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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 patch 1.8 - Bug reports ~
Thread: ~ Heroes 6 patch 1.8 - Bug reports ~ This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Hermes
Hermes


Famous Hero
posted February 09, 2013 07:47 AM

Hey Naki, hm, I did not check. If I encounter it again I'll be sure to check everything..

So, from serious ability bugs,
Whats left? Pit lord not being immune to mind control, frozen ground hero spell visible to enemy, elementals acting right away, glories/light elementals sleep not dispelling after attack, thats it? I double checked the bag incolving freeze not applying properly when cast by water elementals, this one is fixed.

Actually, about frozen ground. Sum crusader using his aun charge is not affected, whic is as it should be, but what about kirin? I recently encountered this: my goblins placed a trap, kirin went through it and got stopped, is it a bug?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 09, 2013 03:24 PM

Irina made un "update" on the Town crashes:

Quote:
Hello Heroes,

we are sorry to read that so many of you are still experiencing game crashes. After investigating those, we discovered that they are related to the new Nvidia Drivers and that many other games suffered of the same problem.
To fix those we need to work closely with Nvidia teams. At the moment we would strongly recommend you to:

1. Set their Nvidia Control Panel settings to default (it will improve your game experience)
2. Use drivers prior to 301.42 in order to not encounter those crashes (this is the only solution available so far )

Finally, please note that the Heroes 6 team continues to work with Nvidia in order to find a solution. I’ll keep you updated if anything comes up

Ubi_Irina

Source
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Naki
Naki


Known Hero
posted March 01, 2013 08:00 PM
Edited by Naki at 11:31, 07 Mar 2013.

Here is another possible solution:
Quote:
...If you are still experiencing this issue, we have found some options that work with the most recent NVIDIA drivers.

1.Start the Game.
2.Start task manager
3.Select the Game.
4.Right Click the game and hover over the “Set Priority” option. Select Realtime.
5.Right Click the game and click on “Set Affinity.”
6.Deselect CPU0 and click ok.


Please can you guys (NVidia GeForce videocard users) try this and report back?


--------------
Good news (kind of?) from Nvidia - finally!

Quote:
03/04/2013 09:55 AM

Hello,

Our lab was able to reproduce the freeze finally. Development debug the problem and isolated the cause of the problem to be in the game itself. The latest comment from the bug suggest the game is doing something that is not supported in our drivers, thus resulting in the freeze. We've reported the issue back to the game developer and awaiting confirmation. Looks like the real fix will have to come from the game developers. We are looking into possible putting a workaround in our drivers but we don't know the full extend of the impact yet. We'll need to consult with the game developers before taking any action from our end. Ideally we want the game developer to fix this from their end and release a patch.

I'd suggest you report the issue back to the game developer as well. Let them know you've been working with NVIDIA on this issue and that we've isolated this to a possible game issue. You can also let them know that our developers relation team have already forwarded all the details from our investigation to them to confirm.

Best regards,
X.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 12, 2013 01:37 PM

Finally some good news:

Patch 2.0 fixing townscreen freezing issues for April

Quote:
Hello guys,

there are some good news about Nvidia issue.
Back in July 2012, when the revamped townscreens were introduced, the dev team used a specific rendering method to support pixel-precise selection of the buildings. This method at the time worked just fine with the current Nvidia drivers’ version. No related crash was detected, neither by our tests or the community, since the method was supported. In October 2012 Nvidia released a new version of drivers that changed the support of a few methods for some Nvidia devices, leading to the so-called Town Screen crash. This affected several other games across the board, not only Heroes VI. The issue was difficult to pin-point as it had a quite unpredictable reproduction step and unreliable reproduction rate. For many months the M&M team has investigated hand in hand with Nvidia teams, until we came to a breakthrough two weeks ago. We have now fixed our rendering method and so far the fix seems to be rock solid. We still have some tests to run on our end and we hope to be able to release the 2.0 patch beg of April.

We apologize for the time it took to find and fix this issue, and we really hope you will be able to enjoy once again Heroes the way it should be. In the meantime, please roll back to Nvidia drivers 301.42 until the release of the patch.
We will keep you updated.

Ubi_Irina

Source
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Naki
Naki


Known Hero
posted March 12, 2013 01:47 PM

Thanks!!
But but!! --->
1) No crash, only a freeze!
2) September, NOT October.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted March 12, 2013 02:10 PM

So, will they fix some more bugs, or is 2.0 only about the Nvidia issue?

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Naki
Naki


Known Hero
posted March 12, 2013 02:17 PM

Quote:
So, will they fix some more bugs, or is 2.0 only about the Nvidia issue?

Good question! I think hoping patch 2.0 fixes anything else is futile, hope they prove me wrong.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 12, 2013 02:38 PM
Edited by Storm-Giant at 21:07, 12 Mar 2013.

Quote:
So, will they fix some more bugs, or is 2.0 only about the Nvidia issue?

Asked.

Hope we get an answer soon

Edit: Here we go

Quote:
No more changes have been planned, sorry. I will keep you updated on this topic!

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted March 13, 2013 01:15 AM

Oh, what a surprise...

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 13, 2013 09:11 AM

Quote:
Oh, what a surprise...

Nor the patch number was a surprise either...1.5->1.7->1.8->2.0 #snowLogic
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Naki
Naki


Known Hero
posted March 13, 2013 11:25 AM
Edited by Naki at 20:42, 13 Mar 2013.

Who did you ask, and how??
It seems they changed their mind, or the first answer was incorrect!
From the official UBI forums:
------------------------------------
I have just checked out with the dev team and it seems that it is indeed possible to include some bug fixes in the list of the upcoming patch. I will be able to share the final patch list with you by April. In the meantime, please, report the most annoying bugs and the dev team will have a look at it and say if it is possible to fix it or not.

Irina
--
Hello, sorry, my mistake, the dev team will indeed fix some other bugs. The list is not available yet, I will share it with you by April.

Irina
------------------------------------

EDIT: So, please everybody go to the official UBI forums and post the bugs that most annoy you! Hope they fix at least some of them.
The thread to post them in is here:
BUGLIST - Please report bugs here

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 13, 2013 11:31 AM

Well, better than expected...now let's see if it comes on the promised date

Quote:
Hello, sorry, my mistake, the dev team will indeed fix some other bugs. The list is not available yet, I will share it with you by April.


Quote:
I have just checked out with the dev team and it seems that it is indeed possible to include some bug fixes in the list of the upcoming patch. I will be able to share the final patch list with you by April. In the meantime, please, report the most annoying bugs and the dev team will have a look at it and say if it is possible to fix it or not.

Irina

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sylvian_prince
sylvian_prince


Hired Hero
the ranged hanter
posted March 20, 2013 10:04 PM

is it me or the "pagoda of master duelist" bonus doesn't working.
should gave +10 initiative and +10 dmg might and magic, but i have the feeling it doesn't do anything.

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NamelessOrder
NamelessOrder


Famous Hero
posted March 26, 2013 08:41 PM
Edited by NamelessOrder at 20:50, 26 Mar 2013.

some of my bugs/problems/suggestions

some of my bugs/problems/suggestions

all of these are reported on the official h6 forum (im ZergRusher)
buglist

1). sometimes when i enter the town screen i see some kinda chequered pattern
2). The spell Grounded from Thunder Staff dynasty weapon should not work on Seraphs (they have absolute purity; but if you think it should then this weapon is an overkill vs Haven and has to be nerfed) [Edit 15.03.]: I found out that you can dispel it so its not OP but i still consider it a bug
3). using marksmen special ability does not trigger pressed attack
4). burning determination works 2 turns or until you have morale and take action, so you can have 2 morale only if you stand with your unit. Description of the spell clearly states that the spell lasts 2 turns. [Edit 15.03.]: Ok, lets say that the game treats morale move as a turn, im ok with that but because one cannot get morale from morale turn, i think you should redesign the spell, b/c its effectively a one turn spell
5). Seraph can only use resurrection once per battle but in fan manual it states 2 charges and resurrection doesn't give you the promised +30 morale and 10 initiative
6). !!!!Could you please make ranked duels be played WITHOUT dynasty bonuses,!!!
7). There is sth awry with the griffins, i check them in hot seats (same hero vs same hero) and they deal per unit less dmg that crusaders with zero charge (and griffs are supposed to have higher dmg) and when they dive they don't deal normal dmg but much more.
8.) this is an old one and im pretty sure you know it but still: sometimes when i load a game, castles and hero are invisible and i have to wait a couple of seconds to make them appear
9). Sun steed - crusaders special ability according to description gives immunity to effects reducing movement but Wanizame's ferociious wound will keep their -3 movement nerf even when crusaders change into light
10). When i click cleansing light on glories i cannot cancel this ability by clicking the right mouse button).
11). I think i should be able to choose cleansing light AND attack and not return (attack and not return should be just optional as an addition to special attack and not replace special attack)
12).Elementals when summoned don't suffer from initiative penalty
13). Crusher doesn't get cleave when it should get
14). Game sometimes freezes when centaur uses his sentinel ability and shots Sacred Kirin on the first turn
15). Again pressed attack doesnt work with special abilities
16).***
Ice armor increases the defense itself by numerical increase and not by percentage. When you compare it to stone skin (which improves the defense by percentage) it's a clear bug (but you can call it a bad game mechanism). Please change the bonus to defense from ice shield to percentage increase. In current state of the game the stone skin spell is useless b/c ice armor is sooooooo much better (not only it applies the chilled effect to attacker but also the defense bonus is bigger, much bigger). This has to be fixed!
17). Enemy can cast Frenzy on Celestials (this may not be a bug but i'll report it anyway - just in case). I think absolute purity should prevent that from happening but maybe its just game mechanics
18). When using heroic charge vs opponent who has ice armor, the chilled effect applies before my unit attacks dispelling heroic charge. FIX IT!!!!
18). Sacred Kirins when using hailstrom aura (The creature attacks target enemy stack dealing 30(+stats, +num) damage (Water) in addition to its
normal attack damage. Victims are also inflicted by the “Frozen” effect.) deal water dmg from hailstrom aura (which is correct) and Water (=magic) dmg instead of normal attack. So they deal only magic dmg, which is against the description and a bug.
19). Not a bug but a very helpful suggestion that should be very easy to implement: I cannot order my heroes to have all my haven heroes as first, then all my necro heroes etc. At some point one has a lot of heroes from different races and it's hard to find a proper one if you are duelling. If i were able to put them in some order, then i'd be faster for me to start a game.
20). Inner fire is messing up the sequence of units (units with Inner Fire take turns faster than opponent's units even taking account the bonus in initiative from the spell - occurred during a duel between Haven Blood vs Necro Tears both might).
21). Glories can neglect freeze when using dispel ability
22). Cleave triggers when i kill again the first stack that died but was brought back by necromancy (sometimes not always - i don't know what is exactly the pattern but when i play vs Necro cleave can trigger 2 or 3 times per battle).
23). Somehow morale wasn't triggered despite the unit having 100 morale (celestials with the spell burning determination). I might be that the actual morale was let's say 99,6 and it was approximated but i don't think so b/c burning determination gives a lot of morale (sth like 80) and Celestials have 33 morale without any effects. It happened only once.
24). When i have 2 stacks of dreamreavers the dmg effect of their spells should add up and not replace. In other worlds if my second stack of dreamreavers cast Mother Earth on enemy creatures again they should receive dmg that totals the dmg from my first stack and my second stack. Right now, the second spell replaced the one that was cast before.
25). Storm Winds I and II are the same spell!! (basically SWI does more than it should)
26). It's old and i've got accustomed to it but: Pressed attack lasts 3 turns instead of 2 as in description. Don't be lazy and don't change the description, pressed attack is OP in its current form so it really should last 2 turns.
27). The notorious massage: "Connection time-out Please check your internet connection"
28). 1). It's not rly a bug but a question about game mechanics. If i cast heroic charge on crusaders with the end of the turn (lets say i waited with glories) the heroic charge should last 2 turns as in description not only one turn. The whole "turn" duration has to be rethought. Most of the spell "lose" duration during morale turn and i treat it as a new game mechanism and i'm ok with that. But wheni cast a spell at the end of turn, the spell cannot lose duration b/c the turn just finished. It should finished after a creature took action.
I hope it's clear what i've just written.
29). I mentioned it but different spell effects should add up (if not it should be clearly stated in description). Rush does not add movement points to heroic charge, just replace the bonus.
30). Inferno and soulreaver effect cannot be dispelled. Please add it to description of the spell and the effect. It's so hard to learn the game mechanics when you can't trust description alone and everything has to be tested.
31). When 2 stronghold magic heroes meet in battle, Mother Earth works only on defendant (and on attacker's flyers)
32). My game crashes to windows ALWAYS when i have my heroes only with panther warriors (i used tactics to get rid of other creatures) and i attack the other panther warriors as my first move
33). Stone skin seems not to work, applies no bonus
34).If you fix the stone skin spell please bear in mind: ice armor is much better than stone skin, either buff stone skin or nerf ice armor i recommend buffing stone skin b/c magic tears is not that strong vs might heroes right now
35).Suggestion: Improve celestial armor (e. g.: CA gives +6/+6 might/magic defense, absorbs 50% of dmg, CA mass, gives +4/+4 might/magic defense to all creatures, absorbs 25% of dmg)



16).*** more on that.
Quote:

Stone Skin doesn`t improve defence by percentage - it REDUCES DMG TAKEN by percentage. So practically ice armor and stone skin give same def bonus +-1%.


thanks for pointing that out but frankly i don't understand what is the difference in practice. When you right click the might defense you can see: Might Resistance Bonus effect: +20% (exactly the same as percentage of dmg reduction - if the resistance bonus is different please clear that out)



I decided to test those spells.

I've created a new hero stronghold magic tears and on hot seats i was duelling same hero vs same hero (no abilities just spells):

All numbers stack of Panther Warriors vs Stack of Panther Warriors:

1. no spells: shown dmg 884-1106 actual dmg 964, 1031, 1056 (just to check whether it works as it should work)

2. stone skin (mass - reduces dmg by 20%): shown dmg 884-1106 (apparently the reduction is not taken inta account, i think it should), actual dmg: 965 (965/0,8=1206,25 CAN SOMEBODY EXPLAIN THAT!!???), 1075 (o.O ????!!!!), 1098 (WTF)

i decided to check on haven hero:
celestial vs celestials: no stone skin: 572; with stone skin (20% reduction) 572

well according to the numbers above stone skin doesn't work. Am i doing it wrong. Please somebody respond.

3. Ice armor mass (+13 might defense): shown dmg 694-868, actual dmg: 757, 865, 745

notice that avg dmg from 884-1106 (no spells) is 995, with 20% reduction: 796 (this should be the avg dmg with stack with stone skin), the avg dmg vs stack with ice armor is (694+868)/2 = 781.

Not only correctly working ice armor would give more defense to units but also applies chilled effect which is one of the best effects (-1 movement and +20% dmg might). The only different is that ice armor lasts 4 turn and stone skin lasts 5 turns (which is not important the first 5 turns almost always decide a duel).

Ergo:
- stone skin is apparently not working
- ice armor is much better than stone skin, either buff stone skin or nerf ice armor i recommend buffing stone skin b/c magic tears is not that strong vs might heroes right now

i checked weakness btw:

stack of Panther Warriors vs stack of Panther warriors with weakness 707-884 (actual: 864), which means: avg: 785,5, avg. dmg. without any spell is 955. 955*0,8 (20% reduction)=764. Why not around 785, i don't know but i don't mind this 2,5% difference.
stack (63) of dreamreavers vs stack of Panther warriors: without weakness:741-939 (actual: 933); with weakness 593-752 (actual: 706)

so weakness works on both might and magic dmg (as it should) and thus is much better spell than stone skin (which only works vs might and the reduction is the same although stone skin should work on pressed attack and power of the horde while weakness won't so it depends)

---------------------------------------------------------------------------------------------------------------------------------------

Celestial Armor
Quote:
What I would like to see is Celestial Armor to be on par with those two - Stone Skin and Ice Armor


I partially agree. But if we start talking about balance we can open a pandora's box. The problem is that mass CA reduces 100% dmg until it's gone and then it gives no protection at all. So this 100% reduction in duel is a disadvantage (prolly sb thought it'd be stronger this way).

But i would not say CA is bad, it can last forever, there is no turn limit on this spell and is the only spell that gives magic and might defence. My quick rebalance of CA:
CA gives +6/+6 might/magic defense, absorbs 50% of dmg
CA mass, gives +4/+4 might/magic defense to all creatures, absorbs 25% of dmg

i'd go with a slight change only and let players figure it out whether it's enough or not. Besides one must look at the entire school of magic. Light tears magic is quite good (Light elementals with blind) so i'm reluctant to improve it further (normally when i play magic i stick to one school and some crowd control spells so i choose all the Light magic I, II and III abilities to improve the spells and get more elementals). I'm just saying that balance among spells is not as important as balance between schools of magic (light tears vs earth tears which are very similar) but i agree that CA should be better.


------------------------------------------------------------------------------------------------

if you have any thoughts about that please let my know, esp. if some bugs are not bugs but game mechanics

apart the aforementioned, my game freezes frequently, and recently crashes a lot (it was ok until sunday, i have no idea what's happening)

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 26, 2013 09:56 PM

Not sure if this has been noticed reported, as it is a very very minor thing.

When Fair is Foul, and Foul is Fair..is loading the message reads something about how a trusted enemy is better then a rusted friend.  I don't know about you, but I don't have any friends that can rust....
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted March 27, 2013 11:13 AM
Edited by The_Polyglot at 12:22, 27 Mar 2013.

Upon selecting any Dynasty Traits prior to starting any map in the Sanctuary campaign(Presumably all campaign maps have this problem, but so far I only played the Naga campaign) the loading screen comes up as usual, but when the bar is about two thirds full, the game freezes, music first stutters, then stops, and I'm forced to shut H6's process down via Task Manager. As I said, the Dynasty Bonuses option is unchecked in the Custom Game screen, and even if I re-enable it, the problem persists, furthermore said option is turned automatically off whenever I return to that screen.

EDIT9: Solved, the agony mod was the culprit.
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted March 27, 2013 02:48 PM

Sorry for the double post, new bug discovered: Twin Fangs and Cleave don't stack, and what's more, the extra turn isn't granted at all.
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NamelessOrder
NamelessOrder


Famous Hero
posted March 27, 2013 03:03 PM

Quote:
Sorry for the double post, new bug discovered: Twin Fangs and Cleave don't stack, and what's more, the extra turn isn't granted at all.


i know this one but his might also balance things a bit. I don't play Sanc but as far as i understand if you wait your Kirins will be the last unit to perform an action this turn if you cast twin fangs you will effectively have 4 actions with kirins = a champion creature. Cleave would give another one. And even though Kirins are weak on the HP and defense their dmg is quite high. In four strikes they can easily take down a stack and thus get cleave. And an opponent cannot cast dispel which is a problem.

but it is a bug and thank God for this one.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted March 27, 2013 03:28 PM

It would, if the extra action triggered on the unit's subsequent turn, but that is lost, meaning that Cleave, a tier 3 skill is reduced to a weak Morale and Ini bonus, which is not OK.
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NamelessOrder
NamelessOrder


Famous Hero
posted March 27, 2013 03:39 PM

Quote:
It would, if the extra action triggered on the unit's subsequent turn, but that is lost, meaning that Cleave, a tier 3 skill is reduced to a weak Morale and Ini bonus, which is not OK.


well, cleave doesn't work with 2 fangs it does work otherwise. And it's still prolly the best passive even if it doesn't work together with 2 fangs. U just have to arrange ur units to kill with other unit or when 2 fangs in not in action.

There are bigger problems with cleave: like no additional action when u kill on retaliation, double action after waiting, no cleaver for crushers (i don't know the mechanics exactly - i rarely play stronghold) and with hailstorm aura (is bugged).

BTW. what i'm doing right now is a little bit of balance whining but i'd ok with cleave giving them this one extra move if you remove "spirit form" so i'd be able to target kirins if you wait at your first turn.

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