FfH2 Bug Thread

Tried starting a Custom Game, Advanced Start, as Malakim, and no units were available to buy while in set up. After starting the game, no units were available to be built either. Seriously broken...:(
 
Bounty Hunter promotion doesn't seem to be working, at least not in the Grand Menagerie (Haven't tried it elsewhere).
 
I just finished playing through the first two scenarios in the Falamar chain. Some bugs I noticed in the second scenario, The Momus:
1) Every time I killed a rival civ, I would receive a pop up with a "TXT...[insert some string containing the leaders name]" rather than an actual message that appears when a major leader looses.
2) Every time I sent a workboat into the maelstrom whirlpool thing, the game crashed. Slightly related question: Has it always been impossible to build workboats in cities on small lakes? This was the reason I sent the workboat into the whirlpool, seeing as I couldn't build the workboat in my lake city(the lake being 4 tiles in size).
3)
Spoiler :
Upon completing the second scenario, I encountered the following bug:
I had just defeated the calabim, and the only ones left in the scenario were Perpentach, Beeri, and Myself. My forces were on the verge of finishing off Beeri. I got an event which read as follows:
TXT KEY EVENT BEERIS OFFER
with two options:
TXT KEY EVENT BEERIS OFFER YES and TXT KEY EVENT BEERIS OFFER NO
When I selected the 'yes' option, it forced me into a peace with Beeri. Since I was about to win by killing Beeri, I reloaded and selected the 'no' option and promptly sacked his last two cities. Here's were the bug occured.
The end of scenario dialogue box described falamar and beeri walking through the streets of a ruined Jubilee. Somehow, I have the distinct impression that since I destroyed beeri's civ, I shouldn't get the ending with pepentach's cities in ruins and me and beeri being the best of friends.
 
I think I've found a bug in .4

I'm playing as the Sheaim, I've founded Ashen Veil and it's my state religion, and every time I try to adopt the "Sacrifice the Weak" civic it changes over the course of one turn, then changes back to whatever I had. I kept looking back at the civic screen thinking, "huh.. apparently I forgot to adopt StW but didn't the same thing happen last night?" Then I tried switching civics again and it was apparent.

So right now there's no way for me to adopt the unique civic for Ashen Veil. Not sure if it's like this for the other unique civics.
 
I think I've found a bug in .4

I'm playing as the Sheaim, I've founded Ashen Veil and it's my state religion, and every time I try to adopt the "Sacrifice the Weak" civic it changes over the course of one turn, then changes back to whatever I had. I kept looking back at the civic screen thinking, "huh.. apparently I forgot to adopt StW but didn't the same thing happen last night?" Then I tried switching civics again and it was apparent.

So right now there's no way for me to adopt the unique civic for Ashen Veil. Not sure if it's like this for the other unique civics.

I expect it's unique to Sacrifice The Weak - I had the exact same thing happen to me. STW is unique in that it was removed from the Compassion line of civics (that's now gone from the mod) and put into one of the other civic lines, probably there was something that wasn't quite right with the setup of it.
 
Tried starting a Custom Game, Advanced Start, as Malakim, and no units were available to buy while in set up. After starting the game, no units were available to be built either. Seriously broken...:(

Same thing starting as Amen of the Ljoslfar.

Also - in the scenarios screen the first scenario displayed a text error. When i clicked on it it gave me the option of starting a game as Falamar (maybe this is supposed to happen) but when i backed out of it the game took me to a basic setup for a new game losing my current game.
 
to the devs, you should have tested this thing better.

Now that isn't a constructive comment at all. They DID test these quite a bit, but there are only so many of them. This is NOT a final product, we are testers every bit as much as they are. Hence this thread and all of the feedback threads for each scenario....

Bounty Hunter promotion doesn't seem to be working, at least not in the Grand Menagerie (Haven't tried it elsewhere).

Doesn't give gold for fighting animals, should work on all other units.

2) Every time I sent a workboat into the maelstrom whirlpool thing, the game crashed. Slightly related question: Has it always been impossible to build workboats in cities on small lakes? This was the reason I sent the workboat into the whirlpool, seeing as I couldn't build the workboat in my lake city(the lake being 4 tiles in size).

Yes, it has always been the case that the body of water near you must be a certain minimum size (20 tiles of water I believe)
 
I have a problem with the music since .34

Sometimes i have no music during the whole game from the beginning on, and sometimes i can't even hear it by changing from a custom sound folder and back to normal (what helped as a temporary solution).
But it works if i reload the game.

Every game i play it happens that the soundtrack is gone after a time. Not only when changing from ancient to classical or changing religion (that happenes too). It looks like it plays 2 seconds of the soundtrack, and then its gone... difficult to explain.

Another problem, perhaps connected to it, is that the soundtrack for any religion doesn't play (lets say in 50% of games), it just plays the normal soundtrack. It doesn't even play a single soundtrack from the soundtrack folder for that religion.

I never had issues with the sounds in ffh or bts before.

Did anyone else notice anything?
 
Few bugs - Amurite Wizards are red blobs (Small Erebus map)

I can confirm this one, this time on a Large Erebus. The "1" in world map exchange texts as well.

Also, I found myself unable to trade techs whatsoever after resuming control of my civilization at the end of Gibbon's ability to take control of another. I suspect this was because "No Trade Brokering" was on.
 
Graphics overlay the text on the main screen, causing me to not be able to tell how many turns to heal a unit, etc...

You mean the unit graphic in the bottom left corner? If you do just click on the graphic and drag, it rotates the graphic.
 
playing amurites, my units dont heal at all, the option isnt even there

EDIT: i see that some weird option called "humans don't heal" is on

Units don't get healed by Medics either. (I wish I could find a way to turn off that option.)

EDIT: I found the option, but it was set to invisible and defaulted to off. When I made it visible, it appeared without its text string and was set to on. Turning it off did the trick. I'm guessing that some modmod had added some settings and when FFH2 expanded its list it picked up one of those '1's.
 
I've found the scenarios work again once I had deleted the contents of my trophies folder. Though I lost my trophies I can play the scenarios again. So maybe the CtD is related to the trophies?
 
Doviello with Medieval Era have two Barons Duins on start. Not sure if it is intended. It was the case even in 0.34
 
When I attacked a heavily defended city with a Shadow I captured some slaves that were sitting in the city, which pushed all the defenders out and let me walk in unopposed. That seems too powerful imho. (This is in the The Cult Scenario, but I doubt that is really important.)
 
I've found the scenarios work again once I had deleted the contents of my trophies folder. Though I lost my trophies I can play the scenarios again. So maybe the CtD is related to the trophies?

Maybe some game options are getting carried over from the previous version (like they say about FF in the faq), and that's causing weird thigns to happen. In the second scenario, all my units would start out with Mutated (which was fun, but not what I expected). I don't know if it's still a problem because I have to beat Grand Menagerie again :)
 
There seems to be some bugs with the werewolves. Ravenous Werewolves only have a 1% chance of becomming Blooded Werewolves, and the Blooded Werewolves only have a 1% chance of creating Ravenous Werewolves. I somehow doubt it matters, since it even says so in the pedia entry, but just in case it does, I'm playing as the Launun.
 
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