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16 years ago
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PATCH: Heroes of Might and Magic I Tournament Edition


It has finally arrived! Congratulations to all fans of the heroes on this global event!:smile03:

This thread will reflect all changes and innovations regarding the H1TE patch for Heroes of Might and Magic I. This same thread can be used to discuss the patch and suggest your own ideas for it.

The next official tournament on HW (in May) will already be held with the patch! If everything goes well, all subsequent tournaments will be held on the TE patch!
I urge everyone to try out the new bug-free and truly complete version of the great game – Heroes of Might and Magic TE!
I hope that other resources where offline tournaments are held will follow this example.


P.S. In the future, due to the appearance of the TE patch, a corresponding section will appear on the reference site, which will be entirely dedicated to this patch!

Project author and lead AlexSPl, assistant VDV_forever.

Heroes of Might and Magic I Tournament Edition is a patch (installed on the localized version 1.1 from Buka) that eliminates numerous bugs made by the developers, as well as supplements the game with unrealized ideas (which were embedded in the Gameplay by the developers themselves but for some reason remained hidden and unfinished) and will include additions that will allow any player to dive into the unforgettable world of Heroes 1 in a new way (more than 200 self-extracting maps, an offline version of the reference site, programs, etc.)!

Current version V.1.02.

Changes and innovations:

Version V.1.00
1. The game no longer requires the original CD or image and does not conflict with the original version, as all settings are saved in a separate registry branch.
2. The game does not show introductory and closing "videos," which reduces restart time.
3. The game no longer loads the processor to 100% (or one full core on multi-core systems), which significantly reduces heat output on modern computers (especially laptops) and lowers CPU power requirements for old systems.
4. Movement points of heroes who have fled, paid off, died, or been dismissed are reset before the next game day begins.
5. When transferring slower troops to a hero, his movement points are no longer reduced after exiting the hero window.
6. The animation for the "Resurrection" spell has been changed to the presumed original one.
7. The "Symbol of Misfortune" artifact now reduces luck, not morale, by 3 units. Thus, "Misfortune" has been returned to the game.
8. It is no longer possible to leave the game area using the "Portal" spell.
9. Tavern bugs have been eliminated: the appearance of identical heroes in one tavern or in taverns of different players is excluded if there are at least two free heroes, which corresponds to a situation where a human player has 8 heroes and his three computer opponents have 6 each. In practice, a computer player cannot have more than four heroes, resulting in the complete elimination of tavern bugs.
10. Bugs related to the incorrect determination of remaining creatures if one side fled or surrendered have been eliminated. For example, previously it was possible to turn 9 dragons into 5 by attacking and then retreating with four heroes. Now the number of remaining warriors in the armies of the fleeing and winning sides is determined correctly.
11. A bug that allowed "feeding" (defeating) a strong computer player's hero against neutrals, another computer player, an artifact, etc., has been fixed. Now the hero wins the battle if the victory coefficient, depending on the ratio of forces and determined by the game itself, is greater than 0.75. Feeding computers in other cases is not restricted, as it is essentially a "feature" of the first Heroes.
12. Shipwrecks, demon caves, graveyards, and skeletons with an artifact now give the "Symbol of Misfortune" instead of a random artifact.
13. Obelisk bug fixed. Now the riddle map opens correctly.

Version V.1.01
14. Movement point glitch fixed: heroes who died, were dismissed, fled, or paid off during a turn transition can move the next day (in version 1.00 they could not).
15. Map editor has been decoupled from the disc.

Version V.1.02
16. Fixed a bug with feeding super-strong computers due to overflow during mu-strength calculation (the bug with normal strong computer feeding was already fixed in version 1.00);
17. Fixed simultaneous feeding bug;
18. Fixed ghost bug (the number of ghosts in a stack increased by double the number of enemies they killed during a counter-attack);
19. Fixed game crash after a hero with ghosts flees (pays off) if their number at the moment of fleeing (paying off) exceeded the initial amount.
20. Thus, it is now possible to normally play tournaments based on collecting ghosts.

Version V.1.03

21. Shipwreck bug fixed. In the original, a human player visiting this object was always offered to fight maximum guards (50 ghosts) for 2000 gold + a random artifact, regardless of the actual "contents." For computer player heroes, this object worked correctly.
22. Now shipwrecks, demon caves, graveyards, and skeletons with an artifact give a fixed (on a specific save) level 1-3 artifact, the type of which depends on the object's coordinates and some random number.
23. Hero movement points on the first day now depend on army composition and artifacts.
24. The version "H1 TE 1.03" is specified in the "Help -> About Heroes of Might and Magic" menu.

Instructions:

Unpack the H1TE.exe executable into the game folder and run it. By default, the game will start in full-screen mode. Set the settings convenient for you (windowed mode, sound volume, music, etc.) and exit the game. All settings will be saved in a separate registry branch (HKEY_LOCAL_MACHINE\SOFTWARE\Buka\3DO\Heroes of Might and Magic\HeroesWorld TE), so the original and tournament version settings will not conflict.

Note - Since the disc requirement has been removed, to have music play in CD quality, you must copy the Tracks folder from the original CD (or image) into the game folder, and in the specified registry branch create a string parameter "HMM1 CDDrive" with the value "%GAME%" (without quotes), where %GAME% is the full path to the folder where the game is installed. For example, D:\Program Files\Heroes of Might and Magic.

The latest version of the patch can be downloaded here, or here

Created similar threads on friendly resources:

HeroesAG;
HP;
HL

P.S. The entire chronology of events preceding the patch release can be seen in the news on the reference site.



Added after 28 minutes
I suggest this image for the new patch (v_2:) ):



What are your thoughts?

P.S. For those who want to participate in editing the splash screen image, I am posting a template:

template

Sincerely, VDV_forever
16 years ago
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cool, probably :)

Added 3 minutes later
I don't have that image here! :( And besides, when you go to the help section, it says version 1.1 :(
In reply to CJIOHuK
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16 years ago
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CJIOHuK
cool, probably :)

Added 3 minutes ago
I don't have that image here! :( And besides, when you go to the help section, it says version 1.1 :(

This image is not yet included in the patch. If players don't object or have suggestions for its improvement or modernization, I think AlexSPl will add it. :)

P.S. The help section hasn't been updated yet, although it should be. :)

Sincerely, VDV_forever
16 years ago
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Can I ask a silly question:
12. Shipwrecks, demon caves, graveyards, and skeletons with an artifact now give not a random artifact, but a "Symbol of Misfortune."
Why was this done? After all, it's the most useless artifact (unless you want to give it to a companion).

That's a normal question, thank you.

1) To avoid the ban on visiting these locations;
2) To avoid the temptation to generate a random and very powerful artifact;
3) To avoid the temptation to direct the hero's compass to attack these locations and extract a great random artifact that can be easily taken.


Sincerely, VDV_forever

Added 20 hours 11 minutes ago
VDV_forever
2) To avoid the temptation to generate a random and very powerful artifact;
It would have been possible to simply prohibit the generation of a random artifact, and instead make it so that the same one always drops. One of the simple ways, in my opinion, is to take the number of the dropping artifact (the list of artifacts to be given should be limited) not randomly, but, for example, calculated using a "secret" formula based on the coordinates of the visited location. Thus, on this map, in this location, the same artifact will always drop.
But this is just a thought.
In reply to mamaich
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16 years ago
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mamaich

It would have been possible to simply prohibit the generation of a random artifact, and instead ensure that the same artifact always drops. One simple method, in my opinion, is to have the number of the dropping artifact (with a limited list of artifacts to be dropped) not be random, but instead be calculated using a "secret" formula based on the coordinates of the visited object. This way, on a given map, in a given location, the same artifact will always drop.
But this is just a thought.

That makes sense. It could be done similarly to the artifacts found on drowned creatures in Heroes of Might and Magic II. I think AlexSpl could easily figure out how to implement it.
16 years ago
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Is there a plan to fix the bug with “morale drops” in multiplayer?
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16 years ago
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mamaich
Can I ask a silly question:

Why was it done this way? After all, this is the most useless artifact (unless you give it to a companion).

That's a fair question, thank you.

1) To avoid a ban on visiting these locations;
2) To avoid the temptation to generate a random and very powerful artifact;
3) To avoid the temptation to direct the hero's companion to attack these locations and obtain a powerful random artifact that can be easily taken.


Sincerely, VDV_forever

Added 20 hours 11 minutes ago

It would have been possible to simply prohibit the generation of a random artifact, but instead, make it so that the same artifact always drops. One of the simple ways, in my opinion, is to take the number of the dropped artifact (the list of artifacts to be given should be limited) not randomly, but, for example, calculated using a "secret" formula based on the coordinates of the visited location. Thus, on this map, in this location, the same artifact will always drop.
But this is just a thought.

And if you elaborate on your idea in more detail? Which artifacts should be included in this set, and which should be excluded?
Catch
That makes sense. It could be done similarly to the artifacts of the drowned in Might and Magic II. I think AlexSpl could easily figure out how and what needs to be done.

And can you elaborate on the drowned in Might and Magic II? How is it implemented there?
Istimion
Is a fix planned for the "morale drop" bug in multiplayer?

Unfortunately, it is practically impossible to do this, just as it is to create a multiplayer game without the old, good modem over a telephone line…:( Now, many people have a dedicated line, and the data transfer rate has increased several times.
Therefore, our unfulfilled dream will most likely remain only a dream…:(

Sincerely, VDV_forever
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16 years ago
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VDV_forever

Could you provide more details about the drowned creatures in the second game? How is this implemented?

Well, I'm not a programmer, so I can't say much about the implementation. But the drowned creatures always have the same artwork, which is generated along with the save file. That is, it's impossible to change the artwork through save loading, as is the case with the Necropolis.
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16 years ago
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Regarding point 12: In the next version, the artifact obtained will depend on the coordinates of the object, and also, to eliminate the randomness of its appearance within the same save, it will depend on a certain random number that does not change during the game in that save. This number could be the "skill tree" number of some hero. Thus, for example, a skeleton at point (X, Y) in save A will always give the same artifact. Of course, when restarting, the number of the "skill tree" of the selected hero (for example, the first one) will change, which will also change the artifact obtained in save B. Most likely, shipwrecks, demon caves, etc., will only give artifacts that affect parameters, morale, or luck, but only those that increase these characteristics by no more than 3 units. That is, it will no longer be possible to obtain a Scroll of Higher Knowledge or a Necklace of Secret Magic from such objects.
Is a fix planned for the bug with "morale dropping" in online play?
When playing in LAN mode, I did not notice this bug. Perhaps there are some specific conditions for its appearance?
In reply to AlexSpl
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16 years ago
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AlexSpl
Regarding point 12:
In the next version, the artifact obtained will depend on the coordinates of the object, and also, to eliminate the randomness of its appearance within the same save, on a certain random number that does not change during the game in that save. This number could be the "skill tree" number of some hero. Thus, for example, a skeleton at point (X, Y) in save A will always give the same artifact. Of course, when restarting, the number of the "skill tree" of the selected hero (for example, the first one) will change, which will also change the artifact obtained in save B. Most likely, shipwrecks, demon caves, etc., will only give artifacts that affect parameters, morale, or luck, but only those that increase these characteristics by no more than 3 units. That is, a Scroll of Higher Knowledge or an Amulet of Secret Magic will no longer be obtainable from such objects.

When playing in local multiplayer, I did not notice this bug. Perhaps there are some specific conditions for its appearance?

Dear AlexSPl, the following suggestions have been received from players regarding HP, which, in my opinion, are interesting and require consideration:

Has increasing the hero's movement range on the first day been considered, if he only has fast units and has movement-modifying artifacts? - Sub-Zero

- We somehow forgot about this, it's a very good idea. If it's possible to fix it, that would be great. :smile01: I will forward this to AlexSPl.

- If you can implement the dropping of artifacts in a non-random but fixed (but different) way in objects such as skeletons, shipwrecks, etc., it would be great. :smile03: And many players are talking about this!;

P.S. What do you think of the image for the patch? Maybe something should be replaced, adjusted, or moved? Or will it work in its current form?

Sincerely, VDV_forever
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16 years ago
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P.S. And what do you think about the image for the patch? Maybe we should replace something, fix something, or move something around? Or will it work in this version?

1) Fonts
This is awful... I'm sorry. Just type "fonts" into Yandex, and you'll find not just a lot, but a huge number of options. You can choose something that fits the theme of Heroes.
2) Why are the shadows on "TE" to the left? If you look closely, the light falls on "Buka Entertainment" from the left, so the shadow should be cast to the right and not so strongly. And why is the inscription located exactly where it is now? Why can't it be, for example, modestly placed in the lower right or left corner? Or even in the upper corner? =)
3) As you can see, the Castle is at an angle to the viewer, so why is the guide logo turned straight to the viewer?
4) And the logo itself... why is the outline a dirty pink? It's terrible =(

:o :o :o I criticized... :smile26:
Sincerely =)
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16 years ago
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Ungrateful people :))
If AlexSpl had created a random map generator for Heroes II (/topic/at/366050/), everyone would have been so happy...
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16 years ago
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Has the possibility of increasing a hero's movement range on the first day been considered, especially if they only have fast-moving units and possess movement-modifying artifacts? - Sub-Zero
I will consider it.
- If you could implement artifact drops that are not random but fixed (though different) in locations like the Skeleton, Shipwreck, etc., it would be fantastic. Many players are talking about this!
See the previous post.
P.S. What do you think of the patch image? Should anything be replaced, adjusted, or moved? Or is it good as is?
I have already expressed my opinion that it would be better to place the shield in the center (with a border of a blue hue) and change the inscription to "TE HMM," and I prefer the "Buki" logo from the initial version of the splash screen.

Added after 54 seconds
2Qwerty: The map format has almost been studied. Now I'm waiting for the right mood :)

Added after 6 minutes
In the end, maybe we should announce a contest for the best splash screen...
In reply to RAPER
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16 years ago
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RAPER

1) Fonts
This is an eyesore – sorry.... just type the word "fonts" into Yandex, and you'll find not just a lot of options, but tons of them. You can choose something that fits the theme of Heroes.
2) Why are the shadows on "TE" to the left? If you look closely, the light falls from the left on "Buka Entertainment," meaning the shadow should be cast to the right and not so strongly. And why is the inscription located exactly where it is now? Why couldn't it be modestly placed in the lower right or left corner? Or even at the top? =)
3) As you can see, the Castle is angled towards the viewer; why then is the guide logo turned straight towards the viewer?
4) And the logo itself... why is the outline dirty pink? It's awful =(
:o :o :o I criticized...:smile26:
Sincerely =)

We tend to criticize any work (because it's the easiest thing to do), but offer nothing ourselves. If you are skilled in Photoshop and, moreover, an excellent artist/designer, show your skills – create something, and we will gladly enjoy the masterpiece that can be implemented in the patch! // The image template is attached to the first post of this topic.//
Nevertheless, thank you for the criticism, even if it was harsh…

Let's discuss some other interesting ideas expressed by players on HP:

1) Make it so that the movement points of a hero who fled or bought his way out are not reset, or fully restored, but remain with a remainder after the purchase.
That is, so that this hero can take the remaining steps, even after fleeing.
P.S. Here, one should also consider that the hero may have bonuses in the form of artifacts.

2) Introduce negative luck when visiting a looted graveyard, shipwreck, skeleton, or cave.
For example:
Graveyard - Luck -3;
Shipwreck – 2;
Skeleton and demon cave – Luck – 1.

3) Question: Did the developers plan (but not implement) additional codes besides 101495?

4) Maybe we could abandon the standard splash screen? Can we use our own? Of course, with the same size parameters.
Qwerty
Ungrateful :)))
If AlexSpl had created a random map generator for Heroes II (/topic/at/366050/), everyone would be so happy...

Vitya, stop spamming in topics about Heroes 1.

Added 3 minutes ago
AlexSpl

I have already expressed my opinion that it would be better to place the shield in the center (with a border of blue hue) and change the inscription to "TE HMM," and I like the "Buka" logo more from the initial version of the splash screen.

In the end, why not announce a contest for the best splash screen...?

OK, let's create a corresponding topic where we will announce the contest.;)

P.S. Please check your PM.

Sincerely, VDV_forever
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16 years ago
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TE 1.03

1. Fixed a bug with shipwrecks. In the original game, when a human player visited this location, they were always offered to fight a maximum guard (50 ghosts) for 2000 gold + a random artifact, regardless of the actual contents. For computer-controlled heroes, this location worked correctly.
2. Now, shipwrecks, demon caves, graveyards, and skeletons with an artifact give a fixed (for a specific save) artifact of level 1-3, the type of which depends on the coordinates of the location and a random number.
3. The heroes' movement points on the first day now depend on the composition of the army and artifacts.
4. In the "Help -> About Heroes of Might and Magic" menu, the version "H1 TE 1.03" is displayed.

That's it with the executable, unless there are bug reports.

Added more randomness to the algorithm for determining the artifact obtained in shipwrecks, demon caves, graveyards, and skeletons.
http://alexspl.narod.ru/H1TE.zip

Updated the LMOracle version: now it only works for the tournament version of H1 TE 1.03
LM Oracle 3 H1 TE

Added 6 hours 12 minutes ago
1) Make it so that the movement points of a hero who escaped or paid a bribe are not reset to zero, or fully restored, but remain with a remainder after the purchase.
That is, so that this hero can take the remaining steps, even after escaping.
P.S. Here, it is also necessary to take into account that the hero may have bonuses in the form of artifacts.

2) Introduce negative luck when visiting a looted graveyard, shipwreck, skeleton, or demon cave.
For example:
Graveyard - luck -3;
Shipwreck – 2;
Skeleton and demon cave – luck – 1.

3) Question. Were additional codes (other than 101495) planned by the developers (but not implemented)?

4) Maybe we should abandon the standard picture on the splash screen? Can we use our own? Of course, with the same size parameters.

1) Everyone is already used to playing according to the rules, where there is a ban on using this remainder. In addition, imagine what things can be done by having a "Portal" in some city.

2) Let it be as it is.

3) Unlikely. I haven't checked.

4) The standard picture suits me. Also, if we change it, we will have to get rid of the water animation as well

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