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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»
Maurice
Maurice

Hero of Order
Part of the furniture
posted October 06, 2015 01:12 AM
Edited by Maurice at 13:56, 06 Oct 2015.

A few more bugs from my playthrough on the Academy missions:

* Firewall appears to get placed on the top right corner of a Large unit (considering the direction it faces), regardless of where it's actually placed on top of the creature. This is unlike other targeted AoE spells;

* When you kill multiple stacks at the same time through something like a Firewall (i.e. damage that triggers when a unit starts its turn), the large image on the left side of the initiative bar flunks out. Whenever the game moves out one picture to move in another, you can see a third image underneath it. In all cases that I could see, the displayed creature was one among a multi-kill due to a Firewall. Not sure if mission ending on that multi-kill is relevant, but the image persists through battles;

* The AI fully ignores the presence of a Firewall on the battlefield and move its units through it. In the case of units moving sideways, it may be perfectly outside the Firewall but then barge right in, ending its turn on a tile that has a Firewall active;

* You can't visit Towns owned by allied players and hence, you can't learn the Spells within their Mage Guilds. I assume this is intended, but quite a disappointment;

* Once I equipped the Flower of Dolor, I started getting multiple copies of both Chain Lightning and Tsunami in my Spellbook. Initially just two of each, but eventually I had three of each. They could each be cast on their own, essentially circumventing the "once per battle" restriction described in the text of the Artifact;

* Tsunami is insanely powerful and can destroy armies. The damage it deals really needs to be toned down as right now, it's close to an "I win" button;

* When a stack of summoned creatures dies, the owners' army suffers a Morale loss - which is rather odd, since they were summoned, not part of the army;

* When I faced off against an Undead army, my army didn't gain any Morale boosts when an enemy stack died (the Week type had no influence on this). I realise the enemy doesn't get a Morale debuff as they're all Undead, but my army should still get a Morale boost from killing them;

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MadDemiurg
MadDemiurg

Tavern Dweller
posted October 06, 2015 01:32 PM

Maurice said:

* Tsunami is insanely powerful and can destroy armies. The damage it deals really needs to be toned down as right now, it's close to an "I win" button;



I think the balance is shifted towards damaging magic overall this time. There's less creatures and they seem more difficult to buyout (everything looks super expensive), while magic damage is quite high. This also makes Stronghold Might over Magic even more OP (it would be OP in any case with current numbers though), although it should be actually called Magic over Magic. I think Stormcaller is the most broken class atm, as they can deal good magic damage with their air skills, while taking reduced damage from enemy magic (and if they don't want to use magic damage for some reason they still can buff the hell out of their shooters, whcih they have 3 and which you can have more of thanks to the growth doubling structure). Tsunami might have a bit too much damage even in relation to other damaging spells though, given its huge AOE.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 06, 2015 02:08 PM

MadDemiurg said:
Tsunami might have a bit too much damage even in relation to other damaging spells though, given its huge AOE.


Exactly. Unlike most other area spells, Tsunami hits everything in a 5-column range, not only damaging it with a huge amount of damage, but also pushing units back a tile or 2.

Just for comparison, the Mage I was using was casting Frostbolts that did about 1k damage, single target, while Tsunami consistently hit every unit in the enemy army for ~1400 damage each. Especially if you have the first turn, the enemy is still perfectly lined up, so you're going to hit everything.

As for a bug:

* Grand Master Prime Magic doesn't seem to work. I've cast Implosions with a Hero who had that spell, which is a Prime Magic spell, but yet the Hero didn't get a second spell cast opportunity in that turn;

* Sometimes, I'm able to engage an enemy stack on the adventure map, even though there's still 1 movement step between my Hero and the enemy stack (not sure if the Snatch ability plays a role here);

* Already present in the beta: when you build a next level of your Mage Guild in town, any Hero present in the visitor or garrison slot will not automatically learn the new spells. You have to leave town and return, to acquire them;

* In the final Academy mission, I captured a few neutral mines within red AI player's territory, which promptly converted over to that player's control (as expected). However, when I captured the neutral Core Dwelling near the green barrier at the bridge in the north, it remained under my control, despite being within the Area of Control of a Fort owned by the red AI player;

* I'm not sure if this is a bug or rather clever AI behaviour: in that Academy mission, the red AI player was running around with 4 Heroes, piling all creatures on one of them. The Heroes he used to ferry troops were frequently suiciding on enemy stacks so as to make a quick return to the Stronghold town;

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fawe4
fawe4

Tavern Dweller
posted October 07, 2015 04:00 PM
Edited by fawe4 at 16:48, 07 Oct 2015.

I wouldn't bother reporting bugs if I actually wasn't enjoying a Heroes game since a long time. I thing the basis is very good, but now it's time to see if Ubi and devs will spend effort on patching it up.




Campaign - Academy mission 3

Somewhere in the middle of the campaign, Possessed Golem unit group spawns and heads for your initial town.  If left to 'attack the town', it will fail to do that and will stay stucked in front of the town. It will be impossible to engage the unit in combat, possibly breaking something in campaign. (In my case it was week of the storm, so maybe it's just connected that)


Balance:

* Tsunami - damage output is hugely overpowered
* Summon Elementals - way overpowered. no range restrictions, instant turn even though units have low initiative, and also quite high elemental units stats in the first place. probably overpowered even if range would be limited to own side of the battlefield.
* AOE range abilities (fire elementals, disciple...) - too high damage and unrestricted use make this slightly overpowered
* Half damage vs full damage on shooters - because battle maps are very large, full damage is immensely more important on a unit. Maps are so large that you can get half damage even when shooting units on own side of the battlefield. This makes upgraded xbows a lot better than master hunters even thought they have two shots. I doubt that's by design. Hard to say how to fix this. If half damage range is increased it would further tip the balance of shooters vs mele that is already on the side of shooters. Could it be possible to limit full damage range?

Minor annoyances:

* Quests will often not be marked on minimap
* Hotkeys will not reset
* Stone Spikes spell will often only hit one of the units it's cast on
* AI turn times become unbearable when playing against three or more AIs or on regular unscripted maps

AI:

* Ranged units will just defend instead of attacking or moving from unit blocking them.
* Centaurs fail to use their move away ability and shoot when blocked in range, they just attack in mele and then move away causing unnecessary casualties
* Upgraded Harpies don't used their move back ability
* AI attacking town is dumb, I've seen stack of 400 orks kill themselves by walking up and down on moat.
* AI fails to use ranged units in mele in Week of the Storm.
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ChrisD1
ChrisD1


Supreme Hero
posted October 08, 2015 02:48 PM

Has anyone noticed that necropolis heroes' classes are messed up?
Kaspar is a death knight,moander is a necromancer, lyla is an archon and so on. I don't think they were supposed to be that way..
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Steyn
Steyn


Supreme Hero
posted October 08, 2015 04:55 PM

Near the end of Stronghold 3 you can play (again) with Imani, but at the start of Stronghold 4 Imani is reverted to how she ended Stronghold 2.

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ChrisD1
ChrisD1


Supreme Hero
posted October 09, 2015 06:28 AM
Edited by ChrisD1 at 20:38, 09 Oct 2015.

- The ai always attacks skeletons. Even if it can attack a shooter. It leaves the shooter alone,not trying to hinder it from shooting,just to attack the skeletons.
- Also an opinion about "cores" growrh buildings. Isn't it too much?
I end up having way too many "cores" and way too little "elites"...
- Diplomacy was nerfed and it's cool now,but the buildings giving a 15% chance, and master malassa's temptation giving a 20% ,plus the ability's 30% goes to 65%. If you have the diplomaxy artifact(5%) you end up with creatures joining you 70% of the time!!!!!!!!
I think anything above 50% is op.  The building and the master rank could lose 5% each,since the ability can't be lowered anymore.
-Face of fear doesn't work? The enemy doesnot retaliate and does not run away:/
-Fog shroud and incapacitation won't prevent the enemy shooter to use activated abilities.
-The AI prefers attacking the most weak core at all costs(skeletons,pixies,shades etc)

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athos
athos


Adventuring Hero
posted October 09, 2015 09:00 PM

That's interesting. I've been playing Necro recently and hardly ever see the AI target skeletons, unless they're the currently most dangerous stack. I see the AI mainly targeting lamasus or vampires the most in a full range of Necro creatures.

It's true that the AI doesn't usually target Liches early. I figure there's a bang-for-your-buck type of assessment going on which plays into its melee creature advance strategy.

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Fishik
Fishik

Tavern Dweller
posted October 10, 2015 11:42 AM

Hi guys,
Does anyone have experience how Reinforcements (GM in Leadership tree) ability works? In my case example I had 100 units, entered combat, got automaticaly reinforced to 105, lost 3 and ended up with 97. To me it looks like a bug, but I have to admit that this is based on comparison how Reinforcements worked in HoMaM 6. It could be also intended feature (but in that case I would argue this ability is a crap). Anyone experienced the same?  

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 10, 2015 11:47 AM

Fishik said:
[...]

I have experienced the same issue and I also think this needs to be fixed.

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ChrisD1
ChrisD1


Supreme Hero
posted October 10, 2015 01:06 PM

also spells from scroll and artifacts are messed up! scrolls neer get consumed, and even when you un equip an artifat that contains a spell, you still have that spell to be cast, two or three times!!

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Pawek_13
Pawek_13


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

Time to write down the bugs I experienced during yesterday's game session (Stronghold's campaign - mission I and II.)

- Centaur's quiver and blade is drifting over her back - it is not attached in any physical way to the model.

- Sometimes, when you add two times the same resource in a very short amount of time, the second increase in resource's amount goes unonticed and is not registered at all (meaning the amount of resources stays the same as after the first increase) or the increase isn't shown on the resource tab (this fixes after entering and quitting town's marketplace.)

- Icon meaning that you are elligible to build something in your town stays green even when you can't afford any new building.

- Windows, that appear after putting your cursor over hero's or creture's portait don't disappear after you place the cursor somewhere else. Instead, they disappear after some time.

- During one of the sieges a resource tab was visible in battle.

- There are problems with damage information from Gnolls. When they have positive morale and attack a unit of the same kid as the one that was attacked during their standard move, the information about the damage remains from their previous movent, obviously causing confusion.

- After I got all the units up to Basilisk Lancers and I fought on the desert Shantiri battlefield, a bizarre situation occurred. During Tactics phase, I was able to place my units only in specific specific locations, not on the whole area available.

- After using a spell "Reveal a tresure" there are no marks on the map that this spell was used in that location.

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Steyn
Steyn


Supreme Hero
posted October 10, 2015 07:05 PM
Edited by Steyn at 19:07, 10 Oct 2015.

Some more bugs:

- When the fastest unit waits and then moves, its next turn it can only move in the old movement zone. You have to use a hero action to fix this.

- Treasure sites gave all artefacts and scrolls twice.

- Prime GM doesn't always trigger, especially not on my teleport.

- If you don't use the second turn of the prime GM ability, you keep the -20 spellpower debuff.

- With the aforementioned spellpower debuff, spells are said to be able to do negative damage. (I did not test this, but would it be possible to heal with a damage spell? )

- With my second turn from the prime GM I summoned 1 air elemental. The next turn (due to the master ability) it increased, but by a whole 4 elementals! Shouldn't the spellpower used for casting the original spell be used for the increase?

- I had four times the buff of the necromancy amplifier, having only one build.

- The necro building that boosts prime magic did so also outside my towns area of control

- A firewall I casted on disciples made them immortal (for the duration of the wall). Luckily it also made them defend ^.^

- Sometimes the bar containing your creatures during tactics phase is bugged. Slots and sometimes even creatures disappear. You have to use auto employ to get it back to normal.

- Kaspar is a death knight?!

- Second attack from dungeon GM also occurs when the unit does receive damage.

- Vampires sometimes don't drain life (even when injured).

- Undead cannot be healed by regeneration (I know this is intended, but still it is strange).

- That golden feather artefact gave me the gold dragon spell twice.


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PROJ
PROJ


Known Hero
posted October 11, 2015 01:08 AM

Currently you can re-recruit a hero and each time, they have their original stack of monsters.  That is pretty abusable and shouldn't be possible

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odium
odium


Known Hero
posted October 11, 2015 05:14 AM
Edited by odium at 05:18, 11 Oct 2015.

Some bugs:

-[GAME BREAKING]: in mission 3 of Haven campaign, it is possible to defeat all attacking heroes with Konrad (including Serguei). Konrad should start with less than 99 Swordmasters; btw, I was playing on hard. Basically the last quest of the mission, Counter-attack, cannot be completed

- In mission 3 of Haven campaign, I leveled up Bilashi (lvl 21 obtained from Shrive of Seventh Dragon) but I cannot assign to him any of two grandmaster abilities (they get erased after I close the window)

- Healing a dead stack resurrects the last creature

- When I used a scroll of Resurrection on the 1 angel stack from 2nd mission of Haven campaign, I was actually able to get 2 angels in the stack

- In siege battles, tower is able to shoot at stack affected by Fog Shroud, however it does no damage

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 11, 2015 01:45 PM

* When you have the "Reinforcements" Perk, your troops start the battle with a slightly higher number. However, a few bugs creep up with this:
- When units take damage, despite healing in between, the total damage will still be accumulated and corresponding casualties subtracted from the stack post-combat;
- When you try to resurrect units in the stack, while still above the initial cap, you will actually kill units on the stack, instead of resurrecting them;
- Units that die in the stack are subtracted from the base stack size, which essentially means that the reinforcements are nothing more than a bit more damage to the stack - they don't soak up damage;

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 11, 2015 01:59 PM
Edited by Pawek_13 at 20:04, 11 Oct 2015.

Maurice said:
- When you try to resurrect units in the stack, while still above the initial cap, you will actually kill units on the stack, instead of resurrecting them;

Oh, so this is why spell "Heal" killed my units... This should be fixed, anyway.

Bugs encountered today and yesterday:

- Do you remember the yellow tile of Maurice? The one created by Harpy's and their Strike and Return ability? You know what? It has magical properties. After it appears on the battlefield, Harpy has positive morale and finishes its standard move and when they do their move from positive morale, they can get to that yellow tile, even when it is unreachable in their decreased speed.

- When a hero stands at the fort's/town's gate, and in the middle of the structure there are just units, no heroes and that place is attacked, then a siege doesn't begin. Instead, there's a standard battle with a hero and then there's a siege with units that were inside a structure. It would be way better if in such a situation a sige would start automatically.

- When a hero is in fort and all of his army slots are full, and a caravan approaches to that fort (even in a situation when caravan and hero have the same units,) the caravan stops moving up to the point when hero goes out of the fort.

- Caravans can "learn" spells from Heroes with Arcane intuition...

- After 2nd Stronghold mission Imani had level 15. During mission 3. she got up to level 17. Then, at the beginning of mission 4. her level was reseted back to 15!

- A small feature that is missing and needs to be implemented. When not all of your heroes have spent all their movement points, a window with a question "Are you sure you want to end your turn?" would be more than welcome.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 12, 2015 01:17 AM

Pawek_13 said:
- Do you remember the yellow tile of Maurice? The one created by Harpy's and their Strike and Return ability? You know what? It has magical properties. After it appears on the battlefield, Harpy has positive morale and finishes its standard move and when they do their move from positive morale, they can get to that yellow tile, even when it is unreachable in their decreased speed.


Not only that, but other creatures in your army can use it too .

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LordFoxton
LordFoxton


Hired Hero
Thin is the wall of illusion
posted October 13, 2015 12:59 PM

ChrisD1 said:
Has anyone noticed that necropolis heroes' classes are messed up?
Kaspar is a death knight,moander is a necromancer, lyla is an archon and so on. I don't think they were supposed to be that way..


Not sure about Lyla - I know in Necro Campaign they actually called her Archon Lyla so that seems like it might be intentional. Kaspar and Moander are definitely mixed up though.

The Sylvan hero, Agathin, is also a Magic hero (Thornsower) in-game despite obviously being a ranger-like might hero in his portrait and description. He's even referred to as a Ranger in the bio.  

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Steyn
Steyn


Supreme Hero
posted October 13, 2015 01:23 PM

And is an archon supposed to have access to GM economy?

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