[0.95]Lingering minor bugs/issues list for Beta 5

Since Beta 5 is the polish/bug fix/balance beta I thought it might be useful to put together a list of small, potentially non-obvious, bugs that detract from the game. I don't care about the major bugs in this post, because they are obvious problems that get their own threads  and will be fixed (the save game issue some people are experiencing, the tactical combat slow down, etc). What I want to point out are the minor annoyances (which many games ship with) that, while they do not ruin the game, they do prevent it from meeting its full potential.  The bugs that make a game an 82 instead of a 92.  I'm sure SD has a list of these already, but if the community builds its own list of these minor annoyances, we stand a better chance of making sure they all get squashed in Beta 5.  

Many of the ones I have noticed thus far in Beta 4 have been pointed out in previous betas and I expect have been purposefully ignored until the major development work was done. Still, hopefully they're on the list to get squashed and if not, this should call them to SD's attention.  None of the bugs I've listed would ever prevent me from playing and enjoying the game. But they are at times irksome and detract from my enjoyment.  That's the standard I tried to go with.  

  • The inability to declare war if that faction doesn't want to talk to you.
  • Auto-roads are still pretty dumb at times. See picture & explanation below.
  • Non-hostile units are able to block your passage in one-tile wide areas without fortification and regardless of who owns the territory they are standing on.
  • The lack of a "time to arrival" on paths/units with multi-turn orders.
  • The lack of a description of the blood traits on the character creation screen.
  • The fact that the gold/black borders around units don't update to signify which units have movement remaining during a given turn (which I think is the intended design).
  • It's way too easy to accidentally build things when you have a city selected.
  • Health bars still don't update accurately during combat. They're just all around screwy really.
  • There are lingering tooltip issues throughout the UI. Many times tooltips will cease to display for a short while until a major transition occurs (into/out of tactical battle or to the cloth map and back).
  • Accept a quest or lose it forever....

Anyone else have any small things in this same vein?

Road Issue:

I built the city of Denelor (top left) first, the city of Herdila (right) second, and Tanaejaatr (try saying that!) last.  The fact that a road did not organically develop to finish the triangle is annoying as hell.  If auto-placed roads are set in stone, this system needs to improve.  Any society in history would have built a third road between cities #1 and #3.  Especially since, on the larger map, Herdila is at the edge of a barren peninsula at the edge of the map.  I would almost never send anyone there.  They'd go from the city in the top left to the one in the bottom left. 

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Reply #1 Top

yea I have these issues too, besides "Accept a quest or lose it forever"... I would NOT call that a MINOR bug! ^^

Thanks for putting this up, its better if its said twice than not said at all.

Sincerely
~ Kongdej

Reply #2 Top

Fortunately many quests have a come back later option now. I think they are in the process of adding it to all of them. The issue was that the quest designer was choosing fail as the second option in the choice tree. It is pretty easy to just have it exit the dialog for choice 2. That way you can come back later. I think the quest maker just started realizing this. 

On the other hand, it would add to immersion if there were some quests that demanded immediate action. So you either go on the quest or the opportunity is lost. I have one that does that for my quest adventure pack I am making.

 

The roads thing bothers me too. So many points when a third city should connect to two other cities, but doesn't. I have no solution for that other than giving the player an option to choose city connections.

Reply #3 Top

The do it or lose it quest thing is kind of a bummer, but it somewhat makes sense.  You can see the relative difficulty marker so you can leave it alone.  Makes sense that if you decline the quest, the giver looks elsewhere (aka disappears).  It's not like they'd be saying, help, save my wife...oh, can't do it now...well why don't you come back in a few seasons and save her then, it's really not THAT much of a crisis, really, take your time.

Reply #4 Top

Quoting seanw3, reply 2
and, it would add to immersion if there were some quests that demanded immediate action. So you either go on the quest or the opportunity is lost. I have one that does that for my quest adventure pack I am making.
End of seanw3's quote

 I would love some intentional immediate action quests.  They could add a lot of flavor to the game in so many ways.

Speaking of, where the hell are the random events?  

Reply #5 Top

There is only so much that can be done with the current event mechanics. It only works with certain modifiers, so you couldn't spawn something or start a quest for all players. It has to be something like +1 Gildar, everyone at war, -1 Movement. I think they have to debugify the mechanic before we see some more flavor in this department.

Reply #6 Top

The 'high tower' upgrade for outposts does not increase line of sight. This means resources that come in range once you have high tower are not build-able on unless you walk a unit over to it.

 

Shop is hard to navigate--too many obsolete items

Reply #7 Top

We need better event notification.  When my half-a-world spanning empire has an outpost destroyed "Our outpost to the Northwest was destroyed my lord" doesn't cut it.

Reply #8 Top

Enemy AI units zip right through wildland areas without triggering the quest.  In fact, they built a road through it. 

Reply #9 Top

But the road no longer affects movement until after the wildlands quest is completed.

Reply #10 Top

The outpost upgrade 'Warden' sucks. I've had quite a lot of wardened outposts destroyed by wandering monsters, that seem to totally ignore the idea that they cannot enter. And an outpost can be a big investment when you only have one or two cities.

I would much prefer if the hardest monsters did not wander around and trash outposts and cities in the early and mid game. I would like to see the strength of wandering monster groups increase as time passes.