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DIEGIS
Supreme Hero
power of Zamolxis
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posted August 20, 2011 09:38 PM |
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1.regen doesnt work for necro hero when playing versus glory blazing
2.its odd that ghosts cant attack darkness elements as well as necro hero...
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dacian falx behind you
-knowledge itself is power-
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 20, 2011 09:43 PM |
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It's not, they deal darkness dmg. And glories dispel buffs.
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Map also hosted on Moddb
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DIEGIS
Supreme Hero
power of Zamolxis
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posted August 20, 2011 09:45 PM |
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Edited by DIEGIS at 21:48, 20 Aug 2011.
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its oke about glories, but the fact I cant attack Darkness Elements at all....
Also, dispell spells for good, even if im regen them again without beeing hit
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dacian falx behind you
-knowledge itself is power-
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Mithrandir
Hired Hero
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posted August 20, 2011 10:43 PM |
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Quote: its oke about glories, but the fact I cant attack Darkness Elements at all....
Also, dispell spells for good, even if im regen them again without beeing hit
Elrath's blazing eyeballs, have you tried to read the ability description? Just right click the glories and mouseover the ability icons. It clearly states "each time this unit teleports, it dispells one negative effect from friendly and one positive effect from enemy adjacent units."
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Nelgirith
Promising
Supreme Hero
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posted August 21, 2011 09:41 AM |
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Got a question that could be bug-related. What is the point of having tears/blood passive skills ? Picking them gives no point and since they're passive they will never give you any point either ... might as well just let them being neutral ? Unless they planned on restricting those skills according to your reputation ?
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 21, 2011 10:06 AM |
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I always thought picking them would give you a one-time point bonus, but that was just because otherwise it makes no sense.
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What will happen now?
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Nelgirith
Promising
Supreme Hero
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posted August 21, 2011 10:38 AM |
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It would make sense if picking blood or tears reputation really meant being only able to use blood or tears skills, but somehow I doubt that was planned. It looks more like random coloring to make it look cool
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 21, 2011 10:42 AM |
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Those abilities gain bonuses according to your reputation later on.
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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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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted August 21, 2011 12:39 PM |
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Edited by Jabanoss at 12:40, 21 Aug 2011.
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If a Ravager uses Abyss Gate the Taunting effect does not go away. So all units that were standing next to the Ravager must move away in order to be able to attack anything else.
Note: They cannot attack the gate itself either.
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"You turn me on Jaba"
- Meroe
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Nelgirith
Promising
Supreme Hero
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posted August 21, 2011 01:58 PM |
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If you reload a game, it cancels any map adventure bonus you had (especially Dragon Nexus' x2 mana).
EDIT : Again, not exactly a bug, but why did they disable Duel mode in hotseat ?
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 21, 2011 04:05 PM |
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Quote: Those abilities gain bonuses according to your reputation later on.
That sounds nice. With "later", do you mean it will be implemented later, or that it happens "later in game", and if the latter is the case, exactly when?
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What will happen now?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 21, 2011 06:45 PM |
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As soon as you level up your reputation.
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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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Mitzah
Promising
Supreme Hero
of the Horadrim
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posted August 21, 2011 09:51 PM |
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Edited by Mitzah at 22:21, 21 Aug 2011.
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A user on another forum said something interesting: there's a Sanctuary ability (and water magic spell I think) which gives 20% or so vulnerability to fire spells (or attacks?). Sanctuary heroes cannot gain fire magic. Only barbarian heroes can. As such, what's the point of fire vulnerability in this case? This was a pointless idea.
Played the Sandor map and found two annoying bugs (one of which has been present since the beginning):
1. The stronghold heroes' unique ability (raising initiative) doesn't appear to work.
As you can see, the mauler had higher initiative and his turn came after the marksman. They both acted in the same turn, but in the wrong order. This worked ok in duel, however, but the initiative bar failed to display the order correctly on several occasions.
2. Why is Reinforcements II still a PASSIVE ability? I mentioned this bug right after the beta began and no one noticed.
3. If harpies attack the main tower (and maybe other strudctures as well, dunno) during a siege, they don't return to their initial position.
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| The HoMM Channel |
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Nelgirith
Promising
Supreme Hero
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posted August 21, 2011 11:47 PM |
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Quote: A user on another forum said something interesting: there's a Sanctuary ability (and water magic spell I think) which gives 20% or so vulnerability to fire spells (or attacks?). Sanctuary heroes cannot gain fire magic. Only barbarian heroes can. As such, what's the point of fire vulnerability in this case? This was a pointless idea.
That person and you obviously didn't read the patch note.
Quote: - "Soaked" effect has been fixed to give vulnerability to Air school (instead of Fire)
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted August 21, 2011 11:55 PM |
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This is a minor bug, but still annoying and it might go for more cases.
When adding a friend if you copied a name, you can't paste his/her name into the field. :/
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"You turn me on Jaba"
- Meroe
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Mithrandir
Hired Hero
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posted August 22, 2011 12:13 AM |
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Well, the soaked effect could have been changed (I didn't get to test that yet), the tooltip surely hasn't so people will be posting it over...
And the Reinforecements II work perfect and it's ok for it to be a passive ability, since the tier II just enables the Reinforcements I ability to be targeted on elites. Again, works as intended but the wrong tooltip will often mislead you.
Please check twice before you report stg. as a bug :-)
EDIT: And here I have an old bug still present: Computer heroes will flee when you're fighting as Heaven and you Guardian Angel your very last stack. Just got rid of a snowing Stronghold army with fifty marksmen or so :-)
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English ain't my native language, sorry for any mistakes.
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e3772014
Adventuring Hero
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posted August 22, 2011 07:30 AM |
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Not sure if this is a bug, but earlier today while using necro in a duel, I tried healing my vampire stack with necromancy and it failed (didn't heal any health even though the skill animation happened).
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 22, 2011 07:40 AM |
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You defended and it missed. Out of time baby
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Map also hosted on Moddb
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted August 22, 2011 09:46 AM |
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- The Air magic that increases the damage of the shooters (Storm Arrow or something) gives this damage even when they attack in melee. On a side note, when applied to Fate Weavers, it guarantees about 10 dead Enraged Cyclopes in one shot (with luck, even more).
- The Enraged Cyclops Burning Rage triggers on the attacked stack(s) even if they are hit in melee (normal attack or Mighty Slam), not only when they are shot.
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headsman
Hired Hero
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posted August 22, 2011 10:49 AM |
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i think i found another bug (i think it is a bug)
read the background story of the seraphs and the celestials
in the game, i think the names are wrong, the creature seraph should have been called celestial, and the creature celestial should have been called seraph (just go to the game and check, it out and see what i mean) (sorry for bad english).
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Just Remember, When You Look Into A Mirror... It Is Also Looking Back At You...
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