I am Stephan Winter from Limbic Entertainment and I want to share an idea with you that we proposed to Ubisoft at our workshop back in July. We talked about the possibility to involve you even more in the support of the game and base the next fixes on your direct feedback. You need to know that, as announced a few months ago, we will ensure the support of Heroes 6 until the patch 1.7.
Aside from this we would like to say thank you for the great opportunity to work with you guys. It maybe sounds a bit toplofty, but many of us work in the industry to get the opportunity to develop on such a game.
Apart from this the team suggested to let the community decide on which bugs/polishing changes we should work on for 1.7. We have collected a top list of bugs and would like to get your input on what bugs should be fixed with priority. Please find the list below and let us know your thoughts on these issues that were all taken from the “Petition to Ubisoft and Limbic” (https://docs.google.com/spreadsheet/...XeTRFeHc#gid=0). Of course, feel free to add new ones. We will make sure to have a look at your proposal.
We will grind it down any way you prioritize it and give an update once a week here in the forum. If you want something specific we will discuss this in our daily meetings and let you know the time estimations and then we decide together.
Here is a suggestion on a feature that we would like to add. (This is mainly because I already promised it during the M&M days in Warsaw):
• Adding a turncounter (foreshadowing of # of turns a hero needs to reach the destination)
-> We really think that this was a valuable feature in the previous parts and we would like to reintroduce it.
And here is a selection of bugs that have already been requested to be fixed in the petition:
Last Update: 06.09.2012
• (fixed) Fix dynasty weapons: Arachne
Dynasty weapon Arachne ability "spider web" lasts for 0 turns.
• (fixed) Fix dynasty weapons: Heartrending
Dynasty weapon Heartrending song ability "Sephiel's Voice" heals only for 10(!!!) it should me 315/360/415(+level)
• (fixed) Fix dynasty weapons: Urgash
Dynasty weapon Will of Urgash ability "Burning Fire" does not work. the damage from fire spells and abilities can be healed although it shouldn't. Dynasty weapon Will of Urgash ability "firestorm" deals 290 fire damage in any hero level. it should be modified corresponding the hero level (290/335/380)"
• (fixed ) Rebalance Dynasty weapons: Blade of Binding.
Currently it has no tactical/strategically value whatsoever, instead all it provides is unmatched early game edge. You can summon 26 Juggernauts on the field with this weapon at lv5 as soon as 1st day of game. That's insane early game advantage. I propose for it to scale with army (stronger army, more summoned troops), as well as it upgrades Juggernauts to Ravagers past lv15. This changes this very early-game broken weapon into fair use even late game (cause it brings interesting strategically twist, You can deploy ravagers with their unique skill that forces enemy troops to attack them). Yea, this kind of Dynasty weapons should be balanced. Especially since for now you can reequip dynasty weapon at any time (so its Binding early, and Wolf/Arachne end game).
• (fixed) BUG fix: Fix the exploit with buying artifacts/scrolls from Artifact Seller building on adventure map to a remote hero.BUG Description: When you have 2 or more heroes, and visit an Artifact Seller building on the adventure map with 1 of the heroes, you can buy artifacts and scrolls to a remote hero by clicking that remote hero portrait.
Expected: Only the hero that is visiting the Artifact Seller to be able to buy stuff, not any remote hero."
• (fixed) Special offers (such as get 10 crystals for 10 ore, or get 3000 gold for 10 wood/etc) are gone from the Advanced Market(s) on Save/Load. Expected: The offers to stay in the towns they have not been used in, even after a Save and Load."
• (fixed) silly bug but it has been noted since the beta and it’s actually a shame: fire elemental ability "cremation" does not work! (cremation: The fire elemental turns into a gigantic fire-storm when destroyed dealing <8> damage (Fire) to all adjacent stacks.)
Additional comment: "(fixed) [Abilities] The Abilities that summon elementals will summon more creatures then stated in the spell book. "
• (fixed) Bug: Magic Affinity 1 (Prime Magic) has no functionality.
• (fixed) Nerf damage resist from Taunt skill. Right now I can easily get around 90% damage resist when using taunt skill with blood-hero. It’s insane. I propose to put a damage resist cap, and make it higher for tear-aligned heroes. Also make taunt trigger retaliation, so it provides more strategically options! Use Taunt on Griffin/Kensei, and watch their unlimited retaliation in action, or take advantage of Hateful Retaliation of Pit Fiends, or pair it up with damage reflection spells and abilities.
• (fixed) BUG fix: Taunt skill is too powerful - sometimes it reduces damage to 0, saying damage reduced is 120/130%/etc. Expected: Should only reduce to 99%, but never 100% or more. Or, maybe it should be nerfed even more, for example to reduce damage to 80/75/70%.
• (fixed) Make an option when creating a game to lock 1 dynasty weapon per character (either chosen before map -> in dynasty hero menu, or first chosen in-game), so that You cannot swap dynasty weapon at any time during the game (it breaks the balance to have ability to swap between several lv5 dynasty weapons on the fly). This makes even the hardest difficulty a lot easier, and it’s just plain unfair in multiplayer.
• (fixed) Dynasty weapons: Show a bar for its upgrade progress. (like hero exp).
• (fixed) Battle: Right click info window should disappear at a new right-click press.
• (fixed) Add cooldown time to the descriptions of the spells (and abilities) in the skilltree
Additional comment: Also for the abilities of the creatures. The number of charges is displayed too.
• (fixed) BUG fix: When defending in a battle (other player/computer player is attacker), you can't use D and W keys to Defend or Wait. So you have to do it via the mouse. Expected: The keyboard keys D and W to work fine (the way they do when you are the attacker)
• (fixed) BUG fix:Archlich Special does not heal target friendly stack if the enemy stack dies (and sometimes even if it does not). Expected: The special to work 100% in all cases OR change the description to explain how it works.
• (fixed) BUG fix: Blazing Glories Special ability loses troops, although in the description of it it says they should return after battle. Expected: To return the lost troops after battle OR change the description to match the way it works."
• (fixed) BUG: Meditation spell restores much more mana (up to 50%) than it is supposed to. (Description says 15%.)
Expected: To match the 15% mentioned in the description, OR change the description to match the way it works."
• BUG FIX Attacking a hero that is clearly OUTSIDE the town (not in the front of the town gate but a few steps OUTSIDE) starts a town battle with the defender inside the castle
• (done) Make an window popup when ending turn with main (or all?) heroes not made a move (or have movement points left). Reason being it’s very easy to mistakenly skip a turn.
• (fixed) BUG fix: Fix the scroll bar bug in the Spell book. BUG description: When switching between Blood/Tears/Balanced/All Skills/spells in the Spell Book, the scroll bar does not update - it always shows the same length according to All spells/skills, and you can scroll past the last spell/skill to an empty screen. Expected: To not be able to scroll past the last spell/skill for any type of skills/spells chosen and update the scroll bar for the type selected (All/Blood/Tears/Neutral).
Here are three bugs from our list that we would like to propose for fixing:
• (done) (new) Add a bestiary Art for Azkaal (he has none yet)
• (new) Fix the bug, that sometimes the army panel in towns is not updated correctly (you see the army of a town you are not looking at)
• (done) (new) Add the new dynasty weapon(s) to the wep-page to enable leveling within the soul forge
From here on please find the issues we collected from the thread here (last update 06.09.2012):
**: (fixed) Fix "Load disapearing effects". Many effects in the game for an unknown reason just do not work when you load the game. Such as Crag Hack's +1 gem per weak ability or the +2% experience bonus from the all-seeing crown.
*: (fixed) Dark spell Despair increases morale instead of decreasing it.
*: (fixed) The frost miya does not increase population by 2 as described, but by 1.
**: (fixed) Artifacts in Advanced Merchant change on save on load - should stay the same.
**: (fixed) Assailant and Defender are no longer reputation based. They give the same bonuses either you're blood or tears.
*: (fixed) Vampire Palace increases population by 1 not 3.
(fixed) *: Speaking of autosaves, can you make it so it doesn't always trigger at the beginning of the turn? Because right now, loading an autosave creates a new autosave.
*: (fixed) Fix dynasty weapon: Asha's Staff of Eightfold currently refills mana to full each day instead of the +10 mana it says it would refill.
(fixed, but no promise regarding "fix all"...) *: Fix all keyboard shortcuts that do not work - C for Spell book.
*: (won´t fix) Duck and Cover icon nowhere to be found. although the little wall icon displays when behind an obsticle, no confirmation if the creature actually benefits from that ability.
*: (can not reproduce) Sanctuary campaign magic secondary hero Katashi's heroic strike never shows animation.
**: (fixed) Sanctuary campaign might secondary hero Chango's tears lvl 1 ability does not show in the spellbook in combat.
(fixed) *: Dynasty Weapon Staff of Cleansing passive ability Tainted Mist does not show anywhere on my creatures or the enemy ones, so i cannot know if it works.
** (fixed) My game gets stuck at the 2nd mission in the Stronghold campaign when you meet the other Orc leader... I get the following message [“Sandor is already following the path of Dragon Tears. Path of Dragon Blood quest failed.”] and i cannot click the continue button or do ANYTHING.
** (fixed) I have the exact same issue, but then in the Haven campaign's 2nd mission. I can't continue after beating Gertrand Wolf Duke.
(fixed) ** "Cleave" skill can be triggered more than once, as soon as a new creature(summoned or from the gating ) enters the battlefiled.
*: (fixed) Demographist II dynasty trait increases elite creature by 1, not by 2 as stated.
**: (fixed) If the Vampire Lord defends, he can not be attacked by any form of attack. This means you can not choose Vampire as a target, even when you plans to break his "Out of time". It's a new bug since 1.5 patch.
D ***: (done) Cloud you change the current custom-game making system to create an option to chose Random enemy faction or/and Hero on all slots? Its really boaring when you have to play ageinst only 10 heroes all the time and even CHOSE them, no level of surprise.
*** (fixed): Please make sure that heroes creation bug is removed and chance to create all custom heroes is restored to all players with this bug. Comment: This is mentioned as the "44 heroes limit bug" elsewhere.
**: (fixed) If you use "Pressed Attack" skill on your creature and success to hit your opponent's creature for this turn, the next turn most of your attacking magic skills(Fire Ball or Chain of Lighting) damage is doubled, just as your hero's normal attck.
*: (as intended - will not change) Make DLC content DLC exclusive. When Peopel can find Parts of the Pirate set whitout paying for the DLC, it is not fair to those who pay you. I even found an unpublished artifact from the potentional DLC in one of my games.
Additional comment for this one: Making the artifacts available for everyone on MP was a design decision and we want to keep it that way. The "unpublished artifact" obviously is something different and should not happen. Additional comment and decision: The DLC Artifacts are designed to be available for everyone to ensure that players with the Adventure Pack can play against players that do not have it.
D: (as intended, won´t change) Battle march : The bonus is applying only in sieges. Why ? sieges are just a few part of the battle
*: (fixed) Inferno campaign magic secondary hero Xana's heroic strike never shows animation.
**: (can not reproduce) Totem of broken skull does not work (supposed to start with lvl 1 bloodrage in the area of control)
Comment: The totem skull works as intended and gives all creatures level 1 bloodrage.
**: (can not reproduce) Anastasya's necromancy ability in the campaign is very bugged, the gauge does not fill to 3rd and 4th levels even if she has reached them.
Comment: Could not observe that the gauge was not filling according to necromancy levels. All four level work.
**: (can not reproduce) Necro campaign custom might hero cannot use necromancy 2
Comment: Encountered no problems using necromancy 2 for a custom might hero.
**: (fixed) Dynasty trait Artifact Finder does not work. (supposed to raise luck by 15 after an artifact was found on the map)
D * (Ok!): Pressed attack : the number of turn doesn't improve with the blood reputation. It should be 2/3/4.
Comment: Pressed attack already improves with the blood reputation, but with increased damage for the triggered hero strike instead of additional turns. The additional damage is 81%/93%/107%. We realize that none of this information is present in the tooltip and will enhance the text accordingly.
*: (fixed ) Stronghold campaign magic secondary hero Airini's heroic strike shows might animation not magic animation and deals might damage.
*: (fixed) Magic hero Himiko has might heroic strike in animation and in terms of damage. She should deal water magic damage.
**: (fixed) Stronghold campaign magic secondary hero Airini's first class Tears ability appears on her spellbook on adventure map, but when in battle she cannot use it because it is nowehere to be found.
D ** (fixed) Heartrending Song => 3: Sephiel's Voice - It takes effect on an 5x5 area, however this area should be only 3x3 (5x5 is too powerful)
D *(Set the %-damage increase to 30% and the Luck increase to 40) : (fixed - effect was buffed) Allow Perfect Silksword's buff to not consume or require an action as the ability is inferor to many comparable abilities, or buff the effect.
(fixed) **: If the creature is with "Pressed Attack" skill and attacks, he still get the "Inner eye" effect.
D * (Change the values to 0.16 / 0.2 / 0.24 (double the old values): (fixed) Diplomat : i don't see any interest in this skill. If there was more creatures recrutable on the map, it will be an other story. It could be usefull if the cost of creatures bonus was applying for the creatures in the city
**: (fixed) Dynasty weapon Staff of the Tides level 5 "Ice Barrier" ability does not absorb damage (gives you "0 damage dealt) in retaliations.
**: (fixed) Staff of the Tides => 5: Ice Barrier – Grants Ice Barrier to all friendly creatures at the start of the combat => The power of this Ice Barrier should be depend on the magic power of your hero, however a Level 1 hero get it with full power, and when someone hit your troops, but with this hit the other troop don't completely remove this Ice Barrier, then it stays on your creatures with full power for the next hit.
D *: (fixed) The Soul Harvester only provides its benefit for one battle, where the tooltip says for one week.
(fixed) Slow (and other slowing spells) shows as +2/etc. Should be -2. This affects both sides (attacker and defender, AI or not). Haste (and other haste spells) shows as -2, should be +2. Once again, affects all. ..and for some effects it says +50%, instead of +50%, or -50% instead of +50%. (Just a visual/numbers bug, should be easy to fix.)
(fixed) "Statue of Revelation" disables scrolling. After you reveal an area, the scrolling no more works on the Adventure Map. Workaround: save and then load. This bug seems to appear in some 1.5.x patch.
(fixed) Mentoring" still increases experience up to 75% although tooltip states 50%
(as intended): Prepare for strike ( blood ability sanctuary heroes) must increase damage, but it decreases! (similarly like despair)
Comment: Works as designed: The damage bonus depends on how much the unit has moved on the combat field in the current turn and decreases for each field the creature must pass before it can strike the enemy. In the worst case (the creature spends all its movement to reach the enemy) there is no bonus at all. The base damage however is not affected, at least this could not be observed.
(fixed) Santinel has more movement points then upgraded santinel - prerorian has 4. I not sure is it bug, but it's really strange
(fixed) Secondary stronghold magic hero Falagar has no reputation bar although the collects reputation points and a pop-up appears for him when he reaches the first level of a reputation in the DLC campaign.
(fixed) Secondary stronghold magic hero Falagar has no specialization in the DLC campaign.
(fixed) Secondary Stronghold Campaign hero Akamas (might hero) does not have the Blood 1 level skill when fighting a battle, although it shows on the Adventure map if you look in his Spell book and his Dynasty traits.
(fixed) If you lose an Arena battle, text appears that says "Your hero is dead, you can revive him one on your towns with a Tavern", which is incorrect, as such Arena fights are mock (test) fights and the hero is not actually dead, but is still standing next to the Arena. Expected: The text should say something like: "You lost the Arena battle, please try again."
(fixed) After an Arena battle, battle music keeps playing, even though the battle is over. And you need to open and close the Town screen to fix this. Expected: To go back to Adventure map music, without having to open the Town screen.
(hopefully fixed) Is the scrolling bug fixed? Like how sometimes you can't scroll, and you have to restart the game to be able to.
(can not reproduce): Blood ability Heroism is not adding blood reputation points when used.
D (in discussion atm): The Alter of Wishes economy is out of balance. I bought this game with a pre-order before release. Had I known that I'd need to plan better in my spending because the economy is what it is, I'd have bought things differently. It got even more out of balance with the welcome addition of more Heroes that could be purchased. Please address this.
D: In discussion.
*** D: PLEASE make it so when you start a new map, you have access to all the heroes of each faction. If I decide to play as Haven, there should be a drop down menu of every Haven hero in the game so you can choose which one you want to start as. If you are truly a fan of the Heroes series, you would know this is a must have and has been in the series for quite some time now. Being forced to either have to create your own heroes or be stuck with the same measly two per faction each time is just wrong.
***: Have the Wasting Grounds been fixed?
D *** (Crusher's ability says “The Crusher may attack a second time.”. This should trigger Cleave to give the Crusher a further action. This has to be changed. For the Centaur's ability see below (user: shop4A98B0C7F / Cleave): Cleave doesn't work if it comes from crusher's assault or centaur's (automatic shoot thing when someone comes too close, can't remember the name).
(D: as intended, won´t change): Water: The chilled effect is usefull when you use fire magic after but how many factions can use water magic and fire magic ? so this effect is not really usefull.
(D: as intended, won´t change): Magic affinity I, II, III : should be in blood reputation just like assailant I, II, III are.
D: (No change here … for now. We just fixed the bug and this weapon has no other real strong ability. I think we should give it a try as it is): Also while your on the bug fix for Blade of Arachne, maybe you should also be toning down its life drain passive. It seems that 15% life drain in the hands of a might user is a little to powerful. I suggest making it an activated ability and having it last for 6 turns. As of right now it lasts forever and needs some kind of balancing to the duration and its effect.
**: Fix the dual monitor mouse cursor bug, so that cursor stays on the main monitor after an Alt+Tab out of the game, then Alt+Tab back.
D ***: Best solution: the creatures get their extra free turn when their original turn is over. This would also imply that the Centaur's get a free action after they killed a stack with the automatic shot (see above: Mastamatt100).
D *: Fallback solution: Cleave triggers only if it's the creature's turn in which it killed the enemy creature stack. (This would imply a text change of the Cleave description.)
Fix cleave in general. For instance, if a unit kills another unit with a debuff/DOT/retaliation, they do not benefit from cleave because it was not on their turn. Either make it not trigger cleave or make it so that they get their second action when their turn comes around.
D * (Make the spell not consuming the heroes action. *): Make the inferno tears might spell "Seal of Power" have a combat effect or allow it to be casted without consuming or requiring a hero action. Or just replace the spell.
***: A feature I would like to see return (it was present in the beta, missing from release) was that the AI decides to use the defensive tower on harder difficulties. Currently, if you are sieging a town, the AI will not put their ranged stacks inside the tower and, consequently, do not play to the best of their ability.
D: Siege Master 3 gives in addition to its other bonus control over the catapult. justification: magic heroes have huge advantages in town-battles, because 7/12 (including harpies and glories and counting goblins and skeletons as full shooters) shooter use magic power and magic heroes can disable shooters pretty easily while might can not. the catapult in its current form is due to the randomness pretty useless, making the whole siege masters-tree and i.e. sm3 pretty weak. the suggested solution would solve that to an extend.
D: juggernaut and ravager get +1 speed. justification: juggernauts and ravagers are currently very hard to position for their ability. +1 speed would make the ability easier to use and increase the usage of the unit in general. a 3-turn-cd ability which is that hard to use as the only way to avoid retaliation makes the unit weak in comparison to splitting lilims one more time to have a higher luck-procc-chance every turn.
D: breeder and breeder-queens shoot with 100% on all distances, -1 to min and max-damage of queens. justification: 50% range is essentially -37,5% damage-nerf, making the unit really weak in terms of damage in comparison to other elite-shooters. the fact that 5 of 7 units of inferno are melee units and the main-fight will therefore happen on the enemies' part of the field makes it even worse. the -50% cant be easily solved by artifacts, because inf doesnt have an artifact-shop. the only other -50% shooter in the game are skeletons and goblins, t1-shooters (both one of three shooters of the race) with awesome support-abilities. the queens might be to strong without the penalty, so slightly nerfing their damage might be necessary.
D: Arachne's lifeleech down from 15% to 10%. Arachne is an extremely potent weapon anyways with the movement-speed reduce and the +5 init, having an almost complete mass-vampirism in addition makes the weapon pretty unrivaled.
D: praetorians get back their speed 5 instead of 4. since 1.5 they have 4 and i dont think it's intentional (at least it isnt listed in the changelog).
D: Spells/bonuses from scrolls and aritfacts stay within the spell book forever!
D: The crubicle of chaos does not work as described, it works like normal market.
D: Putrid Lamasus' Aura of Putrescence effect is not shown among the abilities in the Putrid Lamasus' properties chart, although its name is mentioned in the Contagion effect . It is shown, however, with fully description, as an effect applied on the affected creatures.
***: Cannot see if the Wasting Grounds and Asha's Hourglass work when fighting against other army near my castle.
**: Siege Master III negates Siege Master II, but Siege Master I works with II and III.
D: Inferno campaign magic secondary hero Xana does not have a specialisation
D: Inferno campaign might secondary hero Sarah does not have a specialisation
D: Make sunburst light spell stronger. it is too weak.
D: The game need more offcial maps! the only custom maps that exist and you can level up dynasty weapons are the campaign maps which is a shame. and an anniversary map and an old map (broken allieance.) Needs more official custom maps. (we would offer to make some selected fan made maps official instead)
***: Allow duel games in hot-seat mode.
D: Change the leveling scaling. Right now the normal leveling is way too slow. Fast leveling tends to be too much in the beginning (1 stone of knowledge gives you 3 levels) but then, around level 10, it slows down to a better pace. Another problem I see is that, in my opinion, with the current scaling, battling stacks in the first 2 weeks (when their numbers are in the several and pack range) does not give you by a huge margin enough exp points (essentially you level up only by visiting stones).
D: More dynasty pets - one is no enough at all...
**: Sanctuary Campaign Map 2: There is a quest that requires to capture the Haven fort in a four-week time period. You defeat this fort's guards, enter the fort and the fort screen opens immediately. At the same time appears a dialogue window. You close it, the fort screen freezes for a while and then the game crashes. And it happens each time when a dialogue window combines with a town / fort screen.
D * (Ok! Grant the Spring Spirits and Mizu-Kamis the passive Ability “Water Strike”): Spring Spirit's and Mizu-Kami's attack: Please, make these creatures' attacks cause a soaked effect on target enemy stacks (like Water Elemental's one).
* D: Sound is chipmunk-ish when speeding up. the normal audio is when the combat speed is to ZERO which means the game is unplayable in this speed. (we can turn off audio speedup, but have to check if the combat still looks and sounds well after that)
**: Give opportunity to reset dynasty weapons. (instead we would look again in the Dynasty Weapon bug preventing some players to further level up)
Comment: Set the value for the “Staff of Asha's Eightfold” to 40% but this has till to be confirmed if it can stay ike this.
**: If the Fate weaver change its form into spider or from spider back to Fate weaver, she will regain some effects (Like "Baleful Gaze" and "Counterstrike I II III").
We want to start collecting and discussing as of now. We would start to review the new list here at the 23rd of August and work on it for three weeks. We won´t have the full team available for this but at least there will be 2-3 coders dedicated to it. I´ll introduce them later. Next week we will have a closer look at the "Design required" topics and hopefully can give a first feedback on some of these. In addition to this list here I want to let you know that another balancing round was started as well. We keep you informed as soon as we the first confirmed changes.
We would then schedule the delivery of 1.7. to the end of September.
If you have any questions please let me know!
(on behalf of the Limbic team)