Fall Further 050 Bug Report Thread

Anybody have a clue about these?
I noticed a few issues. I was able to walk out of a cage with my Scion explorer. I had mobility, but still.

Treasure Chest events are annoyingly rare...

Oh, Goody Skeleton text key issue. Whenever I spawn Skeletons from a barrow/dungeon thing, I get Txt_KEY_GOODY_SKELETON.

I got three Treasure Chests in my current game. One was from a lair, and the other two I purchased via an event.

I play land maps, and they always seem to end up on some impossible to get to island on the other side of the map. ;)
 
Okay, let me drop that from the list. I just seem to have run through all my luck. :) That's what I get for finding 6 once...:)

Waterwalking helps a lot.
 
Okay, let me drop that from the list. I just seem to have run through all my luck. :) That's what I get for finding 6 once...:)

Waterwalking helps a lot.

I usually end up sending a lone Griffon out to reap the Treasure, but I hate doing that.

One of the outstanding exploits remaining in the game is the loot windfall you can get by having multiple units on a Treasure Chest and opening it!:D
 
How depressing. I'm near the end of a great FF game and I've had nothing but CTDs the last 20 turns. Finally, the game crapped out for good and I cannot get my last save to load. Going back one before it doesn't work as it will load, but next turn, pfffffft!:(
 
Attachment didn't show up in last post.

I give up, two tries and it will not attach for some reason.
 
14. Removed Deep Jungle (both Lizard Races now have CivSpecific yields and no unhealth for any Jungle)

Lizards don`t have bonus :health: from jungles. It isn`t mentioned in any changelog so I think it`s a bug :|
 
Lizards don`t have bonus :health: from jungles. It isn`t mentioned in any changelog so I think it`s a bug :|

The health benefit is actually mentioned in the line you quoted - simply that there is no unhealth from jungles. They used to get extra health as per a forest, but given how large their cities were growing and the glut of food, I removed that and simply made Jungle a health-neutral feature for them.
 
Okay, I can confirm Barbarian cities are ramdomly getting Giant Staedings. The Barbs have (or had) a number of Khadi and Austrin Cities, and most have Staedings (and I (Jotnar) have never owned them).
 
Hi, I have two more issues to report (and sorry if they're already solved):

- Assassins don't seem to work properly. Seems like marksman doesn't work since my assassins always target the strongest opponent (the same one that other units WITHOUT marksman target) in the enemy stack.

- Baron hasn't created a single little fur-ball out of any enemy. It's true, in this case I was against hybbie, so only demons and undead were killed...but it seemed to me that the good Baron were able to make ravenous werewolves from every race...

Playing with archos, by the way
 
Assassins don't seem to work properly. Seems like marksman doesn't work since my assassins always target the strongest opponent (the same one that other units WITHOUT marksman target) in the enemy stack.

What were the units you were attacking? If you were against Bannor or Elohim, some of their units routinely have Guardsman which counteracts the Marksman ability. Other units may also gain this promotion, but it takes a few levels to obtain.

- Baron hasn't created a single little fur-ball out of any enemy. It's true, in this case I was against hybbie, so only demons and undead were killed...but it seemed to me that the good Baron were able to make ravenous werewolves from every race...

Playing with archos, by the way

Only living units should be turned to werewolves (so most races, barring Angels, Demons and Undead).
 
Thanks for the quick answer.

Only living units should be turned to werewolves (so most races, barring Angels, Demons and Undead).

Oh, I didn't remember right, then!

As for the assassins: I wasn't attacking Bannor, Elohim or any enemy with Guardsman, I checked.
My assassins keeps on attacking just as he was a unit without marksman.

e.g. Attacking a city, he chose to attack a longbowman instead of a ritualist.

I noticed, though, that sometimes the assassin DO attacks not-the-strongest unit in the stack (I hope I'm making myself clear, I'm not english so I have some trouble to explain myself!). Maybe there are some problem with the combat-odd calculation...(which would explain the many - many battles I lost even if I had something like > 80% in favour )...
 
As for the assassins: I wasn't attacking Bannor, Elohim or any enemy with Guardsman, I checked.
My assassins keeps on attacking just as he was a unit without marksman.

e.g. Attacking a city, he chose to attack a longbowman instead of a ritualist.

Have you got a saved game where this happens? I'll take a look...
 
One thing to note is Gaurdsman works different in FF than FfH. I think it is if ANY unit in the stack has Gaurdsman then Marksman is countered and combat proceeds as though niether promo exsisted.

I think in FfH the unit with Gaurdsman defends till dead and then Marksman resumes to work.
 
Something Iv'e beeen meaning to mention for a while, a bug carried over from FFH

The Nightwatch model is HHUUUUUUGE. Both the world model and the interface model. The latter's head it cut off in the little viewbox.

It's a 2 minute xml tweak. Can their scale please be adjusted to match normal longbowmen?
 
Breez, you got that somewhat backwards. In FfH if Guardsman exists in the stack, then it completely negates any Marksman and the assassin attacks like any other unit would. But Guardsman also makes your unit more likely to defend, so typically a guardsman defends the stack against absolutely everything.

In FF, if a Marksman attacks and there is a guardsman in the stack, ONLY the guardsman can every be targetted. But if there are multiple Guardsmen in the stack, the strongest one present will defend. If a non-marksman attacks, Guardsman has absolutely no influence on defender selection.
 
Have you got a saved game where this happens? I'll take a look...

Yes, I do! Hope this can help!

As you can see, I had this stack of units sieging the infernal city (damn...just forgot the name!). If you try to attack with one of the assassins you will see he'll target the sect of flies instead of one of the imps.

I'm still using patch K, because the L patch was released the day after I started this game...

Thanks for caring!

P.S. Just let me know if it's not the right savegame, I just have a real mess in the saves dir!
 

Attachments

Sorry I didn't pipe up earlier, not sure if you meantioned it was against the Infernal before, but that is your answer right there. You can't assassinate a target that isn't alive. So Demons and Undead are naturally immune to Marksmen.
 
Sorry I didn't pipe up earlier, not sure if you meantioned it was against the Infernal before, but that is your answer right there. You can't assassinate a target that isn't alive. So Demons and Undead are naturally immune to Marksmen.

This makes no sense at all.

Whether or not they're alive is kind of irrelevant. You stab them, they go to another plane of existence
 
Breez, you got that somewhat backwards. In FfH if Guardsman exists in the stack, then it completely negates any Marksman and the assassin attacks like any other unit would. But Guardsman also makes your unit more likely to defend, so typically a guardsman defends the stack against absolutely everything.

In FF, if a Marksman attacks and there is a guardsman in the stack, ONLY the guardsman can every be targetted. But if there are multiple Guardsmen in the stack, the strongest one present will defend. If a non-marksman attacks, Guardsman has absolutely no influence on defender selection.
oops...

I had part of it backwards and part of it right (the part about guardian ALWAYS defending in FfH that i didn't type out) So I was REALLY confused.

FTL :(
 
Back
Top Bottom