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Thread: [HotA] Pixel reports and other imperfections. | This thread is pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT» |
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culgil
Adventuring Hero
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posted February 04, 2017 03:09 AM |
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Edited by culgil at 10:27, 10 Feb 2017.
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Minor stuff:
Descriptions should be consistent
E.g. descriptions of elementals from Conflux differ sometimes between unupgraded and upgraded, e.g.
Fire Elemental: "Immune to fire, vulnerable to ice", but
Energy Elemental: "Fire immunity. Ice vulnerability"
Or for Sprites it says "No enemy retaliation" while for Cerberi it's "Enemies cannot retaliate" etc.
Some descriptions could be shortened, e.g. Water/Ice Elementals from "Vulnerable to Fireball, Inferno and Armageddon" to "Fire vulnerability" (or "Vulnerable to fire", whatever is the general term for all units). Or "Mind spell immunity" for psychic elementals is redundant, they have it anyway due to being elementals.
Graphical imperfections
Gold icon in building screen in town is of low quality (marked red):
It's the icon from the original game, but perhaps it could be improved? The other ressource icons look more fine-grained (well, fine-grained in the 1999 perspective )
EDIT: Old bugged citadel icon is still present:
EDIT: For skill specialties, other symbols are used than those for skills themselves, this could be changed to always use Basic skill symbol:
The View Earth and View Air screens look quite ugly:
The menu on the right is okay, but the terrain looks horrible. Is there any way to polish that? Also there seems to be a bug, where ressource icons etc. clutter at the left edge of the screen (marked red). In principle it would be nice to cast both at the same time to see all terrain and enemy heroes and towns (could be a new spell View Air and Earth, which unlocks when you have both of them).
Shortcuts
Shortcuts could be made more transparent. This is already done for those shortcuts which have been added by HD mod:
but it itn't for original game shortcuts:
so it could say "Move hero [M]" (M in other color). This could be done for all adventure map buttons and many more (battle screen etc.). This could also be implemented for HD mod, I guess.
General stuff:
The new font is more difficult to read than the original one
This is especially important if playing at high resolutions with HD mod. And it is especially problematic for story telling purposes (normal messages that appear in campaigns), because there you have to read a lot of text. So perhaps you think about switching back? Or replacing the new font with the old font for some purposes? Or introduce an option for players to decide which font they use?
To demonstrate the problem, compare those two shots:
Old:
New:
Also, in new font, sometimes digits are too close to each other:
The First Aid tent bug could be fixed
First Aid tent (at Basic First Aid) heals only 1-50 HP randomly instead of always 50 HP. But the skill description says otherwise, so I guess original game developers did not intend it the way it now works in the game. Could be fixed by HotA, because HotA tries to stay close to the intentions of original developers
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Maurice
Hero of Order
Part of the furniture
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posted February 10, 2017 12:00 PM |
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culgil said: EDIT: Old bugged citadel icon is still present:
What's bugged about it? The fact that the water extends to the edges of the tile? Keep in mind that the keep is situated in the center of the image; either they'd have to move the tier 1 keep in a spot within the tile that looks awkward and off-center without the water, or accept that this image has the water touching the edges. I prefer the latter.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker
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culgil
Adventuring Hero
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posted February 10, 2017 10:43 PM |
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I guess it should look like the icon in the buttom right part of the adventure screen (green) while in kingdom overview it is also the wrong one (red):
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Maurice
Hero of Order
Part of the furniture
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posted February 10, 2017 11:02 PM |
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Wow, I never noticed that!
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker
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AlHazin
Promising
Supreme Hero
النور
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posted February 10, 2017 11:05 PM |
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Yeah, the turrets. In which version the bug exists?
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Nothing of value disappears from this world, it will reappear in some shape or form ^^ - Elvin
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Rage08
Famous Hero
Making it in the real world
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posted February 26, 2017 11:46 AM |
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Below are a few things I've encountered (I apologize if any of these are repeats):
1) The Temple of Loyalty has a number of issues, mostly grammatical.
- The actual temple itself is misspelled "Loyality" with an unnecessary "i"
- When visiting the temple, it says "You pray in an unusual temple and feel how your army gets more united as an effect." This is not proper English. There are several ways to write this, here's one suggestion: "You pray in an unusual temple and suddenly feel it has strengthened your troops' resolve."
- Hovering over the temple, it reads "Negative morale effect negation in fraction mix until next turn". "Fraction" should instead be "faction". Also, this sentence could use some work too. Here is another suggestion: "Mixed faction morale penalty negated until next turn"
- The above brings me to my last point. The temple only provides the bonus until next turn, which has limited usefulness. May I suggest it lasts until next battle like other similar map objects?
2) The Thieves' Guild in Cove has been partially fixed. It is now properly spelled "Thieves' Guild" in the build menu, but still reads "Thief's Guild" in the description when you click on it.
3) When using the "find..." function in the map editor, selecting monolith/portal one way entrance will actually find the exits and selecting monolith/portal one way exit will actually find the entrances.
4) There was a spelling mistake in a tavern tip that I jotted down the other day. It read "Deep in the seas, on the very bottom, a mysterious Horn lies still. It will give you unpached power". "Unpached" should of course be "unmatched".
5) I noted two very minor mistakes found only in the map editor. Firstly, right-clicking on a Swan Pond will read "Swab Pond". Secondly, right-clicking on a Crypt will list "Zombies" instead of Walking Dead.
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homerofgods
Tavern Dweller
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posted March 17, 2017 11:26 AM |
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Current Map Size logo doesn't change in random maps. The logo only works correctly in campaigns or pre-made scenarios. I've experienced a couple of times now that my buddies from work looks at what the host is doing when creating a game and yells out ''we got small map'', when in fact it's only the logo that is wrong.
In menu when setting up a game: When Chess Timer is turned on, Player Turn Duration slider disappears, but only for the host. It should also disappear for other players in the game. (TCP/IP)
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted April 20, 2017 04:42 PM |
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Brissas speciality description is incorrect, she should have the same description as Terek and Cyra.
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Uhm
Hired Hero
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posted April 28, 2017 07:11 PM |
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Edited by Uhm at 23:24, 28 Apr 2017.
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When a sea fight takes place on an overlay, game doesn't show a correct obstacles:
When I am using a mouse wheel in HotA map editor, I can only scroll a menu with objects and I cannot scroll a map, while in SoD editor I can scroll both of them.
EDIT: I've found a bug in my custom campaign - bonus lookout tower has wrong picture. It's also present in SOD.
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Rage08
Famous Hero
Making it in the real world
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posted July 16, 2017 06:42 PM |
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It appears that creatures don't cast at expert level when on Rocklands, Magic Clouds, Lucid Pools, and Fiery Fields.
For instance, I tested the Dragon Flies' Weakness and Dispel on Lucid Pools and they did not cast at expert level. Neither did the Sorceresses. Same with the Ogre Magi's Bloodlust on Fiery Fields. Ditto for Satyrs, Master Genies and the Elementals' "Protection From" spells.
For the record, this is in contrast to Magic Plains where it appears that all creatures cast at expert level.
Also, Ogre Magi cannot cast Bloodlust on Cursed Ground even though it is a level one spell.
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uhm
Hired Hero
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posted August 26, 2018 07:48 PM |
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There is a big bug on original Armageddon's Blade map "Dawn of War". Purple player is blocked on his island, because boat is too far from island and shipyard builds ships behind rocks. If player won't get "summon boat" spell from mages guild, he is trapped.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 26, 2018 08:15 PM |
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Well, remove the sand dune next to the hero and you're done.
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snailrider
Tavern Dweller
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posted September 17, 2018 03:57 AM |
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Crystal íDragon in HOTA
minor bug: noticed that Crystal Dragon doesn't generate crystal every day. I only got new crystals based on my crystal mines.
game is awesome tho, thank you guys for spending time and effort to deliver such a great mod.
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avatar
Promising
Supreme Hero
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posted September 17, 2018 06:11 AM |
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It's not a bug, it's a feature. Crystal Dragons produces 3 crystals at the beginning of the week! http://heroes.thelazy.net/wiki/Crystal_Dragon
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snailrider
Tavern Dweller
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posted September 18, 2018 01:43 AM |
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avatar said: It's not a bug, it's a feature. Crystal Dragons produces 3 crystals at the beginning of the week! http://heroes.thelazy.net/wiki/Crystal_Dragon
thanks for explaining. But has this been always like this? Or only HoTA? I somehow remember that they would produce 1 per day. I feel it's not powerful perk anymore with 3 per week and not cummulative.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 18, 2018 02:34 AM |
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Do you see any reference to Hota in the link he gave you? If you insist they produced 1 crystal a day, give your link of such info.
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snailrider
Tavern Dweller
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posted September 23, 2018 01:41 AM |
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Salamandre said: Do you see any reference to Hota in the link he gave you? If you insist they produced 1 crystal a day, give your link of such info.
Looks like I remembered wrongly. Anyway thanks for the info.
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Morglin
Adventuring Hero
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posted November 15, 2018 03:09 AM |
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gatecrasher
Famous Hero
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posted January 03, 2019 09:39 PM |
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Maybe with the addition HotA will provide new players (yellow, black, white?).
Right now I think there's quite a few discrepancies when it comes to player colours. Many colours look differently on the player setup menu with those "sophisticated" flags, on the coloured ingame interface elements and on adventure map flags or even the in-battle flags.
The red adventure map / interface elements should be darker.
The purple adventure map / interface elements should be darker and less saturated + less blueish.
All pink stuff should me more saturated and more reddish in general.
Teal should me more cyanish/more saturated/less greyish.
Some further observation:
In the player setup interface as well as the ingame interface elements the green parts as well as the teal parts (to a lower extent) look somewhat grainy in comparison to the other colours.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted January 03, 2019 11:24 PM |
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I've always hated the "tan" color, sometimes it's really hard to tell it apart from the gray (unclaimed) color on the adventure map.
More colors/players would indeed be great.
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