Game: | Heroes VII |
Mod author: | flauros0815 |
Last updated: | March 13, 2017 at 18:43 |
Downloads: | 967 |
Rating: |
Hi, Due to a misunderstanding and too less sleep I thought that Heal, Regeneration and Entangle where bugged too and uploaded a “fix” for them a couple of days ago. They were named Heal_Regen_Blizz_Entangle_Fix_v1_1 or Heal_Regen_Blizz_Entangle_Fix and are no longer availabe at this site. They do not destroy your game, but they are not necessary either. So please use this mod instead. I apologize for the inconvenience and thanks to SoilBurn for pointing out my mistake. (http://forums.ubi.com/showthread.php/1514829-Heal_Regen_Blizz_Entangle_Fix) [Blizzard] changed to:
Creates a blizzard on the target 4×4 area for 2 combat rounds which reduces Movement for X turn(s) (1 without Master of Water 1, 3 with it). The Blizzard effects every creature who eners the area of effect or on whose the Bliizzard is cast upon. Unfortunately I do not know how to get rid of the “trapping” (this seems to occur becasue of general behavior of the AI which does not want to get in movement range of your units…it tries to get so close to your units until it can attack in one turn without being in your units movement reach before -> if you cast Blizzard every round the AI then seems to be trapped -> I tested this and gave some enemy units a very high movement and then they did not get trapped and attacked immediately) Because of my change you have to cast the standard blizzard every round when creatures shall get trapped which at least makes the spell not that OP anymore until midgame where you have enough mana to recast it every round >.< This change is only compatible with the latest version of Trial By Fire! The correct spell description is only compatible with the international (english) version of the game. This change is compatible with the „2.21 Bug Fix Mod„ of kknd21q! Changes in Version 2:
Changes in version 1.1:
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Hi flauros,
I’m not sure if I have understood you correctly. “It now does hinder movement of AI creatures ” – it did not before? I thought the issue was AI not being able to get out of its area?
After like 30+ duels against Necropolis and others I realized that the Blizzard skill IS working as described in the spell description:
The only “issues” which exists are that the movement debuff Icon vanishes right after the debuff was applied and the AI seems trapped in it.
I do not think that there is a bug with trapping creatures inside the Blizzard.
It looks more like a general AI misbehavior (which is probably a bug). The AI seems to try to be out of range of your melee units until it gets close enough to attack you in its current turn and when you recast Blizzard again and again then the AI seems to be stuck in this decision. Of course this is only an assumption.
I tested this with Vampire Lords:
When they have vanilla movement of 6 and you cast Blizzard (with movement reduction 3) at the beginning of the combat to them they cannot reach any of your units while the Blizzard lasts (as long as your units stay far enough away from them (at least 4 fields in my example)).But they could be in range of your melee units when they go all the way straight through.
Then I changed the movement points to 10 and it worked. The Vampire Lords could reach one of my units even with a movement reduction of 3 in the first round. They were not “trapped”.
Creatures immune to magic like obsidian gargoyles are also not trapped.
I think the spell Entangle has a similar issue although I can not reproduce the exact same behavior with it.
Unfortunately I do not know how to fix the AI behavior…so I think my”fix”of the Blizzard spell which gives the movement debuff to creatures affected by it only one time and not after every turn the creature is in it makes the spell more balanced XD
I finally have figured out how to change the spell descriptions. I will upload this change tomorrow.
Changed to version 1.1 and updated description of what I have done.
Hello, would it be possible for you to fix the Regen spell? It seems to work right when cast single target but when cast AoE it will randomly fall off units before the 3 turns are up. Is that something fixable with a mod?
Actually this same problem seems to happen with AoE Stoneskin too and possibly all AoE Buffs.
@Arcs
I do not have such a bug. Did you count the turns for each creature?
The duration of those spells behave like this:
Spell cast on each corresponding unit in 1st combat round -> effect applied -> 1st unit acts -> turn – 1 on 1st unit -> 2nd unit Acts -> turn -1 on 2nd unit etc.
The duration is specified on unit turn end and not combat turn end. I could change this but this would be not a bug fix…more like a balance change.
the buff wears off bug is related to some other buffs, if they wear of other buffs like stoneskin and regen are removed as well, u can observe it very easily with the dryad and ist 5 defense buff, have a dryad beside 2 Units and caste aoe regen on them, move any on the creatures away so the defense buff from the dryad wears off and all buffs are gone
Oh….I can reproduce this misbehaviour. I was not aware about this bug >_<
I looked into the corresponding skills (Regeneration, Stoneskin and Treant Synergy) and unfortunately I can not find any mistake. It seems that this bug is not fixable with the official modding tools, at least not for me XD
Are there other cases in which the AoE buffs vanish?
A workaround could be to change the dryad unit and give her another skill than Treant Synergy.
Hi flauros0815,
It seems Uziel managed to fix that bug, so it should not be neccessary to do it any more.
If I can ask you, could you please pay your attention to HC Thread Bugfix2.21 (http://heroescommunity.com/viewthread.php3?TID=43654&pagenumber=1) for the most fresh information about bugs and their fixing? There is also the list of bugs which should be fixed, maybe you are able to eliminate some of them.
Hey, may i ask how u managed it to reduce the Duration of the Blizzard spell to 1 turn? im working on balancing fixes for spells atm and would like to know because i dont know how to alter the Duration (: thx
figured it on my own, btw with this fix the spell still stays on the map for 3 turns for some reason?
@MoritzBradtke
Sorry for the late answer:
It is intended that the blizzard lasts 3 rounds. I changed the mechanism that the movement debuff is not refreshed anymore as long as the unit stays in there. So the debuff is only appllied once to all creatures entering the blizzard area or on those it is cast upon.
np (: but why did u decide to do so? so with ure Change the spell still lasts 3 turns, what means the spell will trap the unit for 3 turns? but u changed it so that the movement reduction only applies once so eventually the creature will get out of the trapping effect earlier since it can reach the enemy now, that is the idea right? but that is probably not true since the PC, the real Player will know how to avoid that and just stay out of range, so while i like the idea to some Point, Blizzard is still too strong, what about changing the Duration of the Basic spell and the upgrade effect to 2 turns ? being 2 turns trapped is better than 3 and since it is still very good reducing the upgrade effect to 2 turns as well seems right to me, what do u think?
Yes that is the idea. I know that it is not really that better. I was to hasty to upload this change and did not tested it enough.
Against a human player this spell would only be effective with a skilled water hero XD
I can do a version with a 2 turn duration in the next week.
When it is done I am going to post a link here.
I reduced the duration of the Blizzard to 2 turns and the master of water I upgrade buff (increased movement reduction duration of units) also to 2 turns.
Link:
https://www.dropbox.com/s/lbjujo565520gjn/BlizzardFix_v2_reducedDuration.zip?dl=0
sounds good (: im doing some Balance mod atm as well, so i wanted to ask for ure opinion, cant u just uptade the mod here?
done…
I also allow the use in any combined mod.