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Ashes of Erebus (RifE's Follow-up) Download and Bug Reports

BUG: Units captured by Odio are being captured outright instead of turning into Iras.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.


Also, Odio is able to capture non-living units. In my current game I've had him capture an Eidolon and a couple of Drowns. Maybe this is intended, at least if the captured units are going to turn into Iras, but just wanted to report it.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
Getting an apparent repeatable CtD when I hit "Enter" at the end of this turn. It happens after the announcement of Alazkan the Assassin being created, so might be connected to that.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 

Attachments

Not sure if this is a bug or a change and things are now working as intended.

Playing as the Doviello, I built the Doviello National Wonders (Bear Den, Stag Copse, Griffon Eyrie, etc.). The Civilopedia says that the promotions granted by these National Wonders -- Bear Blood, Stag Blood, etc. -- are available only to Recon Units, but it turned out that *all* my units built in the city with these Wonders received the "blood" promotions.

So either the Doviello National Wonders need to be fixed or the Civilopedia needs to be updated, depending on what's intended.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
Not sure if this is a bug or a change and things are now working as intended.

Playing as the Doviello, I built the Doviello National Wonders (Bear Den, Stag Copse, Griffon Eyrie, etc.). The Civilopedia says that the promotions granted by these National Wonders -- Bear Blood, Stag Blood, etc. -- are available only to Recon Units, but it turned out that *all* my units built in the city with these Wonders received the "blood" promotions.

So either the Doviello National Wonders need to be fixed or the Civilopedia needs to be updated, depending on what's intended.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
it's a change from a recent revision. I'll tweak the pedia. Thanks
 
Python exception, screenshot attached.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.


Screenshot (307).png
 
I don't know helpful an "unidentifiable C++ exception" is, but python exception, screenshot attached.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.

Screenshot (308).png
 
Not a bug, just something I asked about once in the other thread a while ago, but finally decided to experiment.

In my current game, playing as the Mazatl, I adopted FoL to see what happens with jungles, forests, and ancient forests. Some forests did turn into ancient forests, but eventually,, as the terrain changed to wetlands, the ancient forests gradually turned to jungle. Makes sense, I guess. The Mazatl don't really benefit from ancient forests the way they do from jungles, even if the Woodlsman promotion(s) that the FoL Fawns and Satyrs get give those units some bonuses in jungles.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
Speaking of FoL, Treants aren't spawning in my Ancient Forests any more. I've adopted FoL playing as the Doviello and currently as the Svartalfar and no Treants. Has that been changed?

SVN Revision 364

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
Speaking of FoL, Treants aren't spawning in my Ancient Forests any more. I've adopted FoL playing as the Doviello and currently as the Svartalfar and no Treants. Has that been changed?

SVN Revision 364

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
Never mind, in my current Svartalfar game I just had a Treant spawn in an Ancient Forest. Still kind of strange that it didn't happen in my recent Doviello game, though.
 
Never mind, in my current Svartalfar game I just had a Treant spawn in an Ancient Forest. Still kind of strange that it didn't happen in my recent Doviello game, though.
UPDATE: I've had only that one Treant defender show up in more than 100 turns of having adopted FoL and repeated Barbarian raids. This ia major nerf to FoL, I think, makes it much weaker and less desirable than before.
 
Python exception, screenshot attached.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.


Screenshot (309).png
 
AI workers consume too many turns in connecting a newly claimed faraway fort with their capital via road. This behavior seems hinder AI's tile improvement a lot in early stages of the game...
 
AI workers consume too many turns in connecting a newly claimed faraway fort with their capital via road. This behavior seems hinder AI's tile improvement a lot in early stages of the game...
technically, they try connecting a resource that's in that fort's area usually. i'm experimenting with tweaking the importance of a tile to the distance to a city center, we'll see if that improves things
 
Python exception, screenshot attached.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.


Screenshot (310).png
 
Not sure if this is a bug or intended. Playing as the Illians, with Raitlor as leader, I can't complete The Draw, which means I can't then complete the Auric Ascension Ritual. And I didn't have Auric Ulvin as one of my starting units. Maybe these are available to the Illians only when Auric Ulvin is their Leader -- if that's the case, it might be helpful to clarify that in the 'pedia entries for Auric Ulvin (the unit), the Draw, and Auric Ascension.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
Not sure if this is a bug or intended. Playing as the Illians, with Raitlor as leader, I can't complete The Draw, which means I can't then complete the Auric Ascension Ritual. And I didn't have Auric Ulvin as one of my starting units. Maybe these are available to the Illians only when Auric Ulvin is their Leader -- if that's the case, it might be helpful to clarify that in the 'pedia entries for Auric Ulvin (the unit), the Draw, and Auric Ascension.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
that's intended. Raitlor doesn't get Auric-related stuff. I still need to make her emergent trait to give her something in exchange
 
that's intended. Raitlor doesn't get Auric-related stuff. I still need to make her emergent trait to give her something in exchange

Yeah, I know she's listed as an Emergent Leader, but she starts with the Trader Trait, which doesn't level up. In my current game, besides Trader, she also started with the Hydromancer Trait, which levels up, but she doesn't get the full benefit (eg, the Defensive Wave spell), because it's really designed for the Amurites.
 
Possible bug involving the Dragon Bones Unique Feature. In my latest game I had a unit explore Dragon Bones and reveal Law Mana on the tile. (I know in the past it was always Enchantment Mana, but now you can get a variety of results from exploring the Dragon Bones.)

Anyway, that wasn't the bug, but this was: my territory eventually expanded to include the Dragon Bones tile, and I built a road connecting to it, but didn't receive the Law Mana on the tile.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
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