My notes of bugs after my first game. Also have some more balance /polish stuff towards the end.
Edit: Added more bugs etc 8/21 at the end after another 3 or so games.
Edit 2: another few added 8/24
Bigger bugs:
--Had an infinite looping animating in tactical battle on an air elemental death by a spear troop(would show the hit damage and keep dying, even in the auto turn)
--A crash or two, windows problem reporting was on, so SD should have those logs.
Smaller bugs:
--A lot of text ends up corrupted if foreign language support is on for windows (ie for Japanese, I ended up with a lot of characters in it within description and quest texts). Only a few games I play has this happen, so I know its avoidable.
--Some text formatting issues in empire description (may be related to above; had a line break in Yithril's description in the last line)
--Log entry on auto resolve: "Grave Elemental healed 1.000000 for killing Troll.Troll falls." (oddly formatted number, no space after period)
--Units often go into death animation from counter strike before counterstrike animation occurs.
--Texture flickering on empire trees (and some other places, trees most noticeable -- Nvidia card)
--Death mage pop up tooltip states that it gives spells like contagion and drain life, the lower tooltip states it gives antipathy and drain life. (inconsistent)
--Titan's Breath and Drain Life take significant time for the spell effect to occur (10+ seconds after animation, makes for a long turn)
-- Music stops after alt tabbing sometimes.
--Black screen after alt tab to second monitor when I had a pop up on main screen.
--Had a trade offer of 25 magic knowledge for 25 magic knowledge.
--Hiergamenon seems out of date for the faction descriptions. They didn't list things like special units/ armor/ etc.
--Ceresa's mirror elemental doesn't seem to mirror quite right - set one up to take a crushing blow on purpose to reflect it, took 54 damage, reflected only 3 back.
--Wildland Titans that are freed (ie, kiting Torax and checking out the library finishes the wildland, and sets Torax free to roam) -- they get to use player roads for increased speed, which is bad in all sorts of ways, and doesn't make much sense.
--AI not picking up goodie huts very well?
--AI not getting cities attacked as much by roaming monsters? I had a few Paradin cities with stacks of ophidians or spiders or bears around them, those cities were in place forever, as soon as I took the cities, ophidians attacked a couple turns later, razing 3-4 cities. It wasn't a bother, as I wanted to raze them rather than allow recapture, but it felt like the animals should have attacked Paradin in the first place. Could be that Paradin was keeping a big garrison, or its just player perception, but it did seem odd (I know it keeps getting checked . .)
Tweaks/ additions:
-- Seeing build times for altars and mines that are built on world resources from there, without having to click back on the home city to see what the time is now that its in the quene.
--Please let us see more of the map / more city details when choosing our city specialization. I can't remember all my cities specifically, especially once I start capturing new ones.
--On the new item found trade/ equip screen, a preview of what (if anything) is currently equipped on that slot would be great and save clicks.
--When I get a new item and auto next unit is on, waiting for me to pick what to do with the new item before snapping to the next unit would be nice.
--When choosing perks for new levels, being able to preview spells from that level up screen is important. I don't know if I want rank 3 death or water just from reading the name of a spell, and I can't open the Hiergamenon until I finish picking.
--Dim world music by 50% or so once when the cutscenes for a wildland pops up, or the fanfare music is lost in the normal game music.
--Having somewhere (Hiregemon?) that would tell me again what my faction perks are and exactly what techs I need to unlock said special perks would be nice.
--Tweak tactical camera: smoother panning of action and not snapping from targets so much if possible. Please?
Balance (mostly on Ceresa faction)
-- Dirge and wail are both super powerful still. AI never did seem to be able to make more spell resistant units to handle it. Wail might need looking at since Dirge is pretty end game and probably should be OP.
--The earth shard elemental feels a bit OP early on compared to the others. I think their starting level is based on Ceresa's summoning perks? But I didn't realize that for quite a bit, thinking it would be based on the shard building level. Might want to note that somewhere.
--General: faction surrender sometimes a bit too easy. If they have a huge stack next to 2 undefended cities, the AI probably shouldn't accept surrender, and instead insist on a non agg.
--Gold income still seemed high. Might have been due to mostly 0 upkeep on lots of Ceresa units, but had no tax for most of game, and about +40 gildar per turn by mid/ late game. Better than before but still.
Hope it helps, and will add more to later posts if I find good ones.
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Edit: 8/21 new items noticed:
Bugs:
--Issues with borders on the cloth map: city ZOC borders (especially at corners) tend to tear / form wedges of color on the cloth map when zooming in and out. Sometimes can create a line diagonally across entire cloth map.
--Legacy units from previous builds that are user created can appear without head/ gear sometimes.
--Had a humble inn that never had the quest pop up when it was stepped on.
--Didn't get any reward at end of Diseased Livestock quest line (had a popup mentioning that I was searching for a reward, but nothing was received).
--Had a loot popup during a tactical battle when attacked 2x in a row by monsters.
--Typo on ice staff - last line "but because THE keep the wielder cool) -typo capitalized for clarity
--Haste description rollover in tac battle "The unit is 14 to initiative" - lost the + sign
--Ctrl+N can cause crashes when used at odd times - ie using it while a tac battle is auto resolving.
--Several end of turn lockups, but nothing I could reliably recreate, still mentioning them for what little its worth.
--Upgrade weaponry () once happened - couldn't actually upgrade
--Poison applied even when blow is dodged (seen this noted elsewhere)
--Burning battle axe had no burning effect applied
Polish, questionable bugs, etc:
--"Demand Tribute" treaty is awkwardly named since I receive it when the AI is offering tribute, not demanding it.
--Mantle of fire can cause critical hits on enemies, which seems odd.
--Custom units using upgradable items can end up having a lot of oddities - equipment not showing up, choosing different items depending on what order each item is clicked. I think this is due to encumbrance limits, but it doesn't appear on the unit creation screen, making it quite confusing.
--Surrendered faction leaders are only using some of the equipment they have in their inventory (ie not using mounts even if in inventory, or shields, etc)
--Champions that are discovered should have a permanent marker on the cloth map (can be hard to re-find, especially if playing a champ oriented faction like Altar)
--Difficult to know which cities are getting negative enchantments applied to them. They don't seem to show up in either the city overview or enchantment screen for fast review of where I should disenchant, or give me a popup when they are cast - very difficult to see with auto next unit/turn as per default settings.
--Cities that have upgradable shrines or mines tied to them by an outpost should show an upgrade is available in the city build screen. Easy to lose out on these upgrades without realizing it.
--Unloading more units from a city than can fit in an army group leads to some odd logic on what goes into the group. IE often the champion gets left out, rather than normal militia units.
--Irane with only leather greaves on (and default top etc) leaves her looking a bit . .naked around the midsection, or like she only has pantyhose on.
A few AI oddities:
--AI building large group pioneer stacks, instead of 3 groups
--AI loves berserk in tactical battles, but I've never seen the berserked unit attack. It seems to hang back just taking damage. AI also casts it on units that are at very low health and about to die, killing their own champ (which might be why the unit hangs back).
--Burning blade cast too often (an entire army vs 1 wildling archer doesn't need a burning blade to be cast)
--Tac battle casting can be odd if auto turn is activated in the middle of a battle. IE starting to cast buffs when there's only a few units to mop up.
Again, its a mix of things, nothing terrible or game sunderingly bad, but hope it helps to squash them.
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Edit 2: 8/24
More minor bugs:
--Some SFX within tactical battles are very loud (ie gift of iron and stoneskin) almost as if the camera was fully zoomed in, when its fully out.
--B key as auto settle is still active within tactical battles (and tells me to build where there is grain)
--Units under tremor spell can still dodge (despite spell description)
--Short Spear from Kraxis causes attacking units to recoil, as if hit by a counterattack. Not sure if winged spear, etc has the same issue.
--Running in place on world map (seems to occur when pathed to move to a spot over a turn away, with multiple stacks in the way or when suddenly blocked)
--Asog wildland refused to complete, despite all units killed and 100% explored.
--Popup of only champs can explore quests occurring when a champ unit passes over a quest location when pathed to move beyond it (an oldie that's been around for a bit)
Other things:
--Sacrificial dagger blade in the actual battle/ equipped view - looks like the blade is missing, but it might be planned that way.
--AI cast protection from fire against units that had 0 fire attack.
--Might be nice if units that are using a touch attack auto moved next to the unit that are being targeted with it, like a normal attack to save a click.
--The spell/ action icons are difficult to use when in large battles, where it seems that the UI likes to pull up rollovers of the underlying unit more than the overlying spell/action.
--Speaking of which, it might be nice to delete redundant spell icons for polish (ie if I have both an inherent blindness spell and a blindness cape, it gives me the icon twice)
--Kraxis' special city loyalty spell needs to have the amount of prestige needed listed in the spellbook. I didn't see it anywhere, so had no idea how far I was from being able to cast it.
So a few more, nothing huge, but little things that polishing it up would be great. I think the loud spells is the most annoying one to me when I play.