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.
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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 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.
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 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...
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.
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.
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?