• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Peter Ebbesen

the Conqueror
61 Badges
Mar 3, 2001
17.773
10.747
  • Imperator: Rome Deluxe Edition
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • BATTLETECH
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Warlock 2: The Exiled
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron II: Beta
  • Victoria 2 Beta
The game still crashes consistently after Crusader mission 1 for me, but I am, it seems, able to play the Saracen missions with only the occasional crash. That has revealed quite a lot of interesting bugs, many of which are utterly trivial to observe and which makes me suspect QA has been more concerned with the tactical battles than with the strategic overlay... or perhaps they are only happening for me. :D

I'll be adding more bugs to the thread as I discover them. I will obviously have to wait with Crusader specific bugs until such time as I can actually play the Crusader campaign without crashing.

Feel free to contribute your non-crash bugs to this thread.


Non-Crash Bugs:

Units:
  • After upgrading a unit, it will continue using an equipped item even if is no longer eligible to use it. Example: Light infantry using Light Infantry armour is upgraded to Heavy Infantry. It will still wear and gain benefits from the armour unless the player manually removes the armour.
  • If you upgrade a unit that has taken damage to a new unit type, the FILL RANKS button bugs out. You can keep on hitting it as many times as you like until your treasury is drained, since it will keep on displaying a cost but will only fill up troops in the units you didn't just upgrade. If you should happen to do it by accident, I hope you have a save available. This lasts until after next mission or next time you load a game. Until then, remember to FILL RANKS first, THEN upgrade. (Of course, there can be good reasons to upgrade first and then fill ranks if the upgraded unit has the EXPERIENCED RETAINER trait, but that's just too bad).:)
  • (minor) If you upgrade the weapon or armour training of a unit, then go to the recruit screen and select the unit, you can see the cash you will give for disbanding the unit. If you then choose from this screen to cancel the weapon/armour training, the display of the cash you will get for disbanding is not updated. If you choose to disband the unit at this point you will be awarded the correct amount of cash, so it is a purely visual bug.


Hero Skills:
  • No problems observed yet. No doubt merely a matter of time.


Unit Skills:
  • If equipping both a weapon and an armour on a unit with the Arms-Bearer skill, the unit will benefit from twice the bonus to the one equipped first and once the bonus of what is equipped second. This lasts until next load of the game/end of battle or removal of the items.
  • (tooltip) Masterwork Armor not only gives +10% as its description states, it also gives +5 armour and +25 shield. This is great! But the tooltip needs to be updated.
  • (tooltip) Leader of Heavy Infantry states that it gives +4 to armour, resistance and ranged defense (apart from +4% to damage). It doesn't. It gives +4% to armour, resistance, and ranged defense.


Relics:
  • The Grand Scimitar of Saladin bugs the character using it, giving him a permanent Cleave 4 skill in battle and displaying a Cleave skill of 0 in the character view after a battle (sometimes/always? Both characters I have given the Scimitar displays this issue but I didn't notice if it was after first battle or second). In one case it even pushed off the table another skill the leader (Despair in this case, the bottommost skill in the list) leaving two Cleave 0 skills. See screenshot.
  • The Shield of the Prince Ahmed does not add +500 ranged defence to the hero's unit.


Unique Items:
  • No problems observed yet. No doubt merely a matter of time.


Saracen upgrades:
  • The Quality Equipment does not appear to do anything. This would be a contender for worst upgrade ever, were it not clearly outclassed by...
  • The Stronger Belief upgrade subtracts one from your faith rather than increasing it by one as intended.


Mission weirdness:
  • The optional interaction mission for Edessa has its marker drawn in Lesser Armenia, and the optional interaction mission for Lesser Armenia has its marker placed in Edessa. They work perfectly fine, but this is sloppy. (And the marked in Lesser Armenia from Edessa can be hard to see as it is dark red/brown against he dark red of an unconquered province)


--------------

Clarifications, things the manual didn't tell me, and things that are poorly described in-game

Tactical Battles:
  • Skills that restore morale during battle can only restore it up to the max value it had at the start of the battle (i.e. affected by casualties from the last fight), not up to the unit's max morale. Since this actual morale value that you can restore morale to is not displayed in the tactical combat tooltip, you can't see whether a unit, that is not at full morale, will benefit from using a morale boosting skill on it. This is a completely boneheaded design decision and something that could have been avoided by simply drawing a red line to indicate the capped max morale or letting the morale bar in combat go from 0 to the capped max morale, but as it is you'll just have to remember which units in a fight have a max morale that is capped lower than 100% of the bar.

Unit Stats:
  • Armour means defence against MELEE. Shields means defence against RANGED. Resistance means DAMAGE MITIGATION and reduces damage taken from both melee and ranged by this percentage. Resistance is capped at 90%.
  • Attack Rate is not actually the rate of attacks (attacks/time), it is the number of seconds between attacks (time), which is what is commonly called attack speed in other games. Thus a low attack rate is good and a high attack rate is bad.
  • Shoot means, okay, I have to admit it, I am guessing here: accuracy. I may be completely wrong on this. Isn't it wonderful to live in a world with clearly labeled unit attributes? :D
  • (nitpick) The words SHIELDS and RANGED DEFENCE are used interchangeably and inconsistently in the game to refer to the same unit attribute.

Unit Skills:
  • Arms-Bearer does not, as one would expect from reading it "add 50% to unit armour and weapon effectiveness" by adding 50% to damage and to armour. It adds 50% to the benefits of equipped unique weapon and armour. E.g. a +6 damage weapon will do +9 damage, a +38% stamina armour will give +57% stamina. Your heavy infantry may look as if it is using weapons and armour and have substantial damageoutput and a high armour value, but Arms-Bearer won't benefit the unit at all unless it has equipped a unique armour or weapon. That description could use a "unique" to make it clear what it is all about. :p

 
Last edited:
A good list of observations.
I would add:
- Attack speed it probably not the best descriptor either because LOW attack speed logically does not sound good (I think of speed as = dependent variable/ independent variable aka. time). The only term that sounds appropriate at first glance is "attack delay". Therefore a "LOW attack delay" is good for the unit.

- In KA, the "shield" attribute was actually named "ranged defense" so this might explain why sometimes they're used interchangeably. Of course this can be corrected.

I think these sort of threads can help the devs troubleshoot the game faster. This is definitely something they need to read.
 
maybe its only my imagination but i have the impression the ballista don't make any damage

and which purpose do have the reinforced towers?
 
maybe its only my imagination but i have the impression the ballista don't make any damage

and which purpose do have the reinforced towers?

Balista does damage

Reinforced towers = no-go area for light armor
 
Not sure if this has been mentioned, its actually rather funny.
- When deploying units, they tend to deploy upside down (Arse end up!).
 
Last edited:
Every time I load a game before the first mission, (it crashes after the first), I get 1900 gold. So every time I reload to see if it will crash again, I get more and more gold.
 
Thanks for the reports, keep posting!

Neorcore is working on a patch, priority one is helping with the crashes for those where updating the drivers does not help. They might as well get to work on the other quirks and bugs as well.

/Mattias
 
another bug:
in the battle briefing you can buy an option to destroy ONE building of the enemy, after loading the game is paused, now you can use this option and click on every building on the whole map, after starting the battle every building is destroyed
 
Many thanks for posting these bugs, it's indeed a lot help for us developers to improve the game. So just keep posting if you encounter any other bugs.

Most of the time it's much easier for us to repruduce these bugs if you send your saved games to support (support@paradoxplaza.com) with a description of the problem, so please do so if the saved games are still available. Thanks again for the help.

/Kate
 
Most of the time it's much easier for us to repruduce these bugs if you send your saved games to support (support@paradoxplaza.com) with a description of the problem, so please do so if the saved games are still available. Thanks again for the help.
I always keep savegames for reproducible reported bugs for at least 3 months after posting, so now that you have indicated, which address to send them to, I will email a savegame documenting the issues reported in the original post straight away.