ArisianOne

ArisianOne

Joined Member # 2577586
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Yeah, I didn't realize the ability generated two clones; the tooltip made it sound like it only made one, which is why I was confused. Anyway, the abilities are disabled on the clones, but they do deal weapon damage; at least to planets (didn't notice whether they fired at ships or not). Both of the "clone" Nebulas started bombarding my nearby planet once in Borg hands, and dealt significant damage before they expired. Also, most of the rest of my fl

5,100 Replies 12,687,294 Views

I don't know if it's been reported already, but I just had a Nebula cast "Gemini Effect", and the resultant "phantom" ship was immediately assimilated by a nearby borg ship. The assimilated Nebula then cast it's own "Gemini Effect", meaning there were now two borg Nebulas against my original one. This seemed off for several reasons: 1) the ship that got assimilated wasn't a "real" ship, 2) that ship's shields were still up, 3) the ship that cast "assimilation"

5,100 Replies 12,687,294 Views

Not sure how he got there, but I just discovered Magnar meditating at the top of a mountain... And here's the savegame... https://dl.dropboxusercontent.com/u/89188843/LH_1.1-bug-mountain.EleSav [UPDATE: in

0 Replies 2,217 Views

- Units with the enchantment "Nature's Cloak" sometimes leave a copy of their (green, sparkly) particle effect on the world map when they leave a square. After a while of running around an area, you are left with green sparkles everywhere. Goes away if you quit and load from a savegame. Possibly appears after combat? - Only one of Life/Death magic shows up in the "Traits" window (whichever is appropriate for the sovereign). This is a problem

26 Replies 20,476 Views

This bug has been around for at least a couple of versions (there are some posts about this bug for v1.0 at least), it's doesn't always happen, and it's not limited to pioneers. Occasionally, an AI-player unit will be in the same tile as a monsters-and-ruffians unit (without any conflict taking place). I've not yet been able to determine why this happens or if there are certain conditions under which it occurs, but it seems to be relatively rare. Posting save

3 Replies 4,234 Views

Caravans can "shield" units; if a hostile army is in the same tile as a non-hostile caravan, attempting to attack the hostile army instead takes you to the diplomacy screen for the caravan's owner. This means the enemy army is essentially untouchable until they move to a tile that doesn't have a caravan.

26 Replies 20,476 Views

Not sure how "minor" these are; they've got their own post for v1.0, but since they're still present in v1.1, this seemed like a decent place to list them: - Auto-resolve (still) doesn't work right for abilities that hit more than one tile (AOE attacks); e.g. Impale, Cleave, etc. all hit every unit in the opposing army (and the damage looks weird too; I think it may not be applying armor correctly for the "extra" units that get hit, but applying it correctly

26 Replies 20,476 Views

Somehow, the "denizens of the wildlands" seem to have captured an outpost...Moving into (what appears to be) the wildlands area around the outpost fails to activate the appropriate wildlands quest. A friendly unit is able to capture the outpost normally (I am not at war with anyone at the moment, so it's not just a visual bug). <

1 Replies 3,232 Views

Hmm, I've got a case of a just-captured city with *more* resources than it should have, a total of 11 (city of Imperium, just captured from Yithril, who had earlier captured it from Magnar. City details window says tile yields: 2 essence, 3 materials, and 6 grain). Lacking other information, I would guess that this is caused by the same underlying bug, where tile yields are somehow getting changed after cities are built. <a href="https://dl.dropboxuserco

11 Replies 6,859 Views

Just noticed that Warlord Verga's army occupying the same tile (strategic) as an Ignys. I suspect the Ignys was spawned by the "meteor shower" random event, but I can't be sure. Screenshots, savegame, and debug.err below. https://dl.dropboxusercontent.com/u/89188843/LH_1.0-bug-stacking.err https://dl.dropboxusercontent.com/u/89188843/LH_1.0-stacking-bug.EleSav

2 Replies 3,134 Views

Thanks for the tip; I hadn't realized the same thing happened with impale and cleave, I only noticed it with the "elemental" units. This is why I've learned to quicksave before using auto-resolve; that way, when it gives absurd results, I can go back and do it by hand. But really, it is a bug, and the fix shouldn't be "don't use auto-resolve in these circumstances."

7 Replies 11,712 Views

After the "meteor shower" random event, I had my stack-of-doom army attack a lone ignys and used "auto-resolve", since I knew my army massively outmatched a singly ignys. To my surprise, I found that every unit in the stack-of-doom had taken 20-40 damage (hero only took 11, the other 6 units were all at least level 11, and all having at least 48 defense). When I reloaded the savegame and fought the same battle by hand, I had a single unit get hit for 3 damage. I'm not re

7 Replies 11,712 Views

As seen in the screenshot; 1st turn of a new game with a custom faction/sovereign. For some reason, the picture of the sovereign (in the box at the lower right) is replaced with a picture of a box. The XML for the sovereign contains the following lines which seem to be relevant to creating that portrait: 2 BG48_Ruins</In

6 Replies 5,043 Views

Henchmen don't have split XP? I hadn't realized that (haven't actually tried to make any henchmen in ages). In that case, I agree that Altar is probably fine as is. Thanks! Also, I totally agree that playstyle is very important; that's why I'm suggesting buffing the less interesting factions, rather than nerfing the powerful ones (I don't want to see balance come at the expense of diversity). Really, the whole point is tha

107 Replies 260,291 Views

The racial perks seem to be pretty unbalanced at the moment; in particular, most of the "kingdom" factions seem to be at a severe disadvantage. Altarian (gives +10%exp and extra heroes, which are pointless given that you're always better off giving all the exp to your sovereign and *maybe* one or two champions) and Amarian (gives almost nothing unless you have an absurd number of shards) are both pretty weak. The Tarth attack and initiative bonuses are effectively useless, sin

107 Replies 260,291 Views

Another issue to consider here is the shape of the maps. I find the default ordering is alright on most of the tactical maps, but there are a couple that really cause problems. In particular, the dark-forest one with a single large rift in the middle causes problems, because the "front" units are trapped between the edge of the rift and the "back" units. Since melee units with high initiative get put in the front, the first unit to act is generally unable to move, meaning th

23 Replies 28,440 Views

[quote who="Anelyn" reply="38" id="3356890"] Ah we add buffs into equation now? Buff the bear with everything you want, he still won't compare to heroes / trained troops / summons by the time you pick growth / shrink in life mastery. Now imagine I cast that growth on any tarth unit attacking the bear. My unit has 10 atk for sake of simple calculation. So he sits at 15 atk now. Then we add 50% trait = 15+7.5 = 22 if you round down, 23 if you round up. Now add double strike

62 Replies 194,608 Views

When using a custom faction with the "Defensive" trait, the basic one-handed "short" spears do not appear (and so can not be bought by heroes) in the shop/trade window. The spears do appear in the unit-design window, so trained units can have them, just not heroes.

3 Replies 3,587 Views

It gives +1 earth and fire power (i.e. shards), so it's still very much worth building even if Spell of Making is not a victory condition. And I agree it doesn't make sense for everyone to fear/hate you for building it if the magic victory is disabled.

2 Replies 6,913 Views