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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes VII bugs and balancing issues - version 1.2
Thread: Heroes VII bugs and balancing issues - version 1.2 This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 03, 2015 12:48 AM
Edited by Pawek_13 at 22:14, 05 Oct 2015.

Alright, time for another portion of delicious bugs:

- After getting to the final destination, units recruited and sent by caravans are in a completely different order than their initial recruitment order.

- In lava terrain, in second mission of Haven, it is very difficult to distinguish on minimap terrain on which you can go and on which you can't go.

- When you recruit units with caravans, you can't choose option "recruit all" until you recruit at least one unit.

- In missions without tear of Asha, in Thieves' Hideout, a column with progress in visiting obelisks is visible. Why? There's no point in that column.

- Buttons on town screen that are supposed to move the players to the previous/next town aren't working at all.

- Battlecry "Attack" doesn't show it's first bonus to attrack properly.

- Piercing sfot of Marksmen ends with magic explosion, although a normal bolt is used to perform an attack with this ability.

- Sometimes animation of positive morale is retarted in comparison with the actual positive morale.

- Sometimes on the initiative bar there are empty spaces with size of one icon. Usually they are just icons that isn't visible.

- In the third Haven mission, during Conrad fights, heroes' portraits sometimes disappear. Moreover, icons for hero's attack and his spellbook icon is in the "inactive" mode, while in real you can still use them both.

- In one the biggest battlefield available in that mission there is a beacon and a pond surrounding it. Funnily, you can go to the square with the beacon.

- During one battle Justicar's attack animation didn't play.

- Mass healing killed some of my Silverbacks and Cuirassiers.

- AI Imperial Griffins don't use their diving ability at all!

- You still can't right-click on objects on the Adventure Map during enemy's turn.

- Again, during that mission on the minimap there were two additional enemy heroes' icons on the minimap. That in fact weren't even there. It was a leftover from heroes that had been defeated by Conrad before.

- Sometimes enemy heroes during their turn aren't tracked by the game.

- Heroes can walk through each other.

- For one battle a whole stack of units disappeared! Thankfully, it was back right away.

- Centaurs shoot before they finish their shooting animation.

Now, some more balancing feedback:

- I'm not sure if neutral units grow in size with time and if they do, they do it veeeery slowly.

- Celestials' Resurrection is wimpy. It needs to be stronger!

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 03, 2015 01:02 AM
Edited by Maurice at 01:15, 03 Oct 2015.

* When Harpies perform their Strike-and-Return attack, the spot where they perform their attack remains highlighted for the remainder of combat (or perhaps until their next Strike-and-Return ... combat usually doesn't last long enough for that );

* What's worse is that if those same Harpies get a Morale boost, they can attack within a lower range - but also from the previously highlighted tile (which may very well be beyond their maximum Morale-triggered range);

* Towards the end of Stronghold Mission 3, you're tasked with intercepting some enemy Heroes. When you intercept the last one, a cutscene will be played when you get near. However, while this cutscene is played, your Hero will happily move ahead and attack the enemy Hero, if the movement occured because you clicked to attack that one. The result is a mixed-mashed intermission on the council table with a combat ready window on top of it. The issue doesn't occur if you just first move close to that Hero before attacking, allowing the cutscene to play like it should;

* I can't figure out how Gnoll Hunters use their Opportunity Shot. Sometimes they attack the enemy target even when your other unit attacks the enemy target head-to-head (and the Gnoll Hunters aren't facing a flank of that enemy, either). Sometimes you see the Gnoll Hunters getting high-lighted as if they're supposed to use their special ability, but then nothing happens. Sometimes, nothing happens at all, not even the highlight, as if the ability doesn't trigger (even if your other unit flanks the enemy);

* The Caravan window bugs out (though I didn't check to see whether it was just a visual issue or a real gameplay bug). As soon as you have multiple sources of origin, after recruiting units from one of them, the destination of the others changes to the one you recruited the first ones from. You have to close the Caravan window and re-open it again to make the destinations show up correctly again. To illustrate, let's assume I have a town and two Forts, each of which has a dwelling. The Caravan window in the town will show two sources:
Fort 1 with destination Town
Fort 2 with destination Town
After buying out the units from Fort 1 and clicking Fort 2, the marker for Fort 2 changes to:
Fort 2 with destination Fort 1 (while still in Town).
Again, I don't know if this is just a display issue, or whether the Caravan would really travel to Fort 1, I didn't test that;

- Shrine of the Dragon Gods that gives a free level even takes resources and hands out experience to reach next level if your Hero is already at the level cap. The Hero doesn't gain a level, but the invested resources are lost anyway;

- When Gnoll (Hunters) get a Morale boost, the Morale boost icon actually seems to start at their feet and rise up towards their heads;

- When Troglodytes burrow, they do so with black-ish dirt, which all suddenly vanishes when they're out of sight. It would be better if the battlefield showed a brownish dug hole that slowly fades over time. Also, when they resurface, you briefly see the Troglodyte first, before you see the black dirt again as it is digging itself back up;

* Enemy flags remain on the minimap after you defeat the enemy Heroes they belong to. This can quickly make the minimap cluttered with flags, especially when the AI swarms empty Heroes around the map to explore and collect resources. Saving and then loading the game has so far been the only way I found to clear them away again;

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TD
TD


Promising
Famous Hero
posted October 03, 2015 01:16 AM

@Maurice AFAIK Gnoll hunters will always shoot at enemy when you melee them regardless of angle/flank of any of those units. You can easily abuse that by having stacks of 1 attack enemy. I doesn't work with harpies hit and return btw, so you gotta use normal attack with them(the hit and return really should be passive ability IMO with option to attack and stay).

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Rafister
Rafister

Tavern Dweller
posted October 03, 2015 01:51 AM

Some bugs I've encountered playing the large non campaign maps:
-With Silvan, at some point my ballista stoped gaining the extra shot it should have had with expert warfare. Only way I could get it to shoot twice was if it acted last (which was pointless, as I wanted to stack the mark on a target before attacking with my dragon). This seemed to happen when I started soloing with my green dragons instead of using multiple units.
-Dragon Utopias give duplicate rewards.
-During week of the storm, AI shooters won't try to run and melee your units, so if you have a ballista of some kind and your hero, you can shoot and wait.
-Artifacts bought at the dungeon's black market didn't seem to work the first turns after I bought them, but after a while they seemed to work ok... I've had some bugs with most artifacts though.
-Healing sisters can't revive Celestials with perfect warfare
-I've had wonky encounters with the AI, like it not moving for no good reason or going back, it's specially bad with big sized unit, as they seem to have trouble calculating pathing. For example, I had an archer stack near a narrow passage on the north part of the map (so no big stacks could cross through it), and 2 of 3 souless stacks that were in this battle decided to wait near to rocks instead of rushing south and making the way around (to finally reach me). I understand it's trying to get cover but what's the point if they stay there all the time? Shooters have unlimited shots this time around...
-Perfect skills seem to "unlight" themselves fairly often, as if you had never put skills into them, but it's just a comestic bug (thankfully).

On balancing, I have only tried dungeon, haven and silvan.
For one, magic isn't really balanced (spells like stoneskin/inner fire give crazy amounts of stats, are cheap and can be AoE'd, I've had +97 attack inner fire on my 28 magic hero), haven't played around with damaging spells so much, but there was no real need as inner fire started out by giving over 30 atk on my shooters, making them unstoppable. Also some perfect skills seem worthless to me (dark and fire for instance are soso, while light seems good if you can cast some AoE buff/heal). Wasn't so fond of perfect offense/defense until I saw stat boosting magic action of course... I hope the numbers get toned down.
Medusa stun on criticals is pretty ridiculous with the right gear/skills, some initiave magic/equipement and high luck/morale you can "stunlock" most neutrals  and slow initiave enemy armies, only constructs will give you any trouble as they are inmune to the stun. I understand it's balanced around having 1 medusa stack, but nothing is stopping you from dividing them into smaller 1 unit stacks for neutrals that can't do anything, and having 1 big stack shooting/meleeing since stuned units can't retaliate.
Lastly, most heroes have pretty bland abilities, and locking the master levels for some skills makes them bad (I understand having a select amount of "perfect" skills for each hero that you can't define, as it will give it some flavor, but limiting the skillset you get and the mastery you can attain in it makes some heroes much less useful).

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ChrisD1
ChrisD1


Supreme Hero
posted October 03, 2015 10:17 AM

i m sure it might have been mentioned somewhere but not here i think.
so isn't necromancy a little op? don't we need dark points or smth? raising 250 skeletons after every battle is kind of absurd!!!
does anybody from here report those things?do we have to report them to the official forum?does anyone from there see these posts?
____________

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 03, 2015 10:26 AM

ChrisD1 said:
i m sure it might have been mentioned somewhere but not here i think.
so isn't necromancy a little op? don't we need dark points or smth? raising 250 skeletons after every battle is kind of absurd!!!
does anybody from here report those things?do we have to report them to the official forum?does anyone from there see these posts?

We can report that, but devs visit HC regularly, so I don't believe that there isa need for reposting our bugs on the Ubisoft forum.

Speaking of Necromancy: I have no idea about it. For now, I'm only playing campaigns and I'm doing that in a very specific order: Haven, Stronghold, Dungeon, Necropolis, Sylvan and Academy, so that campaigns of my favourite factions are going to be in the best condition possible.

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted October 03, 2015 06:51 PM
Edited by DIEGIS at 18:51, 03 Oct 2015.

4) in turn based-multi, desync occurs mostly time, but except that, sometimes when trying to join (autosave or any other save) it says save missing and drops player out.
5) after player finished turn, the other one cant play because it says "not your turn"


____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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supertommy
supertommy


Known Hero
posted October 03, 2015 08:55 PM

One small thing that really bugs the hell out of me in H7, is hero movement. You spend a lot of time watching your hero move around on the map, and they've not managed to make the animations/movement fluid. The hero just like fly sideways in a turn. I categorize this as a bug, considering that's not how it should look. I just fear that Limbic doesn't know how to make it better.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 04, 2015 01:15 AM

Maurice said:
* When Harpies perform their Strike-and-Return attack, the spot where they perform their attack remains highlighted for the remainder of combat (or perhaps until their next Strike-and-Return ... combat usually doesn't last long enough for that );


The bug is actually worse than I expected initially.

Whenever a unit performs a Strike-and-Return attack, the area from where the unit makes the actual attack remains high-lighted in yellow. Subsequently, any of your units can move to those tiles, as long as it is to make a melee attack from that spot. Distance is irrelevant, your unit will simply walk or fly the mile to get there.

The issue is compounded with Air Elementals, who also have a Strike-and-Return ability, but their footprint is 2x2 and their movement reach is larger. As far as I can see, the footprint remains until the tile(s) in question are occupied by a unit again, but I am not entirely sure.

Weirdest case I saw so far was during a Siege, where some Harpies made an attack over the wall and left the footprint next to their target. Another of my units on one side of the wall was then able to walk to a wall breach on the far side of the wall and back again on the other side to attack the same target, walking about 2 to 3 times its maximum movement distance.

Anyway, a few more issues that I noticed:

* When you load a game, your Hero's mana is reset to at most your Hero's maximum mana based on base Spirit. Any gains to Spirit are discarded when determining that cap during loading. I've had Heroes with 50 mana drop down to just 10 mana going from saving and then loading. Especially when you're about to engage in a battle where you want to cast spells, this can be rather harsh;

* The above issue of Strike-and-Return also resulted once during my game tonight in the movement range of a unit getting centered on the footprint tile after making a Strike-and-Return attack, rather than on its real location after moving back;

* During a Week of Storms, no Ranged Units can shoot. Yet, when Centaurs get attacked, they run off and retaliate - by shooting their attacker;

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0xffffffff
0xffffffff

Tavern Dweller
posted October 04, 2015 10:45 AM

Sometimes the creatures' roster in tactics phase change to a smaller one, and one creature stack disappears completely.
While trying to fix that - removing all the stacks from the battlefield to the roster, splitting an existing stack while there were no more free places on the roster, resulted in the following:
the roster got back to normal, longer one, the lost creature stack reappeared on the roster, but had N+M/2 creatures, where N - the original stack's creatures and M - the stack I split.
This bug effectively transformed half of my core creatures stack into elites (could be even champions, if they disappear).

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 04, 2015 01:57 PM

* Using the auto-deploy feature when you are defending a Garrison in a Siege will pull out all Garrison units from the battlefield and put them in the reserve slots (even when you have no units of your own on the battlefield);

* Wyverns get placed one row ahead from the back row by default if they're part of the Garrison forces;

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 04, 2015 03:37 PM

Time to write down all the bugs encountered yesterday.

- There's no horse cursor over areas on which a hero can walt. Instead, there's a stadard cursor from the main menu (a hand in a glove with a pointed index finger.)

- Remember when I wrote about disappearing units' in Ella's army in 4th Haven mission? So, the problem repeats more than once.

- This is not a bug, but rather a welcome change - Garrisons should have a different icon on a map instead of the town's icon. It would make them more distinguishable. A simple square should suffice.

- Marksmen of AI, when attacking, only use Piercing Shot, what sometimes results in unneccesary deaths of other AI units.

- This one is especially important - sometimes units don't move on the intended field This happens especially often while attacking other units.

- In 4th Haven mission it is impossible to learn GM abilities. When they are chosen on the skillwheel and the skillwheel is closed, the choice is erased and while reentering the skillwheel a free skill point reappears and GM looks like it wasn't chosen.

- During sieges corpses penetrate castle's gates. I believe that leaving gates open when a dead body lies in its area when it's closed is the best solution to that issue.

- When an enemy hero doesn't kill at least one of mine unit, at the end of battle he gets negative experience points. In case of high-level heroes their amount of XP they got to get to the next level is simply decreased but when I fight low-level heroes this where the fun starts. The bar that fills with XP got to advance to the next level grows till the end and then surpasses the end and even going outside the screen!

- When you participate in a siege and then in a standard battle, units' displacement in Tactics phase changes.

- During my turn I've seen heroes walking in place... LOL!

- Healing Sisters are supposed to resurect dead creatures when your Hero has 3rd evel of Warfare. Sadly, atm they can't do it. Moreover, if they simply heal a stack that lost only HP, but no units, number of units they ressurected is presented as a negative number.

- AI needs to limit itself in buying new heroes. This is especially prominent because it keeps on recruiting the same ones. Some kind of mechanism that allows herrors that allows them to be re-recruited only a limited number of times after they are kicked out of heroes' roster.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 04, 2015 03:50 PM
Edited by natalka at 15:57, 04 Oct 2015.

ChrisD1 said:
i m sure it might have been mentioned somewhere but not here i think.
so isn't necromancy a little op? don't we need dark points or smth? raising 250 skeletons after every battle is kind of absurd!!!
does anybody from here report those things?do we have to report them to the official forum?does anyone from there see these posts?


what army did you kill for 250 skeletons?

I haven`t made my map but for first week maximum raising is 150 skeletons I think(sum from all battles). Don`t know for later but if you clear your part 300-400 more skeletons could be raised. This is a map with lots neutral monster where I will have to mod the experience gain. If you raise 250 skeletons per battle you must have kiiled 1666 core units of equal health lol. If you play 2-3 months game time necromancy becomes unbalanced..

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted October 04, 2015 04:46 PM

6) !!!

in single player game, spells from mage guild lvl 2,3 are not learned by hero even if he's expert/master
Thats outrageous!

Now I cant play the game at all!
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 04, 2015 06:30 PM
Edited by Pawek_13 at 18:49, 04 Oct 2015.

DIEGIS said:
6) !!!

in single player game, spells from mage guild lvl 2,3 are not learned by hero even if he's expert/master
Thats outrageous!

Now I cant play the game at all!

Have you heard about Arcane Knowledge? It's what Magic system looks like right now. In it, your base goal is to obtain 8 Arcane Knowledge points. Each Novice School of Magic gives you 1 AK point, Expert - 2 AK points and Master - 3 AK points. In order to learn level 1 spell you don't need AK points, level 2 - 2 AK points, level 3 - 5 AK points and level 4 - 8 AK points.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 04, 2015 07:07 PM

DIEGIS is not a noob and he said he had Expert/Master equal to 3/6 AK which means he can learn level 2,3 no problem.

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 04, 2015 09:38 PM

natalka said:
DIEGIS is not a noob and he said he had Expert/Master equal to 3/6 AK which means he can learn level 2,3 no problem.


Oh, so he did know? Then sorry, if I insulted you.

Great, time for another dose of sweet sweet bugs. This time they will be from Haven's Scenario.

- Could you please give us an option to turn colur-coding off? It looks really bad, especially on units without armour (Demons with green elements, brrr... )

- On initiative bar, it happens sometimes that units' icons are squished to the right within their frame, hence on the left side of the frame a strip of background colour is visible.

- This may not be a glitch, but still should be changed. When you upgrade units in town and you don't have enough money to upgrade them all, a portion of this units is upgraded and ctreates another stack, while unupgraded units stay in the same one. In my opinion the option to upgrade a stack should be locked as long as player has enough resources to upgrade all the units.

- In random skill system there are still situations when only one skill and only one ability appear, while more are available.

- While using Piercing Shot it happens sometimes that information about damage dealt to the units on the shot's trajectory don't appear.

- From time to time, after the unit moves, the dotted path of it movement is still visible on the battlefield.

- Let's assume that my hero has already made his/her action on the battlefield. Icons for his actions turn grey. However, in the very moment when my unit attacks another unit, these icons turn into their "active" state, meaning they look like the hero can make an action, while he, of course, can't do anything.

- This is the issue I will be making as long as it gets fixed and each time I play a single-player scenario. Number of abilities per skill in random skill system needs to be limited to one ability per skill's level What I mean by that is: level 1 skill - only 1 ability to choose, level 2 skill - only 2 abilities to choose, level 3 skill - only 3 abilities to choose (GM don't count.) Each time, when this limit is filled, no more abilities from this skill can be chosen. Overall, the greatest number of abilities in a particular skill a hero can have in this system is 3.

- There were a few situations when my townscreen moved left (a black strip became visible) and it increased in size and moved right (a small porion of the right side of the townscreen was outside of monitor.)

- When a hero is standing in the town, a caravan cannot move itself into the town.

- This was a random situation. I had to recruit 2 more Abbots but I din't have enough gold. So, I sold a couple of resources and then I bought them. Interestingly, they didn't cost me anything. Moreover, after recruiting them I got free ~900 gold!

- During weeks that increase units' production 2 times, only dwellings get the 2x bonus. Other bonuses (Heroes' specializations, buildings that additionally boost creatures' growth) aren't included into that bonus.

- A dispatch "(Hero's name) already is governor  of (Town's name)" appears in Polish version of the game in English.

- I have no idea how this building is called in English - this is my rather poor attempt to translate its name from Polish: "Recruiters' post" (upgrade to a building that grants you additional growth of Sentinels/Leggionaires isn't working at all.

- When hero is walking to the external dwelling and you open its recruitment screen and recruit the units that are in it, it may happen that after closing the recruitment window teloprts to the place where the dwelling is. Sometimes he does that without using any of his movement points!

- This one is very situational, but still needs to be fixed. Let's assume that my hero has the Perfect Strike ability. When my ranged unit with this ability attacks critically an Abbot, who wasn't attacked before, he still retaliates, even though he's not supposed to do so.

- Another bug that is extremely situational and refers to only one tile on a battlefield. Duiring siegies, when you look on the battlefield from the attacking side, there are to tiles behind the gate. The right one is magical. Why, you may ask? This very special tile is a tile that makes a unit standing on it unattackable from the battlefield. The only way to attack them is to choose them on the initiative bar. What I should also add, I think, is that units that caused this bug are Guardians or Justicars.

- And the final one - after finishing all the quests I couldn't finish Haven's scenario. Just great.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 05, 2015 12:35 AM

* Placing the Fire Wall on the battlefield is somewhat problematic with Large units. In my latest game, I tried to place it over a few Centaurs. Right next to them, on the rear column of the Centaur's position, was a stack of Gnolls, so I wanted to place my Firewall on top of the Centaurs, on their back section. I specifically hovered my mouse cursor there, something that works for other area spells well enough. Surely, the Firewall that appears is placed at the front of the large unit. In my case, the Gnolls were only sniffing the flames, not getting consumed by it because it wasn't placed on top of them.

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted October 05, 2015 01:49 AM
Edited by DIEGIS at 01:50, 05 Oct 2015.

Pawek dear, I really appreciate the effort!

Btw, next try i made on the "bug" i mentioned, all oke
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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MadDemiurg
MadDemiurg

Tavern Dweller
posted October 05, 2015 11:46 AM

More bugs:

1) Necro campaign mission 2 is impossible to finish if you capture all mines and all castles on the same turn (which is quite likely).
2) Vampires do not heal if they kill the stack with their attack.
3) Spider poison works on undead and constructs (Not sure if intended or not, it deals dark magic damage and only earth magic DoTs seem to be treated as poison. Same for agony.).
4) Dungeon's racial grandmaster ability  seems to work when the shroud is active, not when the attack is not retaliated. Either a bug in the description or in functionality.
5) Leadership past Novice level does not do anything (stuck at +5 bonus).

And some balancing concerns:
1) Paragon is way too weak. Perks are ok, but +5% xp per level is a wasted skillpoint, as even by the endgame it won't amount to +1 level (and even if it would, that's effectively only +1 stat point, opposed to immediate +2 with attack/defence and it would need to get you +2 levels to actually amount to an extra skillpoint). Also, grandmaster overlaps with academy's metamagic which is bad.
2) Warfare seems to be overnerfed after beta. Especially dungeon's are terribad, as their attack warfare unit deals a part of its damage as DoT (which does not stack), so it doesn't benefit as much from triple shot. Their support unit is also horrible, apart from having 55 ini and enabling the owning hero to go first in most cases.

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