[1.00] Some bugs (one quite serious)

Recently i realized a new bug started to pop up, it showed first time in a last version before release. In my actual game (ridiculous-ridiculous) there are places, like forests that are far from my cities, that shows no fertile ground, and no city can be build there. However, if i build a outpost in a middle of it, suddenly it reveals sites good for building a city! In my present game I have found already three spots like that, visible only after outpost.

I am not sure if butcherman got nerfed, but description shows that he should grow (after killing enemies) till 9 units, but he will not. Maximum is 5. Not to mention, that growing in number works erratically, sometimes only after a battle, sometimes during a battle you can see that a new unit appear. Once you are taking damage, however, it all gets screwed up ... Sometimes butcherman gets healed, sometimes grows in number ...

Please, stop putting pioneers in the front line of troops during tactical battle.

I still do not know what's the point of having tactical spell of summoning earth elemental. Tactical costs as much mana as strategical, and if you cast strategical you cannot cast tactical to summon the second. In my opinion you should be able to summon more than just one during tactical battle, with a condition that each summon increase mana cost by 50%.

I had also hard to pinpoint bugs: saving/loading is still chaotic, and i had a mysterious quest where some windows just popped up at the beginning of a turn (random event?) and i got a band of archers, heavy magic relaying enemy AI are still easily destroy by auto-resolve, moving a building in a city production list does not refresh on global map till next turn,  spell curse of dirge of ceresa sometimes does nothing ...

I am not sure if it is a bug: if my sov dies during a battle, but a battle is won, nothing happens and he is still with group having like 13-20hp.

3,842 views 9 replies
Reply #2 Top

Recently i realized a new bug started to pop up, it showed first time in a last version before release. In my actual game (ridiculous-ridiculous) there are places, like forests that are far from my cities, that shows no fertile ground, and no city can be build there. However, if i build a outpost in a middle of it, suddenly it reveals sites good for building a city! In my present game I have found already three spots like that, visible only after outpost.
End of quote

I haven't seen/noticed this, but I have seen it where huge tracks of land are unsettleable, which seemed particularly strange since many were near good resources. Maybe this issue of building an outpost to reveal the settling is related?

I still do not know what's the point of having tactical spell of summoning earth elemental. Tactical costs as much mana as strategical, and if you cast strategical you cannot cast tactical to summon the second. In my opinion you should be able to summon more than just one during tactical battle, with a condition that each summon increase mana cost by 50%.
End of quote

I still don't understand why summoning a unit in tactical costs the same as strategic. If anything, it should be slightly cheaper, with the option you mentioned to continue summoning more with a mana increase cost and/or a cooldown effect.

I am not sure if it is a bug: if my sov dies during a battle, but a battle is won, nothing happens and he is still with group having like 13-20hp.
End of quote

I believe this is working as intended. Your sovereign shouldn't have gotten any XP for the battle when he dies, which can be a pretty big deterrent, in addition to the very low HP recovery. Derek commented on this in another post about the same issue, but I don't have the reference handy- sorry!

Reply #3 Top

I believe your outposts are turning territory fertile that was previously uninhabitable by your faction.

Recently i realized a new bug started to pop up, it showed first time in a last version before release. In my actual game (ridiculous-ridiculous) there are places, like forests that are far from my cities, that shows no fertile ground, and no city can be build there. However, if i build a outpost in a middle of it, suddenly it reveals sites good for building a city! In my present game I have found already three spots like that, visible only after outpost.
End of quote

Reply #4 Top

[I believe your outposts are turning territory fertile that was previously uninhabitable by your faction.]


Yea, but it should not be like that as far as I know.

 

Reply #5 Top

Quoting bpalczewski, reply 5

That is totally new mechanic system, as far as i know - never heard of so far.

 
End of bpalczewski's quote

 

The land within your borders grows more fertile, spreading grassland for Kingdoms, and "shadowland" for Empires.

Reply #6 Top


The land within your borders becomes more fertile, spreading grassland for Kingdoms, and "shadowland" for Empires.[/quote

 

Anyone can confirm it?

 

Reply #7 Top

Now, that i spent some time thinking it seems a bug to me. I have had this forest on my territory (between two cities) since the beginning of game and it looks very fertile too me. I did test, and new field appears only if place outpost: so you can wait another 100 turns and this forest will never become fertile. But one outpost, and immediately, the very moment you place it (not even next turn), fertile places show up. I actually went back to my earliest save, around turn 10, and once i placed outpost, fertile field appears. In my game however, I discovered it only around turn 160. So it is not borders, but outposts that causes those fields to pop up, and i have never seen it before in all versions i played.

They even show up if you place your outpost very,very far from your zone of influence.

Reply #8 Top

You got me curious, if you want to upload a save I'd like to take a look.

Reply #9 Top

Land inside your territory lines does grow more fertile.  I continuously zerg enemy outpost with wildling waves and between the two factions taking it, the outpost gets surrounded by forest and fertile land very quickly.

The bug that's been a game killer for me is the late game.  Defending a fort with a full army of troops, sovereign, militia, and catapults can cause you to start the battle with your sovereign already dead as well as a few other troops possibly absent.  Maybe there's a unit cap for tactical battles?  Then the game has a problem with crashing on large battles too.  This happens even when using smaller defender parties from my early game.  I'm using a rather beefy gaming pc with crossfire cards, and shouldn't be having frame rate issues.

All that aside, I have gotten about 55 hrs of game-play out of it already and look forward to them getting these bugs fixed and seeing what the modding community is like for this game.