Congratulations and a few BUGS

 
First of all congratulations for the great game which delivers exactly what expected with not so many bugs!
But let's not waste any time being positive and focus on what really matters: the bugs. here a few for yah: 1) After hiding a few units in the unit creation screen I couldn't get the pioneer back even after starting a new game and unhiding units.
I cannot make pioneers ever again in any game now??? (I have tried a new custom race, not sure for standard races)

(EDIT: After restarting the game apparently the pioneer is there again... Strange things happen when going in and out of this game...) 2) if my city gets attacked twice in the same turn I only get city defenders once. I should get the remains of the city defenders like the
AI does, and next turn maybe they should be healed at full HP.
MOVEMENT AND CONQUEST: Movement is still fuked up as it was in Elemental: a) Units come out of cities in random tiles usually from the opposite side of where I am sending them. b) units lose their movement if regrouped with units with 0 movement points UNITS SHOULD ALWAYS KEEP THEIR UNUSED MP!!! c) sometimes units appear over a city and not inside, usually right after conquering a city with many units in it. (Maybe because the
new owner is not immediately updated they try to move into the city during their turn but can't really enter?)
d) Also Resources don't update to the latest owner after conquering a city, so that occasionally you may destroy your own resources
after you just got them by stepping on them.
e) It would be very useful to be able to group and ungroup units by clicking on them with the ctrl key pressed, instead that selecting a
units and suddenly seeing it pop out of the group with 0 movement point in a rendom direction (usually in front of a hungry dragon)
f) Units sometimes don't use roads they just prefer a wood unless make them go step by step. g) sometimes you click on a unit, click on a point in the map but it goes on a completely opposite direction, like if it was trying to explore
(and I don't mean that it picked a different path because something is on its way, no it just goes somewhere else with a completely
different destination. (weird call I know but I am pretty sure its a reproducible bug since even after saving I still got it)
h) After reloading a game I have the impression (not sure sorry) that units lose the movement points that were added with a spell. I) On the path which forms before I move I would like to have an indication of where my units are going to stop after each turn in ordr
not to stop right in front of a ogre!! (Age of Wonders has numbers in each hex the units would stop which also helps figuring out how
many turns it will take toe reach a destination)
Side note: why not having lightly different buffs for black or brown horses and black and gray wolves? Also I don't really understand
the point of a white "warhorse" which only buffs the encumbrance.
Cheers keep up the great work!

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Reply #1 Top

Also let me add, why can I enter a forest if I only have 1 movement point? Enetring a forest should cost 2 and in fact if I already am in a forest entering the next forest tile costs 2MP... makes no sense and it's another thing that makes planning your moves very hard (extremely annoying in multiplayer I imagine)

Reply #2 Top

2) if my city gets attacked twice in the same turn I only get city defenders once. I should get the remains of the city defenders like the
AI does, and next turn maybe they should be healed at full HP.

End of quote

This really isn't fair.

When you attack an AI city with two groups of troops, the city defenders exist at full health for BOTH encounters. Why in the world do player cities get nurfed and AI cities get super buffed? IMBALANCE.

IMO, ALL cities should have city defenders that stick around from battle to battle, but maintain health stats across the duration of the turn. Thus, if a second army comes in to attack on the same turn, wounded and dead city defenders are still JUST AS wounded and dead.