From 0.99 changelog: [quote] Fixed a bug where units would play their death animations twice (yes, we get it, you died. We aren't handing out oscars here, get on with it)[/quote] I am seeing a lot of this in 1.0 campaign while using the Mace of the Veldarii (shrink of hit). If the unit is killed by the shrinking blow, it falls down, then gets up, shrinks, and falls down again but this time smaller. A somewhat related animation
the_rats
The Titan is pretty epic, however Relias loses the spell on subsequent map (chapter 9). Is this intentional balancing? If so, might be good to weave it into the story (or did you do that and I miss it?) He got to keep the massive jewel, though.
The quickbar rearranges itself between missions. This is less of a big deal for sandbox mode, but it is a huge deal in the campaign, where each new map shuffles my carefully arranged quickbar, and I have to take 10 minutes out of the first battle of each map fixing it. A somewhat lesser problem exists with equipment trading. If I use my last healing potion in battle, and subsequently give a few more to that champion, they don't end up in the same spot (which is now filled
[quote who="Jim Winsor" reply="5" id="3258402"]It's a somewhat rare occurrence, but it is happening[/quote] In the campaign, it is not rare at all once you get far enough. It is pretty much guaranteed, since you are given both units and champions, and the champions cannot be killed or disbanded. In the sandbox, it is rare; I have not run into it so far in any of the betas.
[quote who="BernieTime" reply="7" id="3258355"] I'd guess Stardock has a bunch of pairings where you get one or the other[/quote] Indeed. However, considering that a lot of the side quests are non-linear, it is often frustrating because you don't realise that the mage you just met will prevent someone else from joining. I will allow myself to suggest a more fun dialog system. Premise: A and B are mutually exclusive. You pick up A first, then stumb
[quote]I also do not seem to be able to remove someone like Gnarri [/quote] I believe this is by design, one of the very first scenario scroll popups you see mentions it (although it is easy to miss, so perhaps there should be an explanatory error message each time you actually try to do it?) The text of that popup says that you will not be able to remove or disband champions, so to be careful who you hire. However, most people who join your party don't give you a choice,
Had this problem happen in that same battle (after getting Janusk, I had a 9-stack, and Relias died at the start of the next battle). [quote who="BernieTime" reply="1" id="3258215"]Definitely an issue with the stack. When entering combat the game kills off random units (usually Relias first) so that you can only play 9 units (max) in the field.[/quote] I only had 9 units in the stack (and without Relias, I started with only 8 on the battlefield -- I counted). So I think
[quote who="Lord Reliant" reply="3" id="3257885"]So strange it's forests that don't appear. Are there other things, too? [/quote] Last time it happened, I didn't have forests or swamps. This time, swamps were there (probably because they are a different, special terrain type in the campaign).
Crash dump
In this screenshot, the butcherman has just been crushed, yet he maintains the appearance of full health until he takes damage again.
When Garen gifts you a piece of armour on the first campaign map, dialog mentions something along the lines of "nice breast plate", however the item is actually a chain shirt.
Description says that I get a special ability to sacrifice an action in exchange for double defense, but I can't seen to find that ability in tactical (it isn't in skills, it isn't in items). Auto-defend still only adds +5. Also, the crystal shield icon doesn't look anything like the real thing.
Uninstalled the beta and renamed ProgramFiles/FE and Documents/FE directories as suggested, installed fresh 1.0 and fired up the campaign. No forests, as you can see below. Doing the old dance of running the game once as admin and then restarting the campaign brought them back.
Allegedly, reloading the saved game fixes it , although I haven't verified that.
This also occurs after invading an enemy city, not just with quests.
I blame the +100% attack modifiers on juggernaughts (in previous betas multiplicative modifiers exaggerated the penalties because the penalty was calculated based on the total value, but applied before the modifier, sometimes resulting in negative values).
Anecdotally, I once cast cloudwalk when my sovereign had no moves left, and he burned the mana but didn't go anywhere. I haven't been able to replicate it, though.
Landmark (on prestigious location).
[quote who="Derek Paxton" reply="7" id="3251884"]Please patch and let us know if you are still seeing the issue.[/quote] Alas, I doubt I would be a good test of the installer changes since I already launched in admin mode, which did correct the problem for me after starting a new game (although I had to delete all my custom sovereigns after they lost their heads).
[quote who="stein220" reply="28" id="3251830"]maybe an old, yet debilitating injury[/quote] Then by all means, give him an interesting injury; I am sure there is one that's appropriate in both effect and character ( scarred? ). We have the technology. Given that we are on the topic of minor lore tweaks here, weak just sounds weak.
[quote who="stein220" reply="3" id="3251822"]Bears can stand up[/quote] Oh i am sure they can and they do, I was just surprised to see them spend majority of their time standing :)
Oh, I thought it was the mirror shield, but perhaps not. The damage did seem a little high for mere 25%. https://forums.elementalgame.com/434003
[quote who="parrottmath" reply="1" id="3251432"]Did you try running the game in admin mode[/quote] Not yet. Is the admin fix one-off (that is, run in admin mode once as a post-install step, fix forever) or do I need to always run as admin? I haven't had to run the game as admin for any of the previous builds, this is the first time this problem appeared. I'd rather not run as admin all the time, so if the workaround isn't permanent it should really be fixed.
I believe monster intelligence comes into play here (for example, a bear will happily keep on swiping at your immune unit), however I would've expected dragons to be somewhat intelligent. I haven't checked the xml, of course.