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Ubi-MoshiMoshi
09-22-2016, 12:54 PM
Hello Heroes,

Today we are pleased to announce you the availability of Patch 2.2.

Along with implementing new Steam achievements, this update includes a lot of new fixes and improvements for the game. The main focus of this patch is set on the multiplayer, the level design but also the combat.

We also made a lot of balancing changes regarding champion creatures, check out the table here https://mmh7.ubi.com/en/blog/post/view/patch-2-2-now-available

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

Regards
The M&M Team

General
[Fixed] Quick load would get stuck in rare cases.
[Fixed] Council Hub towns have light shaft particle when selected.
[Fixed] RMG issue that caused some armies in the underground to be directly inaccessible, which caused bugged AI behavior.
[Fixed] Heroes portraits shuffled on loading a save game.
[Fixed] Wrong cursor icon on Abandoned Mine/Prison with random army.
[Fixed] Weekly based resource AM buildings would lose ability in rare cases after loading a save game.
[Fixed] Invalid logic with AI exploration, causing some adventure map sites to never be uncovered by the AI.
[Fixed] Town development for Fortress towns for AI (now goes beyond level 2).
[Fixed] Combat map lighting on transition from adventure into combat.
[Fixed] Not destroying allied players caravan outpost on visit.
[Fixed] Some maps in the Duels section not having a Thumbnail, or localization.
[Fixed] Renewal to only give mana on the hero's own combats.
[Fixed] Creatures not inheriting the morale/luck bonus that was defined in their base stats.
[Changed] Neutral stacks in starting zone of RMG to be always different from the starting faction of the owner of the zone.
[Improved] Rewards for Dragon Utopia, Shantiri Ruins and Dangerous Cave.
[Improved] Money income from Town Hall in the intermediate tiers. Now Town Hall and City Hall provide 500 more gold each.
[Improved] Performance when Hero is moving on big adventure maps.
[Improved] Increased Morale cap to 75 instead of 50 globally.
[Improved] AI will be more focused on its objectives (when conquering sites and picking up stuff that's guarded).
[Improved] AI will be more inclined to use buff sites.
[Improved] General overhaul of all the champion creatures’ stats for Skirmish and Duels.
[Improved] Reduced price of Resources in the Marketplace in general.
[Improved] Reduced cost of Elite and Champion Dwellings so they are affordable.
[Improved] Reduced diplomacy costs by half globally.

Combat
[Fixed] Shantiri Titan Regeneration ability.
[Fixed] Building Caravan Outpost during combat with hotkey.
[Fixed] Treant Entangling Roots ability not disabling movement.
[Fixed] Summoned obstacles (i.e. Fire Sentry and Freezing Orb) not being attacked when issuing a move + attack command
[Fixed] Warfare units with Artillery Barrage dying getting the game stuck
[Fixed] Chain Lightning to properly divide damage amongst targets
[Fixed] "Ingineer" specialty, replacement warfare units don't get stuck in combat anymore
[Fixed] Capture of own-able adventure sites (only need to interact once now)
[Fixed] Artifact transfer on losing combat in some cases
[Fixed] Leading by Example not applying in some cases
[Fixed] Surrender to correctly preserve the troops you paid for.
[Fixed] Ancient Behemoth Retaliation Prediction.
[Fixed] Aura of Purity vs. Magic Touch.
[Fixed] Valkyrie Fire Shield.
[Fixed] Nature's Revenge for Blade Master's Whirling Death ability (marks are getting applied to all targets, not just one).
[Fixed] Deadly Strike (stopped critical hits from happening before).
[Fixed] Centaur Marauder's Maneuver.
[Fixed] Fire Elemental's Nova.
[Fixed] Assassin's Poisoned Blades.
[Fixed] Firebird's Rebirth.
[Fixed] Summoned shooting obstacles (Fire Sentry, Freezing Orb,) targeting for Leaf Daggers and other active abilities.
[Fixed] Preview of percentage-based spells, such as Implosion.
[Fixed] A big rock obstacle with wrong collision. Now it will properly cover what it should.
[Fixed] Surrender/Flee button being functional in Duel.
[Fixed] XP preview when the defender wins a combat.
[Improved] AI that is in an obvious loss situation will try to inflict more attrition damage by killing as much of the player's creatures as it can instead of playing for a "win".
[Improved] Adjusted AI behavior with Mobile Shooter to be more cautious instead of suicidal.
[Improved] performance for AI calculations and active unit change.
[Improved]AI will try to avoid hostile per-tile spells in combat more.
[Improved] Made Good/Bad Morale triggering more visible.
Changed the Nova ability of Disciple to be cast-able only once per combat.

Level Design
[Fixed] A problem in Map 2 that caused a Secondary quest to spawn an enemy that prevented the peaceful solution of it.
[Fixed] A problem in map 2, where the quest to give 10% of your army only worked under certain circumstances.
[Fixed] A problem in Myrim's Scenario map where some artifacts were providing 2 items instead of 1.
[Fixed] A problem in Myrim's Scenario map where a dwelling in the initial area wasn't part of the AOC of the town.
[Fixed] An issue in Myrim's Scenario map where narration text boxes could appear during the AI turn. [Fixed] An issue in Myrim's Scenario map where the enemy players didn't show the correct name.
[Fixed] An issue in Dungeon map 4 where several combat dialogues weren't triggering.
[Fixed] An issue in Ivan map 2 (Vanilla) where a dialogue wasn't triggering.
[Fixed] An issue in Thunder in the Tundra, where one landscape component was causing issues when opening the map.
[Fixed] The fact that the player could hire Bart Brimstone from the Hall of Heroes in the Tear of the Old One map.
[Fixed] Several issues in Alternate History related to factions of Dwellings not being the same as the Player's initial faction. Also fixed the fact that Player 1 had 3 Elite Dwellings instead of 1 Core and 2 Elites. [Fixed] an issue in Sylvan map 4 where one dialogue was attributed to Wysloth when it was Danan speaking.
[Fixed] An issue in Map 6 of Fortress campaign where Uplay rewards weren't working.
[Fixed] Two neutral creature stacks in the teleporter path of fracture Time to have the correct XP values. [Fixed] A blocker in Lost tales 1 - Map 5 that prevented heroes from interacting with one of the main quest buildings.
[Fixed] Two fire camps in Final Map 1 (Vanilla) that were providing 0 resources.
[Fixed] A visual problem in Dungeon 2 where some towers from the wall weren't properly illuminated. [Fixed] A problem in Fortress Map 3, where a defeated hero could still capture a lost town.
[Fixed] An issue in the first fortress maps with the lights of the manipulators of the catapults.
Changed Hathor's specialization to be Pugnacious instead of Engineer.

Multiplayer
[Fixed] Last human player remaining in a multiplayer game with AI player automatically won every combat.
[Fixed] Player getting stuck in the game after the game was finished.
[Fixed] Players were able to do actions in town screen during the AI turn under certain circumstances.
[Fixed] Local Guards not giving EXP and not triggering Necromancy.
[Fixed] Learned spells by Arcane Intuition disappearing after combat.
[Fixed] The possibility of the game getting stuck when timer runs out and player doing a quick combat at the end of the turn.
[Fixed] Not being able to attack AI heroes because they are wrongly considered of being In Combat already.
[Fixed] Being able to view AI hero inventory if having all heroes dismissed after AI turn.
[Fixed] Skirmish objectives still being triggered for spectating players.
[Fixed] Popup, "wait for answer" not disappearing when attacking another player during retreating.
[Fixed] Several issues in first turn after loading a save game for Sim-turns.
[Fixed] Game getting stuck when winning vs AI hero during AI turn.
[Fixed] Loading a save game with less players then when saving now turns the missing players towns into neutral and removes his leftover armies.
[Fixed] Game getting stuck when all players but host leave the game and host ends the turn
[Fixed] Loading a save game clients would have UI errors (not showing resources or showing wrong hero portraits)
[Improved] Multiple minor fixes that makes the Multiplayer more stable and robust to not go out of synch.

Adventure
[Fixed] Black Market giving gold to all players in multiplayer when selling items.
[Fixed] Tracing in town screens to return the building under cursor more accurately.
[Fixed] Forts and other neutral sites sometimes spawning 2 garrison armies.
[Fixed] Dragon Fang Necklace now correctly counting as a set artifact.
[Improved] Adventure map performance when moving around with a hero on larger maps.

GUI
[Fixed] A case where Creatures would disappear/re-appear from the Deployment Bar.
[Fixed] Inaccurate saving of deployment.
[Fixed] An issue that was cause a click on a different position than the mouse, when game was unfocused.
[Fixed] Combat-log not restoring correctly after save/load screen was opened.
[Fixed] Incorrect message while spamming Quick-Save.
[Fixed] Initiative Bar no longer appears wrongly when closing Heropedia
[Fixed] Preview of XP gained through combats to take XP bonus into account properly
[Fixed] Fortress village hall building not showing up
[Fixed] Items giving gold income to show the added income properly in the resource bar
[Fixed] Completing an Addon-Campaign no longer displays a progress towards the Main-Campaign.
[Fixed] Option, "Show HP bars" is correctly saved when changing it in the main menu.

Save/Load
[Fixed] Weekly based resource AM buildings would lose ability in rare cases after loading a save game.
[Fixed] Spells learned from helmet items would be learned permanently after loading a save game.
[Fixed] Heroes would lose spells/abilities/skills after performing save/load operation in very rare cases.
[Fixed] Neutral flag would appear above captured Forts after loading a save game.

RMG
[Fixed] Missing surface and underground zones when using Mixed Terrain.
[Fixed] The lighting of underground zones being too dark.
[Improved] Changed Neutral stacks in starting zone of RMG to be always different from the starting faction of the owner of the zone.
[Improved] Changed value of Rough Terrain Movement Cost from 1.66 to 1.0 for all RMG zones. Applied only for In-Game RMG.
[Improved] Added 5 Addon buildings to the RMG: Runic Forge, Rune stone, Pirate Cove, Abandoned Mine and Dwarven treasury.

EDITOR
[Fixed] That Editor becomes unresponsive when deleting the underground surface of any randomly generated huge scenario map.

Steam
Added 8 Steam achievements for the campaign maps of the addon.

Mestiff
09-22-2016, 02:22 PM
That's really good news, thanks Ubi-Limbic for this patch, i know what to play today!!
Good work Devs! I'm really pleased and excited about this.

IMMORTAL_999
09-22-2016, 02:53 PM
Finally, the corrected tricky bug with a bundle of firewood on the map Neighbours.
The Developers, too, may be is little cheaters. :D

But now it will be even more interesting, I'm glad that this trick has been fixed.


http://saveimg.ru/pictures/22-09-16/cf0501e6b39d8b9bd51a01e0d7cf64c4.png (http://saveimg.ru)

- Now with each attack neutral creatures will ignore this bundle of firewood.
but this correction looks like a new bug :lol

DenisTheGreat
09-22-2016, 04:52 PM
Necromancy changes:

Skeletons growth before was 5% on novice, 10% on expert and 15% on master level of necromancy.

Now - only 4% on all 3 levels.

I think this kills the race of necromancy completely lol :(
R.I.P.

(I hope I am wrong, but ...)

vin8Kor
09-22-2016, 05:07 PM
Why change the value of the buildings in the castle, it destroys economyhttp://saveimg.ru/show-image.php?id=02b5f2b3bc649a18b595a88f6a16a3f3

IMMORTAL_999
09-22-2016, 05:08 PM
Necromancy changes:

Skeletons growth before was 5% on novice, 10% on expert and 15% on master level of necromancy.

Now - only 4% on all 3 levels.

I think this kills the race of necromancy completely lol :(
R.I.P.

(I hope I am wrong, but ...)

It is not so, my interest to race only is doubled!
I love the complexity :cool:

I would not be surprised if in the next new patch, at necromancers will remove away the racial ability at all. ;) )) ))
I think to them it will be easier if they remove completely this faction ...

vin8Kor
09-22-2016, 05:14 PM
http://saveimg.ru/pictures/22-09-16/895595fc12f61604d7c7f1d79a544921.jpg (http://saveimg.ru) Why change the value of the buildings in the castle, it destroys economy

Antalyan
09-22-2016, 05:30 PM
Why change the value of the buildings in the castle, it destroys economyhttp://saveimg.ru/show-image.php?id=02b5f2b3bc649a18b595a88f6a16a3f3

Because on the majority of maps, you did not have many reasons to build so expensive buildings for champions.

Mestiff
09-22-2016, 06:37 PM
Necromancy:

Tooltip say 4% Novice, +4% Expert and +4% Master.

So it's 4-8-12

Antalyan
09-22-2016, 06:58 PM
It's absolutely ridiculous there are different stats for skirmish & campaign + scenarios. And it's not only about champions stats (patchnotes forgot to mention this fact): The towntree costs and effects did no change in campaigns/scenarios either. I have not tried the moral cap, hopefully at least this one will be changed there.

Have you noticed if the damage done by spells has been changed?

IMMORTAL_999
09-22-2016, 11:05 PM
Not working correctly skill Dark Star (racial ability of necromancers)
Avatar-Namtaru does damage only once the adjacent creatures from three shots.

http://saveimg.ru/pictures/23-09-16/603bfc7060e9b1da4dac08829bd9a153.jpg (http://saveimg.ru)


Nice work ... Thank you so much :eek:
Bring back the patch 2.1

DenisTheGreat
09-22-2016, 11:32 PM
Necromancy:

Tooltip say 4% Novice, +4% Expert and +4% Master.

So it's 4-8-12

Oh yes you are right, thanks for correcting me!
Seems not very clear localization lol
I tested in game and it works exactly as you write.

I think it is Ok now.

DenisTheGreat
09-22-2016, 11:37 PM
Have you noticed if the damage done by spells has been changed?

No, they did not change spells at all. I tested lots of them.

BUT -> they changed warfare significantly.
Now ballista do much less damage.
Out of my feelings after a game in mp - about 0.5 0.75 reduction of damage at least.

DenisTheGreat
09-22-2016, 11:44 PM
Also town portal mechanics has been changed, but this is not in patch notes as well lol

Tarelther
09-23-2016, 12:17 AM
Well, this changes a lot for me. Those who are using my mod may wish to uninstall it for now. I need to see how these changes shake out before I decide on a new path for it.

IMMORTAL_999
09-23-2016, 12:57 AM
spell power of ice (upgrade) is not working properly
after dealing damage, -3 Mobility is not active

http://saveimg.ru/pictures/23-09-16/692c1d551e1c2d6acf5ba113c9d9b373.jpg (http://saveimg.ru)

yannn25
09-23-2016, 05:56 AM
Denis you are right town portal those not work properly ,,, i cannot teleport from castle to castle like before .. And the wolf special ability doesnt work :(

LimoLauser
09-23-2016, 09:02 AM
I've been playing Heroes VII for over a year and my gaming experience is getting better and better. Thank you for this great game. I hope there are more MM-Titles to come.:cool:

IMMORTAL_999
09-23-2016, 09:05 AM
The new patch 2.2 looks as good as performance results of stars the US team at the Canada Cup hockey.

Immediately take measures to eliminate the bugs!
Play with these bugs, it is impossible.

These errors are breaking all the tactic and strategy of the game.

morpheas2
09-23-2016, 10:20 AM
the spell storm arrows keeps bugging out on me now after this patch instead of lasting 3 turns it only lasts one please fix

Igorski81
09-23-2016, 10:23 AM
After patch all hotseat saved game have been damaged, cant load them...

DenisTheGreat
09-23-2016, 10:26 AM
They also made something with big creatures, now seems they can go over each other and behave like small units.

A_Fnord
09-23-2016, 11:07 AM
There's something to be said about getting patches out the door fast.... but you still need to taste them to make sure that hey don't do more harm than good.

IMMORTAL_999
09-23-2016, 02:48 PM
Fog spell does not work at all (on their own and enemy creatures)

http://saveimg.ru/pictures/23-09-16/846ed3b1232f025bc081b70bf3f87e82.jpg (http://saveimg.ru)

this is anti patch 2.2 ... I have no words ...

- dear lords the programmers ... DAFAQ ???

Mirage_dragonet
09-23-2016, 03:40 PM
My personal opinion is that new patches from the "limbic" give rise to new errors. Working in a company such as "Ubisoft" and with such a great game - already a great motivation. Small budget - it's not an excuse. It is obvious that the developers are not suitable for such a great game, as "heroes."

Antalyan
09-23-2016, 04:15 PM
Denis you are right town portal those not work properly ,,, i cannot teleport from castle to castle like before

I guess it is intended. It should have never worked like this, it was a bug.


After patch all hotseat saved game have been damaged, cant load them...

It's logical, you cannot usually load your saves after the patch because of changes.

ernests79
09-24-2016, 02:42 PM
The game is completely broken!
Bug when large units can go through any obstacles makes game absolutly not playable:
1)
http://s018.radikal.ru/i523/1609/9f/2103a5452592t.jpg (http://radikal.ru/big/agnjrfkpj0cn9)


I see that other plaers hwo tryed H7 after 2.2. have the same prolem:

2)
- Now with each attack neutral creatures will ignore this bundle of firewood.

http://saveimg.ru/pictures/22-09-16/cf0501e6b39d8b9bd51a01e0d7cf64c4.png (http://saveimg.ru)

3)
They also made something with big creatures, now seems they can go over each other and behave like small units.


Please IMMEDIALELY to fix it. There is no option to wait for the next patch!

SoilBurn
09-24-2016, 03:04 PM
I absolutely agree. I played 2 skirmish maps since 2.2 was rolled out and the game is too buggy at the moment.
If we cannot have a hotfix by Tuesday, please at least roll back to 2.1 until Limbic is able to correct the new game-breaking bugs that appeared out of nowhere.

The following bugs need to be corrected immediately:

1) Spells not working (e.g. Fire Wall)
2) Units being able to walk through each other without reason
3) Bugged unit abilities (Dryad's Synergy, Silverback's special ability)
4) Broken animations of Shadow Elemental and Troglodyte
5) Issues with random skills at level up: My Sylvan hero had suddenly access to Dark Magic (???) and was offered the Master Offence ability (called Master Flanker) without even having skilled Master Offence in the first place (he was only Expert).

It would be great if other users can confirm the issue number (5), as I am no sure why this is happening or if it's happening only to specific heroes.

PWA-Azureye
09-24-2016, 03:36 PM
I will try to play a multiplayer skirmish with a friend tomorrow. If I don't get an out-of-sync error, I will be extremely surprised.....

DenisTheGreat
09-24-2016, 04:25 PM
5) Issues with random skills at level up: My Sylvan hero had suddenly access to Dark Magic (???) and was offered the Master Offence ability (called Master Flanker) without even having skilled Master Offence in the first place (he was only Expert).

It would be great if other users can confirm the issue number (5), as I am no sure why this is happening or if it's happening only to specific heroes.
Issue #5 is done for purpose, as far as I know. No bug with it.
Now all heroes can have access to all abilities (with small exception like heaven can not get dark magic and necro can not have light magic). Also master level skill may be get on novice and expert level - this is random now.
For more information - please check here (https://mmh7.ubi.com/en/blog/post/view/random-skill-revision).

SoilBurn
09-24-2016, 04:28 PM
Issue #5 is done for purpose, as far as I know. No bug with it.
Now all heroes can have access to all abilities (with small exception like heaven can not get dark magic and necro can not have light magic). Also master level skill may be get on novice and expert level - this is random now.
For more information - please check here (https://mmh7.ubi.com/en/blog/post/view/random-skill-revision).Thanks for clarifying Denis, I was not aware of this.
The remaining bugs are however still critical compared to 2.1. and I expect either a short-term hotfix or a rollback to 2.1

The balance changes that were made in 2.2 have been so far positive in my experience (based on my initial impressions from the new patch).

SOSolacex
09-25-2016, 03:46 PM
Ubisoft makes me flip tables. FFS

Niolator
09-25-2016, 08:04 PM
As a known Swedish celebrity is known to say "─ntligen!". (Means "Finally!").

UnoPoo
09-26-2016, 06:20 AM
I will try to play a multiplayer skirmish with a friend tomorrow. If I don't get an out-of-sync error, I will be extremely surprised.....

[Improved] Multiple minor fixes that makes the Multiplayer more stable and robust to not go out of synch.

Played a MP...had no problems playing the 1st day...played about 2-3 hrs....reloaded the next day from save and with in 2-3 turns had Out-of-Sync error.....still broke.

UnoPoo
09-27-2016, 01:23 AM
Oh, guess the patch notes forgot to mention the changes to spells...IE: Sylanna's Bounty now reads "in the same area of control." Therefore you can not cast it unless you are in the same area as the Castle/Fort that controls the area. While before this 2.2 you were able to cast it from whatever hero you wanted no matter where he was. There are a couple others but off hand would have to go back through them. And if I recall correctly from other posts, the changes to Town Portal was intended (or working correctly now).

DenisTheGreat
09-27-2016, 04:39 AM
Seems we need to create FAN patch notes :D

l_Rayden_l
09-27-2016, 11:50 AM
I still believe that a Trial by Fire is not worth more than € 5

raider_manhc
09-27-2016, 12:40 PM
does anyone know if they fixed the townscreen bug with the dwarfes? there where no townhall all the way up to capitol in the picture.. you could build it but it was not shown..

vin8Kor
09-27-2016, 03:24 PM
Units Structures were worth much less resources. I think it breaks down the economic component of the game and the strategy too. Bring back the value of the buildings in the castle

IMMORTAL_999
09-27-2016, 10:14 PM
fix a cheat-bug the blizzard! (very serious bug)

Caught in the midst of the action of the snow storm,
the behavior of these creatures becomes very strange )

http://saveimg.ru/pictures/28-09-16/1039351967f648fbd01757f2f7d2d9c8.jpg (http://saveimg.ru)

Dazdranagon57
09-28-2016, 04:48 PM
Здравствуйте!! Уважаемые, а есть ли список изменений на русском. По инглишу моя твоя не понимать(((

yuseq7
09-28-2016, 05:42 PM
Large units can't attack other units standing next to them !!!! WTF?

DenisTheGreat
09-28-2016, 11:01 PM
Здравствуйте!! Уважаемые, а есть ли список изменений на русском. По инглишу моя твоя не понимать(((

заправь в гугл переводчик

либо смотри на русских форумах комментарии фанатов - там наиболее существенное (и то что не включили в патч ноут). Например - здесь (http://forums.ag.ru/?board=heroes7&action=display&num=1407918834&goto=7392360).

SoilBurn
09-29-2016, 10:05 AM
It's been one week since the buggy patch and still not announcement or communication from either Ubisoft or Limbic :-(
This is not how game development works people.

Ubi-MoshiMoshi
09-29-2016, 11:01 AM
Hi Guys, thank you for reporting these bugs and for your feedback, they have been passed along to the team.

As soon as we have an update we will of course let you know.

IMMORTAL_999
09-29-2016, 02:45 PM
Hi Ubi-MoshiMoshi, give your team please my message.
In the game need to add a new skill or spell, that restore and to repairthe support unit (ballista)


It will be very useful and interesting!

taihaku
09-29-2016, 02:57 PM
Bonjour,

Il y a aussi un bug sur la capacitÚ activable des loups ÚvoluÚs du havre ainsi que celle des behemoths du bastion. En effet celles si ne fonctionne pas correctement...

IMMORTAL_999
09-29-2016, 10:31 PM
Grim Reaper bug

Why at the Grim Reaper is greatly reduced at the initiative ?

Earlier it was 29 / and now this 19 ... What the heck? :eek: What the heck is that?

DenisTheGreat
09-30-2016, 04:02 AM
Grim Reaper bug

Why at the Grim Reaper is greatly reduced at the initiative ?

Earlier it was 29 / and now this 19 ... What the heck? :eek: What the heck is that?

it is not a bug
this was done for purpose
check here (https://mmh7.ubi.com/en/blog/post/view/patch-2-2-now-available)

IMMORTAL_999
09-30-2016, 09:56 AM
it is not a bug
this was done for purpose
check here (https://mmh7.ubi.com/en/blog/post/view/patch-2-2-now-available)

Oh great!
They is not know how to humiliate necromancers ...
I strongly disagree with the decision of developers. :eek: (((

- Bring back the old initiative to the Grim Reaper (immediately) !!!
- Stop humiliation and weakening of necromancers !

SoilBurn
09-30-2016, 11:44 AM
- Bring back the old initiative to the Grim Reaper (immediately) !!!
- Stop humiliation and weakening of necromancers ! Did you check all the changes made to the Grim Reaper or only the initiative reduction?
He now does the 2nd highest damage in the game after the Swordmaster. And has 25 base Luck(!!!), more than any other Champion in the game. No reason to complain my friend, the rider is now stronger than most Champions (his only weakness is the low HP).

IMMORTAL_999
09-30-2016, 01:33 PM
He now does the 2nd highest damage in the game after the Swordmaster. And has 25 base Luck(!!!), more than any other Champion in the game..

It's interesting, thanks for the good news buddy! )

DenisTheGreat
09-30-2016, 04:47 PM
BTW
In the description it is said that necromancy now should be:
novice 4%
expert +4=8%
master +4=12%
(instead of 5%-10%-15% like it was before 2.2)

BUT
The Russian Heroes community made some tests - and now the exact numbers are:
novice 5%
expert 7%
master 10%
With rounding to less number.

So they reduced necromancy much more then declared in the game.
But still it is Ok with me.