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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Beta-bugs II - Post bugs from the 2nd Beta here.
Thread: Beta-bugs II - Post bugs from the 2nd Beta here. This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
MeanMan
MeanMan


Adventuring Hero
posted August 27, 2015 06:41 PM

Well.





My game runs good overall, however I experience crashes every now and them out of the blue. They can happen at anytime.

Minotaurs had unlimited retaliation against me.

Don't know if it's a bug, but the Sylvan heros mounts, the Unicorns, are extremly dark, almost black to the point where I thought they are missing a texture or something. Upon a closer look I noticed some textures though (or maybe I was seeing things because it was late and I was tired and a little non-sober ).

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 27, 2015 07:11 PM

Played through a game on the small map in the new Beta, and I have to say overall I was pleasantly surprised by the lack of bugs and overall good stability of the game. I found a couple of minor bugs:

1) Ciele is set to start with basic Exploration and one of the perks. She does have the perk, but doesn't have the basic Exploration skill, so you need to take this skill before you can take level 2 (made a screenshot of this, but can't locate it).

2) Sometimes the perk that makes you build two times on each day in the town doesn't work.

3) Occasionally stacks acquired through Diplomacy doesn't show up on the battlefield.

... hmm, think there was one more thing, but I don't remember off hand.
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What will happen now?

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted August 27, 2015 08:12 PM

all heroes are referenced as "he" in ability and skill descriptions.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 27, 2015 09:57 PM

Oh yes, remembered the last one:

4) At some point, the notification that hero can learn a new skill when leveling up stops appearing for main hero (in one game, after level 8). Still appeared for secondary heroes.






Tried a new game, this time on the 3-player large map, and here AI turn times was a major issue, it was 45 seconds to 1 minute for each AI turn, and then less 30 seconds of player turn, and this was right from turn 1, which to me is unacceptable. Also got a random CTD now.
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Minastir
Minastir


Promising
Famous Hero
posted August 27, 2015 10:27 PM
Edited by Minastir at 22:42, 27 Aug 2015.

Ok, bugs I have found

1.For some reason, I can't have master earth magic for all my heroes, I click to unlock the rank I get it but after i close the skill wheel window and open it again the skill point is not spent on the earth magic rank o.O tried it couple times, couldn't have master earth magic

2.I have druid and blade dancer in dungeon fort II o.O (screenshot)

3.Sometimes the grid of squares on the battlefield doesn't show (screenshot)

4.Creatures don't move to the place where i tell them to go, flank from the wrong side

5.Warfare machines sometimes have exceptionally high damage, for example 2523 - 3243 damage (screnshot) but when attacking it actually deals normal amount of damage

6.Missing stats for some warfare units

7.After destroying the town gate during siege the parts of it were still floating

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TD
TD


Promising
Famous Hero
posted August 27, 2015 10:34 PM

@Minastir
3. I also lost the grids at times, but it was when I was setting up my troops at start. Without grids I couldn't place/displace/move troops. It got resolved when I pressed auto-place after which I could do that manually.(I also hope the game would memorize how I place my troops so I wouldn't need to place them manually each battle!)
5. Damn man... That's like casting ice bolt on minasli(totally not OP hero or anything...)

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Minastir
Minastir


Promising
Famous Hero
posted August 27, 2015 10:42 PM

TD said:
@Minastir
3. I also lost the grids at times, but it was when I was setting up my troops at start. Without grids I couldn't place/displace/move troops. It got resolved when I pressed auto-place after which I could do that manually.(I also hope the game would memorize how I place my troops so I wouldn't need to place them manually each battle!)
5. Damn man... That's like casting ice bolt on minasli(totally not OP hero or anything...)

No, I didn't had the grid through the whole battle

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 27, 2015 11:37 PM

Quote:
(I also hope the game would memorize how I place my troops so I wouldn't need to place them manually each battle!)


Actually I found that it does that now. BUT, of course there's always a BUT ... when you add a new creature to your army, or upgrade an existing one, it conveniently forgets it again .

A+ for thinking about it, C- for implementation.

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cleglaw
cleglaw


Famous Hero
posted August 28, 2015 12:08 AM
Edited by cleglaw at 23:10, 29 Aug 2015.

upgraded green dragon is still green dragon.

in late game, every stats, damage output infos got messy and wrong.

dungeon champion dwelling is looking same as an academy dwelling.

some ai horses run backwards

and some are constantly runing at where they are standing, even at my turn

juggernaut is really underpowered while succubus is overpowered(dunno if this is intended?)

earthquake is damaging some allies randomly????? its allready a weak, unworthy spell!.. and now it also acts like a weird, bad, untrustable armegeddon? i think this should be a mistake(!) at least give me some ideas about which squares it effects if not all battleground!

artifacts, abilities have so many +1 damage to creature, +1 health to creature type stat bonuses, and those are making high number core units ultra powerful while elites and champions cant catch up that power level(back to square one i guess?)

sound and music has BĘG problems. sound effects are completely gone for my lst 2 games. music sometimes doesnt start, sometimes doesnt change and continue repeating.

blood and fire map has an issue, after using portal to a weird place, it still shows desert like battleground like enviroment didnt changed at all.

siege battles have issues. after i cast earthquake, academy castle tower tops remained at air while their lower parts were destroyed & gone. lightning shooting pyramids are very hard to notice. %99 of the time i dont get when and where they attacked.

game crushed in visual options menu. i was changing the shadow options.

lots of text info gets broken after awhile. for example my spells were not
showing their true damage output. with chaos magic ability, this becomes even more messy AND wrong. and when we play with academy, we dont have any counters for metamagic, it becomes even more and more obscure. completely a state of no-clue-about-what-the-heck-is-going-on. note that those complications also creating some real deal power-palance issues aswell. i dealth 1260 damage with a frostbolt or whatever its name is... my build was air wisdom+water wisdom+metamagic double damage+chaos magic. ofcourse it requires high level but i still doubt that it may be too powerful.

multiplayer crushes every single time.

flying creatures in high speed animations, makes wierd landings. they look like they gonna land to 3-5 tiles more away then acctual intented square.

confusion" that is caused by hero attack(dungeon racial skill) is not working properly on every creature. if i remember right, some creatures like minotaur were still ablle to retaliate to my attack even if they were under the effect of confusion.. and not only like that, also with their unique ability: "i will retaliate first".

ai attacked to my main hero just to be crushed hard.
ai doesnt buys all their troops but when i kill their main, they come with another army.
acctually, they always come again, in the end of large map, they were constantly buying heroes like zerg russhing to me, all consisting very weak armies.

i battled with 6 stack of armies, i was in castle, defending side, and the local guards i was expecting to help me, didnt show up! this gotta be a bug yes? cause no matter how much army i have, they should be present in battle alongside me. i was at underground sylvan town, and as a defending hero, i had an academy hero with 6 armies mixed of academy-sylvan units.

ai seems like cheating, they spam heroes, i kill all of them, and yet somehow it does this again and again like it has endless purse of gold.

ai sometimes flank my creature and sometimes not, even if it is able to do so.

ai doesnt pay attention to creature abilities it has, for example, it doesnt use dryads extra defence giving ability for its 2nd allied army. pixies and dryads come to my guy, but instead of using synergical ability, pixie attack me from some random tile.

ai sometimes clears things, sometimes not. sometimes they dont capture obvious free mines without zone control. in map which had rare resource mines at middle, they never captured them. it was unguarded, unzoned but yeah they didint captured it.

ai doesnt run from my powerful army, and dont chase my weak army.

a couple of times ai made good things like trying to capture weak guarded town with a large army. that was good, a very rare moment that showed signs of intelligence.

messing with dynamic shadow in visiual option during adventure map makes %100 guarenteed game crush.

game has some kind of performance loss after a long session.

one hero(couldnt remember his/hers name) that is starting with incresed durability of warfare skill ability, doenst have warfare novice skillpont given! so weird to have ability but not novice skill itself. i literally had to spent another point for it after i leveled up.

destroyed gates/towers cna cause wierd pyhsics animations, sometimes rocks dance in mid air etc etc...

for few times, i saw flying creature face up wierd directions just like first beta had.

ai units just rush in battlefield instead of carefully coming. waiting for them to come and hitting first is really easy.

djinn channeler has 6 movespeed but regular djinn has 7. i guess thats a wierd mistake.



ah, and, uh... its very hard to notice when my turn is up and not.
....

sigh. this game is very well polished if we compared to 1st beta, but it still needs lots of works. i dont believe this will be ready in 1 month.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 28, 2015 12:15 AM

cleglaw said:
some ai horses run bacwards

So does the series. Fitting.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 28, 2015 12:32 AM

cleglaw said:
juggernaut is really underpowered while succubus is overpowered(dunno if this is intended?)

Speaking of which, blade dancer has more hp than juggernaut lol
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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TD
TD


Promising
Famous Hero
posted August 28, 2015 12:52 AM

Juggernaut had 30hp I think...? Lilim had 100? I kinda feel like they mixed the units up. Jugg felt like strong core unit... and pisky little succubus was whipping their asses^^

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Corak
Corak

Tavern Dweller
posted August 28, 2015 02:16 AM

Finished my first game. The completion/victory screen after winning the game looks unfinished. No score or battle/map info. Just my total time. Lame
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keldaur
keldaur


Adventuring Hero
posted August 28, 2015 05:56 AM

Had one game where my medusas wouldn't be able to attack a second time after getting morale, this happened on every battle after i got the bug midway into the game.

Corak said:
Finished my first game. The completion/victory screen after winning the game looks unfinished. No score or battle/map info. Just my total time. Lame
That's not a bug tho.


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 28, 2015 07:36 AM

To all posters: Please be careful to separate bugs and balance/design issues from each other when posting in this thread. This thread is for bugs - i.e. things that don't work as the developers intended or just generally makes the game defunct. Balance/design issues - i.e. things that don't work as we want - should be discussed in other topics.
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natalka
natalka


Supreme Hero
Bad-mannered
posted August 28, 2015 08:51 AM

once a spell is selected you can cancel it with ESC . if this doesn`t work you can still move or wait or defend with the creature and that will cancel it

Master Hunters give 2 marks but when I am spellcaster and put on them Water Strike sometimes they don`t shoot twice at all sometimes they do.
Splitting in single master hunters in order to put more marks on enemy is bugged too = only the whole stack shoots twice.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 28, 2015 09:22 AM

natalka said:
once a spell is selected you can cancel it with ESC .


I wondered how big an issue this would be and quite frankly, I have to agree with Kiryu. The intuitive behaviour of right-clicking to cancel it is so strong that it feels lke a real omission not to have it. But I guess that's a design issue and not a bug.

Quote:
Splitting in single master hunters in order to put more marks on enemy is bugged too = only the whole stack shoots twice.


They only shoot twice if the first attack killed at least one enemy.

That being said, I had some Master Hunters who received a Morale boost on their second attack which was then promptly ignored by the game as it moved on to the next stack on the bar.

When switching between various windows (game map, town screen, battle screen, etc ...) the game has the tendency to interrupt the music. It usually doesn't pick up the new track for that particular window/view, but holds in silence for a while. Sometimes it seems to start by itself after a period of time, but the silence is annoying, especially since the previous track gets cut off rather abruptly when you leave that particular window.

Not sure if it's a design issue or a bug, but some of the mixed neutrals on the map featured units across multiple factions. In fact, most did. One of them even had Obsidian Gargoyles, Sentinels, Shades and Oak Dryads - that's 4 factions!

I suffered two crashes while playing last night, both times engaging an enemy stack. The first one was the above one (Bad Neighbor map, guarding some resources just southwest of your starting town in the bottom left corner), the other one was against the creature stack guarding the Gold Mine.

Combat layout of your army is preserved between battles - except when you add a new stack or upgrade an existing one, then it loses the layout and you have to set it up again. Seems like a bug that it doesn't preserve it in those situations.

Design issue or bug, but the movement of the Soulless is really choppy. I realise it's an automaton, but it feels weird and out of place.

Autosaves are made every turn - but every turn is a new auto save. With longer games on larger maps, that can quickly add up in occupied harddisk space.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 28, 2015 10:45 AM

About the autosave is a positive thing. Having an automate save for every day of the game is great. Did same mod for wog and this allows me to skip errors as I can reload from precise moments.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 28, 2015 12:21 PM

Salamandre said:
About the autosave is a positive thing. Having an automate save for every day of the game is great. Did same mod for wog and this allows me to skip errors as I can reload from precise moments.


To some degree, I agree. But they should allow the user to configure a certain amount of auto saves to be used. When it reaches the end of that number, it starts to recycle existing ones. I didn't see such an option, but maybe I overlooked it.

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted August 28, 2015 12:37 PM

A major suggestion:

It seems that players have access to too much information: exact spells that can be learnt in magic shrines, exact numbers of troops in stacks, exact rewards in battle sites. It simply spoils the fun! In my opinion, players should have acess to some information, but not too much, for example magic shrines should inform abiut number and level of spells they learn, battle sites should inform artifacts of which tier can be otained there, in what range is award in gold, and "attack/retreat" screen should inform you in what range is number of troops in each stack. Keep the player well-informed, but not omniscient.

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