[1.3] bugs

1) You said clear as day that population buildings would not consume "open tiles" in a city. This was never implemented in the beta, and it is very possible to end up having to destroy buildings just so you can build population buildings.

2) Open tiles are limited only in kingdom non-capital cities, the limit is not implemented for empire non-capital cities (rather, they have 50 open tiles all the time just as before). No capital city is limited in any way either, but this could be intended.

3) The following buildings are spammable, and not limited by the new "repeatable buildings" limit: Empire Lore shop, Kingdom Library (upgraded study), Empire Master Archivist (upgraded archivist), Kingdom Embassy

4) The tech "city defenses" bonus that you increased in 1.3 to 25%, which I believe refers to hitpoints, is not available to empire. Only kingdom.

5) Because of nr 4, there is also a major bug that introduces itself with wounded units entering and exiting a city. I've described it before, but here it is again:
"A high-level city will significantly boost the health of a unit, causing it to lose troops. For example, I invade an enemy city with 12 unit members. 10 survive the battle, and capture the city.
Before combat: 79/79 health (12 men)
After combat: 58/70 health (10 men)

I then gain the health bonus from the city, increasing my unit's max health to 111. My unit is reduced to 5 men. Entering a city wiped out half my team? These numbers matter because the amount of men decide their attack strength!"

6) Something minor: the text for Kingdom technology "Logistics" hasn't been updated

7) The text for Empire technology "Armies"  hasn't been updated, in fact this technology is completely reduntant and does nothing for the player now. So is the technology "team". Empire playersshouldn't have to waste time on these technologies.

8) I frequently end up unable to build pioneers because the game counts them as "4" people instead of one like they should. See picture: http://i.imgur.com/XDJ8p.jpg

9) The Pariden faction gains 50% more food from every foodproducing building

10) With the new simultaneous damage system in tactical combat, there is a bug where a unit can end up with 0 health. This occurs when the unit deals the killing blow on the enemy target, and is itself reduced to 0 health. But because the counter-attack is never "enacted", the unit survives at 0 health. In this picture, my unit has just killed an enemy spider and my unit has been reduced to 0 health: http://i.imgur.com/zVZt6.jpg

11,615 views 11 replies
Reply #1 Top

I thought the whole point of 1.29f was to avoid saying 1.3 until these kind of minor cleanup bugs were fixed...

Reply #2 Top

I honestly haven't played since 1.20a due to all the bugs. To see these issues make it past QA into 1.3 just boggles my mind. As someone who posted bug reports pretty religiously through the 1.20 beta it's very disheartening to see stuff like this remains in the game. I just don't understand it.

Back to MOM until FE beta starts...

Reply #3 Top

I've started a game to test out 1.3 and already stopped playing because of a bug.

 

It seems my armies are getting some damage AFTER the combat is over. I don't know if that's supposed to happen, but I guess it should at least give you a notice.

 

I've started with the perk to start with the 2 guardians for a faster early game (since Janusk is gone). Then I got into my first combat with a bandit.

 

One of my guardians attack the bandit for 2 damage and is retaliated for 2 damage. The other attacks for 2 damage and kills the bandit. But in the combat resolution window it says the first guardian received 3 damage instead of 2 and died (he was alive when the battle was over).

 

So I shrugged. Maybe it was a fluke. Onwards I got a bow from some abandoned camp and a quest to kill an evil alchemist from random events. I attack the evil alchemist and now my guardian and sovereign are level 2, which brings the guardian's hitpoints now to 6. I pelter the two thugs he comes with with arrows as I wait for him to come to me and have both killed. When he reaches me I attack twice with my guardian, doing 2 damage and missing while being retaliated for 4 damage and dodging the second attack. Then I put 2 arrows on the bastard, for 4 damage each and killing him.

 

Then, again, in the combat resolution window, it says my guardian was hit for 6 damage instead of 4 and that he died. That and my sovereign was hit for 3 damage when he never was attacked. What? Had my sovereign been damaged a bit in this combat he could have been killed in the combat resolution window, costing me the game. Since I don't want to play for hours and risk that happening later I just stopped playing. Back to Gal Civ 2 to me until I get at least some modicum of consistency from the aftermath of battles.

Reply #4 Top

This is disconcerting that some of these bugs and game play/balance issues still have not been worked out.  In addition it seems  that previously removed bugs are reverting back from much earlier beta patches.  While I understand the focus on FE being a good game from release is absorbing the bulk of Stardock's resources, it would be nice to hear something from Brad about why these beta patches for EWOM are so erratic.  I'm starting to worry that part of this is the proprietary game engine Stardock developed.  It's the only obvious reason I can think of for the inability to do what seems pretty straightforward ( using a progressively greater amount of citizens for each type of building you put in a city 1,4,8 ... and then releasing those citizens when the building is demolished ).  If a decision has been made to mothball EWOM patching until after FE comes out, it's best just to say it and give the forum weekly updates and projected relase info for FE and whatever the next project is.  Most of the people here could live with that, and there would be less griping over the shoddiness of some of these beta patches.

Reply #5 Top

Good job finding & posting all that!

Reply #6 Top

I'm trying to do a quick fix for some of these issues. I can't figure out why Pariden would be getting extra food however.... None of their abilities should do that. Any help anyone could give would be appreciated.

Reply #7 Top

In their coreraceconfigs

<A_Rations>50</A_Rations>

Reply #8 Top

I just have the game and was playing for one hour. It was enough. I experienced such a bug that make the game worthless for me. After any battle, some but at least one of the member of the army is vanishing without trace. No reason. No sense. Combat resolution window is also not consistent with the final result of the combat. Is this version 1.3 a beta or trial version? 

Reply #9 Top

Number 8) is not an issue. It just displays the costs for 4 units, but it will only charge you for one. Try it. So it's just an interface issue. Anyway 1.39 beta is out.

Reply #10 Top

It is an issue because I can't click the train button unless I have materials for 4, even if it just costs for 1. The bug remains in 1.39 beta, as do the rest of these bugs.

Reply #11 Top

Quoting Heavenfall, reply 10
It is an issue because I can't click the train button unless I have materials for 4, even if it just costs for 1. The bug remains in 1.39 beta, as do the rest of these bugs.

 

More fundamentally, a UI that displays something other than what happens is broken.