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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»
ChrisD1
ChrisD1


Supreme Hero
posted October 20, 2015 07:26 AM

Maurice said:
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.

Whoops that indeed happened:/ tried it later.
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Fishik
Fishik

Tavern Dweller
posted October 20, 2015 09:47 AM

Maurice said:


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


Yes, I mean exactly this...


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jadw8888
jadw8888


Hired Hero
Avenger Ultimate
posted October 20, 2015 12:03 PM

Another bug that was mentioned in the fix list for patch 1.2 but still seems to be an issue...

When the animation speeds are maximum, sounds don't often play for creature moves, attacks, deaths, etc.

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 20, 2015 06:22 PM
Edited by Stevie at 18:23, 20 Oct 2015.

v1.2.1

(*) Every time I open the game or save and load my AI, combat and adventure speed reset to their default values.
(*) After loading I can see the precise number of resources bundles contain.
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jadw8888
jadw8888


Hired Hero
Avenger Ultimate
posted October 21, 2015 03:11 PM

>After loading I can see the precise number of resources bundles contain.

I think they intended this as a feature.

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ChrisD1
ChrisD1


Supreme Hero
posted October 21, 2015 10:44 PM
Edited by ChrisD1 at 22:48, 21 Oct 2015.

I'm still crashing.
One more time again:
I was playing the map "dungeons and minions" before 1.2.1.
I conquered lots of castles and fully built them. I have 4 heroes.
Everyone has zero movement and it's the end of the week.
Pressing the hourglass,the game crashes before even the enemy player' bar (who is actually one hero without castles) shows up.
So if this is not from a memory leak,would it be possible that the game crashes  when enemy hero is left without a town,and ready to lose because of that?
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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 22, 2015 09:17 PM

(*) Received double item rewards from Dragon Utopias and Dangerous Caves for some reason.
(*) The bug about summoning an Air elemental, hitting a strike and return, then going on its footprint with other creatures to strike a hit irrespective of being in movement range or not (you can cross the entire map) is still present.
(*) Skilled GM abilities show as hidden until you hover over them.
(*) Spectral Dragon's Soul Flaying Breath does not give mana and does not trigger attack-based abilities (Face of Fear).
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ChrisD1
ChrisD1


Supreme Hero
posted October 22, 2015 09:39 PM

i think face of fear as a spell does not work as intended anyway. have you tested it? last time i did, the unit did not run away
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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 22, 2015 09:42 PM

Yea you're right, that doesn't work either.
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The Young Traveler

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Steyn
Steyn


Supreme Hero
posted October 23, 2015 09:08 AM

Attacking units get covered during a siege when they are inside your walls, even though your ranged units are also inside.

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ChrisD1
ChrisD1


Supreme Hero
posted October 25, 2015 08:27 AM

The spell cyclone always kills way less units than the tooltip describes. In terms of damage it does the lowest mostly.
Mind that i have the "gathering storm" perk.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 25, 2015 12:36 PM
Edited by Elvin at 12:41, 25 Oct 2015.

- The dungeon GM racial is not limited to the first attack and not even to the first attack without retaliation. Double attacks all over the place!

- The dreamwalker warmachine can shoot twice per round. If you shoot and wait instead of heal, you can shoot again at the end of the turn.

- Leadership GM triggers not only with hero attacks but also spells.

- Stone spikes and firewall are not centered exactly where you cast them, making then unreliable.

- The logistics GM does not calculate area of effect throughout its length. When starting from a point of control, I could see that I could capture a flag for extra movement. After passing outside of the area that movement was cut shot by 4-5 tiles but I still got the flag bonus, even though I did not reach it!

- In dungeon mission 3, the shipyard of the town you capture to the south, will make boats appear on inaccessible ground. You cannot board them and you cannot build a second boat as long as the first one exists!

- Tooltip damage descriptions are faulty. They are almost always wrong, as if they ignore skill modifiers like those of avenger or leading by example.

- The tier 3 flanking ability description says that it decreases enemy unit flanking and shows on enemy units instead of your own! The flanking damage you do to them seems more or less intended(25% from sides, 50% from behind) so I have no clue what is going on. Does it work as intended and has a faulty description? Does it work at all? No clue.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 25, 2015 12:50 PM
Edited by Maurice at 12:50, 25 Oct 2015.

Elvin said:
- Stone spikes and firewall are not centered exactly where you cast them, making then unreliable.


I've said it before: when the center tile of Fire Walls and Stone Spikes are cast on a tile occupied by a unit, they are centered on the top left corner of the particular unit. For small units, that's ok as they only occupy one tile and hence the occupied tile is also the targeted one, but for large units, that gives odd behaviour. But ironically, since it always centers on the top left corner, it becomes absolutely predictable.

Quote:
- The logistics GM does not calculate area of effect throughout its length. When starting from a point of control, I could see that I could capture a flag for extra movement. After passing outside of the area that movement was cut shot by 4-5 tiles but I still got the flag bonus, even though I did not reach it!


This goes both ways. If you are outside one of your AoCs and you walk into one, you still have movement left when you reach the endpoint of what the game thought you could reach that day. It simply calculates the full path depending on where your Hero starts: inside any of your AoCs, it will display the path as if it's fully travelled with the bonus; outside any of your AoCs it will ignore the bonus, even if you travel part of the route through an AoC under your control.

Apparently, the route calculation makes a prediction based on the starting location, while the actual movement considers the ground below your Hero at each step.

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The_green_drag
The_green_drag


Supreme Hero
posted October 25, 2015 01:23 PM

Centaurs can still shoot when an enemy is in melee range. Idk if it's a bug or bad design but she clearly shoots her bow. Maybe it's her melee attack too? I wouldn't be surprised. She also shoots twice a lot of times and on retaliation, it's getting really annoying.

And visually she makes me miss zebra centaurs greatly.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 25, 2015 03:01 PM

Elvin said:
Double attacks all over the place!

LOL
Although I wonder what's more ridicule, that or how Strider moves.
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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 25, 2015 03:13 PM
Edited by Pawek_13 at 15:15, 25 Oct 2015.

Galaad said:
Elvin said:
Double attacks all over the place!

LOL
Although I wonder what's more ridicule, that or how Strider moves.

It moves fine. What is not fine, however, is that units' animations are very intermittent. Units move like only a third of frames remain. This doesn't look good.

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ChrisD1
ChrisD1


Supreme Hero
posted October 26, 2015 10:25 AM

Pawek_13 said:
What is not fine, however, is that units' animations are very intermittent. Units move like only a third of frames remain. This doesn't look good.

That' exactly the problem with the probem with the animations!!!! Especially justicar's animation too.
We need to put that message on a neon sign.
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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 26, 2015 01:03 PM
Edited by Stevie at 16:26, 26 Oct 2015.

Possibly found another leakage with stacking special building bonuses reapplying after reload. In this case, Tower of Necromancy. As you can see, I have only 3 Necro towns, but 11 bonuses.




Edit:

How do you balance out Necromancy giving you the ability to accumulate ridiculous numbers of say 30K Skeleton Hoplites on Dungeons and Minions map? You give the Simurgh an aoe random effect equally powerful to being able to wipe them all instantly, of course! Oh, and the Simurgh's shadow doesn't even disappear after dying.

Seems legit.



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Steyn
Steyn


Supreme Hero
posted October 26, 2015 05:03 PM

Fortunately you still have your 4k banshees left

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 27, 2015 12:03 AM
Edited by Maurice at 00:05, 27 Oct 2015.

* Golden Dragons have a breath attack, but when the game displays the area it will hit, it will show it running from the starting position of the dragon towards the target - not the destination of the dragon from where it will launch its attack. As a result, the other creatures it will hit are also displayed incorrectly (as is the damage prediction). The attack will happen based on the destination of the dragon, as it should, it's just that the pre-attack prediction is displaying incorrectly;

* It's likely intended, but Dragon breath attacks don't deal "friendly fire". I.e., your own units won't get toasted by your own Dragons;

* AoC effects from special buildings inside Towns don't change the moment the Town changes ownership - it changes the next turn. This can lead to odd results in battles, for instance with the Dungeon building that deals 40 Earth damage to enemies for the first three turns in battle. If you capture such a Town and then, after capturing it, fight battles within it's AoC before the start of the next turn, it's your troops that get poisoned, not the enemy. I suspect other special buildings work in a similar fashion;

* On Ivan's first map, the Stag Duchy Hero actually triggered the cutscene within the ruins, as he moved up there and used the teleporter, before I could reach it with Ivan;

* Once you finish a campaign, the Council members chat a bit among themselves about the aftermath and lesson from the campaign. There is no way to watch it again, not even by loading the last mission and completing it (it will just show the post-mission cutscene, not the post-campaign one). I happened to miss the Dungeon finale that way and couldn't watch it again to hear what Ivan and his councilors were saying to eachother;

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