[0.95] Buglist with a bit of everything

My notes of bugs after my first game.  Also have some more balance /polish stuff towards the end.

 

Edit: Added more bugs etc 8/21 at the end after another 3 or so games.

Edit 2: another few added 8/24

 

Bigger bugs:

--Had an infinite looping animating in tactical battle on an air elemental death by a spear troop(would show the hit damage and keep dying, even in the auto turn)

--A crash or two, windows problem reporting was on, so SD should have those logs.

 

Smaller bugs:

--A lot of text ends up corrupted if foreign language support is on for windows (ie for Japanese, I ended up with a lot of characters in it within description and quest texts).  Only a few games I play has this happen, so I know its avoidable.

--Some text formatting issues in empire description (may be related to above; had a line break in Yithril's description in the last line)

--Log entry on auto resolve: "Grave Elemental healed 1.000000 for killing Troll.Troll falls."  (oddly formatted number, no space after period)

--Units often go into death animation from counter strike before counterstrike animation occurs.

--Texture flickering on empire trees (and some other places, trees most noticeable -- Nvidia card)

--Death mage pop up tooltip states that it gives spells like contagion and drain life, the lower tooltip states it gives antipathy and drain life. (inconsistent)

--Titan's Breath and Drain Life take significant time for the spell effect to occur (10+ seconds after animation, makes for a long turn)

-- Music stops after alt tabbing sometimes.

--Black screen after alt tab to second monitor when I had a pop up on main screen.

--Had a trade offer of 25 magic knowledge for 25 magic knowledge.

--Hiergamenon seems out of date for the faction descriptions.  They didn't list things like special units/ armor/ etc.

--Ceresa's mirror elemental doesn't seem to mirror quite right - set one up to take a crushing blow on purpose to reflect it, took 54 damage, reflected only 3 back.

--Wildland Titans that are freed (ie, kiting Torax and checking out the library finishes the wildland, and sets Torax free to roam) -- they get to use player roads for increased speed, which is bad in all sorts of ways, and doesn't make much sense.

--AI not picking up goodie huts very well?

--AI not getting cities attacked as much by roaming monsters? I had a few Paradin cities with stacks of ophidians or spiders or bears around them, those cities were in place forever, as soon as I took the cities, ophidians attacked a couple turns later, razing 3-4 cities.  It wasn't a bother, as I wanted to raze them rather than allow recapture, but it felt like the animals should have attacked Paradin in the first place.  Could be that Paradin was keeping a big garrison, or its just player perception, but it did seem odd (I know it keeps getting checked . .)

 

Tweaks/ additions:

-- Seeing build times for altars and mines that are built on world resources from there, without having to click back on the home city to see what the time is now that its in the quene.

--Please let us see more of the map / more city details when choosing our city specialization.  I can't remember all my cities specifically, especially once I start capturing new ones.

--On the new item found trade/ equip screen, a preview of what (if anything) is currently equipped on that slot would be great and save clicks.

--When I get a new item and auto next unit is on, waiting for me to pick what to do with the new item before snapping to the next unit would be nice.

--When choosing perks for new levels, being able to preview spells from that level up screen is important.  I don't know if I want rank 3 death or water just from reading the name of a spell, and I can't open the Hiergamenon until I finish picking.

--Dim world music by 50% or so once when the cutscenes for a wildland pops up, or the fanfare music is lost in the normal game music.

--Having somewhere (Hiregemon?) that would tell me again what my faction perks are and exactly what techs I need to unlock said special perks would be nice.

--Tweak tactical camera: smoother panning of action and not snapping from targets so much if possible.  Please?

 

Balance (mostly on Ceresa faction)

-- Dirge and wail are both super powerful still.  AI never did seem to be able to make more spell resistant units to handle it.  Wail might need looking at since Dirge is pretty end game and probably should be OP.

--The earth shard elemental feels a bit OP early on compared to the others.  I think their starting level is based on Ceresa's summoning perks?  But I didn't realize that for quite a bit, thinking it would be based on the shard building level.  Might want to note that somewhere.

--General: faction surrender sometimes a bit too easy.  If they have a huge stack next to 2 undefended cities, the AI probably shouldn't accept surrender, and instead insist on a non agg.

--Gold income still seemed high.  Might have been due to mostly 0 upkeep on lots of Ceresa units, but had no tax for most of game, and about +40 gildar per turn by mid/ late game.  Better than before but still.

 

Hope it helps, and will add more to later posts if I find good ones.

 

--------------------------------

Edit: 8/21 new items noticed:

 

Bugs:

--Issues with borders on the cloth map: city ZOC borders (especially at corners) tend to tear / form wedges of color on the cloth map when zooming in and out.  Sometimes can create a line diagonally across entire cloth map.

--Legacy units from previous builds that are user created can appear without head/ gear sometimes.

--Had a humble inn that never had the quest pop up when it was stepped on.

--Didn't get any reward at end of Diseased Livestock quest line (had a popup mentioning that I was searching for a reward, but nothing was received).

--Had a loot popup during a tactical battle when attacked 2x in a row by monsters.

--Typo on ice staff - last line "but because THE keep the wielder cool) -typo capitalized for clarity

--Haste description rollover in tac battle "The unit is 14 to initiative" - lost the + sign

--Ctrl+N can cause crashes when used at odd times - ie using it while a tac battle is auto resolving.

--Several end of turn lockups, but nothing I could reliably recreate, still mentioning them for what little its worth.

--Upgrade weaponry () once happened - couldn't actually upgrade

--Poison applied even when blow is dodged (seen this noted elsewhere)

--Burning battle axe had no burning effect applied

 

Polish, questionable bugs, etc:

--"Demand Tribute" treaty is awkwardly named since I receive it when the AI is offering tribute, not demanding it.

--Mantle of fire can cause critical hits on enemies, which seems odd.

--Custom units using upgradable items can end up having a lot of oddities - equipment not showing up, choosing different items depending on what order each item is clicked.  I think this is due to encumbrance limits, but it doesn't appear on the unit creation screen, making it quite confusing.

--Surrendered faction leaders are only using some of the equipment they have in their inventory (ie not using mounts even if in inventory, or shields, etc)

--Champions that are discovered should have a permanent marker on the cloth map (can be hard to re-find, especially if playing a champ oriented faction like Altar)

--Difficult to know which cities are getting negative enchantments applied to them.  They don't seem to show up in either the city overview or enchantment screen for fast review of where I should disenchant, or give me a popup when they are cast - very difficult to see with auto next unit/turn as per default settings.

--Cities that have upgradable shrines or mines tied to them by an outpost should show an upgrade is available in the city build screen.  Easy to lose out on these upgrades without realizing it.

--Unloading more units from a city than can fit in an army group leads to some odd logic on what goes into the group.  IE often the champion gets left out, rather than normal militia units.

--Irane with only leather greaves on (and default top etc) leaves her looking a bit . .naked around the midsection, or like she only has pantyhose on.

 

A few AI oddities:

--AI building large group pioneer stacks, instead of 3 groups

--AI loves berserk in tactical battles, but I've never seen the berserked unit attack.  It  seems to hang back just taking damage.  AI also casts it on units that are at very low health and about to die, killing their own champ (which might be why the unit hangs back).

--Burning blade cast too often (an entire army vs 1 wildling archer doesn't need a burning blade to be cast)

--Tac battle casting can be odd if auto turn is activated in the middle of a battle.  IE starting to cast buffs when there's only a few units to mop up.

 

Again, its a mix of things, nothing terrible or game sunderingly bad, but hope it helps to squash them.

 

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Edit 2: 8/24

More minor bugs:

--Some SFX within tactical battles are very loud (ie gift of iron and stoneskin) almost as if the camera was fully zoomed in, when its fully out.

--B key as auto settle is still active within tactical battles (and tells me to build where there is grain)

--Units under tremor spell can still dodge (despite spell description)

--Short Spear from Kraxis causes attacking units to recoil, as if hit by a counterattack.  Not sure if winged spear, etc has the same issue.

--Running in place on world map (seems to occur when pathed to move to a spot over a turn away, with multiple stacks in the way or when suddenly blocked)

--Asog wildland refused to complete, despite all units killed and 100% explored.

--Popup of only champs can explore quests occurring when a champ unit passes over a quest location when pathed to move beyond it (an oldie that's been around for a bit)

 

Other things:

--Sacrificial dagger blade in the actual battle/ equipped view - looks like the blade is missing, but it might be planned that way.

--AI cast protection from fire against units that had 0 fire attack.

--Might be nice if units that are using a touch attack auto moved next to the unit that are being targeted with it, like a normal attack to save a click.

--The spell/ action icons are difficult to use when in large battles, where it seems that the UI likes to pull up rollovers of the underlying unit more than the overlying spell/action.

--Speaking of which, it might be nice to delete redundant spell icons for polish (ie if I have both an inherent blindness spell and a blindness cape, it gives me the icon twice)

--Kraxis' special city loyalty spell needs to have the amount of prestige needed listed in the spellbook.  I didn't see it anywhere, so had no idea how far I was from being able to cast it.

 

So a few more, nothing huge, but little things that polishing it up would be great.  I think the loud spells is the most annoying one to me when I play.

8,367 views 12 replies
Reply #1 Top

Just wanted to say that I see no problem in trading magic tech knowledge for magic tech knowledge. If you think about it... it makes just as much sense as any other tech knowledge trading.

Reply #2 Top

I think the text needs to be clarified more.  Either the AI is trying to get me to agree to a trade with 0 sum which makes no sense(like if I traded 5 iron for 5 iron, I'd still have the same amount of iron at the end -- this is how I think most people would see this trade offer).  If the tech trade of 25 magic knowledge for 25 magic knowledge is actually additive (ie I'm not actually losing anything, we're both simply gaining magic knowledge) the trade agreement could be reworded to be a lot more clear (ie "We'd like to share 25 knowledge with each other").  To be honest, I'm not entirely sure which of these scenarios is the case 100%, which is why I stuck it under minor bugs.

Reply #3 Top

How about something along the lines of "let's collaborate on [magic/warfare/civic] research (+25 magic research)" so it's closer to how people actually talk but with the numerical modifier in parentheses so you know how it will effect you.

Reply #4 Top

I am seeing alot of these massive bug lists pop up on the forums. The correct order is to post in FE Support and only one bug per post. It doesn't take that much longer and will make sure each one is addressed. 

It is important to separate a critique from a bug so that nothing gets missed by the devs.

Reply #5 Top

Quoting seanw3, reply 5
I am seeing alot of these massive bug lists pop up on the forums. The correct order is to post in FE Support and only one bug per post. It doesn't take that much longer and will make sure each one is addressed. 

It is important to separate a critique from a bug so that nothing gets missed by the devs.
End of seanw3's quote

Thank you for saying this out loud, im too afraid of sounding angry/ in a dark mood :S.

But thanks to people who wants to follow this too! Hope you post your critique and bugs seperately (helps me focus too)
^_^

Sincerely
~ Kongdej

Reply #6 Top

Quoting seanw3, reply 5
I am seeing alot of these massive bug lists pop up on the forums. The correct order is to post in FE Support and only one bug per post. It doesn't take that much longer and will make sure each one is addressed. 

It is important to separate a critique from a bug so that nothing gets missed by the devs.
End of seanw3's quote

 

I'd like a dev to comment on if this is the case.  I'm fine with that, but I would have had to start something on the order of 15 posts to list the same major / minor bugs, excluding any UI thoughts or balances.  I guess I could have spend 45 minutes more to look to see if any of the bugs were listed elsewhere and added +1 to each thread that had them listed so the devs knew it was a more widespread bug, but I probably would have ended up making more than a few double posts, and it was taking long enough to write up the list in a readable format.

I know some other indie devs use a dedicated bug tracker that is quite a bit easier to use, and has issues that have been acknowledged/ resolved listed (like Arcen Games Mantis tracker).  Ideally, I'd love to see something like that.  But unless the frog or Kael or someone asks us to stop the lists, I figure its easier for them to look at each thread and collate it somewhere themselves, rather than asking one topic per thread and missing out on a lot of bug reports since its darn tough for each and every player/ tester to sort through everything.

Also, I'd agree its important that we separate critiques from bugs, which is why I put in categories.  In the end, we're all trying to help the devs find and polish things as best as they can, and the "how to report an issue" topic doesn't speak to how efficiently SD can handle lists vs repeat individual posts, so as long as people are trying to help I figure its all good.  If there's a post specifically asking us not to list things, let me know, and I'll do my best to help that way.

Reply #7 Top

I am thinking today about the bugs that have been reported, but not fixed yet. I see alot of posts talking about bugs that have not been fixed since WoM, Beta 2, Beta 3, etc... A dev once posted on an old thread of mine about separating each bug to make them easier to track. I was thinking that if everyone has been doing lists, it could account for some of the problem. I can't find the actual thread though, it was a long time ago. I have been doing separate bugs ever since. I guess lists are better than nothing. I only comment on yours because you have a good list of bugs I didn't notice until after reading the OP. 

Reply #8 Top

Just a bump as I added another 10-20 things to the OP.  I want to try to do them separately, but  . .sigh, just no time right now.  Hopefully they reach who they need to to help make the game even better.

Reply #9 Top

--Titan's Breath and Drain Life take significant time for the spell effect to occur (10+ seconds after animation, makes for a long turn)
End of quote

 

do you remember what unit was casting Drain Life when you saw this happen?  This bug isn't actually an issue with the spell but rather an issue with the unit casting it (the air elemental was broken casting titan's breath but when you cast it with a champion it's fine)

Reply #10 Top

Quoting Kestral2040, reply 10

do you remember what unit was casting Drain Life when you saw this happen?  This bug isn't actually an issue with the spell but rather an issue with the unit casting it (the air elemental was broken casting titan's breath but when you cast it with a champion it's fine)
End of Kestral2040's quote

Good to know, I'll make a note of it the next time I notice this issue, since I can't remember offhand.  I did notice a similar issue with a spider riding champion using a hailstone staff a game or so back (when using the ranged staff attack), next time I see this I'll make better notes.

Reply #11 Top

Just noting another few bugs added to the OP, hope they help.

Reply #12 Top

Quoting seanw3, reply 8
I am thinking today about the bugs that have been reported, but not fixed yet. I see alot of posts talking about bugs that have not been fixed since WoM, Beta 2, Beta 3, etc... A dev once posted on an old thread of mine about separating each bug to make them easier to track. I was thinking that if everyone has been doing lists, it could account for some of the problem. I can't find the actual thread though, it was a long time ago. I have been doing separate bugs ever since. I guess lists are better than nothing. I only comment on yours because you have a good list of bugs I didn't notice until after reading the OP. 
End of seanw3's quote

 

nice idea, but I doubt it works, It used to take for ever to even get someone to acknowledge that they would even look at a bug, when you not only single posted it, but broke it down, made it repeatable and then posted it every beta update, over and over and over again, and yet said bug would be ignored.

 

What is needed, is a bug tracker, you can find them out their, with out a bug tracker, so many bugs just get lost in the single to noise ratio, and then an update comes along, piles of bugs are missed, and when that happens a few more times, you give up and go else where and check the forums once in a blue moon.

 

Dont wnat the effort o a bug tracker? Then Stardock should create a single forum account, whos job is to read new threads and compile a list of noted issues, maybe this has happened since the last time I looked in, but I doubt it, hell they where still on the whole "we shouldn't have to post and acknowledged that we are looking into a bug"

 

I have little to no faith in the bug tracking abilities and will not even look at downloading this until after a 1.2 or 1.3 patch because of it.