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Thread: ~ Heroes 6 patch 1.1.1 - Bug reports ~ | This thread is pages long: 1 2 3 4 5 ... 10 ... 19 20 21 22 23 · NEXT» |
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted October 13, 2011 04:21 PM |
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~ Heroes 6 patch 1.1.1 - Bug reports ~
Please use this thread to report bugs found in M&M Heroes 6 - patch 1.1.1.
List of reported bugs 5/11:
As seen in the skill tree the "magic attack" and "magic defense" contains elementals as well but you can't see how much of your defense/attack is air, how much is fire, etc.
With tactics, you have to form the troop every battle, they don't remain in the formation from the previous battle.
When increasing unit speed in the options, their voice goes squeaky and annoying.
When a unit from another faction is in your army and you look at your army's morale, they are at the normal values but the decreased morale can only be seen during a battle.
Imperial Griffin's dive ability doesn't work ( doesn't do any damage ), when played on a multiplayer map.
Enraged Cyclops triggers burning rage with his mighty slam, but it's supposed to work with his laser beam only.
Lucky Strikes do not work. And there is no info about triggered luck in battle log.
Ability which adds magic power to a hero doesn't, it doesn't show on the hero's statistics before playing a duel on multiplayer. However when comparing a skill damage before and after you can see a difference. The game has to be restarted before it finally shows, but sometimes after restarting it still doesn't show.
Easy AI should be easy as many players say - barely challenging at all.
In the first mission of the undead campaign and some others units become unrecruitable. It shows 0 below each creature - if there wasn't any.
Tormentor and Lacerator's Taste of Pain ability is shown twice when you right click on the creature after he got attacked or when he attacks.
When Mother Breeder shots the lmps from her mouth somehow the imps change their colour from red to orange.
When Pit Lord is doing critical attack we can't see it the special screen.
When Archlich dies you can see some green dots which are left after he dies if you look close.
At the end of a battle the unit Abyssal Worm has consumed is being seen at the troat of the Worm as if it is still living.
Whenever Praetorians get next to an enemy stack, horizontally, vertically or diagonally, the enemy stack gets a visual effect as if they're gaining the extra defense provided by the Praetorians even though they're not actually gaining it. Same happens to stacks the player against the AI or other player's Praetorians.
When switching to the next day without visible enemies, you can hardly notice the day switch.
The current day/week/year is not shown below the mini-map which is said to be annoying, even though you can check it by right-clicking and holding on the hourglass. It would be better if it would be just below the mini-map.
No point in converting Forts - Cost a lot of resources but you don't get any bonus from it. You can't buy upgraded creatures from the forts as well.
In the second map of the Stronghold campaign, if you have chosen Tears on the first map, after Shakkas cut scene a window appears which says that you have failed a quest due to the fact that the player has chose a different reputation - tears over Blood. The Window cannot be closed as the close button doesn't do anything and you cannot continue the campaign.
Iron Feather, Malthua's Cleaver, Kirin Sword, Thunder Staff and several other dynasty weapons do not appear among your dynasty weapons after you have won them.
In multi-player a dual battle won doesn't show on the profile statistics.
When playing a multi-payer map it would be easier and quicker if the weekly growth of your creature would be shown in the town/castle.
When you attack a stack that you will kill with that blow, it still shows that it can "Retaliate"
The icon for luck when a stack gets a lucky strike is upside down. The horseshoe is shown downwards, which is a symbol for bad luck. Upwards is for good luck.
Normal Skeletons have the Webbing effect in the spears they throw, even though their creature info doesn't show it.
When a stack is affected by the Frozen ability, the shoe that pops up indicates that movement speed is altered +100%, but it should be -100% (only a visual effect).
The Centaur uses the "Vigilant Scout" ability, which should only be for the Centaur Marauder, as an upgrade ability.
The description of the "Vigilant Scout" ability of the Centaur Marauder, refers to "NullCaster", instead of "Centaur Marauder".
Map refuses to work at random times, when just loading a previous save game. Really annoying if you played the map for few hours.
In hot-seat with multiple humans and computers, only the last human player gets to see the computers movement in his adventure map during computers turns and only the last player gets the options to fight battles instead of auto-combat if he is attacked during the computer player's turn.
There seems to be some difficulties (at least in hot-seat mode) to fly over castle walls in siege. Griffins and angels couldnt do it but harpys did.
Dreamwalker/weaver has a bug in its ability. Dont know for sure about the positive effect, but at least the damage option only does damage like there is only one creature in the stack. The textbox tells correct damage but when you do the ability it forgets to multiply the effect with the size of the stack.
There is no in-game explanation for Hero Specialties or Dynasty Weapon abilities. You can only see them in My Dynasty from the Main Menu.
At random times, the camera stops moving with the cursor pulled to the corners of the screen and only shows the screens you click on from the mini-map. Only restarting the game fixes this not even loading your save.
Sun Rider's "Charge" ability doesn't work.
The building of Dreamwalkers are seen in the as if they are Core units as it is in the same line with them and Town Level 2 is not requiered for it.
The Dynasty Weapons you have won with your Dynasty Seals are not visible and cannot be used in game until you restart the whole game.
AI Phoenix doesn't use the Resurrection ability.
Whenever you enter combat and you arrive at the tactics phase, you get a green arrow marker going upwards from the field, for every "living" object on the map: your creature stacks, enemy creature stacks, castle walls, and every square of the deployment zone of either side in the battle.
Whenever you enter the tactics phase, you see two crossed swords going up, with a "+0%" indicator, on every stack - friendly and hostile. This betrays the position of enemy stacks, before they're revealed at the start of combat.
Buying Dynasty traits is not possible in the first level of each rank. You have to gain one more dynasty level.
Special Buildings in Towns that give bonuses to visiting heroes do not give them if the hero was inside the Town when the building was built. He/She has to get out and get in again.
About "Pressed Attack": The enemy unit does only show being hit animation to hero's strike but not to the unit's afterwards.
Again about "Pressed Attack" : the Hero does more than his/her standard attack damage, although nothing of the sort writes in the skill's explanation.
When you load your previous save while playing, meaning not loading from the menu, everything on the map starts to appear slowly one by one, and the heroes are the last seen in this order, which makes the player wait. Also the direction trail doesn't load sometimes, or loads half of it.
After exiting the game Ubisoft Game Launcher mostly is unable to synch saved games at first and does it successfully at the second try.
When attacked hotkeys (W,D etc) don't work.
Weekly Necropolis growth is shown wrong sometimes. It shows a much higher number than the actual one.
You cannot dismiss a hero.
When there is an enemy hero near and you have an ally hero with Scout ability near, you cannot see the treat level of the hero, right click immediately open the enemy hero's screen.
At weeks when the production of a resource is doubled the other resources' income gets halved.
When you shift the fate weaver's form to the spider, if you then use the Warlord's Command skill to bring her turn forward, the battle will bug. The Fateweaver will get two attacks every round after that, and at the end of combat a group of friendly troops will be dead in the casualties screen (usually the ghosts followed by liches).
The life drain ability of Arciliches doesn't work sometimes, I cast it but nothing happens (the buff doesn't show on target stack).
+5000 gold from Asha's Tear structure isn't included in the daily income.
Sometimes in the 3rd map of the Haven campaign when you conquer and convert the 2 Sanctuary towns, but the quest doesn't get completed. The quest log still shows "2/2" towns converted, but the mission doesn't end.
Flawless Assult doesn't work on Mother Breeder.
Enemies respond to Juggernaut's Charge ability after the attack, not during.
The first dialog with the "stalker" in Inferno campaign part 3 is not working, it just shows Kiril's first sentence without his voice, and it doesn't continue and you cannot forward to Ghost's response, you just have to skip the entire dialog.
About Slava's might blow: you cannot see how much additional damage creatures will suffer after it. The description reads "Y damage".
After building a Capitol in one of your towns, the option to build one is still offered in your other towns. However, you cannot accept it. They should not offer it anymore when you already own one
Reaching a new blood or tears rank doesn't boost the passive skills as it's supposed to do.
Phoenixes' freeze when they die. This only happens if the Phoenix is an enemy unit not your unit.
Dynasty weapon Souldrinker's "Life Drain" doesn't work
Boots Of The Waverider, which gives my units +1 movement "on sea", does give that bonus also on a land battle. Moreover it doesn't give that bonus against enemy heroes, only enemy neutrals.
The building in Haven that makes Guardian Angel charge to lvl 1 at the beginning of a battle doesn't work.
Dynasty achievement bug: The achievement "Terminator" can't be won on maps which have an Arena as the neutrals stay in there permanently.
The biographies of Seraph and Celestial are vice versa
Centaurs Vigilant Scout is not triggered sometimes.
Kappa's Leap doesn't contribute to the Honor bar.
Again in Kappa's leap, say it will leap on 24 Sentinels, and will do the damage to kill 48 Sentinels, it says "will kill 48" even though there are 24 units in the stack it will leap upon.
The battle music continues on after an Arena fight is over.
A frozen unit, when the frozen affect dies out and it becomes able to move again, will move so carrying the frozen effect along, which was on the ground of the tile it was frozen, with itself.
If you capture a dwelling in an area that doesn't have a Fort, it will say "you do not own this building, capture the fort that controls this area" and you won't be able to convert it, though it stays as yours.
In a battle in a Wrecked Galleon, the tiles are not shown.
Altough the description says about Frozen Grounds spell that once a unit is catched by it, the others will also see it, the other UI units also step on the frozen grounds anyway.
The grounds stay with the frozen affect for several turns after the Frozen Grounds spell died. So you cannot understand if it died or not.
AI heroes can pass by monsters on a map even in cases when our heroes cannot do without battle.
Stone Skin says minus def instead of plus def when hovering above and when casting on a unit.
Having might stats upgrade as special in hero creation page reduces your mana for some reason.
Pathfinding bugged, you lose movement instead.
Mana Leech spell drains % of enemy's max mana instead of current.
Breeder Mother Mana Leech drains 5% of max mana when it says "current mana" in the description.
Lacerator's Exploding Spike says 25% instead of 125%.
Stronghold Bloodrage IV ability bugged, enemy still retaliates.
Putrid Lamasu got the ability "Aura of Putrescence" but their stat page does not show it.
Necropolis Unique building Asha's Hourglass bugged, enemy heroes does not get -30% less movement in area of control.
All artifacts that reduce elemental damage don't do so.
Light Elemental Speed of Light bugged, they get retaliated.
Shadow Elemental is immune to dark attacks but its description says it has 50% resistence lik other elementals.
Whenever you have your Griffins "wait" to act and then make the Dive attack when their wait is over, you can still make a regular attack right after it. In the case of a Morale bonus, you even get two attacks after the Dive this way.
Altough Heroism says it increases the Might Damage the unit does, it also increases the Magic Damage.
"Amphibian" explains that Sanctuary creatures are immune to movement reduction effects of Water School. But Frozen Ground stops their movement whereas Ice Bolt doesn't.
Town's Recruitment has an occasional problem. For example it says there are 134 creatures in Town and when I click "buy them all" botton it says that I can buy all 134 of them but actually it leaves some behind as my resources are not enough.
On the second map of the Sanctuary campaign, the mission "Capture the Eastern Haven fort" cannot be completed as there is no Eastern Haven fort.
When Griffins make a Dive attack, thereby killing the very last enemy stack, while also having a second attack (due to Morale), combat doesn't end automatically after they land again. You have to move them in order for the game to see that combat is over.
Sometimes the game stops refreshing the weekly growth your units until you restart the game. So, you get much less units then you should get until you realize this.
During a battle, in a unit's window who has been damaged by Phoenix's Moonfire Aura, the number in the blankets indicating the units you have lost shows irrelevant numbers.
A unit damaged by Yuki-Onna's Ice Shards react one squire after the one they have been hit by it on.
If you put Yuki Onna's Ice Shards on the same tiles with Frozen Grounds spell, Ice Shards don't work.
You can't see how many units Sacred Kirin will kill with his Hailstorm Aura.
Sometimes you can't attack from some tiles with Sacred Kirin's Hailstorm, even if it can attack normally from that tile.
In the 3rd map of the Sanctuary campaign, although when you convert their towns and Ulagan shouts "Ulagan defies you!" and declares war on me, he remains as my hero, another orc hero assaults me, not him.
If an Arch Lich's Life Drain will completely kill an enemy stack, it doesn't any damage.
Dreamwalker's Sky And Earth doesn't make any damage if the target doesn't move but the description of the ability says nothing of the sort.
Sometimes, several of the Dynasty Weapons' your hero has been using are having their special abilities being seen in your creatures' windows, although only one (naturally) is equipped.
Guardian Angel gauge is not filled when your units are dealt damage contrary to what the ability's description says.
A Centaur pacified by Vestals use their Vigilant Scout if an enemy gets close anyway. Same with Praetorion's Shield Bash ability.
Shrine Of Chivalry adventure map building doesn't give +1 combat movement bonus.
Luck can come to a unit attacked by a Griffin's Dive, as if it will retaliate.
Guardian Angel sometimes lasts longer than 1 turn, and sometimes much less than 1 turn.
I can't see if my Vestals will be able to Pacify the enemy unit or see how many turns will the Pacify last before the attack like you can see with Succubus's Enthrall.
Have two heroes plot a path directly onto an item, but don't actually move them. Then have one hero pick up the item, and move away. Press space for the other hero to follow the already plotted path. When he arrives at the now empty space, he'll receive another copy of the item.
Attacking an Enthralled unit will not kill the Enthrall affect, although it says it will in the description of the ability.
List of reported bugs 16/10:
You can't see a unit's standard damage anywhere, you can only see the damage a whole stack will do.
As seen in the skill tree the "magic attack" and "magic defense" contains elementals as well but you can't see how much of your defense/attack is air, how much is fire, etc.
Flickering cursor.
With tactics, you have to form the troop every battle, they don't remain in the formation from the previous battle.
When increasing unit speed in the options, their voice goes squeaky and annoying.
When a unit from another faction is in my army and you look at your army's morale, they are at the normal values but the decreased morale can only be seen during a battle.
Griffins dive ability doesn't work ( doesn't do any damage ), when played on a multiplayer map.
Enraged Cyclops triggers burning rage with his mighty slam, but it's supposed to work with his laser beam only.
Some players think that when a creature is frozen its attack should be also decreased by x%.
Sometimes after horseshoe appears over unit there is no "lucky" strike at all. Unit deals it's normal damage min-max. No info about triggered luck in battle log.
Ability which adds magic power to a hero doesn't, it doesn't show on the hero's statistics before playing a duel on multiplayer. However when comparing a skill damage before and after you can see a difference. The game has to be restarted before it finally shows, but sometimes after restarting it still doesn't show.
Easy AI should be easy as many players say - barely challenging at all.
In the first mission of the undead campaign and some others units become unrecruitable. It shows 0 below each creature - if there wasn't any.
Tormentor and Lacerator's Taste of Pain ability is shown twice when you right click on the creature after he got attacked or when he attacks.
When Mother Breeder shots the lmps from her mouth somehow the imps change their colour from red to orange.
When Pit Lord is doing critical attack we can't see it the special screen.
When Archlich dies you can see some green dots which are left after he dies if you look close.
Abyssal Worm seems a little buggy,when you enter a battle (after buying the tower for the Abyssal Worm) the worm apper weridly in the battle field, and disapper weridly after winning.
The Abyssal Worm appears very buggy when it enters the battle and also when it disappears, when a battle is won or lost.
Whenever Praetorians get next to an enemy stack, horizontally, vertically or diagonally, the enemy stack gets a visual effect as if they're gaining the extra defense provided by the Praetorians even though they're not actually gaining it. Same happens to stacks the player against the AI or other player's Praetorians.
When switching to the next day without visible enemies, you can hardly notice the day switch.
The current day/week/year is not shown below the mini-map which is said to be annoying, even though you can check it by right-clicking and holding on the hourglass. It would be better if it would be just below the mini-map.
Remember button on the login window - still not fixed.
No point in converting Forts - Cost a lot of resources but you don't get any bonus from it. You can't buy upgraded creatures from the forts as well.
After Shakkas cut scene A window appears which says that you have failed a quest due to the fact that the player has chose a different reputation - tears over Blood. The Window cannot be closed as the close button doesn't do anything.
Iron Feather isn't unlocked after obtaining it in Anton's campaign. This also happens with Malthua's Cleaver in Sandor's map #2.
In multi-player a dual battle won doesn't show on the profile statistics.
When playing a multi-payer map it would be easier and quicker if the weekly growth of your creature would be shown in the town/castle.
When you attack a stack that you will kill with that blow, it still shows that it can "Retaliate"
The icon for luck when a stack gets a lucky strike is upside down. The horseshoe is shown downwards, which is a symbol for bad luck. Upwards is for good luck.
Normal Skeletons have the Webbing effect in the spears they throw, even though their creature info doesn't show it.
When a stack is affected by the Frozen ability, the shoe that pops up indicates that movement speed is altered +100%, but it should be -100% (only a visual effect).
The Centaur uses the "Vigilant Scout" ability, which should only be for the Centaur Marauder, as an upgrade ability.
The description of the "Vigilant Scout" ability of the Centaur Marauder, refers to "NullCaster", instead of "Centaur Marauder".
When I attacked few Centaurs the stack attacked 4 times in a row. Bug or is it from morale?
Map refuses to work at random times, when just loading a previous save game. Really annoying if you played the map for few hours!
In hot-seat with multiple humans and computers, only the last human player gets to see the computers movement in his adventure map during computers turns and only the last player gets gets the options to fight battles instead of auto-combat if he is attacked during the computer player's turn.
There seems to be some difficultiees (at least in hot-seat mode) to fly over castle walls in siege. Griffins and angels couldnt do it but harpys did.
Dreamwalker/weaver has a bug in its ability. Dont know for sure about the positive effect, but at least the damage option only does damage like there is only one creature in the stack. The textbox tells correct damage but when you do the ability it forgets to multiply the effect with the size of the stack.
Hotfix (1.1.1) changelog:
Hot fix on default setting video option detection at start-up causing possible dead locks on laptops
Blinking cursor fix
Fixing a version number issue
The changelog of the patch is as follows:
"Hello Heroes !
The day has finally come: Heroes VI is now available !
As promised, a first patch is already available to update your game to 1.1 version.
On top of various bug fixes and balancing, this Day-1 Patch also adds 5 new Multiplayer maps!
Your game should update automatically when you launch the game while connected to Internet.
More details on the content of this 1.1 patch :
Adding Dynasty Weapons for the Altar of Wishes not present in version 1.0:
o Batu's Totem
o Assassin's Blade
o Will of Urgash
Adding 4 new Multiplayer Maps and the map a bridge too far not present in version 1.0 for a total of 15 cutom maps:
o Brimstones Gold
o Feuding Duchies
o Fortress of Honour
o Silence of the Ancestors
Optimized memory usage
Several AI tweaks:
o Build order improvements
o AI resource management improvements
o AI does not convert captured towns if it can not be protected
o AI does not build buildings in captured towns if it can not be protected
o Improved decision making between building and unit purchase
o Fixed marketplace usage (uses it when it is worth to use )
o Tuning on skill path choices for primary and secondary heroes
o Improved cooperation among primary and secondary heroes
o AI Captures mines faster
o Increased efficiency for AI town defense
o Advanced and basic town portal usage improvements
Balance and General Changes:
o Default hero attack damage has been reduced to 300-340 at level 30 (from 400-450)
o Defend action gives +10 Might and Magic defense instead of +15
o Stand Your Ground and Mass Stand Your Ground do +7/+9+12 and +5/+6/+7
o Heal and Regeneration requires 20 mana to cast (instead of 15)
o Arcane Exalation III gives +3 Magic Power (instead of +2)
o Arcane Ward III gives +3 Magic Defense (instead of +2)
o Assailant III gives +3 Might Attack (instead of +2)
o Charismatic Leader III gives +3 Leadership (instead of +2)
o Defender III gives +3 Might Defense (instead of +2)
o Destiny's Chosen III gives +3 Destiny (instead of +2)
o Rampage bonus changed to +5/+7/+8 Might Power (instead of +5/+6/+7)
o Resilience bonus changed to +5/+6/+7 Might Defense, +10%/+12%/+13% Health (instead of +3/+6/+9 Might Defense, +3%/+6%/+9% Health )
o Counterstrike II and Counterstrike III duration reduced to 1/2/3 turns (from 2/3/4 turns)
o Archery III ranged penalty reduction reduced to -25%/-30%/-35% (from -50%/-75%/-100%)
o Idol of storms damage increased by 25%
o Frenzy charge removed, 4 turn cooldown added o Frenzy bonus increased to 10/30/50% (from 5/15/30%)
Enjoy Might & Magic Heroes VI!"
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What will happen now?
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Kaasschaaf
Hired Hero
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posted October 13, 2011 04:38 PM |
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Crashes on startup.
i7-2630QM, GT540m, 6GB RAM, win7 64 bit.
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Fang
Hired Hero
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posted October 13, 2011 05:00 PM |
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I'm experiencing a crash whenever I launch the game, it displays a black screen then crashes. It was working fine yesterday? I even think it was working fine after patch 1.1 but I'm not sure.
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andy_dandy
Adventuring Hero
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posted October 13, 2011 05:15 PM |
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Quote: I'm experiencing a crash whenever I launch the game, it displays a black screen then crashes. It was working fine yesterday? I even think it was working fine after patch 1.1 but I'm not sure.
I can't even download it, and now my 5 tries are used. Damn this customer hating system.
I can't even find the game I bought on their online store. Am I blind, or is there simply no My Games option?
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Kaasschaaf
Hired Hero
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posted October 13, 2011 05:20 PM |
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Quote: Crashes on startup.
i7-2630QM, GT540m, 6GB RAM, win7 64 bit.
Also, when it crashes, 100% CPU usage on core 1.
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Nocturnal
Promising
Supreme Hero
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posted October 13, 2011 05:35 PM |
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- I am playing the second map in the campaign now. There are some animation bugs. When a Sentinel or its upgrade comes next to an enemy, the positive effect indicator also shows on the enemy unit but the Sentinel doesn't actually protect him, just his allies. Also the Skeleton Archer's slowing ability's visual affect also plays on normal Skeleton's attack too but his doesn't slow actually. These are only visual bugs.
- When a unit from another faction is in my army and you look at your army's morale, they are at the normal values but the decreased morale can only be seen during a battle.
- You can't see a unit's standard damage anywhere, you can only see the damage a whole stack will do.
- As seen in the skill tree the "magic attack" and "magic defense" contains elementals as well but you can't see how much of your defense/attack is air, how much is fire, etc.
- There is no explanation for heroes' specialities. For example when I was playing the tutorial map, my hero's specialty was "Natural Born Leader" but who knows what that means :/
- I though when luck shines on a unit that would mean it will do a critical hit, which is supposed to mean the upmost possible damage it can do. For example, if it says the unit will do 20-50 dmg., on a critical hit it will do 50 dmg. But that's not the case, and it does the ordinary damage.
- Flickering cursor.
- With tactics, you have to form the troop every battle, they don't remain in the formation from the previous battle.
- Maybe one of the most horrible bugs: With increasing units' speed in the options, their voice also become fastforwarded! They just scream with very thin voices.
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SKPRIMUS
Promising
Supreme Hero
The One and the Prime
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posted October 13, 2011 05:43 PM |
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Edited by SKPRIMUS at 20:10, 13 Oct 2011.
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When I finally built hall of heroes building & hired a new hero, I couldn't scroll on the map in any direction with arrow keys...
I was only using keyboard no mouse.
edit: this happened also when a further hero was hired
Then after I saved & reloaded, the arrow keys worked again...
this was while connected online.
Also when I quitted, it was trying to load some game data for uplay or somethin' & then it said failed & no connection to conflux
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted October 13, 2011 05:48 PM |
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Quote:
Quote: Crashes on startup.
i7-2630QM, GT540m, 6GB RAM, win7 64 bit.
Also, when it crashes, 100% CPU usage on core 1.
This is strange, I mean you have a powerful PC here.....
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KingImp
Famous Hero
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posted October 13, 2011 05:56 PM |
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Edited by KingImp at 17:57, 13 Oct 2011.
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While I sit here waiting for Ubisoft to get off their asses and unlock the download for those of us who pre-ordered through them, I'm kinda tempted to wait until the 1.2 patch arrives (whenever that may be) before I install the game. Looking at the list of problems here and on the official forums, it seems like many things that were present in the beta still have not been fixed.
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Kaasschaaf
Hired Hero
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posted October 13, 2011 07:15 PM |
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Quote:
Quote:
Quote: Crashes on startup.
i7-2630QM, GT540m, 6GB RAM, win7 64 bit.
Also, when it crashes, 100% CPU usage on core 1.
This is strange, I mean you have a powerful PC here.....
Exactly. All the earlier betas, went great until 1.4... After that I couldn't start, and now the problem persists. Nice going ubi.
EDIT: okay, it's not the GPU. A friend with the same laptop could run the demo fine. wtf.
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Pavijan
Adventuring Hero
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posted October 13, 2011 08:51 PM |
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Edited by Pavijan at 20:52, 13 Oct 2011.
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When I increase the unit speed during battle they all sound like they had inhaled balloon of helium
It's like a chipmunks fight.
Very irritating.
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The_Polyglot
Promising
Supreme Hero
channeling capybara energy
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posted October 13, 2011 08:55 PM |
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Two words: Flickering cursor. I can't even play for 5 minutes without getting a headache.
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Friend-shaped
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Nelgirith
Promising
Supreme Hero
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posted October 13, 2011 08:59 PM |
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You can't disable the effing conversion cinematics
Are they really that stupid ???
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Marcus
Tavern Dweller
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posted October 13, 2011 09:00 PM |
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I can't connect to Conflux. I have internet connection, and the game had no trouble autopatching and updating, but whenever I try to log onto Conflux the game tells me I should "check my internet connection" because it can't connect.
Anyone having the same problem?
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kodial79
Promising
Supreme Hero
How'd Phi's Lov't
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posted October 13, 2011 09:01 PM |
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Quote: When I increase the unit speed during battle they all sound like they had inhaled balloon of helium
It's like a chipmunks fight.
Very irritating.
I can't wait to play the game and see that on action. It's gonna be a laugh.
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Signature? I don't need no stinking signature!
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DIEGIS
Supreme Hero
power of Zamolxis
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posted October 13, 2011 11:35 PM |
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about bugs: I noticed griffins dive ability wont work, meaning no dmg al all. Played on multiplayer map.
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dacian falx behind you
-knowledge itself is power-
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SoilBurn
Known Hero
BurnsSoil
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posted October 14, 2011 12:12 AM |
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Edited by SoilBurn at 00:17, 14 Oct 2011.
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The biggest pain in the a$$ right now for me is the flickering cursor. Has anybody found a solution for that?
Equally problematic are the following two omissions (known since the early stages of beta):
1) No option to turn off conversion etc. cinematics
2) The Tactics skill does not remember your last army formation
EDIT:
Oh, and all units are squeaking instead of shouting / cheering (bug maybe related to movement speed in battle). Hillarious.
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e3772014
Adventuring Hero
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posted October 14, 2011 01:07 AM |
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For some reason I can't equip my dynasty weapons to my custom hero. I can only equip them to the standard naga hero I got from buying the game.
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bluecamel
Adventuring Hero
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posted October 14, 2011 04:22 AM |
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Quote: The biggest pain in the a$$ right now for me is the flickering cursor. Has anybody found a solution for that?
a semi-solution is to turn the refresh rate as high as it goes in game options. it makes it flicker a bit less
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KingImp
Famous Hero
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posted October 14, 2011 04:32 AM |
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Edited by KingImp at 04:46, 14 Oct 2011.
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Quote: about bugs: I noticed griffins dive ability wont work, meaning no dmg al all. Played on multiplayer map.
Seriously, do they even have a clue how to test their game before putting it out? You test every single creature, one at a time, and see if all their abilities work properly. It's not rocket science.
Quote: 2) The Tactics skill does not remember your last army formation
Still? For Christ's sake, that was only reported back when the beta began! Let me guess, they didn't have time to get to it.
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