List of bugs, and a fewquestions

i've tried to check that most of these aren't mentioned already, but honestly, my browser hates this website, which makes it quite difficult, i gave up

latest version, the 1.05.016 or something like that

Units with items that grant bonuses to move, will loose those bonuses if you save and then reload if they haven't yet moved more than the bonus. in other words a journey man cape and travellor boots that doesnt move 2 before saving/reloading is loosing 2 moves. a problem given how often this game crashes and therefore how vital it is to save often

quests are spawning their targets in enemy territory rendering the quest virtually uncompleteable. the wild goose chase compass quest is one, and the escort to estate being another.

destinations for quests are not always pointed out. forcing you to scour the map for them.

points of interest are spawning ontop of eachother. a level 2 dungeon on top of a level 3, a level 2 ontop of a gold mine so you can't tell its there.

in some cases the destination for a quest doesn't appear to be spawning at all, however with it failing to point out the location and the possibility of it being buried under another object, i can't be certain.

caravans don't show up on the side bar, making it very easy to forget to move them. difficult to hunt them down to move them.

a goody hut rewards a map to a lost settlement, this does absolutely nothing that i can see.

dungeons aren't removing correctly on completion. infact, completing one dungeon sometimes causes an ajacent dungeon to either become disabled, or vanish, leaving the one you completed inplace but disabled

when completing dungeons, the fields of view of the unit is zero'd until they move. very frustrating if there was a monster or something nerby and you can't quite remember where.

the mouse can go haywire when targeting hill/mountain sides. while very clearly selecting the goodyhut on the slope(the tool tip comes up), the character will on occasion be directed in a completely opposite direction.

pathfinding often fails to find the shortest route, going through terrain which requires two moves, instead of around, not traveling through town, which sometimes results in travel taking 2 turns instead of 1 move.

unable to talk to heroes without any indication as to why. my first guess is not enough money, but behavior persisted with over 3500 cash on hand.

prestige from hirelings not being added to town even when said unit is in town for a full turn(playing as nation that had +1 already, hirelings added nothing)

there needs to be a way to specifiy the target of a spell in a stack, specificly imbueing seems to pick for you.

when arming a weapon in the equipment screen, the text is black, the background dark brown, this makes it very difficult to read the already tiny writing to find out the attack and combat speed modifiers, etc.

since the patch, there seem to be very few champions in the game, there also seems to be a suspiciously large number of monsters with some damage to them. this leads me to believe either the animals are too aggressive or the champions suicidal. i needed level 2 heroes to get even one and i know the AI's weren't hogging them all, makes marriage difficult, since the majority of champions seem to be dudes. i feel like i will have to start playing as a female. i don't mind the increased monsters or general increase in difficulty they brought, but the lack of champions is a problem.

the book popup at the start of random maps is pointless.

renaming should have a one click delete, or a clear button.  when the default is supercalifrigalisticexpealidotious, its a little tedius to delete one character at a time.

there is a lack of consistency in starting locations. random is okay, but completely random leads to some very unfun situations. in a recent game i had 3 towns and knew most of the map with the exploration level 3, no iron, and no materials beyond the workshops. made it a little difficult to recruit useful troops. in that same game i had a ridiculous 8 shards. and with my next town, would have had 12. i've had maps spawn with nothing more than a fertile field as far as the eye could see, others have had hordes of goody huts, and others spawn me ontop of a mass of gold mines or lost libraries, making the game something of a cake walk. a little consistency is needed.

you can give an order to build on an object outside your towns influence, like a gold mine for example. it subtracts the resources, shows as being under construction, but then the next turn is clear.

mouse cursor not always changing. its very annoying to try and level up with the combat move icon, for example.

the 'clank' noise that is used for button presses is kinda shrill and grating, to the point that my sound is disabled. any chance you could tone that down, replace it.

the in game manual is almost completely usesless. the pdf that came with my download is worse than useless, being wrong in several places. while the tutorial might help some,  i'm not going to play an hour long tutorial to get an answer to a couple of simple question, especially on things i may have to look up again later. it really needs an update to be useful and informative. and could stand a reorganization as well as a search option. there are for example, no entries for squad, or caravan.

why can't you look at the tech tree before you have research points. its kinda annoying. it would be nice to set all that up at the start of the game, especially since since it seems like you loose that first point of research(hire a researcher, its the next turn before you get the popup to select anything, but he should be generating a point that turn)

i don't believe formations, multiple troops in a single unit, are working as intended, or else i am missing the point. yeah they do more damage, but they die just as easily, and once a member dies, there doesn't seem to be a way to retrain them, heal them back to full capacity. i wait 4 times as long for a 4 man troop, in the first battle 3 die, and thats it, i've got a one man troop now.. i'm reading a post that says it might be a bug when stationed in a city that prevents regrowing, but i'm not seeing them heal anywhere in my cities influence. the turn after the battle that killed them, they permenantly drop to in size. (ugh, healing outside the city... would take forever.)

please stop resetting my options with the patches.

10,270 views 8 replies
Reply #1 Top

often the choice to choose another tech is either not showing up, resulting in a default to civilization, or loading and immediately closing. it seems to happen most, but not neccessarily always, when other windows pop up before this one. things like you've built a caravan, spell research complete, battle and level up, etc.

certain cities do not show as building anything despite the fact they are building, it is most often, but not always, the capital, and most often when building things like gold mines or farms, etc. on resources. this is very confusing and frustating.

There is far too much flavor and not enough substance to the game, specificly technology descriptions, resource descriptions. like it might be nice to know this farm gives 6 while this farm only gives 4. and when a rival nations says "you will want to trade your 1st born when you hear about my breakthrough", i'm left scratching my head as to what the heck this has to do with anything or what my responses will do.

maggies key stays in inventory after completing the quest.

no up or down scroll on the unit/settlement list to the left, so when it gets to long you are tuff out of luck. this is made worse by the fact that a settlement will be skipped if it is building either a troop or a building, this is especially odd since there is one on the right for when you recieve too many messages

seriously, somewhere should be a settlement list and unit list, as in the total war series. if its there now i can't find it and as it stands, the user interface is insufficient and cumbersome for even moderately sized empires

there needs to be an indicator that a unit has a destination, and more over, a way to immediately advance to that destination. specificly caravans. trying to move them is a ripe pain, you don't neccessarily know where you are sending them when you first create them, they have to travel long distances, and they don't show up with the other units. and as it stands now, if you gave them a destination, you don't know until you scour likely targets for the  'x'

dungeons which occupy a tile where a resource is, prevent you from upgrading that resource. this can be a problem when the dungeon is way above your skill level, or more likely, when you have completed the dungeon, but it refuses to delete itself. either prevent overlapping of this fashion, or provide a means to scroll through all occupents. or you know, fix the dungeons

since the latest patch, the 1.6 according to impulse, my spells are missing constantly, its ridiculous, i can go 4-5 spells in a row without a hit. this is even against level 1 creatures which occassionaly show up mid game, and even with my character with high intellegence(which i mention because it says intellegence equals effectiveness, i have no idea if that means chance to hit as well)

while the first "quest" tech has never resulted in more than one or two new dungeons, since the patch the next two levels are also incredibly sparce. i mention this because there is nothing in the patch about it and it really seems empty now.my current one i've got 2 level 3s and one level 4 and thats it.

when a city levels, information needs to be provided on that city. what do you want to specialize in? how the heck should i know, i have 8 cities, i don't keep track whats in each one. i don't see any buttons or options to show me the contents or production, or more importantly, resources i haven't tapped into yet that amy also factor into my decision. and i don't see a way to cancel and do it later after i've evaluated the city.

was told i found a patchwork breast plate in a pile of loot, what i actually got was an ordinary robe

the moon stone/forger quest isn't coming up for me anymore, leaving me with quite a few very useless moonstones. is there some other way to use these aside from the pathetic and laughable 25 bucks you get from a merchant.

 

 

Reply #2 Top

Pretty good list, I'd add, that I have no clue how notable location level (NLL) works.  I research techs from the adventure line that seem to not ever affect it.  Once I had lvl 2 and lvl 3 locations around.  Research.  Now the lvl 2 places show 2/2 and I can hit them, and the lvl 3 places show 3/1 and I'm like, WTF is going on here.  Even if I do not research the techs that bump up locations they bump up anyways.  Like, I usually just ramp up the branch that reveals resources.  I guess AIs can cause global inflation, so to speak, but then I have a hell of a time getting my NLL up to match, and the tech descriptions for kingdom say NOTHING about NLL (some do for empire, I noticed).

i don't believe formations, multiple troops in a single unit, are working as intended, or else i am missing the point. yeah they do more damage, but they die just as easily, and once a member dies, there doesn't seem to be a way to retrain them, heal them back to full capacity. i wait 4 times as long for a 4 man troop, in the first battle 3 die, and thats it, i've got a one man troop now.. i'm reading a post that says it might be a bug when stationed in a city that prevents regrowing, but i'm not seeing them heal anywhere in my cities influence. the turn after the battle that killed them, they permenantly drop to in size. (ugh, healing outside the city... would take forever.)
End of quote

I use a lot of parties and squads and mine heal just fine.  I do two things.

For one, I research advanced equpiment and all my solders have a medkit, which boosts health AND regen (the +5 health doubles their health, making them even sicker than usual).  So my monkies heal even when moving around outside my influence (regen bonus) and they heal extra fast when parked in my influence.  (I give my sov or children leading armies ONE kit too (I don't exploit the idiocy of unlimited rings/kits/etc)). 

Secondly, I usually have 1 uber squad (party) defending each city (or nothing if it's way behind my "lines"), and then a few squads with my sov.  As my sov's army gets beat up, I swap them out with town garrisons.  They never fail to heal and return to full strength this way and do so pretty quickly (medkit helps).  I keep my sov well armored and health beefed up so he doesn't accidentally die while auto-ing battles featuring death squads.  He mostly just teleports around to put the smack down or replenish his army.

please stop resetting my options with the patches.
End of quote

I put this in the suggest forum recently because it is exceptionally annoying.

Reply #3 Top

normally i'd wait till i had a little more to do another update, but this one really, really needs addressing. he destroyed my mine with a caravan! seriously, i went to war with kraxis(?) and after taking several cities, was informed some structures were burning, he destroyed 2... with caravans. i don't even think it was intentional, just them traveling their trade routes and 'poof', destroyed. what the heck? there was nothing there but the caravans, it had to be them.

there are just way, way,way too many mana crystals, the fire, air ,water ,earth ones. getting one of each hasn't been difficult in a single game i have played so far, the challenge would be not getting one of each. currently i have 1 air, 6 earth, 5 fire, and 3 water, and thats not counting the 6 or 7 i haven't bothered to build because they cost 100 a pop and in my current game  gold is ridiculously scarce, and the 2 i can't build on because of the phantom dungeons that prevent me from selecting them, or the two others i could easily get with additional cities i just don't feel like building, or the several i got after conquering kraxis. its just insane.(btw, i have 3 other air, but as i rarely use air magic in my current game, i have focused on the others, even though i know the boost-thing is broken.)

I conquered 3 kraxis cities, one had no food and was building a +25 percent farm booster, one had a potential of 275 population, of which they only had 100 and one 1 prestige, so naturally, they were building another house. most of their mana nodes were upgraded, yet there were little to no gold, or research structures, or material structures. i am at a loss as to how they survived that long agaisnst the roving monsters, ofcourse they were no match for me.

a message log is needed in this game, specificly for the pop ups, i have had turns were i am bombarded with 5 or 6 things, including battles that then spawn level up messages, by the time i get done, sometimes i have forgotten exactly what the first ones said, yet there are a few messages where there is no ability to immediately respond to them, and they don't leave a message icon on the right like others do, so i can get the details later when i am actually in a position to do something about it.

to clarify, you need a settlement/unit list like total war to address the problems of the existing list, which won't be corrected even with the addition of a scroll bar. those are:

there is no way to isolate just the units, speciifly prominent units, and no way to tell at a glance who is in a city, only that some one is, making finding prominent characters, champions, more of a pain than it should be

you should be able to tell, for larger empires, at a glance, what cities are building, not simply that they are building something, and with the way idle cities are reported, you can easily mistake cities which are just begining to construct something, since the only real indicator is the progress bars.

to voqar: its being reported that units which have suffered damage will resize on a reload. so if 2 of your 4 archers died and you crash before they are fully healed, you now have 2 archers, they will never recover to 4. since i constantly crash or am forced to restart from lag, it basically means my formations will die slow deaths, if this is true that is, but regardless, something is causing them to shrink over time.

Reply #4 Top

We assume you have updated to 1.06?

Reply #5 Top

to voqar: its being reported that units which have suffered damage will resize on a reload. so if 2 of your 4 archers died and you crash before they are fully healed, you now have 2 archers, they will never recover to 4. since i constantly crash or am forced to restart from lag, it basically means my formations will die slow deaths, if this is true that is, but regardless, something is causing them to shrink over time.

 

I'm getting this as well.  Really annoying when you have something expensive like drath, or sovereign forbid, dragons and you have 6/8 before the crash and the unit is reduced to a single on load.  This is the single most game breaking bug at the moment IMO.

Reply #6 Top

yes i am now using the 1.6, it says so in the 2nd message, albeit buried about 8 points in, where i talk about spells constantly missing since the patch. my apologies, i'll make it more prominent in future posts.

edit:

just found out you can infact scroll the settlement/unit lists using the mouse wheel. there is no scroll bar there, but it does infact scroll. mildly helpful

and as long as i am here

casting is quite tedious if you have a few spell casters with a bit of mana. it would be nice if you atleast allowed for hot keys, like monster powers, so that it wasn't always book, spell, target, wait for animation that got tired the first time i saw it, repeat. considering i find myself, as i am sure most do, casting the same spell over and over again, since its usually my best. at the very least, a repeat last spell button would be nice for the tactical combat.

it would be nice to have an indicator to quickly see which towns have free caravan spots,

it would be extremely nice to cycle untapped resources. trying to hunt them down in the clutter gets tiring. especially since the popup to tell me late game resources are found is rather hit and miss, usually miss

selecting the demolish building button causes the mouse to quit showing popups, which is kinda nirratating when you are trying to figure out which building it is you want to demolish, and more importantly, be sure the computer agrees with you as to the location of your mouse

i'm being told i can't demolish the building because it would leave the city uncontingous, but i'd have to demolish it before i could build anything to make it contiguous....

which brings up another point. i'm getting some really weird buildable locations, making my cities take very strange shapes. the only explanations i can think of, is there something there but hidden, or are my cities so close together that its confusing the computer, as the most problematic cities were built close together(not always by me) and late in the game when large cities had pushed towards them.

Reply #7 Top

version 1.6, the latest as of 8-29

another small one, because i am unlikely to play again until some really, really annoying things are patched first. my patience, and tolerance are exhausted.

a scenic veiw, within the borders of recently conquered town, shows as still being owned by the nation i took the town from. it may, hard to say, be given me the diplomatic points though

defeated nations still show up. for example in my relations, they still note "war" despite being defeated.

it would be nice instead of giving an arbitrary age of a child, you also gave a number of turns until they mature

it would be nice if information on newly acquired spell books was given, what spells they granted, or will grant at a later level

ice lords regenerate mana in combat... they have neither spells nor powers to draw on this mana.

champions are unable to buy certain items, i.e. it doesn't show up in the shop. buying it with another unit and trading it, it will not even show up in their equipment list, just the trade window. no explanation is given as to why they can't use the item, or who can.

weapons which require two hands don't always report this fact.

it would be nice if champions reported their hiring cost somewhere prior to running them down to hire them, but at the very least, when you have gone to the trouble to run them down, for crying out loud, you should atleast then tell me how much they need, a stupid little conversation bubble with a x through it doesn't help. i know i've sorta brought this up before.

summoning spells need descriptions on the creatures they allow you to summon. its irratating to waste the research to get a spell, then the mana, only to find the creature is absolutely useless. yeah after playing the game awhile i will know whats what anyway, but in the time being its more irritation on an already frustrating game

moving into enemy territory, without war being decalred, negates any tile activity. for example, a monster on a goody hut, there won't be a battle, nore will the goody hut be activated

tactical battles need quick moves.

dungeons are horribly inconsist in their monsters. a level 3 dungeon that spawns blackwidows and what not, slaughters my guys, but a level 5 spawns a handful of jokers who couldn't hit me in a dozen attacks, same gear and abilities for each dungeon. worse was after this spider massacre, i got nervous and built huge dungeon crawling parties only to find most of them had absolutely no monsters, really a let down.

Reply #8 Top

Heya

 

I am at a loss to understand why the armies and population of the Kraxis Empire ( NPC AI ) in my current game are still holding out for their payroll to arrive when the Empire is listed as being at -32500 Gildar...

 

I thought it odd that the Empire could hit -13000 Gildar when I first noticed this, surely some units would rebel when after 100 turns their promised Gildar still hadn't shown up, but to find that said Empire could hit -32000+ Gildar and still not have a rebellion on its hands leaves me wondering what the lower bound is...

Or even if there is one...

( Current Gildar status via the Trade choice in the Diplomacy interface )

 

 

I also find the inability to target the Imbue spell annoying.  More so as I cast it once and none of the units in the stack actually became imbued, yet I still lost Essence.

While there is a workaround involving moving the unit I want imbued off on its own until after the spell is cast, it still bugs me...