Barbarians, Scorpion Clan Goblins especially, seem to have some problems. They will attack anything that moves beside them, but rarely will they move deliberately at cities. Orcs from the "Savage" clan do not seem to have this problem.
- Dungeons do not appear to be spawning anything, not sure if that's intentional. However the AI definatly will not leave barbarians on dungeons to defend them anymore like they will with tribal villages.
Barbarians that spawn associated with goblin forts, lizzardmen ruins and a few others, that are not leashed, seem to also have problems moving towards or picking nearby cities to target. They will however move back and forth over their camps each turn aimlessly. The exception to this seems to be human bandits, demonic skeletons and some centaur villages.
I've seen this too. At least I've seen odd behavior on the part of the mobs.
- Missing art/model, strat/background, and proper name for TXT_KEY_UNIT_MURIS_CLAN_LORD, this results in my country being terrorized by a bright red ball.
Seen it. At least they haven't had the wolf riders with them this time.
- Khazad are the only race, by default, that can build Dwarven mines, correct? The model for the Dwarven mine/settlement/hall/fortress (Which I love btw) is very similar in artistic style and quality to the buildings, i.e. houses/village buildings, of the Luchuirp. By similar I mean almost identical in style. I suggest switching the city building models for the Khazad and Luchuirp so that the Dwarven mining race looks more complete. Also there appeared to be some grassy, green domed houses when you first found a Khazad city, that are quickly swapped for another model set. I suggest using the grassy green houses for the above ground Luchuirp Civ's in city houses, and hamlet/cottage/village/towns.
Soldiers of Kilimorphe can build them too. I think they are usable by any Runes following civ by intent now.
- Earth's Bosom ability, No idea what it does. It doesn't say anywhere. My guess is it makes the caster grope a mountain.
It levels mountains, and makes flatland into hills. Only problem is you have to be able to get onto the mountain to level it. I've been using the wyrmfisher with the cargo crew to put a Stonewarden up there. Dwarves can climb peaks in this mod, so no problems for them. If you aren't kuriotates, and you want to use this feature, you can maybe buy a flying vessel from them or the Mechanos. Otherwise if you are a runes civ, I guess you could capture a dwarven priest somehow and he wouldn't desert you.
Austrin might be able to get up there somehow too. I'd have to look at them again.
- While we're on the topic of Orthus, I have some concerns about his recent behavior. The Orthus I remember and feared would spawn and B-line towards the nearest player's city, usually killing me. The new Orthus however seems more reserved, if confused. I have played games where he spawns then runs through my territory, completely ignoring me, to go and sit in a barbarian city. Then I've played other games where he just meanders around out in the wilderness only ever attacking something if it's right next to him. I suspect this shares the problem with a number of other barbarian units I mentioned in the AI section and the cause is something to do with the faction's behavior, perhaps? However there is now a new little cousin of Orthus, Zarcaz the long-sighted, which doesn't display any of Orthus's new teenaged angst, and happily charges right at my cities with his merry band of goblins, usually killing me. I happen to rather like this new barbarian hero, he is something to be fearful of in the early game and happens to drop a very good bow should you kill him.
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Seen this too. Maybe Orthus is now aware of just how much his axe is worth.
- Auto-explore behaves weirdly. At first I thought there was some new system to where units exploring would find a buddy to explore with, and that might have been the intention, but weird things happen when using auto explore. Such as setting a Mechanos Adeptus to auto-explore when he's surrounded by darkness in another player's territory then having him run all the way back, through the part already explore, go to one of my cities with an adeptus fortifying in there, then apparently grouping with him and removing the auto explore command.
I tried it again with a horseman, I moved him to the edge of what I had explored then told him to auto-explore, he moves away from the unexplored area, back into my territory, into a city, then groups with an commander unit and removes the auto-explore making his new group awaiting my orders.
In addition to that, I have noticed scouts are reluctant to move through a neighbor's land even when you have open borders.
I have seen similar things. Also some weird thing where scouts continually run back and forth between the same two points. I've seen workers do it too. I have to tell them to go or do something specific, then usually they will follow the auto orders.