[Bug][.80] Out of Traits to Select on Level Up

I just had a rather interesting (and problematic) occurrence on my current game.

Utilizing ElementalDefs.xml, I tweaked XP award rates so that high-level champions would actually be achievable over the course of a standard-length game. One small problem. My Sovereign just made level 45 and (currently) has no traits left to choose (she could, in theory, spirit steal future champions to unlock other magic trees, but currently does not have access to any except Air). Unfortunately, the game's leveling code has me stuck at the "choose a trait" list, and there does not seem to be a way to make it "fail out". In short, I can't continue that game, without intentionally ignoring my Sovereign's existence and keeping her out of combat (at least until I get access to another magic tree).

Clearly, this needs some work if people are going to want to run high-level champion games.


ETA: I went back and created a save at the point where the next battle puts my Sov at level 45, and breaks. If anyone wants it, let me know where to put it.

Edit: Updated build number because bug still exists.

20,193 views 23 replies
Reply #1 Top

Ya this has been reported, and definitely needs to be fixed. Those levels are technically reachable without adjusting the exp. Huge map, epic speed, over a thousand turns to grind exp, people could likely get there.

Reply #2 Top

It would be nice to be able to choose extra classes as one progresses.

 

Reply #3 Top

These extra classes would also fix this probloem in particular.

Maybe around level 20?

 

And yes, Sanati is right these levels can be reached. I for example have a level 45 sovereign on a huge map, epic progressing and i have run out of monsters, but can still grind Altar questmap, so technically i could level endlessly.

Reply #4 Top

new class shoud be unlocked on level 9 as alternative to archmage spell level, not on level 20 or level 30 or level 40, we already have breakpoint level and its level 9

Reply #5 Top

I'm curious, what experience was needed to go from 44 to 45?

The reason I am asking is because if you mod the game and then break it as a result of that mod, then that's a mod problem and not a problem with the basic game. So, is it reasonable that people will reach level 44 or 45 in an un-modded game?

Reply #6 Top

Quoting Heavenfall, reply 5

I'm curious, what experience was needed to go from 44 to 45?

The reason I am asking is because if you mod the game and then break it as a result of that mod, then that's a mod problem and not a problem with the basic game. So, is it reasonable that people will reach level 44 or 45 in an un-modded game?

yes the mod did break the game, but you can actually break the game without modding... I noted this in another thread, but here is the process...

If blood curse actually worked... you can get roughly 200+ hitpoints. Then cast paragon 40 (40*5=200) times (which is possible to obtain 3600 mana). Then you end up in the same situation above without mods. The only saving grace right now is that blood curse doesn't actually work.

Reply #7 Top

Quoting Heavenfall, reply 5
So, is it reasonable that people will reach level 44 or 45 in an un-modded game?

Challenge accepted.

Reply #8 Top

Quoting Heavenfall, reply 5

I'm curious, what experience was needed to go from 44 to 45?

The reason I am asking is because if you mod the game and then break it as a result of that mod, then that's a mod problem and not a problem with the basic game. So, is it reasonable that people will reach level 44 or 45 in an un-modded game?

 

18 hours(600ish turns) into an epic/dense game, and my sovereign is 25th, with one other hero at 15. Took a lot of lair farming and quest maps for the last several sov levels, practically fighting every turn, so I'd suggest that at the current pacing, it's possible, but highly unlikely.

Reply #9 Top

As there is a spell to level up a hero, one would imagine it is easy enough to get very high level heroes just by concentrating on mana production.

Reply #10 Top

Quoting ben_sphynx, reply 9

As there is a spell to level up a hero, one would imagine it is easy enough to get very high level heroes just by concentrating on mana production.

The spell also costs 5 hit points hence why blood curse is necessary as it will give you half the hitpoints of a city's population. Thus a city with 400 population will give you +200 hitpoints. I've already done a feasible argument as to the fact that it is possible (not likely) but possible.

Reply #11 Top

Quoting parrottmath, reply 10


Quoting ben_sphynx, reply 9
As there is a spell to level up a hero, one would imagine it is easy enough to get very high level heroes just by concentrating on mana production.

The spell also costs 5 hit points hence why blood curse is necessary as it will give you half the hitpoints of a city's population. Thus a city with 400 population will give you +200 hitpoints. I've already done a feasible argument as to the fact that it is possible (not likely) but possible.

Unless I missed a patch note about it, you can cast Paragon as many times as you want so long as you're okay with a 10-15 hitpoint (don't remember the exact number) sovereign in exchange for a massively leveled champion. When you hit the minimum HP, you still cast it as normal, and don't lose any HP. Haven't checked to see if that's still true in LH though.

 

Reply #13 Top

Why not just have a trait (or traits) that are repeatable or boostable that require all general and class traits to be learned and add a certain amount of certain stat/s each level up (you could choose which stat boost you'd want perhaps)?

Reply #15 Top

There should be a repeatable option similar to the Epic Stat Boost option presented in D&D 3.5, if nothing else.

And yes, as parrotmath pointed out, though I did this by modding the core game, it is entirely feasible (if nearly banal) to do it within core game structure.

 

Reply #16 Top

Sorcery in the mage tech tree gives Destiny's Insight 25xp for 200 mana, thats alot of mana to get to lvl 45 but very much doable on huge maps.  However the spellbook ui makes it extremely annoying to cast it repeatedly :S

Reply #17 Top

Maybe at lvl 25 or so, a general trait option that is repeatable should be a free Destiny's Gift?  Solves the problem.

 

Reply #18 Top

Quoting Alstein, reply 17

Maybe at lvl 25 or so, a general trait option that is repeatable should be a free Destiny's Gift?  Solves the problem.

 

Yeah, even that would do. Actually, that should replace Destiny's Gift (IE the spell is OP because all it charges is an extremely renewable resource).

Reply #19 Top

It's insanely stupidly easy to fix this problem and a host of other UI issues: The player should be able to close the level up dialog without picking a trait.  Come back later and pick the trait you want.  Same with city level ups.  Same with picking champions.  There's absolutely no reason to do these dialogs the way Stardock insists on doing it.

It feels like I have been saying this forever, and I know it's never going to happen.  Stardock is in love with forcing the player to make a choice without sufficient information.  I have no idea why they're so fond of this mechanic, because it is absolutely terrible.  I have a sneaking suspicion that the first design document for this game starts like this:

1. Turn-based fantasy strategy with RPG elements

2. DIALOGS!  Anytime something happens the player should get at least two or three modal dialogs.  The smaller and less informative the better.

3. MOOOOORE DIALOGS!  If no dialogs have been displayed in a while, the game should display dialogs of random things.  Not sure what yet.  Maybe a picture of my dog.

4. ANNOYING DIALOGS!  In the case where a dialog would actually be a useful means of interacting with the user, make sure the dialog is as awkward as possible.  Throw in a lot of extraneous information (and of course, a huge block of flavor text), really just put whatever you want in there, as long as there's not enough information to make an informed decision.  And absolutely don't give the player an opportunity to close the dialog and return later, as they might try to use other means to find the information they need.

...

Reply #20 Top

Sweatyboatman is right.  These things should have the option to come back to them later.  That would solve the city level up problem of "I don't know which city this is I'm leveling up."  What, I'm going to remember the weird name it gave it?  Sure, I could rename my cities, but even if I did, that wouldn't help much in my decision making.  

Reply #21 Top

Hear Hear. I have complained about the city level up issue a number of times. I find incredibly annoying I can't look at my other cities when a city level up happens. On larger games especially I want to specialize my city and to do it properly I want to weigh what my other cities have. When I am choosing a building that might have an empire wide effect I want to LOOK AT MY EMPIRE and see what I might need. Not sure why it hasn't been changed, after a while I just got tired of complaining about it. 

Reply #22 Top

1. I like the idea of a repeatable trait, similar to repeatable tech research.

 

2.  I also favor giving second class tree at level 30, which should give enough perks to fix that. I suppose you could add another at 50 and 80 for those who want a 100 level hero. Hey, most of us played old school Final Fantasy and loved getting every character to level 99, with every esper/materia at top level.

Reply #23 Top

Being able to dual class would be awesome, yes. And being able to look at the rest of your cities when a city levels up would be nice as well, with the random ass names cities get I can never remember what each one is going for.