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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes VII bugs and balancing issues - version 1.6
Thread: Heroes VII bugs and balancing issues - version 1.6 This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Natalka
Natalka


Supreme Hero
Bad-mannered
posted December 22, 2015 09:16 PM

+2 init for haven does nothing, please.

Yeah haven works this way in h6-h7 but reduction is too much. 33% for legeionairres and 33% for actual unit ia my proposition - now it is 25% - 25%

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bolbas
bolbas

Tavern Dweller
posted December 25, 2015 06:07 PM
Edited by bolbas at 22:10, 25 Dec 2015.

bug:
- When switching views between the surface and underground for the first time a full underground map appears for a very short period of time.

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 25, 2015 06:29 PM

first one is not a bug

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bolbas
bolbas

Tavern Dweller
posted December 25, 2015 10:09 PM
Edited by bolbas at 07:20, 27 Dec 2015.

pfff... really )) seems like i'm blind )) i'm sorry then - now i'm going to edit my last post.

- If a player doesn't have enough resources some upgrade arrows on a build structures screen are red and some of them are black. If open/close this screen a few times all arrows become red.
- Temporary attribute boosts from sites reset after every load game. If a hero had boosts only for 1 battle in the end of turn, after load an autosaved game he has boosts for 3 battles again.
- In a tactical phase the initiative of every creature shown as 15.
- Mouse cursor remains hourglass after centaur marauder's shot before choosing next action.


- When a hero ends his turn in a tower with magic guild his manapool doesn't reset. (Edit: now I understand that it's really better this way so it's not a bug but a good feature )

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 26, 2015 11:21 AM

maybe the last one in your list is a design feature...who knows

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 26, 2015 12:26 PM

It is.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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bolbas
bolbas

Tavern Dweller
posted December 26, 2015 01:15 PM
Edited by bolbas at 16:27, 27 Dec 2015.

Are you sure? I mean that when you end your turn in a tower with magic guild your hero's mana doesn't fill to it's maximum state. This feature was in previous patches and of course in previous heroes games. Can't believe it's removed

- Sometimes while AI's turn heroes models dissapear from map (after using Ylath's Clairvoyance spells)



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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 26, 2015 04:03 PM

It was not present in H6 either. Presumably the team feels it should be harder to creep in the first week with the mana regeneration being higher than it used to be? I disagree anyways.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Kayna
Kayna


Supreme Hero
posted December 26, 2015 07:48 PM

Bug report : There's an Ubisoft logo when I start the game.

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bolbas
bolbas

Tavern Dweller
posted December 27, 2015 05:52 AM
Edited by bolbas at 10:27, 31 Dec 2015.

Well I was thinking of it and I would say it is a good idea to remove this feature (filling up mana at the end of turn) with all these adventure spells. I needed some time to realise it but now I can say that I like it


- There is no animation on Fog Shroud spell.

- If a hero misses 1 or 2 movement points to visit an object there is no any indication that he won't do it in 1 day





- If switch towers from a townscreen and then exit to the map the view changes it's position to the middle of the map and not to the last tower you were observing



- A garrison icon dissapears after enlisting a hero and pressing the "swap garrison and visiting armies" button and it becomes impossible to drag and drop units to a garrison.



- An active hero's icon doesn't become increased after enlisting a hero, pressing the "swap garrison and visiting armies" button and exiting a tower.



- Lines from required structures to a higher lvl structures are not properly highlighted in a build structures screen (lines to a Cloud Coliseum are highlighted and to an Arcane Tower aren't for example). And even if they highlighted pop-up tooltips hide them.



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bolbas
bolbas

Tavern Dweller
posted December 27, 2015 06:59 AM
Edited by bolbas at 16:31, 27 Dec 2015.

And of course please, PLEASE add heroes stats information from a Hall of Heroes screen to skillwheel screens!




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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 27, 2015 01:22 PM

Your links aren't working, Bolbas. None of them show up.

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bolbas
bolbas

Tavern Dweller
posted December 27, 2015 02:40 PM
Edited by bolbas at 10:07, 28 Dec 2015.

is it fixed now?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 27, 2015 03:00 PM

bolbas said:
is it fixed now?


Yes, they're showing now .

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted December 27, 2015 05:21 PM

Anyone else having the problem where you go to pick artifacts from the slots of your hero to equip them and the game picks whatever it wants out of the bag slots and you cannot choose the desired artifact you want to equip?

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 27, 2015 05:40 PM

yes after each equip exit and enter hero screen. Even then there are some bugs and even vanishing artifacts forever..

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ChrisD1
ChrisD1


Supreme Hero
posted December 27, 2015 06:32 PM

i finally found out what's the deal with the  stone spikes spell that is supposed to do double damage to the center tile. for this to work the enemy creatures have to be side by side when you cast the spell. so one unit takes the double damage. and of course the tooltip for this spell when hovering above enemies and having earth magic iii is broken.
also i found out what's wrong with the striders' animation. i slowed the combat speed at 40% and they moved like mummies which i guess was the idea for their animation, but with normal speed it just seems broken!
also for heaven's sake the activated ability nova should be cast only once like razor leaves. i will put together an improved list for those things.
about the artifacts they are not exactly vanishing. they somehow get stuck under another artifact.. you drag that artifact to another slot and BAM there is your lost artifact!

coordination is totally broken (dungeons grand master racial), double attacks all the time just because

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Hermes
Hermes


Famous Hero
posted December 28, 2015 01:55 PM

I just finished a great multiplayer game that was somewhat ruined by a bug.

So I was playing Academy against Necromancer in an only format I have time to play - With time limits and mandatory quick combat.

So, when enemy hero breached through the garrison gate I knew I had lost. His army was deadly to me and his hero level 18 to my level 13. Not sure where I did wrong but that is another story(the map was totally new to me actually).

So we engage in an game ending combat and game gets stuck on his turn. Ok, we reload. I feel intimidated by the sheer size of his army - 4 Shantiri Titans, 400 skeletons and 150 ghosts and 1 Grim Rider. All I have is 2 Shantiri Titans, 55 gargoyles and some Djinns, Mages, Golems. Pitiful size.

My hero is Ajit, a Sheriff with GM Light and some Metamagic, unfortunately Magic Guild was not kind to me so all I have is pretty much sun burst. He plays Lucretia with high Might and next to no spells.

My titans slow his skeletons down and my Sheriff throws spells left, right and centre with growing Metamagic.

And all comes to this - he only has 2 Shantiris left and his Skellies slowly creep to my titans, I know when they get there I'm stuffed if they not killed first due to their resurrect. But since I just destroyed 2 of his Titans I press on with my magic and try to kill the remaining two.

And then this happens.

He casts Regeneration on his Shantiris....

first I think why.. His magic is so low it won't matter..

But then I see why. His shantiries start to heal 300 health twice instead of once on the end of their turn - once in the beginning and once in the end. He obviously knew that but and still did it. So I lost only due to this since no amount of my nukes could kill two Shantiris on one turn.

TLR

Shantiri Titans heal twice the full amount when also affected by regeneration spell.

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The_green_drag
The_green_drag


Supreme Hero
posted December 28, 2015 02:10 PM

I really hate how higher tier creatures have such low stats. Imo, no elite unit should have lower attack value than a core.

Playing dungeon and was looking at medusa again. Their attack and defense are lower than pikemen...if they want to give high tier creatures low hp that's fine but they shouldn't be so crippled that they become almost meaningless unless their ability triggers.

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MoritzBradtke
MoritzBradtke


Known Hero
posted December 28, 2015 03:03 PM

The_green_drag said:
I really hate how higher tier creatures have such low stats. Imo, no elite unit should have lower attack value than a core.

Playing dungeon and was looking at medusa again. Their attack and defense are lower than pikemen...if they want to give high tier creatures low hp that's fine but they shouldn't be so crippled that they become almost meaningless unless their ability triggers.


check out sandywyvern, it it Bastion Basic elite with 4 attack and 4 defense...
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