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Quaranyr
Hired Hero
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posted December 19, 2017 05:54 PM |
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Floating text is English in the Russian version. Sorry for being unclear. It's not a real problem anyway, unlike Shadow Lurker's ability.
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted December 20, 2017 05:05 PM |
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Quaranyr said: Floating text is English in the Russian version. Sorry for being unclear. It's not a real problem anyway, unlike Shadow Lurker's ability.
Never mind, thanks for your report anyway
If you find any more bugs, I'd be glad if you let me know.
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Important H7 tips & tricks
H7 Community Patch (UCP)
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted December 20, 2017 08:39 PM |
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Quaranyr said:
5)Sylvan Asha's Tear building bug still exist. It's special effect always stop working after some time. It may be related to either upgrading Sylvan racial skill after the building was built or moving a hero to garrison and back.
Maybe could you describe to me how to reproduce that? It's a mystery for me since I managed to do that only once (through a coincidence) but whatever I have tried since then did not work.
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Important H7 tips & tricks
H7 Community Patch (UCP)
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Quaranyr
Hired Hero
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posted December 21, 2017 01:38 AM |
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Edited by Quaranyr at 16:54, 21 Dec 2017.
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I'm kinda envious that this bug so rare for you. I usually played on RMG maps with Asha's Tear and every single time I tried Sylvan this bug was present.
Usually it was like this:
1)build the thing
2)check that it works
3)upgrade Nature's Revenge (from basic to advanced for example)
4)(optional) use autocombat a couple of times
5)"enjoy" the bug
I tried to purposefully replicate the bug on a few small RMG maps with one hero. Once - and only once, everything worked properly (no bug at all), so there might something else.
I have also tried it once with 3 heroes - the first "subject" who upgraded his Nature's Revenge got the bug, two others didn't.
About other bugs:
Description of "Impede" says that each mark reduces target's movement by 1. Actually, only the first mark does it.
Not sure if it's your type of bug but still: one generated map had 3 abandoned mines; 2 of them did not produced anything after being cleared. Their description was the same as of an uncleared mine.
Edit: And some more bugs! If a siege weapon (catapult, tamed cyclops etc.) was destroyed/killed, it will not return after battle. Now the hero is forever incapable of breaking walls. Of course, it's pretty hard to actually lose a siege weapon (I've lost mine to my own armageddon).
Academy Hero Ajit do not have a siege weapon at all.
Any unit who hit twice can never get critical on second hit.
If the first hit is critical, second hit will have crit animation as well but will deal normal damage.
Edit2: Erling's bug still present. His specialization should increase runes' effect from 3x3 to 5x5. It works correctly with their passive effects but their activated effects still work 3x3.
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted December 21, 2017 06:52 PM |
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Edited by Antalyan at 18:53, 21 Dec 2017.
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Quaranyr said:
Usually it was like this:
1)build the thing
2)check that it works
3)upgrade Nature's Revenge (from basic to advanced for example)
4)(optional) use autocombat a couple of times
5)"enjoy" the bug
I tried to purposefully replicate the bug on a few small RMG maps with one hero. Once - and only once, everything worked properly (no bug at all), so there might something else.
I have also tried it once with 3 heroes - the first "subject" who upgraded his Nature's Revenge got the bug, two others didn't.
It's unbelievable - I did everything as you said: started the map, built the building, visited the Stone of Enlightenment to reach a higher lever and learn the Nature's Revenge's perk and skill, started a combat - and it worked all the time without troubles.
You say you tried it with 3 heroes - did it happen with those who did not upgrade Nature's Revenge too?
Have you done anything else in the meantime (visit the building etc.)?
Quaranyr said:
Not sure if it's your type of bug but still: one generated map had 3 abandoned mines; 2 of them did not produced anything after being cleared. Their description was the same as of an uncleared mine.
You're right, it's known that some minor bugs might happen when using RMG but I cannot do anything with that.
Quaranyr said:
Description of "Impede" says that each mark reduces target's movement by 1. Actually, only the first mark does it.
Which langage do you use? Are you speaking about the skillwheel description?
Quaranyr said:
If a siege weapon (catapult, tamed cyclops etc.) was destroyed/killed, it will not return after battle. Now the hero is forever incapable of breaking walls. Of course, it's pretty hard to actually lose a siege weapon (I've lost mine to my own armageddon).
Any unit who hit twice can never get critical on second hit.
If the first hit is critical, second hit will have crit animation as well but will deal normal damage.
Although it might sound a bit strange, I believe it can be even intended... I could not do anything to fix that anyway.
Quaranyr said:
Academy Hero Ajit do not have a siege weapon at all.
Edit2: Erling's bug still present. His specialization should increase runes' effect from 3x3 to 5x5. It works correctly with their passive effects but their activated effects still work 3x3.
Thanks for report.
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Important H7 tips & tricks
H7 Community Patch (UCP)
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Rimgrabber
Promising
Famous Hero
Voice in Gelu's Head
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posted December 21, 2017 08:44 PM |
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I'm glad someone is working to fix this game! My uncle bought it for me and while I don't like it as much as the old NWC games and H5 I thought it would still be enjoyable without the bugs. Do you guys plan on giving the Heroes more diverse specializations? I don't mean giving them all H5-like specializations, (although that would be nice), I mean more along the lines of making most heroes have something that makes them interesting as your main like Christian or Ivor have instead of the generic "Spell is one level higher, +1 Elite creature growth, +6 magic power for this one school".
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted December 21, 2017 09:12 PM |
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Rimgrabber said: I'm glad someone is working to fix this game! My uncle bought it for me and while I don't like it as much as the old NWC games and H5 I thought it would still be enjoyable without the bugs. Do you guys plan on giving the Heroes more diverse specializations? I don't mean giving them all H5-like specializations, (although that would be nice), I mean more along the lines of making most heroes have something that makes them interesting as your main like Christian or Ivor have instead of the generic "Spell is one level higher, +1 Elite creature growth, +6 magic power for this one school".
My first priority is to focus on fixing the bugs; however, the next ones are the units abilities (I have currently some plans on more than 20 new abilities) and then hopefully the heroes specializations
It's probably a very distant future, though it depends just and only on the amount of my free time.
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Important H7 tips & tricks
H7 Community Patch (UCP)
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Quaranyr
Hired Hero
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posted December 21, 2017 09:19 PM |
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Edited by Quaranyr at 21:23, 21 Dec 2017.
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Antalyan said:
You say you tried it with 3 heroes - did it happen with those who did not upgrade Nature's Revenge too?
Have you done anything else in the meantime (visit the building etc.)?
Err, I was unclear again. (My English is... yeah). They all upgraded it. What I wanted to say is that the first who did it got the bug. Two others did the same - no bug.
It's possible that I captured a mine or visited "+1" building. No clearing abandoned mines/ruins/fighting enemy heroes/taking forts.
You've said you recreated it once. Do you remember what did you do?
Antalyan said:
Which langage do you use? Are you speaking about the skillwheel description?
Russian. Yes, skillwheel description. It doesn't currently say "each mark" in the original version? Was it changed with a patch? I'm 100% sure "each mark" at release.
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted December 22, 2017 06:20 PM |
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Quaranyr said:
Err, I was unclear again. (My English is... yeah). They all upgraded it. What I wanted to say is that the first who did it got the bug. Two others did the same - no bug.
It's possible that I captured a mine or visited "+1" building. No clearing abandoned mines/ruins/fighting enemy heroes/taking forts.
You've said you recreated it once. Do you remember what did you do?
It's not a problem of your English, it's ordinary that there is always some missing information which must be asked for.
I'll try it... if I only remembered how I managed to do that once... but I don't, I noticed that only by the way when focusing on a different thing.
Quaranyr said:
Russian. Yes, skillwheel description. It doesn't currently say "each mark" in the original version? Was it changed with a patch? I'm 100% sure "each mark" at release.
I think it displays correct in English now (I will add that to localization issues).
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Important H7 tips & tricks
H7 Community Patch (UCP)
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted January 01, 2018 07:15 PM |
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NikLan
Tavern Dweller
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posted February 25, 2018 10:11 PM |
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Edited by NikLan at 19:08, 26 Feb 2018.
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My bug report after one game for Necropolis.
- When debuff after Archilich attack takes place, the result defence may shown as negative value, but actually 0 (works well). (Must be shown as 0)
- Necromancy seems not work properly: whith 12% expert necro I defeated 60 Chthonians 35 HP each (2100 HP). 12% of 2100 is 252. 252 / 13 = 19.38 (i.e., 19 skeletons), but I've got only 16. It worked this way every time for me. Seems like with banshees this takes place too. (Must give exact integer value with round to floor)
- Many bugs in heropedia with numbers in RUS localization. Dunno if it exist in eng version.
- Moonlight amplifier in Necropolis isn't work at least on Teleport spell (maybe not only), despite that description of the spell is right (100 cells with advanced Hero's Prime magic). (Teleportation must work on all battlefield with advanced Hero's Prime magic, but work on 7 actually).
- When Archilich kills creature, adjacent enemy creatures don't get debuff. (Must get debuff anyway because the hit was done)
- Necromancer ability "Mana drain" works not right after the kill, but after the battle ends. (Description says: "The hero regains +10 Mana after a living creature stack was killed." So, it must work right after the kill, like it is written in description)
- Necromancy with the "Ghost ride" ability didn't rise banshees for the killed Necropolis creatures even when the "No rest for the Wicked" ability taken. (Description of "Necromancy" says: "Raises Skeletons from fallen living creatures to join the hero's army after victorious combats." Description of "Ghost ride" says: "Necromancy additionally raises Banshees from 8% of the Health of fallen living creatures." Description of "No rest for the Wicked" says: "Necromancy raises also from fallen undead creatures." So, Necromancy must rise banshees for the undead too, like it is written in description)
- Tower of necromancy affects only skeletons rising, not banshees. (Description says: "The necromancy of your Necropolis heroes resurrects 4% more creatures." Creatures mean all creatures that it can rise. So, must work on banshees rising too, like it is written in description)
- Soulflying Breath isn't working. It means no splash damage at all, even no secondary targets highlighting. Nothing.
- Necromancer ability "Dark Nova" does not works properly. If ballista shoots 3 times, it works only on the first shoot. (Description says: "Dark Bolt of the Namtaru additionally hits all enemy units around the target." So, if Dark Bolt hits 3 times, Dark Nova must work 3 times.)
- Necromancer ability "Eternal Servitude" does not works properly. 25% of killed skeletons must rise right after the strike. (Description says: "Revives 25% of already destroyed Skeletons and Skeleton Hoplites of a stack after it attacked without getting completely destroyed during the attack." So, its clearly said that it must work right after stack was attacked, even before Skeletons retaliation)
- Hero may seat in the barrier fort and... can't out. Fort stay walkable like empty. This bug was on my dude's vanilla 2.2.1 game, but pretty sure that it exist in the UCP too. Added savegame files with this bug. Hero already seats there. If we skip turn several times, then we may see how enemy hero walks through this barrier. (For undefined reason I can't load this savegame on UCP nor vanilla game, but maybe you can...)
[url=https://bitbucket.org/NikLan/ucph7/issues/attachments/12/NikLan/ucph7/1519590267.64/12/hero_disappear_bug.zip]savegame files[/url]
- Vampire Lord's ability Vigilance absent. (It was in original, in UCP changelog there's nothing about, so it's a bug)
- Discrepancy. Banshees necromancy MAX value is 40, for skeletons - 100. But banshees have 8% rise against 12% for skeletons. 8 is 2/3 of 12, so the MAX value for banshees necromancy must be 66 (2/3 of 100).
Also created a [url=https://bitbucket.org/NikLan/ucph7]repository[/url] of this project with bugtracker & wiki. Maybe you get interested someday.
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Rimgrabber
Promising
Famous Hero
Voice in Gelu's Head
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posted March 01, 2018 10:00 PM |
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Nice work Antalyan, as of right now you, the hota team, and magnomagus may be Heroes's only hope. I don't know if you've addressed this yet but I have a bug where Naadir's specialization doesn't work if the ghosts/banshees kill the entire stack.
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted March 02, 2018 04:29 PM |
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Edited by Antalyan at 20:05, 02 Mar 2018.
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Rimgrabber said: Nice work Antalyan, as of right now you, the hota team, and magnomagus may be Heroes's only hope. I don't know if you've addressed this yet but I have a bug where Naadir's specialization doesn't work if the ghosts/banshees kill the entire stack.
Thank you very much (although there are some more promising projects! )
The Naadir's bug has been reported but hasn't been solved, I would probably need your help to find out when it does (not) work - on some occasions, it works as intended but I don't know when, so I cannot look into the issue.
@NikLan
I will reply to you later as soon as I manage to get through all the bugs you mention.
UPDATE:
NikLan said: My bug report after one game for Necropolis.
- When debuff after Archilich attack takes place, the result defence may shown as a negative value, but actually 0 (works well). (Must be shown as 0)
It is not an issue, defence can sink below 0 in H7.
- Necromancy seems not work properly: whith 12% expert necro I defeated 60 Chthonians 35 HP each (2100 HP). 12% of 2100 is 252. 252 / 13 = 19.38 (i.e., 19 skeletons), but I've got only 16. It worked this way every time for me. Seems like with banshees this takes place too. (Must give exact integer value with round to floor)
The necromancy tooltip showed different values; reported
- Many bugs in heropedia with numbers in RUS localization. Dunno if it exist in eng version.
It seems there is a problem with an installation of your localization, check, please, if you followed all the instructions. The mod no longer uses the information including %special value information in Soul Reaver description.
Note: Change dates of all localization files must be newer than the original ones, otherwise, the game uses the old ones instead (as I explained to you in an email).
- Moonlight amplifier in Necropolis isn't work at least on Teleport spell (maybe not only), despite that description of the spell is right (100 cells with advanced Hero's Prime magic). (Teleportation must work on all battlefield with advanced Hero's Prime magic, but work on 7 actually).
Reported although no way how to fix it found yet (fortunately, it looks like this is only an invidiual issue of Teleport spell, so it is not so serious).
- When Archilich kills creature, adjacent enemy creatures don't get debuff. (Must get debuff anyway because the hit was done)
Reported and fixed
- Necromancer ability "Mana drain" works not right after the kill, but after the battle ends. (Description says: "The hero regains +10 Mana after a living creature stack was killed." So, it must work right after the kill, like it is written in description)
Not sure what you mean, it works right after the unit is killed (and not after the combat ends)
- Necromancy with the "Ghost ride" ability didn't rise banshees for the killed Necropolis creatures even when the "No rest for the Wicked" ability taken. (Description of "Necromancy" says: "Raises Skeletons from fallen living creatures to join the hero's army after victorious combats." Description of "Ghost ride" says: "Necromancy additionally raises Banshees from 8% of the Health of fallen living creatures." Description of "No rest for the Wicked" says: "Necromancy raises also from fallen undead creatures." So, Necromancy must rise banshees for the undead too, like it is written in description)
Reported and fixed
- Tower of necromancy affects only skeletons rising, not banshees. (Description says: "The necromancy of your Necropolis heroes resurrects 4% more creatures." Creatures mean all creatures that it can rise. So, must work on banshees rising too, like it is written in description)
Reported and fixed
- Soulflying Breath isn't working. It means no splash damage at all, even no secondary targets highlighting. Nothing.
This issue is probably connected to your localization, the ability has been changed. As mentioned in patch notes, "the unit now deals damage during retaliation to not only the attacker but also to all creatures adjacent to it".
- Necromancer ability "Dark Nova" does not works properly. If ballista shoots 3 times, it works only on the first shoot. (Description says: "Dark Bolt of the Namtaru additionally hits all enemy units around the target." So, if Dark Bolt hits 3 times, Dark Nova must work 3 times.)
Reported, I will probably only update the tooltip that it applies just once per turn due to balance reasons. However, thanks to that, I see that with Warfare Master Rank and Manual control of them, all warfare deal less damage than the tooltip actually says. (I hope youcan confirm that!). Similarily, the support ability of Namtaru displays wrong bonus damage value.
- Necromancer ability "Eternal Servitude" does not works properly. 25% of killed skeletons must rise right after the strike. (Description says: "Revives 25% of already destroyed Skeletons and Skeleton Hoplites of a stack after it attacked without getting completely destroyed during the attack." So, its clearly said that it must work right after stack was attacked, even before Skeletons retaliation)
Reported, I will probably change the tooltip to provide more accurate information since the resurrection of skeletons is more visible when done on the unit turn end.
- Hero may seat in the barrier fort and... can't out. Fort stay walkable like empty. This bug was on my dude's vanilla 2.2.1 game, but pretty sure that it exist in the UCP too. Added savegame files with this bug. Hero already seats there. If we skip turn several times, then we may see how enemy hero walks through this barrier. (For undefined reason I can't load this savegame on UCP nor vanilla game, but maybe you can...)
Interesting but probably connected to a special map, cannot be solved
- Vampire Lord's ability Vigilance absent. (It was in original, in UCP changelog there's nothing about, so it's a bug)
Reported /and caused by UCP/, fixed
- Discrepancy. Banshees necromancy MAX value is 40, for skeletons - 100. But banshees have 8% rise against 12% for skeletons. 8 is 2/3 of 12, so the MAX value for banshees necromancy must be 66 (2/3 of 100).
This cap is not based on any equality, it was introduced only for balance reasons to restrict the number of skeletons raised. The is no reason why it shoudl be the same for both banshees and skeletons.
You're definitely one of the best testers I've had, I hope you'll keep helping me even further.
P.S: Every now and then, I keep wondering what an incredible number of bugs can be found in the game! Sometimes I just wish I had never started working on that patch since I would probably never notice half of the bugs
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Important H7 tips & tricks
H7 Community Patch (UCP)
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NikLan
Tavern Dweller
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posted March 03, 2018 09:29 PM |
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Antalyan
"- Many bugs in heropedia with numbers in RUS localization. Dunno if it exist in eng version.
It seems there is a problem with an installation of your localization, check, please, if you followed all the instructions. The mod no longer uses the information including %special value information in Soul Reaver description.
Note: Change dates of all localization files must be newer than the original ones, otherwise, the game uses the old ones instead (as I explained to you in an email). "
You definitely not right, the bug exist. I reproduced it right now - with and without mod localization files "%special" sting was there. (mod strings about cost of spectral dragons wasn't/was there depends of mod localiz files). You even may see this fact on the screenshot - bug is there, but mod strings about cost there too, so the mod works (installed right).
P.S. Will comment other answers later.
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thGryphn
Promising
Famous Hero
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posted March 03, 2018 10:44 PM |
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Great work Antalyan! Seems like a lot more bugs were detected (thanks to testers, in particular now Niklan) and fixed
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted March 04, 2018 06:02 PM |
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Antalyan said:
P.S: Every now and then, I keep wondering what an incredible number of bugs can be found in the game! Sometimes I just wish I had never started working on that patch since I would probably never notice half of the bugs
Dang! I am baffled by this too. Even after release of the game +1 year of fixes + expansion, the game seems like it is still in beta...
Great job Antalyan!
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted March 04, 2018 07:27 PM |
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Edited by Antalyan at 19:28, 04 Mar 2018.
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NikLan said:
You definitely not right, the bug exist. I reproduced it right now - with and without mod localization files "%special" sting was there. (mod strings about cost of spectral dragons wasn't/was there depends of mod localiz files). You even may see this fact on the screenshot - bug is there, but mod strings about cost there too, so the mod works (installed right).
P.S. Will comment other answers later.
With and without the mod localization files? That's probably it! Old localization files should show these values, the newer ones should not since it has been replaced in the mod localization files. You can check it personally if you open the mod file H7CrAbilitiesSpecial.RU in an ordinary text editor.
There is also a more exact way how to check if I am right. Copy the file H7CrAbilitiesSpecial.RU directly to game localization files (usually Crogram Files (x86)UbisoftUbisoft Game LaunchergamesMight and Magic Heroes VIIMMH7GameLocalizationContent) and replace the existing one with the same name (do not forget to create a backup first). Then launch the game and we will see.
I would do that on my own but I can't since Uplay does not allow me to install the Russian localization for whatever reason.
dredknight said:
Antalyan said:
P.S: Every now and then, I keep wondering what an incredible number of bugs can be found in the game! Sometimes I just wish I had never started working on that patch since I would probably never notice half of the bugs
Dang! I am baffled by this too. Even after release of the game +1 year of fixes + expansion, the game seems like it is still in beta...
Great job Antalyan!
I'm doing my best to get out of that state
It's an amazing feeling if I realise I did even more than the whole studio during the same time
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Important H7 tips & tricks
H7 Community Patch (UCP)
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NikLan
Tavern Dweller
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posted March 04, 2018 08:51 PM |
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Edited by NikLan at 21:12, 04 Mar 2018.
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Antalyan
Antalyan said: It is not an issue, defence can sink below 0 in H7.
Its definitely a bug. But the question is with definitely what? ) I'll explain: if defence can sink below 0, then f.e., if the defence is -10 creature must take 50% more damage. But it doesn't happen, so, its a bug. The other situation: if defence can't sink below 0, then there is wrong tooltip with negative armor. So, its a bug anyway.
Now game mechanics work right for my opinion. The bug is with tooltip, because defence can't actually sink below 0 in H7. And this is right I think.
Antalyan said: Not sure what you mean, it works right after the unit is killed (and not after the combat ends)
Lol, I was wrong, this works well
Antalyan said: This issue is probably connected to your localization, the ability has been changed. As mentioned in patch notes, "the unit now deals damage during retaliation to not only the attacker but also to all creatures adjacent to it".
LOL! You want to say that now the Spectral Dragons don't do splash damage on the strike (on its own turn)??? If that, this is a very huge debuff for dragons (which actually didn't be the stronger tier7 creature even with that ability). If I understand it right, I definitely not agree with this change for balance reasons.
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NikLan
Tavern Dweller
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posted March 04, 2018 09:02 PM |
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Edited by NikLan at 21:07, 04 Mar 2018.
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Antalyan said:
NikLan said:
You definitely not right, the bug exist. I reproduced it right now - with and without mod localization files "%special" sting was there. (mod strings about cost of spectral dragons wasn't/was there depends of mod localiz files). You even may see this fact on the screenshot - bug is there, but mod strings about cost there too, so the mod works (installed right).
P.S. Will comment other answers later.
With and without the mod localization files? That's probably it! Old localization files should show these values, the newer ones should not since it has been replaced in the mod localization files. You can check it personally if you open the mod file H7CrAbilitiesSpecial.RU in an ordinary text editor.
There is also a more exact way how to check if I am right. Copy the file H7CrAbilitiesSpecial.RU directly to game localization files (usually Crogram Files (x86)UbisoftUbisoft Game LaunchergamesMight and Magic Heroes VIIMMH7GameLocalizationContent) and replace the existing one with the same name (do not forget to create a backup first). Then launch the game and we will see.
I would do that on my own but I can't since Uplay does not allow me to install the Russian localization for whatever reason.
Oh, seems like you didn't read all what I wrote.
NikLan said: You even may see this fact on the screenshot - bug is there, but mod strings about cost there too, so the mod works (installed right).
Or Am I understand you wrong?.. I installed mod right way: mod works, localization works too (I see localized mod changes). And bug is there. See my screenshot again.
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted March 04, 2018 09:21 PM |
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NikLan said:
Its definitely a bug. But the question is with definitely what? ) I'll explain: if defence can sink below 0, then f.e., if the defence is -10 creature must take 50% more damage. But it doesn't happen, so, its a bug. The other situation: if defence can't sink below 0, then there is wrong tooltip with negative armor. So, its a bug anyway.
Now game mechanics work right for my opinion. The bug is with tooltip.
Ok I will investigate again how defence works when sinking below 0.
NikLan said:
LOL! You want to say that now the Spectral Dragons don't do splash damage on the strike (on its own turn)??? If that, this is a very huge debuff for dragons (which actually didn't be the stronger tier7 creature even with that ability). If I understand it right, I definitely not agree with this change for balance reasons.
It has not been changed from balancing reasons but because it was necessary. Even after dozens of hours, I haven't been able to fix the issue with its tooltip. Furthermore, the people who designed the dragon didn't think about the combination of abilities much. The creature which can increase hero's mana by attacking enemy should not hit more targets. This combination caused that both abilities the creature had were broken and nobody did anything to fix that during the whole development!
NikLan said:
You definitely not right, the bug exist. I reproduced it right now - with and without mod localization files "%special" sting was there. (mod strings about cost of spectral dragons wasn't/was there depends of mod localiz files). You even may see this fact on the screenshot - bug is there, but mod strings about cost there too, so the mod works (installed right).
P.S. Will comment other answers later.
I read the whole message. It is simple: The string %special cannot appear in the game if it is not in the localization files (they decide what is visible for the player). As this is not included in the new localization files, it is not possible that it would appear in the game. The only solution is that your game does not use the correct files. Another thing proving that is the fact you did not know about the changed ability of the Spectral Dragon. You should see its updated descriptions, informing about the updated function (triggers on retaliation etc.).
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Important H7 tips & tricks
H7 Community Patch (UCP)
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