I was in battle with a certain snakelike boss NPC and decided to cast a spell at him. When i tried targeting him a message popped up telling me the target was blocked; since I had no other targets I wanted to cancel the spell, however this seemed to be impossible. The only way out of this situation seemed to be to use the auto-resolve button. Would it be possible to add a key to cancel a targeted spell like that by right-clicking or pressing escape, perhaps?
TMPhoenix
I've seen the cast button disappear in older versions. It usually happened right after loading a saved game. It returns when you let a character (usually it was my sovereign) move a square.
I think a saw a few dispel spells, but they were commented out in one of the xml files...
Have you considered limiting the number of champions to for example That would reduce the "Imbue every champion I can get my hands on" issue. And perhaps limit the level of spells a character is able to cast to it's own level so a level 1 character can only cast level 1 spells, but a level 7 character can cast all spells up to level 7. This would reduce the problem of human players rushing to research a powerful spell and using it to crush the A
I'm seeing a lot of duplicate heroes: I started a new game and near my starting city alone I found 3 instances of the same hero and of another hero 2 instances were standing right next to each other.
I have noticed that the cursor gets stuck in the wrong mode (I think I also noticed this behavior in 1.07): - after passing over a recruitable character the "speech-bubble" cursor may (or may not) remain the active cursor even after leaving the champion, same for attack cursor - spell wand cursor may remain after casting, but dissappears after passing over an item that causes a cursor change - after tactical battles the last tactical cursor may remain
As far as I can tell it always takes two, though if you have less than 2 move points left you can still move even if the terrain would require more.
Nice list... I have one or two bugs to add to it: I. Infinite cities. 1. By building up a city close to its maximum size of 50 squares, say 48 squares used... 2. and then building on an unused, but attached resource patch... 3. waiting 1 turn, will then add the resource extractor under construction to the city pushing it over the 50 limit, which makes the city have a negative number of free tiles. (Personally I feel that resource tiles should not use ci
When constructing a resource extractor, like a mine or a farm you have 2 options: 1 Build it through the city build interface 2 Build it by clicking on the resource tile and clicking the build button Now the bug/exploit seems to be that an extractor built as part of the city actually uses some of the improvement tiles of that city; while an extractor built using the second method does not claim any tiles from the city, thus allowing you to construct something else in i
When mousing over a new weapon or armor piece it would be nice if the description would show the delta in bonus values as well as the absolute value; i.e.: My sovereign has equipped a sword that increases attack by +2 and combat speed by +1; He finds an axe that offers +5 attack and +0.5 speed; It would be nice if the UI showed attack +5(+3), combat speed +0.5(-0.5) . This would instantly show the difference between the current item and the new item.
After gaining enough XP to gain a level, the levelling UI appeared, but because I hadn't left the tactical UI yet the tactical movement cursor was uses in the levelling UI, making clicking the little plus buttons difficult.
When selecting a resource node (metal, fertile land, old growth forest, shard) I can build the appropriate structures on them even if I have yet to research the structure.
Currently when I wish to trade items between two characters I have to make sure they are both visible in the same screen so that I can drag and drop between them. Could a nicer UI be implemented that does not force me to move units out of a city just so that I can give them a sword or a potion?
I also find that the game sometimes freezes on load after i restart the game after a crash or after i exited. However, after a fresh reboot this never seems to be a problem. I'll try the wait before load trick as well...
After updating to Beta 3 just now, my settings were reset (as usual), and after setting the resolution and a few other options I was asked (as expected) to restart. After restarting however, my mouse cursor has disappeared. I have started tweaking the prefs.ini by hand to try and see if I can get it back, but have yet to determine what triggers the problem. Update: even removing prefs.ini and/or setting hardware curs
My sovereign married one of his champions, and after a little adventuring they encountered a critter that ended up killing her before any children were born. After an out-of-memory crash I reloaded an auto save from after the wife died. In the dynasty screen she was no longer listed as dead, however she no longer existed in the game world. At that point I figured my sovereign would not have any heirs since he could not marry anyone else, however, a few turns later I got a message tell