[0.914][BUGz][CRASH] List of bugs

I encountered all of these bugs in one single game.

Elemental: Fallen Enchantress 0.913.002

-[UI] Edge Scroll Speed in the Game Options can only be adjusted in increments of 100, none of the settings match my taste for the scrolling speed. If set to 0, the screen won't scroll at all! I would suggest reducing this interval (say to increments of 25) and setting a minumum speed.
-[UI] Also on Edge Scroll Speed, the keyboard and mouse edge scroll speeds do not match.
-[UI] When constructing an improvement directly adjacent to a city, the city doesn't register that it is building the improvement until a turn later.
-[UI] D is the accelerator for the Unit Details screen. If I press D n times the Unit Details screen shows up, I will get the Unit Details screen after I close the screen n times
-[UI] The PgUp and PgDn accelerators to cycle through cities does not include cities I have captured from enemies
-[UI] Pioneers have an accelerator key B listed for Outpost. In fact, B never builds an outpost. It always tries to Settle

-[Guard]If an army/unit is already guarding and I left-click on the army/unit, it becomes available using the Tab key if it has movement remaining (or on the next turn), but the animation shows that the army/unit is still guarding

-[Movement] On some occasions (can't reproduce consistently), if I try to move a unit to a location too far away and a pathfinding path is created, then I end the turn with the Enter key, the unit auto-moves at the start of the next turn, preventing me from changing my mind. The usual behaviour I believe is to only do this if I end the turn when my army/unit still has moves and has a pathfinding path

-[Tactical] The unit in the screenshot below tried to throw daggers but there was up to a 10 sec delay. Notice also that the unit no longer has a health bar. The original unit was an army of 3 ruffians. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_1229.jpg

-[Tactical Music] On some occasions, the Battle1 music only the _FG music plays and not the _MG or _BG together with it, making it really boring
-[Tactical Music] If I click on a unit on the turn listing on the left to get to Unit Details, and then I close the listing, the strategic map music plays instead of going back to the tactial battle music.

-[Spells: Fireball] Cannot have any friendlies in the impact radius. In a big melee where units are everywhere, that makes the spell useless. Players should be able to decide whether the trade-off of hitting friendlies with Fireball is worth it.

-[Zone of Control] The zone of control polygon looks slightly odd where the lines cross over. I just built the outpost at the upper right. See screenshot. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_1234.jpg

-[Zone of Control] Another oddity with zone of control. As soon as I loaded this game. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_1821.jpg https://www.dropbox.com/s/0roxhx2yrb1pgz7/120505_1821.EleSav

-[Zone of Control] Left over zone of control. The city of Imperium was to the left. There was on outpost near this left over tile. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_2000.jpg

-[AI] The AI player has two champions in this city (one immobilised, I agree), but has not bothered to get this Abandoned Caravan. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_1239.jpg
-[AI] The AI player illegally built a city in the highlighted position. There are no tile yields at all where that city was build. The AI also seems to ignore the Obsidian Golem who is roaming around killing all sorts of things... http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_1852.jpg
-[AI] The AI player built an outpost on top of a Travellers' Camp. In any of the saved games linked, look to the SW of Magnar's Imperium.

-[Caravans] They were removed from the game in 0.85-0.86, but they still get created in certain situations. In this game, I have a trade treaty with Magnar. The Knights of Asok, destroyed a city of mine and a caravan appeared in the city's place. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_1847.jpg https://www.dropbox.com/s/svcxf0fp0eincig/120505_1847.EleSav
-[Caravans] Spotted another caravan. This time of Magnar's. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_1856.jpg

 

Also, I am not sure if these bugs still exist from Elemental: Fallen Enchantress 0.912.002

-[Spells] The spell Summon Shadow Warg costs 30 mana in both strategic play and tactical combat. However, if the spell is used during tactical combat, the shadow warg is lost at the end, whereas in strategic play the shadow warg remains permanently

-[Movement] On occasions where I right-click to move to a location at least more than one turn's movement away and may require some tricky pathfinding, a loud orchestral bass hit plays. I don't think this was intended.
-[Movement] Imagine I have an army adjacent to my city. I select only one unit in that army and then try to move (right-click) that unit into the city. The effect is that the unit separates from the army but does not actually move into the city. The UI actually misleads me because the city ends up being selected, but the unit remains on the same tile as the originating army.

-[Music] There main music completely stops playing when a city levels up after I close the popup. I have to trigger some new music before it will restart.

-[Treaties] In the dialogue screen with an AI I am at war with, if I repetitively click Treaties -> click Demand Surrender somewhere in the text, then click I'd like to talk about somethine else, and then keep repeating these steps over and over again, every now and again when I click the Demand Surrender or any of the Available treaties, the dialogue won't update at all. At other times, it will work correctly as intended.


8,803 views 11 replies
Reply #1 Top

Starting a second playthrough, these bugs so far and a crash.

Bugs
-[Tactical Combat] In this specific combat, the enemy unit Jesselde, has no weapon attack sound. She equips a Monks staff. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_2213.jpg
-[Strategic] Warlord Verga asked me to leave his zone of control. I ended up landing on a quest location but I cannot visit the location I am already standing on. That means I have to waste some movement to visit the location. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_2222.jpg
-[Life/Death Shards] I built this outpost right next to a Life Shard. In the same turn, the Life Shard converted into a Death Shard. I tried to click the build button after highlighting the shard but it didn't do anything until the next turn. Either the build button should be greyed out, or the conversion to Death Shard take place next turn. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_2236.jpg
-[Units] I fought "Nines" and she had 2 x Clan of the Crow in her army with atk/def of 0/0 and 20 hp. During tactical combat, the AI doesn't bother protecting them either (neither do they protect Pioneers). It is a free move to run away since the units defend automatically. http://i1063.photobucket.com/albums/t507/thoushaltnotdividebyzero/120505_2252.jpg
-[UI] I try to split and move a unit from my army at the same time by left-clicking the unit in the army and then right-clicking a destination too far for the number of moves of the unit to reach in one turn. What happens is that the unit separates from the army in the graphics, but the army box doesn't update immediately and the unit does not move. I have to re-select the single unit for the UI to display correctly.
-[UI] When two armies are on the same square that can be joined together without going over the army size limit, I cannot join the two armies together without wasting moves
-[Spells] Both Summon Shadow Warg and Summon Ice Elemental cost the same in strategic as well as tactical, but in tactical the summoned unit dies at the end of combat

The game then crashed after hitting the End Turn button. The only possibly unusual thing I was doing was that I had a Dog that was stopping one of Warlord Verga's units from taking some loot on the ground. However, I was enacting this block 3 turns ago.
What else happened was that the game did an autosave (attached). I could no longer reproduce the crash, so probably not helpful. Funnily enough, a .zip file didn't even get created in my C:\ProgramData\Stardock\Elemental - Fallen Enchantress directory.
https://www.dropbox.com/s/eqhwnkbt95nb93l/120505_AutoSave.EleSav

From Windows Event Viewer

Log Name:      Application
Source:        Application Error
Date:          5/05/2012 11:02:41 PM
Event ID:      1000
Task Category: (100)
Level:         Error
Keywords:      Classic
User:          N/A
Computer:      i7-2600
Description:
Faulting application name: FallenEnchantress.exe, version: 0.9.1.3, time stamp: 0x4fa2b3f2
Faulting module name: MSVCR80.dll, version: 8.0.50727.6195, time stamp: 0x4dcddbf3
Exception code: 0xc000000d
Fault offset: 0x00008aa0
Faulting process id: 0xe10
Faulting application start time: 0x01cd2ab75b8d5dd1
Faulting application path: D:\Games\FallenEnchantress\FallenEnchantress.exe
Faulting module path: C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a\MSVCR80.dll
Report Id: 985cefbc-96b2-11e1-90a5-1c6f65c2ff12
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
  <System>
    <Provider Name="Application Error" />
    <EventID Qualifiers="0">1000</EventID>
    <Level>2</Level>
    <Task>100</Task>
    <Keywords>0x80000000000000</Keywords>
    <TimeCreated SystemTime="2012-05-05T13:02:41.000000000Z" />
    <EventRecordID>45983</EventRecordID>
    <Channel>Application</Channel>
    <Computer>i7-2600</Computer>
    <Security />
  </System>
  <EventData>
    <Data>FallenEnchantress.exe</Data>
    <Data>0.9.1.3</Data>
    <Data>4fa2b3f2</Data>
    <Data>MSVCR80.dll</Data>
    <Data>8.0.50727.6195</Data>
    <Data>4dcddbf3</Data>
    <Data>c000000d</Data>
    <Data>00008aa0</Data>
    <Data>e10</Data>
    <Data>01cd2ab75b8d5dd1</Data>
    <Data>D:\Games\FallenEnchantress\FallenEnchantress.exe</Data>
    <Data>C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a\MSVCR80.dll</Data>
    <Data>985cefbc-96b2-11e1-90a5-1c6f65c2ff12</Data>
  </EventData>
</Event>
End of quote

After 1 extra turn, I save the game with my Oracle Ceresa's army right next to the corpse spider location and a pathfinding path onto it. When I load the game, I immediately get an Attack dialogue box. If I cancel this box, my army ends up on top of the corpse spider location. https://www.dropbox.com/s/tscs0eod65gis8f/120505_2a.EleSav

Reply #2 Top

Completed a second game. These further bugs:

-[AI] Warlord Verga tried to attack my city with two armies. I defeated the first army. When the next army tried to attack and I had the pop-up saying my settlement was under attack, I clicked OK and nothing happened. I should have gotten another tactical battle there.
-[Spells] The spell Tremor immobilises a strategic map army/unit for 2 turns. When I use this on the AI, at turn 0, the AI units all are immobilised for 2 turns. However, at turn 1, some of the units are immobilised for 0 turns, and the rest of the units are not immobilised anymore.
-[Spells/Arrows] During tactical combat, arrows and ranged spells with projectiles still sometimes comes from off-screen
-[Movement/Sound] If I load this saved game if I right-click on Warlord Verga's (AI) army with my Oracle Ceresa army, I get a very loud bass sound. This doesn't seem intended. https://www.dropbox.com/s/lc51xm9zowk09go/120507.EleSav

-[UI] In the Enchantment section of the Govern screen, clicking on the unit or the spell won't display a pop-up until I exit the Govern screen. Then I will get x popups for having clicked x times on one of them.
-[Strategic] I can right-click in the fog of war where an AI unit I am not at war with is to initiate a conversation with them. I managed to initiate a conversation even though I did not know that the AI was on that square.

Reply #3 Top

Pretty much all the bugs I have reported from 0.913 still exist in 0.914. Here are some more:

-[Strategic] Playing Kraxis: When a Pioneer settles, the rain and thunder sound plays erroneously. It seems the sound effects are reserved for the Sovereign founding the first settlement. However, even if the Sovereign founds the settlement, the rain and thunder sounds play for a certain number of turns before it stops.

 

-[Strategic] After loading a saved game (e.g. from this link), many of the locations I have discovered but are currently in the fog of war do not have graphics. However, I can still find them blindly by hovering my mouse over their locations. I can even select them by left-clicking on them.
-[Tile Animation] There is a cliff tile animation with a flickering square animation, made worse when you move the strategic view screen around with dragging the clicked left mouse button. You can find it just below my army of scouts in this saved game (e.g. from this link).

https://www.dropbox.com/s/irvw45tym63dpq3/120512_1839.EleSav

 

Reply #4 Top

I thought all tactical summons are expelled at the end of combat.  It happens to fire and earth and ice elementals.  If this isn't how it is supposed to happen, then all summon spells are bugged in the way you describe the warg spell.

Reply #5 Top

Quoting StillSingle, reply 4
I thought all tactical summons are expelled at the end of combat.  It happens to fire and earth and ice elementals.  If this isn't how it is supposed to happen, then all summon spells are bugged in the way you describe the warg spell.
End of StillSingle's quote

I think his point is that the mana cost is the same.  Tactical summons should be expelled at the end of combat, but maybe permanent summons should cost more mana.

Reply #6 Top

Quoting BrianLightfoot, reply 5

Quoting StillSingle, reply 4I thought all tactical summons are expelled at the end of combat.  It happens to fire and earth and ice elementals.  If this isn't how it is supposed to happen, then all summon spells are bugged in the way you describe the warg spell.

I think his point is that the mana cost is the same.  Tactical summons should be expelled at the end of combat, but maybe permanent summons should cost more mana.
End of BrianLightfoot's quote
Correct. If this behaviour is intended, the further question is then: is it intended to have two wargs in combat, one strategic and one tactical? You can only have one strategic summon of a type at one time.

Reply #7 Top

I wonder about this from the AI point of view.  I like the balance, strategic summons can level and are more efficient over time (assuming you use them in battle), while tactically they add firepower without losing an army slot.

But the fact that you can double them up seems slightly overpowered if the AI won't use it this way...and I am doubting they do.

Besides that, it just seems strange that you are limited to a single summons...unless there is a fight going on.  I think I rather have it all or none, if you want to spend the mana on an elemental army...is that overpowered? (seriously, is it?  I'm tired I might be missing an exploit).  Else if you are limited to one, then limit it to one.  You have to balance whether you lug the guy around and train him or essentially use him as a summonable DoT.

Reply #8 Top

Regarding the summons... while they do start at the same cost, you can reduce tactical spell cost quite a bit with a combination of items/enchantment/traits. So it's really not that big of a deal except right at the beginning.

Reply #9 Top

Then can a case be made that tactical summons actually cost more mana? Tactical summons can be re-summoned when they are killed, making them invincible fodder so long as the champion/sovereign isn't killed. Strategic summons occupy one army slot until killed.

Reply #10 Top

The thing is, by the time they are cheaper do they still not start at the same level.  You'd have to have a dedicated summoner to make summons that are of a decent level.

Reply #11 Top

summons increase in level based on the number of shards of a certain type.    The further into the game, the higher level the summons, without taking the summoner ability.

Also, I believe (but have not checked) that strategic summons are limited to 1 per spellcaster able to cast the spell.  If you look at the enchantment slots, the summon is bound to the champion able to cast teh summon.  Cloud walk is similar, only a lvl 4 air mage can cast, and if you have 2 air mage 4s, you get to pick which one is casting.