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11 years ago
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This is the thread for reporting bugs encountered while playing HotA.

It is recommended to include a saved game file with your bug report, so that the bug can be reproduced by loading it.
If the bug is a crash, and it cannot be reproduced by loading the save file, you should attach the error log generated by the game. The logs are stored in the HotA_logs folder within the game's folder. The main information is contained in the CRASH_INFO_(date and time of game launch during which the crash occurred).txt file, and that is the one you should send. You can also send HD_CRASH_LOG.TXT, which is created by the HD mod; the information in these logs is identical.
In all other cases, you should describe the bug and the situation in which it occurred as thoroughly as possible.
In any case, there is no need to attach a screenshot of the crash message – the appearance of this message is well-known, and such a screenshot will not provide any information about the bug.

HotA is compatible with the latest version of the HD mod. Its compatibility with earlier versions of the HD mod is not guaranteed, as they may not yet include the changes necessary for the correct operation of certain HotA elements with the HD mod.

This thread can also be used to discuss bugs and shortcomings of SoD (and what appears to be such). Some of them may also be fixed as part of HotA.

If there are too many bug reports, messages that are not informative bug reports may be deleted to facilitate the tracking of bug reports.
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11 years ago
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On the Mirror Diamond map, the green computer started a tactic of standing on the portal and teleporting back and forth for about a minute. Save file link: http://rghost.ru/8hztrhlXW. My password: 123 Pit_for_LM's password: ksgbsbjj
In reply to Noom
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11 years ago
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In general, I'd like to request a fix for this issue: when using teleportation without specifying a location on the map, the hero jumps to a town on a predetermined plane instead of the plane they are currently on. I almost lost because of this...
In reply to HellLighT
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11 years ago
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HellLighT
Basically, I'm asking you to fix this: when using teleport without Earth magic on a mirror, the hero jumps to a town on the designated plane instead of the one they are currently on, and I almost lost because of this...
Not "on the designated plane," but "on the surface." In the case of a mirror, this is the plane of the red player.

In general, it would be a good idea to add a feature where, when using teleport without Earth magic, a confirmation window pops up, indicating the castle to which the hero will be teleported, and the option to cancel the teleportation.
In reply to Noom
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11 years ago
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By "under a given plane," I meant a static (unchanging) plane. And, frankly, this is a flaw, especially if it affects the rest of the gameplay so much. Create a separate version of the rules or something else where the teleportation for the mirror specifically targets the same plane.
In reply to Noom
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11 years ago
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I wouldn't call this a bug, especially in HOTA, it's just game mechanics. The question is, should this be fixed? But this needs to be posted in the HWRulez thread.
In reply to HellLighT
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11 years ago
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HellLighT
By "specified plane," I meant a static (unchanging) plane. And, frankly, this is a flaw. If it affects the rest of the gameplay so much, create a separate version of the rules or something where the teleport specifically targets the same plane for mirrors.

This isn't a bug. In the game, each object has not 2, but 3 coordinates. The nearest town is calculated based on the sum of the coordinates, and the one on the surface has a sum that is 1 less, so it's all logical, in my opinion. In Warlords, this was often used as a feature.
In reply to Wicc
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11 years ago
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Wicc
Not "on a given plane," but "on a surface"; in the case of a mirror, this is the plane of the red player.

In general, a feature has long been needed where, when teleporting without Earth, a confirmation window would appear, indicating the castle to which the hero will be teleported, and the ability to refuse the teleportation.

A window for teleportation, a window for breaking with bracers, a bunch of prompts. Soon, you won't even need to think for yourself :(
In reply to Noom
10 years ago
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Wicc
It's been a long-standing request to have a feature where, when teleporting without specifying a destination, a confirmation window pops up, indicating the castle the hero will be teleported to, and the option to decline the teleportation.
Good idea. If the castles are located at approximately the same distance from the hero, it's not immediately clear where the teleport will send him.
In reply to RaverUPS
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10 years ago
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Hello everyone, I apologize in advance if this is off-topic, but I think I found a bug.
In a multiplayer game with a friend (hot-seat), I teleported through a town gate into his castle and pressed the spacebar. My hero ended up inside his castle, while his hero, who was inside the castle, went outside, as if they were both mine. Then, I entered his castle (I was red, he was blue :) I double-checked). I brought my hero back outside again by pressing the spacebar, and my hero turned blue, the color of my ally, and I couldn't control him. I'll try to attach the save files, unfortunately, I didn't think to save them right away.
P.S. I've attached a save file from the multiplayer game (hot-seat).
Red's turn. Shakti teleports into the blue player's castle (Shadow Wind).
Enters the castle by pressing the spacebar, and Shakti is now inside the blue player's castle and has turned blue, even though he was a red hero.
The same procedure returns the hero's color from blue back to red (teleport to the red player's castle and press the spacebar...).
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1 file attached • Total size: 88.1 KB
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10 years ago
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h3dm1, if I'm the host, the opponent joins, I set their color to red, they finish their turn earlier, and the game crashes. We've tried different approaches several times, but the result is always the same.
In reply to KobRa_RR
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10 years ago
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Found a bug: I took a castle from the AI, but then left it empty. The next day, the AI ran into the castle, but the color didn't change. Another day passed, and it ran out of the castle and recaptured it, as if nothing had happened. When I opened the castle, I saw that the AI's hero was inside, but the castle was still mine. This happened on Mininoстальгия, and it only occurred with the purple AI.
Here's the save file: http://файлообменник.рф/kz9nalu734u5.html
This happened around days 116-122.
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10 years ago
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The game crashed.
Also, something went wrong – when trying to connect (after joining another player's game), it displays "Receiving map headers from host..."
and then fails to communicate with the opponent.
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1 file attached • Total size: 30.4 KB
10 years ago
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Noom
The game crashed. Also, something went wrong – when trying to connect (after joining someone else's game), it displays "Receiving map headers from host..." and then stops communicating with the opponent.
Judging by the log, the game was running on Soda. It’s best to report this in the thread in the HD section (/topic/at/862174/), as I probably won't be looking into such bugs anyway, and baratorch might not even check here.
10 years ago
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I don't know if this is a feature in Heroes or not, but it definitely doesn't exist in SoD. Let's say it's day six. The situation is: the AI captures a dwelling, you kill that AI – the dwelling turns gray, becoming neutral again. You don't capture this dwelling during that week, but on day 121, you capture it and discover that there are no creatures available for hiring or joining in the dwelling. I tested it for level 1-3 dwellings; I don't know about those that can be repelled.

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