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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes VII bugs and balancing issues - version 1.3
Thread: Heroes VII bugs and balancing issues - version 1.3 This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
MeTaNoV
MeTaNoV


Hired Hero
In Heroes We Trust!
posted October 28, 2015 11:55 AM

- A creature with dark touch get not retaliated anymore. Pretty handy but not described!
- I was able to raise undead from a combat against undead. Also handy but not intended. We are still no able to raise from construct creature which is normal.
- Minotaur's axe: it seems the bonus is badly calculated +6 dmg per level and you get (base+6) per level! so instead of say 51+6*9=105, you got (51+6)*9=513. It might be good for you but it is not intended. Other artefacts might be also working wrongly like this, especially those with a multiplier per level
- An Air elemental cast deep freeze on himself?

I updated my sheet list accordingly with your input also:

[url=https://docs.google.com/spreadsheets/d/1qXZ_5MUKCP7Qy0fDcV9ALEMywXq1F6K6KD7h6hXBx7U/edit?usp=sharing]MMH7 Bug / Feature List[/url]

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Found a bug, take a look here: [url=https://docs.google.com/spreadsheets/d/1qXZ_5MUKCP7Qy0fDcV9ALEMywXq1F6K6KD7h6hXBx7U/edit?usp=sharing]MMH7 Bug / Feature List[/url]

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The_green_drag
The_green_drag


Supreme Hero
posted October 28, 2015 02:55 PM

Hermes said:
About time control: it's just a spell animation. Time control cast on allies speeds up all animations, cast on enemies slows them down. It's awesome. Btw time stasis completely freezes all the animations like it should!


I know about that feature, this was a bugged movement. He would just freeze for a sec then instantly go where he was suppose to be.


But now I go to play this morning and the first try I get "Heroes 7 has stopped responding"

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 28, 2015 03:27 PM

Stronghold underpowered? Or regarding morale/luck?

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted October 28, 2015 06:27 PM

Well...I just downloaded patch 1.3 yesterday + installed it auto.

Did not have the time to test the game, yet; after that latest patch but, after playing two pre-made maps at small size: Won both on first try. First one on patch 1.1 and the second on patch 1.2.

Here's what I've seriously learned from playing a mere 16 or so hours onto that latest instalment of the MMH series: Governors are not made but named instead. Magic Heroes that learn the Paragon skills will develop in truly awesome leaders of troops as well as backing them up with real nifty destruction spells that can seriously be used as protection wall(Fire Wall)and, will develop their spell power a lot faster than in the previous games within a mere 1 and a half months of intense number of battles + exploration of the whole map also.

Also, Governors are the perfect recruiters and protectors of cities in this game.

Moreover, the Might Heroes of all the factions of this game can be useful for the Stronghold's cause, since, they all, seem to have the Warcries Novice skill as a natural ability. But, unfortunately, almost useless as true champion heroes as per invasion force against any enemy factions.

Can not wait to try a scenario or skirmish that features the Haven faction. I am truly burning in envy as for trying those new types of magic heroes and, living Angels and Arch Angels for having the Paragon still as a racial skill + the possible resurrection of dead troops with a master level at healing low level troops.


____________
Now, all 7 titles can be played on Windows 10 Home/Pro Editions. Thanks to the good ole' Gog.com people, all the series can be played on any decent multi-core PC.


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ChrisD1
ChrisD1


Supreme Hero
posted October 28, 2015 09:24 PM
Edited by ChrisD1 at 06:32, 29 Oct 2015.

so...
-two of my heroes met with zillions of artifacts each so i had to rearrange some of them. crash to desktop. it's like the game can't handle big numbers of heroes,creatures,buildings,towns,artifacts etc...
-if centaur marauders retaliate before their turn, when it's their turn they can't shoot, but only move. -.-
-i restarted the fourth map of haven campaign and my hero is at level 1 again -.-
-movement is still weird. as Pawek said: "units move like only a third of frames remain"
-The spell cyclone always kills way less units than the tooltip describes. In terms of damage it does the lowest mostly.
-healing is not fixed. it heals only the top stack instead of the previous ones.Hc member Ravel put it really nicely and kudos for figuring it out too.
-experience gained is too much.
-tiers one, two and three, creature growth special buildings double their population!!!!!! it's too much.
-more diverse classes (ability distribution in the wheel)! all classes look the same.
-wrong classes in necropolis!
-necromancy,when fully developed is OP.

Edit. I think heal has been fixed.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 29, 2015 12:19 AM

* During Ivan's campaign, I had Ivan cast Celestial Armor in a 3x3 area. Even though the mouse-over info in the Spellbook said that it would absorb 252 damage for each affected target, once cast it absorbed the grand total of 0 damage, making it absolutely useless. I haven't been able to verify if this is an issue with Ivan, with the Perk that makes it 3x3 or something else;

* Having only 1 creature out (to be specific: the Stronghold Hero in Ivan's second map, with just the Cyclopses out on the battlefield) can cause very weird issues with the Hero's attacks / spells cast. Quite often I would get a message that there was no active Hero every other turn, disallowing me to cast anything or perform a Hero attack with him;

* When multiple caravan sources exist, the name of the destination (the name of the Fort or Town at which you opened the Recruitment window) is replaced by the name of origin once you create the first caravan. This is a display issue, since other caravans created in the same recruitment session will still head to the Town or Fort from where you opened the Recruitment window;

* When Marksmen score a critical hit with a Ranged Attack, they will pull out their knife and slash with it instead. They still launch a projectile though, so the attack goes through, it just looks odd;

* Feral Charge of the Wolves not only hits the target they're after, but also another unit. With a full Stronghold lineup, Wolves targeted my Cyclopses, but my Wyverns also took damage (even when they were on the other side of my deployment line, nowhere near where the Wolves attacked). After removing them from my deployment line, my Centaurs took the extra damage instead. The additional unit getting hit seemed to be consistent between battles (always the Wyverns, until I removed them - then it was the Centaurs);

* Damage expectations shown in the tooltip just prior to attacking are notoriously wrong in the damage range. Quite often they underestimate the damage done;

* When aiming to move creatures near obstacles, a dotted line is drawn between the destination and enemy Ranged units, indicating whether the obstacle functions as partial or complete cover. However, this is also displayed for Ranged units that are blocked from shooting;

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 29, 2015 07:12 AM

In my arena map testing I can see growth is fine for level 1-5. Creatures are balanced . Level 6-7 have little growth and don't shine on the battlefield.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 29, 2015 08:15 AM

They are too expensive, a few tweaks on building costs and level requirements are needed. Regular elites should require lvl 6, strong elites level 9 and Champions level 15. If we absolutely have to keep town levels in the first place.. Building costs and building pre-requisites allow far greater freedom in town development.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted October 29, 2015 09:34 AM

MeTaNoV said:

- I was able to raise undead from a combat against undead. Also handy but not intended. We are still no able to raise from construct creature which is normal.



I'm sure this is intended

Ability:
"No Rest for the Wicked"
Necromancy also raises from fallen undead creatures
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MeTaNoV
MeTaNoV


Hired Hero
In Heroes We Trust!
posted October 29, 2015 09:45 AM

fiur said:
Ability:
"No Rest for the Wicked"
Necromancy also raises from fallen undead creatures

I forgot this one, thanks for pointing out!

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 29, 2015 07:29 PM

In heroes 5 we had same requirements tier 6 - level 12, tier 7- level 15.

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ChrisD1
ChrisD1


Supreme Hero
posted October 30, 2015 11:37 PM

lets meet the spell cyclone.
here it is in its natural habitat, the spell book (i have air magic at novice rank and the master of magic perk)


here you can see the spell when hovered upon an enemy. noticed the damage?


now lets see another  friendly spell called sun beam (i have light magic at master rank AND the light wisdom ability, +4 Magic for Light spells. Every other wisdom ability adds +4 Magic to this bonus.)


and the sun beam hovered upon the same enemy. acted like a true gentleman this spell.


oops i changed my mind and i want to cast cyclone again


ok what? different numbers???
ok so this happens to every spell when i click back at it, after i clicked a light magic spell. the spell has increased power just because. I'm suspecting the light wisdom does not act as it should , because the increased spell power in any spell, happens if i've clicked a light spell before. mind you i have only the light wisdom perk. no other wisdom perks whatsoever.

(my print screen button didn't work for some reason)
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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 31, 2015 01:05 AM

Are we sure it's not just a display error where the shown values are computed wrong?

Anyway, besides the Governor fix, they also fixed the Celestial Armor buff not giving any damage buffer. Tonight, after the hotfix, Celestial Armor worked again like it should.

New bugs I found:

* Piercing Shot (at least for Marksmen) is redirected to travel over the topleft corner of a Large Unit, when the mouse button is clicked while the cursor is over a tile occupied by said Large Unit. This means it may not travel along the line that the player intended. Given how this worked with Fire Walls as well, I suspect other Piercing Shots also have this effect;

* (This one may actually be intended, not sure) When you look at the Puzzle Map for the Tear of Asha, if it contains buildings that you've not yet discovered on the map, the buildings themselves won't be shown in the image - but their shadow will be displayed on the image regardless. Lacking or showing the building gives a rather clear hint whether or not the player has already uncovered (part of) the area that contains the Tear;

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ChrisD1
ChrisD1


Supreme Hero
posted October 31, 2015 01:15 AM
Edited by ChrisD1 at 18:30, 31 Oct 2015.

Maurice said:
Are we sure it's not just a display error where the shown values are computed wrong?

i never got to apply the spells. i only highlighted them to show that whatever the error it's still a bug. as for the cyclone spell, it does the damage described in the book, and not the damage when hovering upon the enemy stack. hence my complaint that cyclone kills less units than it describes. as for the wisdom ability i will try the same build without it and see what it yields. but it is highly suspicious that after only the light spells the rest get a boost.

[update]
i tested spells with a hero without any elemental wisdom perk. again for some reason i see an increased spell power if i click certain spells, then the same spell again. BUT indeed it was a display error. when i executed the spell, it was executed at its original spell power and not the increased one. so i must wonder. why?????
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bolbas
bolbas

Tavern Dweller
posted October 31, 2015 01:23 PM
Edited by bolbas at 05:04, 05 Nov 2015.

1) If a hero is missing for 1 movement point to take a resource or to visit an object in one day there's no any indication that he needs 2 days to make this action. For example hero has 22 MP and he needs 21 MP to come close to a resourse/object. In this situation he won't get this resource or visit this object in one day because he needs 2 MP to do that but the player can't see it before hero stops near the resource/object.

2) Foreman works fine when the hero is a governor of a nearest tower to a Sawmill and Ore Pit. And if he becomes a governor of the next neutral tower, which is farther from there and has no his own Sawmills and Ore Pits near, then Foreman works from time to time. I don't know if it should work or not at all but one day it works, next day it works only for 1 mine (for a Sawmill only for example), then again for both mines.

3) After save/load a game heroes icons change their places from time to time. It is also would be so good if players could change heroes icons places themselves.

4) In a skillwheell window there is MUST be a hero's stats information (hero's level, might, defence, movement, arcane knowledge  and so on) on the left side from a skillwheell as it shown on the left side of a Hall of Heroes window.

5) Sylanna's bounty spell doubles sawmills and ore pits production even if they are under effect of Foreman. For example a sawmill produces 3 pieces of wood (2 base + 1 from Foreman). After Sylanna's bounty spell it produces 6 pieces of wood. I think that Sylanna's bounty should double only base production and Foreman should add only 1 piece of wood so the final production should be only 5 pieces of wood.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 31, 2015 07:12 PM
Edited by Maurice at 19:14, 31 Oct 2015.

* During a Siege, if AI controlled units try to sally forth but end their turn within the tiles that form the gate, they will perform an attack against themselves. This attack doesn't deal damage, but special effects like a Stun do get through (I just had a stack of Cavaliers stun themselves this way);

* Morale damage is 50% of normal damage. Apparently, the game multiplies the base damage by this value and then rounds down, before multiplying with other factors, such as the difference between the Attack score and the Defense score of the enemy stack. For Sentinels (damage range of [1-2]), this gives the peculiar result that their base damage after a Morale boost ranges from 0 upwards to some maximum value. Yes, you see that right, it's possible that a stack of 10.000 Sentinels deals 0 damage during a Morale boosted attack, if you're unlucky. The obvious fix for this is not to multiply the base damage but rather the total damage by the Morale boost factor;

* Celestial Armor seems to work clunky at the moment. Despite my previous report that it works, it actually still doesn't. Apparently, units still absorb 0 damage when Celestial Armor is cast on them, until they've moved apparently. Retaliation against an attack immediately following that move will still consider it at 0 value, but after the attack, the value will be raised to the proper amount, provided it is still present on the unit;

* The upgraded Treant shows the same odd behaviour as the Wolves do, when they attack in melee. Besides their target, a random other unit gets hit as well (I just had a game where enemy Ancient Treants were hitting my Griffins in melee and during that attack, a number of Marksmen died as well, along with some Sentinels next to them, even though they were about diametrically across the battlefield);

* A complex bug that requires a unit with a no-retaliation attack, like Furies, and Gnoll Hunters with Opportunity Strike on one side of the battlefield and Justicars on the other: when the Furies hit an enemy unit while within striking distance of a stack of Justicars, the Gnoll Hunters will use their Opportunity Strike to hit the Furies' target as well. At that moment, the Justicars will retaliate against the Furies, despite the Furies having the No Retaliation ability;

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ChrisD1
ChrisD1


Supreme Hero
posted October 31, 2015 08:41 PM

aaaaand lot of stuff don't work on campaigns. the heal spell now doesn't ressurect. for example a stack has lost some numbers and its health is 6/11. i cast heal that can heal up to 20 points and only 5 points are being healed with no resurrection.
also the righteousness perk "united we stand" that gives +1 defense to neighboring creatures does not work in campaign.
devs are you sure the fixes work in campaigns?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 31, 2015 10:01 PM

In haven campaigns most of enemy attacks did not trigger a retaliation on my units, without having a week of cessation or whatever it's called. That happened in at least two missions.

If you have reinforcements, the extra units that disappear after combat show as casualties.

Tooltips are faulty as ever. Hover the cursor first time, shows x damage. Hover a second time, shows y damage. Hover again, x damage. Hover once more, y damage. Most of the time the damage shown is incorrect.

Minos get pre-emptive retaliation against the non-retaliatable feral charge of the doggies.

The AI heroes are beyond stupid. When they face 1 unit(ie 1 cabir) they will choose some random spell(weakness, fortune etc) instead of finishing the battle with a direct attack.

A huge oversight, most (every?) battlefield types have predetermined obstacles!!!

No way to tell if a unit carries a buff or a curse like in previous games. Very inconvenient.

If a town is occupied by another hero and you cast town portal, nothing happens. Which is fine, except you can no longer cast another adventure spell. Your turn is wasted without casting anything.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 31, 2015 11:19 PM

Elvin said:
In haven campaigns most of enemy attacks did not trigger a retaliation on my units, without having a week of cessation or whatever it's called. That happened in at least two missions.


There is a Perk in the Destiny Skill tree which takes away enemy retaliations if your units score a critical hit. Are you sure the enemy didn't just use that Perk?

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ChrisD1
ChrisD1


Supreme Hero
posted November 01, 2015 09:39 AM

Indeed minotaurs and their preemptive retaliation completely ignore perks that negate retaliation.
Playing with sylvan.3 points of nature's revenge on that creature. I have the perks that give a guaranteed crit to a thrice marked creature, and the one that negates retaliation if the hit is a crit.
Guess what that excuse of a staple creature did before i crit it -.-
Also the oak dryad does not give health or revive when near a treant. At all.
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