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Lothlorien Bugs

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IgRAzm:
There seem to be multiple issues with Lothlorien Outposts. I dont know whether some of them are bugs but most are.

Mirkwood Outpost gets constructed over a couple of seconds, I think that is at least a dozen times faster than all other outposts; it may be more expensive and take extra buildplots to get going but it doesn't appear like this is intended.
Mirkwood Outpost can hire Legolas and Thranduil at the same time, it doesn't put them in a que like with other buildings. Didn't check whether it can train heroes and soldiers at the same time but it's not a case with troop to troop queing.
Lothlorien Citadel on the outpost buildplot is called Lothlorien Fortress, this is a slightly confusing name, but the bug is with inconsistency as the built outpost is just called Citadel.
Lothlorien Citadels in castles have 4000 hp but outpost citadels have 6000, I think it would be more optimal if both would have 6k because Lothlorien's main structures are already more valuable than those of other factions (and more vulnerable than of other good ones), but the normal Citadels currently have the same hp amount as others. It is reasonable that Lothlorien outpost has 6k imo because it is upgraded with addons and destruction of them removes them all.
Lothlorien Citadel Outpost, when upgraded with forge (this or perhaps it is about having all the add-ons completed), has a fog nova hiding units, like one coming from upgrade in a normal sanctuary (but that one doesn't have a visual I'm pretty sure), if this is intentional it's not mentioned.
Lothlorien Citadel Outpost forge can research all the upgrades right after it is built while the forges in castles and camps can only do it previously having researched eco upgrades. (if it is to stay in some form and not completely changed for normal forge function, I think making the outposts level from outer economy upgrades makes sense).

Elendils Cousin 3. Grades:

--- Zitat von: IgRAzm am 17. Dez 2021, 09:55 ---Mirkwood Outpost gets constructed over a couple of seconds, I think that is at least a dozen times faster than all other outposts; it may be more expensive and take extra buildplots to get going but it doesn't appear like this is intended.

--- Ende Zitat ---
The Mirkwood outpost works just like other outposts with a citadel and buildplots - the citadel is built pretty much instantly, the buildings on buildplots aren't.


--- Zitat von: IgRAzm am 17. Dez 2021, 09:55 ---Mirkwood Outpost can hire Legolas and Thranduil at the same time, it doesn't put them in a que like with other buildings. Didn't check whether it can train heroes and soldiers at the same time but it's not a case with troop to troop queing.

--- Ende Zitat ---
You can always recruit several heroes simultaneously. If you recruit heroes and units at the same time, heroes get built first.


--- Zitat von: IgRAzm am 17. Dez 2021, 09:55 ---Lothlorien Citadels in castles have 4000 hp but outpost citadels have 6000, I think it would be more optimal if both would have 6k because Lothlorien's main structures are already more valuable than those of other factions (and more vulnerable than of other good ones), but the normal Citadels currently have the same hp amount as others. It is reasonable that Lothlorien outpost has 6k imo because it is upgraded with addons and destruction of them removes them all.

--- Ende Zitat ---
Intended, different factions have different advantages and disadvantages. Lorien gets defensive archers for free without having to build towers. Either way, this is a balance topic instead of a bug report.


--- Zitat von: IgRAzm am 17. Dez 2021, 09:55 ---Lothlorien Citadel Outpost forge can research all the upgrades right after it is built while the forges in castles and camps can only do it previously having researched eco upgrades. (if it is to stay in some form and not completely changed for normal forge function, I think making the outposts level from outer economy upgrades makes sense).

--- Ende Zitat ---
This is also intended to make the Lorien outpost more attractive as a secondary source of upgrades.

Fellowship:
Hi Edain Team. I found 3 bugs:

1) When Lothlorien's Citadel gets destroyed and is rebuilt, the effects of the three Combat Trainings (those that can be researched through the Sanctuary) are no longer applied to it. Since these three upgrades have already been researched, they cannot be researched again. This means that the citadel produces less resources and the units' training time has reverted to its default status.

2) I don't know if this is intentional but the buildings inside Lothlorien's Castle/Camp cannot be ordered to attack specific units by the player. This can cause Lothlorien to be defeated easily since the buildings auto-attack the wrong targets. For example, if the buildings' towers have already targeted a hero and a troll appears they continue to attack the hero until he/she dies while in the meantime the troll has done a decisive amount of damage to the Castle/Camp.

3) The sounds of Galadriel's dialogs from her temptation scene do not play when she uses her powers as the Queen of Twilight except for the "Stronger than the Foundations of the Earth".

Le Sournois:
I think there is a new bug with the minstrels.

I think in the last patch, they get balanced by nerfing the buff when there is only one of them to only 10 % damage and armor instead of 30 % previously.

But 10 % is so weak as a bonus that a line in the description was I think added to explain that when a singer get its ability to chant activated, all minstrels near it would also start singing at the same time.

And this description does not work. When 1 singer begin to sing, the other singers don't do anything unless we activate also their ability.

I think the new change is a good idea, therefore the bonus is capped at 30 % damage and armor and not 50 % as it was before when 3 singers sing together.

Having 3 singers to sing simuntaneously should however be more recurrent because we only need to have a groupe of minstrels, so that each time one of them activate its ability, all other also chant without their cooldown to be reset. That incite the player to use well the discounts for single units of the sanctuaries also because 1 minstrel is no good whereas 3 of them are really good.

But that part of the change doesn't work, so that minstrels are for the moment very poor support units that can't even give the same bonus as heroic statues, when the bonus of statues stands until it is destroyed and even more, whereas the very slight buff of minstrels is very temporary and cost command points.

Elendils Cousin 3. Grades:
The old version was nerfed because +30%/30% for a single minstrel was too powerful. +10%/10% is still a valuable addition for a single, but especially the fear resistance can be hugely important. If you consider them too weak now and would like to propose a buff, please continue in the balance discussion, posts here will be deleted after a while. :)

As for the bug you described, I will look into it.

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