A few issues that I have encountered

Hello my fellow gamers:

I wanted to point out the fact that while playing FE:LH, I encountered these issues:

  1. When you are fighting a battle, it is really hard for me to see where my unit can go (valid moves). The terrain is often too bright and I cannot see where I can go. I want to stress out I am partially colorblind, but the terrain is too bright for me to see where I can go and where I can't. Also the mouse doesn't turn to something else (like an X) to indicate me that's an invalid square.
  2. I also noticed, while in battle, that a unit with 0 in the attribute Dodge, had successfully dodged all attacks from all sources, spells, bow attack, mauls, backswings and sword slashes. This has happened more often than casual, enough for me to notice. NOTE: I don't know how attack variables are calculated, but seems logical that a high-accuracy unit would almost hit every time a unit with 0 Dodge. Especially when this particular unit has a lesser level than the attacker.
  3. In Diplomatic issues I have more of a question than an issue. Why is the penalty of "Different Allegiance" set to -3 when the "Same Allegiance" bonus is just +1?

If one of the more experienced gamers can help me understand this, I will be very happy! Thanks.


PS. This game is addictive to the point of causing "wife" problems.

18,803 views 10 replies
Reply #2 Top

Hi, I want to thank you for your response. I am not familiar with the "xml" file you posted. I'm a bit old :-), though not that old to not learn. Should I open it with something trivial like notepad? Also, I noted you had no comments on my 2nd issue. Does anyone else have anything to say over this one? Thanks.

Reply #4 Top

Thanks again for the instructions. What I am going to do is #1 although you don't recommend it. I think I have a copy Notepad++ somewhere to ease the editing. I'd make a backup copy of it in case something goes wrong. 

As for the Dodge, yes, I saw DODGE written on the screen. Now this has become an usual gameplay scenario, when a level 3 critter, a Mite, for instance, with "0" (zero) Dodge value, will completely and blatantly Dodge all attacks from a level 10+ Hero's attack who has over "80" in Accuracy and is not drunk. Later on, another creature of lower level as well, has the same 0 Dodge value and will cause the "Bash" or "Auto-Critical" attacks of most of the higher level attackers to miss. This problem in particular has became one of the most annoying issues I have experienced and wish mostly to get rid of.

Moreover, I can understand these types of games run on "roll-the-dice" variables not like your typical Warcraft game where your attack is guaranteed to be "X" - defender armor + accuracy - dodge. But whoever is running the innards of this one is definitely out of whack. 

 

Reply #6 Top

I also noticed, while in battle, that a unit with 0 in the attribute Dodge, had successfully dodged all attacks from all sources, spells, bow attack, mauls, backswings and sword slashes. This has happened more often than casual, enough for me to notice. NOTE: I don't know how attack variables are calculated, but seems logical that a high-accuracy unit would almost hit every time a unit with 0 Dodge. Especially when this particular unit has a lesser level than the attacker.
End of quote

The percent chance to hit with any given attack is

min(97, max((Attacker Accuracy) - (Defender Dodge), 3))

so a unit with 70 accuracy should successfully hit a 0-dodge target 7 out of 10 attacks, on average. However, it's a probabilistic function, so there's a slim chance that you could have a unit with zero dodge that dodges 100 attacks in succession, and you could have a unit with 100 dodge which never dodges anything. Note that there are certain items which increase dodge chances against ranged attacks only; these items increase the base dodge value by the amount listed in the item tooltip for hitchance calculations by ranged attacks. Note that spell resistance and spell mastery have the same type of interaction with one another as accuracy and dodge do.

Units with multiple attacks (which are most standard troops; their attack tooltip will list something like X-Y damage x # of figures in the unit during battle) appear to roll for hits until they fail, so with a 70 accuracy unit facing a 0 dodge target, you have a 70% chance of at least one hit, a 49% chance of at least two hits, a 34.3% chance of at least 3 hits, and so on. Please be aware that this portion could be incorrect; this is a feeling that I have on how the multiple attack system works, not anything that I can really back up right now. However, the other obvious alternative (3 independent attack rolls) is almost certainly incorrect, as at a 70% chance to hit that would result in an effective hit rate of 97.3% for at least X-Y damage, where X-Y is the damage range of the attacking unit.

Attack maximum damage is calculated as

(Defender Blunt Resistance as a decimal)*(Attacker Attack)*(Attacker Attack)/((Attacker Attack) + (Defender Defense)*(1 - Attacker Armor Penetration as a decimal))

for mundane attacks. The only units I can think of off the top of my head that have Blunt Resistance are the Banshee monsters and the Undead race female (Spirit) units. For magic damage (fire, lightning, cold, poison), the maximum damage is simply (attack value)*(100 - appropriate resistance)/100. In the absence of specific mechanics defining the minimum damage (e.g. a spell that does 5 to 15 damage), the minimum damage that an attack can deal is one-half of the maximum, and the actual damage dealt is a random number between the minimum and the maximum value.

Also be aware that there is a chance for any attack to score a 'blocked' or 'chink' hit. I don't the know causes of these or their chances of occurring, but 'blocked' hits deal no damage whatsoever, and 'chink' hits deal exactly one damage regardless of the nominal damage range. These hit types appear to be related to the defending unit's defense score (or, at any rate, I've never seen them occur on a unit with zero defense), but I cannot say much aside from that about them.

Reply #7 Top


Yeah the 'dodge' thing is a case of unbelievably rubbish luck. You always notice the failures. It was the same with City of Heroes when I was playing it, to the extent that despite the rolling system technically being fair over the long term, they added in a 'streakbreaker' mechanic under the guts of calculations to try and ensure that after three misses you'll get a roll that doesn't suck, while still balancing everything out over the long term (though obviously, a better roll still might not be enough when the enemy was rocking out with craptons of dodge defenses). Just because of how angry people get when they perceive that they're getting screwed.

I only use heroes specced into Commander, so accuracy is always through the roof. Now when THOSE guys miss, I get a dangerous eye twitch. Note that zero dodge does not mean the enemy is incapable of 'dodging'. It means you missed. The dodge stat basically just reduces your accuracy and any miss due to a failed accuracy roll is flagged as an enemy 'dodge'. Things can be even more noticeable with singular units, like heroes, as units with multiple men have too many chances to flat out miss everything when their accuracy is ok.

Reply #8 Top

I wish to add to the issue; I play Empire-only factions. The problem worsens when you cast "Blindness" on a target. Almost seems like the target gets an increase in Accuracy..... just try it for yourself and you will see.

Reply #9 Top

Quoting Darkstare, reply 8

I wish to add to the issue; I play Empire-only factions. The problem worsens when you cast "Blindness" on a target. Almost seems like the target gets an increase in Accuracy..... just try it for yourself and you will see.
End of Darkstare's quote

 

I only use Blind on targets like Juggernaughts otherwise I don't bother with it unless there's an Mass blindness spell out there.

 

So this is likely why I haven't noticed the problem you're noticing xD

Reply #10 Top

There are a couple or more issues that I've encountered that I want to add. I don't know if someone affiliated to the "bugs squashing" department can take note. Also I don't know if these issues I've been reporting are being of relevance and/or previously reported. Here I go:

  1. When "Wither" is cast on units that have "Dirge of Ceresa" applied, those units take additional damage. I don't know if this was intended.
  2. Sometimes, when you switch from "Trade" screen to "Shop" and the champion on the bottom had "shiny" armor fx, the "Shop Keeper" will appear with "shiny robes" as well.
  3. Ranged units controlled by the AI usually back up before firing. However, when they reach the edge of the battlefield, sometimes they will go into an invalid square preventing attacking units to reach them.
  4. Some spells/skills won't work on units at the edge of the screen. The message reported is "This ability/spell must target enemy units" when in fact an enemy unit is being targeted.

That's all I have for now.


Thanks for all your replies.