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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 patch 1.1.1 - Bug reports ~
Thread: ~ Heroes 6 patch 1.1.1 - Bug reports ~ This thread is 23 pages long: 1 10 ... 11 12 13 14 15 ... 20 23 · «PREV / NEXT»
Tordenskjold
Tordenskjold

Tavern Dweller
posted October 25, 2011 08:12 PM

Quote:
Hardly. The game is almost unplayable outside the campaign and the "single-mode" in general.


Well if you don't look at the bugs that makes the campaign unplayable then yeah...

And the completionist that I am, I don't want to play all the Campaigns and then notice that i missed something 'cuz of a bug.

Waiting for atleast 1-2 patches and maybe an expansion pack.

This is just like Heroes 5 was before the first expansion.  
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mike80d
mike80d


Famous Hero
Map Maker
posted October 25, 2011 08:16 PM

Quote:
Hardly. The game is almost unplayable outside the campaign and the "single-mode" in general.


?? I just played a lengthy multi-player map and had a very enjoyable time.  I don't recall seeing anything that was too buggy or preventing me from having a fun, long, and competitive map.  Your definition of unplayable must be exceedingly narrow.

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mike80d
mike80d


Famous Hero
Map Maker
posted October 25, 2011 08:18 PM

Quote:
Quote:
Hardly. The game is almost unplayable outside the campaign and the "single-mode" in general.


Well if you don't look at the bugs that makes the campaign unplayable then yeah...

And the completionist that I am, I don't want to play all the Campaigns and then notice that i missed something 'cuz of a bug.

Waiting for atleast 1-2 patches and maybe an expansion pack.

This is just like Heroes 5 was before the first expansion.  


Again, I have to disagree.  Heroes 5 before the first expansion was in much worse shape than Heroes 6 is now.  Hereos 5 couldn't even be played multiplayer w/o having to run a separate program like Hamachi.  And that's not even counting the 10-20 minute occasional AI turns.  Constant crashing and playing 10 minutes of every hour was what I deem much closer to unplayable.  Heroes 6 has given me no such problems.

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Breefolk
Breefolk

Tavern Dweller
Butt-kickeress
posted October 25, 2011 09:27 PM

Okay, here's a weird bug: sometimes, on Sanctuary campaign map 2, the Eastern Haven fort mentioned in the sidequest doesn't load.  I know it's supposed to be there, because I saw it on my first try, but decided to start over and when I got there the second (and subsequent third) time, all that was there was what appeared to be a pile of bricks and no fortress, making the elite dwelling there uncapturable.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 25, 2011 10:11 PM

Quote:
Okay, here's a weird bug: sometimes, on Sanctuary campaign map 2, the Eastern Haven fort mentioned in the sidequest doesn't load.  I know it's supposed to be there, because I saw it on my first try, but decided to start over and when I got there the second (and subsequent third) time, all that was there was what appeared to be a pile of bricks and no fortress, making the elite dwelling there uncapturable.


Yes. That's a bug on this map. Fortunately it is a secondary quest.
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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted October 25, 2011 10:22 PM

Quote:
?? I just played a lengthy multi-player map and had a very enjoyable time.  I don't recall seeing anything that was too buggy or preventing me from having a fun, long, and competitive map.  Your definition of unplayable must be exceedingly narrow.
My definition of playable in terms of a MP game includes working skills and creature abilities to beging with, not to mention the other technical details. You can enjoy whatever you want, the game is not suitable for multi-player as long as major part of the mechanics - like Luck for example - are not working as intended. You can't possibly have a decent game against a human opponent where you can't rely on your own creatures to do their part as per design.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 25, 2011 10:53 PM
Edited by blizzardboy at 22:55, 25 Oct 2011.

I'm trapped on the 2nd level of the tutorial. The objective says I still have to build a Hall of Heroes in my town even though I have, thus the final gate won't unlock for me to kill the final guy.

Is there a game cheat to automatically win? I'm not in the mood to grind through it again.
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted October 25, 2011 10:56 PM

agree with Zenofex there, even in single player it's hard to bear with something like luck not working because I like to try to play my best, and luck is an important might component as well as some unit abilities...

and I think H5 firstly had less bugs than this & I could play in single-player without face-palming about bugs [altho no initial fan manual was something to face-palm about].
____________
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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xerox
xerox


Promising
Undefeatable Hero
posted October 25, 2011 11:25 PM

Actually, there is a way to unlock ALL missions.

You have to go to Documents/Might and Magic and then there is a file where it says something like "UnlockAllMissionsFalse" and you have to set it to true.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 26, 2011 12:21 AM

Got another bunch, mainly regarding Haven, since I am in that campaign now.

- 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;

- Whenever Griffins make a Dive attack, they appear very, very briefly at the spot of their target, then come down from the sky to hit them. I guess this one got reported before, but I didn't check the previous 12 pages for it;

- The Dive attack sometimes causes Luck to proc on the target. Not sure what's causing this, as it's not a retaliation effect - I've seen it happen on a stack that died due to the Dive attack;

- When you "Wait" a stack that has gained a Morale proc, you can't see this later in the turn. Especially with many units on either side, it may be hard to memorize every stack that has a Morale proc or not;

- When building the Special building in your town (like the "Resurrection Altar" - note that the game mis-spells it as "Resurection Altar" in at least the English version - or the "Choral of Believers"), you can swap between them through the arrow marker in the top left. But the game also toggles them when you click on the actual image of the buildings in question. However, this latter effect does NOT change what you're building. In my case, I wanted to build a Resurrection Altar, but since I was checking both building options, I had the Choral of Believers in front. I clicked the picture (not the arrow) to toggle it to the Resurrection Altar, and then built it - but the Choral of Believers appeared in its stead;


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Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 26, 2011 02:12 AM
Edited by Nocturnal at 03:27, 26 Oct 2011.

- Goblin's Trap doesn't reduce the targets movement by 5 but by 1.

- [Doesn't contain spoilers] I'm playing the 3rd Sanctuary map now. And I have 2 towns. One of them has everything built, all the upgrades, fortifications and everything. And the second has all the upgrades and no fortifications. And my weekly growth is pathetic. I still get 9 Pearl Priestess weekly. As I still don't know the standard weekly growth from one town, I couldn't know if this is a bug. Saving and returning to the load didn't change anything.
Then I tried restarting the game. And when I looked everything became as it was supposed to be, I had 30ish growth for cores, etc. So for weeks I have built everything in vain and didn't get my creatures.

Quote:
I'm trapped on the 2nd level of the tutorial. The objective says I still have to build a Hall of Heroes in my town even though I have, thus the final gate won't unlock for me to kill the final guy.

Is there a game cheat to automatically win? I'm not in the mood to grind through it again.


As it has been weeks (the day the game was released) since I played the tutorial, I don't remember the mission. But I have never heard of this bug and was able to beat the map without cheat. Sometimes the gates open to things different than what it says. Maybe it is that kind of a thing.
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odium
odium


Known Hero
posted October 26, 2011 02:26 PM

Quote:
I'm trapped on the 2nd level of the tutorial.


I guess you defeated the other 3 wolf heroes, but did you defeat Isthvan and convert the mausoleum? Also did you do the quest of the orcs?

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pacifist
pacifist


Famous Hero
posted October 26, 2011 02:45 PM

For the 2nd tutorial campaign, didn't you have the fortifications bonus as dynasty trait. I had that in beta and it screwed the missions even if it was counted.

On another subject, I like the new dreamwalkers, they are useful now with their slow spell in the damage part of it. But I noticed that their target was damaged by this spell when walking but also when retaliating vs the harpies. Sequence : taget walks, receives x damage from dreamwalker, goblins shoot and reduce numbers to a dozen, harpies attack (no fear of retal since they will be a few left) and kill them all instead of a few remaining. Log says they received damage from dreamwalkers. Maybe it's intended that the retaliation count as an action...anyway just to point it out in case it's not .
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Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 26, 2011 07:54 PM
Edited by Nocturnal at 01:09, 27 Oct 2011.



Notice the red framed number which is supposed to be the number of Wanizame I have lost by Phoenix's attack.
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tabachanker
tabachanker


Hired Hero
posted October 26, 2011 09:43 PM

Quote:
Quote:
Okay, here's a weird bug: sometimes, on Sanctuary campaign map 2, the Eastern Haven fort mentioned in the sidequest doesn't load.  I know it's supposed to be there, because I saw it on my first try, but decided to start over and when I got there the second (and subsequent third) time, all that was there was what appeared to be a pile of bricks and no fortress, making the elite dwelling there uncapturable.


Yes. That's a bug on this map. Fortunately it is a secondary quest.


I also had this bug on this map. Even if it a secondary quest, it's really unpleasant when you lose time trying to search for the way to do this quest.  It doesn't help that the quest text is general like "defeat the haven town to the east".  Anyway, after searching for a couple of minutes, I noticed the dwelling building with an arrow over it pointing in a direction that didn't have any fort.  Clicking on the "show area of control" button on the mini-map revealed a white area surrounding a region with no forts nor castles.  That's when I gave up trying to do this mission.

Other bugs I got:
- The animation of creatures hurting when walking over an ice patch (Yukki-Onna ability) seems to be off.  When they walk over the patch of ice, you can see the ice spikes and the "killed number" animations, but the creature continue onward like nothing happened.  Then, only when they reach the next square, their hurt animation is played.  It's even weirder looking when they cross several squares on the same turn.

- (BUG ALREADY KNOWN) The 2nd dynasty weapon in the sanctuary campaign doesn't unlock. I tried every workaround found on various heroes forums. Nothing worked.  The funny thing is, I have a save game just before acquiring the dynasty sword (speaking to the Kirin spirit).  If I load this game, grab the sword, then load another game on another map, I will still have the sword.  I only lose it when I go back to the main menu.  Even weirder, if I equip it to a hero, save that game and return to the main menu, I still lose the sword.  But if a reload the last game, the hero that equipped it still has the dynasty weapon, it just doesn't appear anymore in the "dynasty window". If I unequip it, it is lost forever.  That is, until I reload the game just before acquiring the sword!

- (BUG ALREADY KNOWN) The luck doesn't work.  It seems to be the horseshoe animation that is bugged, since I still get lucky sometimes according to the log in the upper-left corner.
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tabachanker
tabachanker


Hired Hero
posted October 26, 2011 10:03 PM
Edited by tabachanker at 22:20, 26 Oct 2011.

Sorry for the double post, I just remembered another bug (and couldn't find an "edit" button).

I fought a couple of battles on the beach (or was it desert? Can't seem to remember).  Each times there were interactive obstacles on the battlefield (when I passed my cursor over, the attack icon would appear).  If I right-clicked on them, a popup would appear with "[PLACEHOLDER]" written in it.  I tried attacking an obstacle, thinking it would do the same as a castle wall, but it did nothing.  My creature just walked to the obstacle and didn't attack, and the obstacle wasn't remove either.

EDIT: Just found the edit button!  I didn't see it because I wasn't logged in!
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Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 27, 2011 01:11 AM
Edited by Nocturnal at 04:08, 27 Oct 2011.

- 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.

- [Contains spoiler about Sanctuary campaign] In the 3rd map, altough when I convert their towns, Ulagan shouts "Ulagan defies you!" and declares war on me, he remains as my hero, another orc hero assaults me, not him.
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rollei
rollei

Tavern Dweller
posted October 27, 2011 05:53 AM

W and D shortcuts for wait and defend do not work when you are the defender.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted October 27, 2011 09:59 AM

If an enemy unit walks on Frozen Ground, any other enemy unit can just cross it as if it didn't exist while the unit that triggered it will still be affected by it until it gets out ... It makes no sense ... it's not because I see black ice that it means I won't slip on it

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esvath
esvath


Known Hero
posted October 27, 2011 10:34 AM

Quote:
If an enemy unit walks on Frozen Ground, any other enemy unit can just cross it as if it didn't exist while the unit that triggered it will still be affected by it until it gets out ... It makes no sense ... it's not because I see black ice that it means I won't slip on it


I think the best way is : the ice still slippery but visible, thus enemy units can try moving around. But if placed strategically and there is no way around it, the enemy units still move to the ice and get the penalty...

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