Question: is the Mad Pirate being able to wipe out monster settlements (like the Giants Lair) a bug or a feature?
I always assumed it was intended; same as the Elder Shaman.
Same here.
Had a bug today with the Cyclops Priestess; when using her ability it indicated that it would affect some Blighted Dragons that were nearby. I took a screenshot but apparently I didnāt manage to paste it anywhere before putting something else on the clipboard.
Update: not only did it indicate that it would affect them, it appears that it actually did! Does this mean if I kill them, they wonāt explode? That would be a pretty cool use of the Cyclops Priestess, but it doesnāt seem to be intended if thatās actually the caseā¦
Thanks for reporting this. It looks like it currently targets any zombies in in range! I donāt think it will have an effect though!
Iāve got a bug with the Forest Dryad. When fearing a Boss with followers, the followers get targeted correctly, but fail to respond to the compulsion after the Boss drops them out of its army. Example:
The Boss runs away correctlyā¦
ā¦But his followers continue on their original path, even though they show the Forest Light buff.
I noticed this too, but they did run away. Did you lose blackpool?
I did indeed.
Iāve been out of touch with the game for a little while so this might have already been reported or it might actually be a feature.
This nightmare lord scared a unrecruited Giant away from his home
The location was never captured by me
But I now own the giant. He ran to a settlement I already owned and now heās one of my units. This might be a feature since my villagers brainwashed this Giant to come defeat the zombies that made him have scary nightmares which would be cool, but if itās a bug, this is how it happened for me
Iām pretty sure this is by design. If wandering units didnāt join up when entering a town you already control, thereād be no good mechanic to claim those units. Youād have to relinquish and then reclaim the settlement just to be able to control them.
I believe any wandering Neutral units will also walk to the nearest settlement if theyāre not at one, since otherwise it would be impossible to claim them at all.
Release the Hounds still not working bump
My Serpent Charmers in this game have been giving me next to no Gold all day. Iām firing them off with 8 or 10 targets, and getting between 100 and 200 Gold in return when I should be seeing 400+. Itās making this game really hard.
There seems to be an error in buffs for Zombie Humans in the mountains. It still lists them with the +6 Curse of the Plains buff, even though theyāre clearly in the mountains. At 279 Humans, thatās a material difference in strength.
Fortunately, it didnāt change the outcome of the game, but I would have been mighty disappointed if it had.
Itās from game 5538142335533056, if that helps.
Great work!
-MB
I just noticed a bug on a new game started. I got the Slavedriver. I played him. I started training troops at my first town. Then I used the Slavedriver ability. It took my mana, but since I was already training troops it I didnāt get 2 sets of troops. So I basically paid twice for one set of troops. Mana and Gold.
Iāll have a look at this right now.
Can I ask, was the unit you were trying to flee being lead by a zombie lord?
Iāll try and fix this later today.
The split between Bosses and the units theyāre leading seems to apply to all area-target compulsion. Our Nightmare Green Valley just got a whole lot harder:
I fixed it about 30 minutes ago. Iām just testing it all properly before pushing it to the server. Sorry!
Haha, bummer. Glad to know this is probably the last time Iāll see it, though!
This is by design. Itās a long story but thatās how it should work.