If you have any wonky save games see the posts on here about linking them to us. I'd be happy to take a look.
MasonOfSparta
Yeah, if you load an old game there's unfortunately little I can do to fix the data (the data is simply odd). New games should work just fine now.
Hotfixes can be risky business (as anyone who saw what went down on Saturday might attest to) and doubly risky on a Friday when we won't be here to put out any fires. I know that I for one do not want to wake up to angry messages tomorrow morning in case something gets slipped in during our haste. That being said the wait for 1.09 shouldn't be terribly long, and you can expect the fixes then. In the meantime I apologize for the inconvenience.
I think I've found the issue, and it will fix the case where at least one unit will have its mana zero'ed out. If you have any cases where multiple units are losing mana then please let me know. I'll continue tinkering with the mana in tactical to try and make sure there are no other issues on my end.
I think I found the issue with this save and have it fixed locally. I apologize deeply for the inconvenience to you and Dworkin.
I fixed a similar issue to this last week or the week before, but I'll look into this presently and see what I can see.
Yeah, our current design didn't really call for cooldowns in tactical, but this is something we obviously have to address, and we plan to do so.
Might have been missed in the patch notes, but the fix should be in. Let me know if you find any other issues related to squad damage/defense.
We figured out the problem with loading old saved games, and it's a logic mismatch between old data and new code. The new game problem is more concerning, and if that's reproducible with or without a custom sovereign I'd like to hear how you guys are getting it.
To go into slight detail when a unit's base stat (specifically health, attack, and defense) was retrieved it was pre-multiplied by the max of troops that unit might have, but when we did attack/defense rolls we were dividing those stats by the current number. This means you would always get a higher attack or defense than you were meant to. I changed the pre-multiplication for attack and defense to only use the current number of troops. I've made fun of the appropriate parties already.
Found the issue here, will fix asap.
While I originally thought Sarudak's theory was dead on I looked a little further into things and I think I found the error. I'll be fixing and testing presently.
We found the issue with shards not calculating damage properly and it's being addressed. As to the question about damage * number of shards being just damage * 1 with 1 shard the stat actually equates to something like (number of shards + 1) under the hood. Of course LTW could be changing this as we speak, he's working his butt off to make the magic system more logical and fun. I think this makes sense (even if the name is misleading) because every shard basically increases the damage by 100%
I have to guess what's going on here is that the game thinks your unit is still doing something (for one reason or another) and we try to prevent you from taking actions while units are "busy" (to prevent weird timing issues). Still it sounds like your case is resulting in a bad feel during battles, so the more info you could give about what you were doing the more help we'll be able to render code side to make future battles much more fun.
For the XML problem listed above (changing the line to something like value * fireshards * 100) that wouldn't work because the expression system is only valid for binary expressions, meaning one operation per variable for these calculations. We're looking into spell damage and why fire shards (or any shards) might not be calculated properly at the moment. As for the opinion thing, annatar was simply stating that turning these threads into flame fests makes it harder to debug these iss
The sound issue is perplexing, but I'll continue to look into it.
It sounds like there may have been an issue where a unit "thought" it was still animating or moving when in fact it wasn't. We'll look into this. I apologize that you guys hit this, like many of the errors we're getting reports of we just hadn't seen them happen the way you guys are.
Thanks for the feedback guys, the cursor should behave a bit more reasonable after a battle in the future.
When you guys say the sound stops working what sort of enemies are you fighting against? All types? Just creatures? Other humans/sovereigns? Also for non-responsive battles can you still end the turn ok?
Just seeing if this shows up on the front page.
I knew I forgot something with my fancy little highlight. Fixed, thanks for the report.
The AIs will more readily accept each other as allies from the get go, but this has always been the case. When humans meet their relationship requirements they will prefer the humans.
We're going to be changing the relationship stuff soon, such that we're no longer using percentages at all, and the numbers will simply be as they look, 0 - 10 for normal stuff, 11 - 20 for pacts.
They should be in the same location, under User/AppData/Local/Temp/Sins Dumps.
Sounds like a bad install, I recommend you check all your all files in Impulse. If fixing those doesn't work just try a full install of all Sins products and the problem should clear up.