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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»
odium
odium


Known Hero
posted October 15, 2015 10:01 PM

I'm not sure if the saves from v1.1 got corrupted when playing in v1.2 or there are some major bugs in v1.2: latest one is negative spell power (magic).


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 15, 2015 10:19 PM

Did you have clarity? After your first cast, the second for the round is cast with -x magic.
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odium
odium


Known Hero
posted October 15, 2015 10:52 PM
Edited by odium at 22:22, 16 Oct 2015.

It might be just that in a weird/buggy way. I actually did not cast any prime magic spell, however casting stage did. I've noticed also that casting stage effects are also increasing metamagic (I don't think this is intended)

Later edit: it seems that clarity and casting stage are severely bugged. Context: attacking a stack of gold dragons outside my castle's area of control. Several bugs occurred:

1. casting stage was triggered even though I was outside my town's area of control
2. casting stage applied weakness to a gold dragon: aura of purity should make these dragons immune to negative magic effects
3. casting stage weakness increased my metamagic by 1
4. clarity considered weakness a prime spell cast by the hero and reduced my hero's magic by 20
5. my hero can still cast another spell (doesn't have to be prime) in this turn and then another spell after that (all with -20 magic)

Later edit2: firewall placement on large creatures is bugged

What I wanted:


What I got:


And if I choose to cast it on the small creature but in such a way that the large creature is also affected, well the firewall does affect the centaurs but they are not displayed as being on fire (this does not happen every time, but it happened below):




Later edit 3: it seems that spells active for more turns and hero's magic don't work as I think it was intended (at least this is how I remember that it worked in past installments). For example, if your magic is decreased by 20 by clarity and you cast firewall on a stack, it will deal very low damage (in my case it was 80). This is expected. However, during the next turn, when the -20 magic from clarity is removed, the already cast firewall does now way more damage (in my case it was 320). I think this is wrong, once a spell is cast with a particular magic value, it should remain with that value and not change dynamically turn by turn.

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Steyn
Steyn


Supreme Hero
posted October 17, 2015 12:23 AM

Yeah, I noticed the same thing with the summon elemental spell.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 17, 2015 12:54 AM
Edited by Maurice at 00:54, 17 Oct 2015.

The GM Perk of Leadership behaves ... odd. It also triggers on AoE spells (likely intended though), but the number of times it gets applied varies; often more than once on the same stack, however. The Fog spell shows the Leading by Example effect text about 20 times on screen.

Now the weird part: recurring AoE effects, like that of a Fire Wall will trigger once for each "Leading by Example" effect on the creature, at once! In a recent game, I had an artifact which applied 1 stack of Nature's Revenge to all enemy stacks right from the start of the battle, which also put a "Leading by Example" debuff on all creatures. After casting a Fire Wall below some of them, the affected units all got another two "Leading by Example" debuffs, as well as taking damage from the Fire Wall once. Then, when their turn came up, they took damage from the Fire Wall three times in short succession, even before bad morale was evaluated.

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 17, 2015 01:00 AM

Two bugs encountered yesterday:
- Gargoyles' death animation doesn't work properly. This also refers to Obsidian Gargoyles.

- Text describing external dwellings in Polish game version appears in English.

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athos
athos


Adventuring Hero
posted October 17, 2015 06:36 PM

In both 1.1 and 1.2, having the Air Magic ability Gathering Storm causes the game to crash whenever the possessing hero enters battle after deploying. Probably crashes if an AI hero has the ability as well.

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ChrisD1
ChrisD1


Supreme Hero
posted October 18, 2015 07:52 AM

athos said:
In both 1.1 and 1.2, having the Air Magic ability Gathering Storm causes the game to crash whenever the possessing hero enters battle after deploying. Probably crashes if an AI hero has the ability as well.

i had this perk and no crashes though.

either some spells need to completely go or i think we need a cooltime.
there was a stack of emerald dragons (30) and i kept using gust of wind so it wouldn't reach me and i killed it off with shooters.
of course i ran out of mana but when it happened i finished it off with an elite. it felt like a cheap victory
in general though some spells are OP. my fire ball completely decimates at master rank. but then again why not?
also the grand master air magic perk needs its value to be lowered. everytime i attack a unit the others around it get air damage. this damage is too much i think!
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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted October 18, 2015 09:35 AM

Some people are getting bugs which were listed as fixed in that patch, but they're not, in SC, I mean.

Anyone here as well? It's important reporting this as not to let it slide. The fact that for some it's fixed and for others it's not may lead to a different approach from the support team when dealing with further problems, and it's a bit alarming even because they stated that matter of 'each computer is unique etc.' which may lead to a deeper problem with optimization.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Steyn
Steyn


Supreme Hero
posted October 18, 2015 07:37 PM

* After the update my safe game somehow got corrupted I think: in all my castles the garrisoned creatures had vanished.

* Adding raised creatures to your army (necro) seems to reset the army configuration in combat, even though you did not create new stacks.

* Related to this: we really need a button to add all creatures to your army. The constant dragging gets annoying real quick.

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athos
athos


Adventuring Hero
posted October 18, 2015 08:27 PM
Edited by athos at 20:28, 18 Oct 2015.

ChrisD1 said:
athos said:
In both 1.1 and 1.2, having the Air Magic ability Gathering Storm causes the game to crash whenever the possessing hero enters battle after deploying. Probably crashes if an AI hero has the ability as well.

i had this perk and no crashes though.

It could be scenario specific, although I can't imagine how that makes sense. Numerous players have experienced this issue, in fact it was someone else who discovered it was Gathering Storm and when I checked my game where battles were crashing, it turned out to be that ability too. Not sure why it wouldn't be bugged only for some and not others but that's what it is.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 18, 2015 09:17 PM

* After you've completed a battle as Necromancer, you get new troops from the fallen ones. An annoying aspect is that as soon as you add those troops to the ones you already have, the game "forgets" your battlefield deployment plan and reverts to the default lineup;

* Bad morale can sometimes trigger multiple times on the same unit, when its turn comes up;

* When you shuffle artifacts around, if one of the ones you have equipped has a Spell ability on it, the Spell will be copied several times (I haven't yet found the exact parameters when it does copy it);

* Not sure if it's intended, but Necromancer level 4 starts you off with just a single level 1 Town, a handful of troops and a few resources scattered about. No AoC, no mines or creature dwellings. Through a small detour you can reach a Fort to the south of your starting area, but when I headed there somewhere in week 2 of the game, ALL AI players made a run for my Hero and/or Town, at least four Heroes of which were of the "Deadly" category. I had to pull everything I had and dump all rare resources (no mines!) into shoring up my defenses just to scare them off (after buying all creatures at that time, they all turned to "Severe"). It left me relatively crippled for a while;

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Fishik
Fishik

Tavern Dweller
posted October 19, 2015 11:44 AM
Edited by Fishik at 12:56, 19 Oct 2015.

Based on my experience patch 1.2. did NOT fix the Reinforcements bug. Anyone observing the same?
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jadw8888
jadw8888


Hired Hero
Avenger Ultimate
posted October 19, 2015 01:31 PM

Not sure if this has been mentioned before...

In the 1.2 patch, when you change the animation/battle/movement speed settings in Gameplay Options then reload from a save game, the speed settings go back to the default.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 19, 2015 01:34 PM

* Pre-battle buffs that you cast on the adventure map only work the first time. If you press the "Fight Again!" button or simply restart the battle, the buff is lost;

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ChrisD1
ChrisD1


Supreme Hero
posted October 19, 2015 05:33 PM

jadw8888 said:
Not sure if this has been mentioned before...

In the 1.2 patch, when you change the animation/battle/movement speed settings in Gameplay Options then reload from a save game, the speed settings go back to the default.


I can comfirm this. Anyone else?
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odium
odium


Known Hero
posted October 19, 2015 10:19 PM

Some more bugs in v1.2:

-golem and collossus are still healed by the healing tent
-stacks are occasionally missing from the tactical deployment phase (below is an extreme case with all of them missing); workaround is to press auto-deploy and then rearrange



-flying centaur (Reem hero) somehow apperead in Stronghold campaign mission  2



- sometimes harpies have no retaliation attacks (not sure what triggers this)



-Imani was level 20 at the end of mission 3, but at the beginning of mission 4 she started at 15. Reem and Kibwe were level 20 and 16 respectively at the end of mission 3 and they kept these levels at the beginning of mission 4

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ChrisD1
ChrisD1


Supreme Hero
posted October 19, 2015 11:36 PM

Fishik said:
Based on my experience patch 1.2. did NOT fix the Reinforcements bug. Anyone observing the same?

What bug? I made the caclulations and it works as intended. If your number of troops is too low, 5%(reinforcements percentage) of that number might be lesser thsn one,thus adding zero creatures.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 20, 2015 12:49 AM

ChrisD1 said:
Fishik said:
Based on my experience patch 1.2. did NOT fix the Reinforcements bug. Anyone observing the same?

What bug? I made the caclulations and it works as intended. If your number of troops is too low, 5%(reinforcements percentage) of that number might be lesser thsn one,thus adding zero creatures.


I think he means the bug that when you try to heal or resurrect troops while you're still over the base amount, you actually kill units in the stack instead of healing/resurrecting them.

Or that post-battle, all casualties are part of your base troops, not the reinforcements.

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The_green_drag
The_green_drag


Supreme Hero
posted October 20, 2015 01:54 AM

Something with morale causes a number of abilities to not work. Regeneration and life steal are the noticeable ones. Not as irritating with the wyverns but when my green dragon is relying on it to survive damn you sun deeeeer!!!

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