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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [HotA] Pixel reports and other imperfections.
Thread: [HotA] Pixel reports and other imperfections. This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
hippox89
hippox89


Famous Hero
posted July 04, 2014 01:21 AM
Edited by hippox89 at 11:37, 21 Aug 2014.

So this might just be a matter of 'not done yet', but it bothers me that the bard that's dancing in the Mystical Garden now have two different skin colours and two different hair colours depending on the terrain (dirt, grass). The dry field is a nice touch on dirt terrain, tho. Also, a gender should have a whiter skin tone, like the original Mystical Garden's bard have, imo. It also just gives a stronger contrast between the orange hair and the skin, if so, I think.

***small/tiny things, be warned



Maybe it'd look better if the level 5 spell(s) was placed in the open book cabinet? It'd require some editing of the book pile that would otherwise partly be blocking the view.



The left side of the Grotto looks cut by a lazer.



The idle frame of the Storm Element on the adventure map looks kinda melted (like its hand). Its back has a very stright line.



The Hall image of the Pyre looks especially bad. I suppose it's just because of the palette standard used for these images and perhaps the zoomed out perspective, too.

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Enzan
Enzan

Tavern Dweller
posted July 04, 2014 02:01 AM

Confirmed, give all leprechauns darker skin.

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Docent_Picolan
Docent_Picolan


Promising
Adventuring Hero
posted July 04, 2014 05:11 PM

hippox89 said:

The Hall image of the Pyre looks especially bad. I suppose it's just because of the palette standard used for these images and perhaps the zoomed out perspective, too.

Yes, it's because of 256 colors in def palette. Can be fixed only by separation into groups of bmp's. Like it was done with artifact.def.

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heroes_fanboy
heroes_fanboy


Known Hero
posted July 04, 2014 05:12 PM

gatecrasher said:
Cut text in level-up screen. Needs to be two-line text.





I can confirm this issue. I reported it sometime ago too.
____________
My suggestions are JUST suggestions. 1) I didn't mean to make fun of anybody. 2) I can always be WRONG--if that's the case I'm sorry.

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hippox89
hippox89


Famous Hero
posted July 04, 2014 06:44 PM
Edited by hippox89 at 18:46, 04 Jul 2014.

Docent_Picolan said:
hippox89 said:

The Hall image of the Pyre looks especially bad. I suppose it's just because of the palette standard used for these images and perhaps the zoomed out perspective, too.

Yes, it's because of 256 colors in def palette. Can be fixed only by separation into groups of bmp's. Like it was done with artifact.def.


Okay, I see. Even if not 100% done yet, the fixed images of the artefacts has definitely made the game look much cleaner to me. Maybe it's something that people will also notice subconsciously without thinking much about it.

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Midas
Midas


Hired Hero
Touching things...
posted July 26, 2014 02:03 PM

I don't know if this should be posted here, but the HotA original thread said that this thread is for "slight corrections", and I'm not so sure where mine falls into. Or if it should (or could) even be corrected at all.

Anyway, a very slight question.

Why do I get the feeling that the energy elementals are supposed to "teleport" when they move, like Devils and their upgraded counterpart? Having to turn into an energy ball (which looks a lot like a portal) every hex-tile seems a bit inconvenient.

and

Is it just me or is the Storm Elementals' move animation excruciatingly slow if compared to the Air Elementals? I know they're not supposed to move as much (with them being ranged units and all), but just to be consistent with the feel of the Storm Elementals being the "upgrade", perhaps they should move just as fast?

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hippox89
hippox89


Famous Hero
posted July 26, 2014 05:56 PM
Edited by hippox89 at 18:00, 26 Jul 2014.

Midas said:
I don't know if this should be posted here, but the HotA original thread said that this thread is for "slight corrections", and I'm not so sure where mine falls into. Or if it should (or could) even be corrected at all.


I think you have come to the right place with these questions.

Midas said:

Anyway, a very slight question.

Why do I get the feeling that the energy elementals are supposed to "teleport" when they move, like Devils and their upgraded counterpart? Having to turn into an energy ball (which looks a lot like a portal) every hex-tile seems a bit inconvenient.


Well, they are a flying unit. Maybe I don't quite understand what you meant, though. You mean that they would look better if they were to teleport instead?

Midas said:

Is it just me or is the Storm Elementals' move animation excruciatingly slow if compared to the Air Elementals? I know they're not supposed to move as much (with them being ranged units and all), but just to be consistent with the feel of the Storm Elementals being the "upgrade", perhaps they should move just as fast?


Yes, this is true. It's also the same in WoG with Fast Animations enabled. Maybe there's some reason behind it, but I also consider it something that's quite noticeable.

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Midas
Midas


Hired Hero
Touching things...
posted July 27, 2014 05:21 AM

hippox89 said:

Well, they are a flying unit. Maybe I don't quite understand what you meant, though. You mean that they would look better if they were to teleport instead?


Yes, that's what I meant. As you can see in the unit preview (if you left click a unit icon, where they play the idle/move/attack/defend animation) of flying units such as the Phoenix and Fire Elementals that they repeatedly play the move animation (Where the wings flap repeateadly). It's different in the case of the devils, where the move animation simply consist of him bursting in flames, and then reappearing on the same spot.
As you can see, the move animation in the unit preview of the Energy Elemental acts the same way as the devils', but within gameplay, they fly like other flying units (where they flap their wings, or raise hands and teleport and repeat in the case of the Energy Elementals).
I think it would be fitting for the Energy Elementals to teleport instead. No overhaul on its gameplay though right, as I believe teleporting and flying counts as pretty much the same?

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hippox89
hippox89


Famous Hero
posted July 27, 2014 12:02 PM
Edited by hippox89 at 12:11, 27 Jul 2014.

Yes, teleporting and flying is exactly the same thing since there's no gravity spell or something like that to set them apart.

Looking at the Energy Element in the preview window is kinda nuts. Like how he keeps jumping in and out almost repeatedly. Sometimes he only jumps in without going out again and repeatedly so. Maybe it could be fixed so that he would travel in his energy form for a short distance like flying units does in the preview window. I personally like how they fly as a ball, though.

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Freodon
Freodon

Tavern Dweller
posted August 11, 2014 09:24 AM
Edited by Freodon at 23:07, 14 Aug 2014.

Some small things to fix:
- there should be an option to automatically skip pre-battle music every time
- Sea serpents and haspids don't have idle animations
- battle animation speed doesn't save upon exiting the game if it's over 3, it goes back to 3
- fire elemental's walking animation should be changed to something that doesn't look like flying, since it actually walks (or just give them flying ability)
- storm elemental's walking animation's speed should be fixed to that of air elemental's, now it's ridiculously slow
- phoenixes don't use firebird's crying sounds (when dying, attacking or being hit) but I think they should
- If a ship is built in Conflux's shipyard, shipyard's yellow border surrounds also the ship, which is inconsistent with other towns where ships don't increase shipyard's border on mouseover
- maybe titan's missile should get new look, so that it looks different than storm elemental's?
- you described immunity to jousting bonus only for halberdiers, but I think pikemen also have it
- storm elementals and ice elementals were supposed to have no melee penalty but due to a bug they don't have it, maybe you should add it? Would be a problem fitting it in description though This is quite a serious issue because you actually downgrade a creature's melee damage on upgrading, although same could be said about master gremlins, who should also have no melee penalty IMHO
- maybe beholders should get no penalty for shooting through siege walls, just like archmages? They also use laser beam
- I think if a creature takes 2 hexes on the battlefield, it should be described as "Large size" in its description
- diamond golems look to the left on adventure map, but they should actually look to the right, since they aren't upgrades of gold golems
- blacksmith in Inferno town should have its look changed in build selection menu in Town Hall because it looks different once built (model is rotated). Same thing about tavern/brotherhood of the sword in Castle
- azure dragon's breath could use a graphical revamp, it's just blue pixels now
- if you upgrade city hall in necropolis, conflux or rampart, it's outline animation is much faster than any other buildings in any town. This bug from original game should be fixed
- there is no Cove random background at single scenario selection menu
- you should make a special movement cursor for devil's and nymph's teleportation, just like gogs and liches have unique cursors for their ranged attacks
- it would be very convenient to have mouse wheel scrolling in scenario selection menu
- bug from original game: Stables built in the Castle have broken gold outline continuity in upper right part of the roof
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 11, 2014 01:09 PM

Freodon said:
- battle animation speed doesn't save upon exiting the game if it's over 3, it goes back to 3

That seems to be a bug introduced in 1.3.3 version, while we wait for 1.3.4 try this

Freodon said:
- storm elemental's walking animation's speed should be fixed to that of air elemental's, now it's ridiculously slow

Strongly agree.
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gatecrasher
gatecrasher


Famous Hero
posted August 11, 2014 02:30 PM

Freodon said:
Some small things to fix:
- there should be an option to automatically skip pre-battle music every time



--> HD mod

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nik312
nik312


Promising
Famous Hero
posted August 15, 2014 09:57 AM

Quote:
- fire elemental's walking animation should be changed to something that doesn't look like flying, since it actually walks (or just give them flying ability)


They fly low enough not to give an impression, that they can fly over obstacles. And yeah, we don't have original 3d models, so we cannot change animation of old units without remodelling 'em from scratch.

Quote:
- storm elemental's walking animation's speed should be fixed to that of air elemental's, now it's ridiculously slow

Already fixed in 1.3.4

Quote:
- maybe titan's missile should get new look, so that it looks different than storm elemental's?

Why would it look smth different? These are both lightning bolts.

Quote:
- you described immunity to jousting bonus only for halberdiers, but I think pikemen also have it

No they don't

Quote:
- storm elementals and ice elementals were supposed to have no melee penalty but due to a bug they don't have it, maybe you should add it? Would be a problem fitting it in description though  This is quite a serious issue because you actually downgrade a creature's melee damage on upgrading, although same could be said about master gremlins, who should also have no melee penalty IMHO


That's already a feature, not a bug. You should estimate the profitness of upgrading such creatures and then decide if you need such ranged units or not. Usually, on most stages of the game
the answer is NOT. Master-gremlins, however, are an exception as they are the major stack of Tower on 1-2 week.

Quote:
- maybe beholders should get no penalty for shooting through siege walls, just like archmages? They also use laser beam


Unneccessary line of text in changelog. The game logic is not that consistent anyway (why on Earth would laser/plasma beam pierce stone walls at all?)..


As for everything else - can't comment on it for now. Some of it might be decided as a bug, some - not.


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Piotras
Piotras

Tavern Dweller
posted September 01, 2014 04:22 PM

New combined artifacts

I would like to come out with a new idea. In HotA there are three new combined artifacts that perfectly fill the gap left by H3 creators. I have followed this thinking and discovered another gap.

The Necropolis set of four artifacts improving primary skills (Blackshard of the Dead Knight, Shield of the Yawning Dead, etc.) combine to the powerful Armor of the Damned. The similar analogy can be observed in case of the Tower set: Titan's Thunder and for the Castle set: Angelic Alliance.

I think that there should be 7 new combined artifacts added in HotA, one for each corresponding castle uncredited so far in this post. I have already made an effort of inventing their names, bonuses and descriptions. I also have a vision of their graphics and a friend who can draw them. However, there is too many information to write it all down in one post here.

In case anyone from HotA team find this idea interesting, I would like to discuss it in more details by e-mail.

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hippox89
hippox89


Famous Hero
posted September 04, 2014 07:45 PM
Edited by hippox89 at 19:50, 04 Sep 2014.

I noticed that some heroes have an inconsistency between what class they are and how they look on the battlefield. For example, Isra is a Death Knight and on the adventure map he is also represented as such, but on the battlefield he is represented as a Necromancer instead. Another example could be Lacus (Planeswalker).


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nik312
nik312


Promising
Famous Hero
posted September 05, 2014 03:34 PM

hippox89 said:
I noticed that some heroes have an inconsistency between what class they are and how they look on the battlefield. For example, Isra is a Death Knight and on the adventure map he is also represented as such, but on the battlefield he is represented as a Necromancer instead. Another example could be Lacus (Planeswalker).




The in-battle look of a hero depends on its sex and not on class

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hippox89
hippox89


Famous Hero
posted September 05, 2014 06:09 PM
Edited by hippox89 at 18:33, 05 Sep 2014.

Ah, I see, of course. I should have noticed that.

Anyhow, you would have to have 4 different defs of heroes per town if you really wanted a consistency that would make sense between the look on the adventure map and on the battlefield and the hero class. So, one female and male of the Might class and one female and one male of the Magic class, per town. It would probably be very hard to make them look distinctive enough, though.

Anyway, now that I know the reason behind it, I'm perfectly fine with how it is.

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hippox89
hippox89


Famous Hero
posted January 01, 2015 07:14 PM
Edited by hippox89 at 19:21, 01 Jan 2015.



There's a shadow underneath the Satyr's right hand that shouldn't be there.



I cannot sense the Pikeman/Halberdier's right hand as more than a blob. Maybe it would be possible to add some curvatures in the leather glove?

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Macron1
Macron1


Supreme Hero
posted January 01, 2015 08:47 PM

hippox89 said:


There's a shadow underneath the Satyr's right hand that shouldn't be there.


Lol, he's holding a flute.

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hippox89
hippox89


Famous Hero
posted January 01, 2015 09:18 PM
Edited by hippox89 at 21:20, 01 Jan 2015.

Sorry I don't get the point, Macron1? You mean you didn't realise it was a flute? I can only guess what you might have meant...

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