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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [HotA] Bugreports. Critical bugs.
Thread: [HotA] Bugreports. Critical bugs. This thread is 29 pages long: 1 2 3 4 5 ... 10 20 ... 25 26 27 28 29 · «PREV / NEXT»
MariusHeroes
MariusHeroes

Tavern Dweller
posted September 23, 2020 12:33 PM

First of all - Earth magic. It should be mandatory on each starting hero .
Second thing, the punishment for the movement should be removed. Why the hell fortress, tower or cove has to pay near double the movement points more than castle, rampart , inferno or dungeon? Its sick.

Same as the slow in mage guild. It should always appear to avoid the situation where you roll 2 or 3 days(including other cities) and still can not get this precious spell although you got earth magic on expert level.

4th, the same guardians on pvp maps. Why my opp has to get 49 nagas, and me got 15 archdevils or 22 angels? There is no balance at all, he will get no looses unlike me. And many many more, about the things that make it only niche game there you can write a book about it.

So hota designers got many problems to solve, but looking for their progress by now i doubt they will ever somehow balance Heroes 3.


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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 23, 2020 12:54 PM
Edited by phoenix4ever at 12:55, 23 Sep 2020.

Your opinion on certain things has nothing to do with bugs.
Maybe write your suggestions in the "Ideas and Suggestions" thread, which they might or might not read.

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MariusHeroes
MariusHeroes

Tavern Dweller
posted September 23, 2020 01:39 PM

so tell me whats the diffrence between the bug and so much unbalanced situations?
Why this hasnt been solved like the punishment for move for some cities? isnt it a bug?
You really think Cove or Fortress that they have to pay 75% more of movement points is not a bug, so tell me what it is? Are those cities strong enough to pay so much for just a movement?

About the disappearing movement points at the end of your movement i wont even mention in situation while you got 70 mp and in next second without taking any turn you got 0...

We all(hope so) try to make Heroes Of might and magic 3 balanced esport game not so niche 90s game for the owners of bad pc's.




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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 23, 2020 01:56 PM
Edited by phoenix4ever at 16:29, 23 Sep 2020.

A bug is something unitentional that developers (or HotA Crew) might not even be aware of.
Example of bugs: Armorer/Air Shield bug, Roland bug, Castle's Lighthouse bug.

What you are describing are simple design choices of original developers. Swamp and Snow terrains will reduce movement greatly, but creatures native to those terrains will get no penalty. If you start mixing troops you will get a penalty though. But that's what Pathfinding, Wayfarer's Boots, Fly and Angel Wings are for.

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Ozymandias
Ozymandias

Tavern Dweller
posted October 03, 2020 02:37 PM

Critical - Persistent/broken boats

Hi HoTA team. Would like to report a bug on version 1.6.1

We were playing online multiplayer private 3-player on on a Allies edit of Maestrom (water-heavy) map.

Boats seemed to be totally messed up:

- I was able to build boats and place heroes in them, however after I sailed away, the empty boat graphic would persist adjacent to the shipyard, and attempting to purchase another boat would trigger "Cannot build another boat".
- My fellow players could not build a single boat even after capturing an empty shipyard; also getting "Cannot build another boat" even when there was no boat there.

I've previously played Maelstrom 10 times on this patch and all boats always worked, so maybe it's a multiplayer issue.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 16, 2020 06:53 PM
Edited by phoenix4ever at 12:08, 29 May 2021.

Some minor bugs, but still nice if they could be fixed:
For some reason you are able to cast Visions several times a day, even though you won't benefit from casting it additional times. (The same is true for Disguise, but that spell is stupid anyway.)
View Air and View Earth can also be cast several times a day. I think if you have already cast one of these spells, additional "casts" the same day should be free, since you already spent mana casting the spell once.

Question to HC moderators:
Could'nt we get this thread stickied?, it's a very important thread imo.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted October 18, 2020 07:21 PM

Cove/Fortress/Stronghold/Tower/Factory(if it will come) doesnt have move penalty if all hero creatures are from native terrain.

You can mix Cove/Fortress troops and your heroes wont slow down on swamp.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 18, 2020 07:28 PM

zmudziak22 said:

You can mix Cove/Fortress troops and your heroes wont slow down on swamp.

Don't you think that's intentional? Unless Cove and Fortress had separate terrains, there is no real way to separate them. Then maybe Cove should have had some kinda new coastal terrain instead.

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Hourglass
Hourglass


Famous Hero
posted October 18, 2020 09:22 PM

I don't see why it shouldn't work like that.

Btw, I'm pretty sure we will not see another terrain being added to the game, as the team once told adding terrains is kinda tedious and long-lasting job.

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FAcup
FAcup

Tavern Dweller
posted October 20, 2020 01:16 PM

I wouldn't say this is a critical bug. But here it is:

On the campaign Horn of the Abyss. On the missing where you have to defeat Casmetra. If before you defeat Casmetra, Bidley dies. You will start the next mission with a level 1 Bidley and he will be missing the horn.

Is it possible to make the mission fail if Bidley dies? Given the next mission also starts with Tark and the other guy whos name escapes me now. Could we also make it so that if any of them die in the Casmetra mission that it also fails.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted October 20, 2020 08:33 PM

All things you mention were only possible in AB/SOD/Chronicles.


If you build Bidley/Jeremy strong, you will have no trouble defeating witch, as she doesnt sit in Castle.
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Rage08
Rage08


Famous Hero
Making it in the real world
posted November 19, 2020 09:16 AM

I really hope somebody can help me with this map editor issue:

Today I tried to open a giant HotA map I started working on years ago.
I've never previously had any issues like this, but after updating to the latest version of HotA, 1.6.1, I can't open it with the map editor.

I went back to my other computer that still has the previous HotA version 1.6.0, and I'm able to open the map, but as soon I try to save it the map editor closes.

For what it's worth, I seem to have no issue opening any other maps.

I'm really worried because I've poured countless hours into this map over the years.


I've copy and pasted the crash log that it generated when attempting to open it with the latest version of HotA:

[HOTA MAP EDITOR CRASH LOG]





HotA Map Editor version: 0.0 build 38



Time

{

  Wed Nov 18 22:53:03 2020

}



Exception

{

  Module: h3hota_maped.exe

  Adress:      0x00429E1B

  Code:        EXCEPTION_ACCESS_VIOLATION

  Flags:       0x00000010

  Information: read of address: 0x00000000

}



Call stack

{

                     ? called from before 0x005027B7

                     ? called from before 0x0050236E

            0x0050234C called from        0x0046EDF9

                     ? called from before 0x0050130B

                     ? called from before 0x1005E4F2

            0x032401BA called from        0x03271247

                     ? called from before 0x7697451B

            0x769744F0 called from        0x76955047

            0x76954CA0 called from        0x76954199

            0x76953F90 called from        0x7696B50F

            0x7696B391 called from        0x7696B37F

            0x7696B2AB called from        0x769B1C26

            0x769B1500 called from        0x769B0AC2

            0x769B07FD called from        0x769B14A0

            0x769B1340 called from        0x769B1306

            0x769B1290 called from        0x769B10B5

            0x769B10A0 called from        0x1004FBB7

            0x025C0033 called from        0x025E0169

                     ? called from before 0x77AC6359

                     ? called from before 0x77DE7C24

            0x77DE7BF5 called from        0x77DE7BEF

                     ? called from before 0x00000000

}



Command Line

{

  "C:Heroes 3Horn of the Abyssh3hota_maped.exe"

}



HKLMSOFTWAREMicrosoftWindows NTCurrentVersion

{

  ProductName:    Windows 10 Home

  CurrentVersion: 6.3

  BuildLab:       18362.19h1_release.190318-1202

}



GetVersionEx

{

  PlatformId  = 2

  Version:      6.2

  Build:        9200

  CSDVersion  =

  ProductType = 1

  SuiteMask   = 768

}



Some values

{

    Last RMG Seed = 0

}




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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 29, 2021 01:14 PM

Maybe sending a file with the mp itself can help others finding/correcting the issue.
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infinitekh
infinitekh

Tavern Dweller
posted June 01, 2021 06:45 PM

Bug Reporting: Misfortune. (anti luck)

Bug Reporting: Misfortune. (anti luck)

Originally, a bug occurs when a unit to be killed is not killed by an unfortunate spell.

Flame shield spells work with different logic when killed or not.

It is assumed that the misfortune spell effect was added later.

If the misfortune spell effect decides whether to die or not, the game reverts to the logic when the unit lived but died.




This article was helped by Google Translator.

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orrinisthebest
orrinisthebest


Known Hero
Invest in your future.
posted June 16, 2021 12:11 PM

I found a very interesting bug today and will share the details below:
After casting fly spell on Aislinn with wings equipped, the hero landed on an unreachable tile instead of the previously shown tile on the road. I tried to get my stuff back by means of other newly bought heroes but since the tile Aislinn sits on is unpassable i had 0 luck. It is like the hero was embedded to the walls of Tower town alongside with my army and artifacts )). Here are the images and the save file which i believe will give the same result in every computer:




SaveFile

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SharDamalis
SharDamalis

Tavern Dweller
posted August 05, 2021 02:24 AM

Hi, I noticed that there was a bug in Heroes 3 that caused the gold bonus not to be given when launching certain games.

At first I thought it was a bug related to an error I could have made on the Skirmish L (homemade template inspired by the Skirmish M), having only observed this bug on this map, but after multiple tests on many different templates (Skirmish L, Skirmish M, Moba(another of my template), Apocalypse, Diamond, Boomerang, Kerbeross, Jebuss cross), I noticed that this bug could appear on all maps.
I then realized that when I was doing my tests I was launching a game with tournament rule active, then one with tournament rule inactive and a last one with tournament rule active again on each template. And I noticed that each time the bug was revealed on the third game.

I then quickly made the connection between the fact that it was after the launch of a game with tournament rule inactive that the bug appeared. I therefore carried out a new test, by launching games with tournament rule active or not. after launching a game with tournament rule inactive. And bingo, with each iteration the gold was missing. I then tried to do it by changing the template between games and bingo again the missing gold.

Therefore, I warn you, avoid launching a game after starting another with the tournament rule inactive. After that, if this happens to you, you just have to launch a game with tournament rule active and then relaunch your game to benefit from the gold.

I have not tested for the other features of the tournaments rules but it is possible that this bug impacts them too.
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currante
currante

Tavern Dweller
posted August 30, 2021 10:06 AM

Hey! First of all thank you every one who made possible this such an incredible mod for hommIII. I disconnected from this game many many years ago and now i find this work. Congratulations!

I installed this game in a m1 Macbook air using windows 10 arm with parallels. Mod works perfectly except for 1 issue: in combats all creatures (it doesn't matter ranged or not or level) deal 1 dmg. Even. I don't know how to fix it, could you help me?
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louweed
louweed


Adventuring Hero
posted August 31, 2021 12:15 AM



From the scenario map "From the depths of Hell", included with HotA

I'm the defender in the screenshot. My AI opponent destroyed my gate, so I cast force field to plug the gap. But the force field seems to have no effect whatsoever, the opponent can just move through it.

Not hugely critical I suppose, I can just cast force field inside the castle walls, where it has the desired effect.

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G06092
G06092

Tavern Dweller
posted September 04, 2021 03:48 PM

1 minor issue from me - Dungeon's portal of summoning is not reproducible. Even if I save the game right before building it, it will choose randomly on each load of the saved game. This is inconsistent with other similar RNG-based stuff like battles (damage, morale, luck, etc.), heroes in taverns, etc.
The same applies for starting a new week - `week of *` can vary as well as the new heroes in the tavern (on the same saved game at the end of day 7).

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Hourglass
Hourglass


Famous Hero
posted September 04, 2021 08:42 PM

G06092 said:
1 minor issue from me - Dungeon's portal of summoning is not reproducible. Even if I save the game right before building it, it will choose randomly on each load of the saved game.

Not sure if it's random with load/save, but even in that situation there are ways the battle against the randomness. I suggest watching the video made by Xenofex.

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