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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes VII bugs and balancing issues - version 1.4
Thread: Heroes VII bugs and balancing issues - version 1.4 This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
natalka
natalka


Supreme Hero
Bad-mannered
posted November 12, 2015 02:40 PM
Edited by natalka at 14:57, 12 Nov 2015.

First of all, thanks for answering me and pointing this to the dev team.

Secondly, I am she, though my partner helps me with the scripts I must admit.(writes them all he adds)

1) add new event trigger node to kismet - after winning in a(any) battlesite

2) it is shown on several GUIs. First when you right click on any battle site and confirmation screen. Then on the winning GUI of the battle site.
I assume you thought all battle site would have treasure so you didn`t provide an option to remove the label.

Since you are in coop mood I will request one more thing that will make hardcore maps even more hardcore - option in the expert editor to hide all info about the battle site. I will clarify:

When you right click on the battle site, you can see only the description e.g: this is abandoned mine bla bla but you don`t see number of creatures, nor rewards.

they should look like this:

GUI1

GUI2


This will be absolutely fantastic

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 12, 2015 04:10 PM

Balancing

sylanna`s bounty. I think it is way too powerful.
Firstly change duration unskilled - 1 day
                       novice - 2 days
                       expert - 3 days
                       master - 4 days

Then make it work only if you are in radius 4 from the mine. No need to spam it with all secondary heroes without much thinking.




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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 12, 2015 10:24 PM
Edited by Elvin at 22:28, 12 Nov 2015.

Should be easier and probably fairer to allow only one Sylanna's bounty active in every area of control. Has the extra benefit of making you choose between extra wood or ore.




- Lead by example is still triggered by aoe spells like firewall.

- If a unit dies from avenger's sting, the space it used to occupy is inaccessible

- Whenever an enemy champion tries to pass through its town's gate, it.. attacks it. Not sure if limited to champion units only or why that happens.

- Ancient behemoth AI is broken. Often they try to target a unit with their ability that for whatever reason cannot be targeted. So they just defend...

- Combat pathfinding remains terrible. In battlefields with river and a bridge, enemy melee walkers would rather wait on the other end closest to their target rather than cross the bridge

- Extra units from reinforcements that leave after combat still show as casualties.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 12, 2015 10:38 PM
Edited by Maurice at 22:38, 12 Nov 2015.

Elvin said:
- Whenever an enemy champion tries to pass through its town's gate, it.. attacks it. Not sure if limited to champion units only or why that happens.


I've commented on that one before. The attack is only made when the unit (not necessarily a Champion; any unit will do) actually ends its move on a Gate tile, without attacking anything else.

The attack is actually made against itself, without causing damage. Special effects get through, though; in this way, I've had Cavaliers stun themselves when the ghost attack was a crit ...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 12, 2015 10:42 PM

Nice
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natalka
natalka


Supreme Hero
Bad-mannered
posted November 13, 2015 07:51 AM

Ok only one mine per area of control is easy fix. But we need the days reduced by 1 as I suggested. This way secondary heroes after spamming for a few days will have to go to the dragon vein at least.

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ChrisD1
ChrisD1


Supreme Hero
posted November 13, 2015 08:09 AM

A suggestion. Everytime ANY unit moves, ANY other unit with a special passive(legionnaire,strider etc) repeats the animation for that ability. Isn't that consuming more stuff or smth?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 13, 2015 09:27 AM

Yeah that has to be fixed. The visual effect should only activate when a unit gets into position to trigger it.

Btw in last few patches dreamwalker during a siege battle would appear inside the stone that keeps the cyclops catapult in place. I bet this is still the case? Can anyone confirm?

I've also seen leading by example activate automatically on an enemy unit at the beginning of a turn, without it being attacked though I do not remember the details. Is this a known issue?
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The_green_drag
The_green_drag


Supreme Hero
posted November 13, 2015 08:52 PM

Centaurs turn is sometimes skipped if attacked before it can act. it used the maneuver ability every time it's happened so far.

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ChrisD1
ChrisD1


Supreme Hero
posted November 13, 2015 09:26 PM

The_green_drag said:
Centaurs turn is sometimes skipped if attacked before it can act. it used the maneuver ability every time it's happened so far.

Of the centaur retaliates she loses her turn and she can only maneuver because the game thinks she used her attack -.-
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The_green_drag
The_green_drag


Supreme Hero
posted November 13, 2015 09:58 PM

That move is really messed up. Later on it has room to move away, but doesn't and attacks from melee.

And man is it annoying with stronghold having 4 large units. Why are those centaur 4 squares when they're so small?

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 14, 2015 09:54 AM

centaurs`s ability is really broken. Yesterday attacked in melee death spiders got poisoned and then I couldn`t move, attack, wait, defend - nothing. All buttons were grayed out arround the centaur and only option was to exit the battle.

stronghold having 4 large is ok - they need to have some liability

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 14, 2015 11:37 AM

Actually, there is a solution. Press auto combat and wait a bit
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natalka
natalka


Supreme Hero
Bad-mannered
posted November 14, 2015 12:19 PM
Edited by natalka at 17:21, 15 Nov 2015.

I think all pressable GUI elements were grayed out. We were trying to figure how to continue the battle for a bit.

EDIT: I think I found new imbalance. Treasure finder skill needs to be nerfed as well. They nerfed economy bonus and they should do so to treasure finder. For just 2 points spent you can get lots of gold maybe on par or even more than from economy where you have to invest much more.

15 treasure chests ~ 10000+ gold.

My proposition is the bonus to be 25%.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 15, 2015 07:56 PM

It's higher than 25%..?

PS why was the economy nerf needed? 150 gold per day is pathetic.
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natalka
natalka


Supreme Hero
Bad-mannered
posted November 15, 2015 08:48 PM
Edited by natalka at 20:52, 15 Nov 2015.

it is 50% now for 2 points spent.

Don`t know about economy but perks in there save you more gold in the long run. They forgot to tune down treasure finder.

Gnolls have to be nerfed too. I have a suggestion - if the unit that attacks doesn`t kill at least one creature then the gnolls won`t attack. They have the same event on the Master Hunter. A little logic and the fix is ready.

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The_green_drag
The_green_drag


Supreme Hero
posted November 16, 2015 12:48 AM

They said the economy skill was too powerful because players could get multiple heroes and get rich from it too quickly...

I'd rather have had a cap on how many economy skills one team can benefit from. Or maybe make it a governors bonus. 150/day is really low.

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Karanshade
Karanshade


Adventuring Hero
posted November 16, 2015 02:02 AM

Today I swa Kaspar spamming Burning determination on skellies and ghost. That should be fixed too , it's so ridiculous

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 16, 2015 06:59 PM
Edited by natalka at 19:16, 16 Nov 2015.

Pathfinding doesn`t work at all.

I reread gomaki`s answer and I think you should put in top priority following fix:

I want to set in external random elite dwelling that if your faction is sylvan you get 2 moon doe, if you are haven - 2 cavaliers etc etc. However this is not possible. I don`t know how to put it but this is really basic stuff, don`t know how much more we have to wait to get this.

more visual cues to be added - when you receive creatures as a reward from script, when you receive a spell.

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gomaki
gomaki

Shaper of Lore
Community Manager, Limbic Ent.
posted November 17, 2015 12:31 PM

natalka said:
Pathfinding doesn`t work at all.

I reread gomaki`s answer and I think you should put in top priority following fix:

I want to set in external random elite dwelling that if your faction is sylvan you get 2 moon doe, if you are haven - 2 cavaliers etc etc. However this is not possible. I don`t know how to put it but this is really basic stuff, don`t know how much more we have to wait to get this.

more visual cues to be added - when you receive creatures as a reward from script, when you receive a spell.


I've sent this to the editor devs.
I'll see what they say and if there are any technical constraints and find out what the current Editor priorities are (I know a lot of stuff is being done for Tales of Axeorth)

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