1) Trolls have regeneration. They heal more each turn than your poison from the poison sac deals. 2) I've seen stuff like this happen. It's really annoying. I like the game being harder, but in ways that are transparent to me, not in ways like this. 3) Lairs occasionally spawn armies that are immediately mobile. There's a bug in the game currently where they often won't leave the lair, but they're supposed to. Another thing tha
Darxim
I think I'll wait for it to go on sale. I was expecting a bit... more.
As long as they fix all of the crashing problems, we don't need to reload autosaves. As it stands, however, I'll get an average of one crash every two hours of gameplay, and I'm not just going to quit the game every crash, I'm going to load the autosave. I'd like things to be as they were when I load that autosave, rather than avoiding combat and sometimes losing production. It's easy to fix the autosave issue, they just don't do it.
They don't actually pull you into their square. Instead, if your army had a destination set, they automatically move towards it after being attacked. I consider this to be a bug. If you don't leave any armies with destinations at the end of your turn, you won't see this happen.
This is a typical problem with the autosave. The city improvement that you built that expanded your borders over that Twilight Bees had completed during the autosave. Any time an improvement or unit would finish on the turn of the autosave, if you load that autosave, the improvement/unit is lost, as if you had never queued it up. The only workaround I've found is to quicksave at the end of every turn, before hitting End Turn. This works because the quicksave occurs
@coyote: It's both. While it's random as to whether or not you get attacked, the bug is that autosaving occurs while stuff is happening, so things are changing as it's saving. This is what produces wonky autosaves. So, when you load an autosave, it's anyone's guess as to what got saved and what didn't. The way autosaving SHOULD work, is that when you end the turn, it should save the game BEFORE it does ANYTHING else (even processing the fa
Stacking units already occurs with non-player-controlled units. You can have AI faction-controlled units in the same square as monsters and ruffians or other factions. It happens all the time. Only the player is restricted from doing this. So, basically, the problem you're citing with the "cure" is already in the game, and has been for quite some time. It's been reported several times, too. Hell, I reported it back when LH was still in beta (althoug
@Flector: Yeah, that's the main problem I've found with this game type. Fortunately I haven't actually run into that problem yet. I have noticed that, even though I'm pretty far along, the AI player still doesn't have anything beyond the initial 3 items in their shop. :/ I really want to get some mounts. @ davrovana: &nb
Because it would be fun. You know, the whole point of gaming in the first place?
So, you can't actually set this gameplay mode in the game (can't turn off conquest), but with a little self-regulation, you can still do it. In Adventure mode, you... - Can only win the game with a Master Quest victory (although you can't disable Conquest victory, so you'll have to control yourself). - Play with monster difficulty on Insane. - Have only one AI player, set to Easy (or Hard+, but nothing in between because that actually makes it e
Plus you can turn off auto-turn when you don't want it anymore, mid-game.
You mean like the OP suggested?
I agree with this. The game allows you to interact with it before it's your turn, but doing so has a high chance of crashing it. It would be nice to know when it's safe to do things.
Of all the things to complain about...
Did you snort the powder?
Sounds like a bug to me.
45. Ranged AI units that have been webbed will not attack . They simply pass instead of attack while they are webbed. My ranged units can still attack when webbed, just AI units won't. 46. Tangled Web's description does not mention that it reduces dodge to 0. It makes sense that a unit couldn't dodge while webbed, but the description still needs to state it.
I'm pretty sure it's not supposed to specialize. Other than that, IDK, I've only conquered it once (it just isn't near me in most of my games).
[quote who="smeagolheart" reply="32" id="3392138"]I find that I need a commander in my first two or three heroes. With no roads everything kind of grinds to a halt. With roads you get a huge advantage over the monsters of the world and the AI. Logistics are key to victory.[/quote] I just play as Mancers every time. You can build roads without commanders and the extra movement rate just helps all around. They also get an accuracy bonus which
You have to look at the tech tree and see what's increased. If it went to the tech you're currently researching, you'd just have to know how much was there before. There's no clear indicator other than "Hey, there's RP in that tech I haven't done any research on yet." You can't accidentally trade RP. You can't trade RP at all, for that matter. Only KP. You can only see how much KP you have to trade by opening up a trade dia
44. When an AI player (not sure if it's also for the human player) begins casting the Spell of Making, and their sovereign is defeated in combat before they finish, the progress bar for casting Spell of Making continues. The spell doesn't resolve at the end (hence this being a minor bug), but the progress bar continuing makes it look like it's going to complete no matter what you do other than wiping out the entire faction.
If a wiki does go up, the first thing I'm going to put on it is the stats for all the champions. I want to be able to easily look up the details of each before making my choice (looking at the XML is more trouble than it's worth). You know, when I'm not choosing solely based on magic trees. If neither choice gives me access to a new tree...
I think the crashing is only relevant because it makes him have to load games. It's the loading of the games that causes the erroneous growth amounts. I've noticed that if a city runs out of food, and growth goes to 0, when the city finally has enough food to continue growing, the growth number doesn't change until the next turn. That may be related.
Added 3 new items, and reformatted a bit to make it easier to glance through. - Add Resource Improvements (such as Mines and Shards) to the Build menu of the city it's tied to. Also their upgrades. - Add Outpost Upgrades (such as Stables and High Tower) to the Build menu of the city it's tied to. - Add a button/hotkey to select all the units that are stationed in the currently selected city.