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Thread: patchlog beta 1.2 | This thread is pages long: 1 2 3 4 5 6 · «PREV / NEXT» |
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Nelgirith
Promising
Supreme Hero
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posted July 22, 2011 12:06 PM |
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Quote: Last I attacked them they seemed kind of alright. Griffins are certainly better, dive before 1.2 did pathetic dmg.
Talking about Griffins, I still don't like the fact that they do their dive in the next turn and then can immediately act again.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted July 22, 2011 12:13 PM |
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The unit ain't too amazing, so that's a good thing they are good for something
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 22, 2011 12:33 PM |
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Yes but in H5 they moved 1.6 times as fast as the hero plus 50% chance for morale, effectively making that twice per turn. And that was with redoubled damage. H6 griffins would look useless with a cooldown dive AND missing a turn.
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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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Nelgirith
Promising
Supreme Hero
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posted July 22, 2011 12:58 PM |
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Quote: Yes but in H5 they moved 1.6 times as fast as the hero plus 50% chance for morale, effectively making that twice per turn. And that was with redoubled damage. H6 griffins would look useless with a cooldown dive AND missing a turn.
I'm not saying they should miss a turn (which in fact is what currently happens since they do nothing during the turn they start their dive), but their dive should happen at the end of the turn they initiated it, it shouldn't happen at their next turn and then allow them to have their normal action. Fast units (as in faster than Griffins) are getting penalized by this because unless they can reach the Griffins with their first action, they won't be able to attack them before the Griffins attack twice (the dive attack and then an attack against a close opponent).
Also, Grounded should block the Dive ability
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 22, 2011 01:14 PM |
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Does it not? Lol I'd predicted that back when I saw the spells and abilities on paper.
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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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Nelgirith
Promising
Supreme Hero
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posted July 22, 2011 01:15 PM |
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Quote: Does it not? Lol I'd predicted that back when I saw the spells and abilities on paper.
Haven't tested it in 1.2 but in the previous build, it wasn't blocking the Dive ability. Grounded is only preventing Griffins, Ghosts, Harpies from flying over walls and obstacles.
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pacifist
Famous Hero
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posted July 22, 2011 01:16 PM |
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Edited by pacifist at 15:06, 22 Jul 2011.
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For the obstacles, it's not the units that cross obstacles but the image of the obstacle doesn't correspond to the place where it really appears. Seems they are displaced diagonally. I'm glad the griffins and knights work ok now. Other things that work ok are the architect skill (only +1 for external dwelling), the town portal (at least the basic one) takes some movement points and the fortifications seem to work too (didn't test the last level). I still don't understand why the marketplace of inferno costs so much, it's not as if they had easier access to champion units.
edit: another nice touch in patch 1.2 is the economist1 bonus that is 20% now instead of 15%. So now the piles of 3 become 4 .
edit2: magic affinity2 doesn't seem to work. It should restore 2% mana each day but does nothing. I had 2/70 spell points, and without the skill I have 10/70 next day. I take the skill then and I have 18/70 next day so +8 boths ways.
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http://www.youtube.com/user/alkoriak#g/u
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Nelgirith
Promising
Supreme Hero
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posted July 22, 2011 01:20 PM |
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Quote: For the obstacles, it's not the units that cross obstacles but the image of the obstacle doesn't correspond to the place where it really appears.
Looks like the same bug that was (not sure if it still is in) with the Phoenix graphics appearing one square further than where the Phoenix was really standing.
I can indeed confirm that obstacles are not passable but the unpassable squares appear a few squares behind the obstacle. I had a stack of Mauler standing in a wood trunk and when I ordered them to move, they walked around an invisible object
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conqr
Adventuring Hero
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posted July 22, 2011 03:04 PM |
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I could play now a bit with 1.2 aswell..
-obstacles are one square off as mentioned
-ability of kappa is still broken
-ability of kensei is still broken
-ability water flaws freely is still broken
-mist still effects kirins
-meditation increases the spell power of the hero, but it does not effect creatures with magic attack (might not be a bug.. misleading a bit though)
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 22, 2011 03:16 PM |
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Quote: ability of kensei is still broken
How so?
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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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conqr
Adventuring Hero
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posted July 22, 2011 03:19 PM |
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Every additional attack still does the original/normal damage.
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JollyJoker
Honorable
Undefeatable Hero
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posted July 22, 2011 03:28 PM |
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Quote:
Quote: Does it not? Lol I'd predicted that back when I saw the spells and abilities on paper.
Haven't tested it in 1.2 but in the previous build, it wasn't blocking the Dive ability. Grounded is only preventing Griffins, Ghosts, Harpies from flying over walls and obstacles.
That's fascinating, since I made something like a (disdainful) analysis of "Grounded" months ago, stating that this would be of use only right at the start of a battle (since the movement reduction would be of little effect once there was contact), and only against Haven at that, with fliers being somewhat rare, provided the Griffin Dive would be stopped.
Yeah, well.
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Kitten
Known Hero
Roar
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posted July 22, 2011 03:37 PM |
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Edited by Kitten at 15:46, 22 Jul 2011.
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Kappa and Kappa Shoya's leap attack is still bugged. Kappa and Shoya will do NORMAL dmg most of the time while in certain form they will do around half. The dmg is displayed so you can see how much it is. When you perform said attack it will do what dmg was displayed. Shoya's 3x3 effect is only visually and does not do anything, so also bugged.
Griffin and it's upgrade's dive ability does a bit more than normal dmg.
The Sun paladins are still bugged, none of them gains any extra dmg. Whether they move or not they will do equal amount of dmg. The upgrade can do a no retaliation strike if it moved at least one square! Otherwise it will get retaliated.
(More info from previous post)
Necropolis - Death Knight
Advanced Ability: Vampiric Embrace. starts at 1% and adds 1% after something (don't know) currently I got 5%
Ultimate Ability: Dooom. Starts at 18 "rounds" and decreases by 3 after something. Currently I got 12. And in battle, the 12 is not turns in battle, it goes faster than that.
Sanctuary - War Master
Ultimate Ability: Twin Fangs. Starts by lasting one turn but currently mine last 2 after something.
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DestinyatWork
Tavern Dweller
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posted July 23, 2011 03:30 AM |
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Well played a map BA with Haven on fast.
Reputation gain is very fast then was max tears at lvl 8 and had lvl 1 blood at 9. Still I didn't manage to reach lvl 10 where I assume you get your racial lvl 2?
Things I noticed:
Archery 2 is broken it buffs my enemies too and doesn't disappear on melee.
Evasive maneuvers is still broken I should get 15% dmg reduction but its still more like 90%
If griffins kill the last stack with a dive they have to act afterwards or the battle doesn't end.
They are very strong now with dive but I would like to be able to decide if I want to hit a creature or a line with the upgrade.
If the opponent pays attention the line move can be useless
Core growth seems still high for external dwellings or is that a description bug?
Think not with 2 cities + walls and 2 dwellings I had more than 40 cores per week
Martyr worked for me but so far seems underwhelming
Bubbling several creatures is imbalanced as hell
The whole +1 or +2 passive stats talents are worthless there is too much other nice things to pick
The AI is as dumb as possible it doesn't use dive on griffins, it doesn't use the soak of praetorians, it will always move its units inside your hit radius if you wait, it doesn't pay attention to abilities that hit several units just to name a few examples
Like that fighting the AI and creeping are both very boring.
There was more stuff that I can't remember, overall plays better but the main problems are still not solved.
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DestinyatWork
Tavern Dweller
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posted July 23, 2011 03:39 AM |
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Remembered 3 more,
the freeze from water elemental kept me frozen for like 3 rounds while the description said 2?
I wholeheartedly agree on making heroic strike animation part of the animation that can be turned off it becomes annoying pretty fast.
And I want to an option to disable the convert animations the skip takes same time I just don't want to watch that at all.
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Nelgirith
Promising
Supreme Hero
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posted July 23, 2011 10:15 AM |
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Quote: And I want to an option to disable the convert animations the skip takes same time I just don't want to watch that at all.
That's been available since the beginning of the beta in the options.
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Kitten
Known Hero
Roar
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posted July 23, 2011 11:07 AM |
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Quote: Well played a map BA with Haven on fast.
Things I noticed:
Archery 2 is broken it buffs my enemies too and doesn't disappear on melee.
Evasive maneuvers is still broken I should get 15% dmg reduction but its still more like 90%
Martyr worked for me but so far seems underwhelming
Archery 2 does not buff your enemy in any way. I just tested with enemy having and not having Archery 2 and they gain nothing ^^
Yes Martyr works, guess I didn't notice it at first, my bad.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted July 23, 2011 11:26 AM |
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So what's up with the Yuki Onna's Ice Shards?
It's completely broken, I had 14 Yukies that used Ice Shards to help kill a stack of ~40 Sun Crusaders. The Sun Crusaders crossed the ice ground and was completely killed after crossing just 2 tiles. 40 SUN CRUSADERS?!
So um, is Ice Shards always this powerful? Or was it just my hero with tons of Magic power?
Yeah Ice Shards also helped a lot when clearing the town guarded by 40 Phoenixes, each time they landed on the ice, they lost 6 of their guys, with still just 14 Yukies.
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"You turn me on Jaba"
- Meroe
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted July 23, 2011 11:37 AM |
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I did whine about circle of frost a long time ago.
Yes it's ridiculously strong.
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conqr
Adventuring Hero
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posted July 23, 2011 01:20 PM |
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Edited by conqr at 13:27, 23 Jul 2011.
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Quote: So what's up with the Yuki Onna's Ice Shards?
It's completely broken, I had 14 Yukies that used Ice Shards to help kill a stack of ~40 Sun Crusaders. The Sun Crusaders crossed the ice ground and was completely killed after crossing just 2 tiles. 40 SUN CRUSADERS?!
Yes, its a bug. It is supposed to do 10 dmg/yuki. Currently the formula has a non-linear scaling. Actually it is just a power of 2 scaling, so about c*N^2, with c being the modified damage and N the number of Yukis. So with 1 yuki it is normal damage, but with 14 it is 14 times the normal/supposed damage.
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