Fall Further 050 Bug Report Thread

My Wood Golems are getting the blue glow indicating the ability to level up (but they can not of course).
 
Okay, I can cofirm this now, the Doviello cannot get their Phalanx, Immortal or Beserker UU's.
 
Possible bug with Loki's AI. I was playing as the scions, and both my cities had a decent amount of culture (so no conversion possibility). Balseraphs didn't like me, early part of game. Loki wanders into my territory, and proceeds to spend 10 or so turns parked in one of my cities, casting inspiration, while sending puppets out to fight barbarians encroaching on my borders. I halfway understand killing the barbs, but helping out my research? Is it just part of his halfway-insane AI, and I got lucky?
 
I seem to have two bugs going on. In one game, playing as the Sheaim, I'm one turn away from finishing the Tower of Mastery and when I end the turn the game crashes out every time. In the other I found a bug mentioned elsewhere where the Master's Hall ends up generating 6 million GPPs or so every turn.
 

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Got the following error when casting Spring in wetlands / swamp:

(incidentally, is there any way besides sun mana for lizards to "un-swampify"?)
 

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Got the following error when casting Spring in wetlands / swamp:

(incidentally, is there any way besides sun mana for lizards to "un-swampify"?)

I'd reported that one a little while back actually, and Vehem said it's fixed in the next patch.... Just waiting for that to be released. :D
 
Okay, I can cofirm this now, the Doviello cannot get their Phalanx, Immortal or Beserker UU's.

I just started up a game, gave myself all the techs (except "NEVER") and was able to start building them all. Were you able to order them built but they couldn't be completed?

EDIT: And I was able to upgrade a unit it a Skuld.
 
Was messing around with worldbuilder, created a vampire lord, summoned a flesh golem, grafted the lord to the flesh golem (it worked, he got all the promos) and then the lord resurected in the capital. Golem kept all the promos.
 
Was messing around with worldbuilder, created a vampire lord, summoned a flesh golem, grafted the lord to the flesh golem (it worked, he got all the promos) and then the lord resurected in the capital. Golem kept all the promos.

Sounds abusive. I've disabled Vampire Lords.

EDIT: On second thought, I've disabled the Calabim.
EDIT: Oh, wait - I have a better idea.... :)
 
Tarq, did you use the release version or our internal version? I added the new units to the CivInfos for the next post. At any rate, next patch it'll work fine. Not sure if we've fixed the Archos Mystic line just yet, I'll take a gander at it right now before I forget again.

And I don't know what Tarq has planned for the Flesh Graft, but I'll modify Graft so that it removes immortality from the graftee.
 
Tarq, did you use the release version or our internal version?

Whoops - internal.

And I don't know what Tarq has planned for the Flesh Graft, but I'll modify Graft so that it removes immortality from the graftee.

FG was blocked for the Immortal and Magic Immune promotions. I added Immortal-from-unitinfos to that. Keeping the grafting unit from resurrection sounds good - but maybe the AI should be blocked from grafting Immortal units.
 
Just another note on the Stooges...playing a Svartalfar civ atm and built the Nilhorn wonder. Stooges popped up with the elven race promotion. They are Hill Giants aren't they? :p Not a huge deal, but it does give them double movement though forests.

Not only that,m if you're playing scions, they start undead. And I think they start as lizardmen for mazatl/cualli
 
Well, units under scions becoming undead doesn't seem too much of a problem, as it can be concieved of as spreading the gift. But definitally odd about the others. I usually rationalize it as the units having learned the ways of their civilization and/or being supported by guides of the race. Though the poison resistance part of being a dwarf isn't so easily explained.
 
Patch G, One City Challenge, Unrestricted Leaders (Jonas Endain/Sheaim)

>Elegy of the Sheaim does not have an effect.
>Revelers cannot see Giant Spiders (I think that's a base FFH2 problem)
>Dungeons that spawn mid-game still kill flood plains
>Tower of Necromancy gives you five additional skeletons, but there's no way to summon them because each caster still has a limit.
 
Quote:
Originally Posted by Locust-71
Jungle under Mount Kalshekk is not removable.

Why would you want to?

The only issue here, is that the AI workers TRY to, which is frustrating and wastes them.

Because as ljosalfar I want ancient forests. Chop the jungle, plant a forest and wait for it to be ancient. :D
 
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