[1.06.19] Accumulated Bug List

I am 98% sure that the following bugs have all occurred under 1.06.19.  This isn't an exhaustive list, but these are the ones I can remember at the moment.

 

When creating multiple sovereigns without restarting the game, sometimes previously lowered statistics for the previous sovereign are replicated for the new one, but no points are awarded.  Often talents behave oddly in this situation as well.

Newly created sovereigns do not always appear in the sovereign list.  Restarting generally fixes this problem.

Sovereigns with Adventurer and Tracker often can not equip either the traveling boots or the journeyman's cloak (or both).  No cause for this is apparent.

[Sufficiently] Wounded squads lose their squad/party status on reload from save.

Units being built are sometimes lost when restoring from autosave (this might be because the autosave took place the turn they were built, after the queue was cleared but before the unit was created).

Unit move power from Warfare>Movement does not work (the one time I've researched it at least)

Buildings which can only be built once (per settlement/faction/game) can often be built twice in a row in the same settlement, even if doing so puts you into negative resources.

The Vengeance Coating has no (noticeable) effect.

There is no way to go from a city's list of caravans to the associated caravans on the map.  Coupled with Caravans not appearing on the left hand side, this can be very irritating.

City's will often display the wrong owner, name and status (friendly, neutral, war) in their overhead caption and selection/card (the borders are usually right however).

In tactical battles animations will sometimes 'glitch' taking up to 45s to complete.

The mapping of mouse coordinates in 3D space to actual grid location is often incorrect.  This happens more often (or is far more noticeable) in tactical battles.

Pathing for units does not attempt to take the shortest path in all cases vis a vis terrain costs.

Mousing over non-friendly units in a stack will often (always?) display the wrong card for every unit after the first/topmost in the stack.

Selecting a non-friendly unit in a stack will sometimes displays the wrong information for the unit.

When a city region is first established (the turn after the settlement is established), sometimes a champion may not enter the shop (the purchase button does not appear).  Reselecting the unit usually fixes this.  This bug also appears occasionally for Pioneers vis a vis the Establish Settlement button on open ground.

Casting Imbue Champion on a stack with more then one champion does not provide a selection dialog for which champion to imbue.  The selection appears arbitrary (possibly the first champion in the stack list).

Units added to cities do not notify when they are healed, but rather when they are healed including the city defense bonus (often several turns after they would otherwise have been fully healed outside of the city).

Neutral Champions you can not afford will neither talk to you nor tell you how much wealth you need to possess to be willing to talk to you.  This may not be strictly speaking a bug, but it's pretty annoying ;).

Non-"human" ally units (Spiders, Shrills, etc.) cost "human" population to build.

Summoning spells will sometimes "refuse" to work.  The casting tile hilite is green, but casting the spell simply does nothing.  Repeated spamming of the spell (sometimes as many as 20 times) will eventually get the spell to work (combined with reselecting and panning the map, etc.).  I have no idea what causes this.  I guess I don't summon enough.  This may be related to the mouse coords to map grid mapping bug.  This also occasionally occurs for enchantment spells.

You can sometimes recruit Neutral NPCs with Champions who are very far away (10+ tiles).  In general the chat distance for a Neutral Champion seems somewhat arbitrary (but appears related to Moves).

It is unclear that Charisma effects champion recruitment.  This makes determining if the charisma of the recruiter (the champion near the target neutral) or your leader is the deciding factor.  Adding the charisma effect to the cost in a tooltip would help.

Diplomacy>Dynasties appears not to function.  You can not negotiate for a spouse for your leader with another sovereign, regardless of the number of children they possess or their age.

Resource discovery techs do not appear to reveal resources in/around settlements you establish after you have developed the technology.  Even if this is the intended behaviour, the techs in question should have their descriptions and rationale altered.

Temples of Essence do not appear to function.

In the Hiergamenon, when reviewing completed techs, the techs no longer list what benefits they will provide (buildings, etc.)

The Construction Yard sometimes claims to grant 25% faster construction time on its card, and sometimes claims to provide +20% materials.  No idea which it actually does as I haven't actually built one yet ;).  Empire/Kingdom bug?

You can not unload units at a harbor.  If you have only a single beach tile on which you have built your harbor, you can no longer unload troops at that location.

Stacking is buggy.  Units do not always join armies they stack with, and sometimes leaders of a stack will leave their stack behind when selected and moved.  This behaviour has improved greatly in the recent patches, but still occurs occasionally in 1.06.  The behaviour is much more erratic with transports.

Units which leave garrisoning a city have only 2 moves, regardless of what their Moves capacity may be.

Units stacked with an organized leader and then separated retain (for that turn) the organized leader's moves even if they do not move with him.

The AI does not speak Transport.  They are the magical ether ships of teleportation to the AI.  Perhaps that's not exactly a bug.

Tactical plotted movement will sometimes, but not always usurp control at the start of a tactical turn.  I.e. if you have a unit with a preplotted move (usually because it didn't have the move to reach to tile you selected for it on a previous turn), it will sometimes, but not always, attempt to move to that tile immediately at the start of the next tactical turn.

Teleporting a stack on the strategic map which had a plotted destination will cause it to immediately start walking to that plotted destination once the teleport is complete (rather then clearing that destination).

Monsters and Ruffians can spawn inside the influence radius of your cities.

Alt-tabbing out of the game will cause a DirectX error crashing the game.

Sovereigns can have children with spouses they've never been in the same square with 8).

12,224 views 23 replies
Reply #1 Top


   Neutral Champions you can not afford will neither talk to you nor tell you how much wealth you need to possess to be willing to talk to you.  This may not be strictly speaking a bug, but it's pretty annoying .
End of quote

This is not exactly bug, but awkward feature. Selecting this champion than going to "action" tab will show you needed cost. But I am agree with you that it is very non-obvious.

Resource discovery techs do not appear to reveal resources in/around settlements you establish after you have developed the technology.  Even if this is the intended behaviour, the techs in question should have their descriptions and rationale altered.
End of quote

Strange. It worked for me. Just as I research resources, at least twices it generate gold mine/metal deposit in nearest vicinity of my capital. Empire used, if it is matters.

Units which leave garrisoning a city have only 2 moves, regardless of what their Moves capacity may be.

Units stacked with an organized leader and then separated retain (for that turn) the organized leader's moves even if they do not move with him.
End of quote

Moreover, it works vice versa too. Joining with 0 moves to leader instantly set his moves to 0. It is bug for me too - bug that any unit in stack have exactly the same number of moves (lowest from possible).

Reply #2 Top

If you recruit Janusk the tech researcher, save the game, and then later come back to that game. Janusk will have decided he instead really wants to be a merchant.

Reloading a save will reset units to base movement for the first turn totally ignoring bonuses from equipment.

Reloading a save will also sometimes cause random shards to appear. Might also cause other resources, but I have only noticed the shards.

If you save the game and reload right after founding a city you will now have influence around that city and can use it to purchase equipment. Also does the same for quest locations such as terrorized city, lost horse, and bandit hut allowing for immediate teleport/access of equipment purchase.

You can raze a city simply by pressing the x button. Regardless of whether you have researched fortifications tech.

 

I figured I should help add to the list...

Reply #3 Top

Oh, and I forgot, you can use the "influence" area markers for quest locations to build on resources, should one happen to be in range.

Reply #4 Top

Guess I'll add the ones I found that aren't on your list:

- Custom Sovereigns begin with a Base Attack of 1, but the stock Sovereigns begin with a Base Attack of 0.

- Legendary Plate Armlets are missing.

- Verga has no Profession.

- The Great Warriors racial trait is being applied to all races and factions, regardless of whether they have the Great Warriors trait or not. Thus, the Great Warriors trait currently does nothing. This can be seen in combat because no matter what faction you play as, your units have 3 combat speed instead of 2. Also, the statistics in the Unit Designer do not reflect the Great Warriors bonus.

- The Death Worship trait isn't working.

- In the Campaign Sovereigns and Champions still only have 1 Combat Speed, even though designed units were raised to 2 with the 1.06 patch.

- If you create a custom Kingdom faction with the Master Archer trait, Advanced Archery remains a researchable item on the research list when it shouldn't be.

- Leather armor for the Trog, Urxen, and Quendar races only have 1 Defense.

- The Karrazan sword is missing from the Unit Designer for Kingdom factions.

- The Elementium Karrazan sword is missing from the Unit Designer for Kingdom factions.

 

Reply #5 Top

In tactical battles animations will sometimes 'glitch' taking up to 45s to complete - actually happens ALWAYS in my game...

My first city shop stops selling me Travellers Boots after i bought some of them - around 5+, but i still can buy those boots in other cities far from capital

Patch 1.06 - Irrigation and Trade Center now lists 2X bonuses for food/gildar and also costs 2X to maintain - Irrigation now 2g/turn and +50% food... maybe because they are counting both Kingdom/Empire bonuses

Empire tree lists only xxx number of units/cities and everything above that just don't count - this leads to buttons like "Select next idle city" to not function properly...

Construction yards provide only +20% materials, construction times in city remain 100%, not 75% like i thought they should be

Movement points from equipment are lost on reload

Champions can equip multiple SAME rings/amulets/charms - i tried and equipped like 10+ rings that give +1 move points... insane :)  also worked for +2 attack amulet

Enchantments like arcane armor/weapon and stoneskin sometimes stop working after you increase INT of hero on level up - even the icon in enchants tab of this hero starts to show 0 (zero) symbol instead of P (permanent)

Reply #6 Top

Here some more from the top of my head:


- Sometimes you have to click the Encyclopedia's close button (the little "X" in the upper right) twice to close the encyclopedia. This happens especially when it is opened by clicking on an entry in the research screen or clicking on the resource entries in the city's encyclopedia entries.

- When configuring a new sovereign the icons that represent the outfit and the faces, are not very similar to what the 3D outfit looks like. Sometimes not even the color is correct.

- Sometimes a group of units is selected but will not respond to move orders. You have to click somebody else and click back on the group to have it respond again.

- Sometimes after building city improvements the the next improvement that was automatically selected does not show costs. You have to click something else and click back on the original improvement to see the building costs.

- Some spell descriptions (was it blizzard maybe?) mention "ice shards". Maybe I didn't play enough, but I never saw one. To my knowledge there are only water shards.

- Some tech descriptions are wrong on what they claim to unlock or on what the claim to be the prerequisite for.

- Not a bug, but it kills me: When shopping I don't see what my unit has as his equipment though there is plenty of space left on the screen where it could be shown. Instead you have to look on the equipment screen first and then go back to the shop. :(

- Trying to talk to a champion/hero will sometimes not show the dialog icon when hovering over the hero. Thus it is not possible to recruit him like that. But still it is possible to initiate conversation by clicking him and then selecting recruit from the action tab.

Reply #7 Top
Quoting Kumu_Honua, reply 2

If you recruit Janusk the tech researcher, save the game, and then later come back to that game. Janusk will have decided he instead really wants to be a merchant.

Reloading a save will also sometimes cause random shards to appear. Might also cause other resources, but I have only noticed the shards.

If you save the game and reload right after founding a city you will now have influence around that city and can use it to purchase equipment. Also does the same for quest locations such as terrorized city, lost horse, and bandit hut allowing for immediate teleport/access of equipment purchase.

End of Kumu_Honua's quote

It is all showing of "delayed effect" of some things. I described several other manifestations of it here: https://forums.elementalgame.com/392896 I bet, there are many other things that work that way because of delay.

Quoting GambitNC, reply 6

- Not a bug, but it kills me: When shopping I don't see what my unit has as his equipment though there is plenty of space left on the screen where it could be shown. Instead you have to look on the equipment screen first and then go back to the shop.

End of GambitNC's quote

Second one about that! We have inventory - why equipped things didn't shown here is mystery for me too.

Quoting GambitNC, reply 6
- Trying to talk to a champion/hero will sometimes not show the dialog icon when hovering over the hero. Thus it is not possible to recruit him like that. But still it is possible to initiate conversation by clicking him and then selecting recruit from the action tab.

End of GambitNC's quote

Actually, you can initiate dialog only if you select champion. I bet, it must have something with this Charisma things, but yes, now it works somewhat wrong.

Quoting Belizan, reply 3

Oh, and I forgot, you can use the "influence" area markers for quest locations to build on resources, should one happen to be in range.

End of Belizan's quote

There will be one problem with it: I belive that this resource will disappear, along with your money, just as you will fulfill the quest, and area will disappeared too. :) But I agree, that zone of control from quest must be non-exist at all - or, vice versa, remained here forever. :)

 

 

Reply #8 Top

Hi,

 

Great game but....

 

It has more bugs than an ilegal Indian resturant, and it crashes more times than a ZX Spectrum. XD

 

Patch 1.06

still giving out of memory errors with a CTD

DX errors

Missing icons in games (such as rings and amulets when purchased from shop) :(O

Reply #9 Top

Last night I noticed that the AI doesn't appear to understand the concept of resource limitation.  He was functioning on -1260 gildar and kept on expanding further and further.

 

At least, according to the diplomacy screen he had -1260....whether that affects other resources or whatnot, I dunno, but it is rather obnoxious.

Reply #10 Top

HP bonus on harder difficulties of sovereigns not taking effect. I play on ridiculous and sovereigns have 9-15 HP to start. This bug was in 1.05 also. Enemy units, champions and spouses seems to get the HP bonus but not the sovereigns, spouses usually have 40 HP at start. In my game the Umber sovereign is level 8 and has 12 HP! I think the AI is not using it's level up distribute points, not towards HP/consitution anyway.

Reply #11 Top

Add to the list:

AI sovereigns are morons.  Period.  They are suicidal.  I've played normal/normal and challenging/challenging and AIs kill themselves over and over by attacking into horrendous odds.  The bulk of AI empires in my games vanish because the sovs are idiots and kill themselves.  I could only wish they were killing each other but I'm positive it's just suicidal behavior because of how they attack me.  You rarely see AI cities change hands - mostly an AI sov commits suicide and the other AIs, who keep like 10 pioneers on hand (WTF) immediately move in and settle.  The AI sends wave after wave if single champs, soldiers, etc vs my 1 party in a city and they all die because they have ZERO chance of winning the battle.  Then their sovs attack my heavily fortified or my sov's vastly superior army when they have zero chance of winning and then their empire poofs.

Why the hell does the AI build so many pioneers when there's nowhere to settle (except after another AI sov suicides - maybe suicidal sov behavior is intentional and the other AIs are programmed to be ready for it.  Yeah, right.  It is frickin uncanny how it works out though!).

Also, do the world mobs treat the player and AIs similarly?  If I sent a pioneer out by itself I'll see 10 random mobs spawn and race each other to my pioneer to slaughter it.  I always need to send some kind of military unit out ahead to make sure the area stays clear.  The AIs send unguarded pioneers all over the map in waves like freaking lemmings and the only thing I ever see kill them is me.  Lone AI units that should get vaporized by the nonstop monster hordes in the wild seem to get by untouched while my units would get attacked incessantly.  Dunno, but it seems like AIs get a free ride.  Maybe it's just me.

Stacking is buggy.
End of quote

Yes and it's annoying as hell when you select sov to buy him equipment then he starts moving by himself towards mobs that will own him, and his troops aren't able to catch up without his speed boost and organized trait.  Good times for all.  Normally you have to intentionally seperate a unit from a stack.  This behavior is entirely unpredictable, other than it'll screw up at the worst possible moment.

[Sufficiently] Wounded squads lose their squad/party status on reload from save.
End of quote

With how frequently this game crashes this results in a massive loss of resources (spent on parties/squads that never heal and get stuck as "oprphans") and a royal pain in my posterior.

Between this one bug, too many crashes, and horrendous slowing by midgame (if that) forcing me to do all movement with cloth map (neato as cloth map is it's not how I want to play) - I'm pretty much done with the game for now.

Sorry, but a quad core, 6G, 5770, latest drivers, amazing performance, should eat Elemental for breakfast, not have horrendous performance by the time 10 cities are showing.

I can suffer thru the laundry list of bugs, balance issues, poorly designed or implimented features, and so on, but I can't tolerate the mid/late game performance anymore.

 

Reply #12 Top

 

Oddly, I have a pretty old system, relatively (E6850 Duo 3Ghz w/ 8G of Ram) and the game runs pretty fast for me (modulo the lock ups of course).  Faster then C4/Wild Mana for instance.

 

Another bug.  When you are building in one city and click on another city's icon from the left hand screen, you will get a display of the city, but your build options will still be for the first city you were viewing.  Other related behaviour is similarly buggy.  On a related note, escaping from city view is quirky, sometimes exiting you to the options menu.  Closing the build window at a city does not end "city grab", which absent other indicators of being in "city view" can be disconcerting when you are unable to pan away from the city (the behaviour is even worse as you pan away but then immediately are panned back to the city).  These issues are made worse coupled with the inconsistent  behaviour of city viewing in the first place (sometimes clicking on a city icon will put you in city view, and sometimes it will simply scroll to the city, I think dependent on where the camera was already).

Also a pseudo bug.  Clear appearing terrain can in fact turn out to be blocked for building construction.  Some sort of light hilite both in the city build screen and when considering settlement placement would be nice to signify that certain tiles are not clear enough terrain for building.  In general, a better indication of the terrain of a square would be nice, perhaps a tab/alt/ctrl & hold to reveal move cost/terrain overlay.  Getting off topic though, this thread is about bugs.  Sorry :/.

 

Reply #13 Top

A few I've noticed over the weekend:

-If another faction demands gildar from you in exchange for not attacking and you assent to their demands, it will not subtract the gildar from your total but the opposing faction will not declare war.  The one exception is if you have less than the demanded amount of gildar in your reserves in the first place.  In other words, as long as you have the right amount of gildar in your bank, bribing is free.

-If you are selecting more than a few units at once, the cursor gets jittery and hard to control.  Please, please Stardock, put in a "Select All" button!

-The difficulty settings seem to have little effect. The first game that I won was at ridiculous difficulty.

-Health and mana regeneration seems too low to be intentional.

-You can lure the AI into attacking your sovereign with theirs but putting your sovereign alone next to a city for a few turns.  Three times I have had the head of a warring faction make a foray into my territory with its relatively small army.  Three times have I then moved my army out of the city one tile over and destroy the sovereign (and with it, the faction).  Not sure if this is a bug or stupid AI; either way, it's probably not intended.

-The unclaimed land that appears where cities used to be after you destroy a faction leader spawns a ridiculous army of monsters that will likely destroy much of your development if you do not spend the next 20+ turns wiping them out.  If they organize, we're all in trouble.

-There are few (if any) spells above level 7.  I assume that this is not a bug but an incomplete feature.

-The biggest bug, in my mind, is in diplomacy.  If I have just marauded across an opposing faction's territory, taken all but two of their cities, have decimated their army and crippled their economy, why the hell should I have to pay them 30k+ gildar for peace?!  As far as I can tell, the amount required for a different faction to accept any proposal is dictated by how many turns have gone by in the game more than anything else.  Also, why are they asking me to marry my children to theirs if they refuse to subject their children to the horrors of my family?

Reply #14 Top

I have 20 plus settlements/cities and a city management tab would be really nice, since the select idle city tab doesnt seem to go beyond some magic number, i have to scroll around the map and click each city to see what new stuff i can build or add to queue... its painful. or at least something on the city tab that says city is still building something and recruiting units. or maybe get a scroll bar on the left with the unit and city listing, since with 10 armies running around, the cities have fallen off the list...

Also noticed that some of the champions with essence and all of my offspring that have essence regenerate hp and essence every combat turn. and thats without the special talent that some units list... So i usually delay the fight and run around the map building essence, and when cornered I kill the mobs. This has ended up with stacks full of elementals and one offsrping doing rapid response assaults as I tport to a mob, regen mana, then crush it, rinse and repeat. While my sovereign simply trugges around the map exploring.

also when placing a port you cant use shift-mousewheel trick to rotate the port so it properly orients with the beach tiles... the one city i built the port facing the wrong way became un-useable...

i have also noticed the multiplying shards bug... i have one city with 6 shards around it now, but when i founded the city it only had one... i have also not researched any of the resources tech tree under adventure... load my game up this morning and two more shards have appeared...

Reply #15 Top

Quoting Malys_Tryx, reply 14
or maybe get a scroll bar on the left with the unit and city listing, since with 10 armies running around, the cities have fallen off the list...
End of Malys_Tryx's quote

 

Actually, if you hover over the list of units/cities with the mouse you *can* use the mouse wheel to scroll through the list. Just make sure you're hovering over a unit/city in the list when you start scrolling, or it'll think you want to zoom in/out. Invisible scroll bar FTW. ;)

Reply #16 Top

Quoting Belizan, reply 12
 
Also a pseudo bug.  Clear appearing terrain can in fact turn out to be blocked for building construction.  Some sort of light hilite both in the city build screen and when considering settlement placement would be nice to signify that certain tiles are not clear enough terrain for building.  In general, a better indication of the terrain of a square would be nice, perhaps a tab/alt/ctrl & hold to reveal move cost/terrain overlay.  Getting off topic though, this thread is about bugs.  Sorry :/.
End of Belizan's quote

Actually, terrain view (toggled by button in the upper right corner) showing terrain overlay. :)

Reply #17 Top

This is a very good post I hope the guys at Stardock see it.

The worst bug for me:

When you buy a team of units or groups made out of more men, once they get hurt (lose units), instead then regenerating (recruite more units), while staying inside one's territory they lose more and more men until the whole group is reduced to one!

That is messing up the real feel of the game to the point that even the AI sometimes can be seen running around its territory with stacks made out of onemaunits. probably theyr armies would be overgrown by turn 300 but instead it wastes lots of money in groups that are soon going to be reduced to nothing

I have no idea what the gameplay will feel like once this one gets fixed!

 

(vista 64 - playing at ridiculous difficulty level)

 

 

Reply #18 Top

A few more...

When summoning a new unit, the new unit does not always appear in the stack's lists of icons.  Reselecting the stack usually fixes this.

When selecting a caster (at the start of a turn/just after loading?) you can open his spell book to cast spells and not be able to cast any spells (the cast option does not show up).  Reselecting the caster usually fixes this.

 

Reply #19 Top

One of the Gilden women that married into my family now appears twice in my game.  She cannot move on her own but in a stack.  She can buy equipment but cannot equip the items.  Greater raise land does not seem to work on tiles with roads on them.  Every time I load my save game another elemental shrine appears in my territory.

Reply #20 Top

I can also atest to the CTD with "Out of Memory" Error.  It happened after 1.06.  I finished the campaign with no problems before the patch.

Reply #21 Top

When attacking a unit next to part of a city such that you need to move through the city to reach it, you end up stacked with the target unit rather then attacking it.  This can also happen when unloading units from a city.

When replacing a caravan for a route that has been destroyed, the caravan rewalks and establishes the route, rather then simply returning to walking the route as a little mini caravan (perhaps there's a hidden interface for making this work correctly).

 

Reply #22 Top

In auto-combat, both the one you select and the one that appears to happen somewhat randomly without giving you the choice is pooched on several levels.

Now, we all know shards do diddly to your offensive spells (they work on heal) in tactical combat, but work fine in auto-combat, so I often use that if the circumstances warrant it and my mage has sufficient mojo to deal with a single mob. However, there are several issues.

1) It doesn't appear to take range into consideration. Attacking an archer mob, my mage will kill them with melting touch or some other short range spell, without the archer firing a shot.

2) Combat speed makes no difference, no matter what  you attack or cast ONCE, then the enemy does. I built my armies with high combat speed for a reason.

3) My 20 intelligence hero with 18 mana (at full) should not be meleeing, ever. However, when I read the log she regularly attacks the enemy instead of casting at it, which means she takes damage because she is not a freaking warrior and gets counter attacked. This should not happen unless STR is higher than INT in my opinion. Also, it will use even the lowest attack creature in your army to attack the enemy before your high attack ones. I lead two sets of melee troops around with my "daughter" in the game, a mage, but she is constantly "attacking" instead of casting, before the troops fight.

Now, you could tell me to use tactical, but like I said, it is borked on offensive spell casting and sometimes the game takes the decision out of your hands for some reason.

Reply #23 Top

Quoting Viperswhip, reply 22
3) My 20 intelligence hero with 18 mana (at full) should not be meleeing, ever. However, when I read the log she regularly attacks the enemy instead of casting at it, which means she takes damage because she is not a freaking warrior and gets counter attacked. This should not happen unless STR is higher than INT in my opinion.
End of Viperswhip's quote

Try equipping your "caster" (read: squishy) units with ranged weapons instead. (ex. Cedar Shortbow) If you give them a stick they're gonna want to beat on someone...