[BUG .915] Random Minor Bugs

This is the easy yet boring stuff, eh guys?  But so worth it to squash them bugs. :D  Please forgive any repeats.

 

*Quest mob left his spawn spot (on a second-level quest to kill a troll) so I ran it down, slew it and got no credit.  Then I moved onto his original spawn spot, received the quest credit without having to return to the inn, and had a tough random encounter (of a mix of mobs, with no trolls) that had nothing to do with the quest as far as I could see.  Is this on purpose, to maybe ensure more fights?  I certainly didn't expect a random fight on the same tile after completion (and it didn't seem to be the quest giver trying to take back his sword).

 

*A section of land showed good to settle on when I was exploring with my leader, but about 10 turns later when my pioneer got there, the food/production icons for the area had poofed--nothing else that I could see had changed, other than my leader had left the area and the fog of war had hidden it for a bit.

 

*Mana cost for casting Inspiration and Enchanted Hammers seems to be twice what is listed on the tooltips.

 

*The +2 mana per turn for the Attunement trait might not work.  I showed 4 mana total with 2 in use (for the above mentioned spell maintenance), yet I never gained more mana even though the tooltip showed I should be gaining 2 per turn.

 

*Ran into the severe graphics lag on the tactical map (oh how I remember that nastiness from E:WoM!), even though my system far exceeds any requirements (quad core with 8 gigs of memory and an nVidia 570).  I remember hearing it was from a memory leak, but how can it run through almost 8 gigs of memory?

8,842 views 13 replies
Reply #1 Top

hi there.

I would just want to say something about your bugs:

1st: I think you should explain this further, like what quest it was, a possible autosave at some point would be extremely helpfull if you run into this bug again, a picture meaby? what do I know, all the info possible, there are alot of quests and alot of things can go wrong to give you a random combat :) So remember as many details as possible.

2nd: Might be the AI have built a city too close to that particular spot, cities can only be built within 8 tiles of eachother (this is subject to possible change)

3rd: Huh? needs testing, havent noticed this myself, always worked flawlessly... when I think about it, twice 20 is 40, and thats what I start with, so I never met this problem.

4th: Same as third, Attunement works perfectly for me, try seeing if this is reproducible by a save-game, then if it is, upload the save-game.

If possible, remember to give as much info as possible ;) (I too want all the bugs to go poof :D)
Thank you for taking the time to write these!

If you need help with how to properly upload stuff, heres a link that might help " www.Dropbox.com ", if you need further help please ask.
Note: I am not an official stardock member ;)

 

Edit: Just noticed this: https://forums.elementalgame.com/426411 Will go test it out for a little while

Sincerely
~ Kongdej

 

Reply #2 Top

I am sorry, was just in testing, and it seems ALL mana expending is doubled, all spells drain double the mana should, both on casts and on upkeep, think they messed something up in the streaming :)

Sincerely
~ Kongdej

Reply #3 Top

Looks like the act of streaming without issuing a new patch is fraught with complications then. ;-)

Reply #4 Top


That quest mentioned I believe to be the first level 'Go kill the ogre quest' each time I get this quest I kill the ogre and finish the quest by searching his tile where I get the reward of a sword and then immediately get kicked into combat with a party of dark mage/undead/hunter types

Reply #5 Top

It's the broadsword quest. it states that the hunter does not have the money but you take the sword instead. I think what they miss telling us is that the hunter doesn't like that and attacks or something.

Reply #6 Top

Some more quickies:

 

*Road pathing--sometimes the travelling group goes offroad and loses movement when there's an obvious road/path to the destination, so this causes players to have to micromanage movement to get the results they want (which is probably not a good thing).  I haven't really figured out when my guys will faithfully follow the road, and when they decide to get sidetracked--sorry I can't be of more help.

 

*There's a staff that's supposed to give +1 mana per turn, and I saw no such evidence (from equipping/unequipping) that it had any positive influence on my painfully small amount of mana (versus how much I'd need as a caster to not be dead weight).

 

*Speaking of terrible mana problems, my main group had been sitting in a city (not fighting) and I had plenty of mana, yet when I reloaded to continue playing the next day, I was baffled to see I had -4 mana, and I could see no reason for this huge drop (other than data being lost on a reload?).  Not sure how I could possibly recreate this bug or track it.

 

*If not already on your must-do list, I recommend alphabetizing all Hiergamenon entries (once it's completed).

 

*When killing a caravan (I know, I'm a bastage), you don't show losing that move, even though you do, so your group can end up looking like you have a movement points left, when you cannot move any more.

 

*On the "collect 2 dragon eyes" quest (which really isn't difficult to research up to), I suggest toning down the freeriders camp a bit if you want anyone to succeed around the level they can go on the quest (that fight in a normal difficulty game spawned 9 huge groups of better equipped guys and very easily handled the best I had).

 

Cheers.  I hope the devs keep at it until it becomes the enduring and endearing classic it can be.

Reply #7 Top

Quoting Gorde, reply 6


*Road pathing--sometimes the travelling group goes offroad and loses movement when there's an obvious road/path to the destination, so this causes players to have to micromanage movement to get the results they want (which is probably not a good thing).  I haven't really figured out when my guys will faithfully follow the road, and when they decide to get sidetracked--sorry I can't be of more help.
End of Gorde's quote

I found a specific repeatable example of this pathing issue.  If you try sending a unit down a road next to an outpost without a road, it will leave the road to visit the outpost.  As a gamer, I don't care if they have mistresses there, or the ale is the best around, I told them to go down the road, and I expect them to follow my orders. ;)  And a player shouldn't have to micromanage their movement to make units stick to the road (rather, they need to manage it to make them leave the road).

Reply #8 Top

Quoting Gorde, reply 6

*On the "collect 2 dragon eyes" quest (which really isn't difficult to research up to), I suggest toning down the freeriders camp a bit if you want anyone to succeed around the level they can go on the quest (that fight in a normal difficulty game spawned 9 huge groups of better equipped guys and very easily handled the best I had).
End of Gorde's quote

Not sure I'd agree here - that two-part battle is doable if you have power-leveled heroes - and it also serves as a warning for the much harder boss fight (which may have been toned down now, but is still very difficult).  That said, it would seem good for the initial group you fight to be on the minimap instead of requiring you to enter the quest tile - that way, you at least know what you're getting into.

Reply #9 Top

A couple more I've noticed:

 

*The info for Guardian Statue is missing from the Heirgamenon; players will most definitely want to know the particulars before they invest.

 

*Amusingly, the image for the Ritualist is larger than the window, so it cuts off his head (amateur photographer!).

 

A couple of comments:

 

*More fodder for the "AI is in a cheaty alliance with monsters" sentiment:  Because of my outpost's view and me letting them trespass, I watched an opponent's armor stay close to a shrill army before stacking with it on the same tile for a turn.  They never fought, though the shrills were clearly on the warpath.  Nothing ruins a game faster for some than a cheaty AI.

*Is it right to make it cost more to research non-magical weapons than magical, superior ones?  You make the gap too large and it will remove the choice (experienced players won't even bother getting the tech for, say, a greatsword at 19 attack, when they can more easily get a boreal blade, a 1hander with 21 attack).

Reply #10 Top

At the risk of these bugs being buried, I'm adding a few more to this post rather than making a separate one.

 

*I cast Crusade to see if it would truly level my trained units, and none of the 3 in the caster's group changed a bit, nor did any other on the map that I could see, so it seems broken, or at least confusing.  Leveling every trained unit would be ridiculously powerful, so consider making like the others you cast on a city that affect units trained going forward (with an upkeep and the same steep cost, or at least 200 mana like some of the others).

 

*In the stats breakdown of an attack skill, it has a spot for a "Terrain Penalty" even when it's a positive change.  Consider replacing penalty with modifier.

 

*In testing the Raise Land spell, I could see no point to it, and I blew about 1000 mana checking it out (unless there is some random chance of a bonus or city spot showing up and I just got unlucky).

 

*Could you please recheck the math for Gamblers Strike?  After missing on my first 4 attempts, I began keeping tabs on it.  Over the course of the current game, I've seen 25 misses to 13 hits (with a guy who was around 110+ accuracy)--there is probably no way it's a 50/50 chance, or I'm the least lucky guy around (and I knew there was a reason I stayed away from gambling!).  At those rates (30%?), it's not worth spending the talent point.  If this was stealth nerfed because someone thought the damage was too powerful (and I've only see it do great damage when coupled with the assassin crit bonuses), I suggest a better way: instead of a complete miss, make it halved damage (or a third, if you like the symmetry).

Reply #11 Top

*When a city envelops a resource, it places it in the build queue for 3+ turns, even when it's already built (though the rush cost is properly 0 for those who check that option).  Can that change take place automatically?

 

*Beginning a fight should not make the game cycle away from that group when they have movement left.  This can be a real hassle to keep returning to the stack you are currently using (especially when mopping up several smaller armies).

 

*The Focus pre-spell does not apply to Sunder (though this spell is powerful enough on its own); if that boost is selective, there should be an indicator to that rather than simply wasting the turn and mana to see nothing happens.

 

*Went to fight the elemental lord, Delin, but only got his supporting armies in battle, even though it showed he died on the summary screen--this is a repeatable bug, and I have a save game just before that battle if you want it for reference.  Perhaps he's just not in the game yet, from a tactical map info standpoint?

 

*I haven't yet figured out why/when some leaders will not talk with you, but if this is an important aspect, know it can be gotten around using the arrow keys inside any diplomacy screen.  Perhaps removing those arrows would be the easiest solution, since they add very little benefit.

 

*In the text for Cloak of Thorns, "down" should read "done."

Reply #12 Top

I think it would be a good idea for you to group up your bug findings and post new threads with them instead, this here just gets to be an eternal list and is difficult to respond to, might just be me anyways.

Sincerely
~ Kongdej

Reply #13 Top

But I certainly don't want to repeat bugs if the devs have already seen them (they already have enough to look at), and I hate to post a new thread for 3 or 4 bugs (that's the rate I find them--3 or 4 every play-through).  It would be nice to have a master bug list where only concise bug entries were listed, rather than having any chatter in the thread.  That way the devs had a place to go to scan the bugs we're finding.

 

In lieu of any better way to report them, here's my few more:

 

*In The Capstone quest, dakrness should be darkness.

 

*The movement animation for Crow Demons is very slow--send them down a road and you will see what I mean.  Hopefully a simple matter to speed them up to match other units.

 

*On my Master Quest win, I got 2 of Curgen's Hammer (one from the arena quest--which was well done BTW--and another from beating the ogre in the Master Quest).  Either one is a knock-off, or he dual wielded them.  In all seriousness, I think all purple/epic weapons should be unique to a single game.