From the 0.911 changelog + Fixed an issue causing quest/event spawned monsters to be dropped on illegal terrain
DerekPaxton
Got it, your save was exactly what I needed. Looks like saving is what messes it up. It isnt treating a reload like when you get a new shard (so it isnt recalculating). We will fix it, thanks again for the help!
I checked stoneskin and burning blade and they are both working correctly for me. If anyone is seeing this please attach a save and I'll check it out.
It updates at the end of the turn so you may need to wait a turn to see that change. If it still isnt updating for you please let me know what spell you are having the issue with and I will check it out.
Fixed, thanks.
Yeah, Ive thought about giving a lower weight to items the unit already has, but we havent changed anything there at this time.
Fixed, thanks.
I actually checked the code for this because I felt like it was this way too. Even have the rng write out its values to the debug log. The truth is that sometimes truly random numbers are streaky.
Fixed, thanks.
I fixed the first 3 issues. The 4th and 5th are on our bug lists.
Is it possible that this game was started on 0.90? If so the fix in 0.91 wouldn't be applied (xml is stored in the save games so when you reload a 0.90 save you are loading 0.90 xml, no matter what your current xml is).
Fixed, thanks.
I fixed the encumbrance tooltip, thanks for that. Yes, different unit do have different base inits. BtW, its weird that your units aren't showing up on the screen. I wonder if you deleted your screens file if it would resolve it?
Gold from combat, alchemy and buying items all worked correctly for me when my gold was negative. I did notice that you are able to buy form the store when your gold is negative (but not if your gold is positive and the price would take you negative). So we will fix that. If anyone has a save of the above issues please attach it and I'll check it out.
If you could show the details screen from that combat, and supply the debug.err it may help track it down. Were you using mantle of flames and a weapon with counterattack by chance?
Unreleased Features: + Captured cities give an Occupation unrest penalty if you arent the player that founded them. This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays. A player never has an occupation penalty from a city he founded (if he retake
Fixed, thanks.
Monsters from lairs are automatically spawned on the lairs under the players control. They don't need to be trained in the cities anymore.
Looks to be working for me. Is anyone else having a problem with this?
If you could provide your debugg.err file it would help (I want to check out your video card).
If someone with this issue doesn't mind a bit of troubleshooting (and wants to avoid downloading and installing the whole game) would you please try deleting your "C:\ProgramData\Stardock\Elemental - Fallen Enchantress\Screens" directory? The game will recreate it next to you start to play. This will tell us if the screen cache isn't picking up the patch changes.
Thanks, we will fix it (won't be in in time for 0.91 though).
Fixed, thanks.
Fixed, thanks.
Delete your "C:\ProgramData\Stardock\Elemental - Fallen Enchantress\sig.bin" file. The next time you start FE it will ask for your username, password and serial number. You can get your serial number from the Stardock store if needed.