In the saved game, check out the mana production for the settlement Resoln's Might.  The settlement detail screen shows two figures: the displayed total mana output reads 1, but the tooltip shows 3 (from the apothecary).  Empire-wide mana income also reflects only 1 mana (the other three are from Hagudst).

Don't know if it matters that Resoln's Might was recently conquered (used to be Magnar's Imperium).

5,624 views 16 replies
Reply #1 Top

Finally someone else notices it! I already reported it here.

Reply #2 Top

@Gaunathor - After reading your post, I do remember early game Magnar had meditation on this city as well.

Reply #3 Top

Quoting Napean, reply 2
@Gaunathor - After reading your post, I do remember early game Magnar had meditation on this city as well.
End of Napean's quote

Using Meditation is currently the only way to get the proper amount of Mana from those buildings. Without it, you don't get anything for the base amount of Essence.

Reply #4 Top

Quoting Gaunathor, reply 3

Quoting Napean, reply 2@Gaunathor - After reading your post, I do remember early game Magnar had meditation on this city as well.
Using Meditation is currently the only way to get the proper amount of Mana from those buildings. Without it, you don't get anything for the base amount of Essence.
End of Gaunathor's quote

Oh thats why I haven't noticed it :D

On high essence city I usually have meditation and inspiration running.

Sincerely
~ Kongdej

Reply #5 Top

I'm noticing this bug as well.  I shudder to think how much mana I've lost because of it :(

Reply #6 Top

 

I loaded your save and it correctly show's Resoln's Might getting 3 mana per turn.  

http://screencast.com/t/fMBWVHaPhK

 

edit: Ha, i just talked to one of our devleopers about this and she said she noticed this problem a few days ago and fixed it, no wonder i cant repro it.  So it will be fixed in the patch.

Reply #7 Top


Nice that they talk to you Derek about bug fixes... :)

Reply #8 Top

 

Ha, I'll take bug fixes however they happen.  But yes she was working on something related and fixed it when she saw the logic was incorrect.  That's the sign of an amazing developer.  And in further defense of her I'm sure she detailed the change in her changelog email and I may not have read it as closely as I should have. :)

Reply #9 Top

Quoting Derek, reply 9
 

Ha, I'll take bug fixes however they happen.  But yes she was working on something related and fixed it when she saw the logic was incorrect.  That's the sign of an amazing developer.  And in further defense of her I'm sure she detailed the change in her changelog email and I may not have read it as closely as I should have.
End of Derek's quote

 

Sounds to me like you guys and gals have a pretty cool company culture.

Reply #10 Top

We have a great company culture.

Yesterday we had a chili cookoff, and there are some great cook's here at Stardock (Tater Chorizo Chili was awesome!).  But the best part is just hanging out with Brad and the other Stardockians.  

The latest interaction on our shared channel:

[2:00:49 PM] Brad: Are all your tax changes in, Derek?
[2:00:52 PM] Brad: Was going to playtest.
[2:01:55 PM] Paul: They made it so only your taxes are higher now ;)
[2:02:36 PM] Brad: Obama would approve

Discussion of the fix for the "mooning bandit" problem (clipping error when a bandit bends over)

[9/20/2012 4:52:39 PM] James: Derek I have the mooning bandit fixed if you want that checked in
[9/20/2012 5:53:57 PM] Derek: nah, dont want to change the mooning bandit yet
[9/20/2012 4:54:06 PM] James: hehe
[9/20/2012 4:54:13 PM] Derek: dont know what that may uncover
[9/20/2012 4:54:36 PM] Derek: keep him under wraps for now
[9/20/2012 4:54:55 PM] Sarah: don't want to be caught with our pants down when this next build goes up

My checkin notes from talk like a pirate day:

CoreFlavorText.xml
+ Battened down the intro text for ‘dem scurvy sovereigns

CoreGoodieHuts.xml
+ Added dem Lubber arenas dat bilge rat Paul did scrape together
+ Made dem “magical” references in popups walk the plank

CoreImprovements.xml
+ Scraped the barnacles off of the blacksmith
+ Fixed the flag on the governors office, she was flying the wrong colors
+ Sailed the Labor Guild and Slave Pen to port Logistics
+ Keelhauled the Outpost Armory, now it grants a mighty 50% bonus instead of 25

 CoreMonsterUnitTypes.xml
+ Avast ye Bone Ogre Lord and Ophidian be more fearful now

CoreQuests.xml
+ Dat bilge rat Paul’s arenas be sneaking into here too, arrrr!

CoreWeapons.xml
+ Dat driftwood Crude Shortbow be dealing more damage than a pegleg enema, but be as accurate as a pirate with 2 eyepatches

Elemental.str
+ Autoturn tooltip no longer sounds like grog was involved in creating it

ElementalDefs.xml
+ MinTurnsToConstructOrTrain reduced from 3 to 1 (pirates aren’t patient)

Techs_Amarian.xml
TechTree_Amarian.xml
+ Scuttled the research cost of Construction
+ Craftsmanship has a bit o’booty on it, yer ports be producing more rum wit’ it

UnitSoundPacks.xml
+ New caterwaulen for dragons, dogs and demons

Sfx from me heartie Brian

FE_Editor.xlsm
+ Marked up da ledger

We have fun.

Reply #11 Top

Quoting Derek, reply 11
Avast ye Bone Ogre Lord and Ophidian be more fearful now
End of Derek's quote

Hehehe.... I love it.

Quoting Derek, reply 11
MinTurnsToConstructOrTrain reduced from 3 to 1 ...
End of Derek's quote
ye capt'n demands better from ye land lubbers!

Reply #12 Top

ye should make dat bilge rat Paul walk the plank!

Reply #13 Top

You guys should do a Yota day!

 

+Increased in power, magical staves are. 

Reply #14 Top

+ Darkling Shaman, judge them by their size do you?
+ Clerics lead to Shrines, Shrines lead to Sacrificial Altars and Sacrifical Altars lead to the dark side
+ Do or do not, there is no escaping from combat

Reply #16 Top

Hahaha

 

=]