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Thread: Post-v1.2 patch bugs / "hidden" changes | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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Klaital
Known Hero
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posted July 22, 2006 11:03 AM |
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It doesn't make it totally useless, you can still get 50+ elementals with one casting. And that actually makes water elementals BETTER since once they have exhausted their spellpoints, just summon a new one.
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Maurice
Hero of Order
Part of the furniture
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posted July 22, 2006 02:43 PM |
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The icon for the Emerald Dragon has changed as well. It now looks a cripsy baked golden-brown .
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Klaital
Known Hero
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posted July 22, 2006 04:35 PM |
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Icon for cavalier has also changed, he is now wearing a gray bandana instead of blue one. Also the mouse cursor has changed from horse to unicorn to all factions. Also in combat it now actually tells you what random spell genies cast, as well as informs you when Zoltan's special triggers.
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Maurice
Hero of Order
Part of the furniture
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posted July 22, 2006 06:16 PM |
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Enlightenment has changed. Originally, the bonus was +10%/+20%/+30% for the three steps. Right now, it's +5%/+10%/+15%. They halved the benefit to experience; I am not certain if they also reduced the stat bonus.
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juventas
Adventuring Hero
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posted July 22, 2006 06:32 PM |
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I wish they made ALL the elementals better. It seems fighting in Necromancer lands leads to the advantage.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 22, 2006 07:39 PM |
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Quote: Enlightenment has changed. Originally, the bonus was +10%/+20%/+30% for the three steps. Right now, it's +5%/+10%/+15%. They halved the benefit to experience; I am not certain if they also reduced the stat bonus.
It always has been.While the description said 10-20-30 the xp gained was
5-10-15 probably due to a bug.Maybe they forgot about it afterwards?
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Map also hosted on Moddb
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Betruger
Known Hero
empowered mind
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posted July 22, 2006 07:51 PM |
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Quote: Enlightenment seem nerfed to 10% exp bonus in general instead of 10% per level.
At least, that's what the description says...
From what I saw it's 5% per turn now.
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maltz
Adventuring Hero
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posted July 22, 2006 08:47 PM |
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Quote: Enlightenment has changed. Originally, the bonus was +10%/+20%/+30% for the three steps. Right now, it's +5%/+10%/+15%. They halved the benefit to experience; I am not certain if they also reduced the stat bonus.
Actually Englightenment was 5, 10, 15% since the very beginning. The description was wrong all the way.
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Maurice
Hero of Order
Part of the furniture
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posted July 22, 2006 09:16 PM |
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Edited by Maurice at 23:13, 22 Jul 2006.
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Ok, so it's actually a fix . Good thing!
As an aside, before the patch, your Djinnies would automatically have their Curse ability selected when you moused-over on an enemy unit that was out of their range. In 1.2, you need to actively click the Curse/Bless ability to Curse an enemy out of range.
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ZeroXcuses
Known Hero
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posted July 23, 2006 12:57 AM |
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Quote: rotfl another "imba" spell was made totally useless when jokes like necromancy still exist ;X
Joke? You mean the lifeblood of the faction!
And I never knew about enlightenment's error. Well, I'll be taking Logistics instead from now on.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted July 23, 2006 09:02 AM |
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True, but this lifeblood should be a bit toned down.
Since some ppl say klaus+paladins things got nerfed (and they didn't even adress the change ><, one imba is gone. Time to cripple other ones ;D
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Maurice
Hero of Order
Part of the furniture
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posted July 23, 2006 10:39 AM |
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Quote: Since some ppl say klaus+paladins things got nerfed (and they didn't even adress the change ><, one imba is gone.
First time I read about that one. Care to elaborate on this some more?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 23, 2006 11:40 AM |
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As far as I know paldins now have 10% jousting bonus instead of 20%.Klaus seems unchanged-specialty,skill,ability are as they were.I don't know if the jousting bonus from the specialty is nerfed as well since I have not tested him in battle.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Haldowan
Adventuring Hero
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posted July 23, 2006 11:47 AM |
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Talanar Recruitment ability is no longer broken.
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Klaital
Known Hero
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posted July 23, 2006 03:48 PM |
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The underground area of land of outcasts is totally screwed. Three of the four subterranean gates are totally unaccesible, few mines have no guardians anymore, and there are several unaccesible buildings in underground (although they did fix that one dolmen of knowledge that used to be unaccesible)
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Shauku83
Promising
Famous Hero
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posted July 23, 2006 03:58 PM |
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Edited by Shauku83 at 16:33, 23 Jul 2006.
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Quote: The underground area of land of outcasts is totally screwed. Three of the four subterranean gates are totally unaccesible, few mines have no guardians anymore, and there are several unaccesible buildings in underground (although they did fix that one dolmen of knowledge that used to be unaccesible)
Confirmed. Even such necessities as Yellow players saw mill is inaccessibe.
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Maurice
Hero of Order
Part of the furniture
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posted July 23, 2006 04:19 PM |
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In "War of the Worlds", there is a Crystal of Revelation (+1 Knowledge) around the center of the map, which is inaccessible.
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Betruger
Known Hero
empowered mind
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posted July 25, 2006 01:08 AM |
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Edited by Betruger at 01:11, 25 Jul 2006.
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I bumped into 2 bugs.
First: Multiplayer. My autosave file just got broken. And as you now there are always three autosaves (3 turns ago, 2 turms ago, and 1 turn ago). Neither of them works so it's not a question of broken file due to some hard-drive error etc.
No.
Besides when my game partner created a game using the very same autosave it worked fine for him, but I simply could not join.
Take a look:
Now, this was very frustrating as it happened after 2,5 hours game.
Seems like for some reason my name was not saved in the autosave, and therefore I could not join the game.
Second: I was actually able to see enemy hero under the fog, from a certain angle.
From this angle I can see him:
Alas from this, I can not:
This was no really useful information to me since on this map there are impassable mountains between us, but had it hapend on a more open map, this could give one player an advantage.
Oh and I wasn't able to repeat this observation in any other turn. Just this one turn, looking from a certain angle so I guess it's not something that commonly happens. Still, it's there.
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Snap
Hired Hero
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posted July 26, 2006 07:06 AM |
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I was replaying the Dungeon campaign on Hard after installing 1.2. Previously I played it with 1.1 on Normal. I realised that now AI heroes never, ever flee! Was this always this way on Hard? I very much doubt it. In Dungeon mission 3 this made a huge difference: I took out all the original high-level warlocks within a few weeks, and after that it was smooth sailing. The last time I remember cursing every time I ran into Lethos - something like 4 times - and he escaped every time after dealing heavy damage to my troops.
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Klaital
Known Hero
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posted July 26, 2006 08:44 AM |
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Yes that is nothing new. On hard and heroic the computer never flees. Was that way in 1.1 already.
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