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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 · NEXT»
Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 20, 2011 02:04 PM bonus applied by Cepheus on 20 Dec 2011.
Edited by Nocturnal at 14:27, 04 Mar 2012.

~ Heroes 6 patch 1.2 - Bug reports ~

Current version: 1.2.1

New bugs:

- Sometimes in a battle, the cursor suddenly starts to change between gauntlet and arrow consistently for a duration.
- If you have Angel Watch built, the Haven army starts with maximum possible GA gauge, not Level 1.
- Units can behave as if gated Inferno stacks are not existent. They pass and move through them, rangers use ranged attacks when they have gated units next to them, killed ones don't die.
- Ravager doesn't get hurt by Ice Shards if it passes those tiles using its "Unstoppable Charge" ability.
- Lightning bolt animation does not play if the damage would kill the target.
- Sometimes Harpy is unable to return when she attacks Wanizame and gets retaliated.
- The Tactics ability doesn't remember your last fight if that last fight was an Arena battle. It remembers the one before that. This can happen occasionally even if it's not an Arena battle.
- When you build the Angel's Watch in map 2 of the Prologue, the Guardian Angel racial becomes inaccesable. The gauge is filled up to its max point but you cannot click on it and use it. The bug gets auto-fixed when you become the defender for the first time.
- When you attack a castle with two heroes and after the first battle you decide to retreat form the second fight, if the first hero was a hero who had no units, the game will automatically kill the second hero. and your hero will gain the experience as if he killed him.
- Sometimes when a unit's turn comes for the first time in that turn, it comes as if it is the second turn it had due to morale effect.

Fixed bugs:

- Lucky Strikes work as they should
- Stronghold campaign map 2 gives a Tears mission "Time For New Ways" if you already have chosen Tears in your 1st map. (Don't know if it gives both missions if you haven't chosen any path in the 1st map or only the Blood mission. Would be nice if someone confirmed this)
- Tactics skill remembers the army plan from the previous battle.
- Imperial Griffin's "Dive" works properly.
- Dreamwalker/weaver ability works properly.
- Unupgraded Griffin's wait command bug is fixed.
- Normal Skeletons "Webbing effect" is gone.
- When Archlich dies you don't see some green dots now.
- Champion, Hero, Grand Champion and Grand Hero achievements can all be unlocked now
- Sun Rider's "Charge" ability works.
- Dynasty Weapon's not gaining experience when used with a second hero is fixed.
- Gained Dynasty Weapons do not vanish now.
- Duck And Cover is fixed.
- Ice Bolt recieves bonus from Water Magic properly.
- Week Of Plague bug is fixed.
- AI Phoenix uses the Resurrection ability.
- Darkness Elementals have only %50 resistence to Dark Magic now.
- The bug where during a battle, in a unit's window who has been damaged by Phoenix's Moonfire Aura, the number in the blankets indicating the units you have lost shows irrelevant large numbers, is fixed.
- Neutral Phoenix don't freeze when they die any more.
- You can now see how many units Sacred Kirin will kill with his Hailstorm Aura.
- +5000 gold from Asha's Tear structure is included in the daily income now.
- When Pit Lord is doing critical attack we can see it the special screen now.
- Flawless Assult does work on Mother Breeder.
- Lacerator's Exploding Spike says 125% now.
- Enemies respond to Juggernaut's Charge ability during it now.
- The first dialog with the "stalker" in Inferno campaign part 3 is working now.
- Using "Compare" in My Dynasty's Achievements, doesn't replace your achievements with the achievements of the person you are comparing yours any more.
- Reaching a new blood or tears rank does boost the passive skills as it's supposed to do now.
- If you've reached the responding level of a Dynasty weapon ability, the ability it grants becomes available immediately now.
- The Dynasty Weapons you have won with your Dynasty Seals are visible and can be used in game immediately now.
- Haven's 'Mark of the Heretic' ability for the hero's attack shows the numeric value of the increased damage now.

Still existent bugs:

General

- Saved games randomly disappear.
- Strike And Return units, or units that walked back, wait for their next turn their face turned back to the enemy (facing the hero)
- Sometimes when you make a unit have its turn immediately by using "Warlord's Command", the friendly unit during the turn of which you casted this spell has its turn much later, even later than an enemy high-initative unit, although it should have it just after "Warlord's Command"ed unit.
- When you attack a stack that you will kill with that blow, it still shows that it will "Retaliate" although it won't, as it will die.
- Whenever you enter combat and you arrive at the tactics phase, you get a green arrow marker going upwards from the field, for every "living" object on the map: your creature stacks, enemy creature stacks, castle walls, and every square of the deployment zone of either side in the battle.
- Luck comes to units or a hero when they are using their special abilities (it has no effect). Even the special animation for critical attacks start for melee units, and the camera moves like it does in the critical attack of the creature.
- About "Pressed Attack": The enemy unit does only show being hit animation to hero's strike but not to the unit's afterwards.
- Again about "Pressed Attack" : the Hero does more than his/her standard attack damage, although nothing of the sort writes in the skill's explanation.
- When attacked, hotkeys (W,D etc) don't work.
- Sometimes the game stops refreshing the weekly growth your units until you restart the game. So, you get much less units then you should get until you realize this.
- After building a Capitol in one of your towns, the option to build one is still offered in your other towns. However, you cannot accept it. They should not offer it anymore when you already own one
- When you town portal a hero to a town which has a hero at its visiting slot, both of them appear at the same spot and both of them are kicked out of town, just a step outside of it.
- As seen in the skill tree the "magic attack" and "magic defense" contains elementals as well but you can't see how much of your defense/attack is air, how much is fire, etc.
- When increasing unit speed in the options, their voice goes squeaky.  
- When you load your previous save while playing, meaning not loading from the menu, everything on the map starts to appear slowly one by one, and the heroes are the last seen in this order, which makes the player wait. Also the direction trail doesn't load sometimes, or loads half of it.
- The battle music continues on after an Arena fight is over.
- At weeks when the production of a resource is doubled the other resources' income gets halved.
- Pathfinding bugged, you lose movement instead.
- In a battle in a Wrecked Galleon, the tiles are not shown.
- Sometimes, map locations that are intended to give a bonus for an entire week, suddenly stop giving it before their time.
- At random times, the camera stops moving with the cursor pulled to the corners of the screen and only shows the screens you click on from the mini-map. Only restarting the game fixes this not even loading your save.
- You can't check an enemy hero's stats, affinity, etc. by right clicking on him/her in a siege combat.
- When you check window of an ally unit you have cast "Rush" it says it increased movement by %0
- You can't see the cutscenes of the melee critical strikes done by ranged units.
- Map Location "Wasting Grounds" is not working.
- In a campaign, the temporary bonuses you gained from map locations, if the map finishes with their effects still living, transfer to the next map with their bonuses becoming permanent.
- Fire Elemental's "Cremation" doesn't work.
- Ice Bolt much more damage than normal
- If a unit has Pressed Attack, Morale and Cleave then your hero will attack all three times, although it must attack only two times.
- Celestial Armor's absorb effect doesn't die when you receive the mentioned amount of damage cumulatively, but only dies when (if) the unit receives that amount of damage in one strike.
- When you right click a Catapult, it will say "Damage: 3 Structure Point" although it does 5 sp when you have Siege Master.
- The Polish version of the game has wrong information on some descriptions (Week Of Spirit, Week of Magic, Ice Armor, etc.)
- The spells get more expensive for the main her permanently, at the beginning of random campaign maps.
- When you visit an Artifact Merchant on the map with a hero, and then click the portrait of another hero and after that buy something from the Merchant with the first hero, the bought artifact goes to the second hero.
- Special offers in Marketplaces disappear and reappear randomly.


Dynasty

- Dynasty achievement bug: The achievement "Terminator" can't be won on maps which have an Arena as the neutrals stay in there permanently.
- Buying Dynasty traits is not possible in the first level of each rank. You have to gain one more dynasty level.
- Random creatures' bestiary entries doesn't get unlocked no matter how many of them you have used or fought.

Artifacts

- Unicorn Horn Bow doesn't give +2 might damage bonus to shooters.
- Ring Of Haste's initiative bonus disappears in battles against enemy heroes.
- If a unit waits, and before its turn comes the hero casts Regeneration on it, it won't Regenerate when its turn comes. It will start Regeneration at the next round.
- The artifacts in the artifact merchants and towns' marketplace change everytime you re-load your save.
- In the Hero's inventory, if there are more than 3 rows of artifacts, and you equip or sell all of them at the bottom row except one, there is a chance that that one artifact disappears with the row when you re-open the inventory.
- Dynasty Weapons don't gain experience when your hero reaches the level cap.
- Sometimes, several of the Dynasty Weapons' your hero has been using are having their special abilities being seen in your creatures' windows, although only one (naturally) is equipped.
- If you change your Dynasty Weapon from the one that was equipped at the beginning of a campaign map, in the combat the special effect the older previous weapon had remains. For example, I had Assassin's Blade carried from my previous campaign map in the hero's hand. After the map started I have changed it to Malathua's Cleaver. But my Heroic Strikes still cast Deadly Poison.

Haven

- The biographies of Seraph and Celestial are vice versa
- Whenever Praetorians get next to an enemy stack, horizontally, vertically or diagonally, the enemy stack gets a visual effect as if they're gaining the extra defense provided by the Praetorians even though they're not actually gaining it. Same happens to stacks the player against the AI or other player's Praetorians.
- Glory's "Searing Light" doesn't work as it should. She doesn't regenerate after combat.
- If the Griffins can act twice (leadership bonus), if the first selected action is diving, there is no second action available.
- Sometimes when Haven creatures are resurrected by the Tear Of Asha building in town, after the window that notifies you on how many creatures got resurrected the game freezes.
- Seraphs and Celestials don't get affected by Fireball.
- If a Sun Crusader on whom the hero casted "Rush" uses the "Sun Steed" ability, the effect of Rush dies. But if it's done vice versa, both effects remain.
- Luck can come to a unit attacked by a Griffin's Dive, as if it will retaliate.
- Guardian Angel sometimes lasts longer than 1 turn, and sometimes much less than 1 turn.
- You can't see if your Vestals will be able to Pacify the enemy unit or see how many turns will the Pacify last before the attack like you can see with Succubus's Enthrall.
- If morale comes to Griffins, and they kill the first enemy with their second attack, then Cleave gets activated with Morale effect staying on Griffins, so the Griffins attack 4 times in a row.
- When a Glory whose primary position is next to an ally Praetorian, goes and attacks a stack of Centaurs, and Centaurs use the Vigilant Scout before being attacked to the Glories who are now adjacent to her, the game recognizes Glories position as if still next to the Praetorians and so Glories are protected by Shield Bash and Praetorians suffer half of the damage from Vigilant Scout.

Stronghold

-Might Over Magic and Pressed Attack, which are supposed to last for 2 turns, disappears from Centaur Marauder in 1 turn if she attacks because the game calculates her running and attacking due to her "Mobile Shooter" ability as 2 different turns.
- Centaur's Vigilant Scout doesn't activate if the enemy unit gets into her half range with his second action due to its morale trigger or after waiting or behind a cover.
- Centaur ranged attacks an enemy adjacent to her when she had no place to run and shoot from.
- Dreamwalker's Sky And Earth doesn't make any damage if the target doesn't move but the description of the ability says nothing of the sort.
- When the Goblins throw their boomerang, a new boomerang appears in their hands out of nowhere before they catch the one they've thrown.
- The Stronghold building that gives lvl 1 racial at the beginning of combat, gives lvl 2 instead.
- If a unit waits, and while it is on wait Enraged Cyclops range attacks it, Burning Rage won't burn the unit when its turn comes. It starts to burn at the next round.
- Cyclops are not affected by Pacification.
- Enraged Cyclops triggers burning rage with his mighty slam, but it's supposed to work with his laser beam only.

Necropolis

- When Skeleton Spearman attacks someone, the movement penalty made to the unit by Webbing Spears is shown with "+" instead of "-"
- Vampire's "Out Of Time" doesn't work if the attacker is a Ravenous Ghoul, Wanizame or a creature with "Strike And Return"
- Sometimes Necromancy becomes unusable.
- If an Arch Lich's attack will completely kill an enemy stack, neither Life Drain nor Dark Embrace will work on that attack.

Sanctuary

- A unit damaged by Yuki-Onna's Ice Shards react to them after it has passed them not when it is hit.
- While showing the player which tiles his/her unit can move, the game doesn't calculate Kirin's mist and shows the tiles the unit cannot move due to the mist, as if it can.
- Occasionally, Mizu Kami's Pain Mirror doesn't reflect any damage at the strike that kills her.
- On the second map of the Sanctuary campaign, the mission "Capture the Eastern Haven fort" cannot be completed after some time, as the Eastern Haven fort disappears.

Confirmation needed bugs

General

- When a unit from another faction is in your army and you look at your army's morale, they are at the normal values but the decreased morale can only be seen during a battle.
- At the end of a battle the unit Abyssal Worm has consumed is being seen at the troat of the Worm as if it is still living.
- Ability which adds magic power to a hero doesn't show on the hero's statistics. However when comparing a skill damage before and after you can see a difference. The game has to be restarted before it finally shows, but sometimes after restarting it still doesn't show.
- In multi-player a dual battle won doesn't show on the profile statistics.
- When a stack is affected by the Frozen ability, the shoe that pops up indicates that movement speed is altered +100%, but it should be -100% (only a visual effect).
- There seems to be some difficulties (at least in hot-seat mode) to fly over castle walls in siege. Griffin and Angel can't do it but Harpy does.
- Map refuses to work at random times, when just loading a previous save game.
- In hot-seat with multiple humans and computers, only the last human player gets to see the computers movement in his adventure map during computers turns and only the last player gets the options to fight battles instead of auto-combat if he is attacked during the computer player's turn.
- Special Buildings in Towns that give bonuses to visiting heroes do not give them if the hero was inside the Town when the building was built. He/She has to get out and get in again.
- When there is an enemy hero near and you have an ally hero with Scout ability near, you cannot see the treat level of the hero, right click immediately opens the enemy hero's screen.
- A frozen unit, when the frozen affect dies out and it becomes able to move again, will move so carrying the frozen effect along, which was on the ground of the tile it was frozen, with itself.
- If you capture a dwelling in an area that doesn't have a Fort, it will say "you do not own this building, capture the fort that controls this area" and you won't be able to capture it, though it stays as yours.
- Altough the description says about Frozen Grounds spell that once a unit is catched by it, the others will also see it, the other UI units also step on the frozen grounds anyway.
- The grounds stay with the frozen affect for several turns after the Frozen Grounds spell died. So you cannot understand if it died or not.
- AI heroes can pass by monsters on a map even in cases when our heroes cannot do without battle.
- Stone Skin says minus def instead of plus def when hovering above and when casting on a unit.
- Having might stats upgrade as special in hero creation page reduces your mana for some reason.
- Mana Leech spell drains % of enemy's max mana instead of current.
- Altough Heroism says it increases the Might Damage the unit does, it also increases the Magic Damage.
- Town's Recruitment has an occasional problem. For example it says there are 134 creatures in Town and when I click "buy them all" botton it says that I can buy all 134 of them but actually it leaves some behind as my resources are not enough.
- Shrine Of Chivalry adventure map building doesn't give +1 combat movement bonus.
- Have two heroes plot a path directly onto an item, but don't actually move them. Then have one hero pick up the item, and move away. Press space for the other hero to follow the already plotted path. When he arrives at the now empty space, he'll receive another copy of the item.
- Sometime a newly bought hero will not have the Town Portal spells until a random number of turns passes.
- Sometimes the Blood/Tears points stop adding up.
- At the beginning of some combats with the neutral armies, two neutral units start at the same tile, over each other.
- Sometimes the spell "Implosion" becomes uncastable.
- Occasionally, when you restart a 2nd, 3rd, 4th map in a campaign with a different dynasty trait than you originally have chosen, the hero will start that map at Level 0.
- Map structure that gives +10 magic power for 1 week works for main hero only for 1 fight or 1 day and disappears after save/load while it works normally for secondary heroes.
- Using the life drain ability from souldrinker on an enemy behind castle walls will only heal ally units that are also within the walls.
- Meditation doesn't work.
- Sometimes the damage a unit will do is shown as a negative value.
- In multiplayer maps, sometimes the units in town become unhirable as they seem to have negative numbers.
- The hero ability "Heroic Charge" doesn't grant the damage bonus for several creatures.

Artifacts

- Boots Of The Waverider, which gives your units +1 movement "on sea", does give that bonus also on a land battle. Moreover it doesn't give that bonus against enemy heroes, only enemy neutrals.
- A hero who has the "Snatch" ability from the skill tree will lose the bonus this ability grants if he/she equips and unequips an artifact that also grants the "Snatch" ability.
- Emerald Yumi Bow doesn't give the range bonus to Breeders.
- All artifacts that reduce elemental damage don't do so.
- The Gloves of Snatching do not work.

Haven

- About Slava's might blow: you cannot see how much additional damage creatures will suffer after it. The description reads "Y damage".
- When Griffins make a Dive attack, thereby killing the very last enemy stack, while also having a second attack (due to Morale), combat doesn't end automatically after they land again. You have to move them in order for the game to see that combat is over.
- Guardian Angel gauge is not filled when your units are dealt damage contrary to what the ability's description says.
- Sometimes the game freezes when attacking the northwestern corner castle in the second Haven campaign "Fair is foul and foul is fair"
- Radiant glory retaliates on Light Elementals, although they shouldn't due to "Speed Of Light"
- A Praetorian pacified by Vestals or has Time Stasis cast on it, use their Shield Bash ability anyway.

Stronghold

- The description of the "Vigilant Scout" ability of the Centaur Marauder, refers to "NullCaster", instead of "Centaur Marauder".
- A Centaur pacified by Vestals or has Time Stasis cast on it, use their Vigilant Scout ability anyway.

Necropolis

- In the first mission of the undead campaign and some others, the units become unrecruitable.
- Weekly Necropolis growth is shown wrong in the kingdom overview sometimes. It shows a much higher number than the actual one.
- When you shift the Fate Weaver's form to the spider, if you then use the Warlord's Command skill to bring her turn forward, the battle will bug. The Fateweaver will get two attacks every round after that, and at the end of combat a group of friendly troops will be dead in the casualties screen (usually the ghosts followed by liches).
- Putrid Lamasu got the ability "Aura of Putrescence" but their stat page does not show it.
- Necropolis Unique building Asha's Hourglass bugged, enemy heroes does not get -30% less movement in area of control.
- When a Ghost uses Wail of the Netherworld to heal a friendly stack and damage adjacent enemy stacks, if among the enemy stack there are some succubus/lilim then Rapture in Agony/Pleasure in Pain will damage the stack of ghosts. This should not happen since Rapture in Agony/Pleasure in Pain should affect only melee attackers.

Sanctuary

- Kappa's Leap doesn't contribute to the Honor bar.
- Again in Kappa's leap, say it will leap on 24 Sentinels, and will do the damage to kill 48 Sentinels, it says "will kill 48" even though there are 24 units in the stack it will leap upon.
- "Amphibian" explains that Sanctuary creatures are immune to movement reduction effects of Water School. But Frozen Ground stops their movement whereas Ice Bolt doesn't.
- Sometimes you can't attack from some tiles with Sacred Kirin's Hailstorm, even if it can attack normally from that tile.
- In the 3rd map of the Sanctuary campaign, although when you convert their towns and Ulagan shouts "Ulagan defies you!" and declares war on me, he remains as my hero, another orc hero assaults me, not him.
- If you put Yuki Onna's Ice Shards on the same tiles with Frozen Grounds spell, Ice Shards don't work.
- Sacred Kirin's Trail Of Clouds says it gives an extra action to friendly creatures moving into the cloud. But the friendly unit does get that bonus only if it passes through the mist without attacking,  but not if it passes through the mist and attacks.
- Twin Fang (Sanctuary Might blood ability) and Cleave (Warfare Rank 3 ability) sometimes work together and sometimes they don't.

Inferno

- Tormentor and Lacerator's Taste of Pain ability is shown twice when you right click on the creature after he got attacked or when he attacks.
- Breeder Mother Mana Leech drains 5% of max mana when it says "current mana" in the description.
- Attacking an Enthralled unit will not kill the Enthrall affect, although it says it will in the description of the ability.
- Inferno marketplace (Chaos Crucible) is not working as described, the rates don't change at all meaning is exactly as other marketplaces but costs 1000 extra.
____________

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sylvio
sylvio

Tavern Dweller
posted December 20, 2011 02:36 PM

Quote:

- When increasing unit speed in the options, their voice goes squeaky and annoying.  



This still isn't fixed. >.>

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 20, 2011 02:50 PM
Edited by Nocturnal at 14:56, 20 Dec 2011.

Yes. Sor far I've seen nice things.
They have fixed the Tears bug in the Stronghold campaign map 2. I have schosen Tears in the first map. Now after I meet Sharka, it says "Might Makes Right" has failed as I have already chosen Tears and gives me the Tears version of that mission.
Lucky Strikes work.
Assassin's Blade "Deadly Poison" deals a decent damage now.
Tactics remember the last army plan
Letting neutral creatures join your army doesn't give Tears points now. Which is good.

The only bad thing is, the Dynasty Weapons that I gained in my completed campaigns but didn't get in my Dynasty Weapon pack due to the bug haven't reappear in my inventory. So I need to do that missions again to get these weapons


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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted December 20, 2011 02:55 PM

This one made me smile.
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 20, 2011 02:57 PM

Quote:
This one made me smile.


OMG!
____________

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted December 20, 2011 03:01 PM

I need to look at someone who has a ton of achievements.
____________
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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pacifist
pacifist


Famous Hero
posted December 20, 2011 03:35 PM

Quote:

New bugs:
-In Stronghold campaign map 2, the fog gets cleared where "Orc Rebels" heroes move as if they are the player's heroes.
Fixed bugs:



Are you sure it's a bug? It happens in version 1.1.1 too. If you are tears you see "Orc rebels" as they are allied to you (you can give them troops if you want) and if you are blood you see the movements of the red jaguars. Or maybe you see orc rebels with blood hero?

Something that is not a bug but maybe an undocumented change is the drain life spell. In version 1.1.1 Sandor had 50% drain life and now after patch he has 38% (without modifiers).

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forest001
forest001


Known Hero
posted December 20, 2011 03:42 PM

Quote:

Still existing bugs:



erm... that should be 'need confirmation' or something isn't it?
as most of them are probably fixed.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted December 20, 2011 03:52 PM

If 1.2 caused so many problems, I shudder to think at how much damage 1.3 will do.
____________
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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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 20, 2011 04:04 PM
Edited by Nocturnal at 16:05, 20 Dec 2011.

Quote:
Quote:

Still existing bugs:


erm... that should be 'need confirmation' or something isn't it?
as most of them are probably fixed.

Just fixed it.
Quote:
Quote:

New bugs:
-In Stronghold campaign map 2, the fog gets cleared where "Orc Rebels" heroes move as if they are the player's heroes.
Fixed bugs:


Are you sure it's a bug? It happens in version 1.1.1 too. If you are tears you see "Orc rebels" as they are allied to you (you can give them troops if you want) and if you are blood you see the movements of the red jaguars. Or maybe you see orc rebels with blood hero?

Didn't know that. Erased it. But it seems a little dumb.
Quote:
Something that is not a bug but maybe an undocumented change is the drain life spell. In version 1.1.1 Sandor had 50% drain life and now after patch he has 38% (without modifiers).

This must be a balance tweak
____________

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x-ecutionner
x-ecutionner


Known Hero
posted December 20, 2011 04:13 PM

Awesome work by Nocturnal.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 20, 2011 04:27 PM

Jesus H. Christ.

Thank you very much Nocturnal; I'm feeding these over to them now.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted December 20, 2011 04:31 PM

"Thank you very much"?

Give the man a QP you cheap basterd.
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 20, 2011 04:36 PM

Heh, I stupidly forgot I could do that in this subforum.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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pacifist
pacifist


Famous Hero
posted December 20, 2011 04:37 PM

I didn't have the problem before but now with v 1.2 everytime I'm in battle the cursor from gauntlet to arrow. Was that the flickering cursor problem? If yes then they maybe fixed it for those who had it but gave it to those who didn't .

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Kivo
Kivo


Famous Hero
posted December 20, 2011 05:00 PM
Edited by Kivo at 17:02, 20 Dec 2011.

I was the one who got all those bugs written down in the bug reports topic ( first page - list made by me ) and noone even said thank you.

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forest001
forest001


Known Hero
posted December 20, 2011 05:01 PM

Quote:
I was the one who got all those bugs written down in this bug topics ( first page - list made by me ) and noone even said thank you.


thank you! have a <cookie>

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Kivo
Kivo


Famous Hero
posted December 20, 2011 05:02 PM

Sorry i wrote it wrong xP

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RollingWave
RollingWave


Adventuring Hero
posted December 20, 2011 05:16 PM
Edited by RollingWave at 17:17, 20 Dec 2011.

More or less a feature issue than a true bug but..

AI Dream Walker and Weaver still does not use their ability. bah.

Though I have notice that the AI is better, I'm getting more fights where I take some casualties, and at least I've seen one fight that the AI uses the central tower properly (he put his 250 goblin into the tower, which was rather painful for me ) and then he ran out of the tower when I'm about to destroy it, that's good.

Another one that i'm not sure if it counts as bug or not, if you have good morale for griffins, but use dive, you won't get a second move after the dive

Confirmed fixed bug : the unupgraded Griffins' wait and dive bug is now fixed.


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x-ecutionner
x-ecutionner


Known Hero
posted December 20, 2011 05:48 PM
Edited by x-ecutionner at 20:39, 20 Dec 2011.

GRAND HERO WORKING

The Grand Hero achievements (win a campaign with each map on grand hero) is now unlockable.

The fastest to get it is to:
_load your latest Hero rank saves just before the final battle(i did it for some maps)
_put fight on auto to save you time (we just want to unlock achievements here )

Here is a proof :

Proof

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