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Thread: ~ Heroes 6 patch 1.1.1 - Bug reports ~ | This thread is pages long: 1 10 ... 15 16 17 18 19 ... 20 23 · «PREV / NEXT» |
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 05, 2011 12:45 PM |
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Bug list of today as compiled by Nocturnal:
Quote: 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.
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What will happen now?
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odium
Known Hero
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posted November 05, 2011 10:24 PM |
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Sometimes, more than 1 friendly creature benefits from cleave. I don't know what triggers this bug because most of the time cleave works fine. However, for the second time in my games, I had 2 creatures benefiting from cleave in the same turn.
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Fraudatio
Famous Hero
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posted November 05, 2011 11:32 PM |
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The fact that the hero ability "+ 2 growth to elite creature X" doesnt work, is that logged somewhere? I managed to get a total growth of 2 spring sisters in a normal week - with a hero with the + 2 growth of spring sister ability.
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SKPRIMUS
Promising
Supreme Hero
The One and the Prime
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posted November 06, 2011 12:36 AM |
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it was mentioned on p9, but not everyone reads this thread properly anyway, & I'm sure ubi-forums & other forums mentioned it
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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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Maurice
Hero of Order
Part of the furniture
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posted November 06, 2011 02:37 AM |
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Edited by Maurice at 02:56, 06 Nov 2011.
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Alcibiades, can you do a search&replace in the bug listing to change "Dynatsy" to "Dynasty"?
Quote: A Centaur pacified by Vestals use their Vigilant Scout if an enemy gets close anyway.
The same applies to the case where a Centaur stack has been trapped in a Time Stasis. They will use their Vigilant Scout ability if they can, despite being unable to act otherwise.
By the way, three more bugs that I didn't see listed yet:
- Whenever you teleport a Hero to a town, any Hero present at the visiting slot gets put into the garrison slot. If you select the garrisoned Hero while the other Hero is still in the process of teleporting to that town, both Heroes will actually end up in the town gate on the map at the exact same spot - but only one will show up in the garrison slot.
- Whenever you have a Hero in the visiting slot of a town who meets up with a Hero who's standing right outside the town (so the visiting Hero doesn't move on the adventure map to initiate this meeting), the Hero gets removed from the visiting slot. You can see this by opening the Town window right after this.
- Whenever you have visited the Town window of a town, you cannot use the Town Portal spell to teleport to another town with the Hero in the visiting slot of the town. You have to access the Hero's details and close it again, to regain functionality of the Town Portal spell with that Hero. This is especially annoying when you've brought a Hero to a Town to teleport him to another Town or Fort right away.
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Nelgirith
Promising
Supreme Hero
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posted November 06, 2011 09:19 AM |
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- When a mixed neutral army joins you but you have no room for all the stacks, there will be a single window asking you what you want to do with each stack rather than doing it in one time.
It happened in Irina's campaign, on map #3, when I incorporated the Orcs I freed in my army (blood choice). A stack of Dreamreaver and a stack of Maulers joined me, but I got asked what stack I wanted to switch for the Maulers and after clicking OK, I got asked what stack I wanted to switch for the Reavers.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 06, 2011 09:27 AM |
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Quote: Alcibiades, can you do a search&replace in the bug listing to change "Dynatsy" to "Dynasty"?
Fixed, along with a couple of other recurring typos. Geez, that list of bugs is REALLY long.
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What will happen now?
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Kitten
Known Hero
Roar
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posted November 06, 2011 10:12 AM |
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Should the passive ability "Grounded" from the dynasty weapon Thunder Staff lvl 3 last forever? It says "All enemy flyers are inflicted by Grounded at the start of the combat" so just like "Earth and Sky" from Magic Stronghold heroes it should be for one round only right? Earth and sky -> In the first turn of combats, all friendly stacks benefit from +5 Initiative and +1 Movement, and all enemy non-flyer stacks suffer from -5 Initiative and -1 Movement. Other abilities doesn't mention things like "first turn" if it last forever. At its current state I think forever grounded is too powerful, even angels that are immune to all negative effects gets grounded
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Nelgirith
Promising
Supreme Hero
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posted November 06, 2011 10:18 AM |
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Just saw that in Alci's list :
Quote: Dynasty weapon Souldrinker's "Life Drain" doesn't work
How exactly is it not working ? I've completed the Sanctuary campaign with a level 4 Souldrinker and the Life Drain works perfectly
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kornel11
Tavern Dweller
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posted November 06, 2011 12:38 PM |
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Edited by kornel11 at 12:50, 06 Nov 2011.
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Found a situation where the displayed number of lost troops is negative. Check out the maths in the image 88-73 = -100305.
Maybe it has something to do with phoenix' passive ability.
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OmegaDestroyer
Hero of Order
Fox or Chicken?
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posted November 06, 2011 02:46 PM |
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Any idea on when a new patch will be released? I haven't played the game since my last siege crash and have little desire to have so much work wiped out by some stupid bug.
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The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted November 06, 2011 02:53 PM |
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I wish, but I have no idea when it'll come. We got to see a changelog last week - no word on an ETA but I think they are doing internal testing. Supposedly it's more a stability update than a balance one.
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"Those who forget their history are inevitably doomed to repeat it." Proverb, Might and Magic VIII
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Dave_Jame
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted November 06, 2011 04:50 PM |
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Quote: Found a situation where the displayed number of lost troops is negative. Check out the maths in the image 88-73 = -100305.
Maybe it has something to do with phoenix' passive ability.
Not exactly, It is due to the Damege Typ.
Pheonixes and Implosion (and maybe some other things) Do "Prime Damage"
Prime Damage can not be heald in any way in combat. The negative numbers appear when a nite gets hit by Prima damage. I think it has something to do with the fact that the egine has a problem with counting the "Non-resurectable" cratures i that stack
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted November 06, 2011 06:48 PM |
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For some reason the Praetorian's Shieldguard (the ability which gives him an automatic free attack against an enemy creature in range which has damaged some friendly creature) does not trigger against Wanazames. Don't know about the Shark Guards.
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Maurice
Hero of Order
Part of the furniture
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posted November 07, 2011 01:03 AM |
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Edited by Maurice at 01:05, 07 Nov 2011.
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Quote: For some reason the Praetorian's Shieldguard (the ability which gives him an automatic free attack against an enemy creature in range which has damaged some friendly creature) does not trigger against Wanazames. Don't know about the Shark Guards.
I just finished the Sanctuary campaign, and I saw the opposite, actually. They did get a free attack as per their abilities when a Wanizame was standing next to them and attacked.
Btw: Sacred Kirins have an ability that grants friendly stacks passing through their mist clouds to get an extra action. This doesn't trigger when the stack is walking through it to attack.
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qcity
Tavern Dweller
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posted November 07, 2011 04:29 AM |
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I've encountered an occasional bug during the 'week of the plague'.
Sometimes (not always) during this week, it permanently cuts off ALL creature spawning for all towns in the game, turning the numbers into something rediculous (-1 million Kappa's available to recruit this week).
Will do a screenshot when I get home.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted November 07, 2011 07:12 AM |
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Quote: Btw: Sacred Kirins have an ability that grants friendly stacks passing through their mist clouds to get an extra action. This doesn't trigger when the stack is walking through it to attack.
Friendly stacks don't get a free action, it get's more movement (and enemy stacks get less movement)
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kornel11
Tavern Dweller
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posted November 07, 2011 09:01 AM |
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Have you noticed that there is no description like "fly" or "teleport" for winged monsters or vampires and such ? Important, in my opinion for siege combat.
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Nelgirith
Promising
Supreme Hero
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posted November 07, 2011 10:43 AM |
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Quote:
Quote: Btw: Sacred Kirins have an ability that grants friendly stacks passing through their mist clouds to get an extra action. This doesn't trigger when the stack is walking through it to attack.
Friendly stacks don't get a free action, it get's more movement (and enemy stacks get less movement)
He said Sacred Kirin (the upgraded ones), not the basic ones. The Sacred Kirin's trail grants an extra action to friendly units (except the Kirins).
The tooltip says it grants an extra action to any friendly unit crossing the trail, but I think it's only to any unit ending its movement in the trail. I've used it several time with beefed up Sharkmen
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted November 07, 2011 11:16 AM |
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Quote: I just finished the Sanctuary campaign, and I saw the opposite, actually. They did get a free attack as per their abilities when a Wanizame was standing next to them and attacked.
Don't know, it happened to me more than once. On the other hand, since then there have been other occasions where Shieldguard didn't trigger properly for no apparent reason, not only against the Wanazames.
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