FfH2 0.21 Bug Thread

Makes me wonder what would happen if Branding was to beat Basium or Hyberum? It would be odd for the Grigori to control Hyberum. Similarly what would happen to an immortal? Would it be captured and be reborn in its capital? If the captured immortal subsequently died which capital would it be reborn in and under whose control?

I believe Hyborem starts with the Loyalty promotion, so Basium probably does, too.
 
I'm confused, are you saying that it's supposed to go to workers, or that because it's only on a few units, it's not worth fixing?
No, I wasn't commenting on that at all, merely giving rationale for the change from the original version. Going to workers seems like a clear bug or oversight.

And a captured immortal will be born in his new owner's capital.
 
ewww! game not in a window?? that might be worse than memory-error crashes! :)
I find it eats more resources after extended sessions, possibly because it seems to load art assets only as and when it decides it needs them (I get slight pauses when revealing a new resource in the early game, for example). Closing and restarting after a while might help.
 
Is it intentional that HN units don't attack each other? I noticed that Black Wind with Guybrush on board was a consistent target for Pirates. Yet they only attacked Guybrush and ignored BW. Um, that doesn't make any sense to me: a water unit attacking a land unit aboard a water unit. How would that work?

Thats odd...

The reason that the pirates are going after Guybrush is that he is stronger than the Black Wind. The game forces an attacking unit (save for the assassin) to attack the strongest unit in the defending stack. Why guybrush is defending in the ocean i have no idea...
 
Also, playing patch b, I notice that the issue of hero units not promoting on the correct turn is still broken. I saw a few messages the first couple of days, but nothing since. Is anyone else experiencing it?
 
Yup, I'll confirm that.

I thought I noticed it for my witchdoctors, too, but I didn't verify it.

- Niilo
 
Same here for me. Noticed it on Bambur and also on some adepts and mages.
 
Small problem with the Defender promotion...

Playing as Einon Logos, I sent several of my units with the Defender promotion with a Settler to found a new city.

I can understand them losing the promotion when they leave the boundaries of my civ, but shouldn't they get it back when the Settler founds a new city in my civ?

They did not and lost that bonus even though they were 'defending' my civ.

Apparently they have to leave the new city founded and return. This doesn't make sense to me.

Thanks.
 
I have no trouble imaging a heroic one man thwarting of a naval attack by people who aren't PCs. :) Perhaps he swung aboard and bested their captain in single combat, perhaps he's the one who comes up with the clever ruse that sends them to the bottom or gets him killed in the process.

As to -why- the fight is between the other ship and him, maybe the enemy crew didn't like his songs when they were all in the same dive last week. ;)
 
Pretty sure this is a bug, as Elohim I'm able to build more than one Harrowing of, & start more than one Rites of Ogmah[sp?], no city has actually finished it yet.

Fader
 
Are we paying maintenance on summoned units? What about psuedo-summoned units (treants and skels)? I watched my gold income drop after summonning a bunch of units. I thought that we were not paying for these units...
Neither Skeletons nor treants count as military units for support costs. Note that the most recent revision of units in the Wiki has this information; I'm about 1/2 done with the update.
 
Pretty sure this is a bug, as Elohim I'm able to build more than one Harrowing of, & start more than one Rites of Ogmah[sp?], no city has actually finished it yet.

Fader

I'm pretty sure the hallowing (that's what you mean, right?) is supposed to be repeatable. Every time you build it, the AC is lowered a little bit.

Speaking of which, maybe the AI should also keep track of who LOWERED the AC how much, because that could anger the evil civs...
 
I too can confirm the Grigori adventurer bug. Still the coolest unit in the game, though.

Mulitplayer games seem to go out of sync within a few turns of starting.
 
Small problem with the Defender promotion...

Playing as Einon Logos, I sent several of my units with the Defender promotion with a Settler to found a new city.

I can understand them losing the promotion when they leave the boundaries of my civ, but shouldn't they get it back when the Settler founds a new city in my civ?

They did not and lost that bonus even though they were 'defending' my civ.

Apparently they have to leave the new city founded and return. This doesn't make sense to me.

Thanks.
The way the promotion is coded, they have to take a step and end inside your borders. So if they walk out and the borders grow around them, they have to move to get the promotion back.
 
Patch "c" is linked in the first post. It resolves the following issues:

1. No more duplicate Acherons.
2. So that Acheron doesn't leave his city (I hope).
3. Heroes/Adepts/etc now get the level the turn they get enough xp instead of being delayed a turn.

It won't break save games.
 
will that also work for units that attack and gain a level?

kinda annoying in multiplayer simultaneous turns when you don't have time to levelup before being attacked again the following turn even though before you hit End Turn you have enough to level (simultaneous turns for AIs pretty much means they can go first and last every turn).
 
will that also work for units that attack and gain a level?

kinda annoying in multiplayer simultaneous turns when you don't have time to levelup before being attacked again the following turn even though before you hit End Turn you have enough to level (simultaneous turns for AIs pretty much means they can go first and last every turn).

No its doesnt, thats a vanilla thing.

I thought about changing it, but the AI only looks once per turn to see if its units need upgraded. So if that change was made human players would upgrade immediatly (after attacking and before the ai attacks them back, beaing able to partially heal their units) while ai players would be left with weakened units.

Besdies I kinda like that an attacking unit may get enough xp to promote but be vulnerable for a turn.
 
Here is something that I don't imagine is intentional:

When you build your starting city - if you build it on a Hill/Plains - you get an extra hammer as compared to building the city anywhere else. I've known about it for a while, but haven't really thought of it as something all that big. I'm not sure why the game gives the extra hammer, but it does seem a bit out of place.
 
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