Game setup:
- Custom Sov
- Paridian
- Rig:
Intel Core 2 Duo @ 2.24 GHz
ATI Radeon HD 3400 Mobile (on 10.1 Catalyst)
4 GB Ram
Windows 7 x64
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1- Enemy Pioneers are not always killed when attacked using auto-resolve. You must enter combat manually.
2- Teleporting on top of a friendly unit that is being targeted by an enemy stack that is adjacent to it INSTANTLY initiates combat. (situation, I had a pioneer roaming around. Enemy Soverign is in my territory with a large army and has been chasing my Pioneer around and will catch it this next turn since they are next to it. I use Teleport and teleport onto my Pioneer. Instantly, I engage in combat).
3- Teleporting from on top of a just-visited Notable location onto swamp or desert land does not work (if you shouldn't be able to teleport onto swamps/deserts then make the indicator red). Note that it "steals" my mana each time I try and the animation does fire off.
4- Units are not ejected from enemy city influence until given a movement command (the dialog never pops up). This only seems to happen to you. (repro, put a unit adjacent to influence borders. Make the city expand its influence once. You should be "ejected" back one square, but you aren't. You are allowed to sit there)
5- Clicking on an enemy city that you have seen EVER allows you to see what it is currently building, what is currently being trained, what it is currently buildings, and all units currently stationed in the city. This should not be the case. You should not have any information about a city's currently garrisoned units unless you have active line-of-sight.
If you are using a Caravan with another city, then you should be able to see what they are currently producing resources wise (this normally could be calculated by hand by counting buildings, resources, etc, but there are other things such as spells and level-up bonuses that would not be known by a human counting the buildings). The caravan would also occasionally tell you what was garrisoned in the city as it travels back and forth.
What a city is building or training should never be know, especially when it is halfway across the world and the only reason you know about it was because of an "ancient map". I guess it's like Hogwarts, super maps that give you up-to-date information about ancient cities?
6- Building a company of Young Dragons looks REALLY REALLY silly. You should either disable parties/groups/companies for Young Dragons or you should make the "party" be "Adult Dragon" group be "Elder Dragon" and Company be "Wyrm" or something like that, with unique models that get progressively more awesome.
7- Squads do not lose attack/defense power as they lose models.
8- You can propose to the same woman/man multiple times in a row as long as you don't "click-off"
9- Enemy AI value peace treaties WAYYYYYYY too highly when they are losing. I was stomping an AI left-and-right and the perceived value of a peace treaty was 300 to 3400. Luckily, I gave him 4 feathers (diplomatic capital) and it made up for it ... >.<
10- First baby was replacing me in the Dynasty window until I had a second child
11- Spider's poison or venom attack or whatever comes from the wrong side of the map. It looks like a poison cloud came from the farrr left instead of from the spider itself. Makes no sense.
12- Supposedly we are supposed to be able to buy awesome stuff at Neutral Settlements' item shops but since we can't share multiple nationalities in the same hex... umm.. how? - Nevermind, have to get a Non-Aggression Pact then you can.
13- Tarthian (I think, the Red one) says "... this is mostly a way to test racial abilities" in description
14- Frequently saving causes memory leak
15- Shift key causes mouse to stutter
16- Critical On each and every load of a save game, the "Educated" trait is stacked. This makes research ludicrous (you can hit over 100 very easily with just a few loads). I believe the reason this happens is because the save-file saves how much research is being done at the time it saves. Then, when you load the game, it loads the old number and then applies *1.5 to it. (btw, the trait itself lists only 10% increase, but it's 50%. One or the other is broke).
17- Unable to select units while a caravan is in the hex.
18- Children with the Warlord trait do not spawn Sentinels when they come of age.
19- Found Empire appears with Sovereign even if you already have a city (reproduce: rush another city with your Sov + 2 Sentinels and capture it, notice that the icon is still there).
20- Not all faction traits work (Great Warriors, Death Worshippers are two I know of for sure)
21- Loading a save where the "Found Empire" button appears (see 19) causes an instant Conquest Defeat
22- Ridiculous does not have all the same difficulties as Extreme (Sov. HP modifier and a few others).
23- Strategic spells (summons and imbue are the two most common for me) do not work while in cities. Have to step out, then back in. Also, we need a good way to imbue when there are multiple champions in the same hex.
24- Critical - Autoresolve does not properly utilize all the combat speed of units. Eg, take an overpowered unit with 50 Combat speed and a high attack. It should melt everything the first turn. Instead, multiple turns pass and it will only attack once per turn
25- Using autoresolve while in the middle of a tactical battle "resets" the battle to the start, with the surviving units. That is, it re-simulates the battle if they were in their original starting positions and it was the attackers turn, and none of them have moved. This can lead to exploitation: eg, you have a 1 HP unit with 2-0 (Attack/Defense) against an enemy unit with 1 HP and 2-0. Exhaust all your combat speed. Then hit auto-resolve. You'll see you attack first and win (usually, and assuming you were the "attacker" of the engagement since they act first).
26- Shrills still only have 1 combat speed
27- Minor Factions with an evil alignment do not produce Fallen lands (I could just be doing this wrong but... :/)
Feature Requests:
- "Insert at front of queue" when building improvements or training units
- "Rush" feature (probably only for buildings, makes less sense for units but would still be nice).
- Notifications of enemies moving around in your influence
- Auto-generated Faction History for Custom Fa ctions (like Custom Sovs)
- Double-clicking portriate or the icons on the left side instantly centers camera on them
- Sovereign always appears at top of the left side. (and is double-clickable).
Balance Requests:
See here for Tacticals: https://forums.elementalgame.com/393597
Move the Sand Golem summon to a Notable Location Level 2. It's too powerful to get randomly (however uncommon) at the beginning of the game.
Make Non-Aggression Pact into 20 turns, from 99.
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1.06 is a lot better than 1.00 and 1.05 (: thanks for putting the extra time and effort into fixing this stuff. Went from REALLY frustrating to addicting.