FfH2 0.20 Bug Thread

Someone mentioned that when you switch to Basium all options get switched to default, the same happens with hyborem. Or well, I don't know if it's all default, I only really noticed that every turn ended automatically.
Also, one time I summoned Hyborem as the Sheiam. I was automatically at war with him, altho it didn't show the (WAR) sign in the score list.
I've also had varying results with the barbarians. One time I am definitly at war with em (get a red cursor when trying to move a unit into a square with one of the barbs in it), and some times I get a white cursor, when I move my units in that square it first asks me if I want to declare war, and if I don't want to declare war my unit moves in and the barb dissapears.
Dynamic, but not the way intended :p.


Edit: Hm, just found another bug. Can't select the Svartalar (forgot leader's name) as an AI in the start of a custom game.
 
Someone mentioned that when you switch to Basium all options get switched to default, the same happens with hyborem. Or well, I don't know if it's all default, I only really noticed that every turn ended automatically.
Also, one time I summoned Hyborem as the Sheiam. I was automatically at war with him, altho it didn't show the (WAR) sign in the score list.
I've also had varying results with the barbarians. One time I am definitly at war with em (get a red cursor when trying to move a unit into a square with one of the barbs in it), and some times I get a white cursor, when I move my units in that square it first asks me if I want to declare war, and if I don't want to declare war my unit moves in and the barb dissapears.
Dynamic, but not the way intended :p.


Edit: Hm, just found another bug. Can't select the Svartalar (forgot leader's name) as an AI in the start of a custom game.


i just save the game as soon as i take over hyborem and load it back up, that takes care of the automatic end turn
 
Edit: Hm, just found another bug. Can't select the Svartalar (forgot leader's name) as an AI in the start of a custom game.

That's intentional. You'll find that it's the same for the Sidar and the Illians. Those three civs are still awaiting fleshing out in Shadow/Ice, and two have a non-functional trait. If you want to select them, you'll need to change the bPlayable value under the Civilizations tab in the xls file from 0 to 1.
 
That's intentional. You'll find that it's the same for the Sidar and the Illians. Those three civs are still awaiting fleshing out in Shadow/Ice, and two have a non-functional trait. If you want to select them, you'll need to change the bPlayable value under the Civilizations tab in the xls file from 0 to 1.

i dont think thats it because you could pick faeryl viconia in play now in the civ selection just not in the custom game civ selection
 
i dont think thats it because you could pick faeryl viconia in play now in the civ selection just not in the custom game civ selection

GeeJo is correct. You cant pick them in the play now section in my copy.
 
I was playing as amurites, and wanted to build the mercurian gate. i did so, and the game CTD on the turn the gate finished.
 
Patch "b" is linked in the first post. It resolves the following issues:

1. Temple of Leaves allows 1 priest and 1 artist instead of 2 priests.
2. Disciple units now correctly get the homeland promotion for Defender trait players.
3. Fixed March to give the +10% heal rate in eneny territory.
4. Mind and Nature improvements now correctly require Divination and Alteration so they match their tower requirements.
5. Fixed the CtD when the Mercurians appear.
6. Fixed an issue where the Infernals or Mercurians may gain the player values of a defeated player.

It won't break save games.
 
Patch "b" is linked in the first post. It resolves the following issues:

1. Temple of Leaves allows 1 priest and 1 artist instead of 2 priests.
2. Disciple units now correctly get the homeland promotion for Defender trait players.
3. Fixed March to give the +10% heal rate in eneny territory.
4. Mind and Nature improvements now correctly require Divination and Alteration so they match their tower requirements.
5. Fixed the CtD when the Mercurians appear.
6. Fixed an issue where the Infernals or Mercurians may gain the player values of a defeated player.

It won't break save games.


Theres also a bug on meshabber dis face, it seems he needs to get reskin on hyborems proportions. im just playing i just feel like you guys neglected him since ffh1
 
The weaponsmiths provided by Carminus Aureus aren't upgrading melee troops with mithril weaponry. Normal weaponsmiths still work fine.

Settlers seem to have taken a liking to defending themselves, even with other troops in their stack . Both times the escort was an Adept, but that may not be relevant. The attackers were a spartiatoi and a stygian guard on separate occasions, so Marksman isn't responsible.
 
Another CTD on start of next turn, on patch A at least (will try B now, though the things you mentioned don't seem relevant).
 

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The weaponsmiths provided by Carminus Aureus aren't upgrading melee troops with mithril weaponry. Normal weaponsmiths still work fine.

Settlers seem to have taken a liking to defending themselves, even with other troops in their stack . Both times the escort was an Adept, but that may not be relevant. The attackers were a spartiatoi and a stygian guard on separate occasions, so Marksman isn't responsible.

adepts tend to defend last in a stack from what ive seen... tho if stygians and spartiatoi were attacking your adept instead your settler was still gonna die heh
 
This happened with patch A, didn't see anything about it in the patch b changes...will try it with that patch later.

I'm the sheaim and I researched veil, and hyborem appeared in my lands. all of my borders meet up with another civ, theres little unoccupied territory available. Hyborem kept walking around in my borders, declaring wars on other civs I bordered, but despite that was still restrained to inside my own cultural borders so he wasn't really doing anything. Also, when another civ wanted me to stop my deals with the infernals, I agreed and my open borders with him was cancelled. This forced him into another civilizations territory where he was stuck and unable to move.
 
I just switched over to my alienware, and now ffh2 won't work. I installed ffh2.2 and patch B, and it keeps crashing when i load the mod
 
I just switched over to my alienware, and now ffh2 won't work. I installed ffh2.2 and patch B, and it keeps crashing when i load the mod

Turn off "show unit health" in your game options.
 
This happened with patch A, didn't see anything about it in the patch b changes...will try it with that patch later.

I'm the sheaim and I researched veil, and hyborem appeared in my lands. all of my borders meet up with another civ, theres little unoccupied territory available. Hyborem kept walking around in my borders, declaring wars on other civs I bordered, but despite that was still restrained to inside my own cultural borders so he wasn't really doing anything. Also, when another civ wanted me to stop my deals with the infernals, I agreed and my open borders with him was cancelled. This forced him into another civilizations territory where he was stuck and unable to move.

Thats not a bug, but it does need to be addressed. Im going to give Hyborem a spell to create his own area if he cant found a city in a certain amount of turns.
 
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