Here I will chronicle my gaming adventures.
Published on December 29, 2010 By NeoWolfen In WOM Support

I'm sure some of these may have been mentioned before, but in the hopes of having them addressed I am posting a list of the bugs/issues I have found with 1.1 to date.  I will update it as/if I find/have more.  Note not everything listed below is a bug, some of it is but some of it is just my opinion and suggestion for changes.

BUGS

1.  Contagion spell, states it will do 2pts of damage to all enemies per turn (for like 99999 turns) in actuality it does nothing.  I have tested this several castings on different foes and each time the enemies health does not change at all from one turn to the next.

2.  Out of Memory issue still occurs I've mentioned this before as have many it is a real sore point for me as it is the one eprsistant thron in my side with this game, which otherwise I love.

3.  End of Turn button not progressing on occasion.  UPDATE - one of the support devs stated this is typically caused by units on aut explore, if you take them off auto explore then the end of turn button not functioning issue will not occur, upon trying this I find it did indeed solve the issue entirely.  Not ideal, but it does stop it happening. 

4.  Minor factions, really im not seeing the point?  They are a source of trade and tend to have one or two decent items you can buy from thier shops usually the same three as it happens (longsword a breastplate and a helm), and offspring you can marry your kids off to. BUT these minor factions don't grow, they don't improve thier home city.  Its fine that they wouldn't expand they are minor afterall but at the very least you would think they would improve thier home town and utilise the resource tiles within thier range, build what army they can afford and wwage war with it in offense or defence etc..  as it they are just pointless fodder and even if you take thier city you cany grow or imprve it you pretty much have to knock it down and buiuld again nearby which is just silly.

5.  When a settlement is razed or destroyed the tiles it occupied that now have ruins of the old settlement on cannoy be built upon, this is a major pain in the butt and can make rebuilding on the site and trying to reach the same resource tiles of the location very difficult.  We need to have an ability via pioneer or whatever to clear the ruined tiles so the EXACT same site can be built on again.

6.  When exploring some of the loot on the map the one that occasionally gives the "you have discovered a map of a previously unknown settlement nearby" that USED to spawn another minor faction on the map now does nothing at all.  It doesn't spawn anything at all.  Meaning pretty much the ONLY minor faction there ever is in game now is the Iyana who appear in every game but we never get any of the others anymore like the Snathi or the Oremasters etc..

7.  AI Issues, I have pretty much found a way to cripple the enemy AI's expansion.  Basically if you build a settlement near an enemy that limits the map area in which they can expand from preventing them access to the rest of the map and do not have a non aggression pact with them preventing them from crossing your borders they will stop building pioneers and trying to build more settlements and just build what army they can support and then do nothing pretty much leaving them stagnant and ready for easy destruction whenever you want.  They will not declare war on you if you have trade treaties with them they just don't do much of anything.  Also they do not seem to build ANYWHERE except where there are resource tiles they can use meaning thier are tracts of the map which via excess food they could use to make a viable settlement on that they ignore and instead go wider and wider afield looking for free resource tiles to put settlements on this leads to enemy empires being very stretched out and not very consolidated.  finally for whatever reason I have yet to see an AI sovereign ever build a harbor or field a ship, they never for whatever reason use the sea to either explore or expand from.  I have also noted some like Paridoen don't really build much in the way of pioneers whatever which leaves them very weak even when they do have resource tiles nearby except magic nodes.

8  There is a textual error on the character cards of the sons and daughters of other factions your children marry.  For example if my pariden son "bob" marries a tarth daughter "Jane" her card will not say daughter of Irane the tarth sovereign it will say daughter of my sovereign, which is a confused issue of paternity.  also bob and Janes children will say granddaughter/grandosn of my sovereign and not son/daughter of bob or Jane.

9.  For Empires the ability to use Crystal Deposit resource tiles on the map is stated in the research tree as being made available when having researched Arcane Armor, HOWEVER the deposits actually say you need Arcane Weapon tech researched, which is indeed true so the research trees text is misleading.

10.  the Spell Revitialise land or whatever it is called that makes everything green and pretty again is absolutely pointless in the Empire spell research list as it has no purpose or benefit.  Neither does Desecrate land for that matter as the land in your influence gets desecrated anyhow (with no apparent point or benefit in itself beyond theme) but at least as I say thematically Desecrate land fits with empires if nothing else. 

11.  Destiny's Embers DLC no longer appears in game none of the characters etc.. since the 1.1

12.  Once more than one faction is met city names will randomly appear as the names of the opposing factions city names, can be resolved by renaming for "that" turn but it persists for quite a few turns.

13.  Sovereign, Children and basically anyone whose character card has been changed to alter the default pose, quote and background can and do on occasion either reset to their default or occasionally appear as someone elses.  One example of this would be if you alter the picture to show what the character is now equipped with it will do so, but eventually when reloading for example or after a dc it will show them as they originally were again.

SUGGESTIONS

1.  The distinct lack of NPCs from the other species in the game like the Krax, Wraiths, Trogs, Urxen or Quendar there are no NPC's wandering around from these species, indeed the only time you see some more variety from those species at all is when you start having off spring.  However if I as a wraith wante dot marry a wraith npc i just dont have the option as there are none.

2.  Refuge Camps, I am a little confused as to why these are not useable by both kingdoms AND empires.  These merely represent displaced groups of people who could potentially be from ANY race so there is no real reason why empires shouldn't be able to utilise these too.

3.  The ability to have our offspring marry NPC's would be nice as we do.  Initially we as the sovereign marry an NPC from one of those we recruit, it would be nice if our offspring can also do the same, why can they only marry other sovereigns offspring only.

4.  How about a "Spouse" talent lets you start the game married with a random npc of your species as the spouse as per the npc sovereigns?

5.  We have the ability to rename opponents heroes and children (basically anyone in thier cities except the king) which is awesome BUT it would be nice if we could also rename thier settlements as the random names are shockingly bad.  Also  it should be noted that while we can rename heroes and children while in cities we cannot do so when they are outside of cities in stacsk, which is just a little odd.


Comments
on Dec 29, 2010

8  There is a textual error on the character cards of the sons and daughters of other factions your children marry.  For example if my pariden son "bob" marries a tarth daughter "Jane" her card will not say daughter of Irane the tarth sovereign it will say daughter of my sovereign, which is a confused issue of paternity.  also bob and Janes children will say granddaughter/grandosn of my sovereign and not son/daughter of bob or Jane.

With regards to the first part, this isn't necessarily an error. In ancient Rome, for example, when someone married into a family, they were then considered to be a child of their spouse's parents. It depended on which family was more prominent, and what the arrangement was beforehand. It's a cultural thing, and is particularly common in royal houses.... like yours in the game.

Also, for the second part, clearly it's more important that they're your grandchildren than that they're the children of your children, since, after all, you're the player character.

3.  The ability to have our offspring marry NPC's would be nice as we do.  Initially we as the sovereign marry an NPC from one of those we recruit, it would be nice if our offspring can also do the same, why can they only marry other sovereigns offspring only.

They're strategic resources, not people. How would it benefit your empire to let that happen?

on Dec 30, 2010

rivers_richard


With regards to the first part, this isn't necessarily an error. In ancient Rome, for example, when someone married into a family, they were then considered to be a child of their spouse's parents. It depended on which family was more prominent, and what the arrangement was beforehand. It's a cultural thing, and is particularly common in royal houses.... like yours in the game.

For purposes of remembering which faction they came from and therefore which traits thier offspring could obtain obviously it is easier if you can easily tell where they came from.




They're strategic resources, not people. How would it benefit your empire to let that happen?

two part response, firstly because your npc heroes are valued resources taking the RPG aspects of this game into account thier is no reason why these shouldn't be feasible spouses, you have attachments to them.

Secondly from a strategic aspect the fairly OBVIOUS benefit I would have though is that by allowing this you increases the pool of available traits your potential children, grandchildren etc.,... could draw from.

on Jan 01, 2011

10.  the Spell Revitialise land or whatever it is called that makes everything green and pretty again is absolutely pointless in the Empire spell research list as it has no purpose or benefit.  Neither does Desecrate land for that matter as the land in your influence gets desecrated anyhow (with no apparent point or benefit in itself beyond theme) but at least as I say thematically Desecrate land fits with empires if nothing else.

 

Actually, if you use revitalize land on an empire enemy, or desecrate on a kingdom enemy, they take penalties there in combat. I assume you have both so you can turn the tides on your enemies, or fix your own lands should you capture enemy cities/territory.

on Jan 01, 2011

NeoWolfen

For purposes of remembering which faction they came from and therefore which traits thier offspring could obtain obviously it is easier if you can easily tell where they came from.

Most people remember things by either using their brains or writing it down. It doesn't change the fact that it's not necessarily a bug. The interface doesn't have a responsibility to include all information you'd prefer.

two part response, firstly because your npc heroes are valued resources taking the RPG aspects of this game into account thier is no reason why these shouldn't be feasible spouses, you have attachments to them.

Again, they're strategic resources, not people. "The game doesn't have every feature I'd like to be able to pretend it's real" isn't really an argument.

Secondly from a strategic aspect the fairly OBVIOUS benefit I would have though is that by allowing this you increases the pool of available traits your potential children, grandchildren etc.,... could draw from.

What's wrong with the pool of available traits currently that it needs to be increased?

 

Of all the "bugs" you list, only 1, 2, 3, 6, 11, 12, and 13 are actually bugs. 4 and 7 are unimplemented features that the devs have repeatedly said they're working on, particularly 7. 5 is probably a conceptual flaw that I agree ought to be changed (ruins wouldn't be an obstruction unless someone wanted them to be). 8 I already addressed. 9 is a typo. 10 is a complete non-issue.

on Jan 02, 2011

Dart_the_Red

10.  the Spell Revitialise land or whatever it is called that makes everything green and pretty again is absolutely pointless in the Empire spell research list as it has no purpose or benefit.  Neither does Desecrate land for that matter as the land in your influence gets desecrated anyhow (with no apparent point or benefit in itself beyond theme) but at least as I say thematically Desecrate land fits with empires if nothing else.

 

Actually, if you use revitalize land on an empire enemy, or desecrate on a kingdom enemy, they take penalties there in combat. I assume you have both so you can turn the tides on your enemies, or fix your own lands should you capture enemy cities/territory.

But again if you use it within an opponents real of influence it automatically fixes itself anyway, so where is the point?  e.g if i revitilase desecrated land it is revitalised but then within a turn it is re-desecrated anyway just because it is within thier sphere of influence, which automatically desecrates the land in their borders if they are an empire, or revitalises it if they are a kingdom.

the spells just seems largely pointless in effect.

on Jan 02, 2011

rivers_richard


Most people remember things by either using their brains or writing it down. It doesn't change the fact that it's not necessarily a bug. The interface doesn't have a responsibility to include all information you'd prefer.

If it is listing information that is not accurate then yes it is a bug.  Citing an example that in ancient rome they used to do it that way as you did originally doesnt justify it iether, its an error or an oversight not an intentional design facet based on some singular historical reference point.


Again, they're strategic resources, not people. "The game doesn't have every feature I'd like to be able to pretend it's real" isn't really an argument.

Wasn't aware we were arguing, I thought we were discussing, good to know    but again your choosing to see the game purely as having things only for strategic reasons, which it doesnt it has RP content too that is just as much for theme or story so my point stands.




What's wrong with the pool of available traits currently that it needs to be increased?

why does something have to be wrong with it? what can not just having more than less be okay?  A greater pool to draw from provides for greater diversity and use.  and that can only be a good thing.