Patho

Patho

Joined Member # 2930452
43 Posts 45 Replies 346 Reputation

When my turn button doesn't work I have to go hunting for a unit running on the spot and cancel their movement to restore the turn button. Problem comes when it is an AI unit running on the spot. Could a check for this bug be added to the end turn button action? I could reload but I like playing Cersi and don't want to trigger the shard demon re-spawn bug.

0 Replies 2,179 Views

1. Many people have reported loss of action bar during tactical combat. I've noticed that this occurs every time a hero (player or AI) casts a multi-target spell, e.g. mass curse, if the next unit on initiate is a hero then they will lose their action bar. 2. Units with magic resistance to single target spells are not resistant to multi-target spells e.g. resistant to curse but not mass curse. I do hope we get a bug fix patch before the

0 Replies 2,372 Views

Having to order AI units out of your territory every turn quickly becomes tedious, but the AI units are persistent and eventually I will forget one busy turn and they get through (side note: I think they should be ordered back the way they came not flipped to the side they were heading for if they get deep enough in). You can try and build more outposts to fill in the gaps and cover all the bonuses and fertile land to deter AI units from your lands but resources are tight

6 Replies 6,462 Views

The spell slow cast in tactical combat can be stacked multiple times on an enemy unit: Slow by spell Slow cast by ice elemental Slow effect by chaos spell Slow effect by pandemonium spell Is this intended?

3 Replies 4,375 Views

Hopefully this is fixed in 0.915 but just in case it is not I'm posting it. Against my better judgement I agreed to a trade route and road to my capital with the Tarth (they offered me a lot of money). A few turns later a train of umberdoths appeared (2 packs of 3 and 4 singles) heading for my capital following the new road from the Tarth. Presumably they had been milling around the Tarth capital as there were no lairs near my border and had been aggro-ed by

1 Replies 2,844 Views

Continually ordering AI units out of my territory is tedious (can't it be automated?) and occasionally a unit will be transferred across my lands to the far side when I do so. Now I've seen the AI build roads across my territory to link up their outposts and towns (before I had roads) which allow their units to rapidly cross my lands before I can order them out. This is crazy, why would I allow an AI to build roads freely across my lands? Even aft

0 Replies 2,358 Views

Tool tip say 50% chance to miss but it seems like 80-90%. It seems I have more success against low level monsters like wildings but it consistently misses against high level monsters. Or am I just having a long streak of bad luck?

1 Replies 3,130 Views

[quote who="Markus Aurelius" reply="15" id="3148958"]any chance that we see monsters treat all factions (player and NPC) equally? That and the rampaging Umberdroth early on really killed the game for me. [/quote] I'd like to see this soon too. That and AI ignoring borders is detracting from my enjoyment of the beta. Also how well can one assess the AI if it succeeds by obviating game mechanics and ignoring rules?

102 Replies 94,035 Views

With slower leveling of your sovereign and champions is there any point in taking the potential traits? I may only get my sovereign to level 8 or 9 before then end of a game so filling up to three of the trait picks with potential seem like a lost opportunity to get something better. Especially if 3 potential trait picks may only bag one extra level in the end.

4 Replies 5,170 Views

[quote who="Kongdej" reply="7" id="3147475"] No YOU are the one threatening to declare war Sincerely ~ Kongdej[/quote] Hehe, yeah. I was referring to Magmar who's reply is that it might be easier to take my territory if I didn't allow free movement. But then it is an automated response so an empty threat.

10 Replies 9,029 Views

I was stronger than both of them added together, so that wasn't it. They threaten to declare war if you order them from your territory, but never do. Expanding my territory to deter them didn't work either. The two remaining AI's had tunnel vision for attacking each other. I left them to it and cast the spelling of summoning to end the game.

10 Replies 9,029 Views

1. Monsters were a threat. Wandering assassin beasts and umbers in particular would take out a garrisoned city creating no go zones until I was strong enough to deal with them. I liked this but did not like the fact the AI fractions could build in these areas without risk of attack, even next to a powerful lair that would immediately activate and kill my stack should I dare to take one of those cities. 2. Early on the AI was more concerned with city spamming, grabbing good

180 Replies 699,486 Views

May have been a non-aggression pact but I have seen more of this behaviour: two AI fractions at war with each other separated by my territory sending armies at each other across my lands constantly. It rapidly gets tedious constantly ordering them out only for them to try and try again until they get over half way, then get a free move the rest of the way when ordered out. I let them do what they want in the end. They had no non-aggression pact with me. If thi

10 Replies 9,029 Views

If I want to cross a friendly AI territory I get the standard remove your troops or declare war option. But when at war with another AI fraction it seems their armies are able to cross another AI territory freely to attack my cities. I don't have this option unless I want to go to war with an AI I'm on good terms with. This seems unbalance to me especially if I have trade links as their is nice linking road between for those armies to use.

10 Replies 9,029 Views

The non-aggression of mobs to AI units and overt aggression to players units means they effectively act as guardians for the AI, so why would they want to clear them? Example: A death demon with a pack of assassins next to AI city ignoring AI units. Player army arrives and captures AI city, death demon group immediately attacks captured city on same turn, destroys players army and razes city. Next turn AI pioneer builds outpost in the same area next to death demon gr

16 Replies 18,687 Views

Why are wargs and horses two separate things? Wargs give a higher initiate boost (I buy for my warriors), whilst horses give a weight carrying bonus instead (I give to my weakling casters who complain their bags are too heavy).

12 Replies 20,898 Views

[quote who="Stupidity10" reply="3" id="3135753"] The AI, especially friendly ones never seem to attack you, ive only ever been attacked by Yithril and they sucked at it. The world is just exp and loot, I got this hero without ever building any troops whatsoever, up till I blitzed at turn 250 he was my entire military[/quote] I have to agree. I have no need to defend my cities or build troops and there are plenty of heroes and summoned mo

16 Replies 4,508 Views

There seems to be a delay in updating health bars in tactical combat after damage is taken or heal spells cast. Same goes for my units so I have to keep track of unit damage taken and not rely on health bars.

6 Replies 1,831 Views

The quest to kill the ice giant Shetrar, I think that's how it's spelled, does not clear after completion even though I receive the rewards and his ice fist as a development for one of my cities.

0 Replies 2,220 Views

I've noticed in tactical combat that after the AI has cast a mass effect spell, such as mass curse, then my next unit has no action bar and I have to use auto combat to proceed until it rights itself.

1 Replies 2,898 Views

I've had it too. It may be a memory leak as saving and restarting the game solved it for me.

5 Replies 4,274 Views
Reply to [0.91 bugs] in FE Beta

I can confirm the double death with shrink, but haven't needed to hit auto to finish. I've also had the growth spell appear to shrink my hero too. Seems to happen when they are on or going up a hill or next to a very large boss mob that takes up more than one square. I've also noticed if you cast growth on a ranged hero you get the animation for their shot triggered. Flame wave works fine for me, if a little OP once you have a lot of bonuses. Pr

6 Replies 9,253 Views