Fall Further 050 Bug Report Thread

Roughly turn 210, I just finished researching Infernal Pact, and was given Hyborem instantly.

Is it intended that he starts with 26 free xp? That enabled me to pick Drill I-IV on the same turn he spawned. Seems a bit strange. Being str13, he's not exactly going to have problems killing things to gain xp.
 
Another oddity.
The AC just hit 80. Hellfire popped up all over the world, even in non-hell terrain, which doesn't seem right.

But more importantly, every hellfire tile spawned a Champion which was under My control, not Agares'. Is this intended?

The main thing I wanted to report though, is that it spawns, well... champions. Human guys in chaimail with shields. Not the Infernal champions that look like undead samurai.

Seems like it would be most logical for it to spawn Sect of Flies' iof they are intended to be under infernal control. Having human champions seems odd.
 
Is it intentional that infernals are affected by the Global fire damage at AC 50?

As far as I understood, their main "thing" is that armageddon doesn't affect them. It seems a little odd that that, and only that, out of all the armageddon events, negatively affects infernals.
 
Perhaps. But I can assure you, in this case, it IS completely impossible.

I'm more than 50 turns on from that point now. I just checked every single civ through worldbuilder. Nobody has Iron Working yet. Not even Agares has it

Possibly relevant, the Champion in question is on a Hellfire tile, which apparently spawned out of nowhere. Perhaps those tiles are set to spawn specific units regardless of agares' current tech ?

Yes, Hellfire spawns Champions, and can only naturally appear in Hell Terrain. There is no limitation in place to prevent them from popping out on turn 1 if there is Hell Terrain in the world which is unowned or at peace with the demons, and doesn't already have an improvement (which is not possible normally, as the only Hell Terrain in the world would be Bradeline's Well, which has an improvement by definition. In your case all Hell is in non-Demon Friendly land until AC 25 when it will spread beyond your borders, allowing Hellfire to appear (which it does FREQUENTLY if able).

Another oddity.
The AC just hit 80. Hellfire popped up all over the world, even in non-hell terrain, which doesn't seem right.

But more importantly, every hellfire tile spawned a Champion which was under My control, not Agares'. Is this intended?

The main thing I wanted to report though, is that it spawns, well... champions. Human guys in chaimail with shields. Not the Infernal champions that look like undead samurai.

Seems like it would be most logical for it to spawn Sect of Flies' iof they are intended to be under infernal control. Having human champions seems odd.


Hellfire event allows Hellfire to spawn anywhere in the world. I should have set up Hellfire to work like Bradeline's well and be a source of Hell so that the tile it appears on naturally becomes Hell Terrain (thought I did do so actually). Hellfire event also grants initial spawned Champions to Hyborem if he is alive, but all future (naturally spawning) units will go to Agares. And yes, it ought to be changed to spawn Sect of Flies since those weren't removed from FF.
 
I should have set up Hellfire to work like Bradeline's well and be a source of Hell so that the tile it appears on naturally becomes Hell Terrain (thought I did do so actually).

Yes, you did. It's not instant, but hell terrain started spreading out from them 1 turn later.
 
Interesting little twist with republic and scions.

I'm playing as risen emperor, and my republic elections just allowed me to gain the Organised trait.

Instantly I started building the vacant mausoleum inside my capital, free population point across my empire was quite nice.

Edit: Risen emperor popped right after, thought I still had to build him, so that's a nice lil bonus.
 
Here's a repeatable ctd right after hitting end of turn. It happens about halfway through a "here I am" sound. This is my first time posting a save, so hopefully I figured it out correctly.
Jotnar, Patch N, turn somewhere in the 400s.

While we're on the subject of bugs and the Jotnar, here are some other observations:
>City placement suggestions seem to be based on a normal size city, rather than a small one. Not a big deal for a player, but I imagine it goofs the AI up a bit.
>Gaining a religious technology after someone else has discovered it gives you a disciple. Savants can upgrade to Skalds, and I imagine the other disciples have some odd upgrade possibilities too.
>Is it intentional for Archery to be blocked but the similarly useless Stirrups to still be available?
>Giant Tortoises can upgrade to Tritons. Useful, but it seems rather odd.

General oddity - Faeryl picked up a Great Prophet early on that led her to RoK. She still went ahead and researched FoL and AV, despite not switching to them afterwards.
 

Attachments

Interesting little twist with republic and scions.

I'm playing as risen emperor, and my republic elections just allowed me to gain the Organised trait.

Instantly I started building the vacant mausoleum inside my capital, free population point across my empire was quite nice.

Edit: Risen emperor popped right after, thought I still had to build him, so that's a nice lil bonus.

Known issue. I spotted it before it even happened :)
Tarq already wrote up a fix, so it'll probably be sorted in the next patch
 
Perhaps you could let it stand, but make the 'Risen Emperor' unit only survive as long as the player has the 'Organized' trait. Like those religion dependencies. Once the player loses 'Organized' the emperor has to go back to the capital to make sure the politicians dont muck up his system.
 
Patch N. Amurites cannot build Wizard's Hall. They just get normal mages guilds.

A quick check shows that it isn't defined for them in the civilizationinfos.


This fixes it
Spoiler :

Code:
<Buildings>
				<Building>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<BuildingType>BUILDING_PALACE_AMURITES</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_CIV_BUILDING1</BuildingClassType>
					<BuildingType>BUILDING_CAVE_OF_ANCESTORS</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_MAGE_GUILD</BuildingClassType>
					<BuildingType>BUILDING_WIZARDS_HALL</BuildingType>
				</Building>
			</Buildings>
 
looking at the Jotnar in civilizationinfos, it seems Arctic Circle added a lot of redundant entries for units that they can't build.

Legate
Harmatt
Kahd
Meskwaki
Karrlson
Lucian
Miquiztli
Coatlann
Dragon Guardian (?)
Professor
Wilboman
War Machine
Teutorix
Rathus
Rantine
Maros
Magnadine
Losha
Loki
Hyborem
Guybrush
Govannon
Gilden
Eurabatres
Corlindale
Black Wind
Basium
Barnaxus
alazkan
Acheron
Abashi
Grigori medic
Monk
Lightbringer
Ophanim
Angel of Death
Repentant Angel
Seraph
Valkyrie
Herald
Freak
Adventurer
Flagbearer
Donal
Demagog

Can't believe I typed all that @_@

Anyways, no offence intended to Arctic Circle, but this seems to be a horribly inefficient mess.
Is there any reason why it's done like this? All of the above are civ specific things that Jotnar shouldn't be able to build anyway. There should be no need to explicitly exclude them.
 
Not sure if this is a bug or not, but I though things like this were fixed.

Playing a new game as Khazad. Emperor difficulty. On Turn 15, the Sheiam are exterminated. Yes, that early.

I reload to the previous turn and have a look. There's a demonic Diseased Corpses (str 6) with combat II and moderately injured. Presumably it killed their single warrior the previous turn. When I press enter, it Annhilates the Hardy I worker which is all that's in their city.

The most likely cause is Bradeline's Well, which is 2 spaces away from their capital, and inside the BFC. However, I spawned a unit next to it so I could check, and it has NOT been explored yet.

It looks like Diseased Corpses just spawned on the single hell tile under the well, and went for their capital. Note that it's just "diseased corpses", not a specially named one, which is usually what happens when they come out of dungeons.

It's really not possible that someone could have discovered Corruption of Spirit by turn 15. No great people have popped up. The Armageddon Counter is still 0
 
The shrouded woods thing has the "cannot be built by anybody" tag, which I guess includes Svartalfar, since I can't build it.

Also, automated work boats are still broken. Is it just my install? They haven't worked since patch L or so.
 
The shrouded woods thing has the "cannot be built by anybody" tag, which I guess includes Svartalfar, since I can't build it.

Strange. I just looked at the XML and Shrouded Woods are defined as a UB for svartalfar.
I think they were intended to replace the Hunter's hall though, but still...

I'm using Patrch N, by the way. Are you?
Have you tried playing as Svartalfar and attempting to build Shrouded Woods? It looks like it should work.
 
Anybody else seeing this?

Playing FF with the latest patch, when I build a Ratha I have problems with the interface. I seem to be getting the interface from the unit I dealt with immediately before dealing with the Ratha. I can't give my Rathas promotions or fortify them; only thing I can do is move them by right-clicking or delete them. This is the only unit I'm having this problem with, everything else is fine.

Be happy to post a save if you need.

P.S. Don't know if this is related, but I noticed that the 'pedia entry for Rathas has no text.
 
Anybody else seeing this?

Playing FF with the latest patch, when I build a Ratha I have problems with the interface. I seem to be getting the interface from the unit I dealt with immediately before dealing with the Ratha. I can't give my Rathas promotions or fortify them; only thing I can do is move them by right-clicking or delete them. This is the only unit I'm having this problem with, everything else is fine.

Be happy to post a save if you need.

P.S. Don't know if this is related, but I noticed that the 'pedia entry for Rathas has no text.

Decided to upload an auto-save. Just build a Ratha in any city and check out the unit's interface. Thanks.
 
Not sure if this is a bug or not, but I though things like this were fixed.

Playing a new game as Khazad. Emperor difficulty. On Turn 15, the Sheiam are exterminated. Yes, that early.

I reload to the previous turn and have a look. There's a demonic Diseased Corpses (str 6) with combat II and moderately injured. Presumably it killed their single warrior the previous turn. When I press enter, it Annhilates the Hardy I worker which is all that's in their city.

The most likely cause is Bradeline's Well, which is 2 spaces away from their capital, and inside the BFC. However, I spawned a unit next to it so I could check, and it has NOT been explored yet.

It looks like Diseased Corpses just spawned on the single hell tile under the well, and went for their capital. Note that it's just "diseased corpses", not a specially named one, which is usually what happens when they come out of dungeons.

It's really not possible that someone could have discovered Corruption of Spirit by turn 15. No great people have popped up. The Armageddon Counter is still 0

I think there is still a problem with VERY bad results coming from lairs too early in the game.

I lost a patch L game when 4 Gargoyles appeared out of a lair on Turn 6 not far from my capital.

Then, I just lost a patch N game when a Pit Beast took out my two Thrall Warriors on Turn 15. I could not get a Citizen defender in the early going and building Egress or any other defenders was not possible in that short of a time.

I didn't pop either of these lairs, BTW.

Again, I think this needs to be tied to game speed. I was playing at Epic and if you are going to spawn early tough lair critters, maybe they need to come a bit later in the slower speed games. Four Gargoyles on Turn 6 is a bit much IMO.
 
Strange. I just looked at the XML and Shrouded Woods are defined as a UB for svartalfar.
I think they were intended to replace the Hunter's hall though, but still...

I'm using Patrch N, by the way. Are you?
Have you tried playing as Svartalfar and attempting to build Shrouded Woods? It looks like it should work.

Yeah, this is on patch N and I definitely can't build it. I had to go into the worldbuilder and manually add it to my cities. I can build hunter halls, though. Would you like a savegame?

I am playing with unrestricted leaders, if that affects anything. It didn't before.
 
I have a weird issue with the Jotnar, patch N.

My capital's culture had expanded to the point where I could pre-build a mine for a future city. Upon sending the settler there, I decided to move the city one tile away, so that the mine was out of the city's square workable area. The problem is that the city started working the mine when it was built, but I couldn't switch to a new tile at all. I couldn't even change the citizen to a citizen specialist. Out of curiosity, I pillaged the mine, but the city still kept working the mine, despite trying to switch it with the governor.

Attached are 2 screenshots and the closest autosave I have.
 
Is there any reason why it's done like this? All of the above are civ specific things that Jotnar shouldn't be able to build anyway. There should be no need to explicitly exclude them.

It's the way you had to do it until fairly recently. It was a real pain, and why you'd often see new heroes buildable by the wrong civs after a patch.

I'm not certain who "fixed" it. xienwolf or Vehem, I expect.
 
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