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Old 09-21-2015, 01:15 AM
SlickDragon SlickDragon is offline
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Join Date: Sep 2013
Posts: 11
Default Great Mod, Bugs Galore

An amazing mod MattCaspermeyer, my heartfelt thanks for your great work!

I doubt you are still dealing with it, but just in case I will try to list at least some of the bugs I have come across, and if you need screenshot proof of them I will go the extra mile to make sure you fully understand the issues listed. This is only a partial list of the bugs I've encountered, but over the coming weeks or months as I replay with other Heroes on Impossible I'll add more bugs and clarify things If i discover more information.

Bugs Homm3 Babies-

Archmage- Range attack doesn't cause shock, whether in Fighting Trance or otherwise (melee attacks can cause shock). Going into Trance also changes the critical hit rate incorrectly (i.e a 22% critical hit rate in normal mode due to things like belt of luck which grants +10% total by itself, can then be reduced to 15% in trance, namely a 100% critical hit increase of base and not even counting crit bonuses from Hero having 7 attack multiples and ignoring everything else). Archmage as is is borderline unplayable barring his Magic Shield.

Critical Hit rate- Plenty of issues with this. For starters though the tooltip doesn't display the effect of morale on the critical hit rate (however as far as I can tell it is correctly applying the morale bonus to the total crit rate i.e if a peasant has a 30% crit rate and +3 morale for the 200% bonus it is correctly doubling the total to 60%), even in battle the critical hit number doesn't factor in morale. However if you cast morale spells like Battle Cry, or get morale lowered from battle going long or things like Necromancer's Curse, then the critical hit number will change, albeit it will still be incorrect.

Battle dragging long morale penalty- Reduces stats BELOW their norm. For example if a unit was at +1 morale normally, but then the battle dragged long for the first -1 morale, making the total neutral, the stats of the unit will still take a slight negative hit below neutral morale affect on stats (you can see a Red effect on stats that reduce it below the base). This bug does make it beneficial to have over 3 morale on units if battles go long. Also i believe that morale reducers like Curse variants from Undead Units like Necromancer/Undead Spider and the Bone Dragon ability have the same overally powerful negative effect that lowers stats more than it should be.

Bowman- Melee attack can cause freeze or extend freeze duration (perhaps mainly against high fire resistance enemies). Same with regular ranged shots as well occasionally causing freeze or extending the duration of freeze (again likely tied to high fire resistance units).

Cyclops- Can't be Burned, Frozen, and presumably most other status effects like Stun/Poison etc. Eventhough on impossible the resistances to the respective damage types are obscenely high, there is no immunity granted to these status effects by any of its abilities and it should be fixed. "Stone" and a Tier 5 unit should not grant it immunity to basically all status effects. Period.

Mirabella- Not granting Unit Level- Atk/Def bonus to Human Race units and , only working with the 3 units (griffin, pirate, sea dog) who are listed individually. My findings indicate that any wife that lists specific units under a Unit Level- Atk/Def bonus the benefit works for them, but any units that should be included under "Race" don't get the benefit properly. This radically weakens nearly all wives and is a monumental oversight.

Rina- Human form not giving the full 12% discount to leadership for Robbers/Mauraders, seems closer to a 6% discount like the Undead rina gives to undead units (i.e Robbers at 20 base leadership are only being reduced to 19, even though it should be at minimum 18 leadership. Mauraders at 30 leadership are only getting reduced to 28, eventhough it should at minimum reduce it to 27 .)

Rina- Zombie form not granting full 12% discount to undead (I believe only 6% leadership discount). Like all wives not granting Unit Level- Atk/Def bonus to anything listed under Race, in this case Undead. States that enemies get -6% poison resistance, but is giving them -12% poison resistance (which is probably as intended since just -6% would be even more pitiful a bonus than it already is, namely debately the worst wife resist/ - enemy resist bonus).

Gerda- Not granting Unit Level- Atk/Def bonus to Dwarven Race units. Presumably all wives that grant the Race variant of Unit Level bonus don't work.

Spellcasting Bug- Spells like Sacrifice or Phantom (presumably every spell can get this bug) sometimes you can't cast a lower level of it, and it automatically casts the highest level of the spell (even if you haven't learned the respective magic school to level 3). You can for instance cast a level 1 phantom for only 14 mana and get the level 3 effect (in terms of the % and the duration) early game/for cheap, which is technically beneficial albeit broken for the player, but with something like sacrifice this can be a real problem due to gaining to many units since it automatically casts level 3 sacrifice. Not sure how to replicate this bug, but a fair amount of battles seem to have the bug randomly (if the bug isn't active for the battle then it never will happen, if at any time it does happen then it automatically will cast the level 3 version of a spell for the rest of the battle, even if you don't have the total mana to be able to cast the level 3 version, as long as you can afford the level 1 version of the spell).

Combat Takes Place Underground Morale Bonus- Some units like the Cannonneer (http://tinypic.com/usermedia.php?uo=...c#.VgA-Rt9Viko) get this undocumented Morale bonus, presumably due to its "Likes Dungeons" ability. However other units like Alchemist (http://tinypic.com/usermedia.php?uo=...c#.VgA-Q99Viko) or Dwarf (http://tinypic.com/usermedia.php?uo=...c#.VgA-Vt9Viko) with the same "Likes Dungeons" ability are not gaining the Morale bonus. Also one can see the Red status from -morale due to the battle being long, which is a negative effect beyond what losing that morale should be.

Lina's Ice Ball- Not gaining critical hit bonus from the Hero Attack (i.e the +2% from 7 attack, +4% from 14 attack etc). Is properly gaining the bonus from items like Elven Belt or Babies like Ufretin with his +40% crit rate for all units. Also not gaining the Hero resistance bonuses from multiples of 7 defense (not sure about tolerance resist bonus but will check).

Tolerance Level 3- INCREDIBLY annoying bug, level 3 tolerance ONLY gives it's +6 resist all during the first turn. As soon as units finish their turn the entire tolerance bonus goes away for the remainder of the battle. However any summons/phantoms or whatever keep the tolerance level 3 bonus for the entire battle. Basically upgrading from level 2 to level 3 in Tolerance is pointless with the bug, since atleast the level 2 Tolerance works with it's +4 resist all throughout the battle without any hitches.. The biggest loss is the extra 2% resistance from the final bonus, but even the demon/elf morale penalty negation being "lost" due to it being foolish to upgrade to Bugged Level 3 Tolerance, is unfortunate.

Werewolf Elf, Vampire, Ancient Vampire- Using their transform ability causes them to lose the hero resistances from 7 defense multiples. Potentially many other things not properly affecting them due to transformation, will possibly update (albeit am ignoring them due to the bug).

Necro's Call or Necromancer Raise Undead- The units raised don't benefit from either Hero Crit boosts from 7 attack multiples, nor resistance boosts from 7 def multiples (not sure about tolerance).

Necromancer's Raise Undead- Devastatingly bugged beyond belief. Basically if using it to resurrect another undead unit or itself it will not end the necromancer's turn, allowing him to keep using for "free" and finish his turn as he wishes either attacking, moving, defending, using another ability, or using Raise Undead to actually raise corpses which atleast does end it's turn. The best work around for fairness sake if one intends to use it as a resurrect is to use it once and then necro's turn manually with either defense or walking back to that position with the final action point to prevent the cheap defense boost. Eventhat requires one to not use the Raise Undead ability for a couple more turns manually since it doesn't start the reload countdown on the ability since it didn't "really" use it.. One way or another the battle is likely to crash if you screw around with Raise Undead, especially if in a future turn you attempt to use it on another unit.

Skeleton Archers Magic Arrow- Actually removes the difficulty (i.e Impossible) bonus which is probably a bug (but a cool feature that gives the heavily nerfed Skel Archer more juice), but it actually only lowers base damage, with all other stats still boosted with the A.I bonus (even damage from talents remains). As a whole Undead have an outrageous amount of bugs starting from the Wife, plenty of babies, nearly all the units in one capacity or another, and they go from basically the best race in original KB The Legend w/ the best wife and the only Hero Skill specifically boosting them in the form of Dark Commander, to the absolute worst race for the player in Babies. Maybe later i'll go into depth chronicling their massacre in this mod as it stands.

Babies (So many bugs it's almost disheartening, and i'm almost too lazy to chronicle all the numbers that are off but i'll try..)-

Piquedram- Numbers are off for every plant unit benefited. I.e Ancient Ents get a 5% leadership discount and 5% extra health, not the 4% each as listed (even still the number should be higher AND he should get +1 initiative/speed/morale since as the slowest base unit in the game at 1/1 init/speed he can really use it). Royal Thorn numbers are off (believe it's actually 7% discount and health bonus, not 9%), same with the thorn hunters and thorn warriors who are getting even less of a bonus then listed (which is already behind par to other babies for level 1 units). In short he can use fixes and and buffs to make him not complete garbage.

Clancy and the other Unicorn Baby- Could REALLY use +1 initiative on top of the +1 speed/morale.

Cool Features that would add to the replay value-

When starting a new game having the option to exclude certain babies from wives (if you have already acquired some of the babies in a previous playthrough and want to guarantee all new babies to eventually experience most/all of them).

Critical Hit for Abilities/Talents- Featured in the newer games, would be cool in Babies as well (including things like bless affecting Talents). Only problem is that on Impossible enemies have outrageous critical hit rates as is (seemingly a minimum of 40, and many enemy units getting near outright 100%), so having to suffer constant crits with their Talents is not particularly exciting..

Enemy Morale like in future games- Would right away benefit 3 of the Undead troops which are weakened for the player; namely Undead Spider with his Cursed ability, Necromancer with his Cursed ability, and the completely useless Bone Dragon Morale Penalty ability. This change would make the woefully weak undead slightly more playable, and not quite as imbalanced in terms of being a strong enemy but terrible army for the player to use.

Last edited by SlickDragon; 11-16-2015 at 03:55 PM.
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