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It's great that there's a dedicated cheat window; it's quite convenient. It's a shame that this window doesn't seem to include a console: if a script breaks on a map, nothing will help except "Win Map"... And from my subjective point of view, quickly fixing bugs is still the most important function of cheats.
 

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In reply to Драккошка
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Drakkoska
Well, I joined the Heroes VII community. I've played through exactly half of a random map of a small size, and I don't understand anything yet.

I couldn't find any random maps there. Can you tell me where to look? :confused:
http://www.twitch.tv/mikevalentine/
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As I understand it, the randomly generated map isn't what's meant here; it's just the first map that came up.
 

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Menti is right, she just grabbed the first one she saw.
А, вот почему.

??+⛓️♿=?
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Where is the localization? There are typos, untranslated words, and some kind of code snippets or who knows what instead of hero names. In the map creation menu, not all heroes have the icon to access the encyclopedia. By the way, the fact that warriors often have abilities that grant bonuses to magic is a good thing. The text doesn't fit in its fields. And in the battle results window, if a new level is gained, only a small part of the text is visible. The battle log – who skimped on the font size? Those who don't need the log can minimize it, there's no need to save space. The city interface is as clunky as it was in the beta, and it remains that way in the release. The death animation sometimes doesn't play, and the corpse just stands there until the end of the battle. In battle, sometimes, instead of 7 creature slots, there are only 6, and it's impossible to split the unit. The effects of abilities and artifacts are only displayed in battle (how much rage do the barbarians have – who knows, you have to remember), and the skill that increases creature damage by 1 is also only applied in battle, and not all units have it correctly described in their properties. The centaur's ability is duplicated, and it's much better this way. The necromancer's support unit – on the global map, there's only one, but in battle, there are suddenly two – identical, but one deals damage, and the other provides buffs. And in the post-battle window, there are also two. What's the point? The battle AI is idiotic – enemies ignore dangerous opponents, finish off small units, and fall for stacks of one creature to gain a morale bonus (even undead!), and archers charge into melee. The auto-battle manages to lose to a "minor opponent." You're besieging a Fortress, and these idiots come out of it for a fair fight. But what's the point of that? In the Mage Guild, it seems that spells are still random, so save/load is your friend. I've never found so many bugs and glitches in three hours of playing. And this costs 2000?
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2Dez
Some people are selling it for 5499. :)
I played it for about 15 minutes... it feels a bit unfinished. The graphics, localization, AI, etc. need work.
Version 0.8....
For now, only the music is good.
Белый и Пушистый! Иногда.....
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Guys, please tell me what AI speed and game speed up to 400% in the settings mean. I increased the AI speed to 800%, but I didn't notice any difference (on a free map, the other players still take about 2 minutes per turn) - and how do I disable the display of other players' turns?
In reply to raspisnoy
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raspisnoy
Guys, please tell me what AI speed and game speed up to 400% in the settings mean.
I increased the AI speed to 800%, but I didn't notice anything (on a free map, the other players still take about 2 minutes for their turn), and how do I turn off the display of other players' turns?
I'm not sure about the game speed, but I think it should affect the movement speed of creatures during combat, although I might be wrong.
You can turn off the display of other players' turns; there's a setting for that somewhere, so look carefully.
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The game crashes when loading the second map in the campaign while playing as the Mages. Has anyone else experienced this? And what should I do?
Discord: Stiletto#0900
Он же Gear (Heroesleague.ru)
Он же VitaliySannames (Goodgame.ru)
Он же Black_Stiletto (Twitch.tv)
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Stiletto
Text appears and the game crashes when loading the second map for the Mages in the campaign. Has anyone else experienced this? And how can it be fixed?
The campaign hasn't crashed for me yet: I've played almost 2 maps as the Mages.
However, I've had these glitches in online games:
- One of my hero units (a "Roach") couldn't move with a full movement range; an English message appeared saying that it couldn't move there;
- At some point, code started appearing on the game screen, and then a crash occurred...
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
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Killa, could you share the save file after you finish playing the second map? It might help me...
Discord: Stiletto#0900
Он же Gear (Heroesleague.ru)
Он же VitaliySannames (Goodgame.ru)
Он же Black_Stiletto (Twitch.tv)
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Guys, please tell me what AI speed and game speed up to 400% in the settings mean.
I increased the AI speed to 800%, but I didn't notice anything (on a free map, the other players still take about 2 minutes for their turn) - and how do I turn off the display of other players' turns?
I'm not sure about the game speed, but I think it should affect the movement speed of creatures during combat, although I might be wrong.
And you can turn off the display of other players' turns somewhere in the settings; there's a function for that, look carefully.
I agree, it should be related to the turn, probably. But not to how long the computer thinks, but to how long the animations play during a turn.
 

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The combat AI is idiotic - enemies ignore dangerous opponents, finish off small units, and fall for stacks of a single creature just to get a morale bonus (even undead!), and archers charge into melee.
The auto-battle somehow manages to lose against a "minor opponent."
You're besieging a fortress, and these idiots come out of it for a fair fight. But what's the point?
Isn't that how it always was in every game?
In addition to everyone else who has commented on the game's unfinished state and poor quality, I'd like to add that I was personally killed by the artwork of the creatures in the codex. Releasing in-game art that has already been on the internet for three years, and then forcing you to click on each one separately - that's something else.
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Yes, the game is still a bit rough around the edges. My initial impressions aren't exactly "wow, what a great game," but it's definitely better than the 6th installment. The return of resources is the first thing that pleased me. The game takes a while to load, but the gameplay itself doesn't lag. I'm not sure about the system requirements being 10 times higher; many people online are complaining, but I'm not experiencing any lag, except for the camera stuttering at the beginning of battles, which is probably a bug that will be fixed. As far as I remember, the recommended system requirements included a GTX 670 graphics card – not even the top-of-the-line one from 2012. Of course, trying to run modern games on old laptop or office graphics cards like the GT240M won't work. As for the gameplay, there's definitely some balancing to be done. The first thing that stood out is that the basic creatures reproduce too quickly and become the main offensive force, while elite creatures are more like support units, and legendary creatures are mostly just for show and intimidation. For example, take the Alliance Castle. You can produce around 40 pikemen per week with an additional building. The choice between building +10 wolves or +20 archers is too obvious in favor of +20 archers. So, you end up with about 40 archers per week. And when you get to the point of building the legendary creature, it doesn't really make much of a difference because the production rate is only 1 per week, while you're already gathering 200+ archers and pikemen, which are the main offensive force. In Heroes 3, some creatures grew by 40 per week, but those were level 1 skeletons, goblins, and imps with 3-5 health points, while level 7 creatures grew by 2 per week and quickly became the main offensive force, which was interesting. Here, the production rate is 40 fairly strong creatures, which have 15-20 health points instead of 5 like their counterparts in Heroes 3, and against that, 1 legendary creature per week just pales in comparison, despite having increased health to 400-450. I think the production rate needs to be balanced, and the legendary creatures should be increased to 2 per week, or the production rate of the basic creatures should be reduced.

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