In unit design, can put henchman triaits on normal units. To recreate, I start the process of creating a henchman. Pick traits that are for the henchman. Then change the unit type to either the male or female version. The traits stay when the unit type is changed.
eaglejk
Krax blood ability to fortify square not working. The tool tip says that the accuracy should increase by 1o and dodge increase by 30. Neither are increased. Attached is an image of a krax blood hero that stood multiple turns in a fortified square. Dodge was left at 2 and Accuracy at 81 which is the base for a lvl 3 hero equiped with a wodden sheild.
In above screen, The kingdom of Altar is shown two extra nation traits at start up. This bug is graficial only. The nation does not actually get the displayed extra trais. This bug is repeatable on my machine. How I got this bug: prep step: Create a custom sovern with 4 positive traits and 2 negative traits. I chose betrayers, binding, enchanters, heroric
When I have the sovern and a hero on adjactent land squares, I am able to trade equipment by the main screen. When I open the equipment screen on either one, I can not trade equipment. Pictures are of same turn without any moves between them.
When renaming a city, the game screen showing your city moves with any press of the arrows. This means that the game screen would show unexplored land when done renaming a city if the arrow keys are used to make an adjustment in the middle or end of a name.
Tool tip error with base unit Disciple. Tool tip says that the unit is a warrior.
I started a quick game to take a look at the herigamenion and only played a few turns. I then went back to the main menu and started the process of a new game. I noticed that half of the soverns had extra lvl skills added including paths. Debug file: https://dl.dropbox.com/u/59805065/061012/debu
Encumbrance is not the issue. I can individually select all the plate armor with the war hammer weapon on the horsey and have an encumbrance of 80. I also noticed that when my city is attacked, my militia choose the plain war hammer and no armor at all. I know that I played games in the past where I did not research weapon smithing and had the magic tech that gave the magic hammer. In those cases, my militia had the magic hammer. But i
Attached is a save game where the top armor selected is leather with the auto armer select when their is chain and plate armor available. Also, the supplied units precreated maxed out their armor at leather as well. The selection chosen with the auto best available is picking wierd results even with weapons and armor. For example, between the mace +12 and the warhammer +11,-3 init, the warhammer is picked as the best wwapon. Also, 2 handed and 1
For a city with pop above 1000, the map view displays the pop as 1...
Their is a conflict in the discription text and the tool tip for Great Arena. Growth x 0.25% vs prestige of +3. Also the grafics for Great Arena and Ereog's Tower are missing.
Lord Reliant, Loading the game after the bug took effect makes no change.
The Icon for Tactian 3 has a II in it. The Icon for Tactian 2 has a III in it.
Typo and missing graphic for Onyx Throne. Conflict between discriptions from pop up menu and tool tip for unrest % removed.
Game crashes when clicking on the mini map after loading a saved game. I was able to get this crash repeatable. The key is to load a save file and get a graphic glith that will not show your map view boundry on the mini map. (The white parallogram). I then click on the mini map to zoom to a discovered portion of the map. The main map then turns black and crashes 10 to 40 seconds later. Attached is a save file that I was able to recreate this crash.
I ran an experiment on this bug report. Enchantments on towns were not affected. The enchantments on the hero was. Also, the bug hits after the first turn. Edit: Regeneration works correctly. I regenerated the correct HP per turn after the glitch appeared. I am not able to test Nature's Cloak. I beleive that this glitch is affecting spells that change stats. All enchantments casted are displayed in the hero's detail page.  
From your discription, your city is not getting to the correct size quick enough. Increase your growth rate in your city. Build some buildings that increase growth. You start with one building and another is achieved with the tech civics. You can also increase your prestige. Prestige also increases growth for your cities empire wide. Growth per city = Prestige / # of cities. Do note that with this equation, multiple cities will slow individua
Your statement reminded me that when I started a new game, their is only a long wait. Once in the midgame, the game hangs. I can wait minutes for the bear to attack. If i try to click on the screen, FE's window goes black and I get a window message that the program is not responding. Edit: I was not having this issue in 0.77. The only diffrence in play was I am now playing a game on a large map. I played on medium or smaller
[hangs][0.86] Game hangs when a bear attacks a warg riding chapion. I repeated it 4 times from the auto save. I have a chapion army in the most extreme North East ready to attack a bear. The chapion approches into the bears attack range using the double movement from inititive. Space after the first move and sheild stance after the second move. I then tried same senario without using the sheild stance. The game still hangs up.
I have noticed that occasionly that I get white leaves in the stragic map. I seem to randomly get this grafical glitch. I am able to clear the glitch to normal veiw by zooming real close.
I reported this issue a week ago. This is an unfinished area that used the abeix fissue intro movie. https://forums.elementalgame.com/419092
Casting strategic spells with multiple casters creates too much map chaos. I suggest that the map does not move to the caster. 99% of the time, I already got the intended target on the screen. Let’s say that I want to cast “Pillar of Fire”, the following is the steps that happen. I first find the target that I want to hit in the screen. 99% of the time I decide to make a spell selection when I am centered above the inte
The HUD on the horses fixed itself when I loaded the auto save.
I loaded an Auto Save after a crash. The gilder numbers fixed themselves. The production number in the tool tip is still counting the clay quarry once. The tool tip for production on the main screen does the tech multipler x 6, which is correct.
I have the incorrect HUD icon for the drake lair. I have the HUD that states that I can build the resource, but I can not. Edit: I also see that the HUD on horses stays with the can build hud when the resource has already been built.