FfH2 0.25 Bug Thread

Since I have noticed this too, I always thought it was because my religion was the nature one (called leaves something).

I've had this happen with mines also, and it does seem to be a bug (although a pretty minor one). It seems to happen when:
1. you move a worker on an non-burning tile and set it to an improvement task
2. The tile catches on fire, at which point the tile is not listed as having a forest (just fire).
3. the worker completes the task while the fire is still raging.
4. the fire goes out and places a burnt forest on top of the improved tile.
5. FOrest grows up with the improvement still in place.
 
Regarding animals and healing. Units with hidden nationality will not heal, unless they are within your borders. Even when they have combat V, which should allow healing in both neutral and enemy lands. The XML promotions file doesn't have any info about healing for HN units in it.

What are the rules for the HN promotion and healing? Same goes for undead, but I understand that one. (Undead being dead and all).

Also, I found something interesting. I had a HN spider that wouldn't heal. An AI I was at war with founded a city on the spot my spider was sitting. The spider remained in the city -- and healed there. Which is strange, since it wouldn't heal in their land otherwise.
 
I'd guess it has something to do with them being treated like barbarian units, but I don't really know.

That reminded me of something not really related that I'm pretty sure I've mentioned before, but which hasn't been addressed: injured units can be healed by arena battles (not to full health, but to the point where they have only as much damage as they would have if they had started the battle at full strength). I've started an arena battle with units with .1 strength remaining, and had their strength go up to ~7, then heal the rest of the way over the next turn. That saved several turns of healing time, plus gave enough xp to purchase a promotion.
 
The spell Loyalty did not prevent my units from joining the Avatar of Wrath... Is it supposed to? I even lost an event spawned hero (I didnt think that heros could flip). Also, previous to the Avatars appearance I had built the Blood of the Phoenix wonder in the hopes that my units with the Loyalty promotion would die instead of flipping, and then be reborn in my capital; but instead the promotion was transferred to the Avatars units. And when they died, they were reborn on the spot instead of in an Avatar controlled city (I guess the barbs not having a capital is why). Also my units that attacked an immortal, lost all their movement.
 
- Playing in team rituals done by a player does not give bonus to the other player (exactly Blood of the Phoenix)
- I am using Clan in a team game but always animals attack my units outside my border :mad: but they do not attack the units of my fellow friend (barbarian animals walk in the same tile of his units)
- I removed the Hidden Nationaluty from my Privaters but always enemy's ships attack them (obviously without declaring war)
 
westamastaflash said:
The Ashen Veil can spread to a city with the Order. I thought they were mutually exclusive?

They used to be, but not anymore. I understand that the design team plans to make this have some interesting effects in "Shadow." In my most recent game (pre-Shadow, obviously) I've had event popups telling me that supporters of the Order and the Veil in the same city have been rioting against each other, so it's interesting.
 
The cure disease spell doesn't cure disease. (Mentioned twice in this thread, but no mention of it being fixed in 0.30) I am playing Perpentach, and converted to Runes, so I could create a priest to get rid of bad mutations -- and it doesn't work.

Is there a chance of failure for this spell, or is it broken in 0.25?
 
The cure disease spell doesn't cure disease. (Mentioned twice in this thread, but no mention of it being fixed in 0.30) I am playing Perpentach, and converted to Runes, so I could create a priest to get rid of bad mutations -- and it doesn't work.

Is there a chance of failure for this spell, or is it broken in 0.25?

Yeah, its fixed in 0.30.
 
Just finished a .25l version game on Nikis-Knights map playing as the elves. Lots of weird stuff happened but here is a couple i can remember...

I had ancient forest grow into my ocean coast on one tile.
The Avatar of Wrath walked on water (i assume he's not supposed to but could be wrong).
When Yavin (i think it was) cast Lifespark it summoned a skeleton.

On a different note: i've come to fear the Apocalypse now!

- feydras
 
The Avatar of Wrath walked on water (i assume he's not supposed to but could be wrong).

He starts with the water walking promotion so that is intended.
 
I do not know if this is intentional, but when the clan of Ember capture a city I am able to hold it and not to automatically raze it (as really it would be as the description of the peculiarity of the Clan)
 
Found one small mentioning of this little thing, and no update so here goes again: Mercurians don't get the city in which the gate is built.
Was this a bug or a revert to an old feature?
 
The Scorched Earth trait (which is what forces city razing) was judged to be too harsh so it was removed (from the leaders, but not from the game, so it can still be added bach very easily). The Clan thing is intentional, but (like so much else in this ever changing game) not well documented.

I believe the Mercurians actually do get the city with the Mercurian Gate, but there seems to be some delay in their acquisition of it. I'm pretty sure it usually is handed over to them 1 turn after they appear.
 
That is not what I experienced with patch K: the buildings actually required all of the listed mana types. Bug or feature ?

That's my experience with 0.25k/l as well. Makes it a pain to pursue a tower-building strategy, especially since there seem to be fewer mana nodes as well. Even with Rites of Orgama, I still have to invade, etc., in order to get enough mana nodes to build all four towers. ..fritz..
 
I believe the Mercurians actually do get the city with the Mercurian Gate, but there seems to be some delay in their acquisition of it. I'm pretty sure it usually is handed over to them 1 turn after they appear.

Not in my game, after having completely slaughtered the Clan the gate city was still under Bannor control. So it didn't change hands for at least 100 turns.

Sadly deleted the save when I added patch l, so I can't go back and check just how many turns I played without getting the city.
 
Well, I said usually, not always.

I seem to remember at least one game where my units were ejected from the city, which remained under my control. I kept the city if I moved my units back and the Mercurians got it if I left it unguarded.

I'm not sure, but i believe that having HN unit in the city has messed the handing over at least once too.
 
what is this all about again?
 
I have no clue either,lmao
 
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