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Thread: ~ Heroes 6 patch 1.1.1 - Bug reports ~ | This thread is pages long: 1 10 ... 16 17 18 19 20 ... 23 · «PREV / NEXT» |
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Maurice
Hero of Order
Part of the furniture
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posted November 07, 2011 12:55 PM |
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Quote: 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
And that's where I think the tooltip is wrong, which explicitely states an "action". But it only grants the friendly unit an extra movement, not an extra action (which in my opinion could also be an attack or a spellcast). Or the game is wrong, that it doesn't trigger correctly when the move is tied to a melee attack that comes at the end of the path.
Your unit doesn't have to end its movement in the trail, though. As soon as they cross into the trail, they "consume" the trail on that tile (it becomes a normal tile again) and the combat also shows that they gain an extra 'action'. That's all that's needed, they can end their current move outside of it. However, this doesn't happen when they pass through the trail to attack an enemy stack.
Multiple times I've just moved my Sacred Kirin in a specific way, without attacking, to lay the trail for the rest of my army to get two moves and reach the other side on the first turn . Sharks and Spring Spirits may be slow, but that way they can still cross it over .
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forest001
Known Hero
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posted November 07, 2011 01:32 PM |
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yep, it's pretty powerful that you can get your whole army across in turn one, and in case of some slower enemies you can do it even before the have a chance to act
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odium
Known Hero
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posted November 07, 2011 11:11 PM |
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When a ghost uses Wail of the Netherworld to heal a friendly stack and damage adjacent enemy stacks, if among the enemy stack there are some succubus/lilim then Rapture in Agony/Pleasure in Pain will damage the stack of ghosts. This should not happen since Rapture in Agony/Pleasure in Pain should affect only melee attackers.
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kcwong
Hired Hero
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posted November 08, 2011 05:52 AM |
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Edited by kcwong at 05:53, 08 Nov 2011.
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A minor one: upgraded Kappa's jump ability has a bugged damage display.
Activate jump and hover on an enemy stack of, say, 6 creatures. If your upgraded Kappa stack is large enough to kill it, the damage display will say 12 instead of 6, apparently from adding the initial jump and the AoE from landing.
Which is hilarious when you target Haven's Sisters/Vestals... suggesting that they have been very naughty.
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Nelgirith
Promising
Supreme Hero
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posted November 08, 2011 10:27 AM |
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Quote: And that's where I think the tooltip is wrong, which explicitely states an "action". But it only grants the friendly unit an extra movement, not an extra action (which in my opinion could also be an attack or a spellcast). Or the game is wrong, that it doesn't trigger correctly when the move is tied to a melee attack that comes at the end of the path.
Works perfectly here.
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Nocturnal
Promising
Supreme Hero
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posted November 08, 2011 04:34 PM |
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Quote: 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
I had reached it with Kirin and didn't have it for the whole map.
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.
It is already in the list.
Quote: A minor one: upgraded Kappa's jump ability has a bugged damage display.
Activate jump and hover on an enemy stack of, say, 6 creatures. If your upgraded Kappa stack is large enough to kill it, the damage display will say 12 instead of 6, apparently from adding the initial jump and the AoE from landing.
It is already in the list.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted November 08, 2011 04:51 PM |
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Quote:
Quote: And that's where I think the tooltip is wrong, which explicitely states an "action". But it only grants the friendly unit an extra movement, not an extra action (which in my opinion could also be an attack or a spellcast). Or the game is wrong, that it doesn't trigger correctly when the move is tied to a melee attack that comes at the end of the path.
Works perfectly here.
Maurice is right here, the tooltip is misleading.
If your naga stack passes through the mist without attacking, it gets another action (can move and attack), but if it passes through the mist and attacks, it doesn't get another "action".
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Kitten
Known Hero
Roar
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posted November 08, 2011 10:08 PM |
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Quote:
Quote:
Quote: And that's where I think the tooltip is wrong, which explicitely states an "action". But it only grants the friendly unit an extra movement, not an extra action (which in my opinion could also be an attack or a spellcast). Or the game is wrong, that it doesn't trigger correctly when the move is tied to a melee attack that comes at the end of the path.
Works perfectly here.
Maurice is right here, the tooltip is misleading.
If your naga stack passes through the mist without attacking, it gets another action (can move and attack), but if it passes through the mist and attacks, it doesn't get another "action".
Back in the beta your units could attack several times in a row by walking one mist-square+attack and continue! Now they changed so you cannot.
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Maurice
Hero of Order
Part of the furniture
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posted November 09, 2011 12:45 AM |
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Edited by Maurice at 00:47, 09 Nov 2011.
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Quote: Back in the beta your units could attack several times in a row by walking one mist-square+attack and continue! Now they changed so you cannot.
They could remedy it simply by changing the tooltip. Just have it say that the trail allows a unit to move again, instead of act again.
By the way, is it me, or is Arachne's 4th ability overpowered? I just finished the first of the Inferno campaign, with Kiril wielding that weapon. I never had to use regen, except vs. Undead, since life drain requires actual living creatures. And to make matters worse, the AI simply couldn't kill my Hell Hounds, because of the unlimited retaliations they have - each one restoring the stack to full size again.
I just checked, and my lvl 10 Kiril with a lvl 4 Arachne gives my units a life drain with a power of 450% health gained of the damage they dealt. Besides that, the life drain is not limited by whatever remains of the enemy stack; a large pack of creatures, who suffered a load of casualties, can be leeched back up to full by attacking a stack with just 1 creature with 1 hitpoint left. That just doesn't sound right.
To make matters even worse, damage shields (like those of the Succubi / Lilims) also return hitpoints due to the damage of those shields.
And the cherry on the pie? Gated creatures show that they can't be resurrected, but Arachne's life drain allows them to replenish their casualties ... couple that to gated Hell Hounds or something, and you get stacks that are virtually invulnerable.
Sounds seriously overpowered and that can't have been the intention.
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Nelgirith
Promising
Supreme Hero
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posted November 09, 2011 09:56 AM |
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Quote: Sounds seriously overpowered and that can't have been the intention.
Sorry to burst your bubble, but Dynasty Weapons were intended to be extremely strong, which makes even more retarded the fact that there are no normal weapons in this game ... for people who want to play a "normal" game
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Dave_Jame
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted November 09, 2011 09:56 AM |
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A not on the disapearing Set artifacts.
I noticed a nice "Bug" with the artifact sets.
When you finish a map all Puprle-backed artifacts are still located in there original position (Fith-Sixth line) ets. But at the begining of a New map, the heroe has only 2 (sometimes 3) lines of his backpack accesable. The artifacts are still in your backpack but you can only gain acces to them when the number of artifacts in your backpack reaches the particular line where they are sotred.
Checked on the final map for tears with Anton.
I had only 3 set artifacts in my backpack and the sentinel set equipted at the star of the game. With no set artifacts on the map, I have found 3-5 more set artifacts in my packback as I gatherd more artifatcs and the lines of my backpack became accesable. All were positiond detached from teh artifacts I have just picked up.
edit:
@Nelgirith Play offline with no weapons. The only way. Thy just make the game to easy in my eyes.
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Maurice
Hero of Order
Part of the furniture
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posted November 09, 2011 10:18 AM |
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Edited by Maurice at 10:21, 09 Nov 2011.
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Quote:
Quote: Sounds seriously overpowered and that can't have been the intention.
Sorry to burst your bubble, but Dynasty Weapons were intended to be extremely strong, which makes even more retarded the fact that there are no normal weapons in this game ... for people who want to play a "normal" game
Maybe so, but the 4th ability of Arachne seems bugged; the life drain seems to grow with Hero level (or magic power?), making for invincible armies later on in the campaign. I already found it hard to let creatures die on my side during the first map, except when playing against Undead. If I compare Arachne to other Dynasty weapons, they are very, very subpar simply due to this one ability.
If it's intended, then playing a Might Hero with this sword equipped seems like an "I win" button.
Quote: When you finish a map all Puprle-backed artifacts are still located in there original position (Fith-Sixth line) ets. But at the begining of a New map, the heroe has only 2 (sometimes 3) lines of his backpack accesable. The artifacts are still in your backpack but you can only gain acces to them when the number of artifacts in your backpack reaches the particular line where they are sotred.
Noticed this one as well, very annoying. So I get the final fight on map 1 of the Inferno campaign, I fight off two Heroes (the second one yielding me a set artifact) and then have to use Azkaal ... only to realise that the set artifact got dumped on row 6 or so of Kiril's inventory. So I had to reload, dump all artifacts on another Hero to clear up space and then do those three fights again. *sigh* ... stupid bug.
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Nelgirith
Promising
Supreme Hero
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posted November 09, 2011 12:59 PM |
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Quote: @Nelgirith Play offline with no weapons. The only way. Thy just make the game to easy in my eyes.
Even Elvin admitted that it was very poor from UbiHole to not have made any normal weapon. Dynasty weapons are fun in solo, but they have nothing to do in multiplayer since they'll create a double imbalance.
1. As Maurice said, some of them are totally overpowered, while some others are kinda useless.
2. People who play a lot will have more and stronger weapons than casual players.
Was it that hard to create normal weapons ? I don't think so, but they're so much in their retarded RPG crap that they forgot most basics of Heroes.
Quote: If it's intended, then playing a Might Hero with this sword equipped seems like an "I win" button.
Well, I announced that since the closed beta and that's exactly how they've been designed.
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radox
Known Hero
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posted November 09, 2011 04:50 PM |
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When do you think the next patch will be out?
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kodial79
Promising
Supreme Hero
How'd Phi's Lov't
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posted November 09, 2011 05:21 PM |
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Yeah it was very stupid of them to not include normal weapon magic items and leave us only with dynasty weapons. And what's worse it looks very bad that without them you have only a generic staff or sword that doesn't even match the faction you're playing. Too many bad choices for this game, just too many...
Anyway, I post here to report a bug on dynasty weapons in case it hasn't already been reported. The ones I got from the 2nd Stronghold campaign "the Good, the Bad and the Bloody" seem to have vanished.
I have even loaded up a game in the certain map after I noticed they were missing and I saw that even in the saved game on that map, they're still gone even though that one mission that rewards with one of them is completed.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted November 09, 2011 07:21 PM |
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The "Storm Arrows" spell isn't boosting the damage with my Succubi at all, although it seems to work with my breeders. Succubi already have full range, so the damage boost from the spell won't factor in?
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"Folks, I don't trust children. They're here to replace us."
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mike80d
Famous Hero
Map Maker
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posted November 09, 2011 07:49 PM |
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Quote: The "Storm Arrows" spell isn't boosting the damage with my Succubi at all, although it seems to work with my breeders. Succubi already have full range, so the damage boost from the spell won't factor in?
You should still get the added Air Damage bonus (in the neighborhood of 20% I believe). When you hover over a stack it won't show the Air Damage, but the damage should be done. In other words, your succubus will say "Kills 30 to 35"... when they attack via ranged it will show "32 die, + 6 die". In total, 38 targets will die but it will be broken up.
The storm arrows, so far, seem to be best for large stacks of goblins!
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Fraudatio
Famous Hero
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posted November 09, 2011 10:01 PM |
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In a game with SXHopper the other day i ran into a most strange bug. It was on Feuding Duchies, I had taken the crematorium, and a day or two later SX came and flagged it from me. I was then quite close with my main, and had a mine close, so it just got dark around me as it should. Then the game disconnected and we loaded autsave. When i loaded it the crematorium had its full black circle of fog, and my hero was underneath it. I could not see my hero at all, nor my mine, and when my secondary tried to approach the fog it was not possible to walk into it, it did not disappear. I tried loading several saves and they all just got us the same day with the same fog. Still didnt get past the issue. If this is not known i think i can produce a print screen if necessarry.
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reymyst
Tavern Dweller
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posted November 10, 2011 10:47 AM |
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First post on this community. Great to be here.
I'm sorry if this has been mentioned, but I couldnt find it on the search.
Is anyone having this problem where reputation points don't increase?
I mean, i'm stuck at 146 blood points for some reason... I've pursued EVERY creature, but once i reached 146, suddenly the "+25 blood" icon that pops up before battle stops appearing. I'm using the primary hero, and I'm about level 10 now.
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Dark-Whisperer
Famous Hero
Darkness feels no mercy
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posted November 10, 2011 06:37 PM |
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Did anyone encounter this bug? Two neutral armies at the same place?
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