1.09s serious tactical bug that makes you win even impossible battles

I have won battles where strength proportion was 32:110 for enemy without loosing single unit. The reason is that there is a bug that AI chooses my unit to attack and NEVER changes its mind ... For instance, a wolf decides to attack my peasant and as long as my peasant lives wolf will try to kill it. Hence, it is enough that my weak units simply run around my strong units (preferable thug) that finishes them off without losing HP. I had a battle where 4 units of AI run after Janisk in circles whereas my thug was finishing them one by one. Destroys all pleasure from playing - after the first two rounds i always precisely know what AI will do. I have sometimes a unit having 1 hp staying beside three enemies and they still run after someone else ... it is also enough to have one unit with big armor to used up all action points of enemy and they i finish him up with stupid peasants, each 3 hp that are never attacked .... 

Another VERY SERIOUS bug is that when I have to cross one tile and then attack if i click to move and the click to attack i loose three points of action, whereas if i click on opponent directly i loose only one point of action (for both moving and attacking)

ridiculous level becomes truly ridiculous: wolf 140 hp - level 1 (sic!) in 35 season ??? I still kill them all, due to the bugs i mentioned above but this is really too much ... What's next - 1000000 hp ?? Battles are the first time boring in Elemental because all this running and moving of units causes a battle (which i know i will win for sure) to still take 15 min .... All this hp you have to destroy and your best unit's attack is 12 .... 

after buying/selling stuff or changing a person in market the screen is not refreshed automatically ... Furthermore, if i find 4 midnight stones which i later sell and then i find another stone it shows me that i have 4 stones on main screen. Same: i have one pork yet during tactical battle it is shown for every unit; if i want to use it by a unit that does not carry it, it disappears ... 

Still a bug: wrong numbers shown for damage

 

Direction the game is taking is good, but the bugs and crashes forces me to wait till 1.1 ... For now it is truly BETA BETA 

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Yeah, I have noticed the blind pursuit of a particular unit and confess to having abused it.  It has been around for the last several revisions at least.  With this version, I noticed a couple of units that reevaluate just before they would move to close combat - they do it to cast a spell before entering battle.

I question a few things, like why the AI feels like it must be the agressor.  The only exit that works should be the one behind your enemies which, even if you did not want to fight, would at least force you to close the distance and risk an engagement.  The AI also attempts to salvage champions that are wounded; expensive troops might also be worth the effort, though intelligent attack rotations would be the key.

I also feel like they need to give some more snare/slowing effects to regular units.  A few more things that you or the AI can do that don't use mana and increase interest would be nice.  Some variety in unit speed, a single-shot ranged attack, and other fairly typical wargamerish things would help give the tactical combat some depth.

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