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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 patch 1.2 - Bug reports ~
Thread: ~ Heroes 6 patch 1.2 - Bug reports ~ This thread is 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · «PREV / NEXT»
Fauch
Fauch


Responsible
Undefeatable Hero
posted December 27, 2011 09:14 AM

sounds like they created a mess with this ability. if it is only supposed to give extra movement, why didn't they just made it so that sanctuary creatures don't use movement points to walk through the mist? after all, we have the same system on the adventure map, with different tiles having different movement costs. it could be applied in battles.

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odium
odium


Known Hero
posted December 27, 2011 11:07 AM

They just have to change the description for this ability and for a few others that sound strange. So the bug is not the ability itself and its implementation but a few words. Apparently, they do not have time to fix even this kind of stuff ...

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jhb
jhb


Famous Hero
posted December 28, 2011 02:01 AM
Edited by jhb at 02:03, 28 Dec 2011.

Hello guys, here some bugs (patch 1.2):

Dysnasty weapons - magic weapons

I did notice this problem with the "thunder staff" and the "will of urgash" (I dont got the rest yet), but I guess all the "school based staves" are not giving the level 1 bonus -> +5 Magic Power to that school, they are just giving the mana cost reduction.

In this case, thunder staff is not giving +5 to air and will of urgash +5 to fire.

Btw, Idk why the ppl cry so much lol, for me this is a great game and will be even better when they fix all the bugs. I got the game  when it was on 1.1.1 and Ithink I must be a very special person, cos I didn't have 1% of all the problems ppl talk about. Never lost a saved game, game crashes, etc

Seriously guys, at least here in this forum the people are more mature, cos every time I go to that Ubi H6 forum I want to vomit. Ppl talk so much sh** in there.

Happy new year!
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted December 28, 2011 07:03 AM

Sometimes, objects that are intended to give a bonus for an entire week, suddenly stop giving it without any evident reason. I'm speaking of Altar of Daemons (don't remember the exact name, which gives you +5 physical attack, and +5 Fortune).

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted December 28, 2011 01:02 PM
Edited by Dave_Jame at 00:13, 29 Dec 2011.

- Flawless Assult doesn't work on Mother Breeder.
Fixed. At Least for me, in Campaign
- Lacerator's Exploding Spike says 25% instead of 125%.
Fixed. At Least for Cz localization
- Buying Dynasty traits is not possible in the first level of each rank. You have to gain one more dynasty level.
Still present from my Experience.

Bog I noticed
When batteling Might necro hero, and gated/summoned units are in the game, after the end of the battle, when the Might necro hero is defeted and all the summoned/gated unites are being unsummoned, the action of the unsummoning trigers the "Face of Death" ability.

Edited:
- Enemies respond to Juggernaut's Charge ability after the attack, not during.
Timing seams fixed as far as I have noticed
- The first dialog with the "stalker" in Inferno campaign part 3 is not working, it just shows Kiril's first sentence without his voice, and it doesn't continue and you cannot forward to Ghost's response, you just have to skip the entire dialog.
All the dialogs work fine for Blood patch This one, and thi talk with Yume about Akasha

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 28, 2011 10:03 PM

Good work
We're elimination those "confirmation needed" ones slowly.
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Naki
Naki


Known Hero
posted December 28, 2011 10:45 PM
Edited by Naki at 22:48, 28 Dec 2011.

Suddenly while in a game, map won't scroll or rotate.
Not sure what triggers it.

In 1.1.1 version, it used to be:
load a save game that is on the adventure map while being in a battle. But in 1.2 it seems worse (or at least different).
I think only complete exit to Windows then start the game again fixes this.

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Danny
Danny


Famous Hero
posted December 28, 2011 11:03 PM

Can't find this in the list on page 1: can you still attack Sveltana in Haven map #4?

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 28, 2011 11:10 PM

Quote:
Suddenly while in a game, map won't scroll or rotate.
Not sure what triggers it.

In 1.1.1 version, it used to be:
load a save game that is on the adventure map while being in a battle. But in 1.2 it seems worse (or at least different).
I think only complete exit to Windows then start the game again fixes this.


OMG, this is still happening? It used to happen to me a lot in 1.1.1 but haven't experienced it since 1.2. It is one of most irritating bugs.

Quote:
Can't find this in the list on page 1: can you still attack Sveltana in Haven map #4?


Noone mentioned this and I haven't played Haven campaign yet. Can you explain the bug?
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Naki
Naki


Known Hero
posted December 28, 2011 11:15 PM

Yes, it does.
It may have something to do with Alt+Tabbing out of the game and back into game, which I often do. Or it may be something else.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted December 29, 2011 12:19 AM

About the Ravegers.. ne more thing. All the units hit by his special attack are timed well Except if there is a unit infront of his final tiles. This unit may sometimes react late.

New bug: Or so I think
When you have the Cleav skill, and you kill a unit with resurection skill or the killed unit gets resurected the same turn. The bonus action for Cleav will be given agein after killing the unit (best tested on Pheonixes)

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Danny
Danny


Famous Hero
posted December 29, 2011 09:20 AM

Quote:
Quote:
Can't find this in the list on page 1: can you still attack Sveltana in Haven map #4?


Noone mentioned this and I haven't played Haven campaign yet. Can you explain the bug?


It's been discussed in the Haven walkthrough thread: on the 4th map Sveltana arrives at one point, capturing one of the Inferno cities but then doesn't do anything. If you go there, you can simply attack her in the converted city without any cutscenes. It is perceived to be a bug also because during battle the Necropolis town theme plays.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 30, 2011 09:40 PM
Edited by Nocturnal at 23:06, 30 Dec 2011.

OK, is this normal? I'm playing the Necro campaign. I have a Necro core dwelling but it doesn't produce Ghosts although I have the Ghost building in my towns. It only produces Skeletons and Ghouls. What do you people think?

Quote:

The Grand Hero achievement is received but the Hero achievement remains locked.


This same thing happened to me. I have recieved all the other 3 when I loaded my save but "Hero" didn't get unlocked and still remains locked.


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mike80d
mike80d


Famous Hero
Map Maker
posted December 31, 2011 12:54 PM

That's strange.  When I completed the most recent map it registered the Hero achievement and I got the title.  No issues for me.

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Kenishi
Kenishi


Famous Hero
passed out drunk in Tavern's
posted December 31, 2011 04:19 PM

So some of the bugs i encountered after the patch are pretty much here, what i encountered are sometimes it wont show you how much blood or tear points you receive when given the option to attack or let them flee. Could find a correlation but in campaign scenario I had them then they went of than I think I got a artifact that gave me x time more blood points and they re-appeared but I can't say for sure because I didn't pay much attention.
 
 And another thing I encountered (not bug just annoyance) if I refuse a troop that wants to join the interface  with options goes of and I have to re-attack them, would have been nice if after refusing it would go to another interface asking me if I let them run or fight them ... like an almost all the games in the franchise after Heroes III. (Might by H2 should check)

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sparkyt
sparkyt

Tavern Dweller
posted January 01, 2012 05:54 AM

Additional bugs noticed

A few things I've noticed - I looked at the bug list and couldn't find specific mention of these:

(1) Cyclops and Enraged Cyclops don't seem to take damage properly when being hit. If they are hit excessively they rarely play their death animation on time when they're actually dead. They'll typically either take more punishment or die first thing next round almost like a sudden death.

(2) Was playing through Necro campaign and attacked a Griffin stack on the map. Casting Blind on the Griffin stack didn't seem to last the duration they should have - two turns. It only lasted one turn.

(3) It could be me, but I think Town Portal castings take an excessively long time to complete, you're waiting nearly 10 seconds for the Hero to actually portal to a town, it should be closer to 2-3 seconds IMHO.

Thoughts? Comments?
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Leonhart
Leonhart


Hired Hero
posted January 01, 2012 11:33 AM

1. It's due to their ability (Imprevious to Pain)
2. I'm not sure, but it might have something to do with stack size or initiative etc.
3. your computer blows

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted January 01, 2012 09:31 PM

Quote:
1. It's due to their ability (Imprevious to Pain)
2. I'm not sure, but it might have something to do with stack size or initiative etc.
3. your computer blows


This.
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sparkyt
sparkyt

Tavern Dweller
posted January 01, 2012 10:39 PM

(1) Being "impervious to pain" doesn't seem like an ability that would hinder something like blindness, the very nature of the spell is not damaging or "painful". Unless they have some inherent magic resistance (which seems more likely) however it doesn't seem to be very well displayed.

(2) All of the other creatures bar the Cyclops and Enraged Cyclops so far seem fine.

(3) I've got a pretty high-end PC (i5-2500K 3.3GHz, 120GB SSD, 8GB DDR3, 1GB GTX460), the game runs very smoothly, but there is just a delay in animation waiting for town portal to actually work.
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Nocturnal
Nocturnal


Promising
Supreme Hero
posted January 02, 2012 07:43 PM
Edited by Nocturnal at 19:44, 02 Jan 2012.

Quote:
(1) Being "impervious to pain" doesn't seem like an ability that would hinder something like blindness, the very nature of the spell is not damaging or "painful". Unless they have some inherent magic resistance (which seems more likely) however it doesn't seem to be very well displayed.

(2) All of the other creatures bar the Cyclops and Enraged Cyclops so far seem fine.

(3) I've got a pretty high-end PC (i5-2500K 3.3GHz, 120GB SSD, 8GB DDR3, 1GB GTX460), the game runs very smoothly, but there is just a delay in animation waiting for town portal to actually work.


You've confused the order of the things you've wrote.

You said "(1) Cyclops and Enraged Cyclops don't seem to take damage properly when being hit. If they are hit excessively they rarely play their death animation on time when they're actually dead. They'll typically either take more punishment or die first thing next round almost like a sudden death."
And the answer "1" of Leonhart was to that. "2" is also the answer for your question "2".

You have taken his answer "1" for your question "2" and his answer "2" for your question "1"
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