[Bug][1.3b] Minor Bug Omnibus

I'm currently in the process of updating this list to 1.3b.  Anything with [] before the number has not been checked yet in 1.3b.  I removed issues I confirmed to be fixed.  


Here's a bunch of minor bugs that I didn't feel were worth each getting their own thread.  I'll probably add more minor bugs to this thread.  Feel free to contribute.  I can add to the list here so it's more noticeable.  Any missing numbers are issues that have been confirmed fixed.  Minor bugs only!

4. IconforGrowth in the Empire Tree doesn't match the icon in the build menu and queue.

5. Number of turns for construction shown in the city HUD does not update when city production changes due to unrest.

6. Edge scrolling left and right is fine, but up and down is very slow.

8. The Ogre Camp improvement doesn't show up on the Cloth map (the tile just appears blank).  

9. Event List still overlaps the minimap.

12. When you run out of mana, it cancels all of your enchantments.  Not just the ones that have a mana maintenance, but all of the city enchantments, too.  It shouldn't cancel those.  It should only cancel enchantments with a mana maintenance.

13. If the name of the improvement is too long (Tower of Dominion), it doesn't show turns remaining in the city HUD.

14. Quest where you can trade 3 wolf pelts for a cloak: You should be able to trade the wolf pelts when getting the quest if you already have them. Currently you have to leave the square and then move back onto it to trade him the pelts.

[]16. Storm Dragon faces in random directions when using the breath attack.

23. Armor and Heavy Armor tech tree descriptions do not change to accomodate the Light Plate and Masterwork Chainmail faction strengths. -N1ghthavvk

[]27. Auto-resolve doesn't work right for abilities that hit more than one tile (AOE attacks); e.g. Impale, Cleave, etc. all hit every unit in the opposing army (and the damage looks weird too; I think it may not be applying armor correctly for the "extra" units that get hit, but applying it correctly for the couple of units that are actually supposed to be hit by the ability). - ArisianOne
[I don't know how to check this one. -Darxim] 

[]28. Auto-resolve doesn't work right for Air Elementals; their Gust of Wind ability does large amounts of damage to every unit in the opposing army (Gust of Wind makes units Prone, but the actual version cast in tactical combat doesn't cause any damage). - ArisianOne
[...or this one. -Darxim]

[]29. Caravans can "shield" units. If a hostile army is in the same tile as a non-hostile caravan, attempting to attack the hostile army instead takes you to the diplomacy screen for the caravan's owner.  This means the enemy army is essentially untouchable until they move to a tile that doesn't have a caravan. - ArisianOne

[]30. [maybe at least partially fixed] Spider AI (particularly Black Widows).
[I haven't been running ranged units in my current game, so I haven't been able to see if Beguile's truly been fixed as claimed, and if Web has been fixed. -Darxim]

[]31. Units with the enchantment Nature's Cloak sometimes leave a copy of their (green, sparkly) particle effect on the world map when they leave a square. After a while of running around an area, you are left with green sparkles everywhere. Goes away if you quit and load from a savegame. Possibly appears after combat? -ArisianOne
[I never saw this occur since I almost never used Nature's Cloak.  I've been using it in my current game on every champion, and I haven't seen this occur yet, but I'm not assuming it's fixed since it says "sometimes". -Darxim] 

32. Only one of Life/Death magic trees shows up in the "Traits" window (whichever is appropriate for the sovereign). This is a problem when dealing with surrendered heroes from the other alignment; there's no way to add points to the skill when leveling up, because the skill doesn't show up. Also, it's possible to use "steal soul" to give a single sovereign both Life and Death magic, but again one of them will be impossible to see or level up. -ArisianOne

33. The Plague event quest does not tell what the (extremely high) mana cost of the Cure Plague spell is when choosing a solution. -ArisianOne
Solution: Add the bolded text below to CoreQuests.xml:
<Description>Cure the Disease (-50% Growth until you cast the Cure Plague spell)</Description>Change to: <Description>Cure the Disease (-50% Growth until you cast the Cure Plague spell which costs 500 mana)</Description> 

34. Blacksmithing military tech text mentions creating Maces, but these are now unlocked later in Weaponsmithing. -NaytchSG

35. Cooperation text talks of Pubs and Missionary Halls, but does not unlock them. -NaytchSG

37. A city's Zone of Control is not visually updated the turn that a new improvement finishes construction.  The new ZoC actually does apply practically, it's just not displayed.  The ZoC display can be force-updated by building an improvement on a resource, and will remain updated even if that improvement is canceled (this information may be helpful in fixing the issue).  -jonasadolphson

38. Cancelling a Troll Lair's construction does not refund the 100 gildar.

39. City Curse icon does not disappear until the turn after it is dispelled (although the effect does end immediately).

40. When selecting Black Market in the Build menu, it shows a reduction to Research and Production, presumably from the Unrest increase, although it does this even if it wouldn't increase the Unrest above 0.

41. The load screen text for shards shouldn't say "damage multiplier for some spells", but rather "improvement to some spells" or something like that, since it often improves things other than damage, and the damage increases are static amounts, not multipliers.

42. When casting Raise Land to make a path through the ocean, the land often doesn't break through the surface of the water, so you can't tell that there's a path there without going into the cloth map and seeing the squares (and that's only if you have the grid turned on).

43. After clearing a Lair that's on a Forest tile, the Lair graphics clear, but no Forest graphics appear to take their place, giving them the appearance of a Plains tile.

44. When an AI player (not sure if it's also for the human player) begins casting the Spell of Making, and their sovereign is defeated in combat before they finish, the progress bar for casting Spell of Making continues.  The spell doesn't resolve at the end (hence this being a minor bug), but the progress bar continuing makes it look like it's going to complete no matter what you do other than wiping out the entire faction.

45. Ranged AI units that have been webbed will not attack.  They simply pass instead of attack while they are webbed.  My ranged units can still attack when webbed, just AI units won't.

46. Tangled Web's description does not mention that it reduces dodge to 0.  It makes sense that a unit couldn't dodge while webbed, but the description still needs to state it.


20,332 views 26 replies
Reply #1 Top

I've got more to add, but I wrote them down in prior versions and need to confirm they are still occurring, and they are rather rare.

Reply #2 Top

Change the thread title to Minor Bug Omnibus? A Bug Omnibus in general would be very useful though, major or minor.

Reply #3 Top

There is another minor thing: In the research pop-up window that you get each time you research something all spells don't have a mouseover tooltip.

Reply #4 Top

Quoting bigduncm24, reply 2
Change the thread title to Minor Bug Omnibus?
End of bigduncm24's quote

Good idea.  And done.

Reply #5 Top

Hummingbird pike does not give stated ability to summon air elemental in tactical combat.

Reply #6 Top

12. When you run out of mana, it cancels all of your enchantments.  Not just the ones that have a mana maintenance, but all of the city enchantments, too.  It shouldn't cancel those.  It should only cancel enchantments with a mana maintenance, which are unit enchantments.

Reply #7 Top

13 - If the name of the improvement is too long (Tower of Dominion), it won't show turns remaining in the city HUD.

14 - Quest where you can trade 3 wolf pelts for a cloak:  You should be able to trade the wolf pelts when getting the quest if you already have them.  Currently you have to leave the square and then move back onto it to trade him the pelts.


Reply #8 Top

15. Influence is still shown in the city level-up window.

16. Storm Dragon faces in random directions when using the breath attack.

Reply #9 Top

17. Adepts Faction Trait is described as: "Can upgrade Shard Altars to Shrines" (because it unlocks "Shard Harvesting") but due to the recent change to it this is no longer true. It allows you to build Shards Altars not upgrade them to Shrines. Should be fixed.

18. Apperently "Administration" still says: "Improves your Faction Prestige by 1" (in its description(/flavor text/ whatever it is) when researching it.

19. Same thing goes for "Alliances" except it still says that you can generate Influence and trade champions with other factions. (Ya sure we can do this)

20. Also in "Weaponsmithing" it says that it will allow the construction of the Weaponsmith (which has been moved to the "Weapons of War" technology which doesn't even tell you that it will allow the construction of the Weaponsmith. (Of course it is shown as an Icon, but the flavor texts just ignores that and talks about the cool pikes and stuff)

21. Similiar "Sorcery" does not talk about the Alchemist improvement it allows which is sad because it is a critical improvement.

I am sure there are many more cases of improvements or similiar things not being mentioned in the flavor text. That should not be the case in my humbled opinion.

22. In "War Colleges" it says it will allow the construction of the War College which is called "Warrior Temple" and not War College.

23. "Heavy Armor" talks about it being the counterpart to Chainmail, but when you selected the Masterwork Chainmail faction trait that shouldn't be true now should it? This is true for "Armor" and Plait Armor faction trait as well. Shouldn't we adjust that description a bit?

24. "Glyph Stones" mentions an "Amulet of the Eagle" in its description (which improves sight by 1 if i remember correctly) it does not unlock that amulet though but instead unlock Amulet of Haste, Flames and Frost

25. "Arcane Apparel" mentions it unlocks "Longstrider boots" (which improve movement by +1 afaik) but those boots are never unlocked by researching this technology. Should be removed from the flavor text.

26. "Breon's Letters" mentions that it improves Fame but not that it unlocks the Adventurer's Guild (oversight when The Guild was moved to this technology I assume)

 

I'll do more when I got the time.

Reply #10 Top

Thanks, I've added yours, although I modified the text.

Reply #11 Top

Not sure how "minor" these are; they've got their own post for v1.0, but since they're still present in v1.1, this seemed like a decent place to list them:

 

- Auto-resolve (still) doesn't work right for abilities that hit more than one tile (AOE attacks); e.g. Impale, Cleave, etc. all hit every unit in the opposing army (and the damage looks weird too; I think it may not be applying armor correctly for the "extra" units that get hit, but applying it correctly for the couple of units that are actually supposed to be hit by the ability).

- Auto-resolve (still) doesn't work right for Air Elementals; their "Gust of Wind" ability does large amounts of damage to every unit in the opposing army (Gust of Wind makes units Prone, but the actual version cast in tactical combat doesn't cause any damage)

Reply #12 Top

Spiders always waste a turn or two (web or web then beguile), while my adjacent melee troops get free attacks.  Either give the spiders counterattacks, or adjust their behavior.

Reply #13 Top

Caravans can "shield" units; if a hostile army is in the same tile as a non-hostile caravan, attempting to attack the hostile army instead takes you to the diplomacy screen for the caravan's owner.  This means the enemy army is essentially untouchable until they move to a tile that doesn't have a caravan.

Reply #14 Top

- Units with the enchantment "Nature's Cloak" sometimes leave a copy of their (green, sparkly) particle effect on the world map when they leave a square.  After a while of running around an area, you are left with green sparkles everywhere.  Goes away if you quit and load from a savegame.  Possibly appears after combat?

 

- Only one of Life/Death magic shows up in the "Traits" window (whichever is appropriate for the sovereign).  This is a problem when dealing with surrendered heroes from the other alignment; there's no way to add points to the skill when leveling up, because the skill doesn't show up.  Also, it's possible to use "steal soul" to give a single sovereign both Life and Death magic, but again one of them will be impossible to see or level up.

 

- The "Plague" random event is a bit unbalanced.  Currently, you have three choices: 1) loose 20 population, 2) loose 50 gildar, 3) loose 500 mana.  The mana cost is horribly out of balance with the other two costs, and it's especially bad because the player is not told what the mana cost will be until *after* the choice has been made; the first two options list their cost, but the third option just says "cast a cure-plague spell".  Only after the player has committed to this option is she told that the mana cost of the spell is a full order of magnitude greater than the other two costs, and the capitol city will have its growth halved until the spell can be cast.  Oh, and it's too late to go back and pick one of the other options.  When it happens early in the game, this can cripple the player's ability to expand for easily 50 or 100 turns.

Reply #15 Top

Blacksmithing military tech text mentions creating Maces, but these are now unlocked later in Weaponsmithing.

 

Cooperation text talks of Pubs and Missionary Halls, but does not unlock them.

Reply #16 Top

If Champion advances 2 or more levels from one battle, will only get to choose 1 trait instead of 1 trait per level.

Reply #17 Top

Updated.  Added the last 3 posts to the list, and crossed 15 since it's listed as fixed on the 1.2 changelog.  

Also, I've got 11 as crossed instead of "fixed" out because I haven't verified that it's been fixed myself.  If someone else could just tell me that they've seen it fixed.  I crossed it out because it was listed as fixed in a prior patch.  It's:  
11. Hummingbird pike does not give stated ability to summon air elemental in tactical combat.

Reply #18 Top

Thanks for putting this together.  I've been through everything for the 1.2 patch. :)

Reply #19 Top

Awesome!  Thanks Derek!  We appreciate both the fixes and the communication; keep up the good work.

Reply #20 Top


ZoC does not get updated the same turn a new building is constructed. New buildings can however still be built in the to-be ZoC (which forces a refresh).

Reply #21 Top

My main issue is that sometimes in the tactical display, creatures will stop moving normally. If I click ground within their movement zone then it's as though I clicked somewhere too far away. In order to move I have to click on an enemy unit in order to move towards them (to attack). Sometimes clicking auto play seems to fix it. I'm not sure what causes it, but it's something I'd be happy to never see again :)

Reply #22 Top

Quoting Orosian5, reply 21
My main issue is that sometimes in the tactical display, creatures will stop moving normally. If I click ground within their movement zone then it's as though I clicked somewhere too far away. In order to move I have to click on an enemy unit in order to move towards them (to attack). Sometimes clicking auto play seems to fix it. I'm not sure what causes it, but it's something I'd be happy to never see again
End of Orosian5's quote

I know what you're talking about, but I think that's more significant than a minor bug.  It's a minor bug to anyone who's figured out how to work around it (although still gameplay-impacting), but for someone who doesn't know or can't figure it out, they may terminate the program to get out of it, and that will just mess up their whole gameplay experience.  I wouldn't say it's a major bug, either.  Maybe a moderate bug.

One thing I've found that triggers that bug is double-clicking units to see their stats while the AI is moving.  The AI will complete it's move, but if one of your units is going next, you might not be able to issue it commands.  I've been using auto-play, letting the AI move my unit, and then turning it back off before the next move so it doesn't completely hose my strategy.

Reply #23 Top


Stats for units in a city's build queue change(upgrade) when you research a new technology which upgrades a unit design. The actual unit queued does not upgrade, however. Hence when the unit is finally built it's the design which was originally queued.

The stats displayed in the queue should reflect the unit that is actually being constructed, not the newest unit design.

Reply #24 Top

I finally got around to updating this list.  Unfortunately I haven't been able to check everything (I keep forgetting to check 15), but I put [] next to each item I haven't checked yet.  I removed all issues I've confirmed to be fixed, and have added a few new items, seen below.

38. Cancelling a Troll Lair's construction does not refund the 100 gildar.

39. City Curse icon does not disappear until the turn after it is dispelled (although the effect does end immediately).

40. When selecting Black Market in the Build menu, it shows a reduction to Research and Production, presumably from the Unrest increase, although it does this even if it wouldn't increase the Unrest above 0.

41. The load screen text for shards shouldn't say "damage multiplier for some spells", but rather "improvement to some spells" or something like that, since it often improves things other than damage, and the damage increases are static amounts, not multipliers.

42. When casting Raise Land to make a path through the ocean, the land often doesn't break through the surface of the water, so you can't tell that there's a path there without going into the cloth map and seeing the squares (and that's only if you have the grid turned on).

Reply #25 Top

44. When an AI player (not sure if it's also for the human player) begins casting the Spell of Making, and their sovereign is defeated in combat before they finish, the progress bar for casting Spell of Making continues.  The spell doesn't resolve at the end (hence this being a minor bug), but the progress bar continuing makes it look like it's going to complete no matter what you do other than wiping out the entire faction.