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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [HotA] Pixel reports and other imperfections.
Thread: [HotA] Pixel reports and other imperfections. This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted January 01, 2015 09:38 PM

he meant that that's the shadowed side of the flute. isnt t that obvious?

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 01, 2015 09:42 PM

Hippox89 has very trained eyes, most of his reports I don't even notice.
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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted January 01, 2015 09:43 PM
Edited by Dj at 21:47, 01 Jan 2015.

that's clearly no shadow there. it's the side of the flute that doesnt get hit by the light, therefore it's the shadowed side of it[the flute]. go watch the animated sprite: first the .def file and then the in-game animation.

EDIT: my bad: it's not a flute, it's a panpipe, it has a 'triangularish' shape. more proof there's no shadow there.

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hippox89
hippox89


Famous Hero
posted January 01, 2015 10:20 PM
Edited by hippox89 at 22:34, 01 Jan 2015.

You sound a little angry, Dj. How so? Anyhow, you might well be right that it's actually a panpipe and not a flute. It would make more sense than a tiny flute, especially compared to how the Satyr holds the object. I will need to check the def out. But the question then becomes does it look right to your eyes? It doesn't quite do so so to my eyes. The lower part of the panpipe, that which is in the shade, doesn't reflect any colouration at all, and thus it can be confused with a shadow.

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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted January 01, 2015 10:35 PM

it might be transparent at the lower part of the panpipe but that's because it's thin there. that might confuse you. there's nothing wrong with it.

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hippox89
hippox89


Famous Hero
posted January 01, 2015 11:09 PM
Edited by hippox89 at 23:13, 01 Jan 2015.

Okay, so there might not be anything technically wrong with it, I suppose. I cannot judge it as a processional, though.



Just for clarification. It does clearly look like a panpipe as Dj said it was which is easy to see in these particular frames.

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gavinmagnus
gavinmagnus

Tavern Dweller
posted January 03, 2015 02:50 PM

There's a small SoD bug, idk if it's possible to fix, but I think it's worth mentioning.
Master genies and other dragon flies will cast their spell on master level on magic ground, but not on magic clouds, fiery fields etc.
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heroes_fanboy
heroes_fanboy


Known Hero
posted January 03, 2015 05:53 PM

Guys, maybe the next New Year release should have "Beta" in its name? So to warn people to expect problems and encourage them to do bug reports.

It's perfectly normal that new features mean new bugs. Then, after a month or two you can change the beta status. I think it's a better approach than doing many point releases in a short time.


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My suggestions are JUST suggestions. 1) I didn't mean to make fun of anybody. 2) I can always be WRONG--if that's the case I'm sorry.

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nik312
nik312


Promising
Famous Hero
posted January 03, 2015 06:01 PM

heroes_fanboy said:
Guys, maybe the next New Year release should have "Beta" in its name? So to warn people to expect problems and encourage them to do bug reports.

It's perfectly normal that new features mean new bugs. Then, after a month or two you can change the beta status. I think it's a better approach than doing many point releases in a short time.




Why is it? The hotfix is already there and the game is pretty stable now to be called a regular version

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heroes_fanboy
heroes_fanboy


Known Hero
posted January 03, 2015 06:20 PM

nik312 said:

Why is it? The hotfix is already there and the game is pretty stable now to be called a regular version


If you think that it's already stable, then it's great.
____________
My suggestions are JUST suggestions. 1) I didn't mean to make fun of anybody. 2) I can always be WRONG--if that's the case I'm sorry.

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Macron1
Macron1


Supreme Hero
posted January 03, 2015 07:06 PM

heroes_fanboy said:
I think it's a better approach than doing many point releases in a short time.



I think it's because of New Year, salads, "Vodka" and bears with balalaykas, that it was released so quickly without even quick test.

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gatecrasher
gatecrasher


Famous Hero
posted January 07, 2015 01:21 AM
Edited by gatecrasher at 01:22, 07 Jan 2015.

hippox89 said:



I cannot sense the Pikeman/Halberdier's right hand as more than a blob. Maybe it would be possible to add some curvatures in the leather glove?


In addition to the hands the somewhat skinny calves look a bit odd imo.

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noname
noname


Hired Hero
posted January 16, 2015 09:49 PM

In the Cove it writes "recruite" on each building.

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gatecrasher
gatecrasher


Famous Hero
posted January 16, 2015 10:03 PM

Where exactly? With 1.3.5 I read "Recruit".

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Datapack
Datapack


Famous Hero
posted January 17, 2015 05:47 PM

gatecrasher said:
Where exactly? With 1.3.5 I read "Recruit".

When you're building a dwelling.

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hippox89
hippox89


Famous Hero
posted January 18, 2015 12:15 PM



Small visual inconsistency. Explanation, when a red hero moves the flag colour is the same as when standing still, however, when a blue hero moves the flag colour turns to a lighter shade. I didn't check the other colours beside red and blue.

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culgil
culgil


Adventuring Hero
posted March 01, 2015 08:24 PM

Inconsistent hero specialty description for Planeswalkers:
For all Planeswalkers except Ignissa it says for example "Fire Ele." instead of "Fire Elementals" (HotA 1.3.5 is no different than SoD/Complete in this respect, so see Celestial Heavens for the inconsistency)
With the tiny fonts of HotA it should be no problem using the unabbreviated wording for all Planeswalkers.

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Husk
Husk

Tavern Dweller
posted March 02, 2015 09:51 PM
Edited by Husk at 22:36, 02 Mar 2015.

Here's something I believe is a bug. I haven't found anything on it after searching for a bit. As I understand it:

When playing as Cove, and you fight against a creature stack on the map, the unit attack order is not determined by speed until the 2nd round. Instead, all your units will attack first (in speed order), then on the 2nd round, it will go in order of speed again including the enemies.

This does not seem to affect players choosing another town type, though I may be wrong.

On another note, I've also been noticing sawmills and ore mines to not be spawning near the starting castle, possibly only as Cove. It usually takes weeks or months for me to find them. Without HotA, they always seem to be nearby and can be found quickly. Since they are very important in building, I think these need to spawn closer with more certainty.

And another bug, when creating a new random game. If you select Cove
(and maybe a hero), then select to create a scenario, then choose random again, you will no longer be able to select a hero for Cove. You must go to the main menu and start again.
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nik312
nik312


Promising
Famous Hero
posted March 03, 2015 09:39 AM
Edited by nik312 at 12:46, 03 Mar 2015.

Husk said:

When playing as Cove, and you fight against a creature stack on the map, the unit attack order is not determined by speed until the 2nd round. Instead, all your units will attack first (in speed order), then on the 2nd round, it will go in order of speed again including the enemies.


Ehm. No. The order is always correct. Make sure you understand all the speeds correctly and that faster neutrals didn't simply wait until the end of turn.

Husk said:

On another note, I've also been noticing sawmills and ore mines to not be spawning near the starting castle, possibly only as Cove. It usually takes weeks or months for me to find them. Without HotA, they always seem to be nearby and can be found quickly. Since they are very important in building, I think these need to spawn closer with more certainty.



The mine spawn does not depend in any way on starting town. And wood/ore is always close (on known templates) to starting town, measuring by pure cell distance and not counting map obstacles.

Husk said:

And another bug, when creating a new random game. If you select Cove
(and maybe a hero), then select to create a scenario, then choose random again, you will no longer be able to select a hero for Cove. You must go to the main menu and start again.


Unable to reproduce. Check that you have latest version of HotA (on top of clean SoD/Complete) and HD mod and that you can reproduce that error youself.

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Husk
Husk

Tavern Dweller
posted March 03, 2015 12:54 PM
Edited by Husk at 13:17, 03 Mar 2015.

Alright, seems I was wrong on the first two notes.

As you said, enemies were simply choosing to defend the first round, I missed the message. I guess the AI is choosing to get that extra defense stat by defending before attacking.

As for ore and wood, they seem alright too. I was having a very hard time finding the mines being on the giant map, and the maps are quite dense in content. One game it took me months to find one which was relatively nearby just because there were so many paths to take and some strong creatures blocking other paths.

I figured out how to replicate the last one though:

Choose to start a single scenario.
Select to choose a scenario to play.
Filter to "huge" or "giant" maps, the list will be empty.
Switch back to random.
Press choose advanced options.
(You may have to do this twice to clear out the settings from whatever scenario may have been considered "selected")
Select Cove.
You won't be able to choose your hero.

---

On another note, do you happen to know anything about the procedural generation algorithm of the game, at a code level?
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