I've reproduced this and am looking into it right now! Update: Fixed it...was looking for when you killed a Giant Black Widow, but it should have looked for the Hoarder Spider's death instead. Will be in the next update.
ScottTykoski
There was a bug fixed a few builds back where if you didn't complete a fetch quest in one sitting (not saving/loading) then it would break. My guess is that the condition tracker is using the unit that triggered the quest and will ignore any units, besides the original, that try to return the item. Will investigate today and get back to you. Update: I think I found the issue...the trigger was grabbing the unit that just stepped into the trigger tile, but instead of doing
Is this by any chance a campaign started from an earlier build? Several of those issues should have been fixed (but I'll verify and fix the others...thanks!).
We talked about it, and cooldowns don't really change the fact that a player with Arcane Arrow, Spell Blast, and Touch of Entropy could still fire off those three spells in one round. We're trying a code fix where casting a spell uses up all remaining spell points (still open to micromanagement cheese...using up most of your pts before casting a spell) but it's a step in the right direction.
[quote]Its moments like this i wonder why i even bother.. lol[/quote] Oh, we're reading :) I beleive 1, 2, and 7 are on the official future list (I personally feel #7 is a huge issue for those of us that like to keep their nations small, even when a-hole AI player insist on going to war and making us take their cities).
Will investigate, thanks for the heads-up!
lol Love it, thanks WS :)
Thanks for the save...looking into it now. Update: Looks like the bug was with a NULL Capital bug that we fixed this morning. New update will fix this for ya :)
If you guys get a reproducable case (via save file), can you post it here and I can dig into it? We jsut caught a lock-up case that could be at fault here. Thanks!
Thanks guys - investigating. Update 1: Got this to reproduce...looks like some screen code was locking the timer list, then calling a screen that tried to add something to the timer list. Codecritter (Jesse) is fixing now. Thanks for the useful save file!
This is just the running changelog so you know what we're working on and if any issues you encounter have been fixed :) I actually wish we had been doing this all along...it's a great comminucation tool, mostly during the beta phases.
Good catch - was true with Greater Mobility as well. Enjoy the free speed, will be fixed in the next update :)
Can you send a debug.err when this happens? I've seen this when we set the game into 'autoplay' mode...we'll try and track down the cause. Thanks!
Thanks for the data, graalar. We'll look into it :) Update: Turned out it was an easy fix...some code was assuming a player has a valid capital city when there was none (player was probably dead). Put in the proper checks and it runs fine. I'll autoplay through more of your save to make sure nothing else breaks. Thanks again!
[quote]This has a fishy smell to it.[/quote] No, I know that support has been backed up since Thanksgiving, so this user may have a legitimate complaint. RE OP: The guys downstairs are toiling away at their support tickets, I assure you. You'll be getting a response soon.
Weird, all the data shows this as affecting combat speed and describing the item as such...perhaps this got fixed on the sly :)
I don't think this would make it in for 1.1 (we're past the implementation stage and into the bug fixing realm), but I agree that custom colors on your guys would make unit creation more fun AND informative as to easilly spotting certain designs from afar (I always like when artistic features have a gameplay rational as well). I'll bring it up to Derek! Thanks!
Great feedback guys, thanks for the write ups. RE: Enchantment Spells - What if we made some of the resource buffs give a + %bonus instead of a flat +bonus. This way you can cast it on your gildar producing center to give a nice boost, opposed to +1, which on second pass does seem worthless once the game starts rolling.
A future, ongoing changelog? Genius!
[quote]reassuring joke[/quote] :)
Stab of Ice 1, 2, and 3 are now the first three water spells...with Ultimate Stab of Ice 1 & 2 the last two. Sorry, GW ;)
[quote]Why do you need a Internet connection after updating the Beta patch?[/quote] During beta cycles, we use server-fed data to allow us to play with numbers easilly without having to re-stage-and-upload the whole game (imagine a 2 minute fix over a 2 hour process). Once 1.1 is officially released the data loading will go back to normal (ie. no net needed).
[quote]The question I have for them is how will special abilities work in 1.1?[/quote] All abilities now have cooldown times instead of mana costs (I never liked the fact that spiders had to have 'Essence' to use their spiderweb).
Gazz_: We'll be consistently taking suggestions from you guys while solidifying the future designs internally. Once a vision is solidified and agreed upon, we present that vision in some official manner (and the cycle continues). At no part will we break the comminucation cycle, but as future design/vision decisions are agreed upon and finalized, us mortals in the bullpen have to be careful not to step on the toes of the almighty marketing and PR departments, lest their
We probably won't discuss futures unti 1.1 is out the door, though I think some PR is being done on Fallen Enchantress as we speak, so you may hear about that through more formal channels before we blab about it here :)