[0.79] Bugs - New/Old/Legacy
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SorcererKing Forums
NEW
- When I start a new game dooms counter shows the bar from the previous game, though value is correct (0)
- Spell "Coercion" - when you choose your sov it shows that it increases production x3, but in fact in the actual game it does x2
- Siphon - this skill gives you 125 mana for the increase of 25 in doom counter. Then I can have cast a skill and for 100 mana lower doom counter by 25. Profit: 25 mana.
- I have a ring that increase spell mastery. What's that? Were can I find it on the unit's screen?
- GAME BREAKING - after couple save/load I have realised ALL GARRISONS are gone from the map.
- Form of mist - if the hero is attacked 2nd time, and cannot counter-attack, it sometimes takes damage (from bandits, so it is not arcane or anything like this)
- the skill siphon does not activate if doom counter is changed by: casting spell or hero's death or quests (in other words, if dm is increased by players action siphon does not trigger)
- Tyrant spell used to harvest mountains/forest etc. say that they cause -10 to doom counter, whereas it should be +10
- skill "Mage arrow" - in tooltip on enemy (were it shows chances of resistance) it shows various damage 15-23, but it is always 10 (as it should)
- When you ask neutrals for item they agree and you get an empty screen
- "dark spread" skill - no info about damage
- Fire elemental - can cast on enemy unit … fire elemental does not show come, but fire is spread around
- Sacrifice spell - it says sacrifice half of the population of the city to gain mana, I thought population is gone ...
- Soulburning - tooltip says it does 0 damage to an unit
- When spider cast devour on my hero who has active "form of mist" - 25 sec delay happens before animation is played
OLD
- Auto-resolve is still forced on me, and my units still take damage/die
- Double units on tiles in tactical battles
- Red tiles on strategic map
- Units change the order of their skills - pikeman have impale and slay, and sometimes impale is on shortcut 1, sometimes on 2 - confusing
- In the battle when your unit dies to poison/bleeding - immediately you click on auto-resolve and units comes back to life with 1hp
- I can build outpost + metal mine then build 3 units of pikeman and destroy mine and outpost to gain 2 logistic back. Having -3 in metal does not cost you anything.
- Double crafting recepies
LEGACY
- Auto-save still not saving actual position nor movement points. Loading games causes all armies to move automatically ....
- AI issues:
- "never move if you can attack" - dumb rule, leads to lots of exploits, including one when enemy AI keeps attacking units that cannot be hurt, not escaping from swarm etc. Example: hero casts "cloak" moves toward drake and drake is forced to attack the hero over and over while my archers finish it off.
- "if you can use skill, you must" - AI uses skills so badly
- Movement points are not calculated for each unit separately, though recently it got better
- Cursor issues during battles - I have to sometimes aim below or above unit to attack it
- Very annoying - ending of the turns. The button shows "END TURN" which implies all my units are busy. I click it. Then I discover that two armies moved 1 tile to picked up chest, and they still have 6 movement points left, or that the pioneer unit moved 2 tiles and is ready to build city/outpost but the turn ends. Before the turn ends I should get the message that those units are idle. Right now every single turn I have to manually find my troops and check their position/moves or loose lots of turns/movement points. The button "move all units" so standard in all games here is missing and it hurts ....