Patch 1.7.1 is out! Please report any old un-fixed bugs, or any NEW bugs here...
EDIT: Edited to say 1.7.1 (was 1.7) - patch released today, Sep 21st.
Patch 1.7.1 bugs - REPORT bugs here
Patch 1.7.1 bugs - REPORT bugs here
Last edited by Naki on 22 Sep 2012, 10:14, edited 3 times in total.
May the Implosion be with you!
Patch 1.7 changelog. Thread sticked.
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2) Big creatures can't be moved on the tactics screen before battle. If they're removed from the field, you can't put them back unless you choose the automatic placement option.
3) Praetorians, fake buff, still there. You know the deal.
4?) I don't know how much of this is a bug if any. I equipped the Angelic Alliance on a hero for the automatic Celestial Armor (lv 3 ability). Enemy shooters wouldn't attack my troops until they could do more damage than the armor would absorb. Obviously this is a stupid AI decision because what they should do here is bring the shield down, then do damage. As soon as they were able to do more damage, they started shooting again. May also work with the skill Celestial Armor.
Also, when an enemy counters an armored troop, the absorbed damage isn't displayed. It says "Enemy counters troop for 0 damage" instead of "Enemy counters troop for 0 damage (30 absorbed)".
Not a bug, but a request: I'd like to be able to turn off the movement points reminder. Generally, if I have movement points left on a hero it's because I wanted them to stay exactly where they are. I think I've maybe twice ended a turn accidently since VI came out, so it's pretty annoying. I'll give points for not counting the movement of heroes inside towns though, that cuts down on the annoyance a lot.
3) Praetorians, fake buff, still there. You know the deal.
4?) I don't know how much of this is a bug if any. I equipped the Angelic Alliance on a hero for the automatic Celestial Armor (lv 3 ability). Enemy shooters wouldn't attack my troops until they could do more damage than the armor would absorb. Obviously this is a stupid AI decision because what they should do here is bring the shield down, then do damage. As soon as they were able to do more damage, they started shooting again. May also work with the skill Celestial Armor.
Also, when an enemy counters an armored troop, the absorbed damage isn't displayed. It says "Enemy counters troop for 0 damage" instead of "Enemy counters troop for 0 damage (30 absorbed)".
Not a bug, but a request: I'd like to be able to turn off the movement points reminder. Generally, if I have movement points left on a hero it's because I wanted them to stay exactly where they are. I think I've maybe twice ended a turn accidently since VI came out, so it's pretty annoying. I'll give points for not counting the movement of heroes inside towns though, that cuts down on the annoyance a lot.
This issue is probably releated with introducing new combat maps.Ell1e wrote:2) Big creatures can't be moved on the tactics screen before battle. If they're removed from the field, you can't put them back unless you choose the automatic placement option.
5. Some crashes in Danse Macbre
On second map, when you have Scouting Abilities and want to R-click on enemy hero in castle, map freeze/crashes.
6. Wrong map desing
Events with texts are again wrong placed - they are too close to enemies and you have no chance to read them before fight will start and they are gone after battle (one such text is near Artifact Merchant).
7. Achievements
- Win 5/25/100 battles reset again. This bug was fixed some time ago but now is here again.
- Kill 4/5/6/7 stacks in one turn and kill 3/5/7 stacks with retaliation strikes in one combat achievemetns are bugged too.
- Generally it seems that achievements that were bugged and fixed later, are bugged again.
Some additions to 2):
Auto-Placement is sometimes disabled, sometimes not. Same for big creatures, I was able to move my Fate Spinners in some battles but not all. I don't think this is unique to new combat maps, there was at least one castle battle on regular terrain that was bugged. I was also unable to move my Breeders in Kiril's first map.
There was also a weird bug on Sandro's first map, when he entered the swamp territory (where the portal is located), my unit placement was different than before. It switched back when I went back to grassland, so this is probably related to the new combat maps as well.
As for 6), the text for the artifact merchant (Sandro map 1, right?) was displayed as soon as the merchant became visible for me, so there was enough time to read it. I couldn't read the text for Sandro's blood quest, because the battle started right then.
Auto-Placement is sometimes disabled, sometimes not. Same for big creatures, I was able to move my Fate Spinners in some battles but not all. I don't think this is unique to new combat maps, there was at least one castle battle on regular terrain that was bugged. I was also unable to move my Breeders in Kiril's first map.
There was also a weird bug on Sandro's first map, when he entered the swamp territory (where the portal is located), my unit placement was different than before. It switched back when I went back to grassland, so this is probably related to the new combat maps as well.
As for 6), the text for the artifact merchant (Sandro map 1, right?) was displayed as soon as the merchant became visible for me, so there was enough time to read it. I couldn't read the text for Sandro's blood quest, because the battle started right then.
Okay, erm, I got a weird bug and a weirder bug, possibly intentional, I don't even know anymore.
8) Enemy AIs seem to do even less now than before. I'm used to seeing unflagged buildings, uncollected ressources and the like, but sometimes they don't even build their towns anymore.
9) On the second Sandro map during the fight with that sidequest hero (something with M), I was unable to move my troops or cast Reinforcements on them. I just didn't get the lit squares that show where you can move and even when the enemy was in attack range, I couldn't click on them to move. The only way I could attack were hero attacks, shooters and counters. This didn't make him unbeatable only because he spent the whole map sitting in his town without building or buying anything.
10) Also on the second Sandro map I seem to be hearing voices. On two specific places. There's a "Hah!" (I think it's a battle sounds for some Orc troop?) whenever I'm near the fortress on the island with two crystal mines, and there's weird and creepy sounds when I'm near the demonic shrine next to the southern town (the one belonging to the explorers). It's only those places, but it keeps happening whenever I move a hero there. I've restarted the map and the "Hah!" was still there. It's scary. Wonder if it's an easter egg.
8) Enemy AIs seem to do even less now than before. I'm used to seeing unflagged buildings, uncollected ressources and the like, but sometimes they don't even build their towns anymore.
9) On the second Sandro map during the fight with that sidequest hero (something with M), I was unable to move my troops or cast Reinforcements on them. I just didn't get the lit squares that show where you can move and even when the enemy was in attack range, I couldn't click on them to move. The only way I could attack were hero attacks, shooters and counters. This didn't make him unbeatable only because he spent the whole map sitting in his town without building or buying anything.
10) Also on the second Sandro map I seem to be hearing voices. On two specific places. There's a "Hah!" (I think it's a battle sounds for some Orc troop?) whenever I'm near the fortress on the island with two crystal mines, and there's weird and creepy sounds when I'm near the demonic shrine next to the southern town (the one belonging to the explorers). It's only those places, but it keeps happening whenever I move a hero there. I've restarted the map and the "Hah!" was still there. It's scary. Wonder if it's an easter egg.
The Auto-placement issue is popping up for me in Sieges in Haven 1 campaign. If you do take the large creature (griffins in my case) off, and then use autoplace to get them back, it will place them on top of other troops if you've put something where it wants to put the large creature.Ell1e wrote:Some additions to 2):
Auto-Placement is sometimes disabled, sometimes not. Same for big creatures, I was able to move my Fate Spinners in some battles but not all. I don't think this is unique to new combat maps, there was at least one castle battle on regular terrain that was bugged. I was also unable to move my Breeders in Kiril's first map.
Also, in the same sieges, I'm finding that my troops can't move. At first, I thought it was some spell effect but I can't see any explanation for it.
More battlefield bugs!
11) I have only seen this one on the XEEN scenario so far, so I don't know if it's the map or the battlefield. In the swamp area around Neustadt (the town you have to rebuild), the battlefield should be normal-sized, but the squares extend on all corners. Enemy and ally troops can move there and everything.
12) Also in the XEEN scenario, Corak doesn't have the Sanctuary's special ability to walk on water, he has to sail. He looks like a regular Sanctuary hero, but since he's actually a space alien this might be intentional, it's just not mentioned at all. Haven't tried it with the unlockable Corak yet.
13) I don't want this one removed, it's awesome. XEEN scenario again, the area in the low right corner of the map, below the Necropolis fort. There are three enemy groups down there, all pictured as a Kappa. Except this Kappa is HUGE. It's bigger than the large creatures on the map, so I think it might be boss sized. The battles are against regular Kappa, but there's just something about walking up to a Kappa bigger than your hero... I want to keep this bug!
11) I have only seen this one on the XEEN scenario so far, so I don't know if it's the map or the battlefield. In the swamp area around Neustadt (the town you have to rebuild), the battlefield should be normal-sized, but the squares extend on all corners. Enemy and ally troops can move there and everything.
12) Also in the XEEN scenario, Corak doesn't have the Sanctuary's special ability to walk on water, he has to sail. He looks like a regular Sanctuary hero, but since he's actually a space alien this might be intentional, it's just not mentioned at all. Haven't tried it with the unlockable Corak yet.
13) I don't want this one removed, it's awesome. XEEN scenario again, the area in the low right corner of the map, below the Necropolis fort. There are three enemy groups down there, all pictured as a Kappa. Except this Kappa is HUGE. It's bigger than the large creatures on the map, so I think it might be boss sized. The battles are against regular Kappa, but there's just something about walking up to a Kappa bigger than your hero... I want to keep this bug!
This is also very interesting. On the Ubi board user banditsystem2 discovered graphical anomaly. Difference in how precisely the objects are drawn in skirmish and in campaign.
Watch it here.
Watch it here.
"We made it!"
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The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet
- 2 players. Window with information on what was done in current /previous turn (left - top corner of the screen) shows info from both players sometimes.
I don't know if it is intended but it clearly shows progress of the other player (taking mines, towns etc.) and IMHO it is an super thieves guild
- Whenever Sanctuary last unit (Kirin) moves in a battle beettwen two human players (hot seat) the game freezes and crushes. This does not happen in battles vs neutrals. (Radeon graphic card).
Balancing :
- Magic heroes are not on par with might heroes with the current scrolls & advanced marketplace system. Might heroes have nice high level passives while magic have none only active ones. Well might will have those out of scrolls anyway... Maybe make scrols use more mana then normal spells do. or make scrolls a thing usable only by magic heroes ?
- Option to turn off tear of asha in map settings before the game starts. - Currently it is way to easy to get it on some maps and getting it means victory which kills the MP fun. Alternatively let it give the gold to player but take away creature growth bonus .
-External Dwellings - Elite dwelling gives too much bonuses. Combo of architect I + elite and/or champion dwellling is an overkill.
-Architect I - this skill should work only for core creature dwellings . It gets way to powerful with elite and champion dwellings and 3-4 heroes with the skill. It is a must have and it is bad to be forced to play that way every time. Furthermore it makes dwellings on map too important for the player I've already played a map with friend where taking one champion dwellling on day 7 gave me victory (+5 champions in new week s a great bonus considering your oponent also has 5 less of his champions)
- Necropolis and inferno does not have advanced marketplace which currently is a very serious imbalance. Maybe make it so that one can sell artifacts in basic market and in advanced buy them. Also remove scrolls from the market or make them a lot more expensive then currently.
I don't know if it is intended but it clearly shows progress of the other player (taking mines, towns etc.) and IMHO it is an super thieves guild
- Whenever Sanctuary last unit (Kirin) moves in a battle beettwen two human players (hot seat) the game freezes and crushes. This does not happen in battles vs neutrals. (Radeon graphic card).
Balancing :
- Magic heroes are not on par with might heroes with the current scrolls & advanced marketplace system. Might heroes have nice high level passives while magic have none only active ones. Well might will have those out of scrolls anyway... Maybe make scrols use more mana then normal spells do. or make scrolls a thing usable only by magic heroes ?
- Option to turn off tear of asha in map settings before the game starts. - Currently it is way to easy to get it on some maps and getting it means victory which kills the MP fun. Alternatively let it give the gold to player but take away creature growth bonus .
-External Dwellings - Elite dwelling gives too much bonuses. Combo of architect I + elite and/or champion dwellling is an overkill.
-Architect I - this skill should work only for core creature dwellings . It gets way to powerful with elite and champion dwellings and 3-4 heroes with the skill. It is a must have and it is bad to be forced to play that way every time. Furthermore it makes dwellings on map too important for the player I've already played a map with friend where taking one champion dwellling on day 7 gave me victory (+5 champions in new week s a great bonus considering your oponent also has 5 less of his champions)
- Necropolis and inferno does not have advanced marketplace which currently is a very serious imbalance. Maybe make it so that one can sell artifacts in basic market and in advanced buy them. Also remove scrolls from the market or make them a lot more expensive then currently.
OK, I got this again!!!
The game loses artifacts, and more exactly, artifacts slot lines, thus you can't access some of your artifacts.
This is when playing the Campaign, but I assume it may happen in Single and Multiplayer too.
The problem is this:
1) You have a hero with many artifacts and some scrolls.
2) Give most of them to another hero, leaving empty sections/lines.
3) Then close the Hero trading screen.
RESULT: Some artifacts lines can not be scrolled to, so the artifacts in those lines/slots and below them appear to be LOST, although they are in fact there.
EXPECTED: If there are more artifacts in more lines, you should be able to scroll down and see ALL, and not just SOME.
This annoys me very much, as these are SET artifacts I am losing.
![disagree :disagree:](/forums/images/smilies/disagree.gif)
The game loses artifacts, and more exactly, artifacts slot lines, thus you can't access some of your artifacts.
This is when playing the Campaign, but I assume it may happen in Single and Multiplayer too.
The problem is this:
1) You have a hero with many artifacts and some scrolls.
2) Give most of them to another hero, leaving empty sections/lines.
3) Then close the Hero trading screen.
RESULT: Some artifacts lines can not be scrolled to, so the artifacts in those lines/slots and below them appear to be LOST, although they are in fact there.
EXPECTED: If there are more artifacts in more lines, you should be able to scroll down and see ALL, and not just SOME.
This annoys me very much, as these are SET artifacts I am losing.
![disagree :disagree:](/forums/images/smilies/disagree.gif)
![disagree :disagree:](/forums/images/smilies/disagree.gif)
May the Implosion be with you!
Another one (mentioned by others, but just happened to me too):
* Random spells get disabled from secondary hero's Spell Book. For me, it was in Necro Campaign Mission 4 and the disabled spell was "Storm Arrows". It happened just after fighting an Arena battle in auto-mode. I switched to manual for the last 3-4 moves. (It could have been 1-2 battles before that Arena battle, not sure). My main hero was Magic Blood, my 2nd in command was Might Tears.
Expected: No spells to be disabled, ever.
* Random spells get disabled from secondary hero's Spell Book. For me, it was in Necro Campaign Mission 4 and the disabled spell was "Storm Arrows". It happened just after fighting an Arena battle in auto-mode. I switched to manual for the last 3-4 moves. (It could have been 1-2 battles before that Arena battle, not sure). My main hero was Magic Blood, my 2nd in command was Might Tears.
Expected: No spells to be disabled, ever.
May the Implosion be with you!
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