Rise from Erebus 1.30 Bug Thread

Why not have the empower I-V promos add to work rate? Then Barnaxus helps your workers dig better faster stronger!
 
It seems that rife Infernals have a similar problem to the one that orbis developed. While the instant spreading of Ashen Veil to captured cities is nice, it means that Hyborem cannot raze cities to increase the AC, because as soon as it's capped it's an AV city, so sometimes razing it even lowers the AC.
 
This isn't neccasarilly a bug but the chaos mana "benefit" where your units start out mutated is a real pain, I had 2 archers in a row start out with mutated(-15, -20 strength -45 and -5 heal rate and a small amount of first strike chances 2-3 I think?). Im hoping this isn't one of the things your keeping?

Oh and a few bugs....exploring the island world improvement; the explore button is randomly nonfunctional the first couple times you press it, werewolves only have access to a "skip promotion for this level" promo(even after becoming bloodied, which was annoying after I spent my gold upgrading a turned adept unit. And finally why don't the svartalfar have a better unit than illusionist, if I wanted to weaken a unit and then put my mage at risk(number gen hates me) I'd use a catapult.

Clan of Embers:(this is a long one)-fort commanders can only get promos for leading units, ie no stronger attack etc which was a big hit as my unpromoted assasin easily shanked him in his fort in my svartalfar game. Fort Commanders have no movement:which is much less effective than the cannot move function for most fort units as they can mobility or haste and just wander off and it makes it much more tedious when you have to check every fort to see if your commander has gained a level. The overflow mechanic is just a waste of a trait flatout:my capital with buildings produces about 130 hammers a turn, and if you do the math you can't really build any extra units a turn with that amount, secondly there seems to be an overflow cap where access production is turned into gold yeah works really well when your trying to save up for that seemingly unachievable multi unit per turn production. It also doesn't work as bulding a soldier of kilmorph(who costs around 60 hammers), I ended up with only one soldier. Similar results with an archer.

The thing to take away from this would be: OVERFLOW IS NOT WORKING/sucks.

oh and the illusion promo on the summoned unit doesn't always restore to max health after combat
 
This isn't neccasarilly a bug but the chaos mana "benefit" where your units start out mutated is a real pain, I had 2 archers in a row start out with mutated(-15, -20 strength -45 and -5 heal rate and a small amount of first strike chances 2-3 I think?). Im hoping this isn't one of the things your keeping?

Oh and a few bugs....exploring the island world improvement; the explore button is randomly nonfunctional the first couple times you press it, werewolves only have access to a "skip promotion for this level" promo(even after becoming bloodied, which was annoying after I spent my gold upgrading a turned adept unit. And finally why don't the svartalfar have a better unit than illusionist, if I wanted to weaken a unit and then put my mage at risk(number gen hates me) I'd use a catapult.

Clan of Embers:(this is a long one)-fort commanders can only get promos for leading units, ie no stronger attack etc which was a big hit as my unpromoted assasin easily shanked him in his fort in my svartalfar game. Fort Commanders have no movement:which is much less effective than the cannot move function for most fort units as they can mobility or haste and just wander off and it makes it much more tedious when you have to check every fort to see if your commander has gained a level. The overflow mechanic is just a waste of a trait flatout:my capital with buildings produces about 130 hammers a turn, and if you do the math you can't really build any extra units a turn with that amount, secondly there seems to be an overflow cap where access production is turned into gold yeah works really well when your trying to save up for that seemingly unachievable multi unit per turn production. It also doesn't work as bulding a soldier of kilmorph(who costs around 60 hammers), I ended up with only one soldier. Similar results with an archer.

The thing to take away from this would be: OVERFLOW IS NOT WORKING/sucks.

oh and the illusion promo on the summoned unit doesn't always restore to max health after combat

Mutation has been improved. Weighted more towards good effects, new method of weighting which allows low-chance effects to show up as they should, and a max number of effect applications.

Not sure why that would be the case for werewolves.

Fort Commanders have been leashed, they will come to your attention when they need to level up.

With the Agoge, you should have 182 hammers for military units in your capital. That would be three SoK in a single turn. Or a champion and an SoK. Overflow worked when it was put in; I'll test to see if something broke. However, we have received very little feedback on it, so if it needs tweaking... give feedback. :p
 
I've tried to start 3 separate bannor games and each time I started in the middle of the desert and died horribly. I'll try a bannor game after this one as hyborem and get you some feedback :P
 
However, we have received very little feedback on it, so if it needs tweaking... give feedback. :p

Probably if a new mechanic isn't getting feedback, it's because players like it and think it is balanced, but that it is really secretly overpowered and they don't want it nerfed. :-p That is true in other games at least, but probably less so in FFH and RiFE because civs are balanced around a larger picture rather than just 1:1 around their mechanisms.

In truth I find military in general to be a non-issue, because of catapult ranged attacks. Once I get construction and some catapults (max 5 per "army") and some melee units I really have no problems dealing with whatever the AI sends at me, unless I'm extremely outclassed (like bronze swordmens against mithril champions). The Bannor and Clan are especially well off because their great commanders start off so powerful - leadership and whatever-that-+15%-strength-promotion-is-called for free go a long, long way. I don't know how much of that is a result of me being a good player (doubtful) or the AI being tactically poor (probably a big part, armies with siege tend to range attack your city instead of lowering defense, and the melee units follow the siege units so they never attack), or whether I need to increase the difficulty level (I play on Monarch or Emperor). If I am losing it usually because the higher difficulty AI just gets a bonus to its economy, so they tech ahead or invade before I can get my first "army" going to deal with invaders.

So as far as I am concerned the military overflow is only a very slight bonus for the Bannor and Clan. By the time my cities are producing so many hammers that they can overflow into new units, I only ever need replacements, and those only sparingly.
 
hi im not sure if these bug has been reported, i trolled through a few pages and got a little side tracked and lost my place:lol:

anyways, i cant seem to research / find or adopt the Octopus Overlords religion, i have tried with my favourite civs - Austrin / Hippus / Sheaim / Svartalfar and even the Lanun, but none of them can adopt nor research "Message from the Deep" technology... interestingly though, each of them can research, and most likely find the White hand technology / religion... i wonder if there is some sort of mix up or something which allows any civ to find TWH but only the Frozen can find OO. its just my theory but meh.

any advice / info will be apreciated... i would be disapointed to lose OO as i find it the most usefull religion (Tower of Complaceny and Stygian Guard spam ftw!!!)
 
You have to run a Play Now game every time you switch mods. That's because the custom game options are saved only as a string of 1 and 0 which isn't reset when you switch to a mod which uses different options (or a different order of the same options) which may result in hidden game options - like No Octopus Overlords - being enabled. Running a Play Now game will reset all custom game options.
 
oh ok thatnkyou very much Torugu for the quick response, :)

edit: unfortunatly that didnt work, it still displays as a unresearchable tech (like Hidden Paths / Arete / Mind Stapling / Infernal Pact when these religions are not state religions)
 
i did restart a new game and it didnt work 1st time around, but since i closed the game down and reopened it it seems to work now. only installed the mod last night and love it already, now with OO i can enjoy it to the fullest =P

thanks Valkrionn and agian ty Torugu
 
Why not have the empower I-V promos add to work rate? Then Barnaxus helps your workers dig better faster stronger!

Or have the same requirements for tool promotions allow the Luchuirp to build upgraded workers. Stone tools = stone golem worker unit. Iron tools (is that the interim step?) = iron worker unit. Obsidian tools = obsidian worker unit.

Alternatively, a new Luchuirp-only workshop that can upgrade (retrofit) your workers with tools or aptitude promotions. They can still be slower than a fully promoted worker but that at least gives them some room for advancement compared what you've got on turn 1.
 
Archeron leashed?

Archeron seems to have slipped his leash a bit here. What are the limits on "leashed?"

His starting city is to the left, in the barbarian/savage culture zone.
 
Archeron leashed?

Archeron seems to have slipped his leash a bit here. What are the limits on "leashed?"

His starting city is to the left, in the barbarian/savage culture zone.

Acheron has a variable length leash. I don't know the exact limits on it, but it's not smart to taunt the dragon, thinking that you're staying just out of range... :D
 
what is bad is that after capturing him... he gets a 0-tile leash...
bu that bug has already been reported and Valkrionn said it was corrected...
So... 1.31 will cure everything !
 
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