FfH2 0.21 Bug Thread

That's been doing it for a few versions - there's a new introduction for its first increase, then that flavour one at 10. Incidentally, posting an enormous 350kb+ screenshot with no useful information in it isn't very helpful...
 
This isn't erally a bug, and it has been there for a while, but the fact that acheron leaves the city he is built in, parks himself three tiles away, and never moves again, even if his hoard is in danger of being attacked, is ridiculous...

I know this is a low proirity thing, but acheron should rush to defend his city. maybe an automatic teleport that brings him back if someon attacks the city.
 
I agree with something needing to be done about Acheron. He wasn't in the city in the last game I played and had actually perched himself on an impassible mountain peak launching meteors at anything that moved. I took the city, but regretted it afterward as he just kept picking off my Raiders and even killed the one with Orthus's axe, permanently removing the artifact from the game. Oops!!
 
I agree with something needing to be done about Acheron. He wasn't in the city in the last game I played and had actually perched himself on an impassible mountain peak launching meteors at anything that moved. I took the city, but regretted it afterward as he just kept picking off my Raiders and even killed the one with Orthus's axe, permanently removing the artifact from the game. Oops!!

I have never seen that in my games, Acheron always stays stationary. Im not sure why he starts moving.
 
he only moves on the first turn, perhaps the script does not come into affect straight away and therefore he has a chance to move, after he has moved once I have not seen him move ever after.
 
Are we supposed to be able to attack Acheron's meteors? I have the Black Wind parked outside of the city that Acheron hangs around at and every so often a meteor appears and just stays there. Well at least that's one way to level up the Black Wind as Hannah but it's kind of odd still.
 
As gamestation said: Meteors (And fireballs?) stick around for 1 turn like summons, instead being disbanded on end of the players turn.
 
One minor bug that I noticed:

When you first load units into a ship and then change its crew to Longshoremen, the units don't leave the ship. If you had chosen Skeleton Crew before, you can overload your ship by up to 2 units this way.
 
Water walking units CAN enter ocean tiles, that's why they are defending on ocean tiles.

(The 'Cannot enter ocean' restriction applies only to the Drown unit, not to upgrades or casters using the spell.)

My bad. Thanks for the clarification. On a side note, I think units upgraded from Drown should either lose the promotion or keep the coastal restriction. I have no objection to the spell version working on the ocean. My thought is that Drown don't walk on the water, but on the ocean floor and they can't go too deep. Maybe change the Drown promotion from Water Walking to something like Underwater Breathing so the restriction is built into the promotion.
 
Hi, this is my first post here, but I've been a lurker for a loooong time.
Anyway, this is my first game, and so far its great. I am the clan of Embers and although I have the lowest score I have already wiped one civilization off the map. My most recent war was won the my hero, Rantine. Now that I'm done with the war I decided to have him convert some barbarian cities for me. So, I put him in one that had only orc spearmen and have now fortified for two turns (see attachment). Shouldn't the city be mine by now? Also, just a note, but Orthuse died within three turns of his coming, which seems way to short. So far the mod is great, way better then any of the Warlord scenarios.
Edit, hmmm, how do I attack screenshots as pictures?
 

Attachments

I just lost a battle at 100% odds :crazyeye:

Attacked a barb goblin with my hunter, combat odds showed '100%' so I was rather surprised when my hunter lost. Checked the combat logs, they verified the 100% odds I'd seen.

Spoiler :

ScreenShot011.jpg

ScreenShot012.jpg

ScreenShot013.jpg



It appears the combat odds still aren't perfect.

(Playing with random seed, so I'm quite sure it's not reproducible.)
 
That's actually extremely funny to lose a battle at 100% odds. (i'd put that in your sig if I were you)

I assume there is a problem with the odds calculation--if I have a 5.22 strength unit attacking a 5.00 strength uni (after modifiers) should the odds be exactly 50%?
 
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