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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»
Saltheart
Saltheart

Tavern Dweller
posted December 24, 2011 09:38 AM

Lightning bolt animation does not play if the damage would kill the target.  New (to me) for this patch.

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dark-whisperer
dark-whisperer


Famous Hero
Darkness feels no mercy
posted December 24, 2011 10:19 AM

When I buy creatures from castle and I click on respective icon to buy certain creature its icon enlarges but still stays in circle frame so only part of creature picture is shown.
I too had bug when wanizame hit my furies they didn't return (no obstacles and I'm sure they didn't reduce movement to zero).

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DeathBringer
DeathBringer

Tavern Dweller
posted December 24, 2011 12:02 PM
Edited by DeathBringer at 12:07, 24 Dec 2011.

Another bug in 1.2 is on the "Hero" achievement. I played the Necro campaign (the first three misssions) before applying the 1.2 patch.
When I reached the fourth mission I installed the patch. Before installing the patch I got Hero rank on the first three maps.
When I finished the fourth map I've got the Hero rank and the following achievements: "Champion, Grand Champion and Grand Hero" but no Hero achievement.

The curious thing is that the achievement says :"Complete a campaign map reaching the Hero rank", and I've completed three campaign maps (before applying the patch) with Hero rank and I didn't received the achievement.

After loading again the save and finishing the map I received the Hero achievement.
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odium
odium


Known Hero
posted December 24, 2011 01:52 PM
Edited by odium at 13:56, 24 Dec 2011.

Quote:

The first thing you mention is normal. Special attacks to not get affected by Lilim's ability or Spring Spirit's Pain Mirror. Charges, Cyclops pushing thing, none of them get effected. I think that is good. They would be untouchables otherwise.

But your second point is clearly a bug. If Pearl Priestess stack wouldn't also be able to attack, that would explain things. But if they can, it is **** up. Yuki Onna was unable to shoot after Wanizame attacked them, and Pearl Priestess was able to, again after that, right?


I've read this explanation that Dave_Jame gave, but as SKPrimus said, I still don't see it this way. For me, a special attack is not a distinct category. It's just an extra feature that the creature has. And it can be categorized in being magical in nature (ice shards) or physical (dive attack, crushing leap). Another categorization is when the damage can be provoked with-out direct contact (ranged attack) or with direct contact (melee). For me crushing leap and dive attack are physical in nature and melee.  I find the examples SKPrimus gave from H5 to be eloquent.

Quote:


Although I've added it, I've some doubt whether it is a bug or not. Cause frozen Kappas can still leap also, right? Maybe special abilities that doesn't require walking are not affected by this?



Again, special attack is not  equivalent to casting a special type of spell. In this case, the dive, is a particular form of doing physical damage that involves movement. I mean that creature cannot move a few tiles in front but it can fly up high in the sky? Does not make much sense to me...

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x-ecutionner
x-ecutionner


Known Hero
posted December 24, 2011 02:32 PM

Quote:
Another bug in 1.2 is on the "Hero" achievement. I played the Necro campaign (the first three misssions) before applying the 1.2 patch.
When I reached the fourth mission I installed the patch. Before installing the patch I got Hero rank on the first three maps.
When I finished the fourth map I've got the Hero rank and the following achievements: "Champion, Grand Champion and Grand Hero" but no Hero achievement.

The curious thing is that the achievement says :"Complete a campaign map reaching the Hero rank", and I've completed three campaign maps (before applying the patch) with Hero rank and I didn't received the achievement.

After loading again the save and finishing the map I received the Hero achievement.


Do you by any chances read posts prior to yours ?

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DeathBringer
DeathBringer

Tavern Dweller
posted December 24, 2011 02:53 PM

Quote:
Quote:
Another bug in 1.2 is on the "Hero" achievement. I played the Necro campaign (the first three misssions) before applying the 1.2 patch.
When I reached the fourth mission I installed the patch. Before installing the patch I got Hero rank on the first three maps.
When I finished the fourth map I've got the Hero rank and the following achievements: "Champion, Grand Champion and Grand Hero" but no Hero achievement.

The curious thing is that the achievement says :"Complete a campaign map reaching the Hero rank", and I've completed three campaign maps (before applying the patch) with Hero rank and I didn't received the achievement.

After loading again the save and finishing the map I received the Hero achievement.


Do you by any chances read posts prior to yours ?


Yes I've read your post (from the first page of this thread).
The fact that you install the patch and then finish a map and receive the Heroic rank but you don't receive the achievement is still a bug.
If you must load a save again to unlock the achievement is a workaround and not a bug fix.
And furthermore  you were talking about Grand Hero achievement, I was talking about Hero achievement.
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x-ecutionner
x-ecutionner


Known Hero
posted December 24, 2011 03:31 PM

Quote:

And furthermore  you were talking about Grand Hero achievement, I was talking about Hero achievement...


... which automatically unlocks with Grand Hero achievement (obviously).

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DeathBringer
DeathBringer

Tavern Dweller
posted December 24, 2011 04:06 PM

Quote:
Quote:

And furthermore  you were talking about Grand Hero achievement, I was talking about Hero achievement...


... which automatically unlocks with Grand Hero achievement (obviously).


Well, this is the bug. Even though you get the Grand Hero achievement you don't get the Hero achievement.
I think the bug is as follows:
- You make progress in any campaign until mission 4 and you finish each map with hero rank.
- You apply the 1.2 patch.
- You finish mission 4 with Hero rank.

The Grand Hero achievement is received but the Hero achievement remains locked.
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x-ecutionner
x-ecutionner


Known Hero
posted December 24, 2011 04:10 PM

Quote:
Quote:
Quote:

And furthermore  you were talking about Grand Hero achievement, I was talking about Hero achievement...


... which automatically unlocks with Grand Hero achievement (obviously).


Well, this is the bug. Even though you get the Grand Hero achievement you don't get the Hero achievement.
I think the bug is as follows:
- You make progress in any campaign until mission 4 and you finish each map with hero rank.
- You apply the 1.2 patch.
- You finish mission 4 with Hero rank.

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


Interesting then. For me, I just reloaded the end of a map and it worked.
If it doesn't work the first time, then it's a bug. Funnily enough, it can appear to random people (like the comparison bug when you lose your achievement).

This game has been random since the start though, so no wonder...

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KingImp
KingImp


Famous Hero
posted December 24, 2011 04:21 PM

Am I the only one experiencing mouse problems with this new patch?

On the adventure map it's not as bad, but during some battles it's almost impossible to control. No matter how much I move the mouse, it refuses to cooperate.

It is really frustrating that these clowns have no idea how to properly test their product before releasing it.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted December 24, 2011 04:45 PM
Edited by Dave_Jame at 16:46, 24 Dec 2011.

Quote:
Am I the only one experiencing mouse problems with this new patch?

On the adventure map it's not as bad, but during some battles it's almost impossible to control. No matter how much I move the mouse, it refuses to cooperate.

It is really frustrating that these clowns have no idea how to properly test their product before releasing it.



Due to the fact that you ARE the only person I have seen with this problem sofar, I doupt it is a problem of the Game. But still hope you can find a solution.

Quote:
Again, special attack is not  equivalent to casting a special type of spell. In this case, the dive, is a particular form of doing physical damage that involves movement. I mean that creature cannot move a few tiles in front but it can fly up high in the sky? Does not make much sense to me...


Actually I think it is, They are in the same category as Yuki onnas ice shreds or Spiners time web. And Also a HUGE NOTICE. Kappas are from their amphibious nature imune to movement reduction from water magic (like freezing)

I am not saying that the Gryphon part is logicla, but from the point of mechanics it is not a bug in my eyes. Jagur warriors and Ravagers have to move to make their special attack, but the Gryphon does not. It is just "take away" from the BF and later it makes the "spell" efect of its ability. Try to look at such abylities like on warcryes or other active might abilities.

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odium
odium


Known Hero
posted December 24, 2011 05:02 PM
Edited by odium at 17:09, 24 Dec 2011.

Quote:


I am not saying that the Gryphon part is logicla, but from the point of mechanics it is not a bug in my eyes.


It depends on what you assume as game mechanics. In one version you have logical inconsistencies (you don't consider the griffin that dives that it performs an action that requires movement), while in the other you don't have these logical inconsistencies. Moreover, the latter was also implemented in H5 and turned out to be pretty ok. Why change it to something that is very questionable?

Quote:

And Also a HUGE NOTICE. Kappas are from their amphibious nature imune to movement reduction from water magic (like freezing)


I think this should be addressed to Nocturnal

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted December 24, 2011 05:12 PM

Ok I have a last question on this topic.
If the Gryphons dive would be a movement, would it not then be afected by other spells and effects that increas or reduce movement?
No mater how far your gryphon can reach, or how low his movement is, it still can preform the dive anywhere on the BF.
So the value of his movement does not afect the efectivnes of this ability. On the other hand, JW and Ravagers have decreased action radius if you lower there movement, and therefor their skill is conected to the movement value

I would not have anything ageinst if freezing the gryphon would disable the use of Divings, but from the mechanical poit of view, it woks as it should.

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odium
odium


Known Hero
posted December 24, 2011 05:50 PM
Edited by odium at 17:52, 24 Dec 2011.

Quote:
Ok I have a last question on this topic.
If the Gryphons dive would be a movement, would it not then be afected by other spells and effects that increas or reduce movement?



I would argue that, it's not the same case, although I realize that this is debatable... Ultimately, we talk about games and there is a thin line between things that can be accepted and things that cannot. When I cast freeze on a griffin I imagine that the griffin is covered in snow and ice and cannot make any movement that involves leaving its current tile. Him moving, and doing it more than normal is unacceptable (at least for me). When casting slow I reduce its movement by some particular value. When performing dive the griffin has a very high movement (how much we don't know because it's out of the scope of the battlefield, and how is he able to do such a thing don't ask me) and reducing it by a certain value still allows it to cover the battlefield distance. This of course is not perfect but I can deal with it, and it seems that most players did back in H5.

PS: Overall I see what you were trying to imply and I agree that design of abilities is not perfect, some abilities are cool but can lead to situations that will baffle common sense and they must be taken as they are, namely abilities in a computer game not reality. In the end I wanted to ask you, do you have something against the way it was in H5? Because, if you and the majority of people that think like you don't, than a solution that can satisfy more people is to use the H5 semantics.  

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 24, 2011 08:20 PM

Quote:

I've read this explanation that Dave_Jame gave, but as SKPrimus said, I still don't see it this way. For me, a special attack is not a distinct category. It's just an extra feature that the creature has. And it can be categorized in being magical in nature (ice shards) or physical (dive attack, crushing leap). Another categorization is when the damage can be provoked with-out direct contact (ranged attack) or with direct contact (melee). For me crushing leap and dive attack are physical in nature and melee.  I find the examples SKPrimus gave from H5 to be eloquent.


You got me wrong. I support your idea and think that the logical thing would be special attacks also get punished. But what I'm saying is obviously the game holds them as different things and that is why they are not bugs.
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odium
odium


Known Hero
posted December 24, 2011 08:24 PM
Edited by odium at 21:38, 24 Dec 2011.

Oh, my bad then .

Coming back to the main focus of this thread, I want to report that the bug when the effects from more dynasties weapons are enabled, is still with us in v1.2:




Also I've seen earlier today that when my Pearl Priestesses performed their healing spell they got lucky. I wonder what that means? Should the effects get doubled? If that is so than it's ok, otherwise I would rate it as a bug.


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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 24, 2011 11:20 PM

Quote:

Also I've seen earlier today that when my Pearl Priestesses performed their healing spell they got lucky. I wonder what that means? Should the effects get doubled? If that is so than it's ok, otherwise I would rate it as a bug.


No. It has no effect. That's one of the bugs. Luck comes to special abilities but they have no effect whatsoever.
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pacifist
pacifist


Famous Hero
posted December 25, 2011 12:08 AM

I'm also experiencing cursor problems ramdomly in battles , it's difficult to click on a unit sometimes and you can do a bad move by mistake easily.

As for the luck triggers with unit abilities it was already there in patch 1.1.1 for the lilims for example. In final battle you could easily fill up the gauge to max by just enthralling 1 unit with 2 stacks of lilims (and or gates ones).  

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x-ecutionner
x-ecutionner


Known Hero
posted December 25, 2011 12:12 AM

Quote:
Oh, my bad then .

Coming back to the main focus of this thread, I want to report that the bug when the effects from more dynasties weapons are enabled, is still with us in v1.2:





Odium, as I don't know this particular bug, could you tell me how to perform it and what it does consist in ?

Merry Xmas to everybody btw !

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odium
odium


Known Hero
posted December 25, 2011 12:39 AM
Edited by odium at 00:48, 25 Dec 2011.

It's quite simple, you have to equip your hero with one dinasty weapon, than you replace that weapon with another one. The bug consists in the fact that even if you only have one weapon equipped, you see the effects on your units of both the current dinasty weapon and the previous one. To be honest, there is something else I must mention. Today I started for the first time the 4th map of the Orc campaign and I observed that the bug is still here. However, I did not change the weapon now in the 4th map, but probably it remained somewhere in some sort of a cache from the previous missions. Therefore, I do not know for sure if you can reproduce it as in 1.1.1 or if the bug now happens only because of that cache.

Merry Christmas to everybody!

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