Rise from Erebus 1.30 Bug Thread

Stasis doesn't stop the new grigori adventurer counter. I realize it probably isn't on the list of things the spell description actually says it freezes, but it used to stop it anyway, and its contrary to the spirit of the spell. Also a rude surprise when being dogpiled by the grigori and the amurites when the illians decide to use stasis at random. Might be fighting someone, I don't know I haven't actually met them yet.
 
That would be from the plot counter falling... Which it shouldn't be able to do, the corrupted pasture should preserve it.

You should take a look at the Corrupted Pasture then. I haven't played the D'Tesh in a while but I'm 95% sure they go back to horses/camels/cows on the next turn.
 
Er... I don't really think Jotnar settlers should be able to attack... Right now, AI use those settlers as an offensive force, and because of that, they don't expand further that 1 o 2 cities.
 
I hate to bring this up as a bug as I have only seen it in one game and maybe I just had bad luck or something, but I'll mention it anyway.

I let the computer randomly generate who I will play and who will play me in my games.

For the first time, I drew a leader with the Reckless trait - Tya Kiri/Amurites.

I believe the Reckless trait says there is an 8% chance of your unit turning barbarian each turn. I didn't see a way this could wear off (like Estranged, for example).

Well, in my game EVERY unit I built went barbarian in short order, as well as my two starting unit. Some the very turn they were built. I think it is impossible to build up any kind of army or even have any defenders for that matter. After having about 10 units go barb, I just gave up on this game.

What am I missing here? I just can't see anyone playing this leader (or any others with the Reckless trait). Is there some way to block this going barb feature of Reckless? If not, I have to say this is the worst leader in the game and should be removed.
 
It's supposed to be only Adepts that get Unready promotion. If you upgrade them they should lose it and gain some other bonus.

If all your units are getting it, there is certainly some error somewhere.
 
Few things: Reckless only applies to Arcane units. You should not be seeing any other unit receive that effect; If you are, it is a bug. Second, it is removed automatically when the adept becomes a Mage, granting a twincast effect with it (which stacks with regular twincast).

Reckless is a very strong trait... Your adepts start at channeling 2, gain free xp each turn, and will eventually have twincast. Triple cast if they get the normal one. Just have to get them to mages before they go rogue.
 
Reckless is a very strong trait... Your adepts start at channeling 2, gain free xp each turn, and will eventually have twincast. Triple cast if they get the normal one. Just have to get them to mages before they go rogue.

Sorry, but your adepts do not start with channeling 2, although it says so in the tooltip for Reckless. They seem to get eligible for it with sorcery after gaining level 3, but at that point it's pretty much pointless, as they will be able to upgrade to a mage anyway :crazyeye:

And the probability for them to "go native" is not scaling correctly with gamespeed, you get a higher probability at slower game speeds. Example for epic:
Turn #
0 -
1 1
2 1
3 3
4 1
5 1
6 3
>6 -
 
Sorry, but your adepts do not start with channeling 2, although it says so in the tooltip for Reckless. They seem to get eligible for it with sorcery after gaining level 3, but at that point it's pretty much pointless, as they will be able to upgrade to a mage anyway :crazyeye:

And the probability for them to "go native" is not scaling correctly with gamespeed, you get a higher probability at slower game speeds. Example for epic:
Turn #
0 -
1 1
2 1
3 3
4 1
5 1
6 3
>6 -

Yes, that whole setup needs to be fixed. Has issues with the way the Amurites as a whole were modified; It will be fixed next version.

And I'm not sure that tag scales at all, honestly. I'll check it out.
 
And while you are at it: The spirit guide promo seems to be non-functional. You get the pop-up over the location of another unit, but no effect. Or am I missing something?

Thanks, fixed it.

For some odd reason (I literally have no idea who made that change...), in onUnitKilled the name for the unit (unit) was changed to pUnit. Which is the name given to the unit that will gain the xp, as well. So since the variable was renamed, the unit will first receive xp, and then have that xp subtracted. :lol:
 
I don't know if this is a bug or intended. But I have been experimenting with the Hwancha (Korean UU Rocket Launcher cart) model and have noticed that instead of shooting it's missiles the unit animation has it firing a stream of fire, dragon style.


Now here comes the strange part.
Since I love it that way, and have no idea how to make it work that way if you make some sort of fix, can I ask you newer to change it and to leave it be like this forever?

In other words please don't touch it. Is that ok?
 
I don't know if this is a bug or intended. But I have been experimenting with the Hwancha (Korean UU Rocket Launcher cart) model and have noticed that instead of shooting it's missiles the unit animation has it firing a stream of fire, dragon style.


Now here comes the strange part.
Since I love it that way, and have no idea how to make it work that way if you make some sort of fix, can I ask you newer to change it and to leave it be like this forever?

In other words please don't touch it. Is that ok?

More than likely it uses an effect which was modified for another unit... Say, the dragons. :lol:

I have no intention of changing it, now worries. Even were we to use it for the Dao, I'm fairly sure it would be left that way.
 
The Dao always hit me as Chinese/Japanese more than Korea/Vietnam.
That part is covered with my civ. :D

So hwancha is not exactly what is flavorful for them. But there is a hand cannon unit floating around...
 
It's supposed to be only Adepts that get Unready promotion. If you upgrade them they should lose it and gain some other bonus.

If all your units are getting it, there is certainly some error somewhere.

I'm sorry, I meant every Adept unit I built went barb, not the Warriors, Scouts, etc.

I don't see how you could ever promote them to Mage as they went barb before you could get enough XP.

It just seemed to me that a race like the Amurites who are so into Arcane things, should be able to build Adept units that don't go barb all the time.
 
I'm sorry, I meant every Adept unit I built went barb, not the Warriors, Scouts, etc.

I don't see how you could ever promote them to Mage as they went barb before you could get enough XP.

It just seemed to me that a race like the Amurites who are so into Arcane things, should be able to build Adept units that don't go barb all the time.

The Unready promotion represents the stress caused by a unit gaining Channeling 2 too soon. It carries with it a +1xp/turn effect, up to a maximum of 14 xp; Only 10 is necessary to reach level 4 and promote to a mage. This means that you have 10 turns before upgrading. With an 8% chance each turn (for our purposes, each chance is a separate entity; New rand, new everything. Only effect is if it passes, the unit goes barb and does not qualify for future checks), it comes out to around a 64% barb chance... Too high, even for that benefit.

I've written up a quick java program letting me play with some numbers (Okay, I've got a few hours before my next class, I'm bored, leave me be. :lol:), so I'll mess with it a bit and tweak the balance there.
 
I'm sorry, I meant every Adept unit I built went barb, not the Warriors, Scouts, etc.

I don't see how you could ever promote them to Mage as they went barb before you could get enough XP.

It just seemed to me that a race like the Amurites who are so into Arcane things, should be able to build Adept units that don't go barb all the time.

On normal game speed, when getting the adapts with 2XP out of the gate, you have roughly a 50% chance of them getting to 10 XP before going rogue. If you are running more than one bonus-XP civics, you get pretty much insta-mages without losing many on the way.
Apparently the desertion mechanism is broken for the slower gamespeeds.
 
On normal game speed, when getting the adapts with 2XP out of the gate, you have roughly a 50% chance of them getting to 10 XP before going rogue. If you are running more than one bonus-XP civics, you get pretty much insta-mages without losing many on the way.
Apparently the desertion mechanism is broken for the slower gamespeeds.

Honestly, the whole mechanism may need to be rethought. We can balance so it works right with no bonus xp, but then things like apprenticeship get thrown in and make it too easy.

In any case, this is what I meant in my last post, about the program:

BarbResults.png


With 10 iterations of 100 units each, at an 8% barb chance, the mean number of units to make it to level 4 without bonus xp from mages would be 42.3. So about 40% of your units make it. Add in Apprenticeship for +2xp (and thus 2 fewer turns) and 48.6% of the units made it, all other values being equal. Big changes.
 
Honestly, the whole mechanism may need to be rethought. We can balance so it works right with no bonus xp, but then things like apprenticeship get thrown in and make it too easy.
Random idea: gain a chance to advance to mage earlier/easier than usual, but pay the price after the fact (think Raistlin: negative mutation, spell cooldown, ...), maybe with a small chance of wearing off each turn.
 
2 bugs I saw while modmodding...

1) Jotnar's Flavour Start still assumes they have a city radius of 1 ("pCivFlavourInfo.changeSearchAreaSize(-1)").

2) (I'm pretty sure this is true from my limited tests of it...) If you add a building that has more than 1 "Flavor" tag, if the values for two Flavors are the same, the building won't show up in the city build popup (where it sorts the buildings by flavor).
 
2 bugs I saw while modmodding...

1) Jotnar's Flavour Start still assumes they have a city radius of 1 ("pCivFlavourInfo.changeSearchAreaSize(-1)").

2) (I'm pretty sure this is true from my limited tests of it...) If you add a building that has more than 1 "Flavor" tag, if the values for two Flavors are the same, the building won't show up in the city build popup (where it sorts the buildings by flavor).

Jotnar are being redesigned anyway.

On the second.... :wallbash: For now, up one flavor by 1 point. There are no buildings that have equal flavors in the base game, IIRC. Probably shouldn't be, for that matter, want each building to have a clear use. Most are 5/2, and so on.
 
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