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Heroes Community > Heroes 7+ Altar of Wishes > Thread: patchlog beta 1.2
Thread: patchlog beta 1.2 This thread is 6 pages long: 1 2 3 4 5 6 · «PREV
Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 23, 2011 06:55 PM

Unit height in combat is still bugged in some battles.
Now they are sometimes below the terrain, which is even worse than floating above the ground... can't even see the movement ranges.
____________
In ur base killing ur doods... and raising them as undeads.

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pacifist
pacifist


Famous Hero
posted July 23, 2011 07:59 PM

Now playing the orc campaign it crashes too many times, never before with patch 1.1 . I guess with some good things come also some bad things
____________
http://www.youtube.com/user/alkoriak#g/u

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 23, 2011 09:06 PM

Guess I was lucky, not a single crash..
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted July 23, 2011 09:20 PM

I didn't have any crashes either.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 23, 2011 10:53 PM
Edited by Nelgirith at 23:37, 23 Jul 2011.

I crash only when I attack the final Wolf city in Sandor's campaign. It's kinda worrying if the game can't handle such a big battle

New bugs found :
If you play a hot seat game against a human and if you beat one of the human opponent heroes during HIS turn (so if he attacks you and he loses the battle), you don't gain XP and you don't get his artifacts ...

If you choose an advanced or ultimate class, you can't swap anymore even if you have 1000 points in both pathes.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 24, 2011 07:37 AM

No crashes for me either. Some battles took long to load though. Ironically, those that were bugged never took long to load.
____________
In ur base killing ur doods... and raising them as undeads.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 24, 2011 09:27 AM
Edited by Nelgirith at 13:17, 24 Jul 2011.

- If you selected Quick Battles in the options menu, it overrides your choice in the multiplayer options.

- If you have Quick Battles enabled and attack the arena, you only get offered the reward choice but have no choice whether you want to play this battle or not.

EDIT : Another one
- Units can have good morale during a good morale additional action (I had Goblins acting 3 times in the same turn. The additional "additional action" is also a 100% action


EDIT 2 :
About ultimate skills : I tested Divine Vengeance (Haven - Might Tears) and Power of the Horde (Stronghold - Might Blood).

Divine Vengeance is BRUTAL ! It does up to 3000 damage to a stack based on the damage the stack dealt, but the Divine Vengeance damage is stacking up VERY fast. Good thing that it's only usable once, but I'd slightly tune down the damage ratio to make sure you won't deal 3000 damage within the 5 first turns of a battle.

Power of the Horde isn't very strong, but it's an ability that can be used every 3 turns. The damage of this ability lowers with your dead units, so it's a very good ability to use early and becomes less interesting in end of battles (unless you have no losses of course !).

My main gripe is that to make the same amount of damage than Divine Vengeance, you'd need to use Power of the Horde 4-5 times, which also means that the Barbarian hero would have 3-4 less actions than the Knight hero who can use other abilities in the meanwhile.

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Kitten
Kitten


Known Hero
Roar
posted July 24, 2011 01:38 PM
Edited by Kitten at 13:56, 24 Jul 2011.

Has anyone gotten the Frenzy spell to work? It doesn't do anything =/
Also, did they nerf the healing from creatures? Ghost, Spectre and those Coral/pearl priestess heals very little now, like 3.5 or so. Sisters still heals for 5 and Vestals heals 6.
Quote:

Divine Vengeance is BRUTAL ! It does up to 3000 damage to a stack based on the damage the stack dealt, but the Divine Vengeance damage is stacking up VERY fast. Good thing that it's only usable once, but I'd slightly tune down the damage ratio to make sure you won't deal 3000 damage within the 5 first turns of a battle.


For me Divine Vengeance never reached above 1750 or so. It sometimes maxed at 16xx, 14xx or 17xx but never above it. I made sure that my units did a lot of dmg but still never above that. My save for for it got deleted for some reason so I can't test it now.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 24, 2011 02:11 PM
Edited by Nelgirith at 14:16, 24 Jul 2011.

Quote:
For me Divine Vengeance never reached above 1750 or so. It sometimes maxed at 16xx, 14xx or 17xx but never above it. I made sure that my units did a lot of dmg but still never above that. My save for for it got deleted for some reason so I can't test it now.

It's proportionnal to the size of the armies you fight Against neutrals, it will be quite low (even though the damage is still quite high for so low damage the neutrals are dealing).

In my case it was the final battle between the main armies of a Haven and Stronghold human players.

The armies were :

Haven : Paladin level 15
19 Celestials - 29 Sun Crusaders - 25 Imperial Griffins - 31 Exalted Glories - 111 Marksmen - 87 Vestals - 122 Pretorians

Stronghold : Warmonger level 16
16 Enraged Cyclops - 30 Panther Warriors - 29 Marauder Centauresses - 26 Dreamwalkers - 59 Harpies - 45 Crushers - 146 Goblin Trappers.

At the beginning of Turn 4, Divine Vengeance was doing :
- 2203+ dmg on the Centauresses (killing them all)
- 2416+ dmg on the Harpies (killing them all)
- 1130 dmg on the Dreamwalkers (their overall damage was only from Mass Earth and Sky)
- 2043 dmg on the Goblins (their overall damage is lowered because of half-range)
- 1563 dmg on the Cyclops (their overall damage is lowered because of half-range)

Power of the Horde was only doing about 720 damage on the first strike and 405 on the 2nd strike.

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Kitten
Kitten


Known Hero
Roar
posted July 24, 2011 02:57 PM

Quote:
Quote:
For me Divine Vengeance never reached above 1750 or so. It sometimes maxed at 16xx, 14xx or 17xx but never above it. I made sure that my units did a lot of dmg but still never above that. My save for for it got deleted for some reason so I can't test it now.

It's proportionnal to the size of the armies you fight Against neutrals, it will be quite low (even though the damage is still quite high for so low damage the neutrals are dealing).

In my case it was the final battle between the main armies of a Haven and Stronghold human players.

The armies were :

Haven : Paladin level 15
19 Celestials - 29 Sun Crusaders - 25 Imperial Griffins - 31 Exalted Glories - 111 Marksmen - 87 Vestals - 122 Pretorians

Stronghold : Warmonger level 16
16 Enraged Cyclops - 30 Panther Warriors - 29 Marauder Centauresses - 26 Dreamwalkers - 59 Harpies - 45 Crushers - 146 Goblin Trappers.

At the beginning of Turn 4, Divine Vengeance was doing :
- 2203+ dmg on the Centauresses (killing them all)
- 2416+ dmg on the Harpies (killing them all)
- 1130 dmg on the Dreamwalkers (their overall damage was only from Mass Earth and Sky)
- 2043 dmg on the Goblins (their overall damage is lowered because of half-range)
- 1563 dmg on the Cyclops (their overall damage is lowered because of half-range)

Power of the Horde was only doing about 720 damage on the first strike and 405 on the 2nd strike.

My Haven army was similar to yours, but a little less elite units and more cores, facing my necro with only 46 spiders and 79 Archlich. I had my spiders and Archlich kill a lot and my result is what I said =/

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 24, 2011 03:08 PM

Here's a hillarious bug: Linked Gating works the wrong direction: So instead of transfering damage from the original stack to the gated stack (thus preserving your army), it transfers damage from the gated stack to the original stack (thus hurting your army more). Way to go UbiHole.
____________
What will happen now?

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 24, 2011 04:12 PM

Quote:
Here's a hillarious bug: Linked Gating works the wrong direction: So instead of transfering damage from the original stack to the gated stack (thus preserving your army), it transfers damage from the gated stack to the original stack (thus hurting your army more). Way to go UbiHole.

I reported that one already in the private beta. Quite sad that they haven't fixed it one month later


Moar bugs :
- Creatures can have positive morale during an extra action due to positive morale

- When you unlock Slava and use him in multiplayer, he has Anton's face

- Irina, Slava and Sandor's models don't update when reaching an advanced class. On the adventure map, they still have their default appearance (neutral) and in combat they have the generic appeareance (with helm).

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Kitten
Kitten


Known Hero
Roar
posted July 24, 2011 08:47 PM
Edited by Kitten at 20:47, 24 Jul 2011.

There are so many bugs in this game it makes me sad This is bug too
Type: Magic
Reputation: Neutral
Neutral Ability: Earth and Sky
On the first turn of combat, the Initiative and Movement of all friendly creatures are increased. The Initiative and Movement of all enemies are reduced. Enemy flyers are not affected by this ability
The bug is that it stays throughout the battle, very unfair.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted July 24, 2011 09:31 PM

Quote:
Here's a hillarious bug: Linked Gating works the wrong direction: So instead of transfering damage from the original stack to the gated stack (thus preserving your army), it transfers damage from the gated stack to the original stack (thus hurting your army more). Way to go UbiHole.


That's brutal.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted July 24, 2011 09:47 PM

Not sure if this is a bug, but the price of town conversion seems fixed. Shouldn't it get higher as the town develops?
Also, when recruiting heroes one can't see their starting abilities, but when resurrecting them, they're there.
____________
Sanity through drugs. Order yours today!

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 25, 2011 04:45 PM
Edited by Nirual at 16:46, 25 Jul 2011.

Quote:
Not sure if this is a bug, but the price of town conversion seems fixed. Shouldn't it get higher as the town develops?



They are somewhat higher regarding the racial buildings, as those are destroyed in conversions.

Also, another bug I've noticed with the "Pressed Attack" skill: If the linked creature gets another attack due to morale, it often triggers a second free hero attack, but not always.
____________
In ur base killing ur doods... and raising them as undeads.

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pacifist
pacifist


Famous Hero
posted August 01, 2011 12:30 PM

I don't get the mind immunity of undead units seems of no use vs the Pit fiend , the vestal, the glory, etc. Is that normal?

Also, when I don't have a dwelling built in town but capture an external dwelling I still can have the core troops from the dwelling but the sames doesn't apply to a champion dwelling even if it says +3 growth on kingdom view. It says +3 because architect seems to stack on external dwellings even if it has been corrected on impact in town dwellings.
____________
http://www.youtube.com/user/alkoriak#g/u

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