[BUGS][1.12] Several.

I feel like I'm spamming this forum with all the bug reports so I'll combine a few at once here.

1. Another auto-resolve bug. Hitting auto-resolve mid-combat resets the positions of all troops for the battle simulation. Meaning if you have some ranged units, start the battle on manual, move back as far as you can and attack the enemy until it reaches your units, then hit auto-resolve and the enemy units in the simulation have to close that distance again while being shot at some more. You'll see this in the log with a bunch of "unit has moved toward unit" messages even though everyone was in melee before the auto.

2. AIs can build outposts in wildlands. It doesn't do them any good, it's immediately converted by the wildland. Even more confusing is they tend to not build them near anything in said wildland, seen a couple with no resources anywhere near them.

3. Finishing a battle while rooted (web) removes all movement points after battle. So if you have 5 MP and attack a spider on a plain and finish while webbed you'll be at 0 instead of 4.

4. I dunno if this is the same thing as the "stuck" AI issue supposedly fixed in 1.2, but it's really getting depressing seeing lone champions all over the place that have been hired by an AI on the other side of the map and just left standing there for a hundred turns doing nothing. I think it might be a different issue since if I move in and clear the monsters around them they might start moving again. So I think it's an issue where they have no path out of where they are without killing monsters that they have no chance against, so they just do nothing. If AI are going to continue to be allowed to hire any champion on the map with infinite range, then I think they need to teleport to their nearest city when they are first hired so they are actually used.

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Reply #1 Top


3. Finishing a battle while rooted (web) removes all movement points after battle. So if you have 5 MP and attack a spider on a plain and finish while webbed you'll be at 0 instead of 4.

End of quote

Just because the battle is over doesn't mean you became unrooted. So, you lose the whole turn of movement if you become rooted. ;) Makes sense to me have to wait until the effects wear off in 24 hours. ;)

Reply #2 Top

It makes sense to you that by waiting one more turn for the effect to wear off in battle before dealing killing blow you keep all your movement points? Why if you're poisoned/blinded/withered at the end of battle you aren't still so after battle? This is clearly a bug.

Oh, and a game turn is an entire season, 3 months, far more than 24 hours, so ya even waiting 24 hours or several weeks for the spider webs to come off should still allow movement later in the season.

Reply #3 Top

3. Finishing a battle while rooted (web) removes all movement points after battle. So if you have 5 MP and attack a spider on a plain and finish while webbed you'll be at 0 instead of 4.
End of quote

You lose all movement points regardless of, if you are still webbed or not at the end of combat.

Reply #4 Top

Quoting Sanati, reply 2
It makes sense to you that by waiting one more turn for the effect to wear off in battle before dealing killing blow you keep all your movement points? Why if you're poisoned/blinded/withered at the end of battle you aren't still so after battle? This is clearly a bug.

Oh, and a game turn is an entire season, 3 months, far more than 24 hours, so ya even waiting 24 hours or several weeks for the spider webs to come off should still allow movement later in the season.
End of Sanati's quote

Yes because there are potions that can cure poison and blindness there aren't for being webbed and so you have to take that time 24 hours or 3 months to cut all those webbings off and those webbings are sooooooo sticky and strong they take that long. ;)

Reply #5 Top

Quoting Gaunathor, reply 3

You lose all movement points regardless of, if you are still webbed or not at the end of combat.
End of Gaunathor's quote

I was wondering if this might be the case, but it's hard to test with the way they spam that web, pretty much always have at least one unit webbed when a spider fight ends. The same thing probably happens with Imprison. It looks like the "spells" set the unit's moves to 0, but for whatever reason that's not contained to the battle and there's nothing in the post-battle cleanup to restore MP to it's pre-battle value.

Reply #6 Top

Quoting Gaunathor, reply 3


You lose all movement points regardless of, if you are still webbed or not at the end of combat.
End of Gaunathor's quote

I'm pretty certain the game applies the movement cost of the tile the enemy is on after combat ends.

So if the spider was on a forest tile (very common) then engaging in combat will consume 2 movement points. Whereas if you fight a spider on fertile land it will consume 1 movement point.

I can't recall if engaging monsters on roads consumes 1/4 movement points though, it might be an exception.

Reply #7 Top

It seems that the developers screwed up entirely on this movement point thing. Will we ever see a sensible behavior?

Reply #8 Top

Quoting IlluminaZero, reply 7
I'm pretty certain the game applies the movement cost of the tile the enemy is on after combat ends.

So if the spider was on a forest tile (very common) then engaging in combat will consume 2 movement points. Whereas if you fight a spider on fertile land it will consume 1 movement point.

I can't recall if engaging monsters on roads consumes 1/4 movement points though, it might be an exception.
End of IlluminaZero's quote

Fighting on roads only costs 1/4 movement points. However, it doesn't matter when the movement cost gets applied, because it isn't the problem. If I attack a spider on a forest tile with my 4 moves army, they will end up with 0 moves instead of 2, if at least one of the units gets webbed during the fight.

Reply #9 Top

Quoting Gaunathor, reply 9
Fighting on roads only costs 1/4 movement points.
End of Gaunathor's quote

Not true. It is very inconsistent. Many times for fighting on the roads you get penalized by loss of mp depending on a territory, as if road did not exist.

It varies also if you auto-resolve or not.

Reply #10 Top

Quoting bpalczewski, reply 10
Not true. It is very inconsistent. Many times for fighting on the roads you get penalized by loss of mp depending on a territory, as if road did not exist.

It varies also if you auto-resolve or not.
End of bpalczewski's quote

Roads in enemy territory provide no bonus to you, so it will cost you the normal amount of mp based on terrain. This is working as intended. However, I was talking about roads in general. Also, I don't use auto-resolve, so I wouldn't know, if there is a inconsistency/bug with the mp cost.