FfH2 0.32 Bug Thread

Playing as the Llurichup.

I had an Iron Golem gain the hero promotion through an event, but I can't use the the experience for anything.

This basically just means a useless event happened.

Perhaps allow the Hero promotion to over-ride the non-promotionness of golems?
 
Using AIAutoPlay tonight for an extended game while I was watching Kung Fu Panda (awesome, both the AutoPlay and the Movie).

I came back and the AI was done, and the Civ was back in my control. I noticed that 4 of my cities had the building Hope in them, and there were no magic users within 10 tiles of the cities (nor any Obsidian Gates anywhere in the empire)
 
With Patch "E"
There still seems to be an issue with poison, poison promotion does not remove after healing.

EDIT: Strange... It was removed a couple of turns later, not sure exactly but believe it was after next combat.
 
Finding resources in mines may be broken. The only time i found one in a mine was in the turn i built it. (i did not play patch e yet).
 
Thanks Teg, thats what I needed. I think I have it fixed. I was able to reproduce with your art assets pretty consistently, but now im 6-7 runs in a row without a problem). I even dumped 4 copies of your art assets int he buttons directory and it still works.

Thanks a lot, patch e seems to be working like a charm.
 
yes the idea is to try to get the ai to build unit allowing buildings.
 
using 0.32 patch e

the spirit guide promotion moved to a worker. think that is not the way it should work.
 

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0.32 patch d

CTD on turn 169 when I try to go into the civic screen.
Turn 168 has no problems.
My third city gains culture at 169. Related maybe?

Couldn't reproduce this. Worked fine for me on turn 168, 169 and a few turns after that (Then I quit).
 
In a game using the Calabim, I was able to gift Vampirism to Bridgit - I thought that one could not gift Vampirism to Angels (given that they are not "living" units). Not that I minded of course.
 
With Patch "E"
There still seems to be an issue with poison, poison promotion does not remove after healing.

EDIT: Strange... It was removed a couple of turns later, not sure exactly but believe it was after next combat.

if the unit is completely healed, it takes one additional turn to remove the poison promotion.
 
Don't know if this has been posted yet, but events that raise/lower Armageddon don't.
 
.32e

Spiders infested a mine that had a Hunter fortified on top of it. The spiders didn't appear.
 
Units Immune to Disease (Valin) still getting diseased by Diseased Corpses, etc units. It seems to be a resistance to disease instead a genuine immunity.
 
When you fix the problems with Immune Disease, could you make it so that units with <PromotionImmune1>, <PromotionImmune2>, <PromotionImmune3> can never get those promotions in any way, and/or lose them if they somehow do (like, though python?). I really want a way to block certain units from purchasing certain promotions, and to make certain units immune to promotions granted though spells without having to move those spells to python. It might also be good to add these tags to individual units.

I was also thinking that if you could change it to an array you could use it to block Flesh Golems from getting the promotions that let them cast spells, instead of having a complicated python spell.
 
Don't know if this has been posted yet, but events that raise/lower Armageddon don't.

How many players did you have in the game? If you have more than the default, the AC displayed isn't accurate, relative to the numbers shown in pedia and for buildings/units. The displayed AC is a %, while the numbers are just flat amounts.
 
Playing on patch d.

1. Teutorix.

As a hero, I do not think that they should requires any resources to be build. The Malakim hero, Teutorix requires gunpowder resource to be build. Woes on those who does not have gunpowder.

2. Treant I.

The FoL tier 3 summon, treant cant be summon while in transport (ship). I even deleted all my treant to make sure that it has not reach the limits of the high priest, and I still have a few ships with empty cargo spot. Curiously, another FoL summon, Tiger can be summon while in transport, but a treant couldn't. Any idea on this peculiar behaviour?

3. Treant II.

Treant is not alive. They are elemental. Is this supposed to be correct? In the pedia entry, it has this line "Incredibly long lived...". So, shouldn't them be alive? Secondly, in one of extract from the lore, from the tome "the laws of magic - magic of the law", it is said that there are four elements, which I assumed is fire, air, earth and water. Unless nature is an element too, otherwise I think they should not be elemental.

In addition, as an elemental, they are affected by the tower of the elements. So, if the elemental promotion is removed, we might as well boost its :strength: by 1.

4. Dispel magic.

The dispel magic button is available when enemy is nearby, even though there are no mana nearby. It gives the wrong impression that it could be casted and somehow damages the enemy. Shouldn't it be disabled (grey out)?
 
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