Made it to turn 63 this time, which is 2-3x longer than the last version was managing, which is very nice.
Fairly sure I got the game ending crash because I had a town hit 100/100 relation, and then ended the turn, though the error message doesn't seem to support that. Log is below*, ahaha!
Other things... didn't actually notice much, which was nice.
Didn't lose the game to the mana node error or combat engine hang, which was a
very pleasing change of pace (though I'm pretty sure the latter only happened because I only took control of one fight -- it's usually the second or third that locks up). Built my first mine! It was actually pumping out pretty impressive amount of gemstones... didn't really bother to calculate the exact amount, but it was looking like somewhere in the range of 1.5-2 gems/turn? Nice, regardless, considering a jewelry guild only does .5/turn (also, definite kudos for fixing the production part of the building descriptions! Actually know what the buildings are putting out now

).
Did have an odd issue where I couldn't figure out what was stopping a town from recruiting certain regiments -- it seemed to have everything it could have needed (right racial type, access to archery and professional regiments, etc. Might have needed an armory or something to manage chainmail armor?), but it wasn't showing up as an option for the captured town... only things that did were a militia regiment (which could
only recruit at the town) and a automatically generated defender regiment (which could recruit at both tower and town).
Also, question I keep forgetting to ask... LR, or anyone, any clues on how to restore regiment strength? They eat up damage (or summon 2/3rds dead, as in the case of my dire wolf regiment this game), but I can't seem to figure out how to get 'em to reinforce or resupply or whatev'. Sitting them on the tower or a town doesn't seem to do it, nor does attaching a follower with train troops (not quite sure about putting a commander in charge, though... those are fairly rare, to all appearances), which was about the extent of my guesses. Can't find a dedicated command, soooo...
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at GameModel.WizardRandomEvents.GenerateHeroFromKnownCulture(Wizard wiz, MainModel model)
at GameModel.WizardRandomEvents.HeroForHireHandler(IUserInputHandler uih, Wizard wiz, MainModel model)
at GameModel.MainModel.ProcessTurnInternal()
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at MysticRealms.GameForm.<buttonNextTurn_Click>d__29.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state)
E: Very minor, but it looks like if you finish exploring a province when you've got multiple followers assigned to the task, only the one that actually explores the last hex gets mentioned in the "You should give Foo a new task" message. It should probably mention everyone assigned to the task, if that's possible. Also, appreciation for the exploration message (being fixed?)! Finally know what exploring does, heh, and it's definitely hella' useful.
E2: Alsooo, the Grey Wizard's Call for Heroes causes an error, standard "Next turn no longer works" one.
System.NullReferenceException: Object reference not set to an instance of an object.
at GameModel.WizardActions.CallForHeroesProc(Wizard wiz, MainModel model)
at GameModel.MainModel.ProcessTurnInternal()
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at MysticRealms.GameForm.<buttonNextTurn_Click>d__29.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state)
E3: Okay, I just had something rather strange happen. Controlling a fight, two starting regiments vs. a manticore. Manticore pretty much tore my elves a new one, killing one regiment and almost entirely destroying the other without even hitting 50% strength. The bloody weird thing is that
almost -- when the surviving regiment's strength hit 9, it stopped lowering entirely and that 9 strength regiment proceeded to murder the remaining 50+ points of manticore that was gnawing on their face. That... does not seem to be working as intended. Possible causes: 1) Soldier's boon was on one of the regiments, though I don't know which one and the unit stats were not showing the claimed changes to courage and discipline. 2) Both of the regiments got hit with berserker's rush on the first turn of combat. 3) The attached follower was a Cyclops Warmonger, 8 XP, traits Cleave, Lusty, Loyal, Train Troops (it was the strarting troop trainer follower). 4) I stopped moving the surviving regiment around after the first regiment died, and just kept hitting end turn button -- I've actually noticed some oddities there previously, but forgot to mention it... sometimes when you do that (not move the regiment during turns, and just let the clash happen), one of the engaged regiments will seem to just stop taking damage entirely. Haven't noticed rhyme or reason to the interaction, though.
Also, can the unit information screen (the one that pops up when you mouse over/click on a regiment) be moved up a little or something? Right now it seems to be cutting off a fair bit, at least at my resolution (1440x900), and I can't seem to manually adjust its positioning.

With a little of the surrounding UI to show positioning/scale/etc.
E4: Seems pretty minor, and I have no idea if it's actually causing any oddness mechanically, but two handed axes seem to have the shock attribute twice.
Alsoooo, you apparently can't actually manually rename regiment types when you create new ones? Suggest works, but at least after you suggest the (last selected) suggested name seems to overwrite anything you put in after. Actually, just tested it to be sure, and that's exactly what's happening. If you click the suggest button, it will ignore anything else you type into the name box and use the last suggested name.
E5: And you can't delete custom regiment types, apparently? Guessing that's intended as a future feature, heh. A hide option might also be nice, at some point -- especially late game and versions down the road, there might be stuff you only want to very rarely recruit, but don't want them cluttering up the recruit choices you use commonly. Being able to hide designs would make that fairly painless.
E6: Second log for the game-killer mentioned in the first go, and only turn 47 this time. Apparently it's most definitely not due to the town relation thing, as I didn't even have contact with a town this game.
System.NullReferenceException: Object reference not set to an instance of an object.
at GameModel.WizardRandomEvents.GenerateHeroFromKnownCulture(Wizard wiz, MainModel model)
at GameModel.WizardRandomEvents.HeroForHireHandler(IUserInputHandler uih, Wizard wiz, MainModel model)
at GameModel.MainModel.ProcessTurnInternal()
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at MysticRealms.GameForm.<buttonNextTurn_Click>d__29.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state)
E7: New day, new bug, new... edit? I guess. No real point to doubleposting for a relatively small thing. Anyway, it appears that if you manage to go along the quest line to the point you complete the discovering mana nodes one, the game gets caught in a loop giving you the quest and then saying you've completed it (giving appropriate awards, again) indefinitely. So you get +10 mana/research and +1 mana/research income per turn, uh. Apparently forever. Prooobably not working as intended :V
Also, are the forbidden tomes supposed to be this... common? May be a factor of the pervasive magic setting and/or RNG doing RNG things and/or not having alternatives, but the game I've got now that's at turn 36 has found something like five or six of the things. I
have been dungeon diving with 3+ followers from day one, but... still. You'd half think forbidden tomes of ye darke majyiks would be somewhat harder to stumble upon (or, at the least, there'd be a lot more demons and whatnot rampaging around

).
Also also, I've now noticed you can actually hit 0 turns for research. This doesn't seem to be mechanically different from one turn, but... maybe it could be, eventually? Allow for selecting a queue, or have the overflow go to a random available research project? The latter would almost certainly be more appropriate to the whole "wizard" aesthetic, but it'd also probably be somewhat annoying for the player... could alternately just do both (so the overflow would go to whatever if nothing is queued up), really, or have queue unlocked by research (or a tower expansion... something like that would fit perfectly with the arcane laboratory, ferex).
E8: Another minor one, because apparently the
spice post must
flow grow. When you upgrade your wizard tower, the newly unlocked slots still say "Unavailable. Upgrade to open more slots." You can still build in them just fine, it's just the text doesn't change (at least until you actually build something -- it
does change to reflect new expansions).
Alsooooo, it'd be really nice if there were just an "Explore" task to give to followers. Maybe at reduced effectiveness (or with chances for possibly damaging events or somethin'), but something you can just stick a scout or whatev' in and not have to micromanage them anymore (at least until you run out of places to explore entirely). It's quite nice to be able to focus on specific provinces, especially early on, but after a while I'm just sending the guy(s) off to explore whatever instead of caring about particular ones, and having to occasionally redirect the critter(s) to another province is very mildly annoying (or at least more micromanagement than there arguably
needs to be, heh). Most stuff seems too far off to worry about too much after you've mapped out the world to a couple provinces out, at least in the current build...
Might be worth considering adding more information to the exploration messages at some point in the future, though, if you haven't already planned on it. Probably wouldn't hurt to have the exploration reports tell the player if the follower found mana nodes, resources, towns, etc., etc.
E9: It would appear building overworld shrines doesn't work. You assign the workers, assign the appropriate followers, make sure you have the needed resources, hit OK and... nothing happens. Site doesn't start up, you press next turn and all you get is an idle workers message. No overt error, at least.
E10: Turn 146, I have finished researching the last available project. There's nothing left :3
... the research notification should probably go away at that point >_>
E11: Ha! Turn 171, and I bring you... a new error! That
doesn't kill the game, for once.
************* Exception Text **************
NAudio.MmException: MemoryAllocationError calling waveOutOpen
at NAudio.Wave.WaveOut.Init(IWaveProvider waveProvider)
at MysticRealms.MusicHandler.PlayNext()That's it, by the by. Short one.
At least it didn't after I turned the music off. Incidentally, turning it back on causes the error to pop again. Aditionally... it'd be
really nice if there were an option (config file, whatev') to start the game with the sound
off. I play most games muted anyway, so cutting out that little extra bit of resouce use and effort/attention by default is a nice feature.
E12: Ten turns later, the last expansion for the fully upgraded wizard tower finishes, and I've got things to do off the computer. Time to call it game, heh.