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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Beta-Bugs - post bugs from the beta here.
Thread: Beta-Bugs - post bugs from the beta here. This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Steyn
Steyn


Supreme Hero
posted June 10, 2015 12:26 PM

- During week of the storm creature can use their ranged attack, despite the description of the week's effect.

- Sometimes killed enemy stacks keep standing as if they were still alive. Fortunately they still count as dead

- I could not transfer my small pyramid (though this could have something to do with the incredible sluggishness of the beta on my crappy laptop).

- After attempting to transfer the small pyramid, all warfare unit slots on both heroes seemed filled with pyramids.

- End turn button sometimes does not work (I have seen someone reporting this earlier already).

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cleglaw
cleglaw


Famous Hero
posted June 10, 2015 02:49 PM

once artifacts start to dissapear, you wont have more then one artifact. it continues to dissappear everytime you wear another artifact.

calling troop spell is not working properly.

sometimes you cast water spells with luck, like you have destiny that  oriented ability, "flicking magic" or something named like that, it behaves like you have that. frost bolt sometimes inflicts with good luck, tons of extra damage over this bug.

in 4 player map, with playing 3 other ai, after second month, passing turn sometimes gets stucked in first ai, turn never ends and you have to load your game.

in small battlemaps, like the ones close to bridge between player 1 and player 2, gets stuck at tactic phase.

immune to fire damage says fire elemantal, but when you fght with fire elemental vs fire elemetal, it still hits, and not immune.

diplomacy related "low price recuiting elements" doesnt make any difference at all.

in some games, haven hero doesnt get triple shot with ballista.

....

this buglist is endless or something close to that, i can go on and on and on if i take my time!

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Lordgraa
Lordgraa


Promising
Famous Hero
The Whisperer
posted June 10, 2015 03:30 PM
Edited by Lordgraa at 15:34, 10 Jun 2015.

Missing features:

- the well known "kingdom overview" where you could check all your towns/heroes/creatures/growths/incomes and also recruit creatures

Kingdom overview (Heroes III)
____________
World of Heroes (Czech fansite)
The Shadows Over Ashan (H7 community DLC)

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Minastir
Minastir


Promising
Famous Hero
posted June 10, 2015 03:35 PM

Steyn said:
- Sometimes killed enemy stacks keep standing as if they were still alive. Fortunately they still count as dead

Welp, not all the time, I have killed stack of creatures but it was still "alive" even with the number of creatures but I couldn't attack it and kill it because it was "dead", therefore i couldn't finish the battle

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Steyn
Steyn


Supreme Hero
posted June 10, 2015 05:15 PM

When I moved my hero without troops from the town garrison to visiting, it turned into a peg, lost its portrait in the UI and didn't gain movement points anymore. I could however still finish the old movement points when I didn't switch to the 2nd hero that still worked normally.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 10, 2015 05:19 PM

Too

many

bugs...


____________
It is with a heavy heart that I must announce that the cis are at it again.

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ChrisD1
ChrisD1


Supreme Hero
posted June 10, 2015 10:41 PM

kiryu133 said:
Too

many

bugs...




for bugs to exist, a certain amount of finished work must take place. this beta is just un-f*cking-finished!!! what were they thinking? aren't they ashamed?

so my hero who has no access to master offence has been offered it via random level up. when  i pressed it, besides that i didn't get the might bonus) it wrote level 0 batlemage! -.-
my pyramids shoot 7 times per round!!! WTF???i have expert warfare but what is going on??
i'm amazed by how surprised i can still get playing this beta! i mean really!!
____________

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Maurice
Maurice

Hero of Order
Part of the furniture
posted June 11, 2015 10:42 AM
Edited by Maurice at 14:20, 16 Jun 2015.

Some more (perhaps some have been reported before, I don't know):

- Paragon experience bonus doesn't seem to work properly. My Hero had Expert Paragon, which should have added +40% extra experience. Furthermore, it had the Expert Governor perk that gave all Heroes within the Governor's town a +30% experience bonus. However, when I picked up a treasure chest within the area of control of the town governed by that Hero, the yield was less than expected. The default value would have been 500 experience, but it was boosted to only 780. 780 = 500 * 1.3 * 1.2, where the 1.3 is due to the Governor perk and the 1.2 due to one of the Paragon tiers. It should have been 500 * 1.3 * 1.4 = 910 experience;

- At Paragon 3, the bonus seems to be gone completely. I picked up another chest within the Town's sphere of influence when I was at that skill level and it offered me a base 1500 exp. Selecting it, it only yielded 1949 experience. 1500 * 1.3 = 1950, where 1.3 is the boost from the Governor perk. It should have been 1500 * 1.3 * 1.4 = 2850 experience instead;


Edit: Paragon is working as intended, it is just displayed very odd. Each level of Paragon adds +10% experience yield, but on mouseover of each level, the game says that that particular tier adds the full bonus (so at 2 tiers, each tier is shown to add +20%, and at 3 tiers each tier is shown to add +30%).

- Also, as can be seen, the game uses some very weird truncation and/or rounding in its calculations. 1500 experience boosted by 30% is 1950, not 1949! I've seen weird values like these before, for instance with the Architect perk and corresponding Gold costs for buildings: a 20% reduction results in a cost of 7,999 Gold for a building that normally costs 10,000 Gold to build;

- Annoyances during AI turn:
--- No minimap;
--- No resource bar;
--- No progress bar on enemy turn;

- Movement cost weirdness: one of my Heroes can't pick up a pile of resources because he has insufficient movement points left, but he can still move 1 tile ahead (on grass, not on road) and pick up an Artifact that's lying next to that resource pile;

- Some abilities allow targeting along a line, which is then drawn across the battlefield. I tried targeting a cell along the perimeter on the opposite side of the battlefield to draw a line towards it, but the game disallowed it. I could, however, target the cells adjacent to the one I wanted to, on either side. As such, it seems you are somewhat restricted in the possible lines you can draw for those abilities (in this particular case, it prevented me from hitting two units adjacent to one another);

- I tried to tag a mine with one of my Heroes, but he just fell short of it, lacking enough movement points. I then moved up with another Hero who still had enough movement points to tag it: that Hero stopped behind my previous Hero, but tagged the mine in front of it, keeping its movement points that it would otherwise have lost due to the additional movement required if the other Hero hadn't been there;

- "Week of Treasures: All creatures with Construct or Undead ability get 2 additional points on all stats." I have an image of it: linky. The name of the Week doesn't correspond to the actual effect;

- I can hire a Hero that I already hired in the first week of play. See here how Heroes7 attempts to clone Heroes (and yes, it succeeds there);

- Hero targetting is messed up. I had 3 Heroes on a north-south line in close proximity but when I tried to target the front Hero with the one at the end of the line, the tooltip kept showing the Hero in the middle. It was simply impossible to target the Hero at the front, even when I moved that Hero in the middle to the side about a tile or two. I had to move him away quite some distance before I managed to target the front Hero. The Hero in the middle was Asad, if it matters anything;

- First Aid Tent and Small Pyramid weirdness, part 1: configuration is one Hero with a First Aid Tent, one Hero with a Small Pyramid and two without any Warmachines other than the default catapult. Open the Hero screen (Paperdoll where you also (un)equip Artifacts) and switch between the Heroes displayed at the bottom. After selecting a Hero with a Tent or Pyramid, it will keep showing that Tent or Pyramid in the paperdoll of the Heroes who don't have them - you can even mouse-over them to check their tooltips and such;

- First Aid Tent and Small Pyramid weirdness, part 2: When two Heroes meet, I found it impossible to trade the Small Pyramid or First Aid Tent, even if the receiving Hero didn't have either of them. I could click them (at which point the icon faded out a bit), but I couldn't drag and move them to the other Hero, even if the empty box for Warmachines lit up with a white border;

- First Aid Tent and Small Pyramid weirdness, part 3: When two Heroes meet and one has the Tent, the other the Pyramid, and then try to trade either to the other Hero, you can click it. The icon of the Warmachine will appear on your cursor as long as you hold it, but after doing this once, the next time you click-and-hold, it will show the previous one. So, if you first click the Tent and then the Pyramid, the Tent will actually show on your cursor and vice-versa;

- First Aid Tent and Small Pyramid weirdness, part 4: After going through these weird issues described above (which involved all 4 of my Heroes), a few turns later I noticed that all 4 of my Heroes suddenly had First Aid Tents and Small Pyramids, even if I only ever bought one First Aid Tent and one Small Pyramid across all of them. I accessed each Hero directly from the adventure map to check, I didn't select them in turn in the Hero screen in order to avoid the issue described in part 1;

- When zooming in and out on the adventure map, the flag over the head of the selected Hero changes size. When you zoom out, it grows very large and then recedes somewhat. If you zoom in after that, the flag recedes until it becomes so small, it becomes impossible to see it anymore;

- One of my Heroes learned Novice Fire Magic. However, even if the Novice bar was highlighted, the Perks didn't show up (image) even if the skill description on the right did show them. I had to exit the skillwheel and reopen it to see the Perks as they should have been;

- Building link in the Building Screen (Academy) is somewhat convoluted for the Thieves' Guild. The Marketplace is the only prerequisite, but the connecting line passes underneath the Fortification 1 and Fortification 2 icons, giving the impression that those are prerequisites too, while they aren't;

- Water Shield animation is displayed towards the original facing of the stack with that buff on the battlefield (so attackers facing right and defenders facing left), regardless of actual orientation on the battlefield between attackers and defenders. One of my stacks with that buff attacked an enemy unit in the flank, so my stack was at the bottom, while the enemy was at the top. Yet, when the enemy stack retaliated, the Water Shield visual was displayed towards the right of my stack and not towards the enemy stack;

- I haven't found a way to create a Caravan from external Dwellings to my Town;
Update: The issue is actually that the specific external dwelling has been positioned just outside the area of control. But this points to another issue: flagged buildings and mines and such do not indicate under the control of which Town they fall;

- Building the Academy building that provides extra spells doesn't trigger Garrisoned Heroes to learn the new spells provided through it. Moving that Hero to the Visiting slot doesn't remedy this, the Hero actively needs to leave the Town and re-enter it to learn the new spells;

- When the Spellbook is highlighted on the button bar (yellow circle around it), it not only prevents the use of the "End Turn" button, but also the "Exit Town" button. The hotkey "E" works, however;

- The default logging in the top left list strange things (see image). Towns and adventure map objects "receive" and "lose" buffs, you actually get reports of enemy Heroes when they gain or lose buffs and sometimes as shown in the image you get weird entries like "mName" gaining something;

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draco
draco


Promising
Famous Hero
posted June 12, 2015 01:33 AM

Not sure if it is a bug or intended, but it feels overpowered.

You can upgrade your army at external dwellings, just upgrade the dwelling leave and come back.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted June 12, 2015 10:54 AM
Edited by Maurice at 14:23, 16 Jun 2015.

Maurice said:
- The desktop icon shows only a few pixel lines from the middle of the icon, the rest of the icon is invisible (this persists after a reboot);


I know it's somewhat awkward to quote yourself, but I'm making an exception here. This thing actually is no bug at all! Yesterday I finally identified what the icon really is: it is the word "HeroesVII" while the rest of the icon is completely transparent. The word itself is barely readable on my monitor, so I mistook it for a garbled, mutilated icon.

Anyway, found some more issues on my playthrough yesterday. In no particular order:

- In a dual-monitor setup, it's impossible to display the game on the second monitor in Fullscreen mode or Maximized Windowed mode. Whenever either of those modes is selected, the game will revert back to the primary monitor;

- Even if the primary monitor does not display the taskbar at the bottom, the Maximized Windowed mode is unable to take the native resolution of the monitor (1920x1080) and instead will revert to a lower resolution of 1825x1027, leaving unused space around the game window;

- Whenever you have automated units (First Aid Tent, Small Pyramid), the game does not consider the lack of user control when it comes to displaying the message that it's the last chance for your Hero to act. The message comes with the last unit to act, but that is at a moment where you no longer get any control during that particular turn;

- Probably due to resolution switches, but I managed to get wonky behaviour with how the skillwheel was displayed. This image shows some weird issues on the WarCries skill, Expert and Master levels are messed up. Also, compare this image with this one, for differences. Icons of Perks kept flipping around and skill bars kept flickering all the time. Somehow, after an unvoluntary restart of the game the issue resolved itself; since the crash was likely due to resolution changes, they might have caused this weird issue too;

- Artifact weirdness: I had an Amulet equipped from the Elven set, when I acquired a Circlet to go into the headslot. However, as soon as I did, the icon (and tooltip) in the headslot changed to that of the Amulet - which therefore appeared to be equipped twice. I first unequipped the headslot item, which turned out to be the actual Amulet. I then unequipped the Neck item: the item itself changed its look to that of the Circlet, while at the same time a red square appeared on top of the circular Neck slot. I re-equipped the Amulet and closed off the Hero screen, after which I opened it again - and found the Circlet missing from my inventory. The Amulet I had equipped was once again in the backpack, at the slot where the Circlet was before I closed it. The Neck slot was empty again, despite me having equipped the Amulet there before closing the window;

- I had 2 items from the Elven artifact set and my Hero gained the 2-piece set bonus. However, the message log stated the following: "Aali learns No Name for H7Items.Abilities.A_ElvenCraftBonus1_Ability (Arch)". Proof of that missing info;

- I thought creatures would accumulate in external Dwellings, but that doesn't apply to Elemental Confluxes. Not sure if that's intentional however;

- Combat annoyance: because the game doesn't remember the setup of the battleline from combat to combat, a full army usually ends up with a few units benched because the default layout doesn't allow all units to be deployed. You have to manually adjust the line up to make room for the benched units - every combat;

- The Coolcam sometimes tries to show the coolness of the action from behind the First Aid Tent. However, since the First Aid Tent lacks any form of transparency, you end up seeing nothing else but that First Aid Tent;

- When you try to recruit units at the Elemental Conflux and you lack the resources to buy both of any of the available Elemental types but have enough to buy just one of them, the "Recruit" button and quantity selection slider are greyed out. You can only recruit that single Elemental through the "Recruit All" button. However, this may recruit a single Elemental of a different type than the one you wanted to get (Fire instead of Earth or something). Of course, I have an image of that greyed out button;

- Paragon skill was changed in the patch. Coming from +20% per rank pre-patch, post-patch it indicates a +30% increase in experience. Yet, it still doesn't work. I picked up a chest for 1500 experience, while my Hero had the Paragon 3 skill and she only gained 2047 experience. That's like 36.5% extra experience instead of 90%, which would put the individual Paragon bonus levels to ~12% instead of 30%;
Update: works correctly, just displayed odd. See my previous post in this topic.

- No clue why, but when I attacked enemy Heroes who showed as having only 1-4 Cabirs or only 1-4 Golems on the adventure map, the Heroes simply vanished in a poof of smoke without combat;

- As soon as you enter the Area of Control of another player, you get to see the field of view of that player during his turn (everything that player has explored up to then);

- The AI sucks, even on normal difficulty. Even after 3 months ingame time, there are still resources and artifacts lying around in his territory, despite those items being unguarded;

- The AI doesn't select spell school specialty. This is noticable when you capture an AI controlled town. However, since spell school specialty determines spell chance (or at least, it's supposed to, right?), it is not considered while the AI builds its Mage Guild up to level 4;

- After capturing an enemy Town, a flag of that player kept being displayed at the base of that Town. Image of the flag;

- After capturing an enemy Town, mines within the Area of Control don't automatically revert to your control. You have to tag each of them to gain control. Not sure if this is intentional or not;

- In some terrain, the grid doesn't show during combat. This makes placement of units during the deployment phase and movement during battle somewhat tricky;

- My Hero used a teleporter ... and ended up doing a 90 degree backflip while on the destination teleporter. She reverted back to normal position once I moved her, but it sure looked weird;

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ChrisD1
ChrisD1


Supreme Hero
posted June 12, 2015 12:00 PM
Edited by ChrisD1 at 12:01, 12 Jun 2015.

-Golem is way too small.
-Chests give 0 gold or 1500/1000/500 xp.
-Piles of gold in the open are distributed funny(4 gold,2 gold,5000 gold).
-Master of magic grandmaster does not work.
-Pretty sure nothing works and the tooltips don't show.
-I got offered master offence when my skillwheel doesn't allow it via random level up.
-My small pyramid shoot 7 times or more!!!!!

Someone please make these things known because for some reaaon I'm not allowed to post at the official forum about heroes 7...
____________

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draco
draco


Promising
Famous Hero
posted June 13, 2015 04:28 AM
Edited by draco at 04:48, 13 Jun 2015.

Another bug /poorly designed feature

Week one should not be a "week of" the last two games I started week one was week of plague (or equivalent) and the second time all mines provided half.

Neither was too damaging but it still shouldn't happen.

Also if your governor has Town Planner skill, the building screen shouldn't close after your first purchase

I tried to cast instand reinforcements and the game game me an error message I had no towns with town portal.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted June 13, 2015 03:42 PM
Edited by Maurice at 14:25, 16 Jun 2015.

And another batch of crazy bugs!

- I've found two Glove artifacts, that are of the "Ring" type. One can be found here, the other here. Both of these really have to be equipped in the Ring slot;

- Picking up Artifacts from your backpack to equip on the paperdoll is extremely shaky. When you click and hold, you usually end up with another artifact on your cursor than the one you clicked on, yet it has to go in the slot of the artifact you intended to move. Actually equipping the artifact under your cursor opens up a pandora's box of possibilities, most often leading to the loss of one or more artifacts (especially if there's already another artifact in that slot);

- Implosion deals a ridiculously low amount of damage. With my Hero at Master Prime Magic, it dealt a whopping 9 damage. Furthermore, the effect says it draws any units within a 3-tile radius towards the unit, yet two enemy stacks within 3 tiles of it are unmoved, despite there being enough room for it. The spellbook shows even less damage, so I might actually be happy it even dealt 9 damage ...

- For unknown reasons, my Small Pyramid started shooting random tiles at some point in the game, most often empty tiles, sometimes nowhere near any unit, be it friend or foe. It kept doing that from then on in any battle I fought, making it completely useless;

- There's an Artifact on the 4-player map that I can't pick up, because according to the game, I cannot move there. Yet, it seems to be perfectly out in the open, not to mention that I just want to pick it up, not move to its actual tile;

- At some point in a battle, two enemy Cavalier stacks were side by side. I moved my Rakshasa Rajas adjacent to both stacks and attacked. According to Sweeping Strikes, both targets should have been hit, yet only the one I actively attacked took any damage. The other seemed to go completely off the hook. In this image, you can see the result of the very first and only attack I made in that battle at that point, which was supposed to be the Sweeping Strike. As can be seen, only one stack took damage and suffered casualties, the other was unharmed;

- For some unknown reason, Towns and Forts no longer show up on my minimap. I can toggle the option for them to show or be hidden all I want, it doesn't change anything, they remain completely invisible on the minimap. On this screenshot, I captured and rebuilt both the Fort in the northwest region as well as the southwest region and I owned both towns in those same areas. Yet, the minimap doesn't show them;

- After the patch, I continued a game I was running and I happened to have a Hero garrisoned in my main town. Since they changed the mechanic of how garrisoned Heroes are handled (they now show up on the Hero bar at the bottom of the screen), this particular Hero got completely messed up: I couldn't target it anymore other than moving it out of the Garrison and then leaving town (it defaults to controlling that Hero), it didn't show up on the lint with the Heroes and when I did manage to open its personal Hero screen, I saw this. The Hero itself had turned into a rectangular object, partially white, partially blueish purple, as can be seen in the screenshot posted with regards to lacking the Town and Fort icons on the minimap. Strangely enough, when "meeting" that Hero with another Hero, she showed up completely correctly, as would normally be the case. She remained bugged in any other form and shape, however;

- The infinite turn syndrom seems to be triggerable far too easy. It seems to occur especially when you get close to a strong border guard (or actually defeat it), separating your territory from that AI player's territory. I've also ran into it while I wasn't anywhere near any borderguards, but since I couldn't see what the two remaining AI players were doing (no map reveal cheat codes?), it could be that one was threatening the territory of another. Once you've ran into it, however, that particular AI player will have a turn that lasts for eternity, effectively blocking any progress in your game;


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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 13, 2015 03:54 PM


____________
It is with a heavy heart that I must announce that the cis are at it again.

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dark-whisperer
dark-whisperer


Famous Hero
Darkness feels no mercy
posted June 15, 2015 09:41 AM
Edited by dark-whisperer at 09:45, 15 Jun 2015.

I have problem with saves and endless AI turns.
When I load save sometimes I loose a hero. It appears as blue and white square on the map and hero screen shows big red square where hero should be. Stats are missing too. I guess that happens when you leave hero in town but not every time so I have hard time pinpointing exact circumstances. That brings me to another thing. Is there a way to dismiss your hero?
After a while game becomes unbearably slow so I'm forced to exit and reload. After few turns AI is stuck in endless turn which cannot be solved by reloading any saves I made (autosave or my manual save from previous turn or turn before). Did this happen to anyone else? This essentially makes large map unplayable because I cannot finish it in one sitting because of length and accumulating sluggishness and if I save and try later game just get stuck.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted June 15, 2015 11:22 AM
Edited by Maurice at 11:36, 15 Jun 2015.

dark-whisperer said:
After a while game becomes unbearably slow so I'm forced to exit and reload. After few turns AI is stuck in endless turn which cannot be solved by reloading any saves I made (autosave or my manual save from previous turn or turn before). Did this happen to anyone else?


I haven't experienced any real slowdowns, but I did run into the "endless AI turn" issue a couple of times. The only way to remedy this was by loading an older save game and taking a different course of action up towards the moment of the infinite turn.

Anyway, another batch of bugs collected over the weekend:

- In one particular battlefield setup, one of the battlefield obstacles was actually inside my deployment zone. It had a few effects:
--- I could no longer deploy my undeployed units, clicking them on a tile on the battlefield simply didn't do anything;
--- I could not relocate deployed units to other tiles on the battlefield, because I couldn't target any of them, let alone drag-and-drop them in another tile;
I have two screenshots of this, one after somehow managing to pick up the stack of Archmages, who were positioned on top of the rock pile shown in my deployment zone and another one, made after clicking the "auto-deploy" button. Notice the purple highlighted tile as if a unit is located in it, while no unit is present, as well as the message that I can't place a unit in an area which should be available;

- At one point, I wanted to teleport my Hero back to one of my towns, but while casting it, it showed it wanted to teleport the Hero to another Town than the one I intended. So I cancelled the spell, moved the Hero closer to the desired Town and then wanted to try again. I couldn't, because the game told me I had "already cast a spell this turn". Ehh, no, I cancelled the previous attempt instead of casting it;

- During the game, I destroyed a Fort owned by player 2, an AI player and then built one of my own in its place (an Academy Fort). On its turn, it recaptured the Fort, destroyed mine and rebuilt the Haven Fort. Yet, the text "You rebuilt Haven Fort" appeared in the log during player 2's turn, as can be seen here;

- Careful mouse movement may highlight an enemy creature to attack, without the actual destination tiles of your creature getting highlighted. This may be an issue for Large creatures, I didn't analyse this issue any further as it is actually happening only in a very small area of mouse cursor positions on the enemy stack;

- I encountered two issues with respect to AI controlled Hero experience:

-- During combat, I defeated an enemy Hero. She managed to kill one of my units, so she gained experience, as can be seen here. However, note that she only gained +414 experience and according to the window, she also gained a "Level up!" despite ending up at 5826 experience out of 8000 needed for the next level up. Either the "Level up!" message is incorrect, or the displayed number of experience is incorrect;

-- Whenever I defeat an enemy Hero, there's quite some spam on the adventure map indicating all sorts of level ups and stat increases. In this image, I've just defeated an enemy level 2 Hero who carried only a few units, so my Hero gained very little experience;

These two combined give me the impression that the game saves the level up notifications for enemy AI Heroes until I actually meet them in battle and then indicate those level ups in the post-battle window. Furthermore, it erronously then lists all the stats boosts and level ups of my Hero in the adventure map;

- Another odd thing I noticed was that the enemy AI didn't fully deploy his army. As can be seen here, it can be seen that the AI didn't deploy 17 Chaplains and 25 Guardians, even though he had ample room on his side of the battlefield. In this case it wouldn't have mattered much, but it's silly to keep part of your army back, losing them completely upon defeat;

- After capturing a town, the post-battle window showed two stacks on the AI side of the battle, which had a quantity of 0. Neither of those two stacks were present on the battlefield, but as can be seen, the game did acknowledge their invisible presence;

- Air Elementals seem to be unable to target Rakshasa Raja's during battle. Whenever they want to attack them, a message pops up above the Rakshasa Raja's head, stating "Cannot target this", which is then followed by the Air Elementals taking a defensive stance, as can be seen in this screenshot. Other targets are attacked as normal, but you can easily manipulate this bug to lock down Air Elementals pretty good;

- Another message carried over from an AI player turn. Apparently, the icon on the right on this image is actually intended for AI player 2, but erronously attributed to me, even though I was the conqueror of said town;

- Mouse-over in the Academy townscreen on the button for the Inscriber actually yields an empty string, "undefined[[]". It can be seen here;

- The position of the Fire Pit in the Academy Townscreen is at roughly the same spot as the "Recruit" button on the creature recruitment screen. If you click the "Fire Pit", you also automatically click the "Recruit" button with that same click if your mouse cursor is at the right spot, causing you to recruit the then highlighted unit as resources allow. Furthermore, all creature images are actually shifted sideways somewhat, by about half width of such an image, which pushes the rightmost one partially out of the game window. Screenshot as proof, made on the 4th attempt to reproduce this bug. At this point, the Archmages got auto-recruited;

- Far worse, in the same fashion the location of the Priory in the Haven Townscreen is in roughly the same spot as the "Recruit All" button on the recruitment screen. The click-through effect as described above also occurs here, but in this case with all creatures available. Here, too, the creature images get shifted, but here they get shifted a full width of such an image;

- Another odd thing with regards to the "Recruit All" button is when the recruitment screen also displays creatures from external dwellings within the Area of Control of a town. Clicking the "Recruit All" button will then only recruit 7 creatures, starting from the bottom right working backwards through the lines, leaving the first creatures in the top left unrecruited. This happens even if those creatures can stack with the ones already recruited;

- And to continue with the "Recruit All" button, sometimes it doesn't work at all, even though resources are available to hire more of the available creatures;

- What caused this bug is shrouded in mystery, but at one point in the game I entered the Hall of Heroes and was greeted with this. I could recruit all those bugged Heroes for the amount listed, but none of them actually showed up;

- A stupid typo: Marksmans instead of "Marksmen", really?

- I think I mentioned it before, but the markers for Creature Dwellings, Towns and Forts appeared to have vanished from my minimap. In fact, they're not, but I just didn't see where the game had positioned them. They actually are displayed at the very center of the minimap, all piled on top of eachother;

- This one is not a bug, but a nice gimmick. Who says UbiSoft doesn't have a sense of humor?

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ChrisD1
ChrisD1


Supreme Hero
posted June 15, 2015 12:43 PM
Edited by ChrisD1 at 15:42, 15 Jun 2015.

I remember posting relentlesssly bug reports for heroes 6. Super detailed lists with every bug i could dig up. Liches' dark embrace(15 percent vulnerability to dark magic) still doesn't work.. Same as their active ability..
Ubisoft is the problem here. Not limbic,not blackhole.
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dark-whisperer
dark-whisperer


Famous Hero
Darkness feels no mercy
posted June 15, 2015 07:28 PM

ChrisD1 said:
Ubisoft is the problem here. Not limbic,not blackhole.


What do you mean? Ubisoft is somehow preventing their own developer in fixing reported bugs?

Blackhole either didn't have enough time to fix bugs or didn't know how to fix them. I'm guessing its mix of the two. I believe that some of the bugs from HVI would never be fixed no matter how much time BH got simply because they didn't have enough experience and knowledge.

On the other hand I have faith in Limbic that they actually know what they are doing and that we will get mostly bug free release and quick patches for remaining issues after release.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted June 16, 2015 10:30 AM
Edited by Maurice at 10:50, 16 Jun 2015.

Yesterday I finished the 4-player map against 3 AI players, concluding my beta testing. Here's my final report, although I rightfully admit that throughout testing I skipped a few smaller issues when I had the idea they were the consequence of a larger issue.

- The Shrine of the Seventh Dragon doesn't subtract the amount of resources it shows. First of all, this screenshot shows it is going to subtract 25 Starsilver and 0 (?) Gold. However, after using it, it only subtracted 1 Starsilver. Compare the amount of Starsilver in my stockpile in the above screenshot, to the one after using it in the follow-up screenshot;

- Initially I reported that icons of Towns, Forts and external dwellings had vanished from my minimap, only to correct that to say that they had all been piled up in the center of the minimap. The above screenshots show this effect;

- Coming up through a subterranean Gate while there are guards at the entrance a tile away causes the Hero to get "stuck" between the Gate and the guards. The Hero is unable to return to the subterranean area, because the cursor changes to a sword icon when hovered over the Gate and clicking it results in the text "Cannot move there". The only way to remedy this is to remove the guards somehow (can even be done with another Hero). After removal of the guards, the Gate is once again usable as expected;

- The Teleport spell has some major flaws with respect to Large units and I've found that it can actually be used to make stacks invulnerable as long as they don't move. As seen in this screenshot, I've teleported some Rakshasa Rajas partially on top of a stack of Archmages. Note that the Rakshasa Rajas have occupied the topleft cell of the 2x2 block of the Archmages; this topleft cell seems to form some sort of anchor to the battlefield on which large units can be targeted and this is irrespective of the facing of the unit (it also counts for your own units). That this cell has particular value can be seen in the next screenshot. My Titans are unable to target the invulnerable stack of Archmages on the battlefield, but when I mouse-over on that stack on the initiative bar, the 2x2 bar suddenly gets centered on the topleft cell. Attacking it is impossible, however, even through clicking on the Archmage's portrait on the initiative bar. And as can be seen here, the Archmages have even become invulnerable to AoE spells. In the image, my Rakshasa Rajas and my Gargoyles are hit with Circle of Winter, yet the Archmages on which it is centered are not displayed in the damage prediction - and indeed, after casting, they suffered no damage.

Teleport seems to only use the anchor cell in the topleft corner of Large units to validate possible locations on the battlefield. As such, it's possible to teleport units partially outside the battlefield. Furthermore, after "eating away" the two cells on the left of the Archmage stack, it's possible to repeat the teleportation trick to also consume its remaining two cells and actually teleport a unit right on top of that stack. Proof of that can be found in this screenshot.

Now this effect can be exploited, because you can "eat away" the anchor cell of your own Large units as well, to make them invulnerable. The effect is cancelled when you move the unit in question, since apparently the game re-establishes the anchor cell of the unit to the battlefield, but for a stack like Archmages, movement is not required to hit the enemy. Especially if you use an expendable Large unit with high initiative to immediately cast the Teleport spell at the start of the battle, you can make another stack invulnerable for the remainder of the battle (as long as it's not moved). It does require a 3-tile deployment zone, however; otherwise you need a bit of time to move the stack you wish to make invulnerable first, before teleporting the other stack on top of it.

To me, this Teleport bug has to be fixed as it can be used as a major exploit which is very close to an "I win!" button. As an aside, whenever I did this Teleport trick, I had a guaranteed crash of the game when I then pressed the button to replay the battle. As the game is setting up the battlefield again, it will crash out consistently;

- At some point, I faced off against a stack of Simurghs. Those birds don't fly, but teleport to their destination cells. I didn't verify to see if they have the same teleport bug as described above, by the way . But after reaching their destination, they're facing the wrong direction;

- Near the end of the game, an enemy AI Hero attacked an empty Fort that I had just built. On the adventure map, the Hero was shown to have "1-4 Dire Wolves". When the actual battle happened, it turned out the Hero actually had 0 Dire Wolves. He automatically lost the battle right after deployment was done. I've reported before that some Heroes which showed as having one stack of 1-4 creatures went "POOF" when I attacked them, but it seems that they're not carrying any creature at all even if they supposedly show one. There have been other instances of the game showing creature stacks with a quantity of 0 before, so something is flaky with how the game handles depletion of stacks. By the way, also note that the local Garrison that I deployed doesn't show in the final results of the "combat";

- I encountered some more battlefield deployment issues, of which I made five screenshots. The first one once again shows a battlefield object in my deployment zone. It was made after the auto-deploy button was pushed, note the purple tiles which usually are supposed to indicate that a unit occupies that tile. Note furthermore that this is not the case of all units that are present. In this particular case, I was unable to move or (un)deploy any of my units, as I simply couldn't target and select them. The battle itself was buggy beyond belief. In screenshot two I had killed off 2 Titan stacks normally, but the 3rd stack was beyond my targetting reach. In the image, my mouse cursor was actually op top of the Titan stack, but the Nova target area remained several tiles away from it. The same happened with the Piercing shot in screenshot three, which I had to aim at roughly the center of the battlefield as I couldn't target any cell in the corner of the Titan stack. Since the line passed through the Titans, however, it did show that it would take damage from the Archmages. Since you don't have such targetted effects on Chaplains and Cabirs, however, I couldn't do anything with them but defend, as I couldn't target the Titans directly. This is also illustrated in screenshot four when I wanted to target the Titans on the battlefield directly. When I made the screenshot, my cursor was on top of the Titan stack, but the destination squares of the Rakshasa Rajas are nowhere near it. Yet, in screenshot five you can see that targetting the Titans is still possible, provided I target it on the initiative bar (which is something that didn't work for the Chaplains and Cabirs, by the way);

- I reported before that the "Recruit All" button only recruits 7 stacks at most, which leads to weird behaviour if the Town also recruits from an External Dwelling. I've made a screenshot of this behaviour, this time with the game highlighting the units its going to recruit. Note that the listing in the tooltip first lists the creatures from the External Dwelling from left to right and then the Towns' own creatures from right to left until it has 7 total. Note that 2 of those 7 are Marksmen, so it will effectively recruit only 6 different creature stacks. That's shown in the next screenshot, which not only shows the result of having pressed that button, but also what it does after that. Namely, it only recruits one of the remaining 3 stacks, instead of all 3 at once;

- Trading Artifacts between Heroes can be somewhat problematic if the receiving Hero has a multiple of 4 Artifacts in his backpack (with a minimum of 8). The game namely doesn't allow you to scroll down to the empty slots below those Artifacts already there;

- When an enemy attacks a Fort I own, I cannot chose the "Quick Combat" option. In fact, the game immediately proceeds to the deployment phase;

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 16, 2015 12:08 PM

Game seems to be one major bug in itself. Takes me forever to even get a succesfull start (usually I get a crash report before the game even loads, and otherwise I'll get a crash immediately after starting the game).

When I actually do get to start a game (got my second succesfull attempt today after some 10+ tries), the game runs decently for a while, then get progressively more sluggish and at last crashes.

Diplomacy skill is bugged on multiple levels. Yesterday I did not take the skill that should make creatures join for free, and they all did join for free. Today I did take that skill, and I should pay gold for them almost every time.

The panel where you merge creatures into your army is at least half bugged. First of all, game doesn't understand that if a neutral army is in several slots, these should be merged before trying to fit them into your army (for instance if neutral army is 3 x 10 Gargoyles and I have 1 open slot in my army, game doesn't merge all 30 Gargoyles into this slot). That is more a missing feature than a bug itself. However, once you try to merge units and put them into your army, bugs start to happen - sometimes the game switches the neutral stack with one of your own stacks instead of putting it in the empty spot, and when you try to put that stack back into the empty spot, nothing happens. Randomly clicking different spots sometimes makes the creatures all be back in your army, but I have not found any foolproof method of success in this.
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What will happen now?

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