[0.92] [BUG] Tactical combat stuck turn

I do not recall ever having encountered this bug before, but playing as Beastlord, I tamed a Hergon and two Hergon sows and was grinding through turns for Tame to cooldown so I could cast it on the last enemy Hergon sow when the first Hergon I tamed suddenly became stuck with the column noting subsequent combat turns suddenly filling to 13 consecutive turns of the Hergon's turn incuding the current one ... I did not cast Haste or anysuch.  Attempting to skip the turn seems to keep inserting another turn for the unit, so the tactical combat is stuck.

 

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Reply #1 Top

I have reproduced this twice ... once going back to the autosave this morning ... and anticipating the possibility the same encounter will get stuck, I saved just before initiating the combat and, indeed, the bug reproduced and a second time after reloading my manually saved game.  I recorded this bug with Microsoft Expression's screen recorder, am encoding it now and will then upload it.

Savegame:  https://docs.google.com/file/d/0ByxJB3KvvsoJX0N2cm04ajAwSEU/edit?usp=sharing

To trigger the bug, from the savegame, use Gazella's army and initiate combat with the Hergon's Army to the northwest.  I use Rush to get to the Hergon first (before the Hergon Sows) and cast tame (with Gazella's mastery, Tame only has a 3% chance of being resisted).  Cast +Web from the spiders and +Slow from Gazella to immobilize the Sows (the +Slows help the +Web last longer and give a better chance the spiders' Web ability will complete its cooldown cycle before the Hergon Sows are able to -Web).  Yeah, its a tedious grind, but this is how I play Beastlord ... the infinite tactical turn bug has occurred each time after the second-to-last Sow has been tamed and the cooldown for Tame has almost expired to Tame the last one ... twice its been the Hergon, the last time it was a Hergon Sow ... the unit will suddenly have multiple consecutive turns (13 for the Hergon if it hasn't been +slowed itself, or with the Hergon Sow which I had +slowed, 4 turns) ... but no matter how many times you skip its turn, its turn will never expire (the multiple consecutive turns are infinitely replenished).  The only way to complete Tactical combat then is to kill the last Hergon Sow ... Gazella's turn will never come up again so it cannot be +Tamed as I would prefer. :/

Reply #2 Top

And here's the Youtube link (its still being processed, so might take awhile for it to be available, especially in the higher resolutions):  

Reply #3 Top

This occurred again in a new game attempting to +Tame 3 Silt Skaths.  I've never encountered this before 0.92, so it seems to be new to 0.92.  Was something changed with the +Tame mechanic, or possibly how tactical turns are ordered that is causing this?

There do seem to be new quirks with tactical turn ordering, even when I don't encounter this ... turn shares seem a lot less even than they used to be.  Yes, I am well aware that "initiative resonances" normally cause one unit to occasionally get two turns in between an opponent's turns, but I have seen one unit getting a turn, then another turn just a couple other units' intervening turns in between, then not getting another turn for a long time.  Its rather difficult to describe, but its almost as though Initiative fluctuates (even without +Slow, +Haste, +Rush or +Command)

Reply #4 Top

I am experiencing this fairly regularly in 0.92 while using the same personal strategies and tactics I have in previous versions, and in Elemental:  Fallen Enchantress (before LH), but never before had I encountered this, so it seems highly probably something changed in 0.92 has introduced this bug.

The bug does not trigger consistently, but when it does occur, it seems to occur with the following conditions:

  • There are four or more enemy units (it could be fewer than 4, but 4 is the number I notice it occurring)
  • At least two of the enemy units are Beasts
  • I +Tame all beasts (could be two iexcept the last, and as the +Tame command
  • I cast +Slow to lower the initiative of the beasts aside from the first one if I can +Tame the first beast before it has its first turn
  • If this bug does trigger, it always triggers near the end of the last +Tame cooldown (just before I would be able to +Tame the last Beast ... whether there were four tameable beasts or only two plus two non-Beasts that were also in the army that I had killed earlier).

Its inconsistent, unfortunately -- I can initiate combat with my Beastlord sovereign's army against a 4-or-larger army of enemy Beasts without triggering the bug (specifically I recollect at least two instances of engaging in combat against armies consisting of one Ravenous Harridan and three Black Widows and the bug not triggering despite following my +Tame-and-+Slow each one and passing turns while waiting for the +Tame cooldowns to expire .... however there have been at least two other instances of doing the same tactics against the same Beast composition [1 Ravenous Harridan + 3 Black Widow spiders] but the bug does trigger).

I have noticed also an irregular but frequent occurrence of weird Initiative-turn-glitchs involving using the 'Rush' skill ... a unit that Rushes (call it on turn 1 when +Rush is cast) seems to lose its normal next turn (call it turn 2, not occurring) after the Rush, going seemingly double the normal span of tactical turns without getting a tactical turn, but the next tactical turn they do get (call it turn 3) often has a very short subsequent span to its subsequent turn (turn 4).