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https://steamcommunity.com/sharedfiles/filedetails/?id=2227441791
I have one pupil with max level in both Miner and Stonecutter, with the permanent traits that give +1 stone/turn and +1 ore/turn. This pupil actually generates 2 stone and 0 ore per turn. (Note: the final levels of both trades were obtained simultaneously from a sacred site effect.)
I recently had an Engineer 6 that set up a mobile building in one turn, and then the next turn their movement started at 1 less than max, as if they had overspent the previous turn to enter difficult terrain. (Which, obviously, they didn't, or the terrain wouldn't have been buildable.) I think what happened was: the Builder 1 skill gave them +2 movement when going to build, they spent 4 of their 5 movement that turn, but then the +2 was removed before the turn ended, causing their movement to drop from "1/5 left" to "-1/3 left". So I suspect this is a bug in the Builder 1 trait that just isn't noticeable except on pupils who can finish a building in one turn. (i.e. Engineer 6 or Architect 5)
The Fisher 5 trait that says "the resource the pupil is harvesting is unlimited in that hex" actually just makes it so that that pupil doesn't remove resources from the hex; a second pupil harvesting the same resource in the same hex at the same time still depletes it. (I suspect the functionality is intended and the ability description is wrong, but any time the description and actual effect don't match, I want to see one of them fixed.)
The Pasture upgrade that teleports wool deposits into the building (so the worker doesn't need to leave) doesn't start working until you have collected 1 bundle of wool normally. (Or one more bundle, after buying the upgrade.)
In my most recent halt, when I "soothed" some remains to convert a negative effect into a positive effect, both that remains and another unused one on the map both suddenly counted as "already explored" so that I couldn't use either of them. This might be related to the fact that the new positive effect was to prevent the major vagary, but the major vagary had just started (during the soothing process). There were also 2 other remains in the halt that I had already used before this happened.
(Also maybe could have been related to a bunch of minor vagaries that happened earlier that make sacred sites unusable? There were no sacred sites in the halt. But I'm sure those vagaries didn't make the remains unusable immediately, because you aren't allowed to use the soothe command on already-explored remains.)
(I suspect the only reason I don't find a similar number of bugs in real-time games is that I don't have time to pay attention to all the details they're getting wrong.)
My record is XCOM 2, where I made a list of around a hundred bugs before I gave up counting. (Not hyperbole: literally 100.) And that's a AAA game with "very positive" reviews that presumably reused a lot of code from its predecessor and had already been out for about a year before I played it (giving them plenty of time to patch stuff if they cared). I did not bother writing up all of those bugs.
I suspect many developers have made a business decision that they just don't fix "minor" bugs at all, because they don't think it's worth the cost. (Strictly in terms of money, I'm not sure they're wrong.) I 100% support you if you want to steer clear of developers that appear to have this philosophy. (Too early for me to tell whether this developer does.)
Admittedly, some of the bugs on the list above are a lot more impactful than most of the bugs I found in XCOM 2. I did not find any XCOM 2 bugs of the form "I'm not sure if this character upgrade actually does anything at all." (On the other hand, I did not play XCOM 2 on its release day.)
As far as refunding: I hope you don't think I documented all these bugs in my first 2 hours. I didn't even finish the tutorial in my first 2 hours.
(or bugs I noticed while looking at achievements)
The achievement for the trait "Hermit" is misspelled as "Ermit"
There are TWO achievements named "Bargainer", with different icons (I think one of them is supposed to be Negotiator)
The trait "Delirious" has a blue icon on the unlock screen, but the achievement has a yellow icon. (It looks strictly positive to me, so it's possible the achievement is correct and the game is wrong.)
I notice there is an achievement for unlocking the trait "Puny". I do not have this achievement, and yet I had a pupil with this trait during my very first normal game. (The pupil was acquired from a caravan, and its traits were unusual. It had 3 traits total: Puny (negative), Agile (positive), and Allergic (negative), in that order.)
https://steamcommunity.com/sharedfiles/filedetails/?id=2227666049
here is a screenshot of the skills for one of the two pupils that could cross for 1 move (the other is not pictured, but it didn't have any builder or herbalist skills, so if it's a skill that's secretly giving an extra bonus it should be in fruit-gatherer or woodcutter)
https://steamcommunity.com/sharedfiles/filedetails/?id=2227671019
I used the fish net (unlocked from Fisherman 6) a few times. One time, it stopped accumulating fish after getting 5, and just continued to stay at 5 for several turns. No obvious reason...although I think this was the only time I used it in a hex that had a second resource other than "fine fish".
https://steamcommunity.com/sharedfiles/filedetails/?id=2227659379
What the are "precious parchments"? This option didn't appear to do anything when I selected it. (I took it twice, from two friendly caravans in the same halt.)
https://steamcommunity.com/sharedfiles/filedetails/?id=2227661055
After giving my caravan a multifunction upgrade so that it could harvest fish, I was able to harvest regular fish, but could not harvest fine fish (with a pupil who has the appropriate skill).
https://steamcommunity.com/sharedfiles/filedetails/?id=2227661916
While harvesting from the caravan, you can use expert forms to gather pack animals (Herder) or resources unlocked with the multifunction upgrade (tested with: fish, game, wool). I didn't test if you can earn XP for them, but pupils use the expert form's appearance and benefit from expert trade abilities they've already learned. However, this does not work with Woodcutter or Fruit-Gatherer when using the caravan to gather wood/pepkin. Seems inconsistent.
at RU localization it has second sentence. _Pupils get additional "ОП"_ (<- rus letters)
It could be Опыт (Experience), I suppose.
It takes 50% less damage I believe instead of a flat 50.
>What the are "precious parchments"?
It gives you around 300 knowledge points, I cant remember the exact number.
https://steamcommunity.com/sharedfiles/filedetails/?id=2228501746
Apparently the caravan can start directly on top of an aura. This makes the aura hard to see, and I can't figure out any way to examine the aura in order to determine which resource it protects (without moving off of it first). By pointing at various places, I can see the tooltip for the caravan, or the tooltip for the terrain under it, but not the aura in the same tile.
https://steamcommunity.com/sharedfiles/filedetails/?id=2228502595
Also, I was a bit surprised in my first protected halt to discover that many auras are set up to protect a resource that...isn't actually present anywhere inside their radius. e.g.
https://steamcommunity.com/sharedfiles/filedetails/?id=2228504021
I'm not really sure what happened here, but there were a couple turns where I think a pupil randomly stopped and didn't move anywhere, even though he had movement points and orders. I'm about 70% sure of the first pupil but 99.9% sure of the second pupil (pictured). I think the only unusual thing going on is that I recently recruited a new pupil from a friendly caravan that walked right through my base.
https://steamcommunity.com/sharedfiles/filedetails/?id=2228504711
EDIT: Something similar happened again. No friendly caravan this time, but I recently used some sacred sites, and it just started hailing (major vagary).
https://steamcommunity.com/sharedfiles/filedetails/?id=2228695938
UI glitch with the housing count when I ordered 2 pupils to stop working
https://steamcommunity.com/sharedfiles/filedetails/?id=2228508480
When you give a pupil a job, their info panel does not update until you de-select and re-select them. (More noticeable when you turn off the option to auto-select the next pupil.)
Hard to tell if this is a bug, but kinda surprising: if a pupil is sick when you depart for the next halt, their sickness carries over into the new halt (apparently paused for the trip?) and they can take damage while the caravan is still walking around, before they even appear on the map. (You can only see this via the trade-wheel screen, AFAICT.)
It appears that just having a Council built (not even necessarily deployed) allows you to see minor vagaries 4 turns earlier (i.e. at 6 turns rather than 2, if there are no other modifiers)--even before doing any research. Not sure whether this is intentional, but if so, it would be nice to have it noted in the Council's tooltip. (Not 100% sure the council is the reason for this, but I noticed it in my current run just a few turns after building the council, and I noticed something similar in my previous run a few dozen turns after building the council.)
When loading a saved game, the order in which your pupils are listed changes. This makes it harder to keep track of which is which.
After loading my save, I see my caravan has one "higher" upgrade and one "wider" upgrade. I'm reasonably certain I should have two "higher" and zero "wider" (I'm completely certain that's what I intended to buy, the only doubt about whether I actually did is if maybe I misclicked and didn't notice.)
There seems to be some inconsistency in the game with how to handle a building that has been upgraded to allow 2 pupils (via the Workshop). When multiple pupils work from the caravan, they cannot work the same tile; when multiple pupils work from another building, they must use the same tile. However, if there is currently 1 pupil working, and you order another pupil to harvest from the same tile, you get a warning message that the first pupil will be reassigned. (This doesn't happen if you order them to use the building, rather than the resource tile.)
If you "set a hex to prioritize" on a dispensary while a pupil is brewing potions, that pupil will move to the prioritized hex (...seemingly while still brewing potions??). If another pupil is gathering herbs from the same building, they may not be retargeted as expected.
The minor vagary "Damaged Path" says that it makes the objectives to leave the halt 20% "more important", but it clearly means 20% bigger. Translation issue?
It seems like, after meeting a friendly caravan, the next time I press space bar, the turn does not end. (It ends if I press it a second time.)
The text for this negative effect has redundant verbs
https://steamcommunity.com/sharedfiles/filedetails/?id=2228695113
I recruited a Fruit Harvester from a caravan who started with Fruit Harvester 1 and had the "Expert" trait for Fruit Harvester, which should have given both bonuses. However, I had to pick between one of the two initial bonuses, while the two subsequent bonuses did unlock both.
The Fruit Harvester final skill candied pepkin is supposed to cost 100 pepkin to create 100 rations. However, when I tried it, it just generated 100 pepkin and 100 rations, which... really quickly unbalanced my food production.
Also, I encountered a minor graphical issue in a run where I amassed about 19 pupils - the background image for them wasn't large enough, and there was just a white background behind them.
Related issue to above, I had a farm under construction where, if I clicked it repeatedly, the panel displaying its details would grow, and if I clicked it enough, the panel was just a blank white background. (I have screenshots, but I have the game on GOG, not steam, so I don't think I can include them the same way).
Also, a note about delirious - it does show as yellow (positive) when a character actually has it, so the blue bug seems to only be on the unlock screen.
also bump this post for awareness