[1.12] Bug / Thoughts / Wishlist

Work in progress!!!

Hey folks,

 

Been a while. Love what the game's turned into. Miss some of the old stuff, but I'm sure it can all be remade. Even bought a copy on steam in addition to my existing copy ;) Just finished a 22 hour game with a custom Empire faction on Challenging/Challenging, Medium Map, Lots of Champions, 5 opponents (3K3E).

So, bugs: (will update if I remember more)

  1. Shadowbolt works against magic-immune targets (Obsidian Golem) ... while I loved this on my warlock sov, pretty sure not working as intended.
  2. AI - Champs/Sovs - Everyone chooses path of the assassin. Everyone. I vassaled all three Kingdom sovs (Irane, Relias, Pro-Z) and they all had assassin path. Da hell.
  3. Kill/Movement-No-Loot bug still in effect. This is when you attack a monster with 2 moves left, it uses one move to attack, you win, then it uses the other move to move you onto the lair automatically *however* you do not loot the lair and need to waste two more moves to do so. [Tested custom faction had Master Scouts, not sure if that was involved]
  4. AI - Yithril - Challenging/Challenging - so Yithril was my buffer against Kraxis (and they were at war) and I kept trying to prop him up while I prolonged the game (had already won at that point). I would declare war vs Krax and wipe most of them out, so Yithril could rebuild. But... he didn't rebuild. In fact he pretty much stood around doing nothing. Late in game they took his last city... so he wandered off to a random point on the map and just sat there for 30+ turns. Da hell?
  5. (possible/unconfirmed) I think there's a memory leak / issue that impacts your choices when you start a game. IE, I would select desert, and get temperate. This is what I am guessing when I said "more random events" I got ... zero in 300 years. Would love you guys to take a hard look at the load screen code to make sure we actually load with what the settings we put in are!

 

Wish list:

  1. More slider options when creating world. Ie, instead of 3 options (little, normal, lots) 5 options (little, less, normal, more, lots)
  2. Bring back more advanced trading features. I want to be able to trade for a city or champion!
  3. I had a shorter game where a "Gold rush" event happened, repopulating the world with monsters. Awesome. I want more repopulating the world with monsters options after you clear everything out - my Sov had *nothing* to exp on in the recent game except beating down Kraxis over and over. Medium map - will try a large/giant map next.

 

9,056 views 11 replies
Reply #1 Top


Kill/Movement-No-Loot bug still in effect. This is when you attack a monster with 2 moves left, it uses one move to attack, you win, then it uses the other move to move you onto the lair automatically *however* you do not loot the lair and need to waste two more moves to do so. [Tested custom faction had Master Scouts, not sure if that was involved]
End of quote

This (or something very similar) happened to me several times in wildlands. No custom factions involved.

Reply #2 Top

A related case: One of my armies went in to kill a dragon sitting on a dragon cave. After the battle, a bystanding army of mine had moved onto the now empty tile. It must have used a movement point while I was busy spending the gained experience to level up my victorious units...

Reply #3 Top

This case is even worse. When I was reloading the game after a bug report, the infamous execute-planned-move bug hit again. Three of my armies attacked a(nother) dragon sitting on a monster lair. I pressed [cancel] three times and this is what happened: Two of my armies ended up on the same tile as the dragon! This definitely deserves a screenshot (or even three, cycling through the stack):

Group 1 of 3: https://www.dropbox.com/s/rcp385h05ebwh5r/2012-12-31_00002.jpg

Group 2 of 3: https://www.dropbox.com/s/rrhr8jnj3jdosmd/2012-12-31_00003.jpg

Group 3 of 3: https://www.dropbox.com/s/6lcsvhtcp6aq7aq/2012-12-31_00004.jpg

Happy new year!

Reply #4 Top

Apparently the planned move is always executed (i.e. without save and load) if the destination is a certain notable location or monster lair. I guess that this in combination with the above reply #3 "explains" what happens:

  1. An army is pulled onto the destination if that was its planned move regardless whether the destination tile is vacant or not.
  2. Fortunately, in the original posting and replies #1 and #2, the destination tile was cleared in time because of a victorious battle.

Add to this the original observation that such moves don't loot the lair. So it is clear how the movement point is spent...

Reply #5 Top

 

So, as a workaround until they fix this, will moving up next to a monster and then choosing to attack it avoid this behavior? (Just be sure auto-end-turn is off.)

Reply #6 Top

I have no idea. According to my theory, yes.

Reply #8 Top

Quoting coyote303, reply 6
So, as a workaround until they fix this, will moving up next to a monster and then choosing to attack it avoid this behavior? (Just be sure auto-end-turn is off.)
End of coyote303's quote

For what it's worth, I never allow attack orders to run past the end of a turn (I like to control my units turn-by-turn for everything except long marches through safe territory) and, in something like 120 hours of play, I've never encountered this problem in the context of an attack.

I have once encountered a similar problem, when I ordered a multi-turn march to deliver the dragon eyes and the quest location didn't activate when my stack arrived.  Since then, I've always moved stacks up adjacent to quest locations (as well as empty lairs, lootables, or any other type of "react on entry" space) and have not had any similar problems when doing it that way.

So, yes, it sounds like that probably would be an effective workaround, based on my experience.

Reply #9 Top

Quoting nDervish, reply 9
For what it's worth, I never allow attack orders to run past the end of a turn (I like to control my units turn-by-turn for everything except long marches through safe territory) and, in something like 120 hours of play, I've never encountered this problem in the context of an attack.
End of nDervish's quote

Yup, it is working. Sad, though, that the bug reported for two years has never been solved, or at least, acknowledged by devs as 'known issue'. Since there is no such a list some bugs get reported over and over and over again. But at least i have to acknowledge that this is the first time the bug is talked about in 2013 :)

Reply #10 Top


Wish list:


More slider options when creating world. Ie, instead of 3 options (little, normal, lots) 5 options (little, less, normal, more, lots)
Bring back more advanced trading features. I want to be able to trade for a city or champion!
I had a shorter game where a "Gold rush" event happened, repopulating the world with monsters. Awesome. I want more repopulating the world with monsters options after you clear everything out - my Sov had *nothing* to exp on in the recent game except beating down Kraxis over and over. Medium map - will try a large/giant map next.
End of quote

There is a certain tech which allows you to purchase treasure maps from the city shops. When used, the maps create 'goodies' on the world map.

 

Reply #11 Top

Quoting Andrew, reply 11
There is a certain tech which allows you to purchase treasure maps from the city shops. When used, the maps create 'goodies' on the world map.
End of Andrew's quote

Of the default factions, only Altar has that tech.  Custom factions need to take (IIRC - check the tooltips to verify) the "Heroism" trait to be able to produce quest maps.  If another player has the tech and you're not at war, you can buy maps in their territory, but it's entirely possible (likely, even, if you have the Stormworld factions installed) for a game to contain no players capable of producing quest maps.