Eldanesh90 wrote:
Another question is: how do I get the Lord of Harmondale if I have initiated the game in Enroth? Can't I own the Casttle of Harmondale If i'm not originally from Antagrich?
Of course that is not how that works. There is a ship that can take you to the Emerald Island somewhere in Antagarich.
CERBOT wrote:
2) I got credit for the Vampires task on Light path without going to the Wine Cellar
3) when I put on the Sun Cloak it doesnt appear properly (goes into top left corner, looks like a red "no stopping" sign in czech republic, with a black background and blue line at the top). I haven't figured out uploading photos but i can send it over.
4) some items dont seem to work properly, e.g. i have a helmet with a bonus to armsmaster skill and it doesnt work at all. With rings I noticed that only one gives bonus to a particular magic skill. But ring + another object will result in counting both. - update: some combinations of items work, soem don't. Haven't figured out the pattern yet.
The Sun Cloak has not yet been repainted to the MM8 style of paperdolls. As it is with most MM6&7 armours. Check the paint tracker to see which ones were and which ones are not (link is in my signature). If a graphic doesn't exist for the given paperdoll, it makes that picture. Zákaz stání!
Some skill based items work differently now, as they can be percentual. That might be the problem - if it is added percentually, and you have 0 in the skill... then it won't get applied until you get a non-percentual addition.
Wine Cellar glitch added to the Bug Tracker.
Also - are you a Czech too?
@Rodril
The Bug Tracker is quite massively full right now, are there bugs that were squashed or actually shouldn't be there anymore?
Code: Select all
Reported by Strobe:
- Hirelings don't take gold/percentage
- Travel with Stable to Tularean Forest is a bit too rare (it seemed more often in vanilla game imo)
- Citizens are not changing randomly through reloading the saved game, or travel (spending some time)
- About Arcomage deck: the player shouldn't get a deck before the mm7 quest, or as an alternative, it could be buyable in some inn's in all over the 3 continent
- Starting kit should be more randomized imo
- More accurate descriptions, mentioning all the classes in the stats (it only has the mm8 classes, bit confusing)
Reported by fortego:
I get the list of all thirteen taverns, won everywhere (I excluded the tavern from the the list after i won), but can't finish the quest. (MM7)
Reported by Phobos:
The rings in characters' starting items used to have quite a high chance of giving random bonuses to attributes ranging from 1 to 5. I haven't seen those bonuses in the merge.
reported by: Yaknchuk » Oct 18 2018, 14:38
Alchemy doesn’t exist in Enroth and the Potion Settings.txt “Required mastery” makes it impossible to create anything other than basic potions on Enroth. Alchemy is also attainable as a skill on Enroth and should be removed as there are no alchemy trainers on Enroth. But…without getting the alchemy skill you cannot mix potions at all.
Cauldrons in Enroth Temple of Baa in Castle Ironfist sometimes fail to give the +2 bonus to resistance and all cauldrons that give resistance to fire seem to fail in giving the +2 bonus.
Enroth, Bounty hunts can spawn in New Sorpigal while party is at level 1 and checks the bounty hunting quest. This really sucks when it turns out to be a very high level creature and you no longer have access to town. Don’t ever recall checking the bounty and having it spawned in town when you leave the building, But I like the idea of the bounty spawning somewhere on the map you are in.
Enroth, Teacher auto notes does not show anything. Guessing that the info just needs to be added to the “Teacher autonotes.txt” file.
Enroth, History tab shows Day of the Destroyer(Jadame) story line.
reported by: Xfing » Oct 19 2018, 22:28
The Smuggler's Cove is always hostile after respawning, even after you ally with the Wererats
Ogres from MM8 scale up way too fast in terms of hp. Ogre Brawlers in my game have over 2000 hp now (party's close to level 200), while normally they have 67, while most monsters initially more powerful haven't scaled up this drastically. I believe a more reasonable scaling is called for when it comes to Ogres.
reported by: Anubis' dad » Oct 27 2018, 8:19
Some artifacts/relics simply don't work as intended or have a graphics error. For example, Seven League Boots, Odin, Twilight, Atlas, Pendragon, Hermes' Sandals, etc. I'll try to get a more comprehensive list later on this if you need, Rodril. Found them all at one point or another. Any artifact/relic that's ever been in MM6/MM7/MM8's been found, usually off looting dragons and such in Dragonsand, as well as the circus pyramid trade-in.
reported by: Xfing » Oct 28 2018, 14:20
Some things you've fixed but haven't mentioned are the sword sprites. Oh, and Ullyses the bow's damage value still looks broken.
reported by: spawnsen » Oct 30 2018, 11:02
The interaction between GM staff and GM unarmed still does not seem to work properly. While adding skill points to GM unarmed now increases attack and dmg accordingly even while wearing a staff, the same doesn't apply to gear with +unarmed. If I equip my monk with the "Hands of the Maker" artifact or any other equiptment with "of the fist", the attack rating increases but the damage rating stays the same. If I unequip the staff, the +dmg rating is added accordingly.
reported by: spawnsen » Nov 1 2018, 17:01
The ArcoMage Chest in MM7 no longer contains the 4 predetermined items but random artifacts. The items from the chest (at least Elven Chain Mail) can now be obtained as loot from Dragons/Titans though. Havent seen any items from the ArcoMage Chest from MM8 as loot yet, so they seem to be unaffected. Obelisk Chest in MM7 is working fine as well.
If I restart the game, the names and appreances of my Hirelings have changed. Not really a bug issue since they keep their "jobs" (e.g. being a instructor) but its a bit confusing.
Items in shops are not changing randomly through reloading. They dont even change by saving & reloading before entering the map the shop is located in. (I think this one had already been reported but I couldnt find it in the bug tracker) Editor's note: Might just be due to not understanding how the RNG works.
reported by: CERBOT » Nov 4 2018, 2:41
when I open a door in a dungeon, the creatures behind it will not attack me until I do that first (at least that's the case if I don't enter the room first). And only the ones that I've attacked will come after me.
when selling bones at free haven, only bones in inventories of first 4 characters are used. If the 5th character has them, then they don't get sold. On the other hand, when I was converting items at the circus main tent, it used the stones/leafs/feathers from all 5 characters.
reported by: Draco Agariz » Nov 5 2018, 12:43
Monster that should use the Ice Bolt spell are using Ice Bomb instead (I.e. Journey Mages) (I made no changes to that Monster)
Guilds have all the same skills and no membership is needed
The Automap does not memorize the location of skill teachers (you can manually "bring" them to the map)
reported by: Xfing » Nov 6 2018, 6:25
- One little thing I've noticed when starting a new game: the Pirate Cutlass (2d4+6, 490 gold) appears on the Emerald Isle, for me it appeared both in a treasure crate and at the blacksmith's. Isn't it rather suspicious that a weapon of this quality would appear in those s h i t-tier locations? I think this cutlass may have a too low treasure level assigned by mistake.
- MM8's Club (cheapest one) is now called "Barbed club" as per my suggestion, but the second word does not start with a capital
- Jadamean Green Apples make the eating sound when consumed, but Erathian red ones just play the usual ding tune.
- Ullyses the bow is still 5d2+13 instead of 6d2+14.
- MM8's Trollish Claymore's value is 300 against the suggested 200, making it conflict with the MM7 Steel Broadsword.
- I think the Dwarven Battleaxe (tier 4 MM8 1-hand axe) and the Steel Axe (its MM7 equivalent) should be switched in terms of their values. I just read the flavor text and it says the Jadamean Dark Dwarves are not as skilled as their Erathian counterparts, meaning the Steel Axe should plain and simple be superior.
- Do weapons with the Elf Slaying property work on Dark Elves too? I think they should (Elfbane, Old Nick and the generic enchantment perhaps, if it even spawns)
- Is it possible to bring back all generic enchantments from MM6 and MM7 to appear in MM8 too? I'm not sure which ones are there already and which ones aren't, but most notably, there was "of Power" in MM6 that gave you an actual boost to levels while equipped, translating to more hp and mana. Not sure if all the "of <insert monster> slaying" varieties are present too - MM7 and MM8 had different and exclusive ones.
- Minotaurs should have at least Druids and definitely Sorcerers selectable as classes when creating characters. Minotaur sorcerers are prevalent in lore of both MM and HoMM. I do realize the biggest obstacle for minotaurs being sorcerers is the lack of a Mino-Lich portrait (and that's probably something we won't soon overcome, if at all), but letting them choose Druid would be a good second choice (Darkstorn the Warlock, anyone?). In fact, we could just handwave it just like MM7 itself did with dwarf liches and zombies becoming tall again and just have minos became regular humanoid male liches. Bit of a waste but oh well, there are always the Enroth promotions
- Seeing as how MM7 characters generally have more HP than MM8 characters, I think Clerics should be nerfed to have less hp in their final promotions in this merge. Clerics used to be next to the bottom of the pool after just Sorcerers when it comes to hp, and now they equal or even surpass Dark Elves/Vampires with only a bit of Body Building. This shouldn't be so and priests of the light and dark should have no more HP than Priests of the Sun had in MM8.
- The grammar for the Peasant promotions at skill teachers could be fixed. Instead of "Become Class." I suggest just "Class", with no period at the end. Add "the" before the class name in the promotion dialogue, "path of the Monk" for example.
- What do you think about implementing some of MM8 monsters that never appeared outside of their single variety? For example there are only Blue tier Dark Elven Warriors and Minotaur Warriors in MM8, while their weaker and stronger equivalents can only appear in the Arena. Maybe it'd be nice to be able to encounter them somewhere else in all their varieties. Oh, there are also Manticores in MM7 that never got implemented, would be nice to have those too. If they appear in the Breach after the questline, that's a start at least.
- Make the 1st char in party dismissable too, as long as it's not the last character you have. That way you could rotate entire parties throughout your adventure if you so desire.
- Hume's Master promotion quest is still busted as of now.
reported by: spawnsen » Nov 7 2018, 0:09 & Daedros » Nov 7 2018, 1:59
spawnsen: Apparently something around +38 is the max boni you can get off items before they turn negative! My Lich has 3 items which give a total bonus of 38 on Dark Magic. If I want to add another artifact/relic which boosts dark magic, the bonus "flips" and becomes -17. The same happens with my Priest: Here the bonus changes from +26 to -25. This isnt just a display error either. My dragons breath now hits for 1 dmg with Dark Magic 26 (-25). I couldnt test yet if this happens with other skills as well.
Daedros: Gear that increases your Magic skills, give +50% of your current skill. 10 Dark skill becomes 15 when wearing an item "of the Dark". 40 skill becomes 60 when wearing such an item. All skills max out at 60, trying to go over that with gear gives the negative skill bug. The effects of these items stack. A Lich with 30 Dark Magic skill wearing a single "of the Dark" item goes up to 45 skill. That same Lich with 30 Dark Magic skill wearing two pieces "of the Dark", goes up to 60 Dark Magic skill, the max. Wearing a third item "of the Dark", would take that Lich over into the negatives.
reported by: by spawnsen » Nov 8 2018, 15:22
When I am at the "world-travelling-locations" (Pedelstal at Dragon Sand, Water Guild at Evenmorn, Stone Circle at Murmurwoods) instead of a message telling me to use Town Portal I get a message reading somethin like "Your Copy of Might and Magic ist invalid. Please activate it with a valid key". A friend of mine who is testing the merge mod got the same error as well. The "contintent hopping" via Town Portal works though, it's just really confusing.
Suggestion: Can we track the Inns where the game of ArcoMage has been won already? Might and Magic 8 did this IIRC but now it just lists the total wins and losses. It gets really hard to track manually where you have already won, especially if you play on jadame and anatagarich simultaneously.
Note from tracker guy: Since this was a vanilla MM8 feature, I'm considering the absence a possible glitch. (Rodril will know more, of course)
reported by: spawnsen » Nov 8 2018, 22:20 & CERBOT » Nov 8 2018, 21:48
The arco mage wins were originally listed in the "awards" tab though. Also the miscellaneous section contains some other quest completions that should be in the awards tab as well. Showing the arco mage wins in the miscellaneous section is actually a pretty elegant solution to prevent overcrowding the "awards" tab but right now it seems like a mix up.
Although I chose the Dark Path in MM7, all minions in Celeste are friendly. And I can use the artifacts/relics which should only be usable on the Light Path. The guards in the other major cities are hostile though. A friend of mine chose the Light Patch and the enemys in the Pit are hostile to him. So I dont know if thats a bug that occurs only if you choose the Dark Path or if its just my game.
Vetrinus added: I have noticed this too. Celeste was previously hostile to me but, after the latest update, they respawned non-hostile.
reported by: Vetrinus » Nov 9 2018, 5:25
if I remember correctly regarding MM8, the sky in Dagger Wound is supposed to clear up and the volcano is supposed to stop erupting when you beat that game. I have beat MM8 long ago but so far this has not happened.
reported by: Kliff » Nov 9 2018, 13:27 & Phobos » Nov 9 2018, 13:31
Kliff: I forget, was Goblinwatch and the Abandoned Temple in New Sorpigal always supposed to have a few very out-of-depth items available in chests at the end? Like, every time I've done them I've gotten about three, two from Goblinwatch and one from the Temple - this latest time I snagged a set of Siertal Chainmail from the Temple, in fact. Was this always the case in base M&M6?
Phobos: The items at the very end are meant to be of good quality, as a reward. I don't know what item level they are meant to be though.
Templayer: Might be an actual bug, but maybe it isn't. A check might be in order.
reported by: Xfing » Nov 12 2018, 11:25
Bug from the newest version: Ravenshore and Balthazar lair houses don't display labels when you point at them with the cursor. There are possibly more places where this happens, haven't checked them yet. This might be a good opportunity to uniformize the behavior of this. For example, in MM7, you only got a label of what house you're entering when you pointed at the door - in MM8 you already got it when pointing at any part of the house. I believe MM8's solution is the most quality-of-life-friendly.
Also, when I rest too long, the Weak condition gets cleared immediately from my characters after I stop resting (in other words, they reset to Good). That doesn't reset the "time without resting" timer though, as if you have them not rest for a long enough time, they will still start randomly dying or going insane.
Also I've noticed that the Raise Dead spell shows the same animation as Resurrection did in MM7. MM8 cut both of them from the final game, so it's nice to have this one back, but I don't think it's necessary to show the "restoration from eradication" mechanic for just Raise Dead, where the body is intact.
Reported by: Xfing » Nov 13 2018, 21:25
Another issue I've noticed: Skill teachers no longer have the "you have to be promoted to X to learn this skill level" line, they always say "This skill cannot be learned by class X". This could be misleading to new players.
Grognard the goblin warlord is named "Zog" instead.
Reported by: Jamesx » Nov 13 2018, 22:53 and commented upon by the community
Right now i did a quest for cleric promotion, and those thieves in Smugglers cave seemed too strong. Somehow they learn the Rock blast spell, that kills half of may squad 21lvl in one shot Maybe it should be like that, so.. just in case))))
Xfing: But yeah - thieves having master spells is overkill, not to mention not very lore-friendly :p
A good solution for scaling weaker monsters would just be raising their magic skill, rather than giving them the most powerful spells. A Fire Bolt scaled up to Fire Magic level 60 can be devastating as well, you know! Low-tier mages and non-mage characters shouldn't run around wielding master-level spells. Liches on the other hand could get Souldrinker on higher levels, if it's been even coded to work for monsters.
Found a bug with character conditions: when characters get cursed or something else, their portraits changes for a moment, but then returns to normal. don't know if this happen after last update or previous.
Kliff: Yeah, I'm checking a bit and when my party had Haste wear off, Weakness was applied for all of a couple milliseconds before, poof, everyone was fine again.
Xfing: for some reason since the latest patch the weak condition doesn't display on the portraits. I suspect this has something to do with Rodril working in the zombies, I might be wrong though.
Vetrinus: I noticed that too. When reviving a character from death they don't come back weak.
Jamesx: Not only weakness, other conditions like curse or madness have the same problems
Reported by: CERBOT » Nov 16 2018, 22:08
I got credit for the Vampires task on Light path without going to the Wine Cellar
CERBOT found a Sun Cloak somewhere, even though it has not been repainted yet.
some items dont seem to work properly, e.g. i have a helmet with a bonus to armsmaster skill and it doesnt work at all. With rings I noticed that only one gives bonus to a particular magic skill. But ring + another object will result in counting both. - update: some combinations of items work, soem don't. Haven't figured out the pattern yet. NOTE: Probably caused by the percentuality of some enchantments. SOLUTION: Better description so that people will no longer get constantly confused by this behavior if that is indeed the case.
EDIT: I've changed my profile picture, because the profile picture limitations on this forum were too harsh and my avatar looked terrible due to this. This forum does however have a great gallery of Heroes portraits, you can choose from Heroes 1 to Heroes 7 (or 6 or whatever) + MM4. Since there are now quite a lot of posts coming in, perhaps it would be nice of people like Daedros, CERBOT, Eldanesh90, justl and others to choose their favourite hero from their favourite Heroes game (unless they do not have one), since it would make it easier for me to discern them from each another. I have severe dyslexia.
It's just a suggestion that would make what I do easier for me, especially when citing stuff on the bug tracker, etc..