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 Post subject: Constable of Glorn
 Post Posted: Mon Jul 20, 2009 12:20 am 
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Joined: Thu May 14, 2009 8:28 pm
Posts: 5
I can't seem to edit the card bug document from the other thread, hence having to post another thread here for a card bug.

Constable of Glorn doesn't seem to boost the vision on buildings anymore, even when he spends multiple turns standing by them. This has likely just cost me a game in the brass league, hence meaning I now have FAR worse chances of getting back anywhere near as much gold, as it meant I didn't capture a flux point for an additional 5 or 6 rounds, and had to use an extra building, hence the glory from those rounds (I would have been 1 flux point ahead the first round and tied or ahead the later rounds), and the flux both from that flux pool and having to build another building, let alone the fact that it cost me an extra building card in an army set up so that it shouldn't need many buildings out (quite possibly the worse issue as it meant I ran out of the ability to capture flux points a lot earlier than I would have otherwise). The game in question was 62281, between myself and sexygamer.


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 Post subject: Re: Constable of Glorn
 Post Posted: Mon Jul 20, 2009 1:07 am 
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Joined: Mon Mar 31, 2008 9:55 pm
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Location: Moscow, Russia
Thank you - fixed. It was working fine only with older buildings.


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 Post subject: Re: Constable of Glorn
 Post Posted: Mon Jul 20, 2009 1:14 pm 
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Is there anything that can be done about the way that it likely cost me points in one of the leagues?


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 Post subject: Re: Constable of Glorn
 Post Posted: Tue Jul 21, 2009 12:01 pm 
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Another couple of bugs with this (both to do with double Constable on the same building):

If you have 2 Constables helping the same building, the first round both are there, one row (top row on at least 2 occasions, bottom row on a third) that should be visible only becomes visible after the first action is taken, then as normal (I haven't been able to test if this causes issues with flux point claims-I have yet to have a building in such a position this would be an issue).

The other, related, bug is that the round after (so when the building is already at +2 vision and the Constables haven't moved), the revealed hexes are for one vision higher sometimes (only happened once, so I don't know if there was some other cause for the bug, but I checked all my figures visions to see if any were relevent, and the building was at the centre of the effect)-although there wasn't the vision increase for the building, hence not any increase in the territory controlled.


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 Post subject: Re: Constable of Glorn
 Post Posted: Sat Jul 25, 2009 5:35 am 
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Joined: Thu May 28, 2009 12:08 am
Posts: 173
Still seems buggy. In games tonight it has done each of the following (although not consistently):

1) Not granted the +1 vision until after I made my first move of the round (Hadrack's Fort)

2) Granted a second +1 vision on the following round (my Mahal had vision 4). Specifically the order of play was that I had a constable in play after an earthquake, so I played a dwarven hall. The next round, the hall had vision 2 and I played a Mahal. The constable was already closer to the Mahal than the hall. The following round, the Mahal correctly had vision 3. The round after, it incorrectly had vision 4.


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 Post subject: Re: Constable of Glorn
 Post Posted: Sat Jul 25, 2009 12:17 pm 
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It should be all fixed now.


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 Post subject: Re: Constable of Glorn
 Post Posted: Tue Jul 28, 2009 3:25 am 
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Just played a game tonight, and twice the expected building did not get a vision boost. Both times, I built a building in the area controlled by an existing building that was destroyed at the end of the turn. All I can think is that the constable is choosing to give +1 vision to the building that then dies. Is this what is happening? Is this the intended order of events?


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 Post subject: Re: Constable of Glorn
 Post Posted: Tue Jul 28, 2009 4:10 am 
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Any building can get +1 vision, it doesn't matter how many HP it have. So everything depends on distance.


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 Post subject: Re: Constable of Glorn
 Post Posted: Tue Jul 28, 2009 1:04 pm 
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Joined: Sun Jun 07, 2009 10:35 pm
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kash wrote:
Just played a game tonight, and twice the expected building did not get a vision boost. Both times, I built a building in the area controlled by an existing building that was destroyed at the end of the turn. All I can think is that the constable is choosing to give +1 vision to the building that then dies. Is this what is happening? Is this the intended order of events?


I think it really does give the dying building + vision.
And I may guess that your glorn stood equally close to both the dying and the newly created building, because the + vision will always go to the building that is built first in this case.(ref this post)


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