FfH2 0.30 Bug Thread

0.30a:

a)
[Edit] NVM, found the source for the first "bug" *blushes*

b)
Also, when capturing a worker from another civilization, it gets the Elven promotion, but it will chop any forest before building improvements. Is this intentional like in 0.25 (where it didn't get the elven prom.) ?


c)
Elven workers also ignore jungle - i.e. you can work those tiles right from the beginning of the game and the jungle remains - like forested tiles.
Quite great for the start, but I doubt that's intended ?
(On a sidenote, you can't remove jungle with Elven workers - the button is there, the guy works for 8 turns, but after that the jungle is still there)
 
Cows used to be transformed into sheut stone when transformed to hell terrain. Currently they are being transformed into nightmares.
 
Hello, i just installed 0.30a and continued my malakim game. After founding the Empyrean and granting the tech to bannor, i introduced the defensive pact resolution at the council. After accepting (by just me and sabathiel), everyone gets def pact with anyone else, seems a bit unintended.
As a side note, noone else got honor so far and only sabathiel has the +6 diplo modifier for being a "fellow member".

p.s. how can i post my savegame, i´m new here actually and don´t now how to do this! thx
 
0.30a

Events:
- Wandering enchanter:
The second option, hiring the adept, gives Enchantment I to the unit that can be enchanted, not to the adept that you buy. Also, the unit doesn't receive the "enchanted weapon" promotion

- Hiring a mercenary trough the guild of the Nine:
I had the option to hire a Hunter with the subdue animal promotion or a Horse Archer. Picking the first one I recieved a hunter, but he didn't have the promotion.
Another hiring event showed the same behavior of not granting the promised promotion.
 
Occasionally a mana node does not produce mana (yes, it was improved, roaded, well inside borders, etc.).

To get it to work, I've had to pillage off the node and rebuild it.
You need the relevant tech, though it sounds like you have that. Could be the thing that was happening in 0.25 where the nodes weren't getting razed when a tile changed hands due to culture.
Also, perhaps I was mistaken, but I was under the impression that the various towers were supposed to be changed to require 3 mana types to build in Shadow. My last game required the full suite before the towers could be built.
Was under consideration but is still at all 4 at present I believe.
that seems to be because of HN, I can´t stack HN units with normal units
Yup. As I mentioned before, I think this was a workaround to prevent some spinlocks caused when the AI formed mixed groups with and without HN - can see how that might've confused it.
Cows used to be transformed into sheut stone when transformed to hell terrain. Currently they are being transformed into nightmares.
I think that was a deliberate change.
There was a plaza offering Fire mana when connected with a road. It did either not give me the mana or the mana bar did not update.
Keeps coming up. You need the relevant tech which would allow you to build such nodes - in this case Elementalism - to gather mana on the map.
 
Odd behavior by Orthus: After I Charm him so I can bring up reinforcements, he begins to wander aimlessly and does not come back to fight. I eventually have to run him down. He also seemed weak. He was at Combat 4 and my Combat 2 (plus Bronze) Pikeman had a 71% chance of victory on flat terrain.
 
There is a typo in the Guild of Nine description. It reads "hire mercenaries their" instead of "there".

Also, got a pop-up that said Loki had been killed.

Not much of a bug report, but the big one I thought I found was actually a feature change that I was unaware of :)
 
I'm sorry this is gonna be vague, but I noticed it at the time and it was weird and now my logs aren't showing as much information as I would like.

Somehow, the Fellowship of Leaves spread to my capitol before it was founded by anyone. It might have been an event, but it's not like I was playing around in the WB or anything. For some reason it just showed up - it didn't give me the holy city, and actually no holy city was ever established for Fellowship of Leaves.

So I decided to actually research Way of the Forests to see what would happen, and I got a little menu asking me which religion I would like to found. So of course I chose Empyrean and went nuts (hey, guess I can test it sooner rather than later) but I'm still not sure what happened. Researching other religions gave a snowball effect, as researching the Honor tech actually gave me the ability to found yet another religion that I didn't have the tech for.
 
Shrine of the Champion does not grant free promo to Champion. :) Arcane OK, Siege OK, Recon OK, Champion - no.
 
Avgue one too..

An event came up which gave me the option of getting a free fellowship of the leaves disciple thingy.... it had next to the option (only available to fellowship following nations) or something.. but I was purely OO and it wasnt greyed out.. I didnt tey and select it though
 
And you didn't post a save game? I'd actually have liked to seen that xD
Feel free to play with the save I've attached then. The difference is I didn't get FoL, Keelyn did. (She hasn't spread it yet but she has a disciple of the leaves in her capital. Next turn she'll convert.)

The reason she got it is the talanted star at carnival event. The fourth option will give a disciple of the leaves even if the religion hasn't been founded yet.

*edit* The problem is the event calls canApplyCarnivalStar4 but the function is called canApplyCarnivalPerformer4.
 

Attachments

Possible balancing issue: For the Horde even though the computer seems to always execute this spell immediately I do find it rather challenging yet also extremely rewarding in another sense if done before the world overpopulates.

After the 100th turn there should be an plenty of barbs roaming, but the clan of embers needs a very strong economy to support now owning this many military units. However the odd plus side is that since it claims ownership of half of all barbs IN THE WORLD it gives them contact with nearly all the civilizations and widens their maps greatly. So perhaps there should be a limit to "how far" for the horde stretches and perhaps a reduction on maintence cost. Otherwise the spell pretty much is just worth the quick contact and expanding the map. Because by the time you have a strong economy there isn't many barbarians left.
 
[Node not producing mana]
You need the relevant tech, though it sounds like you have that. Could be the thing that was happening in 0.25 where the nodes weren't getting razed when a tile changed hands due to culture.

The tile was in my borders the whole time. I improved the node (had the tech, obviously) but didn't notice I didn't have the mana until I went to build the tower.

I don't think a hidden enemy pillaged it. The node graphic was still present and the mouseover on the square read that it was a spirit node. Moving an adept onto it gave no option to build a node. I had to pillage the existing node (the graphic disappeared at that point) and then rebuild it.

If it happens again, I'll take screenshots and such.
 
I'm sorry this is gonna be vague, but I noticed it at the time and it was weird and now my logs aren't showing as much information as I would like.

Somehow, the Fellowship of Leaves spread to my capitol before it was founded by anyone. It might have been an event, but it's not like I was playing around in the WB or anything. For some reason it just showed up - it didn't give me the holy city, and actually no holy city was ever established for Fellowship of Leaves.

So I decided to actually research Way of the Forests to see what would happen, and I got a little menu asking me which religion I would like to found. So of course I chose Empyrean and went nuts (hey, guess I can test it sooner rather than later) but I'm still not sure what happened. Researching other religions gave a snowball effect, as researching the Honor tech actually gave me the ability to found yet another religion that I didn't have the tech for.

Double check what options you have selected, there is one option that allows you to pick whatever religion you want when getting a religion tech. This would for instance allow runes of kilmorph tech to be researched and have that person pick way of the forests which would then spread to your cities and then when you research way of the forests you could pick empyrem etc...
 
ok, just converted from OO to The Empyrean and all my mana nodes chaged graphics, then disappeared!!! They have basically reverted to basic manar nodes to be converted back again... odd
 
I was playing as the Amurites and had an open border agreement with Perpentach, who proceeded to send Loki into one of my cities to wreak havoc. After I noticed this ability, I cancelled the open border agreement. Within a turn, I got a message saying that Loki was destroyed, even though there were no other units near the spot where it was indicated he died. I could only guess this is either some sort of bug or that Perpentach deliberately disbanded Loki, which would also be a bug.

Another thing I noticed was that Acheron had died and left the dragon's hoard in a barbarian city.
 
Ljosalfar- March of the Trees: All forests in the players empire turn into Treants for 3 turns, when the Treants die they return to forests in the plot (if it can support a forest)

I just tried this and all the Treants just disappeared after three turns rather than becoming forests again. Which is annoying because I was going to use it to bring trees into my city radii instead of having them sit uselessly outside them.

Aside from that though, the spell looks great. Having them leave New Forests behind was not something I was expecting.
 
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