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Thread: ~ Heroes 6 patch 1.8 - Bug reports ~ | This thread is pages long: 1 2 3 4 5 6 7 8 9 · «PREV |
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The_Polyglot
Promising
Supreme Hero
channeling capybara energy
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posted April 29, 2013 03:12 PM |
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We already have a mod for that Look here
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Friend-shaped
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blob2
Undefeatable Hero
Blob-Ohmos the Second
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posted April 29, 2013 03:41 PM |
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Edited by blob2 at 15:54, 29 Apr 2013.
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Bug reports: Shades of Darkness edition start!
Don't know if bug, but: the cursor in the game acts funny. It's not moving smoothly like it should. Like something was obstructing or "pulling" it. It's hard to describe. And it's not a problem with my mouse (I think), because outside the game it works fine. (This seems to happen on the AM and battlefields)
Localization bug in Polish version (or maybe it was intentional). One of the dialogs in Raelags campaign is spoken in German instead of Polish (the text is written in Polish though).
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted April 29, 2013 03:47 PM |
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Quote: Bug reports: Shades of Darkness edition start!
I think it would be better to wait until patch 2.1 is out before reporting any kind of bugs.
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Icewolfnector
Hired Hero
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posted April 29, 2013 07:21 PM |
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Quote: We already have a mod for that Look [url=http://heroescommunity.com/viewthread.php3?TID=38159]here[/url]
Didn't know there already was one sorry.
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Avonu
Responsible
Supreme Hero
Embracing light and darkness
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posted April 30, 2013 11:23 PM |
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Shades of Darkness 2.0 Dungeon Town Screen bugs (and I think patch 2.1 won't fix it )
- City Hall and Capitol have the same image. City Hall should have look like "Dungeon_Capital.dds" (yeah, someone also wrong named files for both City Hall and Capitol)
- Faceless basic dwelling has image of upgraded dwelling. It should look like "Dungeon_ChamberofWhispers.dds"
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flonembourg
Known Hero
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posted April 30, 2013 11:43 PM |
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Quote: Shades of Darkness 2.0 Dungeon Town Screen bugs (and I think patch 2.1 won't fix it
Let's the carnage began!
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natalka
Supreme Hero
Bad-mannered
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posted April 30, 2013 11:52 PM |
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I don`t own the game yet and I experience this laggy cursor too. The whole game is very very laggy. Since yesterday I think.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted May 01, 2013 12:04 AM |
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wow, wow, hopefully the 2.1 will fix many of that problems. Another buggy release would be pitiful.
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flonembourg
Known Hero
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posted May 03, 2013 01:04 PM |
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I try few Duels and the cooldown don't work! i still play with the patch 1.8.
Example: you cast armageddon's spell once with inferno's hero and you can not cast it again along the battle..it is just for the spell who have cooldown and it's just impossible to cast it twice because the charge stay to 0/1...
is it normal? because i did'nt notice it before
Need to be tested by others members.
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The_Polyglot
Promising
Supreme Hero
channeling capybara energy
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posted May 03, 2013 01:30 PM |
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There are cooldown spells, and there are charge spells. Armageddon is a Tier 2 reputation ability, it makes sense it's a one-time thing. Other such spells are Frenzy, Reinforcements, Mass Counterstrike, Divine Intervention, etc. It's there for balancing reasons.
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Friend-shaped
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flonembourg
Known Hero
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posted May 04, 2013 12:11 AM |
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Thanks for the reply! i plays the duels so little that i didn't notice that...
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Naki
Known Hero
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posted May 04, 2013 12:34 AM |
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Quote: Thanks for the reply! i plays the duels so little that i didn't notice that...
It works the same way in Campaign and Single Scenarios too.
So not a good excuse!
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flonembourg
Known Hero
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posted May 04, 2013 01:03 AM |
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The only campaign i finished is Necro and i have forgotten that sacrifice works only once!!
But i confess i have no excuse
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dale
Known Hero
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posted May 07, 2013 07:36 PM |
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Edited by dale at 13:17, 09 May 2013.
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Bug or feature?
I have noticed something that seems strange, but not sure if it is a bug or a feature. In either case, it can certainly make the game unbalanced.
Basically, what happens is that when you resurrect a fallen (or retreated) hero using the free resurrection -- they gain 10% to their movement.
I noticed this just now in a custom game where I was being threatened by a haven might hero that was too strong for me to attack directly with my main hero. So, I resorted to "hit & run" tactics. I hired some magic heroes and pumped them up with chain lightning, mass agony and implosion -- plus maxed out their magic power stats. Give them seven skeleton warriors spread out in separate stacks. Then have them run up and attack (or get attacked by) that haven hero. They could do a good amount of damage using the mass agony, then chain lightning (and maybe they'd last long enough to do an implosion). Resurrect them in town, rinse and repeat.
After a while I noticed that they were moving farther and farther with each rebirth. I recorded the numbers after a while and see the sequence of 65, 71, 78, 85, 94, 103, 113, 124, 136, 149, and 164. That looks like 10% to me, possibly with fractional parts carried over.
I wonder if the enemy heroes have the same effect, but I don't know how to look at that.
[edit] I have also now noticed that their skill at picking up resources has increased as well, probably by the same 10% ratio. I have a hero who gets more than 4000 GP when picking up a gold stack labeled as 400. A stack of 1 crystal collects as more than ten, etc.
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Grey Beards of the world, Unite :-}}
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dale
Known Hero
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posted July 23, 2013 06:36 AM |
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Edited by dale at 00:10, 25 Jul 2013.
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Here is a little bit more info on the power that this bug allows.
I just played the Archipelago of the Ancients. I had my main hero as Necro Magic, and his sidekick as Necro Might. I started off the game by getting a sawmill and ore mine, and then spent the first few weeks developing my town and doing hit & run tactics on nearby stacks. I kept one nearby stack intact after beating it down to a single unit. That way I could get my 48 blood points by attacking and then retreating.
As I said before, each time that I resurrected these two characters their movement and other stats increased by 10%. What the description says is that this increase is for a week -- but the bug is that it does not go away, but keeps accumulating. The result is a VERY big exploit.
By the end of the game, my two main characters had nearly super god stats.
Might power = 150 & 388
Might Defense = 180 & 433
Might = 19 & 41
Leadership = 0 & 14
Magic Power = 363 & 210
Magic Defense = 325 & 177
Mana = 540 & 190
Destiny = 126 & 179
Movement = 393 & 464
Plus each one of them picked up stacks of resources with a multiplicative factor of about 20.
Final resources were about 5K wood, ore and crystal plus $5M gold. Every battle was pretty much a pushover after month 1, even with a force of only 7 stacks of vampires. Both heroes let the stacks sit, and restored as necessary. The magic hero used a combination of mass agony, chain lightning and summon dark elementals. The might hero carried a blade of binding and summoned juggernauts. The AI usually attacked the summoned creatures and left the (out of reach) vampires alone.
This all made the game far too easy!
I am still using patch 1.8, but did not see anything that suggested that this exploit got fixed with 2.1.
[edit]
I have now upgraded to 2.1 and this exploit/bug does seem to have been fixed. When I revive a hero, they now get a *one* time boost to stats of 10%. Subsequent resurrections give nothing, but the boost does not go away. It still does not act the way that the description says, which is 10% boost for one week.
I wanted to try going back to 1.8 or earlier to figure out when this bug arose -- but was not able to get the game to run online even after uninstalling and reinstalling until I patched back to 2.1.
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Grey Beards of the world, Unite :-}}
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