This is not a bug. This is not even questionably a bug. This is a balance disagreement. You should change your subject line so as not to clutter up the actual bugs being reported.
Darxim
I've noticed with Tame that if I cast Command on my Sovereign, it stops updating the displayed cooldown timer. It will still finish its cooldown on the right turn, I just lost the ability to tell when that will be. I haven't tried it with any other spells or abilities with cooldowns, but it probably affects more than Tame.
Yeah, all the weapons I know of that have maul also have berserk.
Actually, Troj is wrong about one point. When it says immobilized for 0 turns, they can move that turn. So, Tremor only works for 1 turn, not 2. Freeze works for 2 turns. I've reported this bug before. I have noticed that army size seems to be a factor, as I've had Tremor hold an Ashwake Dragon in place for 2 turns, but a full army never more than 1. I've seen this bug since I started playing FE back in January. Freeze has a similar pr
[quote who="jshores" reply="11" id="3360753"]It's never a waste because it is a FREE +1 to attack. The only time you would not do this is if you want another weakness for whatever reason. It would ALWAYS be worth it because it is a free +1 to attack, no matter your build. [/quote] It's not a free +1 attack. You're using a trait point you could be using for something else. When you take a weakness you get a trait point to spend on ANYTHING. You could
I think that the problem causing all of the Autosave issues is that Autosave is not done first when ending the turn. The order of events should be: 1. Click End Turn. 2. Autosave saves the game. 3. Your turn ends. 4. Other turns happen. I know that they try to make use of multi-core CPUs by having a bunch of s
I think taking Might and Weak together is a waste, and you're nerfing your sovereign by doing so. If you want to max your sov's attack, you should take might and the weakness shouldn't drop that. If you're going for more of a caster build, then you can take weak, but you wouldn't bother taking might. If you could take as many weaknesses as you wanted, sure, it would be a flaw, but since you're limited to one, you're just limiting potential by taki
Since they want to support modding, it could be a variable in the XML. Then you could limit the number of any particular unit the AI trains. I can't see a use for it (outside of Pioneers) in the regular game, but modders might make use of it.
I've also noticed that if I mouse over a spot, sometimes it will give me the false number first, and then if I move the mouse away and then back, it will give me the corrected number.
I like tjashen's idea.
"targets" in the Description and Provides for BreakAbility needs an apostrophe (it's possessive).
I've noticed the problem frequently occurring if I move one square, and then let it try to estimate. It fails to do so.
While I do like the balance changes, I do hope to see a large bugfix list in the near future. I plan on doing a few balance mods post-release, so any balance changes I'd be concerned with at this point are ones that couldn't be adjusted through the XML (like getting rid of the 97% hit cap; or is that also controlled through the XML?). But, yeah, more bug fixes, please.
This is why I make my customer faction's color pink. Pink looks the most distinct from everyone else. That said, even the default factions sometimes have similar colors. It's hard to tell which border belongs to who sometimes. Fortunately they added in the feature to tell whose territory a square is on mouse-over, but I would like some way to not have to check like that, and instead just look and know. Someone had previously suggested having 2-co
I like the "replaces" option Azunai_ suggested best. In most games, when you have multi-leveled traits like this, the higher level one replaces the lower level ones, and its description includes the stats from them. I was assuming that was how this game worked until someone said otherwise and I tested it. I had thought that Potential II and III were just really bad. Therefore, rolling up the stats into each subsequent trait is the best option, but also noting that
It's too late for a full-on placement feature to make it into LH by release. It would take too much work, and they've still got a lot of bugs to fix. We can only hope that some tweaking may make its way in.
Yeah, I've also only seen it when holding shift (I like shift better, it's a bigger button) to select multiple units. I get around it by letting go of shift, moving my mouse cursor to the next unit, then holding it down again to click. It would be nice if I didn't have to. Sometimes I won't pass armies through cities because they'll stop in the city, and I just don't feel like dealing with the selection.
From the way it's worded, it should cap at 100%. Can't ignore more armor than there is. That said, who knows how they're doing the math?
Yes, the current system is counter-intuitive. It wouldn't take much to fix. I could do it myself. Probably an hour in the XML.
I agree with the bit about the spiders. That's been reported so many times. Frogboy said he was going to fix it, but then never did. I'm guessing that what he thought would fix it didn't work. I agree that the AI players don't choose the best of targets. For instance, if I've got weak high-damage melee guys next to my Sand Golem (which has low initiative and high defense), the AI will always attack the Sand Golem. Actually, I think tha
I would ask that my units with high initiative not be placed behind a wall of units with low initiative. Kind of defies the purpose of them having extra turns if they can't do anything with them.
I've reported this bug before. When you cast Tremor on an army, it says "Immobilized for 3 turns." End the turn, and next turn it'll say "Immobilized for 0 turns." and they can move. Effectively, Tremor lasts for 1 turn. Unless you cast it on an army of 1, then it lasts 2 turns. Freeze has a similar problem, but not nearly as bad. Freeze also says it lasts for 3 turns, but it only lasts for 2. It counts down the number of turns immobilized
I've reported this bug before as well. It's not related to loading a save game. AI players and monsters can share tiles as if they're friends, whenever they want. Human players cannot enter tiles with AI units even if they are friends (the exception being caravans, and then you have to kind of trick it into working).
I would like to +1 everything that is a gameplay-impacting bug.
13 - If the name of the improvement is too long (Tower of Dominion), it won't show turns remaining in the city HUD. 14 - Quest where you can trade 3 wolf pelts for a cloak: You should be able to trade the wolf pelts when getting the quest if you already have them. Currently you have to leave the square and then move back onto it to trade him the pelts.