[LH 2.0] [Gremlin] List

Are we allowed to make one for LH?

 

I hear a lot about "persistent bugs" and yet when asked what they are it's either a list of feature requests (saving a game in a tactical battle) or issues that we just don't agree are "bugs". We want to fix any bugs that are troubling the player base but it's hard to do that when no one is actually naming these bugs. My suggestion would be to make a lost called legacy bugs and list bugs that are bothering you.

https://forums.elementalgame.com/459357/page/1/#16

 


 

<!--Gremlins-->

 

 

 

 

 
  • AI and Tactical Movement [Priority: Urgent] [Hotfix required] [Game breaking] {2.0}
  • AI gets stuck while trying to reach a specific target if no empty tile or second-best empty tile available.
 
  • Zone of Control [Priority: Urgent] [Hotfix required] [Game breaking] {2.0}
  • ZOC disappears on reloads.

Debug.err
... leaked technique: Draw_ZOCLine_Default Refs: 1
... leaked technique: Draw_ZOCLine_ClothMap Refs: 1

 

 
  • AI and Counterspell [Priority: Moderate - High] [Handicaps AI] {?}
  • Counterspell Spell is being cast on non-casting units (e.g. Militia) while a casting unit is casting a Spell
  
  • AI and Lost Library [Priority: Moderate] [Handicaps AI] {∞}
  • Lost Library will sometime spawn on unreachable tiles (and the AI will often "camp" that tile forever).
 
  • AI and Quests [Priority: LowModerate] [Handicaps AI] {1.7}
  • The AI is no longer doing its quests (or much less than it used to), related to 1.7 Combat Rating / AI changes.
 
  • AI and Resource/Shard Upgrades [Priority: High] [Handicaps AI] {∞}
  • AI doesn't upgrade Resource/Shard to Tiers2/3/4 unless within city walls; while could be on purpose to prevent guerrilla, benefits of building >>>.
 
  • AI and Tactical Abilities [Priority: Moderate - High] [Handicaps AI] {∞}
  • The AI isn't using Abilities (Skills) once it finishes moving.
  
  • AI and Tax Rates [Priority: Low] [Handicaps AI] {∞}
  • AI is only using None/Low/Normal/High Tax Rates, not Brutal/Oppressive or Modded ones.
 
  • AI and the "Kill Me Now" Syndrome [Priority: Very High] [Handicaps AI] {1.7}
  • The AI attacks everything notwithstanding the fact it has 0% chance of winning some battles, related to 1.7 Combat Rating / AI changes.
 
  • AI Killed Champions [Priority: Low] [Malfunction] {∞}
  • Sometimes, AI Champions are "killed" and do not receive an injury.
 
  • Armorless/Weaponless/Static Wild Champions [Priority: Very High] [Unacceptable] {1.7}
  • Wild armorless/weaponless/static Champions spawn all over the place and every Season once the Map is close to being cleared of Creatures.
 
  • AutoCombat [Priority: Low] [Exploitable + Handicaps AI] {∞}
  • Issues w/ Abilities not being used, which makes it exploitable (e.g. No Maul) and which handicaps AI as it uses AutoCombat.
 
  • Caravans [Priority: Moderate] [Design] {∞}
  • Caravans continue to operate from captured Capitals, even when no Trade Agreements are in place w/ the third parties.
 
  • City Defenders Tooltip (CityDetailsWnd) [Priority: Low] [Polishing] {∞}
  • Hovering over a City Defender icon in the City Details Window should pop up a tooltip as it does in FE and in SK.
 
  • City Leveling [Priority: Moderate] [Breaks Diplomacy + Handicaps AI] {∞}
  • If a city skips Level 2 specialization, it will grow by +1 size every season or so, increasing Faction Power immensely and breaking diplomacy.
 
  • CoreNameRuleset [Priority: Low (High for Modders)] [Polishing, makes Sovereign Name Generator Fix possible] {∞}
  • CoreNameRuleset should (probably?) be used for Sovereigns but is not; WorldNameRuleset is used for Cities/Factions/Sovereigns.
 
  • CurgensVolcano (and Terraforming Spells) [Priority: Low - Moderate] [Handicaps AI + Polishing] {∞}
  • AI is unable to cast it (them) and various graphical issues.
 
  • Custom Sovereign and Accessories [Priority: Low] [Malfunction] {∞}
  • When creating a Custom Sovereign, you can select more than 4 Accessories, but only 4 will show up in-game.
 
  • GripOfWinter [Priority: High] [Malfunction] {∞}
  • The Spell doesn't work against the AI or, said otherwise, AI is immune to its effects; now that the Spell can be dispelled, it should affect AI.
 
  • Heroic [Priority: High] [Unacceptable] {∞}
  • Heroic does not give additional XP for completing a Quest.
 
  • Loot Screen "Use" Button [Priority: Low] [Polishing] {∞}
  • The Loot Screen "Use" Button bypasses perk restrictions.
 
  • MeleeAppliesSpell & MeleeDefenseAppliesSpell [Priority: Low] [Design] {∞}
  • MeleeATK/MeleeDEF effects both bypass a target's Magic Immunity (ImmuneToMagic) and, likely, other immunities as well.
 
  • No Ranged Weapons Faction Weakness Archers [Priority: Low] [Convoluted XML FIX] [Polishing] {∞}
  • Factions w/ No Ranged Weapons Faction Weakness still gain Militia Archers when a city is attacked
 
  • Particle-only Units [Priority: Low - Moderate] [Polishing] {∞}
  • Checking/Unchecking "Character Outlines" and "Particle Effects" Options create various issues with Particle-only Units (e.g. Wisps).
 
  • PreventStackingWith [Priority: Low - Moderate (High for Modders)] [Polishing + Modding] {∞}
  • You may only have one PreventStackingWith per Spell; if multiple PreventStackingWith are present, only the last one will be used.
 
  • ResourceType [Priority: Low  (High for Modders)] [Polishing + Modding] {∞}
  • 53+ ResourceType in the \Mods\ folder creates some serious issues w/ map generation; worth figuring out what's wrong w/ the Mods folder.
 
  • Revisiting Stealthy [Priority: Moderate] [Malfunction] {∞}
  • Port Sorcerer King code?
 
  • Stacking - Strategic/Tactical [Priority: Moderate - High] [Malfunction] {∞}
  • AI Units and Creatures are sometimes found on the same Tile; as of LH 2.0, this is now mostly a Strategic issue and a sore point for user base.
 
  • Strategic UseSpell Consumable [Priority: Moderate] [Malfunction] {∞}
  • Strategic UseSpell Consumables will NOT disappear when used for a 2nd time from the Loot Screen pop-up or the Strategic Hotkeys Screen
 
  • Surrendering Sovereigns Loot [Priority: Moderate] [Design or Malfunction] {∞}
  • AI Sovereigns have large quantities of Leather Greaves, Amulet of Haste, and Horse/Warg Mounts when they surrender.
 
  • Tactical Auto-Resolve [Priority: Low] [Exploitable] {∞}
  • Double-clicking (or more) the Tactical Auto-Resolve button generates double (or more) loot screens (and loot).
 
  • Tactical Maps Landscape Features [Priority: Moderate] [Malfunction] {D6}
  • AI Units can sometimes move into landscape features, making them unreachable.
 
  • UnitStat_SpellDamage [Priority: Moderate] [Design or Malfunction] {?}
  • On top of Spell damage increase, it also increases the damage done by Abilities such as Impale.
 
  • v [Priority: Low] [Polishing] {∞}
  • "v" shortcut ejects immobilized injured Champions.
 
  • XP & Levels for TrainedUnits & WildCreatures [Priority: Low] [Polishing] {∞}
  • TrainedUnits & WildCreatures only receive half the XP & Levels given by Improvements & Events. WildlandCreatures receive nothing.
 
 
 

  
  • Ogres, Bone Ogres, and Crushing Blow [Priority: ???] [Can be reproduced???] {∞}
  • Using Crushing Blow, Ogres and Bone Ogres can target any units in Tactical when next to an enemy unit.
 
  • Outpost Radius [Priority: ???] [Still an issue???] {∞}
  • Taking or losing an Outpost modifies its radius size.
 

 
141,574 views 13 replies
Reply #1 Top

If we are:

 

-I'd like to add outposts not behaving correctly as far as area goes. This is when changing hands between factions, they retract back to an area even smaller than the base size, even if it has a high tower which should make it +1 to area radius. This happens without being affected by surrounding area of influence. Meaning even out in the open with no other faction areas pushed up against them.

 

 

Reply #2 Top

Bump. (thread. not my post)

 

Island Dog: saw you were hitting a bunch of these, wanted to make sure this master list didn't get lost as well.

Reply #4 Top

From Sorcerer King 1.5 Changelog:

  • Units given from quests will join you at a level that matches your progress in the game.

 

From Sorcerer King 1.4 Changelog:

  • Fixed the continent code so the AI won't get stuck.

 

From Sorcerer King 1.3 Changelog:

  • City projects can now be reordered by using the '<' and '>' buttons on each city project entry in the project list of the City Details Window.
  • Holding the control key when clicking the [X] on city project entries bypasses the "are you sure" prompt.

 

From Sorcerer King 1.2 Changelog:

  • Maul will no longer have a minimum chance to hit.

 

From Sorcerer King 1.1 Changelog:

  • City Upgrade: Cities can no longer upgrade onto tiles with a goodie hut, monster lair, or quest location on them → with adaptation for LH Wildlands [The AI seems to be able to bypass the Wildland ZOC when building Improvements]

  • Starting Sorcerer King Strongholds are no longer spawned on Quest Locations → with adaptation for LH Libraries [spawning on impassable tiles]

  • Tactical battles are now paused when you open screens over top of the battle (e.g the Options Window). This prevents a stuck turn problem.

 

From Sorcerer King Beta 5.5 Changelog:

  • When city levels up, or a resource improvement finishes, city hud is now updated to reflect any change in production has had on the number of turns left on the city's current project
  • Scout bug fixed (Stealthy ability now works properly)

 

From Sorcerer King Beta 5.4 Changelog:

  • More skills, upgrades, etc. immediately update stat displays and the minimap
  • City arrow sound effects added (need to improve the sound though)
  • Added quest music to all the starting quests
  • Fixed recurring bug where pioneers were not always placed at the back of a tactical battle, where we want them to be.
  • Text tweak. shards -> Shards
  • Custom sovereign settings are remembered if you go back to make further modifications

 

From Sorcerer King Beta 5.2 Changelog:

  • Fixed bug where clicking tiles near mountains would select the wrong tile
  • Removed a rounding calculation...

 

From Sorcerer King Beta 5.1 Changelog:

  • Added unit tooltips to stationed units on the CityDetailsWnd
  • All ... quests should allow you to retreat at the initial entry and still be returnable
  • Fixed "Cloud Walking", "Call of the Titans", and other teleportation spells to work nice with units in boats
  • Fix Dodge Calculation so dodge doesn't happen so frequently

  • Units no longer move to share the same tile during tactical battles

 

From Sorcerer King Beta 5 Changelog:

  • Alphabetized the various lists (improvements, spells, items, etc) on the Help Screen.

 

From Sorcerer King Beta 3 Changelog:

  • Significant improvements to long-standing movement calculation issues

 

Hopefully these get ported to LH.

Reply #5 Top

I realize LH 2.0 has been released, but there's at least two major issues that were introduced by it (Tactical AI stalling & Zone of Control disappearing on reloads). As well, there's still a number of low-hanging fruits (XML FIXES) and some other issues that probably wouldn't be too hard to fix, so I figure I might as well update it w/ a few more gremlins and hope for the best (2.0b, 2.1, or hotfixes!).

Reply #6 Top

I'd also recommend submitting these directly to support so they can be added.

https://esupport.stardock.com/index.php?/Tickets/Submit

 

Reply #8 Top

What a shame! This list is a shame.

I am back after a year and the game is unplayable after 6-7 years? How is that even possible? There is no enemy! the AI just stands before the mountains hundred turns!

The elemental series where the first and last games what i bought from you stardock. Yes i bought every game i am here way before my first post.

This list is from february it is may now. Give me back my 100 dollars!!!

Reply #9 Top

Quoting salikgyula, reply 8
What a shame! This list is a shame...

I can understand your frustration vis-à-vis certain aspects of the game, but the list was set up to help the developer w/ what little help I could provide, not for any other reasons. I would appreciate the thread not be hijacked and frankly, I would rather see it locked (at the moderators discretion) than go off-topic. 

Reply #11 Top
  • Armorless/Weaponless/Static Wild Champions [Priority: Very High] [Unacceptable] {1.7}
  • Wild armorless/weaponless/static Champions spawn all over the place and every Season once the Map is close to being cleared of Creatures.
 
 
The issue described above and in the OP (and in the linked thread), does not happen until Season 50. So on top of the previous statements, reproduced at the end of this reply, a new one can be added:
- The issue is likely linked to what is considered the end of the early phase / beginning of mid phase (Season 50) coding. However, one can not make this happen early or later by changing the tag <AIGamePhaseTurnEnd>, so it's also likely hardcoded (and partly introduced by LH 1.7).
 
Previous statements:
- The spawns start happening when the map is close to being cleared of monsters. 
- They will spawn every Season once it starts

I would have post in the original thread, but it's now locked, so I suppose I'll just add material here instead when I pick up some additional information about these issues.
Reply #12 Top

Quoting salikgyula, reply 8

What a shame! This list is a shame.

I am back after a year and the game is unplayable after 6-7 years? How is that even possible? There is no enemy! the AI just stands before the mountains hundred turns!

The elemental series where the first and last games what i bought from you stardock. Yes i bought every game i am here way before my first post.

This list is from february it is may now. Give me back my 100 dollars!!!


I don't think anyone will take someone seriously who says the game is unplayable after 6-7 years and the game hasn't even been out for 6 years (FE:LH was released in 2013, it is currently 2016 I think you should be able to do the math there).


To get back on subject, is there any mod or even any word of the ZOC or post 2.0 bugs being patched. The ZOC bug has an easy work around but makes it very inconvenient to restart the game every time you reload a current game.

Reply #13 Top

Quoting Dabocles, reply 12
To get back on subject, is there any mod or even any word of the ZOC or post 2.0 bugs being patched. The ZOC bug has an easy work around but makes it very inconvenient to restart the game every time you reload a current game.

 

I fix most of what I'm aware of (if it's fixable) in XtraDeconstruct: Legacy of Magic. If you've encounter some issues not listed in the OP, you should report them in this forum (or in my XtraDeconstruct thread if you are using the Mod).

 

As to Stardock patching FELH, the clues they've posted seem to indicate they don't have resources allocated to FELH anymore. Oxide is working on a new game (Game X) using their Nitrous game engine which is one of the two unannounced IP for 2017, the other one being from Stardock-Plymouth, whose staff worked on FELH. Maybe we will get the next iteration of Elemental in 2017? It's supposed to use Nitrous game engine... I've also been trying to use my psionic powers to influence the next designer:

Quoting Primal_Savage,

Elemental III: Primal Worlds

The Spell of Making ripped the fabric and opened portals to other planes, allowing planeswalking to new dimensions as well as the arrival of (standard) fantasy races and creatures in Elemental.