[0.51] Bugs

- pyre of man - in description it says that it lasts three turns; however, after casting it and paying incredible 300 mana i was allowed to have only one action by this summon (thus, i am not sure whose 3 turns this spell last); in those condition the spell is total mana waste

- air elemental for some reason is the only summon (apart from shadow warg) that you can cast both strategically and tactically; other summons cannot be cast during tactical battle in order to have 2nd, though temporary, summon. No information is provided why only air elemental and whether it is intended

- space - when pressed on strategic map zeros the movement points. If later on one decides to move the army it is impossible. 

- air elemental cannot fly over (even small obstacles) on most of the tactical battles 

- units that are prone still dodge the attacks .... Very funny when you have high-dodge unit sprawled on the floor dodging 6 units surrounding it. When you are prone the unit should always be hit, with higher chance for critical strike 

- inferno spell messes up icons of hero/troop's skills (if the unit passes through fire). Those skills that are on cooldown become shown as active, and all empty skill circles get strange yellow color. Also, speaking about inferno, units totally disregard fire - they tend to go through fire and take damage even if a path to destiny can be achieved around the fire zone

 

 [Edited - sorry for 0.52]

3,558 views 5 replies
Reply #1 Top

Is .52 even released yet?

Reply #2 Top

no.

Reply #3 Top


- pyre of man - in description it says that it lasts three turns; however, after casting it and paying incredible 300 mana i was allowed to have only one action by this summon (thus, i am not sure whose 3 turns this spell last); in those condition the spell is total mana waste

- air elemental for some reason is the only summon (apart from shadow warg) that you can cast both strategically and tactically; other summons cannot be cast during tactical battle in order to have 2nd, though temporary, summon. No information is provided why only air elemental and whether it is intended

- space - when pressed on strategic map zeros the movement points. If later on one decides to move the army it is impossible. 

- air elemental cannot fly over (even small obstacles) on most of the tactical battles 

- units that are prone still dodge the attacks .... Very funny when you have high-dodge unit sprawled on the floor dodging 6 units surrounding it. When you are prone the unit should always be hit, with higher chance for critical strike 

- inferno spell messes up icons of hero/troop's skills (if the unit passes through fire). Those skills that are on cooldown become shown as active, and all empty skill circles get strange yellow color. Also, speaking about inferno, units totally disregard fire - they tend to go through fire and take damage even if a path to destiny can be achieved around the fire zone


 [Edited - sorry for 0.52]

End of quote

You probably used Dlein's Fireball ability which has a casting time on it (so that counts as multiple turns.  I'm going to take the castign time off of Delin's Fireball ability so he can sling fireballs without a delay (and you get your full actions).

The Air Elemental was broken, you aren't supposed ot be able to summon a strategic and tactical version.  It will be fixed in the patch.

Air Elementals aren't supposed to be able to fly over blocked tiles in tactical combat.  It would open up to many unfun issues.

Units that are prone have 0 dodge and have their defense halved.  But having 0 dodge doesn't mean you are always hit (unless the person attacking you has 100% accuracy).  But I agree that being prone should be bad and its wonky to see an attack miss against someone who is prone so I'm going to make it so attacks always hit against prone units.  And I also made it so the counterattack from prone units shows a 0% hit chance (prone units already cant counterattack, but the ui said they would).

 

Reply #4 Top

Nope, i did not use fireball ability - his stomp is way better than his fireball. Anyway, I will do some more tests tonight.  

Reply #5 Top

Quoting bpalczewski, reply 4
his stomp is way better than his fireball
End of bpalczewski's quote

Its true, Delin's Firebal needs a buff badly.

Quoting bpalczewski, reply 4
Units that are prone have 0 dodge and have their defense halved. But having 0 dodge doesn't mean you are always hit (unless the person attacking you has 100% accuracy). But I agree that being prone should be bad and its wonky to see an attack miss against someone who is prone so I'm going to make it so attacks always hit against prone units. And I also made it so the counterattack from prone units shows a 0% hit chance (prone units already cant counterattack, but the ui said they would).
End of bpalczewski's quote

Huh, learn something every day.