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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»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 20, 2011 06:01 PM

Quote:
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.
Just to set the record straight, it was not you who compiled the original list of bugs. It is true that you made a list of 26 bugs on the 16/10 as reported in the old masterpost (original post here), but the full list of 100+ bugs for 1.1.1 was compiled by Nocturnal and send to me, for which he was awarded a QP (see second to last post here), which is also why I did not award him a QP for this thread yet. Nocturnal also promised to manage this new thread and keep the list up to date on which bugs were fixed and which new ones were added, something I intended to give him a QP for in time.

I know that someone mentioned that they had made a full list of the bugs recently and would post it on the official board, something that I found an admirable initiative, but since I did not see that list posted here, I did not award a QP for that. If it was posted here and I missed that, it was a mistake from my side.
____________
What will happen now?

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avalon00x
avalon00x


Bad-mannered
Known Hero
posted December 20, 2011 06:03 PM

- Easy AI should be easy as many players say - barely challenging at all.
- You can't buy upgraded creatures from the forts.

i doubt these two are bugs.

the ai is deemed easy even on high and the latter  well it is true but that works as intended, as it always has.

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x-ecutionner
x-ecutionner


Known Hero
posted December 20, 2011 06:04 PM
Edited by x-ecutionner at 18:05, 20 Dec 2011.

Quote:
Quote:
I was the one who got all those bugs written down in the bug reports topic.


Could you change my link to proof to something more "suitable" ? Like "here is a proof grand hero is working ^^"


Quote:
- Easy AI should be easy as many players say - barely challenging at all.
- You can't buy upgraded creatures from the forts.

i doubt these two are bugs.

the ai is deemed easy even on high and the latter  well it is true but that works as intended, as it always has.


In this HoMM hard AI is easy. Easy mode is for 1 month rush to win game... very interesting yeap.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted December 20, 2011 06:05 PM

That is part of the problem. Easy is sometimes (heck, id say often) harder than hard. (due to population growth differences mostly i guess)

While it's not a bug most likely, it is a messy gameplay choice.
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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted December 20, 2011 06:07 PM

Quote:
- When you attack a stack that you will kill with that blow, it still shows that it can "Retaliate"
- The icon for luck when a stack gets a lucky strike is upside down. The horseshoe is shown downwards, which is a symbol for bad luck. Upwards is for good luck.


These two point are not Bogs in my opinion.

"Retaliate" does not mean that the unit will do the retaliation, but that it has not used yet ists "Action" to retaliate. I know it is highly unlikely but you can still have badluck, and then the attack would give the unit less damage, givin the option that it would survive, and it would still retaliate. And than we would have a bug that Says "My uite had bad luck, and the stack I was suppose to kill, retaliated eventhou it did not write so"

The Horseshoe is a cultural thing, I have seen both downwards (shields you from bad luck, makes luck flaw freely) and upwards (holds the luck, not leting it go)

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tabachanker
tabachanker


Hired Hero
posted December 20, 2011 08:18 PM
Edited by tabachanker at 20:21, 20 Dec 2011.

Quote:
- You can't see how many units Sacred Kirin will kill with his Hailstorm Aura.


This has been corrected.  The tooltip now shows how much you will kill normally + how much with the special effect.

Quote:
- A unit damaged by Yuki-Onna's Ice Shards react one squire after the one they have been hit by it on.


I tested this out and they did something for this bug but, depending on how you view things, the animation may still seems weird.

Before the patch, a unit walking on 2 ice shards squares for example would :
1 - Walk on 1st ice shards square
2 - The 1st square ice spikes animation would play
3 - The unit wouldn't react to the hit and would then walk forward on the 2nd ice shards square.
4 - The 2nd square ice spikes animation would play
5 - The unit would then react to the 1st square damage, playing the hit animation.  Then it would walk forward to the 3rd square (a normal one).
6 - The unit would then react to the 2nd square damage, playing the hit animation.

With this patch, here's what happens:
1 - The unit walk on the 1st ice shards square
2 - The 1st square ice spikes animation play
3 - The unit doesn't react to the hit and walks forward on the 2nd ice shards square.
4 - The 2nd square ice spikes animation play
5 - The unit still doesn't react to the hit and walks forward to the 3rd square (a normal one).
6 - Only when the unit is on that 3rd normal space that the unit reacts (the hit animation is played).

Basically, they just play the hit animation after the unit as crossed all the iced tiles.  But it still seems off.

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xerox
xerox


Promising
Undefeatable Hero
posted December 20, 2011 08:38 PM

The Kirin's Mist Trail is harder to see now.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Negativland
Negativland


Promising
Adventuring Hero
but I'm not
posted December 20, 2011 09:02 PM

Quote:
Letting neutral creatures join you, won't give Tears points.

Mmmnope, I just tested it now and it gives you tears points (maybe you noticed it in a campaign map? The campaigns were scripted not to give tears pts from joiners). Strangely enough, engaging joiners in battle does not give you blood points.
New massive bug with Guardian Angel building in Haven. Instead of giving you GA I at the beginning of the battle, it gives you maximum GA points, so your heroes always start with full gauge, even if that's GA IV.
- Basic skeleton's web bug is fixed
- the liches' bugged corpse (green specks) has also been fixed
- battle casualties now update properly in the initiative bar
AI is still a numbskull, especially later in game, though I could see some good changes here and there. Some AI controlled units still don't use their abilities

I got mouse lags too, changing the mouse sensitivity to lower (in game options > gameplay)  made it better.

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odium
odium


Known Hero
posted December 20, 2011 09:26 PM
Edited by odium at 21:28, 20 Dec 2011.

I thought 1.2 will fix the big majority of bugs and thus we will be left with minor things which we can deal with in single player. As was to be expected my hopes were too high. After just half and hour of play I could say that after 1.2 there are still major bugs in the game.

Not game breaking but extremely annoying (thus I would consider it with a big priority to be addressed) the bug that does not allow you the press the hotkeys for wait and defend when you were attacked is still present.

A freshly introduced major bug: apparently it has to do with gated stacks. The games just refuses to take them into account. For example:

Below "r" stands for a stack of an enemy ravager, "c" stands for a gated stack of enemy cerberus, "w" stands for a friendly stack of wannizame and "y" stands for a friendly stack of Yuki-Onnas.

rr
rr
cc
ccy

w

I was able to move with my wannizame through the gated cerberus and stop in the upper right "c" marked tile and attack the ravagers. Also my Yuki-Onna was able to use its range attack against the ravager even though the gated cerberus was adjacent to it.


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 20, 2011 10:48 PM

Quote:
I thought 1.2 will fix the big majority of bugs and thus we will be left with minor things which we can deal with in single player. As was to be expected my hopes were too high. After just half and hour of play I could say that after 1.2 there are still major bugs in the game.

Not game breaking but extremely annoying (thus I would consider it with a big priority to be addressed) the bug that does not allow you the press the hotkeys for wait and defend when you were attacked is still present.

A freshly introduced major bug: apparently it has to do with gated stacks. The games just refuses to take them into account. For example:

Below "r" stands for a stack of an enemy ravager, "c" stands for a gated stack of enemy cerberus, "w" stands for a friendly stack of wannizame and "y" stands for a friendly stack of Yuki-Onnas.

rr
rr
cc
ccy

w

I was able to move with my wannizame through the gated cerberus and stop in the upper right "c" marked tile and attack the ravagers. Also my Yuki-Onna was able to use its range attack against the ravager even though the gated cerberus was adjacent to it.
Yay, this is JUST WHAT Inferno needs to make them competitive.



Not.
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x-ecutionner
x-ecutionner


Known Hero
posted December 20, 2011 10:52 PM

Quote:
Yay, this is JUST WHAT Inferno needs to make them competitive.



Not.


Heroes 7 will fix it.. Oh wait

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odium
odium


Known Hero
posted December 20, 2011 11:30 PM
Edited by alcibiades at 07:27, 21 Dec 2011.

Related to the gated problem I mentioned before, it seems that  under certain circumstances gated stacks which should normally die (I don't know exactly if it occurs when directly destroyed or when the parent stack is destroyed) remain on the battlefield. However, they are not usable since they do not have action on the initiative bar.

http://img706.imageshack.us/img706/191/gatedenemystacklingerin.jpg

Probably what happened in the previous example I gave is that the gated cerberus stack should have been actually dead.

Another thing is that it seems that creatures' growth does not work properly also in 1.2. I built the level 3 defense walls in one of my castles and the creatures' growth should have increased by 1. In the kingdom overview I had no core creatures' growth increase, the elite creatures' growth was increased by 2 and the champion growth by 1.  

1.2 seems to be more demanding in terms of resources for my PC configuration compared to 1.1.1  

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 21, 2011 01:32 AM
Edited by Nocturnal at 01:35, 21 Dec 2011.

Quote:

Another thing is that it seems that creatures' growth does not work properly also in 1.2. I built the level 3 defense walls in one of my castles and the creatures' growth should have increased by 1. In the kingdom overview I had no core creatures' growth increase, the elite creatures' growth was increased by 2 and the champion growth by 1.  


This was existent in 1.1.1 just re-load your save or restart the game. One of this two will make your creature growth as it should be. Changed its category to still existent.
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x-ecutionner
x-ecutionner


Known Hero
posted December 21, 2011 01:57 AM

Here is my third bug already - first two were game crashes during saves synchronization.

The "tooltip game name" is incomplete, more like a programmer forgot a line of command heh ? xDDD


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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 21, 2011 02:37 AM

I've just attacked Wanizame with my Harpies and they didn't return. I don't know if they put some way to make them strike and not return and I have done that by mistake or just a new bug. Did anyone experience this?
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mike80d
mike80d


Famous Hero
Map Maker
posted December 21, 2011 03:44 AM

Nocturnal, if your harpies are unupgraded then the Wazime probably retaliated and greatly reduced the harpy's movement.  I've seen this happen, but the harpies will typically return.. just not as far as usual due to the reduced movement.  However, if there's a battlefield in the way then I could see them not returning.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 21, 2011 03:57 AM

Quote:
Nocturnal, if your harpies are unupgraded then the Wazime probably retaliated and greatly reduced the harpy's movement.  I've seen this happen, but the harpies will typically return.. just not as far as usual due to the reduced movement.  However, if there's a battlefield in the way then I could see them not returning.


Sorry, I couldn't get what you meant by "if there's a battlefield in the way"? The places the combats take place are all battlefields Btw, they didn't move back in a reduced movement, they just stayed on that tile.
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deer92
deer92

Tavern Dweller
posted December 21, 2011 04:03 AM

Quote:
Quote:
Nocturnal, if your harpies are unupgraded then the Wazime probably retaliated and greatly reduced the harpy's movement.  I've seen this happen, but the harpies will typically return.. just not as far as usual due to the reduced movement.  However, if there's a battlefield in the way then I could see them not returning.


Sorry, I couldn't get what you meant by "if there's a battlefield in the way"? The places the combats take place are all battlefields Btw, they didn't move back in a reduced movement, they just stayed on that tile.


I think he is meant to say if there is obstacle in the way, then due to the reduced movement speed, the harpy cant return to that square hence not returning at all.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 21, 2011 04:14 AM

Quote:

I think he is meant to say if there is obstacle in the way, then due to the reduced movement speed, the harpy cant return to that square hence not returning at all.


Oh, I see. No, there was no obstacle.
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xerox
xerox


Promising
Undefeatable Hero
posted December 21, 2011 08:33 AM

maybe the speed reduction prevented it from returning back?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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