Hi, I'm "one of the devs" :). Like Derek said, I would try updating to 1.2 before playing again to make sure your crashes aren't caused by something we've already addressed. However, if you update and still get the crashes, it would be the most helpful to get the dump files that are generated in addition to the debug.err files. I looked through your debug files and only one of them showed something that would cause a crash, which I will look into. But since thi
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Ok, thanks for looking into in more, AlLanMandragoran, it does sound like the same bug. Also, I don't know if I mentioned this on the same post that mentioned the Crushing Blow bug, but the bug where the dragon fire doesn't stop will also be fixed for the next update.
Thanks for the bug report. Imbue Champion is an enchantment and is cancelable, and dispelling it does take away the target's ability to cast spells. I took a look at your save, and the problem is that Imbue Champion was cast multiple times on Gara, so that dispelling it through e.g. the enchantments tab on one of your units did not actually dispel the ones that were cast by other units in the same army. If you look at the enchantments ledger in the kingdom screen (which
I'm guessing that the problem where the attack button causes the dragons to perform some kind of spell, instead of just attack, is caused by a bug mentioned in another post where the spellbook button became mapped to the crushing blow attack, a bug which will be fixed in the next update. However, I say this partly because I'm not able to reproduce the problem you mentioned, but of course it's possible that I'm just not following the correct steps. Do you have to cl
Thanks again for the report, the spellbook becoming non-accessible bug will be fixed for the next update. I'm trying to look into why the dragon's breath continues after the attack is finished, do you happen to remember how long you have noticed the dragon's breath doing this? As far as you know, is it something new to recent betas, or has it been like this for a long time?
Thanks for all the saves. You were correct, several of Umber's cities were deeply in the negative on population due to extensive periods of rationing, and this was causing several unintended effects, including "negative taxes" and therefore rolled-over power ratings. City population will no longer be allowed to sneak into the negative in the next update, thanks for the helpful report.
Thanks for the save and breakdown of steps, it was very helpful in figuring out the problem. It'll be fixed for the next update.
Also, did you have any crash dumps to post for these crashes? There are instructions about how to find them in this post: https://forums.elementalgame.com/391297. Thanks again.
Hi, Based on your debug.err, your crash has to do with an improvement type crash we are trying to track down. If it happens every few turns, do you have a save (that loads) from the game that keeps crashing? If you could post that, that could help us figure out the problem. Thanks.
Hi, Thanks for the bug report. This should be fixed in the latest build that went up (1.09q).
Thanks for the save with a group right there to recruit. This has been an issue for a while, but it will be fixed for the next update; groups of NPCs will now tell you the total cost to recruit all of them, instead of just the leader.
Hi, Do you have the actual save files you were trying to load when you got those crashes on load? Those would be helpful in figuring out what went wrong. Thanks.
Hi, Do you have a save from around the time this crashed? Also, I was wondering if there is anything related to improvements that you do often, such as mouse over them to look at their info cards, look at improvement type entries in the master lorebook, or look at resource breakdowns in your cities. Thanks.
Thanks very much for the save, it revealed the problem nicely. I'm extra thankful for the save because you had to be moderately lucky for your kid to get chosen as a creature, and even more so for them to show up where you can see them :). This problem will be fixed for the next update.
[quote who="davidjc_af" reply="18" id="2789245"]Please make all the "special"traits accurately listed in the unit cards.[/quote] The special abilities that dynasty kids inherit from their parents appear to be listed correctly in the lorebook details for the kids, and listed in the same way they are for other units in their info card. If you have a save where a kid doesn't show any evidence of having gotten the ability bonuses from their same-sex parent, could you post it? <
[quote who="Gyb" reply="15" id="2789168"]The reports of 800+ mana are probably not BASE mana, but adjusted after buildings. Remember by the time these kids grow up some of these players have 30-50 Temples of Essence, so even 20 base mana can become 500. In the game I'm quoting at the start of this thread the highest base mana I think I saw was about 33. [/quote] I think you are right, someone here just brought up that they were getting these crazy mana values, too, but looking at the
Hi, Thanks for the reports on dynasty kids. Moves are getting a bonus that they really shouldn't be getting during stat randomization, and it's now been fixed internally. Also, there has been a major nerf on the essence a kid inherits from their parents... I thought that it made it in to 1.08, but mana of 1800 or even 800 should not be possible with that. [quote who="Kalin" reply="10" id="2788626"]About the baby champions (ones that have baby card pics), they
Hi, could you post one of your save games from 1.07 that is crashing on load as well? Thanks.
Thanks for all the replies, everyone. We've discovered the problem; some of the confusion came from thinking a bug fix made it into this update that actually did not. Anyways, this will be fixed in the quick update today, thanks for your patience and help.
Hi, I just wanted to clarify that, as far as the devs know, no changes have been made to how recruiting works since 1.07. This bug is not a result of harder recruiting standards or costs or anything like that, since the behavior that you all are describing makes it sound like the NPCs are simply being created as regular units (which is a bug), meaning they cannot be recruited. We are trying to reproduce and look into the problem, so I wanted to ask for clarification: are y
Thanks for the bug report, these have been fixed internally now.
Thanks for the bug report, this has now been fixed internally.
Hi, Actually, if you do have any saves that show your children being spiders, or even just not the right human/fallen portrait or whatever, when it is loaded, it would be helpful if you could post that up here. Some people have mentioned issues with portraits getting swapped on load, but this is the first I've heard of being a different unit altogether and not being able to find the unit on the map, so it'd be great to check out that save file. Also, if you have a save f
Hi, Thanks for the detailed breakdown of where to look for these bugs. Someone mentioned last week that they also did not get any of their movement bonuses when they loaded a save game; however, I was not able to reproduce this with my own saved games. I was wondering, does this happen only in autosave, or quicksave, or anything particular like that? Do you have a save with a unit that has some movement bonuses that, when you load it, the movement bonuses are gone, a
Hi, Thanks for the bug report. This has been fixed internally now. And since you mentioned editing xml, in case you are curious, the A_Agility ability is actually old and no longer affects anything in game now. However, any ability named A_[UnitStatTypeInternalName] will provide a multiplier bonus to that stat for every unit owned by a player. Therefore, if you are interested in making a tech to change the movement stat of your units (or any other unit stat, fo