Comments (10)
It doesn't have to be "correct" in these cases, since you cannot perform a "sneak peek" into the enemy hero's artifact bag, so the quick info window shouldn't let you do this either.
from fheroes2.
The information displayed should be reliable.
This information should be based solely on information that the player can directly obtain in other ways. The contents of the enemy hero's artifact bag cannot be obtained by any means.
Also, the next turn, the effect of the Lightning Helm artifact is observed, but the information is still wrong.
It will only be on the next turn, and the hero's mana will have already been spent. This is not a bug.
from fheroes2.
For the sake of simplicity, let's display the real damage directly at the start of the combat.
I suggest that we do not engage in nonsense and do not let players peek at what they are not supposed to see using such indirect methods.
This will also save some players from having to load the save file and replay the combat because the damage displayed didn't correspond to what was going to happen and misled them.
In multiplayer, they will not be able to do this (the opponent(s) will most likely disagree).
P.S. It can be regarded as a kind of "request for improvement" that the game should show some "assumptions" based on the "history of using spells" (and even in this case, all this looks doubtful). But the player should never indirectly receive information that he cannot access directly at the moment.
from fheroes2.
The magic book should only display what your hero can do at max. Having this simplification is overdoing things towards casual games.
from fheroes2.
Hello @oleg-derevenetz,
It doesn't have to be "correct" in these cases, since you cannot perform a "sneak peek" into the enemy hero's artifact bag, so the quick info window shouldn't let you do this either.
The information displayed should be reliable.
Also, the next turn, the effect of the Lightning Helm artifact is observed, but the information is still wrong.
from fheroes2.
The information displayed should be reliable.
This information should be based solely on information that the player can directly obtain in other ways. The contents of the enemy hero's artifact bag cannot be obtained by any means.
Also, the next turn, the effect of the Lightning Helm artifact is observed, but the information is still wrong.
It will only be on the next turn, and the hero's mana will have already been spent. This is not a bug.
During turn 1, the hero casts the Lightning Bolt spell and the player notices the amount of damage.
The Lightning Helm artifact reduction effect is now known.
During turn 2, the damage information displayed is therefore no longer correct with what is about to happen.
For the sake of simplicity, let's display the real damage directly at the start of the combat.
This will also save some players from having to load the save file and replay the combat because the damage displayed didn't correspond to what was going to happen and misled them.
from fheroes2.
Hello @oleg-derevenetz,
For the sake of simplicity, let's display the real damage directly at the start of the combat.
I suggest that we do not engage in nonsense and do not let players peek at what they are not supposed to see using such indirect methods.
This will also save some players from having to load the save file and replay the combat because the damage displayed didn't correspond to what was going to happen and misled them.
In multiplayer, they will not be able to do this (the opponent(s) will most likely disagree).
P.S. It can be regarded as a kind of "request for improvement" that the game should show some "assumptions" based on the "history of using spells" (and even in this case, all this looks doubtful). But the player should never indirectly receive information that he cannot access directly at the moment.
After the lightning bolt spell was cast a first time in the first turn, the presence of the Lightning Helm artifact becomes known.
So why continue to display false information in the second turn then?
from fheroes2.
Hello @ihhub,
The magic book should only display what your hero can do at max. Having this simplification is overdoing things towards casual games.
In this case, damage information should be updated as soon as the Lightning Helm artifact's presence is known.
from fheroes2.
I also agree that this would be some kind of casual thing (some may even regard this as a "bug" and whine "why is it not shown correctly right away"). BTW, although in HoMM3/HoTA there are no artifacts that offer some kind of magical damage reduction, BUT there are artifacts that negate Morale or Luck bonuses (such as the Hourglass of the Evil Hour). Despite the fact that this artifact makes casting the Fortune spell absolutely useless, no one prevents it from casting, and the description of this spell in the book does not change - neither at the beginning of the battle, nor after the first cast:
Heroes.of.Might.and.Magic.III_.Horn.of.the.Abyss.2024-06-18.17-06-18.mp4
It always reports that it will increase the luck of the target unit by 1... except that it won't happen.
from fheroes2.
In this case, damage information should be updated as soon as the Lightning Helm artifact's presence is known.
There is a non-zero possibility player won't notice the damage reduction. Is this wrong? I don't think so, artifacts like Lightning Helm are a way to outsmart the enemy.
Dynamic change to spell description sounds weird for me, I would see here clear message in the battle log, you know something like "The %s resisted half of the spell damage", with or without graphic and sound effect. Look at dwarf / battle dwarf anti-magic for example or even better, magic resistances / vulnerabilities of elementals from HoM&M 3.
from fheroes2.
Related Issues (20)
- Game, harmonize the positioning order of resource sprites in the game's various windows and screens
- Android mouse map movement move mouse to edges should scroll HOT 3
- [Scenario Editor] Graphics of the hero's secondary skills should be displayed in the hero's screen
- Surface Duo - keyboard input is laggy HOT 1
- 'Allow castle' is broken? HOT 1
- Game, Virtual Keyboard, allow left click and hold to repeat a character or action
- Game, Virtual Keyboard, add the right and left arrow keys to move the cursor position in the text field HOT 2
- [Scenario Editor] Hero's default troop graphics should be displayed with the possible range for the number of creatures HOT 5
- Adventure map, mouse cursor position after the action of selecting a hero with a left click held on the hero sprite HOT 2
- Adventure map, mouse cursor position after the action of casting the dimension door spell
- Adventure map, allow to delete the hero's predefined path on the adventure map regardless the state of the "Hero Movement" button
- Game, make a left click held on the hero's portrait change the hero's "sleep" state HOT 1
- Web port HOT 2
- Accumulate gold condition is not working properly
- AI without castles with a strong army can't decide which castle to attack and loses
- Update Android API HOT 3
- Diacritical marks remains in mine selection in the editor.
- H2 HD v1.1.1 and 1.1.0 Price of Loyalty - mission 8 - differences I noticed HOT 3
- The description of AntiMagic is correct? HOT 8
- Polish translation of ALL for map selection is out of button area HOT 3
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from fheroes2.