Beta 4+ Bug list

Beta 4+ med map dif norm+1

1) Stuck on idle unit.  Unit will not move in any direction.  If I save and reload it now can be moved.

2) The following bugs happen occasionally

  2a) sometimes after exiting the game, a Sk process is still running and must be killed with task manager.

 2b) The FOW does not clear upon entering tactical battle.

 2c) an army moves off in a random direction after clicking on a destination adjacent to a mountain

 2d) Notification for resources in territory, click on GO TO and nothing happen.

  2e) Duplicate loot screens after a fight

  2d) Magic management screen is blank/black, i.e. magic circle is missing

3) City unit buffs (HP, initiative…) do not work properly. 

4) During a spider bite or shrill ranged attack 10-15 seconds pass where everything is locked up.

5)  Cloak of dodge disappeared after equipping it.  i.e no longer in inventory or on unit.  BUT it was listed on unit in the enhancement screen

6) Text on dialog screens is annoyingly small

8,871 views 10 replies
Reply #1 Top

Webbed archer units lose turn, webbed melee units don't- another old FE/LH bug.

Devour still very slow and still attacking units across map.

Duplicate SK summary screens of empty reward boxes after telling him to go pound sand.

The GO TO command for shards under attack is not working or very slow, Map does not move little view window on mini-map.

Crafting/Enchant window needs work.  Certain items can be equipped and then enchanted, other items when equipped then can't be enchanted.

 

Reply #2 Top

Heal Shard:

1) full healed shards still look damaged on world map.

2) You can push shard health above 100 casting heal shard.

Reply #3 Top

Here's an odd one.  I looked up at the mana-wheel and noticed I had "-" turns till my next spell.  I went back to the last two auto-save logs, and it was the same.  I had to quit the game (it was relatively new in the game) because there was no way to choose the next spell.  I am not sure, but I have a vague memory of finishing a building (the lore one?) and noticing the time to next spell change.  So this is completely guess-work, but it could be that there were 2 turns left till the next spell, the lore building was built, and spell count went down, and no spell picker window was put up.  The time to next spell probably went negative.

Reply #4 Top

Thanks! :)

Reply #5 Top

If you cast thunderstrike on a non-movable tile (like a tree stump) you can get it to fire off but your unit doesn't teleport!  This is awesome and I'm spamming it, but I suppose it's a bug hehe.

Reply #6 Top

Another annoying bug:

Allies block your roads and your units cannot move past these idiots. Next time I just might consider annihilating them instead of allying, because the allied units (swamp warriers, Imperium, dwarfes etc.) just won't move off MY roads. Hence my units have to move off the road into the wild forests and past the allies and then onto the road again. At least in FE and LH you did not have this problem. Arrrgghhh. 

The place road spell has been a life saver as you now can place roads besides the "auto-built" roads so the allies can move past the cities and further on to go kick the SK. 

Reply #7 Top

Quoting NaytchSG, reply 1

Webbed archer units lose turn, webbed melee units don't- another old FE/LH bug.
End of NaytchSG's quote

To clarify for the devs, this bug (or feature?) actually works like this:

If an AI tactical unit has its moves reduced to 0, it is impaired from using SpellDefs (ranged attacks, spells, abilities, etc.)  This is the bugged (feature) part. It also explains why melee units will still attack if an enemy is in range.

If you do track this one down, please have it ported to LH as well.  Thanks.

Reply #8 Top

Also, the text on the Shaffer (sp?) Button occasionally changes sizes.

Reply #9 Top

Beta4HF1: In my games as a Tinker, I got two appearances of Pikeman. One with 10 attack and 33 health (3 man group), while the other Pikeman was 11 attack and 18 health. Only built the first one though, so does not really know if the last one is a single man unit.

Reply #10 Top

I think the Pikeman that requires Metal is still in as well as the one that doesn't require metal.  Once the one requiring metal is removed it might be alright, though I'm not 100% sure.