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Posts from Unofficial community patch (UCP) for Might & Magic: Heroes VII.

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7 years ago
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Installation Instructions
Game Version: 2.21 (latest), including the Trial by Fire expansion.


You can download the patch from here, after selecting the localization (Russian localization is also available)


https://www.moddb.com/mods/unoffical-community-mod-ucp/downloads

Installation Process:

Before installation, make sure that you do not have any other mods installed, including previous versions of this mod, and that your game is updated.
Download the latest version of the mod (you should find it in the files), unzip it, and place it in:
c: \ Users \ Username \ Documents \ My Games \ Might & Magic Heroes VII \ MMH7Game [/B]

Installation Details:
https://www.moddb.com/mods/unoffical-community-mod-ucp

Changelog / Mod Content 1.1

Some features have been changed since the first mod was released, so this information file contains all changes made by the UCP mod.

Original Game Bug Fixes

All of the above bugs should be fixed in this version of the mod. The number refers to each bug for better orientation. If there are still bugs in the game, please let us know in the comments.

01. Shadow Image spell: Incorrect number of creatures (usually fewer) are summoned if the hero is a Dark magic Master III (does not scale with hero magic)
02. Basilisk Rider tooltip: The predefined retaliation tooltip for small units should say "no" but says "yes" (the tooltip mechanic does not account for this unit's special abilities).
04. Grandmaster Air Magic: sometimes deals damage to random enemy units on the battlefield (when there are no adjacent units near the target). This usually happens when a unit changes its position at the end of its last turn.
06. Praetorian: The Praetorian sometimes screens random units on the map that are not adjacent to it.
07. Justicar: Justicar's "Opportunity Retaliation" ability sometimes does not activate. In fact,
09. Light Magic Martyr spell: t4 light magic spell is deactivated when any part dies, including an enemy. Additionally, it does not redirect damage dealt by special abilities.
11. Unlimited Retaliation: - If any unit with the "Unlimited Retaliation" ability (e.g., direwolf) uses "defense" and the hero has "preemptive strike", the unit retaliates twice before the attack and once more after the attack - thus, there are 3 retaliations instead of one.
12. Coordination skill: many bugs cause coordination disruption.
a. Abilities of several units always trigger coordination, regardless of whether the creature retaliates or not (known: life leak, corrosive poison)
b. if an enemy unit deals a preemptive strike (either by skill or ability), the game does not recognize that it was a retaliation (as it triggered before, and not after the attack), so your units always attack them 2 times.
c. Minotaur always triggers retaliation on its morale turn (as do some other units)
d. coordination ability text seems to appear randomly.
e. coordination does not work against incapacitated and confused creatures
f. several activated abilities trigger coordination: wild charge, crippling bite, ink spray
g. same activation conditions for AI as for the player (AI activates more often)
15. Silverback: its "Feral Charge" ability does not work against minotaurs and against units in "preemptive strike" mode. They retaliate.
16. Hator has the wrong hero specialization in the Heropedia (the fix in the Heropedia is not related to his actual specialization in the game).
17. Ancient Treant's "Entangled" effect also applies when performing a ranged attack. Even worse, it is never removed, even when death dies.
18. Ancient Treant does not retaliate due to the "Entangle" ability.
19. Broken tooltips: fortress fortifications (wrong unit in city guard), artillery barrage, opportunity attack ...
21. Oak Dryad: Oak Dryad's defensive buff for adjacent creatures sometimes stops working ,
23. Local effects of positive spells (e.g., regeneration, stone skin) sometimes stop working after 1 or 2 turns and do not last all 3 turns (random disappearance of buffs from friendly creatures)!
26. Lizard Scatter Shot gives an attack bonus instead of a -50% penalty.
27. Fire Bird "Fire Aura" works strangely: instead of immunity to water magic, it provides immunity to earth magic. And instead of working only for allies, it works for all surrounding creatures, including your enemy!
28. Soul Fire (new First Magic Tier 4 spell) deals much less damage than it should when the hero has the Grandmaster of Magic Clarity ability. Suspicion that it is always cast with -20 magic even during the first cast.
29. Gathering Storm (Air Magic novice perk) does not work for direct damage air spells, and therefore the tooltip for calculating this spell differs from the damage it actually deals.
31. Valkyrie and Dis's "Soul Fire" ability is removed from a unit if the unit remains near the valkyrie / dis for more than several turns.
32. If the hero has the "Earth Master III" perk, the "Ice Charge" spell deals twice as much damage.
33. Chaotic Storm has no spell description when using the spell.
35. When Kraken attacks in melee, the tooltip for damage dealt randomly increases several times (and then decreases), also strange damage dealt by it. Perhaps its active modified damage ability somehow changes normal damage, even if not activated. Additionally, its Inkspray ability cannot be activated at all.
41. Death blow dealing 300% more damage instead of 200%
46. Shantiri Titan cannot be displayed in the Heropedia
47. Ancient Treant knight attacks twice in melee
48. Application of bad luck to Red and Fierce Dragon
49. Fire breath can be applied to friendly units, causing incorrect tooltips and attacks.
50. Einherjar hammer ranged attack without applying attack stat
51. Manticore sting does not apply attack stat
52. Poison and agony affecting undead
53. Some nova skills can be used only once per battle; others always
55. Kari Fire Heart's specialization does not work for Fire Guardian
56. Centaur and Centaur Marauder Maneuver ability leads to the fact that if this unit is attacked before its turn, it loses its turn or cannot attack during it.
59. Resurrection abilities sometimes work on constructs. Selected Elrat is not applied when the spell is played via artifact / scroll.
61. Damage tooltip
from Lizard Scatter Shot is unstable (inconsistent damage). 62. Malassa's Shroud is deactivated not only when a unit attacks, but also when it takes damage.
63. Hide (Malada) is not applied after the first battle turn.
64. Siege: Ditches trap a creature forever, making it immobile until the end of the entire battle once it enters. Additionally, sometimes ditches are not activated when a unit passes through them.
65. Siege: Academy units take damage randomly, even if they do not enter the ditch.
66: Siege: Fortress ditch is completely ignored: it does not interrupt movement. Its description is missing in the city, and its effect of increasing vulnerability to fire magic does not disappear after one turn as intended.
67. Confusion does not override preemptive strike.
68. Preemptive strike can be used against some activated abilities.
69. "Strike and return" displays retaliation incorrectly (always "no", even if it should be "yes"). Moreover, the coordination limit does not work for Strike and Return (always applies). Strike and return cannot be used if a unit is already adjacent to the target (somehow) and can be used on a morale turn.
73. Incorrect homeland icon on the adventure map
74. AoC city effects are applied incorrectly when a city changes its owner (either not applied to the new owner, or remains with the previous owner)
75. Runic fortification gates are incorrectly rewritten at level 2 (as level 1)
78. "Weakness" effect in Necropolis ditches and "Agony" effect of Dungeon do not work, although their tooltip is displayed.
80. Incorrect Malassa sign on the adventure map.
83.
84. Martyr provided by runic forge artifact does not work.
85. Lamassu's Aura of Mor affects troglodytes (and probably other units with earth immunity).
88. Faceless buff disappears when the same unit attacks and kills an enemy, rather than when it is attacked.
89. Academy hero Ajit has no siege weapon at all. (completely missing)
90. Erling's specialization should increase rune effect from 3x3 to 5x5. This works correctly with their passive effects, but their activated effects still work 3x3.
91. Poisoned blades work on dark elementals and other units with darkness immunity.
92. Entangled roots are not applied when a creature retaliates.
93. Entangle spell does not work on teleporting units.
94. Aura effects (Legionnaire, Justicar ...) do not work correctly after casting a spell on a unit.
95. Familiar terrain perk gives 50% bonus instead of 20%
96. Nature's Mark and Attractiveness roots do not work on Chthonians and Earth Elementals.
97. Chosen Light does not work on Martyr
98. States are not removed after hero death
99. Artifact sets give a set of bonuses even after removal
100. Archlich effect does not work if the primary target is killed by this attack
101. Necromancy Tower does not give bonus to Ghost Ride 102. Damage tooltip for warfarers is incorrect when the hero has mastery in this skill
103. Namtaru War hits surrounding creatures twice
104. Screening is removed if there are more legionnaires, and one of them leaves
105. Shadow cloak does not trigger if it's not a main area attack such as dark hydra or rakasha (if hit by other attacks besides normal damage), but it is lost.
107. Naadir's specialization: ghost stacks grow only until they deal the final blow.
108. Aura of Cleansing visual effect is displayed incorrectly
109. Some special attacks trigger creatures with its immunity
110. Stranglehold does not disappear when the caster dies
111. Root Shantiri Titan bonus critical effect does not work
112. Faceless Shadow Cloak disappears without effect after a creature is attacked by a hero
113. Balance rune does not work when opponent attacks with non-retaliation attack / special attack
114. Ghost ride does not take into account No Rest for Sinners (ghosts are not revived after being killed by undead)
119. Beath fire damage effect remains on creatures even after the field has disappeared
120. Broken cheat console for Metamagic command
121. Some negative effects are not removed as intended
122. Death Cloak is not removed when attacking a creature

+ dozens of localization issues and incorrect or misleading descriptions in certain languages

There may be some minor fixes

Fixed problems from the previous mod release
A1. Opportunity retaliation triggers incorrectly on morale turns (plus now only once per creature turn)
A2. Long range stops working after a unit waits
A3. Martyr provides immunity to spells at some lower levels of light magic mastery
А4. Living cover disappears if an adjacent creature moves OR after retaliation, target creatures are not protected from spells as stated
A5. Piercing shot works incorrectly against martyr
А6. Strike & return: if a flying unit uses the wait action and is attacked, it performs no actions when the wait turn comes.
A7. Fire Dragon walks instead of flies
А8. Incorrect Vampire Lord stats (attack and defense reversed)
A9. Fixed Shadow Cloak effect on creatures summoned by Shadow Image
A10. No longer forbidden Water magic school for Fortress (issue with Shalaassa's Vessel)
A11. Added missing Vigilance ability to Vampire Lord
A12. Fixed opportunity attack animation
А13. Increased HP of ditches
A14. Several previous fixes not working in special situations

+ dozens of localization improvements and fixes

Changes to Creature Abilities
There were many complaints about the lack of creature variety in the game, so we added about 20 completely new abilities for creatures. If you do not like any of the new abilities, see the mod information to find out how easily to get rid of them.

HAVEN

- Holy Blades (Sentinel, Legionnaire): all undead and demons adjacent to a creature's melee attack target (not retaliation) receive X% of the damage dealt as light damage

- Blessed Arrows (Crossbowman, Marksman): On morale turns, a creature's ranged attack ignores the target unit's Defense.

- Lone Wolf (Landsknecht, Swordmaster): +10 Initiative and +2 Movement when the creature has no adjacent allies.

ACADEMY

- Attack Formation (Sandstone Golem): creature switches to its offensive form: +10 attack and +2 movement, but its defense is set to 0.

- Defensive Formation (Sandstone Golem): creature switches to defensive form: +10 defense and +10 hit points, but its Movement is set to 0.

- Stunning Blow (Obsidian Gargoyle): each attack of the creature has a % chance to reduce target's Initiative to 10

- Magic Shot (Apprentice, Apprentice) : creature shoots ALL units in a line, dealing damage from a random magic school.

NECROPOLIS

- Incorporeal (Ghost, Banshee): any attack against the creature has a 15% chance to fail.

- Infection (Plague Lamassu): Creature's Aura of Peace becomes infectious, spreading from infected targets to adjacent enemies at the start of its turn.

- Lamassu receives Aura of Mor

- Vampire Lord does not receive retaliation

STRONGHOLD

- Barbarian Anger (Crusher): enemies attacking the creature become targets of this creature's anger. All attacks by creatures with this ability against these marked creatures will be critical for 3 turns.

- Wyvern regeneration improved to resurrection (though it still heals the same amount of health)

- Brute receives unleashed

SYLVAN

- Cursed Blossom (Sprite): Enemy creatures attacking creatures in melee receive -25 Luck until the end of their next turn.

DUNGEON

- Shadow Armor (Stalker, Tracker): whenever this creature becomes shrouded, it receives a shield absorbing 5 damage per hero level.

- Solid Like A Stone (Chthonian): whenever the creature takes damage, it receives +5 defense until the next turn.

- Strider & Soulless receive vigilance

FORTRESS

- Defender receives dwarf shield

- Guardian Shield receives Defense

- Kobold Scout receives agile

- Flaming Arrows (Kobold Pathfinder): large creatures hit by the creature's ranged attack will be burned. Burning deals fire damage to the creature at the start of its turn for 3 turns.

- Rhino Skin (lava elemental, magma element): +2 defense for each tile traveled until the creature's next turn.

- Fire Storm (Fierce Dragon): at the start of each battle turn, each enemy creature has a 25% chance to receive 20 fire damage from a flame storm.

NEUTRALS

- Child of the Darkness (Shadow Panther): creature can pass through any other creature, and it deals dark magic damage to every creature in the stack when passing through an enemy creature.

- Explosion (Fire Elemental): whenever the creature takes damage, explosion deals 1 fire damage to all adjacent enemy creatures.

- Wind Shield (Air Elemental): creature is immune to the first single instance of damage received in each battle.

- Aura of Renewal (Earth Elemental): creature and all adjacent friendly creatures restore 3 health at the start of this creature's turn. (Unaffected: undead and constructs)

- Ice Prison (Water Elemental): this creature's ranged attack has a 30% chance to imprison the target creature. An imprisoned creature cannot act and is considered not present until the start of the next battle round.

- Touch of Light (Light Elemental): removes all negative magic effects from a target friendly creature and fully restores its health.

- Shadow of Death (Dark Elemental): hit creatures receive -10% health for 3 turns (does not stack).

- Siren Song (Mermaid): enemy creatures attacking the creature are charmed until the end of their next turn. The creature is immune to damage dealt by charmed creatures.

- Creatures hit by "Splash" ability (Mermaid) also suffer from reduced Initiative and Movement until the end of their next turn.

- Black Guard receives Strike & Return

- No melee penalty information (Titan, Ancient Treant, Runic Priest, Runic Patriarch)
Modified Mechanics and Improvements
We changed some abilities to avoid bugs (since we found no solution on how to fix them):

08. Plague Lamassu: Lamassu's epidemic aura does not trigger in certain cases (= sometimes). Especially it doesn't work after you use teleport to move plague lamassu to enemy units. This may be due to the record used for the ability - activates when creature enters a cell. CHANGE: Aura of Mor is now applied at the end of each battle round.

13. Spectral Dragon: its Flaying Breath ability often shows "0 killed" in the tooltip. In certain camera angles, instead of the number of units that should be killed by the dragon's attack (tooltip), "0" is displayed. The problem usually appears when the dragon hits more units.
CHANGE: ability function changed: now the unit deals damage not only to the attacker, but also to all adjacent creatures.

14. Spectral Dragon: Soul Stealer ability does not receive mana upon activation.
CHANGE: it made little sense together with soul-filling breath. Ability function changed: your hero receives 1 mana for each adjacent living enemy creature at the start of each turn of this creature

22. Tree + Ancient Treant: "Living Cover" ability works very strangely when you activate it: sometimes it works correctly and stops enemies. Sometimes it stops them, but they get an extra turn, so it's useless. And sometimes it doesn't activate at all! Additionally, it remains on cells even after Treant movement. CHANGE: instead of interrupting movement, "Living Cover" now redirects damage dealt to adjacent units to the ability owner.

30. Earth Elemental is not immune to Earth magic spell "Wasp Swarm" (it deals strange
damage)

36. "Fire Path" ability does not work: it activates and deactivates randomly, and when attacking an opponent, it doesn't even display the correct tooltip for hitting multiple enemies when enabled.
CHANGE: this ability makes no sense for a killer creature. It was temporarily removed from the game. Red Dragon received Fire Breath ability, and Fierce Dragon received a completely new ability.

40. Some bonuses from Artifact sets remain active even if you remove them.
CHANGE: most set bonuses were fixed, others replaced. Affected sets - Assassin set:



2 set pieces: -1 to health of enemy creatures.
4 set pieces: +3 strength ; +5 Fate
6 set pieces: +5 initiative for allied creatures, -1 base damage for enemy creatures.
- Great Lich set:

2 set pieces: -5 Initiative for enemy ranged creatures.
4 set pieces: +5 magic .
6 set pieces: +3 magic , -10 morale for enemy creatures .

- Ranger set:

2 set pieces: +5 initiative for allied creatures
4 set pieces: +5 strength ; +4 Hero Movement.
6 set pieces: +6 Spirit ; +1 base damage for allied ranged creatures.
44. Runic traps make the grid impassable; AI always avoids traps.
71. Runic fortifications do not work at all (as for traps)
CHANGE: Since we cannot change the obstacle archetype, the runic trap function was changed: there is a chance to apply a runic trap to an enemy creature and thus reduce their Movement to 0 until the end of the battle round at the start of each enemy creature's turn during every battle in this city's control zone.

70. Incorrect damage calculation for all Breath abilities (Dragons) caused by Flanking (deals less damage than tooltip shows)
CHANGE: Flanking Effect was removed from ability

79. Master Cabir: Soldering Hands: this ability only works on creatures that are not adjacent to cabir, but are within cabir's range. Moreover, the resurrection tooltip sometimes disappears.
CHANGE: soldering hands can be used more times per battle. Soldering Hands now only works on adjacent creatures.

86. Lightning deals main damage also to adjacent targets (instead of reduced damage). Additionally, shock effect is applied to adjacent creatures as well. CHANGE: damage dealt to primary target is the same as to adjacent creatures.

115. Healing spell shows meaningless healing power when it also deals damage to undead.
CHANGE: this spell no longer deals damage to undead.

116. Imperial Griffin sometimes completely disappears from the battle grid after changing attack during dive
. Returns immediately after using the attack, so creatures don't have time to change position in the grid, and the attack is more predictable. I Initit is set to 10, and it cannot use Diving attack this turn.

117. Life Drain does not heal the correct amount of damage during area attack.
CHANGE: it drains damage only from the primary target.

118. Balance Aura removes all positive effects from all creatures in the area
CHANGE: tooltip improved to inform about its real function

We have made some additional changes and improvements that we hope you will like:

I. Forbidden Magic Schools (If you do not like these changes, see Mod Information to find out how easily to get rid of them.)

Added forbidden schools for other factions (for balance reasons):
(Fortress - Prime, Sylvan - Fire)

Changed magic school City Portal and open treasures in air (because prime magic is forbidden for Fortress)
II. Some visual effects improved to be more noticeable

III. Improved tooltips for certain abilities (missing activation info, limited once per battle) and other things (including player tips)

Intravenously Added Heropedia information about rare resources needed to hire a creature (to make champion choice more convenient for the player)

Number of defenders V. Morale and Luck increased to 75 (not only Skirmish)

VI. Champions now have same stats in Campaign as in Skirmish (previously this was really confusing), and their hiring costs the same amount of resources.

VII. All buildings now cost the same, and town hall levels give the same amount of gold in both Campaign and Skirmish.

VIII. Improved scaling and rotation of camera and adventure map

IX. Hero Changes

added 4 new duel heroes for each faction for more duel possibilities
changed duel heroes: replaced Dirael with Lasir
added two new heroes in each faction for modded scenario (each faction should have two heroes of each faction class)
removed Lasir from classic hero pool
added Lasir and Jorgen to privileged hero pool
changed hero classes: Daggar: Wizard, Lucretia: Archon, Naadir: Embalmer, Dirael: Ranger
fixed order of duel heroes
added almost all story heroes to skirmish (all advisors still available only as privileged)
changed Daggar's specification (was same as Asad's) to Enlightened (Malven)

Alternative Solution
Some things cannot be fixed. However, there is a way to deal with them:

- disappearing hero skills in campaigns: after completing a campaign mission with a random skill, when you start the next mission, your hero forgets some skills! Some of them disappear only in the skill menu but still work in battle, some disappear completely, and their effects too.
SOLUTION: In the Important Tips thread ( Steam ) it was mentioned how to avoid this bug so that random skills can be played without any restrictions as intended.
- destruction of any building in town leads to all buildings no longer working.
SOLUTION: another building must be built in the city, and the hero should sometimes return to the Control Area.

- dialogue window of Sephinroth's last scenario is skipped by the game, so the player cannot read it.
Solution:http://heroescommunity.com/viewthread.php3?TID=43888

YouTube reviews:

https://www.youtube.com/watch?v=-tf28TJ6adM

https://www.youtube.com/watch?v=RpDYvHpYwAg
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7 years ago
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atlant108
Installation Instructions
Game Version: 2.21 (latest), including the Trial by Fire expansion.

Is this for the Steam or Uplay version?
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7 years ago
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The version doesn't matter. The patch can be installed on the base game without the expansion, as well as on the game with the Trial by Fire expansion installed.
The main thing is to follow the installation instructions.
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7 years ago
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Wow! Has anything changed with the map generator? In the official version of the game, it couldn't generate the largest possible maps for online play. Maybe this has been fixed, and now it can create such maps?
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7 years ago
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The new patch fixes issues and bugs in the map generator.
In reply to Антон Туров
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7 years ago
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Anton Turov
The new patch fixed issues and bugs with the map generator.
Are you sure about that? Can you post screenshots confirming that the random map generator can now create maps of the largest size for multiplayer games?
7 years ago
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So, the issue with creating large maps and the failure to load save files remains unresolved?
7 years ago
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Tell me, do the mod localization files also localize the game itself? I bought the English version on Steam.
In reply to kobr
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7 years ago
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kobr
Tell me, do the mod localization files also localize the game itself? I bought it on Steam in English.

no
In reply to AstralLein
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7 years ago
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Has anyone tried this patch yet? How is it? Does it really fix the bugs mentioned?
In reply to AlAn Warlock
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7 years ago
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AlAn Warlock
Has anyone tried this patch yet? What's it like? Does it really fix the bugs mentioned?

listed, yes.
In reply to AlAn Warlock
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6 years ago
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AlAn Warlock
Has anyone tried this patch yet? How is it? Does it really fix the bugs mentioned?

Yes, it fixes all the bugs listed above. In addition, the game becomes more stable – there are no more crashes or issues with saved games.
6 years ago
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1.
atlant108
I. Banned magic schools (If you dislike this change, see Mod information to read how simple it is to get rid of them.)
Could you please explain how to remove these mod changes? Or does the post mean "uninstall the mods if you don't like them"?
CHANGE: This ability blocks necromancy during the combat.

We implemented some additional changes and improvements we hope you will like:

I. Banned magic schools (If you dislike this change, see Mod information to read how simple it is to get rid of them.)

Added forbidden schools for other factions (balance reasons) - only for classic skilling:
(Stronghold - Prime, Sylvan - Fire)
Changed magic school of Town Portal and Reveal Treasure to Air (because of prime magic being forbidden for Stronghold)
II. Improved some visual effects to be more visible

III. Improved tooltips of certain abilities (missing information about activation limited to once per combat) and other stuff (including player tips)

IV. Added Heropedia information about rare resources needed to hire a creature (to make the champion choice more comfortable for the player)

V. Morale and Luck caps increased to 75 everywhere (not only Skirmish)

VI. Champions now have the same stats both in Campaign and Skirmish (it was really confusing before) and hiring them cost the same number of resources

VII. All buildings now cost the same and the town halls levels provide the same amount of gold both in Campaign and Skirmish

VIII. Improved adventure & combat camera zoom & rotation

IX. Increased difficulty (AI creature growth & resources)
2.Are there any issues with saving and correctly loading a hotseat game on one computer, if you played with three players and 5 AIs, for example?
In reply to 7755
6 years ago
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7755
1. Could you please explain how to remove these mod changes? Or does the post mean "uninstall the mod if you don't like it"?

http://www.hommdb.com/mods/heroes7/bugfix-buglist/

No forbidden magic school for Sylvan & Stronghold
Go to: mod path\MMH7Game\CookedPC\Editor\Templates/Factions
Delete (path A) the file Factions.upk or replace it with the original one (path B)

Note: no forbidden magic schools are set when random skilling is enabled

No new abilities for creatures (+original champion stats & costs)
Go to: mod path\MMH7Game\CookedPC\Editor\Templates/Creatures
If you want to get rid of all the new abilities, delete/replace all the folders you find there, including their content
If you dislike only some particular abilities, find the creatures which have them in the particular folders (sorted by faction) and delete/replace the particular files Creature_Creaturename.upk
(If you delete for example the file Creature_Banshee.upk, it will lose the Incorporeal ability)

Important: if you delete the champion files, they will lose their modified stats & costs as well, so they will be the same as originally (different in story mod & skirmish).

No new heroes for Duels & Skirmish (+original moral & luck caps)
Go to: mod path\MMH7Game\CookedPC\Data
Delete (path A) the file Config.upk or replace it with the original one (path B)

Important: This step may lead to loss of some other minor changes as well.+

Also, a simpler version: https://www.moddb.com/mods/unoffical-community-mod-ucp/downloads/ucp-release-11-simple-version
no new forbidden magic schools (Sylvan, Stronghold)
no new abilities for creatures
original champion stats & costs of their recruitment buildings
original hero selection range (original number of duel, skirmish & campaign heroes)
original moral & luck cap

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