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Broken Things that Still Persist Until Now

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3 years ago
Aug 28, 2021, 10:49:20 PM

After finishing a full game, here are some things that are broken but still persist after 3 betas:

  1. Reinforcement is still forced, the unit will be exhausted even if we don't deploy that unit at all
  2. Army cutting down forest/woodland and ransacking still reset after reinforced or disturbed by anything else
  3. Units still can't disembark without exploring the whole landmass
  4. There's a lot of time that pressing magnifying glass (for example in cultural conversion map) doesn't center to the right territory. It's somehow snapped to the wrong area
  5. cliff facing south have white outline, facing north doesn't. So it's hard to see
Possibly newfound broken things:
  1. Units from independent people that are assimilated can't embark & still have grey circle/hex. Splitting, transferring, combining, don't work. They make the joined army unavailable to embark too.

  2. New hunting party from the event doesn't spawn if the corresponding unit is locked by combat

  3. Cavalry can go through wall if we can't see the wall (was unexplored)

Not sure intended or not:

  1. Attacked unit still have full move if it doesn't retreat and win
  2. Swift status can stack
  3. Units with 6 move points or more can travel farther than its move points if they move on one go

I believe those are either bugs or just some overlooked things that happen over and over in any run. Bugs that are hard to replicate will be uploaded in the bug forums.

Updated 3 years ago.
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3 years ago
Aug 29, 2021, 5:33:26 AM

Very interesting post. Thanks.


These are indeed important bugs.


Points 1 and 2 are particularly important to fix.  :)


Another point I would have which is a bug in my opinion : when there is a fight near a city the whole production is stopped. Why would it be ? It's not a siege.

I got a situation where one battle stopped the production of two close city, for 2x3turns. I loosed the war. It's a game changing problem.

And even in a siege, it should be possible to exploit the inside district production of a city.

Updated 3 years ago.
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3 years ago
Aug 29, 2021, 7:49:11 AM
Jojo_Fr wrote:


Another point I would have which is a bug in my opinion : when there is a fight near a city the whole production is stopped. Why would it be ? It's not a siege.

I got a situation where one battle stopped the production of two close city, for 2x3turns. I loosed the war. It's a game changing problem.

And even in a siege, it should be possible to exploit the inside district production of a city.

Yes, forgot to add. I experienced this too in my highest production city. Frustrating!

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3 years ago
Aug 29, 2021, 11:06:59 AM

Yeah I agree, the battle shouldn't stop the production in your cities if the battlefield doesn't affect the city itself!

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