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Post by juscurt on Oct 6, 2021 16:51:07 GMT -6
Calling this one the Spooky Twin because my character literally doubled. I was doing some spying and sent my thief to a cavern to end my turn. A Death thief attacked my abode. In combat, I thought I picked the short straw - the area seemed too far for her to run to. So I went deeper into the cave instead. The load screen went to the second level. On this second level, I made it to flee successfully. At the beginning of my turn I noticed there were two thieves joined in a party outside the cavern. Thus, the Spooky Twin was born.
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Post by juscurt on Oct 6, 2021 16:54:21 GMT -6
The cavern in question. Jeez, I wonder if this will work with Leaders or Successors. Imagine two twin Balkoths flapping around?
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Post by lemminkainen on Oct 7, 2021 4:17:38 GMT -6
Haha nice one. I've had some bugs like this with fleeing, too. I think when they created that game, people weren't using fleeing that much, since you can use last save anyway until you find a winning fight.
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Post by tommyg on Jan 27, 2022 17:46:51 GMT -6
On the topic of weird/funny bugs, I’ve had my Brownie (Life Scout unit) capture enemy thieves that I belive we're trying to steal from me. It's quite strange having this tiny creature capture a battle harden thief that could easily one shot it, to me this sounds like a bug as it's a bit silly how you can lose a thief to a Brownie in this way. Rather brutal, but I usually interrogate the thief for information then execute it, so it can't escape.
I'm sure this happened also with Boosters mod so maybe something to fix there. I would suggest it should be impossible for a single scout unit to take a thief captive, even if it fails stealing.
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Post by lemminkainen on Jan 28, 2022 13:44:31 GMT -6
On the topic of weird/funny bugs, I’ve had my Brownie (Life Scout unit) capture enemy thieves that I belive we're trying to steal from me. It's quite strange having this tiny creature capture a battle harden thief that could easily one shot it, to me this sounds like a bug as it's a bit silly how you can lose a thief to a Brownie in this way. Rather brutal, but I usually interrogate the thief for information then execute it, so it can't escape.
I'm sure this happened also with Boosters mod so maybe something to fix there. I would suggest it should be impossible for a single scout unit to take a thief captive, even if it fails stealing.
Had this happened to me to. It's not quite a bug but more of a "totally unrealistic feature". Yeah maybe Boaster could make it so that there's zero chance for single scouts to capture thieves.
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Post by Boaster on Jan 29, 2022 8:58:43 GMT -6
I had noticed that there are certain situations involving mult-level encounters and being attacked by AI controlled players.
If one retreats in a multi-level encounter, or moves into the second level, it causes unexpected issues. You could be locked into combat indefinitely (unless the end-combat timer expires).
Or, if the defending party is a thief and captures the attacker, crazy things can happen.
There have been times even when I capture the thief attacking my thief inside the multi-level sprite, I then control that attacking thief and he is not considered a prisoner.
Weird stuff does happen. I don't know that I can fix it. It requires certain stars to come into alignment for it to happen in a real game naturally.
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