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Thread: Post-v1.2 patch bugs / "hidden" changes | This thread is pages long: 1 2 3 · «PREV |
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maltz
Adventuring Hero
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posted July 26, 2006 03:46 PM |
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Quote: Yes that is nothing new. On hard and heroic the computer never flees. Was that way in 1.1 already.
I read somewhere that there is a cowardice factor, and it was not tuned between patch 1.1 and 1.2. (0.25 or something, meaning if AI's power is lower than 1/4 of yours then they flee).
However, after installing patch 1.2 I've noticed a few differences from 1.1 (both on heroic):
(1) Haven Mission 5. The weekly attack inferno heroes usually flee in their earliest chance when they see an overwhelming defense. However, not any more.
(2) Inferno Mission 3. Gilraen (the first encounter) used to flee very soon in patch 1.1, but now he stands and fights to the last man. This makes the open game a little bit harder.
In fact, after patch 1.2 I have NEVER seen any hero flee, while in patch 1.1 (heroic) I have had TONS of heroes abandoning their armies when they can still do something. This certainly makes the game more challenging, which is good.
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Klaital
Known Hero
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posted July 26, 2006 08:30 PM |
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Thats strange, I have never seen any AI hero flee on hard or heroic at either 1.1 or 1.2
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Snap
Hired Hero
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posted July 26, 2006 08:42 PM |
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Quote: In fact, after patch 1.2 I have NEVER seen any hero flee, while in patch 1.1 (heroic) I have had TONS of heroes abandoning their armies when they can still do something. This certainly makes the game more challenging, which is good.
No, it makes it easier. In H3 AI heroes never fled on the easiest levels. This was considered to be a bonus to the player, and it certainly was. You got to take out a strong hero and get his artefacts - how is that not a good thing? But then in H3 the AI always calculated precisely when to flee after doing maximum possible damage to your troops. In H5, perhaps reflecting the general half-assed quality of implementation, I have seen heroes flee while they could indeed still do something to you. However, more often, they flee only after most of their army is destroyed. That they reversed the flee/no-flee arrangement is quite stupid. Like I wrote above, playing the Dungeon campaign was actually harder on Normal because I couldn't take powerful heroes out of the game so easily.
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maltz
Adventuring Hero
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posted July 26, 2006 09:07 PM |
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Edited by maltz at 21:08, 26 Jul 2006.
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Quote: ...playing the Dungeon campaign was actually harder on Normal because I couldn't take powerful heroes out of the game so easily.
Er... as far as I know, when a hero flees, he actually returns to the Tavern waiting to be hired again. This is the same as a hero being defeated. The only difference is the artifacts. If you really want the artifacts, you can hire the hero before the AI does.
I know the neutral stacks are 1.4X of normal on heroic. But how about enemy heroes? Do they get the same army? I've read a bug report that easy and heroic Nicolai (C5M5) starts with the same army, so I guess they are are supposed to differ.
By the way, on normal they are resitrcted to not casting high level spells. I was bombarded by C4M3 Lethos with Implosion once. My hydra dropped like fly.
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Snap
Hired Hero
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posted July 27, 2006 08:30 AM |
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Quote: Er... as far as I know, when a hero flees, he actually returns to the Tavern waiting to be hired again.
... and is immediately rehired by the AI before your turn starts. Unless they are out of money or something. I've never seen fleeing heroes in a tavern after the battle.
Quote: I know the neutral stacks are 1.4X of normal on heroic. But how about enemy heroes? Do they get the same army? I've read a bug report that easy and heroic Nicolai (C5M5) starts with the same army, so I guess they are are supposed to differ.
Campaign heroes may or may not have script-generated armies. In the former case, there is usually a difficulty scale.
Quote: By the way, on normal they are resitrcted to not casting high level spells. I was bombarded by C4M3 Lethos with Implosion once. My hydra dropped like fly.
Yep, noticed that too. It seems that on Hard they are typically given some, but not all, top-tier spells. Some will have Implosion, some Chain Lightning, some Frenzy, etc.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 27, 2006 11:21 AM |
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Quote: Er... as far as I know, when a hero flees, he actually returns to the Tavern waiting to be hired again.
... and is immediately rehired by the AI before your turn starts. Unless they are out of money or something. I've never seen fleeing heroes in a tavern after the battle.Quote:
That's because the enemy hero will appear in your opponent's tavern.The only way you could hire them is if you defeat them or they are not hired by the AI before the end of the week.At any case there is a chance they will show up in your tavern in the future.
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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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Betruger
Known Hero
empowered mind
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posted July 27, 2006 07:58 PM |
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yeah, retreating to tavern is town portal for the poor
Well... not so poor, as it costs quite a lot of cash, but still...
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superfly86
Tavern Dweller
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posted July 31, 2006 11:51 AM |
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some bugs and suggestions
- still there is no option to move hero by numpad (like in old homm)
- moving camera is still quite slow
- when im moving the camera with mouse this isnt smooth its shortly sharp
- before fight we should have option to choose between quick battle and normal battle (enable/disable in advanced options)
- option to disable movie logos (maybe in some kind of launcher before launching game ?)
- there is still no description about heroes (like skill etc.) in choice before starting standard game (not campaign)
- in magic book there is no shown damage from the spell
- improve saving (it should be quicker) and add quick save (f5)
- in some maps i cant go to some building (underground)
Please add custom graphic options, and there we could change advanced graphic options to make our game faster:
- enable disable pixel shader or option to choose between 1.1 1.4 2.0
- tnl mode
- disable shadows
- choose level of detail textures (world, units etc.)
- wind on trees (moving trees)
- enable/disable bloom, blur, environment map, light maps, glow etc.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 31, 2006 12:11 PM |
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Quote: - still there is no option to move hero by numpad (like in old homm)
- moving camera is still quite slow
- when im moving the camera with mouse this isnt smooth its shortly sharp
- before fight we should have option to choose between quick battle and normal battle (enable/disable in advanced options)
- option to disable movie logos (maybe in some kind of launcher before launching game ?)
- there is still no description about heroes (like skill etc.) in choice before starting standard game (not campaign)
- in magic book there is no shown damage from the spell
- improve saving (it should be quicker) and add quick save (f5)
- in some maps i cant go to some building (underground)
I get the feeling that of all the things you added only one or two is a bug(camera thingie and building inaccesibility).And there is a quick save,you 've never used it?
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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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superfly86
Tavern Dweller
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posted July 31, 2006 04:23 PM |
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but i didn't saw topic with suggestions/upgrades to the next patch
Why in cutscenes there is no lipsync with voice ? Units can't move lips
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Darksequence
Hired Hero
For great justice!
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posted August 10, 2006 02:11 AM |
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I am not sure about this but mark of the wizard does not seem to work properly.
I was playing a hotseat game with jhora and when i used mark of the wizard it did not let me do double damage with eldritch arrow, also the haste effect was not doubled when i cast it on one of my own creatures..
strangely it does seem to function ok in hotseat duel.
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Klaital
Known Hero
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posted August 10, 2006 07:09 AM |
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Casting haste twice has no additional effect so it isn't supposed to do anything extra with mark of the wizard. It has always worked for me on any targeting damage spells though.
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