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Heroes Community > Heroes 6 - The New Beginning > Thread: Bug and Balance Issues Report ~ 11/11/12 ~
Thread: Bug and Balance Issues Report ~ 11/11/12 ~
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 11, 2012 07:31 PM
Edited by Elvin at 19:34, 11 Nov 2012.

Bug and Balance Issues Report ~ 11/11/12 ~

A thread to keep track of the issues that remain unsatisfactory with the patching conclusion, in the hopes they will be fixed by the addon release. Have a look and let me know if I have missed something, if you disagree with my list or you have other suggestions.

~ 11/11/12 ~


BALANCE


(#) Mass agony should be 60% of the basic spell, it is currently too strong - Playing with a mass agony mod that does just that I can confirm that it is far more balanced this way.

(#) Fireball's greatly increased damage AND 4x4 area is too much. It should revert back to 3x3 because it makes firestorm redundant.

(#) Unicorn horn bow and emerald yumi no range or obstacle penalties AND fixed ranged damage can turn core shooters(goblins, coral maidens etc) into powerhouses. Requested that they get a percentage gain(+x% to all shooters) instead of a fixed one.

(#) Tormentors have an abysmally low magic defense, it should be increased.

(#) Namtaru spider form simply does too much dmg, I have every reason to believe that they do not need full range. A necromancer can pick(and usually does) dark magic III plus arcane exaltation III and add the lich's dark vulnerability on top of it. 22 of those ladies can kill 7-8 pit lords in a single attack and that is without luck. Clearly something is wrong.

(#) War Drums of the Legion (+2 Core production; SHOULD be +1)

(#) War Horn of the Legion (+2 Elite production; SHOULD BE +1)

(#) The Architect I bonus should not stack when more than one heroes have it. Alternatively it could be moved to tier II.

(#) Magic heroes can boost magic unit abilities (such as waves of renewal and heal) immensely! There should be a cap on how much a hero can boost the ability!

- Mass celestial shield is rather weak and not up to par with other mass spells once armies grow a bit. It should be able to drain more damage before it expires.

- Reinforcements II and III seem a lot points to invest into when you can only use the ability once. It would be better if you gained another charge for each level of reinforcements or at least a cooldown.

- Mass stand your ground would definitely be better with a cooldown.

- Evasive maneuvers have a very low starting value, it should start at 15%.

- Parry could use a small boost as it is a highly specialized ability.

- The death knight's doom ability takes too many turns to kill the stack. A stack can have a huge impact on the battle within 10 turns at which point it dies, so it should take less turns. Or decrease the stack by x% at the end of each turn if possible.

- 20% water reduction for undead is too much. I'd recommend 10-15%.

- Monsoon should be improved, blizzard has about the same damage for less mana and lasts more more rounds. Not to mention that monsoon does increased damage to nagas while they are resistant to blizzard.

- Warlord's command should +50% speed apart from the init boost and rush! init boost should be reduced by 5-10 (+50% speed AND high init is a lot for a tier 1 ability)


BUGS


(#) The enraged cyclops' burning rage triggers on melee attacks, it should only trigger on ranged.

(#) Seraphs and celestials have each other's resurrection ability, they should swap.

(#) Pit fiends can be affected by puppet master and frenzy although their description says otherwise.

(#) Blizzard cannot be cast if there is an obstacle in the area and it cannot be cast in the same area you cast it before.

(#) Frozen Ground is visible to the enemy player.

(#) Running Windows 7 64-bit Ultimate SP1 + a videocard with GeForce GTX 670 chipset - when you try to change the Texture quality from High to Low, the game crashes! When I run the game again and try again, it crashes 100%, so this is a constant bug.

(#) You cannot use the new portraits in hero creation(both in dynasty hero creation and in the custom hero creation in the campaigns).

(#) Might Over Magic makes Orcs COMPLETELY IMMUNE to all kinds of Magic damage!

(#) Taunt does not always affect all target-adjacent units.

(#) Activated abilities(all around slash, ravager charge, sun steed, piercing bolts etc but also the option not to return for strike and return units) are VERY bugged: They do not take into account other abilities and thus can dispel freeze, will not fill the racial gauge, they will allow a unit to move through or land on yuki onna's ice shards without taking damage, heroic charge or pressed attack will not work when activating an ability, out of time will dispel freeze, shark wound and not avoid pitlord fiery retaliation etc.

(#) Spirit Link only transfers buffs FROM Mizu Kami TO the recipient, instead of working both ways.

(#) Sacred Kirin's Hailstorm Aura gives two times water damage, however it should be (as the description says) 1 time normal damage, and 1 time water damage. It results in a damage overkill with a magic class.

(#) When Agony is cast on Centaurs, in their first agonized turn it affects them twice even if they stay where they are after shooting. Same happens with glories.

(#) Agony triggers more than once per unit turn if it activates an ability or it has shoot and move!

(#) Kensei's Challenge ability says that it reduces the first attacked enemy stack's damage by 45% but instead reduces it randomly between 45-99%!

(#) Light elementals and glories can blind MUCH stronger stacks with searing light.

(#) Worse yet searing light effect will NOT be dispelled when the blinded unit receives damage from a unit or a spell. It will ALWAYS last 2 turns!

(#) Storm arrows and storm winds affect the shooters' melee damage as well, boosting and decreasing their melee attacks and retaliations respectively. The tooltip does not inform you of the extra damage before attacking in melee and when shooting it does less damage than the description indicates(maybe because of magic defense?). Storm arrows does not work with daze despite adding air damage to shooters.

(#) 1) Sometimes when you attack a monster on the map or a town, you get a black screen with music playing. Closing all web browser tabs may help - it seems Adobe Flash may be causing this, so Flash ads in a web browser make this worse.
2) Sometimes for no rhyme or reason the town screen will freeze. Not sure what causes this, even if you do not have a web browser open it will happen.

- Glories will not return when attacking a vampire with out of time.

- Sometimes healing effects stop working on blazing glories, after dropping below a certain amount. Could not reproduce it so no idea why it happened.

- Dispel scrolls morph into Mass Dispel, Mass Dispel scrolls morph into Purity, Storm Arrows morphs into Storm Winds 1, Storm Winds scrolls morph into Storm Winds 2.

- The ability that increases Chilled duration by 1 turn does not work.

- If you attack a unit in a tower (when in siege) with a Chain Lightning spell, it only damages the unit in tower, it does not bounce onto other units.

- Heroic Charge doesn't work on hellhounds/cerberi.

- Dark combat screen: http://heroescommunity.com/viewthread.php3?TID=38135

- If one moves close enough to Ravagers to trigger Taunting presence, but gets morale that turn, it can still attack other units on the action granted by morale.

- When my necromancy gauge reaches Necromancy 2 it goes into cooldown and won't come off until I reach Necromancy 3. However, if I turn on autocombat, the AI uses it normally. This was in the Anastasya campaign but works fine elsewhere.

- Radeon Noteboock video card causes the Town screans to change to pale background, with only random structers visible.

- The Air Elementals still say they will do 13-13 damage (even if they do more).

- Dance macabre map 1 occasionally causes the game to freeze.

- Combat sound still gets affected by combat speed. the normal combat sound is when combat speed is set to zero which is too low. also some visualizations do not follow up the combat speed(showing damage before effect that caused it).

- Wanizame blood frenzy does not work.

- the AI does not use the dive skill for imperial griffins nor do the shaman use earth and sky.

- If a secondary hero has artifacts on him/her while finishing a campaign map, the effects from those items carry on to the next map. you have to unequip them in order for the hero to not have extra bonuses from before.

- Web altar of wishes sometimes fails to load.

- Necro siege theme has been replaced by the necro town theme though I wonder if that is exclusive to the Sandro dlc.

- You cannot place large units in siege battles.

- The game loses artifacts, and more exactly, artifacts slot lines, thus you can't access some of your artifacts.
This is when playing the Campaign, but I assume it may happen in Single and Multiplayer too.
The problem is this:
1) You have a hero with many artifacts and some scrolls.
2) Give most of them to another hero, leaving empty sections/lines.
3) Then close the Hero trading screen.
RESULT: Some artifacts lines can not be scrolled to, so the artifacts in those lines/slots and below them appear to be LOST, although they are in fact there.
EXPECTED: If there are more artifacts in more lines, you should be able to scroll down and see ALL, and not just SOME.

- Random spells get disabled from secondary hero's Spell Book. For me, it was in Necro Campaign Mission 4 and the disabled spell was "Storm Arrows". It happened just after fighting an Arena battle in auto-mode. I switched to manual for the last 3-4 moves. (It could have been 1-2 battles before that Arena battle, not sure). My main hero was Magic Blood, my 2nd in command (who got this problem) was Might Tears.


OTHER


- It would be nice if the game mentioned who's turn it is instead of their colour(Elvin's turn). It can be confusing in hotseat.

- Could we get the option to arrange our hero pool according to faction, reputation and custom or tavern? With all the bought heroes and our own custom ones it can get a mess.

- Artifact merchants and advanced marketplace should be able to spawn artifacts that belong to a set. It is possible to mod so it should be easy to fix.

- They artifacts should show if they have a might or magic restriction or are parts of a set when right clicking on the adventure map or when viewing them in the artifact merchants.
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted November 11, 2012 10:46 PM
Edited by The_Polyglot at 22:48, 11 Nov 2012.

The Spirit Link issue appears to be random:sometimes it works, other times it doesn't, further testing is needed.

It appears that Twisted Mind and Blinded by Rage also prevent Heroic Charge. Again, not tested throughly.

Arcane Exaltation should be tied to Blood as Arcane Ward is to Tears.

Spirit Link should have some kind of limit, either a cooldown, a fixed duration of the bonus, or it should be made to share debuffs as well, it is too strong.

Defending with an Out of Time Vampire Lord should NOT dispel Out of Time. Another issue is that it appears not to work correctly when Counterstrike 3 is active on the opponent, this needs further testing.

Rush and presumably Warlord's Command apparently dispel debuffs affecting movement (Sky and Earth, Ice Bolt freeze, etc) Testing is needed.

Activated ability bug, so a bit redundant, but Griffins can still use their special when Grounded.

Crusher's Assault is seriously bugged: The extra strike triggers Agony (and presumably similar effects) again, and its damage is not reduced by Morale.

Glory's Searing Light and Weaver's Freezing Web work like Stasis, this should be remedied.

It would be nice if spells showed their actual values in the spell book, automatically factoring in the opponent's Magic Defense, currently one has to do this manually.

After leveling up a Hero's reputation, skill tooltips do not immediately reflect the change, one has to quit and re-enter the leveling menu

Cosmetic bug: Reinforcements and Retribution Aura show up as rank 1 in the battle log, even if that is not the case.

The Hero portrait has a habit of disappearing, testing is needed to determine the specifics

Do not refer to spells as abilities, that is downright insulting.
('XY uses the Z ability on W...')

I would test the unconfirmed issues myself, but alas, I'm short on time these days.

Not exactly a bug, but Might heroes of any race are excessively similar build wise (A Tears Might will pick Toughness, Resilience, Counterstrike, Cleave and sometimes even Rampage, and a Blood one will only rarely pass Archery and Giant Slayer, regardless of faction) More diversity please!

PS:@Morphing scrolls: It appears only their names are swapped, the effects description stays the same both before a battle and during the battle.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 11, 2012 10:52 PM

The portrait thing was tied to the seraph mod wasn't it?
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted November 11, 2012 10:54 PM

Nah, it stayed even if the mod was removed
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 11, 2012 11:45 PM

Turns out that earth and sky affects pitlords although they should be immune to move decreasing effects. Think slow does too.

Heroic charge affects pitlords but not demented. Can be cast on cerberi as well.

Both rush and heroic charge remove earth and sky(along with mass haste) but if you hover the cursor over a unit the tooltip actually tells you! Not mentioned in the ability description, curious.. Interestingly enough warlord's command will not dispel it.

Might over magic does not turn magic damage to zero as it did but it is minimized to pathetic levels..

More testing required I had forgotten some of those, thanks mate.

Another I remembered, sanctuary units will miss the inner eye or whatever it's called bonus if they wait instead of move / use an ability. I forget if it only happens with samurai ability or monk or both.
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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted November 12, 2012 04:43 AM

I'll just throw this out there, but balance is very relative. Everything is always balanced. But it may not be balanced in such a way that everyone has equal chances.

That being said, some things being powerful don't mean they should be nerfed. 22 weavers killed 7-8 pit lords? Yeah, there's something wrong. You didn't tie them down. It's nearly impossible not to be able to with their size. Note that undead are slow. Undead are shooters. Their ranged damage forces you forward, because you won't win a long distance fight. I don't actually see anything wrong with that. Especially since 1) they get tied easy, 2) they arent particularly sturdy. Check my duel with Drus out a lil' tomorrow. His weavers went down fast. Then got resurrected. Then went back down just as fast. Oh and 3) weavers cannot just outright shoot on the first turn, they have to wait. The morph isn't just neat, it's a rather subtle balancing thing that makes it so all units will get a chance to cross the field on the first turn and tie them down, even though they have decently high ini.
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natalka
natalka


Supreme Hero
Bad-mannered
posted November 12, 2012 07:25 AM

I think Mass ice armor is op. +def and 20% more might dmg if you touch me is hell of an armor . I am fine with it but make Light and Earth armor on par.

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SepSpring
SepSpring


Known Hero
posted November 12, 2012 11:41 AM

BUGS

1. Battle camera doesn't work for Kirin's critical attack.
2. Market rates are increased at the Week of Trade. They're expected to be decreased.
3. Not all advantages possible can be shared by the "Spirit Link" / "Spirit Bond" ability, for example, the "Flawless Assault".
4. When meeting an ally hero on adventure map it's possible to exchange artefacts of the same slots by the drag-and-drop approach.
5. Harpy and Fury have their attack animation broken when holding a new position.

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SepSpring
SepSpring


Known Hero
posted November 12, 2012 11:43 AM

OTHER

1. Imperial Griffin should have both the "Diving Attack" and "Diving Assault" abilities.
2. Water Elemental should be more different from Spring Spirit and Mizu-Kami.
3. AI turns should have their own music.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 13, 2012 09:20 PM

Quote:

(#) The Architect I bonus should not stack when more than one heroes have it. Alternatively it could be moved to tier II.


Why not? If you don't let it stack, then multiple Heroes going the Architect route will either need to first chomp through a wasted skill, or be spread out over different territories.

Quote:
- Reinforcements II and III seem a lot points to invest into when you can only use the ability once. It would be better if you gained another charge for each level of reinforcements or at least a cooldown.


Personally, I think it's fine the way it is, since II and III let you reinforce Elites and Champions respectively. Keep in mind that it's mainly used to soak up unavoidable damage, so you don't lose valuable units of your "real" army. What I would like to see, though, is the final stack size in the tooltip, when you hover the casting cursor over a stack.

Quote:
(#) Agony triggers more than once per unit turn if it activates an ability or it has shoot and move!


I've actually seen similar with respect to Regeneration. Can't remember the unit in question, however. Will try to keep it in mind while I'm playing.

Quote:
- When my necromancy gauge reaches Necromancy 2 it goes into cooldown and won't come off until I reach Necromancy 3. However, if I turn on autocombat, the AI uses it normally. This was in the Anastasya campaign but works fine elsewhere.


Actually never experienced this, and I am currently playing through that very campaign now.

Quote:
- The game loses artifacts, and more exactly, artifacts slot lines, thus you can't access some of your artifacts.
This is when playing the Campaign, but I assume it may happen in Single and Multiplayer too.
The problem is this:
1) You have a hero with many artifacts and some scrolls.
2) Give most of them to another hero, leaving empty sections/lines.
3) Then close the Hero trading screen.
RESULT: Some artifacts lines can not be scrolled to, so the artifacts in those lines/slots and below them appear to be LOST, although they are in fact there.
EXPECTED: If there are more artifacts in more lines, you should be able to scroll down and see ALL, and not just SOME.


I've seen the same happen when completing a campaign map and moving on to the next. The normal artifacts get cleared out of the Heroes' inventory, with only Set artifacts remaining. The same inaccesible effect happens if you have one or more of them below a (in the new game now empty) line of artifacts.

Two bugs that I didn't see listed yet, both with respect to the Cleave ability:

- When a unit with a double attack kills the first enemy stack on its second attack, the Cleave will be granted on the next turn, not the actual turn;
- When a unit kills an enemy stack as soon as its turn is up, and then waits to take its second attack (granted through Cleave), the unit will actually get two attacks once it gets to act after its wait is over.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 13, 2012 09:54 PM

Thanks, I'd forgotten some of those
Quote:
Why not? If you don't let it stack, then multiple Heroes going the Architect route will either need to first chomp through a wasted skill, or be spread out over different territories.

Simple, by buying two secondaries you can get +2 champions if you get the appropriate dwelling. That's plain silly, throws the balance out of the window.

Personally, I think it's fine the way it is, since II and III let you reinforce Elites and Champions respectively. Keep in mind that it's mainly used to soak up unavoidable damage, so you don't lose valuable units of your "real" army. What I would like to see, though, is the final stack size in the tooltip, when you hover the casting cursor over a stack.

Except reinforcements is rarely worth using outside creeping. By mid-endgame those three spent skillpoints can be a liability when they could have been useful in hero fights as well.

I've actually seen similar with respect to Regeneration. Can't remember the unit in question, however. Will try to keep it in mind while I'm playing.

Happens with morale, activated abilities that do not consume a turn and I think cleave. But that's nothing compared to agony that triggers on attacks, (multiple)retaliations, morale and activated abilities..


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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 14, 2012 09:56 PM

Two more that I just noticed:

- The smoke "puff" of Vampire Lords when they teleport is displayed at an elevated position above the Vampire Lords, instead of exactly at the elevation they're standing;
- Damage reflection of Phoenix units does not trigger when a melee attack kills the Phoenix stack permanently;

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Naki
Naki


Known Hero
posted November 17, 2012 12:41 PM
Edited by Naki at 21:06, 17 Nov 2012.

You are missing a major bug:
--> TOWN SCREEN FREEZE BUG
When playing with an Nvidia GeForce videocard + GeForce drivers later than the ones from May 2012, the game will often freeze in the Town screen. You can still move the mouse and click, and music and sound keeps playing.
The freezing is random and intermittent, there is no easy way to reproduce it reliably.
(Actually, it seems you mentioned it, but without the details.)
The only proper way to continue is to use Alt+F4 to close the game, then run the game again, then load the last Autosave.

If you downgrade to May 2012 WQHL GeForce video drivers, the freezing seems to be gone.
The problem started with the GeForce video drivers next after the May 2012 ones, more exactly September drivers (and all next after them).
We have reported the bug to Nvidia, I hope they can fix it sooner or later.
------------------------

Another one:
BUY THE SAME ARTIFACTS MANY TIMES BUG
--> When buying Artifacts from the AvdMarketplace or ArtMerchant, you can Save/Load/Save/Load and buy the SAME artifacts and scrolls many times.
This was broken in 1.8 (or maybe 1.7). It was fine before, i.e. you could only buy each artifact or scroll from each slot once.
Expected: You should only be able to buy each artifact or scroll once, no matter how many Save/Loads you do.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 18, 2012 10:24 AM
Edited by alcibiades at 10:25, 18 Nov 2012.

Quote:
Personally, I think it's fine the way it is, since II and III let you reinforce Elites and Champions respectively. Keep in mind that it's mainly used to soak up unavoidable damage, so you don't lose valuable units of your "real" army. What I would like to see, though, is the final stack size in the tooltip, when you hover the casting cursor over a stack.

Except reinforcements is rarely worth using outside creeping. By mid-endgame those three spent skillpoints can be a liability when they could have been useful in hero fights as well.

From a pure theoretical standpoint (which means I don't know if the skill is actually balanced in game) - but from that pov, there is no problem with a skill being only/mostly helpful in creeping stage. In fact, that only helps to increase the strategic element of the game: Pick a skill for immediate benefits, knowing that in late game, this skill will not have any direct use (but will have helped you because it allowed you to get some dwellings/mines/artifacts faster, which will give you an indirect late game advantage) or pick a skill that will not give you any short term benefit, but will help you in late game? That's perfectly sound gamedesign in my book.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 18, 2012 12:12 PM

An earlygame skill that requires 3 ability points to be maxed, out of the maximum of 30 ability points? Doesn't sound right. Champions are not an earlygame force neither can you get reinforcements III before lvl 15 which suggests a poor design. Now if the skill was passive and reinforced units that fall below a certain hp threshold..
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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 18, 2012 02:30 PM

I assume you guys mainly look at the skill in the light of PvP games, but I only play single player, against the AI. And as soon as the AI fields ranged attackers and/or a Hero to back up the enemy army, then Reinforcements I, II or III is about the first skill I use.

As the AI seems to favor specific units (Sisters/Vestals for Haven, Liches/Archliches for Necropolis, Hell Hounds/ Cerberi for Inferno, etc ...), I always make sure they have a Reinforced buffer so they can soak up some damage without me having to worry right away how I am ever going to minimize my losses.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted November 18, 2012 02:50 PM

It should be obvious that there is a problem with Reinforcements. Why?
Simple. Reinforcements I will increase your army by a certain percentage of total army power (which includes Elite and Champion creatures), but "only" as Core creatures.
Reinforcements II and III, don't change anything, except allowing to add the additional percentage as Elite or Champions respectively.

Which means, II and III don't give anything at all, since it doesn't matter whether you get 1 more champion, 4 Elites or 15 Cores, as long as you get anything at all.

It would be different, if Reinforcement I would give a higfher percentage, but only of your total CORE army strength, Reinforcements II would give the same percentage, but of total Core AND Elite stremgth. and III would give the percentage for total army strength.

The way it is now, Reinforcements I is a good skill, but II and III are not worth the pick.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted November 19, 2012 01:16 PM

If exiting the reputation levelup cutscene too quickly (approximately 1-3 seconds in at most) on an AMD Radeon video card with latest drivers, the game may freeze and subsequently crash.

It appears that the game sometimes incorrectly calculates turn order in online duels, resulting in a hang where each player is shown that the other should move, while neither is able to do anything. Reasons yet unknown, though it may be the result of out-of-sync calculation of Morale.

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted November 28, 2012 10:52 PM

It would be nice if they would return option to turn off conversion animation (it is kind of boring to watch it and canceling it). I belive option was present in beta test, but was later removed.

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Naki
Naki


Known Hero
posted December 06, 2012 11:57 PM

Quote:
It would be nice if they would return option to turn off conversion animation (it is kind of boring to watch it and canceling it). I belive option was present in beta test, but was later removed.

You can turn it off my editing a game configuration text file.

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