[1.5 Beta] [Bug] Disappearing tame beasts with beastmaster trait

This is my first game with a beastmaster sovereign, so I'm not sure whether it's new to 1.5 or just new to me.  Most of the critters I've captured with the tame spell are showing up clouded in the army list.  If any of these units enter a city garrison, they instantly vanish without any warning, notice, or anything.  I presume this is intended to fix the exploit of gathering huge numbers of no maintenance powerful beasts to guard your cities, which is a fine idea.  But capturing a city and having your army mysteriously vanish is a bit disconcerting.  Equally bad is accidentally moving a group into a city, instead of next to the city, and having them similarly vanish.

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Reply #1 Top

It is new to 1.5 No it is not intended fix, it is a bug.

 

Also, intentional or not, this bug also makes main stack of monster lair stays still until somehow manages to group up with unclouded wandering monster and then able to move.

Reply #2 Top

Confirmed unfixed in retail 1.5 bug. Not just for beastlord, but also ones with studded collar ones. Please fix this bug.

Reply #3 Top

I can confirm this also.  It does not happen all the time.  If the beast is captured in its den/nest etc the problem occurs.  If the beast is captured outside a nest no problem, at least this is what is occurring on my current game.

Reply #4 Top


ruh oh.  Beastmaster's broken?

Reply #5 Top

Edited by Nighteyes: this theory is incomplete - the open Slot is not sufficient when attacking a den, therefore it could be in a den or without sufficient space????

 

For me it happend regardless of in den or not, but it seems to be connected to the size of the attacking army.

Everytime I do not have an open slot in my (attacking) army to join the tamed beast immediately with the Tamer in one army, the beast gets in the "greyed" mode and is lost as soon as it enters a City, but can be used freely outside of the cities as far as I have observed.

Unfortunately looking at a single beast army you can not even see, if the beast is "greyed". :(

 

The general concept of requiring an open Slot could be intentional ??????? It forces you to attack with a smaller army when trying to tame a good unit for an all purpose use, and therefore adds some difficulty to the beastmaster mode.

 

Note 1: If the greyed out beast is in a separate army or is leading an army, that army does not appear in the troop list on the left.

 

Note 2: When taming a beast during a city-attack the tamed beast is not lost, but waits outside and can be joined into the City afterwards.

(My Scenario:
Army size Limit 6,
Attacking Army is size 6,
City has a Spider as one of the defenders,
I tamed it in the battle and won without losing troops.

My 6 troops moved into the City and the tamed beast stayed outside, but was not "greyed". (I assume during the decision for "Greyed" or not the City-Army Limit of 9 was applied instead of my open field army Limit of 6?????

 

(I have not run double-check tests to prove the behaviour, but so far it happens that way consistently for me.)

 

(I have no experience regarding taming Events during defense!!!!)

Reply #6 Top

Same for me:/ When I enter city with my army with beasts, they disappear, hero not. 

I hope fix will come soon.

Reply #8 Top

From playing further, there definitely is some new tag that most but not all of the monsters' units get, causing them to be clouded over.  If you click around on various armies you'll see a few units that display normal icons, but most are cloudy.  That tag status is kept any time a unit is captured by any means, be it a beastmaster's taming spell, normal taming collars, the amethyst collar, etc.  The only place I've been consistently able to capture "clean" units are on quest battle maps, like the harridan in the spider lair in the Brothers Sparus quest.

Some side comments in reply to others above:

If your army is full and you capture a unit, it will show up on its original tile (such as a Cave Bear lair) with no movement.  Irritatingly you will be unable to clear the lair that turn with your victorious army, you'll have to wait until the next turn as the full army cannot interact with the lair underneath the new unit's army.

All clouded units instantly vanish whenever they try and garrison a city, as mentioned in the OP.

Clouded units do not appear in the army list, nor are they targetable for spells unless they are the only valid target in an army.

The whole point of taming is that my pets ARE on leashes, thank you very much.  They're just really long.  And invisible.  Please let them into your city, I promise they won't make more of a mess than all those horses and wargs being ridden around.

Reply #10 Top

Quoting Primal_Savage, reply 9

The "clouded over" monsters seems to be the monsters attached to a lair... The non-clouded = roaming monsters.
End of Primal_Savage's quote

 

Ahh, kwm1800's comment above makes more sense now, thanks.  There seem to be a lot of clouded monsters in wandering stacks, but they do all seem to have at least one non-clouded monster freeing them to roam.

Reply #11 Top

Let's see now. We have memory leaks.ghosting,random crashing. Every time they fix one thing they create 5 more problems. The AI is  laughable. I would gladly delete this poor excuse of a game from my computer if only I could get my money back. Going forward, I promise to never give Stardock a penny of my money. Great ideas and poor execution is what Stardock defines these days.

Reply #12 Top

In case this helps bug hunting, apparently the town militia decided to confiscate my pet bear for recruitment. :D

Image and video hosting by TinyPic

 

(Town has not been attacked, so not sure if it shows up in tactical battle)

 

 

 

 

Reply #13 Top

Hi, if you tame a greyed out beast (you can see if it is a greyed out beast or a regular one in the army information square) it will join the city garrison if your army stops over in the city. If you just move through the city in the same go it will stay in your army. You cannot cast unit spells on the greyed out beasts. 

From what I've observed, roaming beast (the ones that leave their liars) are regular ones, the ones that stay guarding the liars are greyed out.

Don't know if it's a bug but this behaviour has some logic to it (i.e. maybe it is intended but not documented): the liar guadring beasts can be added to the city's garrison (if you wish to do so), while the roaming beasts will allways stay with the army.

Reply #14 Top

It's a problem for me too.  At this point, I'm convinced the beastmaster trait has been ruined, which is a shame.  That was my favorite starting trait.

 

Stardock, any word on a fix?

Reply #15 Top

I wish part of this bug would stay in as a feature. I like being able to drop creatures off into the militia.

 

 

Reply #16 Top

Quoting taylorar, reply 14

It's a problem for me too.  At this point, I'm convinced the beastmaster trait has been ruined, which is a shame.  That was my favorite starting trait.

 

Stardock, any word on a fix?
End of taylorar's quote

 

I wouldn't say it's ruined, though it certainly needs some kind of fix.  You just have to be a little careful, keep your cave bear hordes in field armies, and use different kinds of troops for your city defense and conquests.  The fact that it's hands down the most powerful trait means it can take an awful lot of abuse before it hits the "ruined" or "worthless" categories.

Reply #17 Top

Currently we have noted this report from our users. Thank you for the detailed replies.

Reply #18 Top

I think it's caused by the wildland fix that Stardock put in, that attempted to make all stacks with the cloudy bubble (ie. stationary lair-guarding monsters) not move.  Problem is if a roaming monster gets added to a stationary stack, the whole stack becomes mobile.

If you made it so that if there are any stationary monsters in a stack the whole stack can't move PLUS convert stationary monsters to mobile monsters when they are tamed, you would have the perfect fix, both for the beastlord bug and the current attempted wildland fix.

Reply #19 Top

Clearbeard (reply #8) apparently did a thorough beta-testing on that subject and I can confirm many of the things he said. Can't cast spells like Tutelage on the clouded units, can't enter a city without "killing" them. It took me 5 hours to realize the latter ; that was when I attacked my first enemy city in version 1.5, because I very rarely garrison my own with beasts. So, I played for 5 HOURS before realizing the game, if you play as a Beastlord, is now utterly broken.

And maybe I shouldn't say, but I initially pirated version 1.0. Now, get this, I loved it so much I then BOUGHT the game (and Quest Pack) to support the team. Except by then it had become version 1.5, and Beastlord had become unplayable (and it's the only way I want to play, soldiers being so boring compared to the amazing diversity of the beasts' abilities). So guess what the irony is ? Right now I'm back to playing my 1.0 version, though it's riddled with small bugs and crashes ; "small" ! never gamebreaking, never even permanent, just a random annoyance ! I'm not even happy that I can once again gain free resources every time I load a saved game ; I liked 1.5 (or any patch before it anyway) for fixing this. But my old and now legally unavailable 1.0 WORKS. 1.5 does NOT. What kind of advice am I supposed to give a friend who would like to try Legendary Heroes ?? What, it's OK as long as you don't use monsters ? No, the answer is unfortunately unequivocal. It is "Get your hands on a viable copy any way you can, because it's a good game".

Come on Stardock, fixing little random bugs is fine, and I noticed that 1.5 didn't have as many crashes as 1.0. GOOD. But how do you not notice that changing a slight gameplay aspect (like the way monsters are linked to their lairs, if StevenAus is right -- reply #18 ) makes the game unplayable in such an obvious way ? Do you not test a patch after you have created and applied it ? And why break things by fixing what isn't broken ? I never had any problem with the way hostile monsters behave -- except of course that they attack MY cities and MY units but never my opponents' cities and units, and that hasn't changed at all throughout the series of patches, apparently (in 1.5, I saw an enemy city from a Empire with no "monsters won't attack you" trait, surrounded by TWO Ashwake Dragons and a Drake's army, and everybody seemed to live in perfect harmony. But put that wandering Drake next to one of MY cities and see what happens instantly -- assuming smoke doesn't blind you).

I'm moving away from the subject. I can deal with that kind of injustice. What I can't deal with is a blatant bug that effectively makes the game unplayable.

Or I will just stick to soldiers who are far more powerful than beasts in the late game, but plain boring. Hmmm... No. Fix the Beastlord instead, and give me a game worth $25 again.

 

 

 

 

 


 

Reply #20 Top

I logged in today just to see if Beastmaster is still broken and YES it is! What a loser company Stardock turns out to be. I will now delete Galciv2 and LH from my computer and look up their address so I can throw a ... through a window if I am ever in the area. Good news is that Paradox Interactive is making good games now. I will make sure to write them an email to REMIND THEM : NEVER EVER HIRE SOMEONE FROM STARDOCK! 

Reply #21 Top

Quoting jclaiborne, reply 20

I logged in today just to see if Beastmaster is still broken and YES it is! What a loser company Stardock turns out to be. I will now delete Galciv2 and LH from my computer and look up their address so I can throw a ... through a window if I am ever in the area. Good news is that Paradox Interactive is making good games now. I will make sure to write them an email to REMIND THEM : NEVER EVER HIRE SOMEONE FROM STARDOCK! 
End of jclaiborne's quote

 

While I don't agree with the overall suggestions in your post, I do agree that I'm getting frustrated that they have left us with some glaring bugs following 1.5.  For the last month customer service has been null.  I can only hope they get back to us in January.  This game has been slowly approaching greatness, but I think they have kind of abandoned it at this point, which is disappointing.

1.  The Beastmaster trait and tamed creatures bug is terrible.

2.  The Dead are a mess as far as the AI is concerned and present NO challenge on any level.

3.  The AI still has wonky behavior as far as how it expands and uses units.

4.  Outposts need some work -- the AI cannot use them as implemented and they need to be fixed so the AI can use them.  Simplifying them seems appropriate.

5.  Roaming monsters is partially broken.  Monsters should not wander from Wild lands area, nor should monsters wander off of loot nodes in wild lands area.  It makes it far too easy for the AI or players to run around looting the areas without technically clearing the zone.

6.  Crashing of the game in mid-late game.  The game has a tendency to crash in late game when there are lots of units/cities/etc.

7.  Roads should be implemented slightly differently.  As in Civilization, enemy armies should not be able to use roads within your area of control freely-they should be treated as using the terrain as is.  Also, after you capture an outpost/city, a road should immediately connect to that outpost/city so that it is part of your network.

Additional bugs and issues have been reported in other threads.

Reply #22 Top

Quoting Fezziwig, reply 21


While I don't agree with the overall suggestions in your post, I do agree that I'm getting frustrated that they have left us with some glaring bugs following 1.5.  For the last month customer service has been null.  I can only hope they get back to us in January.  This game has been slowly approaching greatness, but I think they have kind of abandoned it at this point, which is disappointing.

End of Fezziwig's quote

I too get a similar feeling.  I've started playing Starbound recently and that game's forums are teeming with activity.  It's not unusual to have a post you made get pushed to the fourth or fifth page of the forums a day later.  This forum seems apathetic and dead by comparison.

I'd be pretty happy with the 1.5 state of the game were it not for that ridiculous taming bug.  I don't play as a beastmaster but usually get a beast collar once a game and love to tame a great wolf with it if I can find one.  Forgetting about the bug and losing said great wolf while moving my armies or attacking enemy cities makes me rage quit 100% of the time and makes me wish I could go back to 1.4.

Reply #23 Top

Quoting Fezziwig, reply 21


6.  Crashing of the game in mid-late game.  The game has a tendency to crash in late game when there are lots of units/cities/etc.

7.  Roads should be implemented slightly differently.  As in Civilization, enemy armies should not be able to use roads within your area of control freely-they should be treated as using the terrain as is.  Also, after you capture an outpost/city, a road should immediately connect to that outpost/city so that it is part of your network.

Additional bugs and issues have been reported in other threads.
End of Fezziwig's quote

 

Game crashing is largely a function of hardware performance.  While there is certainly a lot of optimization that can be done from the development side to improve things, the game is pretty stable as it stands.  Compared to similar genre and age games like Civ 5 I experience relatively few crashes in FE:LH.  If you step down your graphics levels you might find you crash less as the game becomes more crowded.

 

As to roads, as far as I can tell they work exactly as you describe.  If you are not at war with someone, you can use their roads.  If you are, then you can't.  New roads for captured outposts and cities don't appear until the following turn, they don't get built instantly.  I have no issues with either of these implementations, personally.

 

I have to agree with your first 5 points though.  Plus co-op multiplayer and a few hundred extra man-hours of thankless work on the enemy AI would be nice.

Reply #24 Top

Bump

Just want to add my experience with the bug - i had a tamed corpse spider guard a square and was waiting for my settler to arrive to build a city. Alas, due to this bug, i lost my spider.  I thought "oh well, it's only a spider" and moved on. 

Surprisingly, when my city was attacked by an enemy faction, my spider appeared as one of the defenders!

There is something very wonky about all of this. This bug needs to be fixed.

Stardock, where have you been for the last 2 months? No response? No fix?

 

 

Reply #25 Top

Ran into this issue, myself.  It would be nice to know if a fix is on the way - I understand there are newer, shinier things out there, but this one is a killer for me as I *love* the Beastmaster trait.