Hey, happy to help, and glad there was some enjoyment in the stuff, too. Gods know when I'll get distracted again, but at the mo' poking around and finding bugs/playing the game is pretty enjoyable.
Explore freely seems to do odd things to parties. Looks like it won't let you choose a party, and if you choose individual followers it separates them from the party, too?
Level up message could let you mouse over gained traits for a trait description?
Definite suggestion: Let us be able to choose a worker trait to automatically keep an eye out for. Ex., say I want a worker with engineering, but don't want to be checking the worker market every single turn. So I check an alert box or somethin' for engineering and the next time one shows up on the market, I get a message. Might be able to do something similar with followers or mercenaries, though something more general there (combat/mercantile/etc., heavy infantry/calvary/etc.) would probably be appropriate/involve far less options to have to filter through.
Hrm. Looks like when a party finishes a province exploration task, you get three (well, more than one, the actual number turns out to be a bit sporadic) "Foo has finished exploring, give new task" messages. All in the same box/event message thing, fortunately, but it looks a little odd.
Huh. Are rando military units supposed to be able to enter/walk around ocean provinces? I just noticed one of my rival wizards has a regiment of bog standard halfling swordsmen meandering around a nearby ocean. Later on it does look like anyone can trundle across the waves, but at the very least the mental image of a passel of halflings doggypaddling around the ocean was momentarily amusing.
Yeh, generalship appears kinda' off. Just had my grand army destroyed (three full strength great eagle regiments and a level 1 commander vs 1 full strength wandering treant regiment. The treant lived with 9 strength :V) and in the follower menu the general is still assigned to leading the grand army. The grand army that just got turned into angry tree fertilizer. Also don't seem to get much/any XP from doing general-y things or leading the army around, for some reason. My level 1 armsmaster has been sitting at 9/10 XP for several dozen battles and multiple hundred turns of command.
You. You can split enemy regiments. Ah... pretty sure I shouldn't be able to do this. Also treants are apparently about six different kinds of terrifying, 'cause the only somewhat recovered regiment that wrecked my eagle swarm just rolled over a pair of mudmen regiments, too. Came out with 36-ish strength, after having started with 59.
Heeeyy. Looks like you can get generals into those armies that won't let you assign them via the unit detail/inspection thing by doing something to make the desired follower idle and then assigning them via the "Got nothin' to do, boss" message thing.
Hrm. Can't seem to upgrade the wizard tower beyond level 2, anymore? After filling the initial three slots and upgrading, new slots don't seem to open. May just not be in the unity version, yet.
Ah, mana node quest seems borked? I got the reward for finding one, but the quest won't continue and the quest/victory conditions menu still shows it as "Discover a mana node. In progress" ([sic], the period isn't there).
Huh. "Not enough resources: 0 Bone" Now, I'm pretty sure I know what's going on, here -- there's obfuscated decimals involved such that my 27 bone is actually something like 26.9999999 or whatev' -- but if the rounding's going on in the display it prolly should to be happening behind the scenes, too, ehehe.
*something something follower enchanted sleep no one can wake him up* *two turns later, dungeon exploration goes off without a hitch, sleeping follower assisted* I'm just going to assume the enchanted sleep includes enchanted sleep
walking murderhoboing and roll with it.
Kinda' looks like what may be happening with the dungeons is them just kinda' freaking out when you put a second party into... any of them. Just had a case where my first party (of two, assigned very early in the game) finished exploring a dungeon. After canceling the 80 odd expeditions that piled up, I added a few more guys to the party and told it to go explore another dungeon. Went off without a hitch, didn't have problems afterwards, trying to do the same with a second party causes the dungeon to just kinda' roll over and die on top of the end turn button, as described previously, and every attempt to get something to functioning in a second dungeon while that first party was doing its thing just didn't work.
Ah, before I forget, probably should be noted the filter thing on the recruit menu doesn't seem to work. Check or uncheck summon/train/bind, neither does anything to the visible recruit options. Incidentally, though, a hide button of some sort would be great. Something to get the stuff I don't want use/will never use out of the menu.
Oh, and it seems that custom golem non-ranged weapon (I never got around to trying the actual ranged weapon option, actually) ranged attacks (artillery, what I assume are laser eyes) don't seem to actually be working as ranged weapons. They definitely do in melee, so there's at least that much goin' for 'em.
That's it for the night, though, heh.
E: And a bit more before I head off to pick up groceries. Incidentally, this game just became one of about three or four (non-clicker/incremental) games I've encountered that involved numbers expressed in exponential, hohoho. Other two I can remember off the top of my head were Portralis (colloquially known as "Power Creep, the Roguelike") and ToME, heh.
Odd. Apparently if you mouse over inventory items (at least for enchanted armor), the tooltip pops up behind
the followers window? Seems to be happening with any item, not just the armor. (see shy armor, below)
Hrm. Those free, city produced random regiments that occasionally show up... maybe they could be auto assigned to the actual city or somethin', and not cost upkeep until you assign them to an army? Or at least add a disband button somewhere or another. Getting another 23 gold upkeep every ten or fifteen or somethin' turns is somewhat painful especially when I can't figure out how to split armies and suicide the things on a treant or whatev'
Heeeey, I figured out what's going on with the market! At least partially. You apparently can't sell more than half the units currently available to buy. This is more annoyance than anything, since the amount updates after you sell but the prices don't, which means you can still sell that thousand stack of adamantite, it just takes longer. Also apparently about 1500 pieces of adamantite ore comes out to around 200k gold, heh.
Oh. Oh wow. Something definitely seems wrong with the market price calculations. One turn adamantite is worth about 198 when sold. After selling 1500-ish and passing two or three turns, adamantite is now selling for 15,667,354.6 gold, and buying for a bit shy of 23 million. It's like a rampant amazon bot got a hold of a fantasy medieval market, heh. Though apparently it's back to not letting me sell the stuff, so I have to content myself with the 200k instead of selling off another two or three dozen and make it 200m :V
... though another turn later, and the sell price is now at 5 billion and change. Methinks something has gone terribly
wrong. Now I just have to wonder if I'm going to see numbers expressed in exponential for the third or forth time in my gaming career
YES! Ahahaha, I am! (see market meltdown, below)
E2: Eh, won't double post. Noticed the update, ehehe. Started in on it... probably go for a bit more, but it's getting late, my stomach has decided murder-suicide is a grand idea, and I'm rather exhausted to boot, heh. So I'll drop the latest batch off -- there's a couple from .72, but I can't remember noticing mention of it in the changelog, so they're in there, too. Good chunk of stuff's working better, I'm pretty sure (but not entirely sure, since my cognitive functions are rapidly going to pot at the moment and I can't really remember what I poked at that did
work right, instead of the rest of it, right now) which is definitely nice. Hope it helps track down more stuff!
Kinda' odd. Been getting celestial aberration events for a nearby city pretty regularly over the course of a game. They always give negative 20 unrest, though, despite the message (stars guiding sailors in weird directions, some getting lost entirely) seeming to suggest it should be the other way around. Though that said, it was actually jacking the unrest up that town the event seems to have latched on to would have burnt itself to the ground about a hundred turns before this note was
jotted typed down.
... y'know, after seeding blight over most of the visible map, and occasionally encouraging its spread here and there, as insanity and brokenness seems to be becoming more common among my minions I'm starting to think having most of my followers loitering around blight (3) hexes is maybe less than optimal. Probably wouldn't be an issue if I was actually getting those special followers the race: undead trait mentioned, but I haven't been, soooo...
Successfully besieging/assaulting an enemy wizard tower seems like it may cause things to kinda'... bork up. Not entirely sure what's going on, but it looks a lot like it's stopped turns from incrementing, but not stopped new event cycles from processing, so I've been at turn 191 for around four or five turns worth of stuff happening. Map's updating rather weirdly, too. Enemy regiments spawning from apparently nowhere, hexes being revealed mid turn, stuff like that. Makes things rather unplayable, and I can't quite figure out what it's hung up on so I can cancel the order/disband the party/figure out how to delete the unit causing it. Made a save, though, if it'd help any!
Cancel task in the character screen appears to remove the follower from their party, too. If you do that to all of a party's members, it seems the party itself remains, just empty. Having someone join and then leave the party seems to clear it out, though the command to do so is just "leave party" instead of "disband party" when you do. Not terribly major, but it's definitely a bit odd.
Market slider/sell button is giving tooltip "You are trying to sell more units (6) than you have (6)", heh. Far from major, but it's definitely a little off.
Still some weirdness with dungeons. Sometimes when you go to assign a party, when you click select party instead of closing the character menu and returning to the dungeon inspection screen, the character screen remains. Follower tasks appear to change appropriately, and if you close the character screen manually the dungeon inspection one will show the party as being assigned. However, as soon as you go to end your turn, the cursor will do its X thing, refuse to process the end turn command, and refuse to allow you to re-open the dungeon inspection window. Going into the followers and removing them all from the party/disbanding it will unclog things, and allow you to click on the end turn button again to get things moving. Also seems like it occasionally happens with specific followers; e.g. in this first test game, I had my original three followers + one hired one. Adding the hired one to the original party, and then trying to send them into the dungeon, did the X thing. Removing the hired one specifically from the party seemed to do the unclog. Might have been some oddities with one of the original followers, too (its idle suggest commands thing didn't show the dungeon as an option, ferex), but I wasn't quite paying enough attention to that bit so can't say for sure.
That said, putting the original critter in question back in the party after canceling the current expedition, and sending them back in, worked fine. Little bit more testing seems to show that the problem is with a specific character, the follower I hired. Female dwarven scribe, spelunking/energetic/amicable. Still has the cost to hire: # thing on the character sheet that was there in the hire follower bit, if that means anything. Trying to send her in on her own while the actual party was having a go did the X lock. Doing this also seemed to make the party'd group disappear from the dungeon inspection screen
Bit more testing and the problem definitely seems to be hired followers, the ones with the "cost to hire" bit still on their sheet (and not, I find later. Eventually something managed to make the price go away, but the problem persisted). Hired another one (male minotaur farmer with various stuff, no trait overlap), and neither him nor the scribe can enter the dungeon without causing a problem, either together or individually. Later on, event given followers functioned just fine.
These phantom expedition/X-lock things also seem to be doing weird stuff to the followers screen party thing, creating what appear to be empty parties. Goes away with the join/leave thing, at least.
Anyway, jeez, stream of testing babbling for what boils down to it looks like there's something bugged with hired followers, what appears to be specifically with dungeons and/or parties. Haven't noticed issue with any other actions, but it's entirely possible I just missed it/didn't check something.
Is there some way to assign optional overseers to already constructed resource extraction sites? Seems like you can swap out the ones that are necessary (i.e. on mines), but the ones where it's not (e.g. quarries) I can't seem to puzzle out.
Hrm. If a follower has equipment, and (at least when) you close out the character screen while looking at the stuff, if you go to hire a follower, it'll give a more or less blank sheet with an option to go back to stats (like you would normally see when checking out a follower's items, when they have them). Click that, and while it'll bring you back to the states of the follower being considered for hiring, it also sticks a "Character has no items." tooltip more or less in the middle of the screen. Tooltip goes away when you leave the hiring screen stuff, but it comes back when you return.
Idle thought: If you have tunnel network or passage to the underdark tower expansions, assigning workers with mining to the tower could give you more/extra stuff? Hunting might, too.
Another one: If they don't already and I just haven't noticed, having certain modifiers on hexes could change/add to the stuff produced by resource extraction sites? I know resources do (insect hives seem to change hunter lodge output to chitin and ichor, ferex), but stuff like primal or blight having an effect kinda' feels like something that should happen. Would also make sense for stuff like undead, giving them a(nother?) reason to blight the land around them, to change resource buildings output to stuff more attractive to them. Farms producing bones, mines necrotite, partial conversion or in full, that sort of thing. Also give warlords or whatev' interesting areas to fight over, somewhere in the future. Fending folks off from a blighted valley you're exploiting for special resource harvesting, having to do stuff to keep the blight itself (or undead attacks or whatev') from spreading outside the area, that sort of concept.
Incidentally, having some kind of indication as to what site is needed to extract a particular resource would be great. Possibly even some sort of production estimate somewhere on the build screen. My first encounter with insect hives I stuck a farm on top of it and spent a while scratching my head.
... incidentally incidentally, certain resources giving different outputs to different sites might be interesting, if it's not already happening/intended and I haven't noticed. An insect hive with a farm on top of it could produce honey instead of chitin or ichor, or something like that, for example. One with a quarry or mine might occasionally spawn bug regiments or offer unique summons/unit upgrades/follower equipment/etc. Lotta' stuff you could do, there.
Huh. Enchanted fountains (gold border tower expansions) have a construction cost of 5 gold. Seems somewhat off considering the rest mostly have a minimum cost of 500, and a likely typo rather than intended.
Minor, but it'd be nice to be able to cast item creation spells on multiple followers in one go. Seem to usually be making the stuff in batches, and a few ctrl+clicks or whatev' would be a fair fewer button clicks and time spent nudging windows out of the way, heh.
Ehehe, it seems you can't upgrade to level 3 with the wizard towers, at th'mo.
Almost virulently minor, but for the research stuff that doesn't have an icon, yet (lesser+ necromancy, minor pestilence, as examples), maybe switch 'em over to something besides an empty white box? Even just a darker color would be nice, heh. The plain white really stands out in the current color scheme.
Huh. Greater shadow magic says it gives you access to greater archons of unity and retribution. Wasn't that a law magic thing? Or light? Something like that.
Are outposts not doing the control expansion thing mentioned somewhere upthread about the pre-unity version? I build outposts besides resources I want to dig up, but even with the outpost at level 5, it's still not letting me put stuff in nearby hexes.
Guessing casting city enchantment things (e.g. enhanced furnaces) on allied towns is a NYI thing? Be nice when/if it shows up. Idle/future thought there, though... some way to donate funds for construction, for allied towns? Or a sort of patronage diplomacy act, where you funnel cash into a certain attribute (industry, population, spiritual, etc.) and either directly encourage its growth, or increase/guarantee (if the amount's enough for the latter, anyway) appropriate building construction in the town? Stuff like that, anyway.
Unit mark stuff is still in the pipe for (re)implementation, yes? One of those "probably should check" things, just in case it's not just something we're not supposed to be able to do (again), yet.
Hrm. Vis a vis those archons, it seems the recruitment menu display of estimate upkeep is very... off. Showed flat nothing, just a blank after the estimated upkeep (which usually means no upkeep, from what I've seen. Minor suggestion for an explicit No-upkeep something or other?), but now that I actually have 'em, they're 12 mana a pop.
Oh, nearly forgot. Vis a vis the outpost thing mentioned above, it should probably be mentioned that the things appear to be built instantly, rather than involving the (20+ turn) build time mentioned in the build screen. You can start upgrading the same (or next, already forgot the exact timing) turn you give the build order, and while you need a worker free it immediately goes idle. Might have something to do with the no zone of control thing.
Hrm. Just noticed the lack of upgrade for the wizard tower may be because of insufficient mana.
... now I just have to figure out how to get more than 350 mana reserves...
Seems like something made it so you can't select recruitment points that aren't the wizard tower/top of the location choices anymore? Worked last version, seems to not be now. Might have something to do with cursor selection... stuff. I've noticed the cursor has to be a bit displaced from what you're trying to click, sometimes. Usually a bit to the bottom right of where you'd expect the button/check box/etc. to be. Might be a resolution thing or somethin', I'unno.