RifE 1.20 Bug Thread

I think these are bugs but this is only my first game, so I dunno. I am playing as the Scions of Patria in an online game with my brother. I was playing last night and everything was going fine - I had about a 22% Awakening chance. We start up the game today and my percentage is totally missing. I haven't gotten an Awakening since (it's probably been a good 20 turns).

Second, is Pelemoc only supposed to come back once? In my game, he got killed by Alazakan the Assassin and came back. Then he got killed by some Infernals and then he didn't come back (despite the game saying he did).

Soo... not being able to form the Dark Council in combination with getting no more Awakened is kind of killing me :/.
 
I think these are bugs but this is only my first game, so I dunno. I am playing as the Scions of Patria in an online game with my brother. I was playing last night and everything was going fine - I had about a 22% Awakening chance. We start up the game today and my percentage is totally missing. I haven't gotten an Awakening since (it's probably been a good 20 turns).

Second, is Pelemoc only supposed to come back once? In my game, he got killed by Alazakan the Assassin and came back. Then he got killed by some Infernals and then he didn't come back (despite the game saying he did).

Soo... not being able to form the Dark Council in combination with getting no more Awakened is kind of killing me :/.

Awakened spawning shuts off when you hit a certain pop (based on mapsize, so it varies); Not a bug. Go for the Cathedrals, so you can build Reborn.

Pelemoc always comes back... Just not always to you. He can spawn for other players, in which case you have to hunt him down. A Martyr can upgrade to the Emperor's Dagger (or something like that) which can pinpoint his location.
 
Awakened spawning shuts off when you hit a certain pop (based on mapsize, so it varies); Not a bug. Go for the Cathedrals, so you can build Reborn.

Pelemoc always comes back... Just not always to you. He can spawn for other players, in which case you have to hunt him down. A Martyr can upgrade to the Emperor's Dagger (or something like that) which can pinpoint his location.

Oh, okay, thanks.

I know that happens for Alcinus, but it happens with Pelemoc, too?
 
Oh, okay, thanks.

I know that happens for Alcinus, but it happens with Pelemoc, too?

Woops, I thought you meant Alcinus haha.

Hmm... He should keep spawning, unless he's killed twice in one turn.

This game (and an excellent one) is unfortunately crashing. The Baron has just been built, so there may be some problem with that.

Will check this when I have time, but as of now I can't load it. :p

Too many changes in my dev version.
 
Woops, I thought you meant Alcinus haha.

Hmm... He should keep spawning, unless he's killed twice in one turn.

I'm relatively certain he was killed only once. This same problem happened with Brigit (the angel) later on, so maybe it was just my game being buggy.

And for some reason the game won't let me end my turn now. The only thing I can possibly think of is that Buboes is next to one of my units (Martyrs of Patria), and for some reason it said when I hovered over the Martyrs, "This unit will die next turn." I was unable to click on the unit, and the only thing I can think of was that it wanted me to move the unit, but I couldn't, and thus it wouldn't let me end my turn.
 
The only unique workers left are the Mud Golem and the Lizardman Shaper (used by both lizards, promotions change the stats for each and the spells are tied to Mazatl civ).
...speaking of which.. the Mazatl worker ability "clear swamp" doesn't seem to actually do anything (definately won't remove the swamp terrain feature in my current game atleast).

  • I'm not sure about that, never gone recon with Khazad. :p
  • There's no building from the project. But I don't think it's possible to declare war on the animals; Spiders (in the current version) are HN. Which animals were able to attack you?
Yeah, i'm pretty sure it was spiders that attacked me. My poor little dwarves were swarmed by spiders in that game, from Archos from the northeast, and from some really productive lairs and powerhouse wild swarms in the west. That's also the reason I wanted to pump out some rangers as Khazad btw ;).


In my current Mazatl game I'm seeing some odd stuff as well:
- Javelin throwers can pick CG1 after they have CG3 (CG1 is given free by trait).
- Liz shapers won't upgrade to deep shapers at lvl 4. Seem to be lvl 5 that's the req?
- Liz shaper ability "spring" (From water 1) behave differently from the normal spring spell. Why not add a new spell instead (as the tooltip can't be changed?) to avoid players guessing what will happen? :D
- Masonry tech doesn't give access to obsidian like tooltip says. Probably have a second prereq... but that leaves me guessing since it doesn't say anywhere.
 
...speaking of which.. the Mazatl worker ability "clear swamp" doesn't seem to actually do anything (definately won't remove the swamp terrain feature in my current game atleast).

Known, and fixed once and for all in the next version.

The python for the spells kept getting merged OUT after I merged it IN; Conflicts with the work of other team members, my fault while merging. :p

Yeah, i'm pretty sure it was spiders that attacked me. My poor little dwarves were swarmed by spiders in that game, from Archos from the northeast, and from some really productive lairs and powerhouse wild swarms in the west. That's also the reason I wanted to pump out some rangers as Khazad btw ;).


In my current Mazatl game I'm seeing some odd stuff as well:
- Javelin throwers can pick CG1 after they have CG3 (CG1 is given free by trait).
- Liz shapers won't upgrade to deep shapers at lvl 4. Seem to be lvl 5 that's the req?
- Liz shaper ability "spring" (From water 1) behave differently from the normal spring spell. Why not add a new spell instead (as the tooltip can't be changed?) to avoid players guessing what will happen? :D
- Masonry tech doesn't give access to obsidian like tooltip says. Probably have a second prereq... but that leaves me guessing since it doesn't say anywhere.

Neglected to have the CG1 granted by defensive block the regular one; It is an autoacquired promo, as I only wanted it for Archers. ;)

Will check out the Shapers.

Shouldn't have a standard spring spell anymore...

Obsidian is broken, I believe.
 
So I've been playing RifE more often lately, and I've noticed some random crashing. However, this only happens if I choose a custom game. If I do play now, I won't get the crash. I'd like to play my custom games through, because I like to add extra options like Living World and Wild Mana. Is this known?
 
So I've been playing RifE more often lately, and I've noticed some random crashing. However, this only happens if I choose a custom game. If I do play now, I won't get the crash. I'd like to play my custom games through, because I like to add extra options like Living World and Wild Mana. Is this known?

I always use these options and I practically never have crashes.
 
I don't think I mentioned this at the time, but please forgive the redundancy if I have. In a game as Auric Ulvin (the same one I stopped because Imperial roads was giving the Frozen a bunch of souls every time I used it), I found that I couldn't build Yarangas on Glacier tiles. Camps still worked, but I'd prefer the extra production.
 
I don't think I mentioned this at the time, but please forgive the redundancy if I have. In a game as Auric Ulvin (the same one I stopped because Imperial roads was giving the Frozen a bunch of souls every time I used it), I found that I couldn't build Yarangas on Glacier tiles. Camps still worked, but I'd prefer the extra production.

That's been fixed for the next patch.

Anything with Imperial Roads would be a bug with a modmod, though, not RifE. :p
 
I know, I just included the reference rather than type out the mods I'm using-since you read all the comments, and, I think, commented in that thread.
 
Awakened spawning shuts off when you hit a certain pop (based on mapsize, so it varies); Not a bug. Go for the Cathedrals, so you can build Reborn.

The first time it happened, I found this behavior quite frustating (and I continue to think the same thing). Of course, you can still build reborns in the cathedrals, but with the scions, you start by spending many time building studios, cenotaphs, shrines, and others, and all at once these buildings become completely useless (except for culture). You do no longer have to wonder if it is better to go for God King (to increase the reborns for razing a city) or aristocracy (to increase your awakened rate). You no longer have to plan how you will conquer this city that controls access to a couple of artifacts...
In fact, the game play changes radically and becomes somehow "normal". Just use God King, maskerade for culture, and a normal conquer strategy.

I understand the reasons in terms of balance to cut the awakened rate, but I think the reduction should be smoother to keep the feelings that you have when playing the scions.

For instance if the cut threshold is 100, instead of saying awakened_rate=0 if population is over 100, one could consider saying that if population is over 50 the awakened rate is multiplied by 50/pop.
So the rate starts to decrease at 50, is cut by 2 at 100, by 4 at 200, etc... On the average, the reduction is probably more or less similar, but it would be better in terms of gameplay, IMHO.
 
I always use these options and I practically never have crashes.


It stopped happening once I unchecked the Broader Alignments option, so that might be it.




On a side note, is the tundra created by the "Long, cold winter" event supposed to never go away? I figured it would go away once I got a "hot, dry summer" event but that didn't happen.
 
Also had Pelemoc not respawning when playing the Scions. He might be spawning somewhere else, dunno (he shouldn't though?). Message says he spawned in my capitol though. He's up by the northwestern border if you want to check it out.

Oh, and from another game; it was possible to build "stir from slumber" even though i didn't follow the white hand. Bug or it's possible in order to allow people to prevent others from building the wonder?
 
...(the same one I stopped because Imperial roads was giving the Frozen a bunch of souls every time I used it)...

hey, thats really a bug with mana flares.
and a nice catch, too - i never thought about a possible problem with imperial roads and the frozen. (its because i create an unit for finding the best path between the cities and then immediately kill it afterwards. so thats the reason why the frozen will get units - will change it with the next update...)
 
Obsidian is broken, I believe.

It's not completely broken. The deal here is that the game won't calculate trade routes on tiles marked as IMPASSABLE, so the road on the tile with the volcano doesn't actually do anything. The only way you can get obsidian right now is to get a volcano next to a river. Or, play as scions and have a haunted lands replace the volcano feature. Hell terrain used to remove volcanoes as well, but I'm not sure if it still does.
 
I understand the reasons in terms of balance to cut the awakened rate, but I think the reduction should be smoother to keep the feelings that you have when playing the scions.

For instance if the cut threshold is 100, instead of saying awakened_rate=0 if population is over 100, one could consider saying that if population is over 50 the awakened rate is multiplied by 50/pop.
So the rate starts to decrease at 50, is cut by 2 at 100, by 4 at 200, etc... On the average, the reduction is probably more or less similar, but it would be better in terms of gameplay, IMHO.

Agreed. Hard caps are kind of upsetting, whereas slowdown based on pop would feel more predictable and less frustrating...
 
hey, thats really a bug with mana flares.
and a nice catch, too - i never thought about a possible problem with imperial roads and the frozen. (its because i create an unit for finding the best path between the cities and then immediately kill it afterwards. so thats the reason why the frozen will get units - will change it with the next update...)

Interesting approach. I wonder if that would be the reason for the OOS errors. Generally what causes OOS' is the computer doing something on your side that the other person doesn't register. I wonder if the other person's computer doesn't register the unit's creation and destruction, and thus causes issues. Just a thought - I know nothing about coding or multiplayer issues.
 
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