I just got a note that Pariden was "defeated" by the Denizens of the Wildlands, and that its territories were now controlled by the Wildlands. Presumably they poked something in the nose that they couldn't handle. But cool thought it would be, I doubt that the Wildlands actually expanded to cover their territory...
lambdaman
In my last game, I got a champion -- I forget his name, but he rode a Skath and had a "Toxic Sword" equipped when I hired him. It turns out that this sword's level requirement stated that he needed a higher level than he actually started at. As a result, when I accidentally un-equipped the sword, I couldn't have him re-equip it until he gained a couple levels.
AI armies that include spiders like to cast Web. Unfortunately, they aren't very clever about using it. I've seen them web: - Archers - Slow units with high defense and low damage output - Units that are already Webbed while ignoring, e.g. elite, heavily armed and armored units that are about to charge them and wreak havoc.
While exploring some back corners of the map, my enormous stack came across multiple armies of bandits piled up on the same camp. I spent both of my 2 movement points to eliminate two of them using autoresolve from the strategic map; after I eliminated the second one, my stack moved onto the bandit camp without my having ordered it to do so. This did not clear the camp, and there were still bandits left: my stack was occupying the same square as the bandit ca
While in a tactical battle, I clicked the auto play button (the one that lets you watch the battle as the AI plays it). At some point the AI decided it would be a good idea to use all my mana to cast "Fracture". And in fact, it somehow spent more mana than I had, leaving me with -12. This should not be possible.
I did a quest to capture a scroll and was rewarded by supposedly having the occupation unrest penalty removed from my cities. But in fact, I still see the penalty, both on cities I already owned and on newly conquered cities. Seems like something isn't working right.
I've noticed that the animation for earth elementals and golems (maybe other similar creatures too?) clearly shows their feet sliding along the ground as they walk. This looks silly and is really distracting once you notice it. :)
I just saw a new variant on this: there was some land that was visually fertile (i.e., green) but where I wasn't allowed to settle a city. I think maybe it was because the nearest city was too close. I captured the outpost whose ZOC it was contained within, and presto! several tiles suddenly became buildable. Some sort of caching fail, I expect...
If one of my units has a spell it could cast, I get a chance to use its abilities after moving it in a tactical battle. But not so if I want to drink a potion or use some other item: if those are my only possible actions, my tactical turn ends as soon as my unit moves. I don't think this is how it's supposed to work.
In my current game, I captured a Yithril city, and immediately ordered my victorious army to march to the next city. They did so ... straight through the attached Orchard, at which point I heard the lovely "blocks falling down" sound of an improvement being destroyed. Apparently they hadn't gotten the message that we owned it yet?
I had this happen recently. Saving, quitting, and reloading got me out of it.
I happened to complete my current research target on the same turn that I cast the Spell of Making (and, perhaps incidentally, the same turn that Procipinee built the Iron Works). The first time, I didn't get the victory scene: I got the popup for the Iron Works, and then the research notification and tree; the tree wouldn't go away no matter what I did (e.g., clicking "Cancel" or "Done" had no effect); I had to alt-tab out and kill the process. I loaded my autosave and tr
When I load my current game of Fallen Enchantress, the one I started after 1.0, the "time elapsed" shows 40 hours. That can't possibly be right... or can it?? [e digicons]8C[/e]
I've noticed that every once in a while, moving one of my units next to an opponent in tactical combat causes it to attack that opponent immediately. The first few times, I thought maybe I'd clicked in the wrong place, but it's definitely happened when the square I wanted them to move to was highlighted (and the units always move to the target square, not where they would move automatically). This is often harmless, but sometimes really annoying, e.g. because I wanted
Probably this applies to any enchanted unit, actually, but I like picking on Procipinee. In the game I'm playing, Procipinee has gone down the path of stacking tons of enchantments on herself, to the point that she sparkles like a Christmas tree. When I one-shot her with Shadow Bolt, the sparkles stay behind in midair.
I've seen this twice now. Here's how it works: I see some resources in the middle of infertile land (e.g., swamps). I move a Pioneer there, build an outpost -- and lo and behold, some of the tiles in the outpost's ZOC suddenly become fertile: I can build cities on them. That can't be right.
This is a weird one. I built an outpost. Tarth captured it. I captured it back, and when I did, its ZOC radius was only 1, rather than the default of 2 (and it even had a High Tower, so it should have had a larger ZOC than usual!).
The spell description for Grip of Winter states that it halts production in a player 's cities and halves the resources that player collects. However, when I tried it out, it seemed to be localized to a single city. Probably the explanatory text needs to be fixed.
One of my cities, a large one enchanted with Wall of Fire and Blood Sigil, just got attacked by a Fell Dragon (which has a Fear effect that triggers on battle start). All the effects triggered, and while my units got Feared and Berserked and their units got burned by the wall, the Wither effect didn't resolve. Its card still showed up on the left hand side of the screen; the mouse cursor was the "wand" for casting spells, but clicking gave me a dialog saying that the action wa
I looked into this some more. It looks like the demons actually *do* get new members -- it's just that the graphics don't update to reflect them immediately. However, their health increases as expected, and if I move them into a consolidated army they show up with multiple figures.
Just autoresolved a battle between my brand new death shard demon and a Withered stack of darklings (0 attack, 4 units). When the dust cleared, my demon won (obviously), but it was still only one unit! Apparently I've been punished for not fighting the entire pointless battle by hand?
When I'm choosing abilities for a champion, I'd like to know which ones are from their current path. (I'm not sure this information is immediatel useful, but I think it would be interesting to see it for future reference, so I know which abilities were unlocked by my earlier choices)
Being able to reorder the build queue is great! But the current implementation is a bit lacking: (a) It's not obvious where the thing I'm moving will end up until I drop it. Usually I get stuff in the right place by trial and error. (b) Dropping into the first slot is particularly tricky (especially annoying since that's usually where I want to go). The hitbox seems to be about three pixels wide -- too far to the left
[quote who="joasoze" reply="6" id="3216264"]In other words, they work as intended, and I love them. If I wasnt married, I would have married one of those demons. [/quote] The text of their ability says that they get a new troop every time they kill something. As I explained in my post, this is not what happens: if they have five troops, they may or may not go up to six, depending on whether they previously had more. Either the text or t
I finally managed to keep one of the death shard demons alive long enough to try out its Undying Curse ability. It was great having 9 of them in my army ... until one of them got killed. After that, none of them would respawn, no matter what I killed. My guess is that the ability is increasing the current and maximum HP by the HP of one "soldier". When the figures in my army started dying, the max HP of the unit was as high as possible, so its ability