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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»
Maurice
Maurice

Hero of Order
Part of the furniture
posted January 11, 2012 12:37 PM

Quote:
In sanctuary mission 2 - " The Winding Stair", fort just east from your starting town disappears after some time making it impossible to capture that area.


This seems to happen once you kill the stack of Wanazami's on the shore, just east of your starting town. No clue why they are connected or why it "destroys" the Fort there.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted January 11, 2012 03:03 PM

From my experience
This has been caused by a random loading of the map from save/autosave and could be fixed by reloading the map/save

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Dark-Whisperer
Dark-Whisperer


Famous Hero
Darkness feels no mercy
posted January 12, 2012 10:03 PM
Edited by Dark-Whisperer at 23:34, 12 Jan 2012.

I was playing hotseat game with my friend and we have encountered this strange bug:

http://www.youtube.com/watch?v=gIInqaj0BiQ&context=C3ddc5b5ADOEgsToPDskKqpasAHOUGR3gCX9u3Qb16

We were playing "Broken Alliance" map in same team against 4 computer guided opponents that were allied against us. We were playing on hard with aggressive AI and medium resources. Leveling was set to highest. We were playing without dynasty weapons or traits.

He was playing Sanctuary and he attacked necro AI player that was inside town. First he have killed hero without any army and gained a level. He decided to retreat to distribute that point and to our surprise he have killed other much stronger hero inside town without battle.

*EDIT*

I was testing this bug and its 100% repeatable. What you need to do is gain a level when you kill that first hero without army and then retreat when you're offered to battle other hero with army. In that way you can destroy much harder opponents with weak heroes.

Here is bug repeated on the same map with other AI:
http://www.youtube.com/watch?v=UihpFohyP8U

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Linoriel
Linoriel

Tavern Dweller
posted January 12, 2012 10:22 PM
Edited by Linoriel at 22:56, 12 Jan 2012.

A strange bug indeed.
But I haven't seen many heroes without armies yet. Perhaps that's because I have only played the campaign.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted January 12, 2012 11:11 PM
Edited by Nocturnal at 23:16, 12 Jan 2012.

This bug was reported by Dave_James on page 6 and is already on the "new bugs" section.

It seems it only happens when the first hero is without any units. I've added that detail to the bug's description.
____________

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Dark-Whisperer
Dark-Whisperer


Famous Hero
Darkness feels no mercy
posted January 13, 2012 12:47 AM

Its gamebreaking bug for me.

I find this setup very common in hotseat and skirmish (empty hero in front, strong hero inside town), so you can beat much stronger AI opponent without any loses AND get a lot of XP almost every time you attack AI town.
Sure, you can choose to ignore this flaw but this takes a lot of fun when you know that you can beat that annoying computer without any effort.

Also I have recorded necromancy bug.

http://www.youtube.com/watch?v=_U7r4N5nzOg

In necro campaign, necromancy II is not working (its grayed out). Necromancy I and III are working fine.

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Lokheit
Lokheit


Known Hero
posted January 13, 2012 04:59 PM

I still have Implosion grayed, not working, even after the patch (but I'm using the savegame campaign from before the patch).

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undead_assault
undead_assault


Adventuring Hero
Armageddoning
posted January 14, 2012 01:52 PM

In Necropolis Campaign, my Anastasya has already reached level 30 as a Blood Necromancer. But I cant still activated Necromancer Level IV even when the gauge is fulfilled.

Even with Pendant of Mastery wore, I cant use Necromancy Level IV. Is this a bug? Or only happened in Necro Campaign?

I havent tested it in skirmish yet.

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Naki
Naki


Known Hero
posted January 14, 2012 02:15 PM

Another bug not fixed:
* Dual monitor config.
* Run game, press Alt+Tab to switch to Windows.
* Switch back to game.
* Try moving mouse cursor ---> Goes off screen to 2nd monitor.
Since the game actually allows me to choose which of the 2 monitors to use to play, I find it strange the cursor is not confined to that monitor after an Alt+Tab and then switch back to game.

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mike80d
mike80d


Famous Hero
Map Maker
posted January 14, 2012 10:18 PM

Bug Report:

When you visit the adventure map object that gives you an Abyssal worm in the next combat, if you win that next combat by killing all creatures except the one in the worm then you automatically win the battle (which is how it should be), however it will not let you go to the adventure map object again.  It says you've been to this object already, yet it won't give you the benefit in any of the remaining battles.  

I know that sounds confusing, but its definitely a bug.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted January 14, 2012 11:03 PM

Quote:
Bug Report:

When you visit the adventure map object that gives you an Abyssal worm in the next combat, if you win that next combat by killing all creatures except the one in the worm then you automatically win the battle (which is how it should be), however it will not let you go to the adventure map object again.  It says you've been to this object already, yet it won't give you the benefit in any of the remaining battles.  

I know that sounds confusing, but its definitely a bug.


I certainly didn't get the problem here.

You said if you kill everyone except the one in the Worm, you win the combat. You mean, although the unit in the Worm is not fully consumed, you win anyway? Cause that is irrational. Cause the unit is not dead.

Also it is normal you cannot visit that map location for Abyssal Worm again, cause it says " can be visited only once per hero"
____________

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mike80d
mike80d


Famous Hero
Map Maker
posted January 15, 2012 05:14 AM

Quote:

I certainly didn't get the problem here.

You said if you kill everyone except the one in the Worm, you win the combat. You mean, although the unit in the Worm is not fully consumed, you win anyway? Cause that is irrational. Cause the unit is not dead.

Also it is normal you cannot visit that map location for Abyssal Worm again, cause it says " can be visited only once per hero"


Oh, I'm sorry, I guess I didn't see the "once per hero" thing.  I thought you could visit it once/week/combat type thing.  What I was saying was that it never let me get it again, and I had it for only 1 combat in the entire map as a result.

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Naki
Naki


Known Hero
posted January 15, 2012 12:33 PM
Edited by Naki at 16:44, 15 Jan 2012.

Quote:
Bug Report:

When you visit the adventure map object that gives you an Abyssal worm in the next combat, if you win that next combat by killing all creatures except the one in the worm then you automatically win the battle (which is how it should be), however it will not let you go to the adventure map object again.  It says you've been to this object already, yet it won't give you the benefit in any of the remaining battles.  

I know that sounds confusing, but its definitely a bug.

Not a bug - this is as designed.

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jhb
jhb


Famous Hero
posted January 17, 2012 06:44 PM

hey guys, can we discuss some possibilities for a future patch 1.3 here too? or this is just for bugs?

I've got some ideas:

1st the necro nerf:
I think the reacial is very cool, instead of changing/reducing it, would be better making undeads a little more fragile. Let's see

Undead      
This creature is not alive. Its Morale is always neutral and it has +20% resistance to damage (Water). It is also immune to Poison, Disease, Blind and Mind Influence effects.


resistance to water? why? remove it.
immune to almost all dark magic spells? too much I think, instead give them some resistance to dark magic and maybe keep the immunity to mind influence effects. Nagas aren't imune to water, for example.

Another important thing, they are also immune to the life drain spell. Again, it's too much. Instead make the spell drain less. This will help specially inferno imo, who relies more in the life drain spell to keep the numbers. In fact, the spell is "life drain" not "flesh drain" or "meat drain" .

2nd skill balance:
I think the skills could be changed in a way to keep the idea:
lvl 1 - weak skills
lvl 5 - weak or moderate
lvl 15 - powerfull skills

Passives should be like: lvl1  +2magic power, lvl 5 +4mp, lvl 15 +6, 7 or 8mp, maybe.

buffs/deffus should last longer or at least add skills like "eternal winter" to make them last longer, reduce the numbers if needed. This will make more sense in having different abilities, instead of repeating the same thing every 3 turns.

direct damage spells the change mentioned above could create more opportunities to use these spells. The single target version might be ok, but the multi-target version needs some rework.

healing: Regenerating troops is more important now. Different types of healing could be cool. We already have direct healing and healing over time, we could mix these effects and create a direct heal followed by a healing over time effect and vice-versa. A slow and weak healing over time ending with a big direct heal.

Improving some skills
Some magic skills:
Storm Winds 1 - boost the reduction %
Storm winds 2 - the dmg seems low, instead, this could give a chance to redirect the attack or redirect a part of the attack all the time.
Grounded - too weak, idk, maybe push the target back a little and change the name.

add a mass fire shield - specially usefull for inferno.
frenzy - idk, but don't looks powerfull for a lvl 15 skill.

blizzard - too weak, make it deal X dmg and 4X-5X dmg if the target don't move away from the area.

chilled effect: give +10% vulnerability to magic instead of +20% vulnerability to Fire.

weakness and mass should be more like inner fire in the opposite way.
life drain: maybe too strong late game, add a limite? maybe not...
magic affinity 1, 2, 3 - only lvl1 can be usefull for might heroes at the beginning, make ma 1 and 2 passive mana regen boost and ma3 a useful regen in combat.

Some might skills:
duck and cover - needs a big boost
battle march - I like this one, but they could add some structural dmg to your units.

siege master 1,2,3 - I think siege master 1 is ok, but could be interesting that someone who got the 3 skills could use the catapult not only to damage walls but the enemy units effectively as well. And of course, have the control of it. This could be a mix of the catapult and the balista of the previous games.

intimidation - again, are the undead immune to this too? these guys are really special.
taunt - good against the AI, but players will react better, could add a movement reduction. oh, and again, undeads are immune ofc...
warlord's command - the effect is 99% of the time the same of the Rush!, target stack should act now with increased damage or another bonus.
counterstrike 2 e 3 - should last a little longer. 1 turn or 2, at least on sieges.
parry - a little boost
toughness 1,2,3 - strange T1>T3? why? should be like 2/4/6-8 for tears lvl2 and 1/2/3-4 for blood at least.
archery 1,2,3 - good skill but archery 1 could be more significant, maybe 10%(12% for blood), archery 2 maybe 5% for blood, archery 3 for a lvl 15 skill this could be something more.

So, as we can see, the big problem of the Immunopolis.. oops.. the Necropolis is they are immune to 1/3 of the game. I know Asha is such a badass dragon, but for the sake of balance...

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Linoriel
Linoriel

Tavern Dweller
posted January 17, 2012 07:11 PM

General:
-after using "Rush" or "Haste" when you right-click movement icon the description says that the unit is affected by "slowing effects" and the bonus is shown with "-" (similar to "webbing spear" bug).
-when you have the week that should give +5 to ghost's initiative, magic and might defense and luck it actually gives +10 points.

Necro:
-when Ghosts or Spectres use the "Wail of the Netherworld" ability in such a way that it would also drain health from the nearby units the description says that you'll resurrect 5/3 dead units (only if  you will heal more points than possible, never more that twice the ammount of the fallen units), though it does not resurrect more than it should.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted January 17, 2012 08:48 PM
Edited by Nocturnal at 20:55, 17 Jan 2012.

Quote:
Suggestions


I like your suggestions jhb. But this is the bug thread. You should post them into discussion thread.

Quote:
General:
-after using "Rush" or "Haste" when you right-click movement icon the description says that the unit is affected by "slowing effects" and the bonus is shown with "-" (similar to "webbing spear" bug).
-when you have the week that should give +5 to ghost's initiative, magic and might defense and luck it actually gives +10 points.

Necro:
-when Ghosts or Spectres use the "Wail of the Netherworld" ability in such a way that it would also drain health from the nearby units the description says that you'll resurrect 5/3 dead units (only if  you will heal more points than possible, never more that twice the ammount of the fallen units), though it does not resurrect more than it should.


With Wail of the Netherworld, when you heal your ally which is next to some fallen warriors, you will see in the event log that 2 seperate healings accur. The first is the usual healing power of the Ghost. The second is the one gathered from the dead ones. If the unit was not around that dead, only the first healing would occur. Test it when your Ghost is not able to heal all your ally's stack and try that when that ally is near some dead. The healing will get boosted.

I will add the other two. It would be good to know the name of that week. You don't remember it?
____________

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jhb
jhb


Famous Hero
posted January 17, 2012 09:17 PM

I'm sorry. Now I saw the discussion thread, I was assuming that place was just for official info.

the post can be removed. thanks.

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Linoriel
Linoriel

Tavern Dweller
posted January 17, 2012 09:22 PM
Edited by Linoriel at 21:38, 17 Jan 2012.

Quote:
With Wail of the Netherworld, when you heal your ally which is next to some fallen warriors, you will see in the event log that 2 seperate healings accur. The first is the usual healing power of the Ghost. The second is the one gathered from the dead ones. If the unit was not around that dead, only the first healing would occur. Test it when your Ghost is not able to heal all your ally's stack and try that when that ally is near some dead. The healing will get boosted.


I know it has two parts. The description is(from http://might-and-magic.ubi.com):

"Wail of the Netherworld (Basic & Upgrade): Heals undead allies, possibly resurrecting creatures if the stack still exists. Living creatures around the healed target suffer minor damage that adds to the amount healed."

The thing is that it says that it is gonna resurrect more units that are actually dead. It says as follows:

"Ghoul (163)
Heals: 310 p. (max. 836)
Number of resurrected units: 10/5 dead

Earth Elemental (11)
Damage: 293
Dies: 3"

(I'm translating from Polish so it can differ a little)

It should be 5/5 instead of 10/5, because there are only 5 dead Ghouls.

Quote:
I will add the other two. It would be good to know the name of that week. You don't remember it?


unfortunately I'm not playing the English version so I'm not sure how to translate it. Literally it would be the week of ghosts, but it could be also the week of spirits, spectres, wraiths, souls... So I prefered just to write what does it do

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Naki
Naki


Known Hero
posted January 17, 2012 10:14 PM

Please post it in your language. We will try to translate, I have access to a forum of translators.
Do you have the Polish, German, or maybe Czech version of the game/etc?

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Linoriel
Linoriel

Tavern Dweller
posted January 17, 2012 10:51 PM
Edited by Linoriel at 22:52, 17 Jan 2012.

Polish one
the name of the week in my language is "tydzień duchów", where "tydzień" means "the week". But I'm afraid I have provided you at least most of the possible translations (based on [url]http://www.diki.pl[/url], which is a really good dictionary).

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