Hmm, can you tell me who's turn it stuck on, or perhaps what kind of units were on either side?
MasonOfSparta
Do you have any save that reproduces this issue?
There was a bug where unit's would kill their subunits on death, should be fixed shortly.
Good find, I believe I've found the offending code.
There were a couple of bugs in my damage code regarding resists and damage values that would certainly cause this sort of wonkiness, I'll have it fixed up soon.
I'll be hopping on this shortly.
I'm likely messing up a loot calculation somewhere along the line, will fix shortly.
We have a save internally that reproduces this on a single machine in our test area, but it's frankly maddening to debug. If you can find reproduce steps or any more helpful saves I'd gladly accept them, but I fear that this is some kind of timing bug and I'll just have to keep hammering at it until I can find the underlying cause.
While I'd love to call this a lottery feature, and not a bug, I'm afraid I'll have to look into this. Enjoy your socialist pig money while you can.
I guess if I had a gun to my head I'd say NEED (no part of me WANTS to see bugs any day of the week) so we can squash this killer once and for all.
If you have any wonky save games see the posts on here about linking them to us. I'd be happy to take a look.
Yeah, if you load an old game there's unfortunately little I can do to fix the data (the data is simply odd). New games should work just fine now.
Hotfixes can be risky business (as anyone who saw what went down on Saturday might attest to) and doubly risky on a Friday when we won't be here to put out any fires. I know that I for one do not want to wake up to angry messages tomorrow morning in case something gets slipped in during our haste. That being said the wait for 1.09 shouldn't be terribly long, and you can expect the fixes then. In the meantime I apologize for the inconvenience.
I think I've found the issue, and it will fix the case where at least one unit will have its mana zero'ed out. If you have any cases where multiple units are losing mana then please let me know. I'll continue tinkering with the mana in tactical to try and make sure there are no other issues on my end.
I think I found the issue with this save and have it fixed locally. I apologize deeply for the inconvenience to you and Dworkin.
I fixed a similar issue to this last week or the week before, but I'll look into this presently and see what I can see.
Yeah, our current design didn't really call for cooldowns in tactical, but this is something we obviously have to address, and we plan to do so.
Might have been missed in the patch notes, but the fix should be in. Let me know if you find any other issues related to squad damage/defense.
We figured out the problem with loading old saved games, and it's a logic mismatch between old data and new code. The new game problem is more concerning, and if that's reproducible with or without a custom sovereign I'd like to hear how you guys are getting it.
To go into slight detail when a unit's base stat (specifically health, attack, and defense) was retrieved it was pre-multiplied by the max of troops that unit might have, but when we did attack/defense rolls we were dividing those stats by the current number. This means you would always get a higher attack or defense than you were meant to. I changed the pre-multiplication for attack and defense to only use the current number of troops. I've made fun of the appropriate parties already.
Found the issue here, will fix asap.
While I originally thought Sarudak's theory was dead on I looked a little further into things and I think I found the error. I'll be fixing and testing presently.
We found the issue with shards not calculating damage properly and it's being addressed. As to the question about damage * number of shards being just damage * 1 with 1 shard the stat actually equates to something like (number of shards + 1) under the hood. Of course LTW could be changing this as we speak, he's working his butt off to make the magic system more logical and fun. I think this makes sense (even if the name is misleading) because every shard basically increases the damage by 100%
I have to guess what's going on here is that the game thinks your unit is still doing something (for one reason or another) and we try to prevent you from taking actions while units are "busy" (to prevent weird timing issues). Still it sounds like your case is resulting in a bad feel during battles, so the more info you could give about what you were doing the more help we'll be able to render code side to make future battles much more fun.
For the XML problem listed above (changing the line to something like value * fireshards * 100) that wouldn't work because the expression system is only valid for binary expressions, meaning one operation per variable for these calculations. We're looking into spell damage and why fire shards (or any shards) might not be calculated properly at the moment. As for the opinion thing, annatar was simply stating that turning these threads into flame fests makes it harder to debug these iss