[LH 2.0] [Gremlin] List
Are we allowed to make one for LH?
https://forums.elementalgame.com/459357/page/1/#16
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- 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: Low - Moderate] [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.