FfH2 0.33 Bug Thread

Not really that much of a bug, but I didn't realize you guys secretley started working on FFH 3 ;) : the file is called FFH3 033.

Now onto a real bug: When Casting Loki's Entertain Spell, it adds the happiness but you don't get any money - neither in the city nor added directly to your total.

For entertain to steal money you have to use it in an opponents city. You cant steal money from your own cities.

On top of that puppets can't cast on the turn they are created (I guess that a feature), but can't cast Inspiration in my game at all (intended?). Dance of blades works fine though and yes, puppets got both channeling and Mind mana promotions (and are standing in a city).

Puppets can castspells on the turn they are created for me. They can also cast Inspiration just fine in my tests. I suspect your city already has inspiration working in it.
 
:lol:

Bug: Crusade doesn't reduce unit support. :mischief:

This'd be because it reduces military support cost, and not unit support cost (as was discussed earlier). Since the default for military support cost is zero, and the only increaser is pacifism, which is in the same category as crusade, the military support reduction on crusade has no effect.

Proposed fix: change the military support cost change on crusade to unit support cost.
 
Draft seems not to work, it reads "needs slavery" instead of military state. With Military State Civic enabled. Did not try Slavery though. City was size 9.
 
None of the scenarios work! ;)

To install properly I had to add the .exe to get it to install correctly (not big, but I'd never had to do that before).
 
Alakzan's Black Mirror is not only a promotion but also a item. This provoke that when you use the the mirror ability, the 'illusion' heroe also have the item and when him disappear the object were duplicated.
 
Not a big deal, but the message saying that someone had cast River of Blood was displayed 4 times instead of 1. Also, its grey color made it hard to read.

As far as I can tell, you get the message once for each city you control.
 
Draft seems not to work, it reads "needs slavery" instead of military state. With Military State Civic enabled. Did not try Slavery though. City was size 9.

Just tried this one out, I had the Clan of Embers gave myself a size 8 city and Warfare Tech, swapped to Military State and I was able to draft. All text keys were correct before I dabbled in Worldbuilder as well (told me to get a size 6 City and Military State Civic)
 
On the Civilopedia i'm not able to see Tar Demon, Fire Elemental and Mistform.

The mistform will appearif you give it a second. Unfortunatly there isnt a way (that i can find) to make the tar demon and fire elemental show up in the pedia.
 
Playing as Balseraphs, I am unable to upgrade Adepts to Mages, despite being level 4 and having researched Sorcery. Mage displays requirement "NONE" in the F6 tech menu for sorcery.
Savegame attached.
Puppets seem to work fine.

Its slightly possible that this may be related to the fact that I was previously playing the Fall Further mod with AI no level requirements option on, but I don't see how this would have affected core FFH files.
 

Attachments

Haven't checked your save, but do you have a mage guild in the city that your adepts are at or near?
 
Your problem is that you don't have a Mage Guild in that city. Move to the city North & East of your current location (the one with a Mage Guild) and you can upgrade properly.


Mage Guilds are now required for Mages & Archmages, so you must upgrade in a city which has one.
 
Playing as Balseraphs, I am unable to upgrade Adepts to Mages, despite being level 4 and having researched Sorcery. Mage displays requirement "NONE" in the F6 tech menu for sorcery.
Savegame attached.
Puppets seem to work fine.

Its slightly possible that this may be related to the fact that I was previously playing the Fall Further mod with AI no level requirements option on, but I don't see how this would have affected core FFH files.

Yeah, pyro is right. Its probably because you need the mage guild. I added that as a requirement in 0.33. Im not really sure why I did it, its just a hassle. I'll put it back to the way it was in 0.32.
 
Thanks. Didn't think to check that, I didn't remember seeing that in the changelist.
I'd definitely support reverting it though; not worth the hassle. And decreases even further the chance of the AI ever managing to upgrade their adepts.
 
Yeah, pyro is right. Its probably because you need the mage guild. I added that as a requirement in 0.33. Im not really sure why I did it, its just a hassle. I'll put it back to the way it was in 0.32.

For what it is worth I wish you wouldn't. It makes more sense that they would have to return to guild for some kind of promotion ceremony or training test.
 
Seconding thewyrm, for his reasons as well as for consistency's sake.

Every other unit in the game needs to return to a city radius for promotion, but one of the most powerful unit types in the game gets a free pass? Come on now.
 
Thirding thewyrm, I think allowing mages to upgrade in the field would be perhaps too powerful in the hands of players. On top of that, wouldn't 'AI No Building Requirements' allow AIs to upgrade adepts in the field but humans have to return to a guild?
 
The Combat Log doesn't seem to be working.

When you fight a combat, it shows the details in the combat log area, when you click the scroll in the upper left corner of the screen. It remains blank after combat.
 
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