Talk:Bugs/@comment-26393217-20150617084332

'''[Combat-7. Stray electrical projectiles don't cause damage if they strike a unit.]'''

I don't understand this. Could you elaborate please (I'm not a native English speaker). I've thought that electrical projectiles were deemed to miss sometimes, and that is the difference between "Hands of Fire" and "Wild Fire" (same damage type (fire), different attack type (electical type isn't stopped by buildings or troops, and may miss).

Combat-14: I'm not sure if it's related to, but I experienced the opposite! Sometimes an archer would nearly always miss (either due to bug 14 or a high Combat score discrepancy) and if it moves a little, changing its angle of attack, it would always hit, scoring several critical! Game mechanics aside, this contrasted behavior could be a bug.

E.g. a level 1 Imp summoned by a level 3 Demon repeatedly shooting at a enemy Demon hero during second mission (Reconquering the Rift). 'H' is the stationary target (the Hero couldn't pursue the flying Demon (guarding its position) and got "stuck" on the island's shore, allowing the test (poor AI). 'O', 'X', '_' indicate nearly allways miss/always hit/non tested locations, respectively:

OOXX

O___

X___

X__H

It reads that while in the corner (at 2 range), the imp nearly always missed, whereas when NNW, N, WNW and W to the Hero, it always hit, also scoring critical hits.

Now, a level 1 Imp has a ridulous Combat stat (2) as compared to this hero's stat (29), and it should score hits only once every few seconds. Is this a bug in a "trajectory" computing function that would impact the other functions?

Heroes-7:

The new 'Thievery' hero's skill suffer the same non display problem: you don't know when you get resources by hitting things, what type of resources, and the amount. However, in the case of 'Thievery', this display could become visually intrusing.

As regard to the capacity of a Hero to earn gold through assinations, I'd say that it's ok. It's just another way to play: fighter type heroes have to wreak havoc on the map (destroying initial troops, far mines, and if possible a lone enemy hero) while it's still empty of advanced troops and towers, merchant type ones should rather destroy or deny mines to take advantage of their natural resource production, agile ones would contest every mine, and convert every building again and again to delay the enemy development, etc. We could consider that a high level Hero's gold production capacity is a threat to be compared to that of a group of shadows at night, stealing XP like mad because the opponnent keep sending non escorted level 4 peasants to fill distant mines, or that of a Swarm Hero left with 2 level 3 Crystal Mine, etc.