RifE 1.20 Bug Thread

And Odalrick, did you have a name in mind for the 'Vitalize Companion' spell? I went ahead and named it Drought, as that fits for converting Grasslands to Plains. Or at least, fits better than my other thoughts. :lol:

I've always called it Vitalize Companion. In my mind it was never a separate spell, but only exists to avoid the need for a clunky interface for Vitalize.

Part of the reason was that I never could come up with a good name. Strangely enough there is no word in the English language for "remove one :food: and replace it with one :hammers:".
 
I haven't reviewed the whole bug thread, so if there's issues already reported, apologies.

I've only been playing Jotnar (eager to see their changes), so my comments are all around odd behaviour.

(1) Jots couldn't build Bambur, despite no one else having done so, and running ROK etc. Did manage to build the Mines of Gal-Dur at least, but Bambur never came up as an option, greyed out or otherwise.

(2) Jots couldn't build Arthendain either. Fortunately my also-running-ROK teammate Basium did, but hey, just reporting it.

(3) Homesteader (Fort Commander) at one point I ended up promoting to Stonekin, and he got access to an "Earth's Bossom" (Bosom?) spell, which had no pedia entry and didn't seem to do anything. It's possible that whatever that spell's meant to do it'd be useless to a stationary fort commander guy, but I couldn't figure it out. *shrugs*

(4) Jots summoned Basium, who promptly started researching things like Archery, forbidden techs from the Jot perspective. This meant I could build Archery Ranges, and Fletchers in my Steadings, I suppose getting the ranges is cool if I had some archery troops from someplace, I sort of wondered if having "useless buildings available via access to Teammate techs" was just odd, or a bug.

(5) Arcane Channelling III troops might not be quite subject to the normal national unit limits. I had four "Valas", but managed to upgrade Gaelan who I acquired through event, into an Archmage in a conquered Calabim city (again, I was running Father K with "Conqueror"). Since I was also nurturing Adepts from conquered Balseraph cities, I sort of wonder if once they go Mage, if they'll also be able to go Archmage, and maybe even Lich after that. This could mean 4 Vala, 4 non-Jot Archmages, and 4 non-Jot liches. Anyhow, it made it feel like Valas are not equal to Archmages as far as top tier Arcane goes, not sure if that's intentional.

(6) I got some upgrade irregularities in Conquered cities creating melee troops. Cities were Balseraph, so I was delighted to have Mimic access. If I took some "Thrall Conscripts" (Warriors) and upgraded them, yes they were Mimics, but they were all named Thrall Conscript and while decent at defense, they could NOT attack other units. However, if I took "Thrall Militia" (Axemen) from my cities, and trucked over to Balseraph cities for upgrades, they'd end up "Thrall Militia" (Mimics) and be able to attack. Avoidable issue if I did a 2-step upgrade of Thrall Conscripts (Warriors) to Thrall Militia (Axes) in a home city, then moved them to a Balseraph city for Mimic upgrades, in which case they'd be attack-capable Thrall Militia (Mimics). Again, possibly working as designed, but kinda confusing maybe due to the automatic name changes. Come to think, I haven't built any Mimics directly, will have to see if they're attack capable or not (my conquered cities are much more useful for things like cheap adepts, cheap priests, as melee is well covered by the Jot natives).

(7) Thrall Militia (Axes) - what is their base strength supposed to be again? I had them all with Iron weapons (had the Mines of G-D before even making my first axe), which I thought should've been Str 6, but they were Str 5. Wonder what they would've been with Bronze, as even in the build queue they seem to be at Str 4 to start. This caused me to instead focus on Soldiers of Kilmorph, who weren't subject to what seem to be the normal rules about Thrall-stuff, not that I understand Thralldom all that well.

(8) When there's a Slave in your Jot stack, I see the "Feed" spell available and it mentions Bloodpets. I guess I was expecting the "Long Pork" spell based on a change list (which is a great old term for cannibalism related stuff, ha ha). As to the art for the button, doesn't matter to me, replace at will.
 
Lets see how many I get right...

(1) Jots couldn't build Bambur, despite no one else having done so, and running ROK etc. Did manage to build the Mines of Gal-Dur at least, but Bambur never came up as an option, greyed out or otherwise.

(2) Jots couldn't build Arthendain either. Fortunately my also-running-ROK teammate Basium did, but hey, just reporting it.

Entended. No Religious Heroes for them. Each giant should be a hero, they felt more were over kill.

(3) Homesteader (Fort Commander) at one point I ended up promoting to Stonekin, and he got access to an "Earth's Bossom" (Bosom?) spell, which had no pedia entry and didn't seem to do anything. It's possible that whatever that spell's meant to do it'd be useless to a stationary fort commander guy, but I couldn't figure it out. *shrugs*

Had you waited you would have gotten more choices. That spell turns flat land into a hill. Not real useful for a stationary unit (more than once). Other kinship promos work better for them. I think Storm kin is best for fort commanders but I forgot what tech it became avilable at.
(4) Jots summoned Basium, who promptly started researching things like Archery, forbidden techs from the Jot perspective. This meant I could build Archery Ranges, and Fletchers in my Steadings, I suppose getting the ranges is cool if I had some archery troops from someplace, I sort of wondered if having "useless buildings available via access to Teammate techs" was just odd, or a bug.

always been that way in FFH and FF. Play on a team with Launan and can see pearls. team with Sicons and see ruins.

(8) When there's a Slave in your Jot stack, I see the "Feed" spell available and it mentions Bloodpets. I guess I was expecting the "Long Pork" spell based on a change list (which is a great old term for cannibalism related stuff, ha ha). As to the art for the button, doesn't matter to me, replace at will.
Apparently Giants pop slaves like popcorn now. I meant to ask if that was intended also. I have been using it because I get so many of the useless little things.
 
I haven't reviewed the whole bug thread, so if there's issues already reported, apologies.

I've only been playing Jotnar (eager to see their changes), so my comments are all around odd behaviour.

(1) Jots couldn't build Bambur, despite no one else having done so, and running ROK etc. Did manage to build the Mines of Gal-Dur at least, but Bambur never came up as an option, greyed out or otherwise.

(2) Jots couldn't build Arthendain either. Fortunately my also-running-ROK teammate Basium did, but hey, just reporting it.

(3) Homesteader (Fort Commander) at one point I ended up promoting to Stonekin, and he got access to an "Earth's Bossom" (Bosom?) spell, which had no pedia entry and didn't seem to do anything. It's possible that whatever that spell's meant to do it'd be useless to a stationary fort commander guy, but I couldn't figure it out. *shrugs*

(4) Jots summoned Basium, who promptly started researching things like Archery, forbidden techs from the Jot perspective. This meant I could build Archery Ranges, and Fletchers in my Steadings, I suppose getting the ranges is cool if I had some archery troops from someplace, I sort of wondered if having "useless buildings available via access to Teammate techs" was just odd, or a bug.

(5) Arcane Channelling III troops might not be quite subject to the normal national unit limits. I had four "Valas", but managed to upgrade Gaelan who I acquired through event, into an Archmage in a conquered Calabim city (again, I was running Father K with "Conqueror"). Since I was also nurturing Adepts from conquered Balseraph cities, I sort of wonder if once they go Mage, if they'll also be able to go Archmage, and maybe even Lich after that. This could mean 4 Vala, 4 non-Jot Archmages, and 4 non-Jot liches. Anyhow, it made it feel like Valas are not equal to Archmages as far as top tier Arcane goes, not sure if that's intentional.

(6) I got some upgrade irregularities in Conquered cities creating melee troops. Cities were Balseraph, so I was delighted to have Mimic access. If I took some "Thrall Conscripts" (Warriors) and upgraded them, yes they were Mimics, but they were all named Thrall Conscript and while decent at defense, they could NOT attack other units. However, if I took "Thrall Militia" (Axemen) from my cities, and trucked over to Balseraph cities for upgrades, they'd end up "Thrall Militia" (Mimics) and be able to attack. Avoidable issue if I did a 2-step upgrade of Thrall Conscripts (Warriors) to Thrall Militia (Axes) in a home city, then moved them to a Balseraph city for Mimic upgrades, in which case they'd be attack-capable Thrall Militia (Mimics). Again, possibly working as designed, but kinda confusing maybe due to the automatic name changes. Come to think, I haven't built any Mimics directly, will have to see if they're attack capable or not (my conquered cities are much more useful for things like cheap adepts, cheap priests, as melee is well covered by the Jot natives).

(7) Thrall Militia (Axes) - what is their base strength supposed to be again? I had them all with Iron weapons (had the Mines of G-D before even making my first axe), which I thought should've been Str 6, but they were Str 5. Wonder what they would've been with Bronze, as even in the build queue they seem to be at Str 4 to start. This caused me to instead focus on Soldiers of Kilmorph, who weren't subject to what seem to be the normal rules about Thrall-stuff, not that I understand Thralldom all that well.

(8) When there's a Slave in your Jot stack, I see the "Feed" spell available and it mentions Bloodpets. I guess I was expecting the "Long Pork" spell based on a change list (which is a great old term for cannibalism related stuff, ha ha). As to the art for the button, doesn't matter to me, replace at will.

1. Intentional. All religious heroes are blocked. This will be clearly stated in the documentation that I produce when I get back from vacation. :D

2. see #1

3. Earth's Boosom turns the tile into a hill. If you are sitting on a hill it does nothing. Python reqs still need to be written to grey it out when useless.

4. Mostly just odd. Will probably cease to be an issue in next patch.

5. Valas aren't unitclass archmage, so that is what is happening there.

6. The militia promo should be "must maintain". Will fix or change to UU.

7. They were nerfed slightly since they break the "Jots can't spam-build attackers" rule.

8. I just plain copied the feed spell and swapped a few things because I didn't like the way me first version of long pork worked. I'll switch the name and art back. :D

Thanks for the feedback! :goodjob:
 
Jotnar wild trolls are bugged. If a citizen is upgraded to one before hunting it has the regular stats, but when I researched hunting; the troll went up to the 4/4 strength a regular hunter would have, went to two movement points, and had the invisible promo that doesnt let thralls attack units. The trolls i upgraded after hunting had the stats as above, minus the no attack promo.


Ack! I have never seen that behavior before. Will check and see what busted. Did the unit name change to "Thrall Guide"?
 
Thanks to both posters who went through my list, cleared some things up.

I might comment on #7 in balance terms, again, since it doesn't seem to be a bug.
 
playing as Hephaestus jotnar, I have the minor trait, and on three seperate occasions it gave me the choice of switching from minor to another trait. I said yes every time, but no change occured.
 
lanun have 2 mobility promos leading to 5+ move workers and 3 move warriors

Known issue, Jotnar have a seperate version of mobility as they can't get the normal one... Unfortunately, the tag limiting it to Jotnar was left off. :lol:

jotnar seakin can build roads on the coasts... Is this normal/ effects gameplay at all?

Intended. We find it amusing. :p The roads actually work, too. :lol:

I've always called it Vitalize Companion. In my mind it was never a separate spell, but only exists to avoid the need for a clunky interface for Vitalize.

Part of the reason was that I never could come up with a good name. Strangely enough there is no word in the English language for "remove one :food: and replace it with one :hammers:".

Yeah, I couldn't think of a real name either. Drought doesn't fit at all, but it's the best I could come up with.

I was able to build the Mithril Golem at 17 AC.

Normal. He has no AC requirement anymore... Comes from Warkirby's Monstrous Creatures mod, which we absorbed.

playing as Hephaestus jotnar, I have the minor trait, and on three seperate occasions it gave me the choice of switching from minor to another trait. I said yes every time, but no change occured.

I thought that was fixed... Did you download the initial version of FFPlus from FilePlanet? If so, did you download the quickfix?

I ask because the initial version DID contain that bug, and a quickfix was released for it... But when moving to the new host, I rolled the quickfix into the main download, as it was a major bug.
 
Thrall Conscripts CANNOT Hurry Production.
 
Attached is a screenshot of what occurs when you declare war on the Ljosalfar within 10 turns of the game's start. Because they start with two scouts, they have no defenders. :(

Edit: Also, Great Commanders created under Baron Duin Halfmorn do not have the Lycanthropy promotion.

EditEdit: Hmm... would these issues be more FF issues than FF+ issues? They would, wouldn't they. :l
 

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  • FFPlus E Ljosalfar Madness.JPG
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Start them with 2 scouts and then give them a 0/3 "summoned" Trent Unit that disappears in 20 turns? Can you make the Trent appear when they build their capital and make it held?
 
So, I've played three games so far (two with Jotnar, and one now with Doviello), and Orthus has not spawned in any of the games. Is this intended?
 
Start them with 2 scouts and then give them a 0/3 "summoned" Trent Unit that disappears in 20 turns? Can you make the Trent appear when they build their capital and make it held?

That's actually easy to do. Make the unit a temporary one, with a 20 turn effect promo delaying it's death. I can do that. Now, AI only or not?

So, I've played three games so far (two with Jotnar, and one now with Doviello), and Orthus has not spawned in any of the games. Is this intended?

No it is not... In fact, I specifically disabled and hid the option that allows that.

Did you run a quick game before playing? Any saved options need to be wiped first, as I added 3.
 
If you do the Treant thing, you have to ensure that the AI will start work on a Warrior ASAP, because there is still a chance that the city will lack enough production to finish it in time.
 
I've encountered a repeatable bug, but I don't know whats causing it, nor can I get the Saves folder to open. I know it's more or less usless, but something causes an instant CtD.
 
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