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A member registered Nov 02, 2022

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After further play, I have come to prefer this. It means that newer, and therefore likely more advanced, units guard the cities and gain experience, while less-advanced but more-experienced units can be sent to scout or attack. This is particularly effective with an Armsmaster hero: by the time a unit is ejected by a new one, it is likely already Elite.

Now that I'm feeling better, hopefully some portion of this semi-coherent rambling is useful.

I tried again on a Bazzite laptop. Spent a while building Dwarf cities on Myrror; over hundreds of turns and regular attacks from raiders, no glitch. I conquer a neutral town, and 4-5 battles later, the glitch happens. The trigger seems to be conquering a neutral town on Myrror; I have not seen it otherwise. I'm not sure if it's the first town I conquer, or at random. I don't think it has anything to do with the race of the town; it's happened with towns of multiple different races. I don't know if it only happens if the town has defenders when I take it.

It did happen once on Arcanus, but it seems much more frequent on Myrror; and I'm fairly sure it only, or nearly so, happens when the combat is at a settlement.

I haven't been keeping careful track, but it may only happen on Myrror. My reasoning is that, in this game, I conquered most of Arcanus, and encountered no problems, but immediately ran into the issue with the first city I captured on Myrror.

Five flaming fusion spheroids out of five.

Can the F1 key also close the Surveyor view? I keep getting tripped up that it's not a toggle.

When opening a city from the Cities screen, can closing the city return to the Cities screen? I know that's not the way the DOS original does it, but insert-standard-ISO-notation-for-tedium-in-neurotypical.

LOL accidental  double post.

It seems like three different instances of this bug so far, then:

  • Dead units lingering permanently.
  • Dead units lingering for one or two rounds.
  • Just encountered now in a local game: I conquered a Beastmen city, and there was a blank unit icon background in the army list on the overland map; there was no actual icon on it, just the background. When I clicked on this unit, the game crashed to desktop, no error message.

Two sort-of related bugs:

  • I obtained a spellbook of Life magic from a ruin while playing a Death wizard.
  • I obtained the Spell of Mastery from a ruin.

Found the Spell of Mastery in a ruin. I think this isn't possible in the DOS version.

If you already added such a check, it seems to work well enough; I haven't been attacked twice by the *same* inexplicably still living zero-HP raiders.

Could it be a difference in Go runtime? It's happened in 4/4 of the last games I played, one of which was here. I'm using the Go runtime from winget; I don't know if the version here on Itch.io uses the local Go install, or a self-contained one. It does generally take a while to show up; I fought a few dozen raiders before these latest two decided to glitch. Also they are a cavalry and a swordsmen, but that's probably not related. Those are very common units.

perhaps check for and delete units with zero HP each turn as a quick fix?

The Leadership skill only seems to affect the unit that has it. My Veteran War Trolls with a Leadership +1 hero have 9 attack dice, and should have 10; 8 base + 1 from their level +1 from Leadership.

The hero has reached Commander level, but only due to Warlord. This may be a factor.

Confirmed; Earth Lore showed a Gnoll city with Gnoll units.

Seems to be fixed. I did a quick test game; built City Walls and then just waited. After a while, I got attacked by raider cavalry. After moving units to make room inside the city, the raider cavalry moved through the gate.

It looks like all of the neutrals field Barbarian units?

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The same bug occurred today, in a local game this time; the first time I conquered a neutral city. My units killed two cavalry and a swordsmen. The next turn, they moved out of the city, and then back in. On the battlefield, they had no visible sprite, and zero HP. After killing those units again, they moved out of the city...

As a summary, I do not interact with real-time text chat. Past, and extensive, experience.

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Modding capability would be neat, if you've got the time. I'm not sure if that's what you're talking about.

This probably needs more details. There appears to be a bug where dead raider units stay on the map, and continue to move and "attack", although once on the battlefield, they do nothing, do not have a visible sprite, and have zero HP. They can still be detected with mouse-over, and the auto-battler fights them as normal. However, only melee attacks dispatch them from the battlemap. This does not remove them from play.

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The game was ended due to an ever-growing swarm of invisible raiders with zero hit points swarming around a different town I had conquered on Myrror.

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My engineers did not build a road on one specific hill, no matter how long I waited. Later:Two out of three of my Engineer stacks are doing nothing when told to build roads.

Roads can be built on the ocean by putting the Engineers in a boat.

I moved my unit back to the city I had conquered, and  which contained three of my units (confirmed afterwards). I had to fight an army of raiders to get in. Fortunately, Alchemy+Warlord Wolf Riders are handy like that.

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A raider Swordsmen popped out of a city after I conquered it. Yep.

I just attacked it; it was invisible on the battlefield. I forgot to check if the invisibility was a spell.

Engineers only build roads on the current tile, and then just move the remaining distance.

Not sure if one post per topic, or multiple topics per post.

Enemies may have difficulty pathfinding to the gate in city walls. After the enemy unit in front of the gate fell, none of the others moved to close. All other units were against the walls, and may have been trying to move diagonally into the gate, which isn't allowed.

When a city has a full 9 units, new units built there displace an existing unit, rather than being displaced themselves.

It's possible to have more than 9 units in a city, if a unit has a goto order that completes the same turn as a unit gets built.

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It's possible to right-click on and observe towns on unexplored tiles. I don't think it's critical, because players would have to click on the exact tile basically at random, but it can happen by accident; that's how I found out.

That's entirely valid for a remake.

When a town grows by one pop, it sometimes turns a free pop on the right, one that can be assigned to any job, into a farmer on the left. Since the farmers on the left are needed to support the population, if that pop was already a farmer, that means afterwards I have one less farmer feeding my units.

Today I noticed the upvote button, because I took a massive malus to Perception as a flaw at character creation.

I attacked two Great Drakes in a ruin with a Warship with Flight and Invisibility. The Great Drakes showed no difficulty in finding a path to my Warship; I drove the Warship around the edges of the battle map for a few loops to check. Probably units that can't find an invisible unit should move randomly until one of them finds it.

Thank you. I should have said that before; this kind of developer response is rare, and should not go unnoticed. I am far too used to clicking upvote buttons. Good to know new ship units start in the city they are built in; it's been a while.

I missed this part before:

"I have thought about making units auto-recalculate a new path to the destination tile (if one exists), so that you don't have to manually manage the unit yourself. Do you think that would be preferable?"

That sounds good to me. If unexplored areas are treated as traversable, it could also enable semi-automated coastline exploration by clicking on an unexplored tile that the sea unit probably cannot reach.

Which brings up a thought; I don't know if you want to add automated exploration? This could enable fully automated coastline exploration by treating a land tile as unexplored. The sea unit would try to move through the unexplored  tiles to reach the target, revealing more of the coastline. Depending on tile visibility, this might require adding a few more fake unexplored tiles, so the bot thinks there might be a path?

A Warship with a Flight spell would sometimes move on land *if* I sent it to either another ocean tile, or an unexplored tile. Otherwise it considered land tiles impassable, which is normal for a Warship but a bit odd for a flying one.

Ctrl-Escape or Ctrl-Shift-Escape to instantly exit would be safer. Could use one of those?

A couple of bugs:

  • I got a gift of 760 gold but got no gold.
  • I get event notifications for AI cities I can't see.

The Escape key is right next to the F1 key. This was unfortunate when I went to survey a new city location. :sadface: