FfH2 Bug Thread

I had two events: one with Patria ruins and one with bank or something (I don`t remember) as Kuriotate. In patria event I couldn`t choose option to lose population (but no requirement appeared) and in second event I could choose the option to pray to Kilmorph and got a gold when I didn`t have Runes of Kilmorph in any of my cities, and I think noone found it yet.
 
1) In the Black Tower with patch o, Rosier the Fallen was standing next to a Goblin Fort and attacking my units nearby. After he killed two of my units he was weakened enough for me to attack him, but he managed to withdraw from battle. I couldn't see him after that, so I guessed he withdrew out of sight range of my units. However, soon after, in the same turn, I saw a message saying "Rosier the Fallen has been killed". The map marker for the event was pointing at the Goblin Fort. I guess Rosier tried to withdraw through the fort.

2) I don't know if this is a desired effect, but in Black Tower, I was able to make an Elven Horseman in Ljosalfar town and upgrade him into Elven Horse Archer in non-Ljosalfar town. This the same as a problem I reported for an earlier version where the Goblin Wolf Riders I dominated with Svartalfar were able to upgrade into Goblin Nyxkin.
 
The game crashes if i pick a case to crush the orb insted of making my lib. to produce +2 science. Then i have taken smelting as a free tech and the crash is out.

There is an autosave.
 

Attachments

Should warning posts be raze-able?

I am concerned that, in scenarios, a player might accidentally raze one and mess up the events. It may also be possible that Barbarian units would raze warning posts and mess up the game.

In my own files, I just changed the ImprovementInfos.xml to show warning posts as permanent. For scenarios, they get placed and removed by events anyway, so I haven't found any conflicts with the main game or any of the scenarios.

Any definitive word on this from the design team? Is there a compelling reason why warning posts are raze-able? If not, can they be changed to permanent?

Thanks!
 
I'm currently playing Evil (orc) and Hyborem has come into play. The AC counter has gone steady up and is now around 70 (turn 650). My question is: I have not seen the sign that a spirit has gone serving Hyborem (or whatever the sign says) when my units have died. I am AV if that should matter. So is this system changed or have the sign been removed?

And talking about signs. Sometimes the sign about the AC events comes a turn or more later than the actual even happen, whats thats all about?
 
A bug in the dungeon cave scenario. You can get potions of invisibility again and again, if you step on the tile where you saved sidar adept. I guess the event is supposed to happen once, not every time you step on the tile.
 
;)The soul thing I mentioned a couple of posts earlier (the sign that a soul has gone over to the Hyborem of whaterver) worked when my shadows died, not when any other of my ogre (basically with some mercenaries) army died, aren't their life worth anything;)
 
;)The soul thing I mentioned a couple of posts earlier (the sign that a soul has gone over to the Hyborem of whaterver) worked when my shadows died, not when any other of my ogre (basically with some mercenaries) army died, aren't their life worth anything;)

Actually, it's because the units that turn into manes isn't based on your state religion, it's the religion that the unit has that decides it.

You may have been following AV, but if the units didn't have it (or OO or CoE), they wouldn't turn into manes.
 
Playing Grigori on patch 0 (or maybe it was patch n?)

Unable to upgrade any unit into Luonnotar despite plenty of xp and SoW tech. Thought it might still require Commune with Nature and be doc'd wrong but getting that didn't help either.

One of my 3 Man o' War ships turned into a red spot at some point. The others looked fine. It was sitting on a clam when it happened.

Thanks for the umpteenth time for the fantastic mod team!!!!!!!!!
 
Playing Grigori on patch 0 (or maybe it was patch n?)

Unable to upgrade any unit into Luonnotar despite plenty of xp and SoW tech. Thought it might still require Commune with Nature and be doc'd wrong but getting that didn't help either.

Only medics (and I think rangers) can upgrade into Luonnotars. Admittedly you're wasting your time, as they can't use the inquisitor ability they're granted, nor can they build the altar of the luonnotar. The unit may as well be deleted.
 
Patch O.

healing rates seem seriously bugged. my Gilden Silveric is poisoned right now, right outside my cultural border. takes 3 turns to heal. if I move him INTO my cultural border, where he's supposed to heal much faster, he says it will take 6 turns to heal. WTH?

I noticed that the "poisoned" effect gives -3% heal in enemy lands, -5% heal in neutral lands, and -8% in friendly lands. still, why should it take double time to heal if he's in friendly land?
 
[to_xp]Gekko;7648500 said:
Patch O.

healing rates seem seriously bugged. my Gilden Silveric is poisoned right now, right outside my cultural border. takes 3 turns to heal. if I move him INTO my cultural border, where he's supposed to heal much faster, he says it will take 6 turns to heal. WTH?

I noticed that the "poisoned" effect gives -3% heal in enemy lands, -5% heal in neutral lands, and -8% in friendly lands. still, why should it take double time to heal if he's in friendly land?



Gekko, I've reported before that it looks like there is a problem when damaged units get poisoned in combat - especially HN units. It seems to be causing an awfully long time for poisoned units to heal no matter where they are.

I've noticed the AI spams Scorpion Clan Archers and Goblins sometimes and if your unit is damaged when you kill one (almost all the time), it can take many turns to heal.
 
I still think there is a bug with the reporting of Combat Odds when a unit has to cross a river to attack another unit.

I have lost far too many units with 99.9% combat odds when attacking like this. I really think the 40% disadvantage for attacking across rivers is not showing up in the combat odds.
 
If the Ring of Carcer appears on a coastal tile, Raging Seas can kill the held Brigit within. More of a balance question really, but it seems pretty anticlimactic for her to be done in so easily.
 
I still think there is a bug with the reporting of Combat Odds when a unit has to cross a river to attack another unit.

I have lost far too many units with 99.9% combat odds when attacking like this. I really think the 40% disadvantage for attacking across rivers is not showing up in the combat odds.

It only shows up if your unit is already next to the enemy unit with the river between. If you are two tiles away it will not show in the odds even if the movement line shows you crossing the river.
 
I reported this in the scenario thread, but it may be missed there, so I'm bringing it to the bug thread.

I found a bug in the Black Tower scenario (and perhaps with the Elohim world spell mechanism). I had a stack roaming around killing the blue Sheiam player. I destroyed a city and instantly was closed in by the main Sheiam's borders. Their borders surrounded my stack in every direction and I couldn't move at all. The game didn't eject them either. The stack is just stuck there... sitting ducks waiting to be destroyed...
 
Only medics (and I think rangers) can upgrade into Luonnotars. Admittedly you're wasting your time, as they can't use the inquisitor ability they're granted, nor can they build the altar of the luonnotar. The unit may as well be deleted.

Uh, they are magic immune and have a very high base strength however.

Also, why would the grigori inquisitize something? Religions are all plus side for them as far as I can tell.
 
Uh, they are magic immune and have a very high base strength however.

It's rare to see the AI use magic well enough to warrant magic immune. 10 str isn't bad I guess, but they can't get weapon promotions, nor do they have affinity for anything.
 
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