while now many of you have been asking for more information regarding the topic of the Artefacts in MMH7. Since you will be able to discover some of them in the upcoming Beta, let's have a look to a first selection of them!

Concerning Artefacts sets:
  • Some major sets are composed of up to 5 unique artefacts and each of them granting additional bonuses when cumulating. 
  • Some other artefacts belongs to "families". When two artefacts of the same family are associated, they also provide additional bonuses but which cannot be cumulated over 2 items. 
Bonuses & values of those artifects are still work in progress and will be balanced until the very end of the development.

Caption:

Minor Major Relic
 




Elven Boots Black Guard's Gloves
Arcane Bracelets
Cap of the Explorer
Feet Hands Hands Head
+4 Hero Movement points +10 Initiative for friendly ranged Creatures
+2 Might
+4 Magic Grants the spell Implosion
+2 Scouting Radius
       




Crystal Circlet White Wolf Shield Notebook of the Engineer Dragon Shield
Head Misc. Misc. Misc.
+2 Spirit
+4 Defense
+10 Attack for friendly warfare units.
+8 Defense
       




Crystal Necklace
Dragon Heart
Moon Talisman Dwarven Spaulders
Neck Neck Neck Shoulders
+2 Magic
+8 Magic
+4 Magic +10 Destiny
+5 Leadership
       




Diplomat's Coat
Regal Armour
Staff of the Lyre Assassin's Blade
Shoulders Torso Weapon Weapon
+5% chance for negotiations with neutral armies.
+2 Defense +5 Leadership
+8 Magic
+2 Might

MMH7 Beta Twitch Session!

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This stream session is now over... :(


But you can already watch it in replay on our twitch channel!

Replay


Thank you very much for joining us, it has been a while since last stream and we hope we will be able to do more of them in the near future.
In the meantime, we updated the Beta page to provide you more information about it and answer some burning questions with a dedicated FAQ.

On Monday, beta-dedicated forums will be opened to give you the opportunity to have access to all latest information and directly share your feedback.

MMH7 Beta: 3 days to go

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Hello Councillors,

As you may know, MMH7 Beta is coming very close and we are currently in the final straight of the development of this build. Our devs will continue to reiterate to provide you the best experience possible on Monday.

There are still a lot to be discussed on this website and it will be particularly exciting to discuss with you all about the Beta. Dedicated forums will be opened to give you the opportunity to discover the full content of the beta and room for feedback sharing.

We are looking forward sharing our passion with you all on Monday!

See you soon Heroes!

In case you missed them, have a look to the new Beta Trailer and check out our yesterday’s Live stream


 


Important information: Beta Delay

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Hello Heroes,

We have heartbreaking news to announce today. Despite our best efforts, we won’t be able to launch the Beta as originally planned.

This statement will probably be as devastating for you as it is for us and we would thus like to share with you some information about this situation in the most transparent way possible.

Last week, we identified several issues that were really threatening our release: the save/load system had a tendency to corrupt saves under certain conditions; multiplayer was still riddled with desyncs; and finally, we had a very particularly worrisome memory leak issue which halved the performances after an hour or so of gameplay.

We pushed really hard to solve those issues, including this very week-end. We would like by the way to thank both Limbic and our testers for the overtime they put into this release.

Unfortunately, and despite our best efforts, we could not completely resolve these issues, and today our testers had to let us know that if we had gone forward with making this build available, our players would have faced a very degraded experience.

You might wonder why we held off until the very last moment to announce this decision. The reason is really simple: we had already worked on those issues but unfortunately didn’t reach the quality we were aiming for. In the meantime, we spent a lot of time discussing whether we should release the current build despite its flaws or not.

Since we know you value (rightfully so!) quality, bug-free and kick-ass releases over broken software, we followed our testers’ advice and decided to call it a day, despite a heavy heart and a broken promise to you.

We are already hard at work on our next version. We want to seize this opportunity to present you with a release that showcases the quality and potential of Heroes 7. And we hope you will enjoy this game as much as we are enjoying developing it. Well... except for tonight :)

Now our immediate next steps are solving those three big issues and releasing our Beta as swiftly as possible. We will keep you posted with further announcements very soon.

We thank you again for the humbling show of patience and understanding you’ve made on the forums and will make it up to you. Heroes 7 is truly a special title for us and we want it to be a worthy successor to your favorite series.

Yours truly,
The M&M Team.

Beta - Situation Update

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Hello Councillors,

As mentioned yesterday we had to take the difficult decision to delay MMH7’s Beta.
Please refer to the following article for more information: https://mmh7.ubi.com/en/blog/post/view/important-information-beta-delay.

Despite this announcement, we received a lot of support messages from many of you and we would like to, first of all, take the time to thank you warmly for your understanding and commitment to this franchise.

Today, we come back to share an update on the situation and provide visibility about our next steps.

We are continuously working on this Beta in order to fix the issues identified earlier. We will keep you updated about our progress through this blog. Indeed, we want to provide the best experience possible at every stage of development of your favorite game and we will do our best to solve those issues in the swiftest manner possible.

In the meantime, we’ll postpone the Beta to next week and confirm the exact date next week as well.
Rest assured, your time in Ashan will not suffer from this, as the Beta will still be open for two full weeks.

We believe these measures will enable us to provide you with a great experience for the upcoming Beta.

Yours truly,
The M&M team.
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