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Bug Fixes for the ESOC Patch

Posted: 18 Jan 2016, 19:22
by iCourt
Any chance this patch will try and fix some of the bugs currently in the game? I have a list of several that could be easily fixed, and some others that are just listed. Most are harmless and just are missing certain lines of code, or animations, others are exploitable and could give an unfair advantage. Several of these were addressed on the Age Sanctuary Fan Patches, while Fan Patch 1.3 for Mac went so far as to correct even more of these issues. Some of these may have been fixed on the RE patch as I can't find patch notes, but most are still present. If any of you know of any that are fixed I'll strike them from the list, or if you know of any that are missing I'll add them to the list. This is a list I've had for several years so it may not be 100% up to date.

Below you'll see a list of the bugs, or bad design choices ES/RE made. The italic text is _H2O's comments on that particular bug, orange text represents @EAGLEMUT's comments. iCourt comments in pink!

iCourt's list of bugs, state as of EP8:
[spoiler=Click to Read]1. Asian versions of Jaegers, Iron Troops, Thuggees, and Renegados have different modifiers against Cavalry, Coyote Men, Eagle Knights, and Light Cavalry as their European counterparts do. -Never heard back on this one? Repentant units have been removed as of EP7. Good Change. No need to have duplicate units.

2. Berry Bushes will have idle villagers but won't show in idle villager tab. (Solution set max gather limit.) (Recommended Change) Although the issue is alleviated by gatherer limit, it's not completely fixed.

3. The Chinese Consulate Blockhouse can't train Banner Armies. (Solution set to obtainable.) Was this feature removed? No, fixed.

4. Bolas Warrior missing multipliers against Light Cavalry and Eagle Knights.

5. Buildings can garrison Fishing Boats if close enough to the water. This affects the following buildings: Town Center, Outpost, Blockhouse, Fort, Castle, Village, Asian Outpost, War Hut, Nobles' Hut, and Agra Fort. (Exploitable) -"I understand why this is silly, but knowing this makes me want to see it happen in a game. Would be tons of hype. Not much value in fixing it either" This should be fixed from a balance perspective. It'd cause hype for like a game or two before becoming exploitable.

6. Changdao Swordsman attack doesn't properly decrease in cover mode. (Exploitable) -"This one is exploitable, people already put them in cover mode though, part of me doesn’t want to touch this because it could make a big difference. Fixed on EP7.

7. Consulate Units don't conform to the same statistics as the regular units they are based on. This affects the following units from the Consulate: Bestiero Crossbowmen, Czapka Uhlans, Gardener Hussars, Great Bombards, Prussian Needle Gun Skirmishers, Roger's Rangers Skirmishers, and Siberian Cossacks. (This could change game meta. Debatable to change.) -"These units are unique in that sense, I wouldn’t recommend we touch these and I almost think its intentional." Fixed on EP8.

8. FishingBoat/ypFishingBoatAsian can currently garrison units. (Exploitable) "This mechanic is legit, fishingboats have low hp so its risky to pull it off to save vils, sneaking vils around with it is almost never useful" Not considered a bug, instead fixed the issue of garrison UI not working correctly for Fishing Boats.

9. Flail Elephant XP for training or killing these units needs to be adjusted to 25.

10. Flaming Arrow missing artillery penalty against Arrow Knights.

11. Flying Crow missing penalty against Light Infantry as they do against Cavalry.

12. Galleons can't train Gurkhas.

13. Gatling Gun incorrect icon.

14. Howdah and Mansabdar Howdah have varying modifiers and Howdahs do not get a bonus against Coyote Men in melee mode.

15. Light Cannon missing artillery penalty against Arrow Knights. This "fix" was never actually functional. No current plans to change it, not considered a bug. Removed line through. Yes, it didn't do anything.

16. Mongolian Army banner army has incorrect population count.

17. Native Tomahawk missing multiplier against Light Infantry. (This is the Vanilla/Treasure Tomahawk, not the Iroquois Tomahawk)

18. Oprichnik missing modifier against SiegeTroopers and Artillery to Defend and Trample modes.

19. SettlerNative missing the ability to build ypCaravanserai for Indian allies who get the Aztec Team 3 Villager shipment.

20. Siege Elephant and Mansabdar Siege Elephant have missing penalty against Light Infantry as they do against Cavalry.

21. Tiger Claw siege attack and hand attack in cover mode doesn't decrease.

22. Turkey do not gather properly at Japanese Shrines. (Solution remove data flag.)

23. Wakina Rifle XP for training or killing these units needs to be adjusted to 10. -"What is it right now. I am guessing its higher because they used to be better" -They used to be 60f 30g at one point. Now they are 60f/40g but their kill/build xp wasn't adjusted.

24: Sufi Native War Elephant should have have the AbstractElephant flag. This allows India's elephant upgrades to effect them properly.

25. 3 Galleys card incorrect icon.

26. Ankathari Urumi upgrade (Fortress Age upgrade for Urumi) currently has a Team Tech flag without being labeled a team card. All team Urumi's are improved. -- I have no idea what this is? Not a team card and not supposed to have that flag. Fixed on EP6.

27. Aztec Chests of 500 Coin card has incorrect icon.

28. Aztec Shaman for the Fortress Age does not mention that it delivers 1 Nobles' Hut Travois.

29. Blood Brothers card upgrades some upgrades in incorrect order and displays incorrect names.

30. Cheyenne Fury does not grant a bonus against Light Infantry.

31. Close Combat card does not grant a bonus against Light Infantry.

32. Comanche Trade Language upgrade does not affect Asian Wonders. Enabling it would grant them the same benefit as it does for European and Native politicians. -"Explain this to me" -It reduces research tech cost including age up. Asian civs however build wonders to age and receive no benefit. I advise not fixing this one since a wonder truly isn't' a technology, but it is worth noting things like this for record keeping. Fixed on EP7. Seems fine. Should have no impact.

33. Exalted Meteor Hammer does not properly upgrade Meteor Hammer damage.

34.Heavy Fortifications card upgrades some upgrades in incorrect order and displays incorrect names. Doesn't upgrade Revetment tech. (Revetment is debatable, would make the card slightly more valuable.)

35. Infantry Breastplate upgrade misses tag for Blowgun Warriors from the home city, Blowgun Ambushers, Blind Monks, and Iron Troops.

36. Klamath Work Ethos does not affect Rice Paddies and Mango Groves.

37. Navajo Shepherds upgrade doesn't apply properly affecting livestock fattening, Japanese shrine gathering, and bonus to gather XP at Sacred Fields. -"Not sure it should impact shrines or sacred fields, do other cards impact this" -This tech is supposed to boost both sacred fields and shrines. It'd change treaty most likely for the worst as Japan is OP. I advise not fixing. I'd advise fixing now. Focuses should be on Supremacy.

38. Professional Handlers card bugs with War Elephants (Solution is to reduce population count for individual elephant types, so as to avoid bug with War Elephants.)

39. Repelling Volley card does not apply increased bonus against Eagle Knights as listed.

40. Stone Castles card does not properly upgrade the range of Castle cannon attack.

41. Tercio Tactics incorrectly displays 'Redoleros' as opposed to 'Rodeleros.'

42. TEAM Wool Staple Ports doesn't work properly with livestock fattening, and is missing bonus for Sacred Fields. "I think this is only relevant for treaty, not sure the impact there, also not sure sacred fields are meant to be impacted by these cards?" - This tech is supposed to boost both sacred fields and shrines. It'd change treaty most likely for the worst as Japan is OP. I advise not fixing. I'd advise fixing now. Focuses should be on Supremacy.

43. Rifling tech does not affect Renegados and Thuggees.

44. Caracole does not affect Comancheros.

45. Bayonet tech does not affect Pistoleros and Dacoits.

46. YPHCGurkhaAid card does not affect Mansabdar Gurkhas.

47. XPRevolutionOHiggins upgrade needs order changed, so Imperial Hussars displays correctly.

48. NatXPKlamathHuckleberryFeast is impossible to get 10 crates of food. (Solution is to set tech at -0.67, making 10 crates of food possible.)

49. Indian and Sioux Surgeons cannot construct Field Hospitals.

50. HCMusketeerGrenadierHitPoints does not affect Janissaries.

51. NatMercHuronMantlet missing AbstractInfantry tag. -"I have no idea how this will impact them, they also do come into play in late game on Hudson" -This is the French Merc version. The actual native you can train has the tag already. I've gone ahead and put it in line with that unit. This should only really effect treaty.

52. OutpostWagons cannot build War Huts. Changed on EP8, now builds Asian Outposts for all civs that have no ability to make regular outposts (more balanced). Seems fine.

53. xpAztecWarchief needs Damage flag added to hand attack; he should not hurt allied units with the Smoking Mirror card.

54. xpBuilderStart change to startingunit, so it will interfere less with early settler pathing. (Recommended Change) -"I think this is some sort of wagon, no reason to make this change and change the dynamics of how vils move around it. People have been doing this fine for a long time"

55. xpMedicineManAztec changed to startingunit, so it will interfere less with early settler pathing. (Recommended Change) -"I think this is some sort of wagon, no reason to make this change and change the dynamics of how vils move around it. People have been doing this fine for a long time"

56. xpBuilderStart changed to startingunit, so it will interfere less with early settler pathing. (Recommended Change) -"I think this is some sort of wagon, no reason to make this change and change the dynamics of how vils move around it. People have been doing this fine for a long time"

57. Crossbowmen receive a penalty against Disciples. -"Right now its super close to hold archaic rushes, disciples might not even be a threat if this multiplier was removed. Will just make the game less exciting"

58. Manchu hand attack has a smaller multiplier compared with other cavalry archers. (Recommended Change) "Manchu are already one of the best mercs in the game, not sure theres a need to play around with that"

59. German Advanced Dock does not make ships train faster.

60. Spanish Consulate Nanban Trade tech does not properly affect Asian trading posts and XP from trading posts.

61. Wokou Junks are missing intended broadside attack.

62. 3 Li'l Bombards shipment has incorrect icon.

63. Consulate artillery units upgrade their names improperly in the Industrial and Imperial Ages.

64. Chinese can't research the Imperial Cannon upgrade at their factory.

65. Chinese can build Blockhouses after sending Blockhouse from Russian Consulate.

66. Upgraded Carib units improperly named.

67. Old Ways card does not decreases cost of the Aztec Big Button tech at the fire pit. -need to talk about impact" -I want to say it is supposed to lower the cost of all Aztecs unique techs, but it instead increases the cost on that particular tech. Fixed on EP7.

68. British, Chinese, Indians, and Japanese can ship Mercenary Loyalty more than once. "-Might not be an issue worth fixing" -Super easy fix. Remove 3 lines of code.

69. Longbow range upgrade (Yeomen) only applies in volley mode.

70. Andes only gives one Cherry Orchard Rickshaw.

71. Explorer Revive using hotkeys. (Solution change tactics for explorer to new custom tactics that are exactly the same with no hotkeys attached to them. This means all units except explorers will have unit tactic and explorers will no longer revive. Bug is present in Vanilla as well if you add hotkeys to the explorers. Only possible way is to remove hotkeys to the units in the .bar file.) (Recommended Change) (Exploitable) -Won't be able to discuss this. Fixed on EP6. Is it ok to PM how this was fixed? Was fixed through UHC2, so directly in the game engine.

72. ChurchQuatrefage (Spanish) and ChurchStadholders (Dutch) move Barrack upgrades. ChurchKalmucks, ChurchBashkirPonies (Russian) and shipping Card HCShipWingedHussars (German) move Stable upgrades. ChurchGardeImperial1, 2, 3 (French Grenadiers) move Artillery Depot upgrades.If used, improvement buttons are displaced to the right, so that they are not below their corresponding unit button. (Solution is to change how cards upgrade the units.) -This was a bitch to fix. I'll fix the French tech on a future release. Was this ever fully implemented? Not by me, that's for sure.

73. Chinese, Japanese and Indian surgeon have no sound file.

74. Iroquois discovery travois has no sound file.

75. Sufi Pilgrimage goats have no sound file.

76. Consulate Portuguese Ironclad has no sound file.

77. Silk Road Map trading posts have no sound file.

78. Russian church Kalmuck (Dragoon) has no sound file.

79. Indian consulate Ottoman villagers have no sound file.

80. TEAM 3 Native Villager shipment should always have Aztec sound. (Won't affect Iroquois or Sioux, but Aztec villagers shouldn't have British or French voices etc.)

81. Spanish Quatrefage Halberdiers have Dutch Halberdier sound file. (Solution is to add the Spanish Rodelero or Pikeman voice to the unit.) Fixed pre-EP3. Good fix.

82. Japanese consulate Dutch church has incorrect British texture.

83. Japanese consulate Dutch arsenal has incorrect Russian texture.

84. Cree Trading posts can train CDB post revolution. (Debatable bug) "No Fix - Mechanics Cool that this is possible"

85. Cherokee native post tech grants 4 villagers post revolution. (Debatable bug) "No Fix - Mechanics Cool that this is possible"

86. TEAM 3 villagers and TEAM 2 settler wagons grant villagers post revolution. (Debatable Bug) "No Fix - Mechanics Cool that this is possible"

87. Hussar revolution for Ottomans missing Gardner Royal Guard upgrade. -"already too strong no need to make it worse"

88. TEAM Early Dragoons does not enable German War Wagons or Aztec Eagle Runner Knights. And it is not supposed to; these units are overpowered in age2 due to having base age3 stats. Change reverted. Debatable, if anything the card should very least improve the other civs units/train times, similar to early skirms. Also port cass are age 3 stats with early skirms card and can be argued are OP in team games. Better fix would be to base units off colonial stats. It's not ideal for sure, but idk whether anything will be done, due to the balance implications.

89. TEAM Early Skirmishers does not grant a bonus for Ottoman. (Solution is train time reduction for Abus as it does for Longbowman.) -I see I didn't have the card labeled. Should still be fixed. If worried about OP, reduce train time to like 5-10% so it still helps, but doesn't make it team game breaking.

90. Iroquois Travois cannot construct native embassies. "-probably intended" Intended?

91. Travios and dock wagon can't build docks due to limited Line of Sight. (Solution is to increase LOS to 12. Max velocity may need to be reduced on unit to prevent it from becoming a scout, though this could present further complications balance wise. Need to test this.) -"Need to see how much LOS" -This one scares me actually. Fixed on EP5. How exactly was this implemented fully? PM me. Travois LoS increased to 12, as suggested. Dock Wagon seems to have more than enough already (18).

92. The following techs have <Flag>UpgradeTech</Flag> so 'YPHCCheapUnitUpgradesTeam' and 'YPNatZenMeritocracy' effect their costs but they shouldn't. Flag should be removed from topkapi, tanzimat and abbasid Otto techs as galatatower, koprulvizier, milletsystem and ALL other church/monastery techs do not have this flag and to add would create imbalances. Also, these Otto techs already had prices reduced in a previous patch. It should also be removed from bigdockrawhidecovers, bigdockcipactli and bigdockflamingarrow as no other warchief civ bigbuttons have this flag. Cipactli is not even an upgrade, it is a unit shipment. Again, same reasons as church/monastery - adding to all bigbuttons would create imbalances. -need to see the impact sounds like no change -We may want to look into this more.Fixed on EP8. Good Change

93. Dutch Consulate Church cannot train spies. (Recommended Change)

94. Russian Consulate Blockhouse Rescued villagers, TEAM villagers, and Cree CDB can also build additional blockhouses. -"No reason to touch it
"
-This one I did touch a little bit. You can build that blockhouse with the rescued villagers but I set a build limit of 1 thus the blockhouse isn't used in place of their war academy. I think I saw this was removed from a patch? Not a bad change just need clarification. Was not removed, but was made buildable by all villagers, for consistency.

95. Back-herding is a fairly common problem on maps such as Great Plains and Andes. It seems to effect larger hunts more often as their herd aura snaps back to its original location. Easiest solution would be to go in and re-edit some of the offending maps max herds and change starting herd radii. -"This has a large impact on the game" Maps fix this more than anything

96. French TEAM Ranged Infantry Attack card increases the attack of cavalry archers, bow riders, keshiks, and yabusame. (This is caused by the Archers Tag. Solution have card affect individual units.) -"Could have unintended consequences" I advise we set this to effect individual units, so the card works properly. Fixed pre-EP3 by making it affect AbstractRangedInfantry. Seems fine even if it improves musket units. I'm pretty sure this improves ERK as well? I could be wrong. :P Yeah it does improve ERK.

97. Ottoman TEAM 2 Outposts card allows Native, Russian, and Asian civs to build and upgrade outposts with their villagers, without requiring the wagons. Fixed on EP8. Outpost Wagon now build Asian Outpost (Tower) for all civs which should not have ability to build regular Outposts. Seems fine

98.Northern Lakes Japan only gets 1 cherry orchard. Needs to be set to 2. (I believe this is a AS Fan Patch 1.2 issue only.) (Recommended Change)

99. Surgeons from the British Consulate cannot build Field Hospitals. (Solution set to obtainable)

100. Homecity Sohei have less damage against Cavalry than regularly trained Sohei. (Solution increase to new stats (3.5x vs. Cavalry, 2.8x vs. Light Infantry, instead of 2.25x vs. Cavalry and 1.8x vs. Light Infantry). (I believe this is a AS Fan Patch 1.2 issue only.)Fixed on EP8.

101. Sufi Sharia Tech gives the Dutch +9.0 Settler Build limit. Should only give +5.0 for the Dutch. Difficult one to fix. Also has implications for otto/jap. Just change how the tech works. Set it to increase vill train limit by a set amount instead of a percentage. Would be better that way. That's the thing; a set amount would still be unequally good/bad, depending on the civ.

102. TEAM 5 Manchus Card takes only 40 seconds to ship. (Solution changes to the proper 60 seconds to ship, standard of all Mercenary shipments.) (Recommended Change) (Exploitable) -"could impact balance of team games, mercs already suck in team games, especially team mercs" Fixed pre-EP3. Seems fine

103. Arsonists and Repentant Arsonists have missing 'Mercenary' tag. Fixed pre-EP3. Fix arsonists :D

104. Asian Consulate Bank hit points bounty, kill bounty, hitpoints and gather rate need to be all adjusted to match current stats. Looks like only bounty is different. Eh, could be based on AS 1.2 stats, they played with banks a lot. Was this fixed? If not it should be.

105. Repentant Fusiliers have missing 1.5x bonus against Light Infantry in guard mode. Duplicate of #1. Fixed anyways due to removal of repentant mercs.

106. Portuguese Infantry Cards now appear in the incorrect location of the home city menu, as well as their cards they were once swapped out for. The combat cards will still be available in age 2/3. (I believe this is a AS Fan Patch 1.2 issue only.) (Recommended Change)

107. xpTomahawk throws a musket ball instead of a tomahawk. (Solution is to use Vanilla Native tomahawks attack animation.) (This is an animation file change and wont have an effect on the units balance or upgrades that effect it.) (Recommended Change) (Successfully added in FP 1.3 for Mac) -"Animation has to stay the same fee" I see this has held up through each patch. Has anyone noticed any issues with this? I will say this and the spears are my favorite change! Noticed they are now inaccurate, will be changed on EP9.

108. Native Settlers throw musket balls. (Solution change animation to Native Eagle Warrior) (This is an animation file change and wont have an effect on the units balance or upgrades that effect it.) (Recommended Change) (Successfully added in FP 1.3 for Mac) -"Animation has to stay the same feel" -I fixed the bug in 1.3 that caused these units to miss throwing spears occasionally. They now have 100% accuracy. I see this has held up through each patch. Has anyone noticed any issues with this? I will say this and the tomahawks are my favorite change!

109. The Firepit Bug: Essentially you can set settlers to a unit modification dance on the firepit and they will give the bonus to units attack, siege, or explorer. This works properly. Once dancers are removed from the firepit the bonus remains active. The boosted unit statistics remain unchanged, even though the dance UI icon by the score vanishes. If you set the firepit to a different dance the bonus goes away. (No possible fix I'm aware of. Bug is fixed on ESO through ESO client, but not in game files. This bug effects all offline, LAN and 3rd Party Clients gameplay.) (Could become major problem if ESO servers ever are closed) (Exploitable) I could not replicate this issue even in SP. Very possible this bug was present prior to RE patch, I can't remember. Mitoe and Cohenski discovered this iirc on Mac, and I confirmed it on Windows. I don't see it any issues as of now. Possibility it's still an issue on TWC... but w/e, cba to check.

110. China Record Game bug is caused by the tech ypMonasteryDiscipleAura. It's located at the monastery (Costs 100f 100g) and gives Disciples a 10% attack and hp boost inside Chinese Monks Aura. If you set it to record game, the effect will increase ALL units HP and attack by 10% inside Monk's Aura. (Possible fix is to make tech effect all units increase the cost to 500f 500g. This puts it inline with a unit upgrade card shipped from the homecity. This is undesirable.) (Exploitable) -We need to discuss the best method to fix this. Sort of fixed. set this as a base statistic upgrade instead of Aura. To fix Aura, I'd have to basically rebuild Chinese explorer from ground up to see where ES made a mistake. Calling this fixed for now. Any issues with this change?

111. Chinese and Aztec explorers that died in cover mode revive with full speed. Switching stances causes the cover mode speed to reset back to normal. This could cause imbalances early game as it increases explorer HP tremendously. (Possible solution is to remove or standardize stats for cover mode. Both options are undesirable) (Exploitable) Fixed on EP7. Good fix.

112. This is done with a text editor with the homecity.xml file. It allows up 44 cards to sit in the deck. (No possible fix currently. Bug is fixed on ESO through ESO client, but not in game files. This bug effects all offline, LAN and 3rd Party Clients gameplay.) (Could become major problem if ESO servers ever are closed) (Exploitable) I still recommend a look into this at some point, if ESO is ever shut down. I doubt DE will touch this.

113. Sioux and Indian explorers are unable to pick up treasures when in other modes other than the default melee mode.Fixed on EP8. Good fix.

114. Aztec Eagle Knight holds a spear but shoots arrows. (Solution change animation to Native Eagle Warrior) (This is an animation file change and wont have an effect on the units balance or upgrades that effect it.) (Recommended Change) (Successfully added in FP 1.3 for Mac) <3

115. Mill and Plantation bug with villagers becoming stuck inside of center building. (While there is no full proof way to fix this, making villagers static on mills and plantations would help reduce occurrence. Would require testing as it could increase gather rates. -"Gather rates for walking on these vary based on levels of lag in the game, rather not touch this one and get into that game" -This is a fairly easy fix and balance change. The villagers walking on a mill already gather at nearly the same rate as static villagers on farms and rice paddies. I understand the hesitation however. Should be looked into at some point. Problem is this is not an easy fix at all. It's actually impossible to make the villagers static (without engine changes).

116. Native Eagle Warrior missing modifiers against Cavalry, CoyoteMen, Light Cavalry, and Eagle Knights. IMO treasure should be changed to the Aztec Eagle Knight as opposed to the Native Version, would make the treasure more valuable and would be more interesting for map sets with that treasure game play wise. But just my opinion :)

117. English copies of TAD civilizations use a pseudo-Mandarin, pseudo-Farsi and pseudo-Nihongo voices for all current sound files. When the game was released in Japan and China ES re-recorded all the unit voices using actual Japanese and Chinese voice actors. (Solution use sound files from those copies of the game to give units proper languages. TWC civs and India have no solutions for proper voice overs.) (Debatable change) -"Change to games feel would be too large" DE should implement this. I agree with Ryan on this. With DE it might be feasible.

118. TWC and TAD were released with low resolution flag icons. While at release the resolution was unnoticeable, with newer screens it's easy to notice how poor in quality these flags are compared to the Vanilla flag icons. Same applies to revolution flags. (Solution is to retexture and skin the current icons, or use "HD flag" mods that currently exist. Using mod would save hours of work since the results would be virtually identical.) (Debatable change) -"Not necessary really" -I actually would recommend this. It doesn't effect gameplay but it does improve the overall look of the game. Fixed pre-EP3. Your welcome... :D

119. Abus Guns missing modifiers vs Light Cavalry or Eagle Knights in stagger and defend modes.

120. Asian versions of Elmeti, Mamelukes, and Li'l Bombards are available in the Fortress Age.

121. Japanese Shogunate wonder grants 1600 XP to industrial but only lists as 600 XP.

122. Japanese end isolation incorrectly reduces unit attack by 10%.

123. Units tagged as LightInfantry are not affected by British Consulate hit point boost.

124. A very rare first person view caused by using certain hotkey combinations while in home city view. (No known solution. Rare bug, and going to options menu fixes view.) Not sure if RE fixed this. I haven't seen it in years. Never happened to me.

125. Setting one ranged cavalry or ranged infantry unit into defend mode with any 1-49 hand cavalry, or hand infantry causes what is known as a cavalry or infantry box. While not a true bug by definition, it is most likely an unintended consequence of unit stances. (Solution is to reduce speed of units in defend mode, or set so only artillery units sit in middle, or reconfigure spacing. All methods undesirable) (Debatable change) (Would encourage less experienced players as this tactic is frowned upon, but would ultimately push away most treaty players.) "-Cav boxing is fine

126. Agra Fort is missing hotkeys to train units. (3 solutions exist to fix this. First is using a User.con file to override a hotkey button, this however is not ideal and is harder for less experienced players to understand. Second would be removing a hotkey that is hardly used from the list and replacing it with Agra Fort hotkeys. This is also not ideal as some people may use all hotkeys or at least have them mapped namely the treaty community. Third solution would be to edit the .bar file and increase the number of allowable hotkeys, without removing anything be the easiest solution for all players. This however would make the download for the patch much larger.) Did we ever include hotkeys for Agra? If not they should be added. We won't be adding any new hotkeys, to preserve RE compatibility.

127. Flare Allies button is missing a hotkey. (3 solutions exist to fix this. First is using a User.con file to override a hotkey button, this however is not ideal and is harder for less experienced players to understand. Second would be removing a hotkey that is hardly used from the list and replacing it with the Flare Allies hotkey. This is also not ideal as some people may use all hotkeys or at least have them mapped namely the treaty community. Third solution would be to edit the .bar file and increase the number of allowable hotkeys, without removing anything be the easiest solution for all players. This however would make the download for the patch much larger.) I see this as a QOL change.We won't be adding any new hotkeys, to preserve RE compatibility.

128. Patrol Tactic is missing its icon and hotkey. (3 solutions exist to fix this. First is using a User.con file to override a hotkey button, this however is not ideal and is harder for less experienced players to understand. Second would be removing a hotkey that is hardly used from the list and replacing it with the Patrol hotkeys. This is also not ideal as some people may use all hotkeys or at least have them mapped namely the treaty community. Third solution would be to edit the .bar file and increase the number of allowable hotkeys, without removing anything be the easiest solution for all players. This however would make the download for the patch much larger. As for the missing icon, that could be added to the UI, but I find the button intrusive, and the icon it currently has is low resolution, making it awkward.)Not needed.

129. Build Gate is missing a hotkey option. (Solution would not need to be as complicated as above since villagers aren't building this. Setting it to a User.con with a pre determined button would suffice as hotkey conflict would only occur with a "find unit" hotkey.)

130. Eject Villagers from Town Center hotkey should be set to universal for all buildings. Thus all units could be ejected from any building or boat using the same hotkey. (Solution is even easier than above. Just set the eject button to a game world option.) -"There is already a universal ungarrison hotkey -No there isn't. Yes, there is...

131. ESOC Patch Ottoman Silk Road card still is colored to look like a team card. (Solution reskin border of card.) Fixed on EP3.

132. Comancheros only have a 1 ROF melee attack and deals siege damage when put in melee mode. "-Unit is useless anyway -Seems like such an easy fix? Fixed pre-EP3.

133. Pirate outlaws from the saloon are missing snare effect when they attack, and their speed doesn't decrease in cover mode. Fixed on EP8.

134. Spies and Ninjas only take 100hp worth of damage when using explorers crackshot. (This may be due to a negative multiplier.).It is because of the intended multiplier. Not a bug.

135. All ESOC maps and map sets are using incorrect image files. (Custom images would need to be created as these are new maps. This is easy to do though slightly time consuming. Would give the patch a more professional look which is desirable.) -"We don't have images that are the same look and feel so don’t want to change it" -Photo Shop. This is how the Competitive Map Set had its own image file in FP 1.2. Changed to in-game minimaps. Could still be improved.

136. Gates do not properly reduce to the new HP of 1500 on ESOC Patch. "Doesn’t impact games because of aoe splash" -Walls honestly should be stronger than gates from designer perspective, but I digress. Splash isn't a thing since we delete pillars now (Stupid meta design wise imo) but has this been fixed? Yes.

137. Flame Throwers damage cap is lower than its base attack resulting in the unit not dealing the correct amount of damage to units. Vaguely remember patch team getting pissed off about this, but the Mankle told me to implement it :P

138. Trample mode does not work properly with units that already have area damage attacks. Just remove this useless feature lol...

139. Native Settler does not use a spear animation in hand combat. (This is an animation file change and wont have an effect on the units balance or upgrades that effect it.) (Recommended Change)

140. Settler Wagon does not use blunderbuss melee animation in hand combat. (This is an animation file change and wont have an effect on the units balance or upgrades that effect it.) (Recommended Change)

141. Windowing into and out of the game causes all music and sound files to become muffled. (No known solution other than playing with sliders in options menu) I believe this is also related to the "sound bug."

142. Ottoman TEAM 600 gold is set to obtainable only in the Industrial Age. (Card should be set in line with Aztecs TEAM 600 gold that's obtainable in Fortress Age) -"Doesn’t really matter and otto are so good in team anyway because of abus Should be fixed.

143. Macehualtin shoots musket balls as opposed to slinger rocks.(Solution change animation to either Bolas Warrior sling or make a custom small rock animation.) (This is an animation file change and wont have an effect on the units balance or upgrades that effect it.) (Recommended Change) (Successfully added in FP 1.3 for Mac) I never fixed this on Mac.

144. Tiger Claw Natives (Including Mercenary Variety) are missing the CoyoteMan tag. -"Impacts balance" Not considered a bug. Could be potential balance change. Should have little to no impact.

145. Rattan Shield Natives (Including Mercenary Variety) are missing the CoyoteMan tag. -"Impacts balance" Not considered a bug. Could be potential balance change. Should have little to no impact.

146. CheckLandHCGatherPoint flag should be added to Cherokee trading post's Sequoyah Syllabary tech. If there is no drop off point for the Settlers, you do not get them, nor do you get your 400 resource back. Fixed pre-EP3. How was this implemented? PM me. Uhm, seems you've implemented it exactly as noted here; by adding the flag.

147. Techs that are supposed to upgrade warships ('Cannonade', 'Armor Plating', and, technically, also 'Percussion Locks') don't affect ironclads, because these miss the 'LogicalTypeNavalMilitary' unit type definition used by those techs. (Navy upgrade cards like 'Improved Warships' or 'Offshore Support' work, because they use the unit type definition 'AbstractWarship' which includes ironclads.) Fixed pre-EP3.

148. Killing herdables near captured treasures (like Villagers or Tomahawks) sometimes attack the player. This can also cause guardians to attack villagers. (The chop attack when using it against herdables appears to have an area damage. Would need to look into this more.) Please god fix this bullshit... From my experience, this happens when you "obstruct" the treasure site by placing buildings near it. No known fix.

149. The revolutionary Bonifacio (Brazil) is supposed to give all minor native warriors 'Legendary' upgrades, including elite and champion upgrades. However, it just provides the 'Legendary Native Warriors' tech from the capitol, the respective 'Warrior Society' and 'Champion' techs still have to be researched individually. This should be fixed despite how unlikely the revolution will be utilized. It's just bad design.

150. After ending a game or moving from the editor to the main menu it plays the AoE3 Vanilla theme, not the TAD theme.

151. Warriors from the Alarm Dance fire musket balls rather than arrows. Cool I fixed this, I don't remember doing so.

152. British and Aztec Offshore Support card is available at Age 2, while for Ottomans this card is only available at Age 4. (Debatable change as it changes game meta. Better solution balance wise would be to move all these cards to age 4. Discussion for balance team) Should be an age 4 card for all civs, but w/e...

153. Native civs do not get LOS from Trading Post Gaia Units. Fixed on EP7.

154. Arsenal tech Counter Infantry Rifling doesn't affect shipped Cherokee and Cree natives (but does affect European mercenaries and Cherokee/Cree natives from Trading Posts).Fixed pre-EP3.

155. Russian / German TC may disappear when aging. Happens most frequently when going Industrial. (No known cause or solution)

156. Medicine Card doesn't properly reduce Russian batch Villager production. Easy solution is to just make card reduce train time by a set amount or change string text.

157. Cherokee Basket Weaving is supposed to make Dock, Market, Mill, and Plantation improvements no longer cost Wood. It does not affect however the new upgrades for those buildings introduced for the expansion pack civilizations. Fixed on EP5.

158. Cherry Orchard build space restriction is not retroactive nor is it reciprocal. Players are not likely to be able to build replacement Orchards if the old one is surrounded by buildings. Fixed on EP4. Great fix.

159. The Sioux and Aztecs have cannons that fire out of the TC when a ship is close. (Solution is to create a new projectile with same stats that isn't a cannon.) This should just be changed to the arrow animation war huts have for consistency

160. Chinese Heavy Cannons from Russian Factory missing audio. Should be an easy fix

161. Gorasksha card only affects the base gather rate when livestock is not tasked to a Sacred Field; has no bonus when tasked to a Sacred Field. The bonus still applies, just not to the Sacred Field gather rate. Not a bug.

162. Sepoy tooltip incorrectly indicates that they're good against cavalry with their ranged attack. I'm pretty sure this is just a string edit

163. Tashunke Prowler tooltip description lists them as being available in the Colonial Age. String edit?

164. Asian expansion civs using native canoes have no audio. Should be an easy fix.

165. Tashunke Prowler is missing upgrades for Champion and Legendary. (This looks to be intentional by ES, but the units stats are currently not to par with Industrial and Imperial units.) (Could change meta) (Debatable Change)Essentially fixed on EP7, as a balance change.

166. Fast Training techs and cards do not effect Dog Solider, Skull Knight, Summer Palace, Dojo, or Confuscion Academy training time. They do however effect factories.(Could change meta) (Debatable Change) (Need to double check this one.)

167. Factories are penalized if not enough population space is available when training various artillery. All Asian wonders and Dojos however are not penalized for this and units finish training as soon as population space becomes available. (This appears intentional though the rationale behind it is puzzling) This should be implemented. QOL change, and I think you'd see heavies used more frequently late game.

168. Wokou Horseman fire incorrect musket projectile.

169. Spains new shipment numbers do not display the correct number of units.

170. Qiang Pikeman have a lower multiplier against light infantry compared with other Heavy Infantry. Fixed on EP6.

171. – Cassador, Cuirassier (including Consulate "Gendarme" version), Eagle Runner Knight, Halberdier, Jaguar Prowl Knight, Lancer (including Consulate "Garrochista" version), Oprichnik, Spahi and War Wagon scale using veteran statistics as opposed to colonial statistics. These have huge implications, unlikely to be changed. Should be looked into despite the implications, and perhaps even tested in a long term beta. It's a huge inconsistency in the game.

172. The Portuguese advanced church tech that improves gathering from mill buildings by 20% and decreases all other gathering by 5%, doesn't affect rice paddies.

173. Sioux Teepees don't increase villager hitpoints.(Either have this effect villager HP, or update the string text.) String updated.

174. War Dance does not effect artillery type units. Not easily fixable.

175. Advanced Arsenal doesn't enable Incendiary Grenades when sent in the Colonial Age.

176. Clenched Fists at the Shaolin Temple does not properly effect ranged infantry when placed in melee mode.

177. Built Trade Posts have to be repaired after any building HP improvement has been applied. Not easily fixable.

178. Settlers captured from treasures change appearance. Not easily fixable, just how the game works. Not that hard. Easy actually, and could be made even more unique.

179. Combat music used when attacking forts, trade posts and town centers does not end properly.

180. Besterios doesn't grant Guard Crossbowman tech properly to Portuguese Crossbowman when researched. Unit also doesn't properly update appearance. (Looks intended, but it's confusing since it's equivalent to a guard upgrade. Industrial Crossbowman clothing does exist.) Fixed on EP5.1.

181. Several units don't have Colonial, Fortress, or Industrial age skin changes. This includes, Lancers (Campaign), Cassadores (Early Skirmishers), Eagle Knights (Early Dragoon), War Wagons (Early Dragoon), Falconet, Culverin, Mortar Horse Cannon, Flaming Arrow, Light Cannon, Urumi, Spahi, all Naval units, and all native trade post units. This is an easy fix. Code and art files for this already exist and we just need permission to use them.

182. Ottoman Galleons, Frigate, and Monitors have Christian inspired sails. This is an easy fix. Code and art files for this already exist and we just need permission to use them.

Updated 4/13/2020 with all discovered bugs posted to forum. Eaglemut can post whether they have been fixed or not. I copied and pasted from what users posted so sorry if these feel less inline to what I have posted above. Eaglemut please add any that are missing that were fixed in patch

183. Villagers training time bug after Jesuit's tech which reduces training time by 15%. The problem is that Russia's villagers train time is on the base of a normal villager(25 sec). Then the 52.5 sec training time (70% of 3 villagers time which is 75sec) is reduced by 15% of 25 and not by 15% of 52.5 (or perhaps stack up with Russia's bonus and get in total to 45% time decrease). In other words the expected time after the upgrade is 44.625 but in fact it is 48.75. (Same issue as medicine card?)

184. After an upgrade at monastery monk gives an aura which increases their speed to 6.61. But the monk's speed is boosted only to 6.25. that means if you use them together in group they cant use their full speed. If you keep them separate from the explorer they wont get the speed boost.(Debatable Bug) Not a bug, correctly calculated according to base stats.

185. Indians being unable to ship some cards due to the extra villager, and some cards being available. (Debatable Bug, needs to be looked into more) Intended.

186. Rams do full damage in cover mode. (Exploitable, and why has no one abuse this! :D Rams OP?!?)

187. Missionary bounties are not updated in accordance with the cost decrease of the unit. (Zoi added this not sure what he meant?)

188. Aztec "2 war hut age up" description is now always in English, regardless of your ingame language. In a previous version of the patchi it used to be correctly displayed in user own language and with correct number of war huts (2).(This is just a string text that needs to be translated) EP doesn't handle non-English strings, all changed strings are in English.

189. Somehow the rescued village from treasure (in the Painted Desert treasure set atleast) speaks english even if you are playing a native civ. (This could easily be fixed if the villager image didn't change. Sort of addressed on line 178.)

190. The Chinese Consulate Blockhouse can't train Banner Armies. (Solution set to obtainable.) got that fixed? coz atm those available armies r bugged. some r actually quit "lets say unique" (imperial army xD) (Oof... I must have set it to the campaign war academy, my apologies...)

191. Hey I was playing with aiz recently and we noticed that the infantry breastplate from arsenal now gives +15% hp instead of the former +10%. I don't recall any patch change about this so I guess it's a bug, and a pretty big one (Unintended change I think that I grabbed from FP. I missed it and I apologize.)

192. ive noticed CIR gives x3 vs goon also (Unintended change I think that I grabbed from FP. I missed it and I apologize.)

193. Well, apparently dragoon-type units don't receive any multipliers against Sioux warchief despite the fact that it should be the case based on the stats. Goons have a bonus vs hand cav, which the WC obviously is, and yet just normal damage is done. That's a bug for sure! (I believe this was already fixed?) Done as a balance change.

194. iCourt hasn't been in for a while, but he'll be back soon enough – with any luck. Any news on more bugfixes? Is Icourt around anymore? No, he doesn't seem to be active currently.(hi! 4 years later...)

195. Marathan Catamarans should get their attack damage type changed to siege, like every other warship. (I believe this was fixed already?)

196. I am not necessarily sure if this constitutes a bug or not, but some of the TAD treasure guardians (I think lions, panthers and tigers) can bug out and have a super fast attack rate. If you attack one, then walk towards the treasure, they attack super quickly and can deal tons of damage. But, it can totally vary, making it hard to take calculated risks when taking treasures. (Pretty sure it is the attack animation speed that needs to be adjusted.)

197. Indian card Call to Arms" doesn't work. (Looks like this isn't fixable, best solution would be to change the entire function of the card.)

198. - when the game is set to post-industrial age, dutch skirmishers stay on veteran status (instead of guard) and cannot be upgraded to guard even manually (can be upgraded directly to imperial though) (This is just shadow teching incorrectly the stats are correct. It's an order of operations issue.)

199. Indian Royal Green Jackets home-city shipment has a wrong description. (Explain?) Missing note about Gurkha multiplier buff that was added post-release.

200. I'm not 100% sure, but I think I remember they [iron troops] give you 30 xp when you produce/kill them, which would mean they are actually meant to cost 300g and not 200g (should check this but I can't rn). (cba to check :P)

201. When you delete your starting Town Center before the treaty time expires, you cannot build anything anymore. I'm pretty sure it shouldn't be like that, though at the same time I don't know if and how it could be done to prevent players from burning their TC early to rebuild it somewhere else on the map to be able to build more in the radius :hmm: (I'm 99.99% sure this is intentional, however it's good to document these things.)

202. The fort in the King of the Hill game mode can be deleted when a player has control over it. (Should be able to be set to not be deleted similar to british manors)

203. Native Embassy doesn't allow Iroquois or Aztec units to be created. That was the case with the Lakota tribe, too, on ESOC Iowa. (Should be easy to add the unit buttons to the building)

204. Bhakti Vegetarianism improvement doesn't affect Cherry Orchards :hmm: (Probably should be added, but technically the tech is working correctly. Tech would need to be reduced cause 40% gather rate is ridiculous...) I don't think this is a bug.

205. Sound files missing from Dragoon, Horse Artillery, Irregulars, Sentries, Spanish Consulate Falconets, Consulate Dutch Expeditionary Army, Portuguese Consulate Heavy Cannons, and Surgeon in Campaign (Low priority)

206. Villagers in TWC campaign shoot spears out of their guns. (Fix for this would be to replace native villagers in campaigns using Settlers for the particular scenarios they are present.)

207. Iroquois Native Mantlet improvement doesn't work. (I believe this became an issue when TWC was released... the tech just needs to be re-implemented. Easy fix.)

208. I found a bug in which armies trained from Chinese Consulate Blockhouse don't spawn correctly. Instead of an army a single unit with a black icon is put out. (Hmm, should be easy to fix, just missing a few lines of code. I believe this was removed anyways?)

209. Mansbdar Howdah has different cost ratio from normal Howdah. (Mentioned in line 14 but probably missed implementing change.)

210. 1.we can choose ypchinesemonk2 in YPAge0Chinese replace ypchinesemonk .2.add ypchinesemonk2 in cixis file.3.change YPHCShipShaolinMaster ypchinesemonk replace yochinesemonk2 (Explain this one?)

211. Japanese ships have Spanish names. (They most likely are learning how to speak Spanish.)

212. Spahis received from the TEAM home-city shipments are not automatically improved upon advancing to the next ages, which makes such cards pretty mediocre — for example, when you send Spahis in the Industrial Age and your teammate gets just default ones. I think it should be fixed. Debatable (This is due to the other civs not having the shadow tech for spahis upgrades enabled. Does Ottoman need any more boosts? Do allied Urumi upgrade?)

213: The Gribeauval home-city shipment has a wrong description (Change "Cannons" to Heavy Cannon)

214: Dead cows appear as alive in fog. (Herdables have inconsistent code on this.)

215. Caravel, Galley, Galleon have -2 standard attack range (Fixed it looks like, It's so easy to make new bugs unintentionally...)

216. Code for abus gun range is incomplete. +2 range only affects in volley mode. Does not affect abus gun in defend and stagger mode. Checked in game as well as file. (This was mentioned for their multipliers as well on line 119. Looks like this was fixed?)

217. can we fix ypUnitDiscipleAura bug (I want to say this was changed including the string file to say it is just a 10% upgrade. The aura effect causes all military to be boosted by 10% if the game is being recorded.)

218.Tomahawks can not build stuff after sending battlefield construction while aenna/forest prowlers can. Also do they still only get 12 range instead of 14 after the lacrosse upgrade? (Looks like this was fixed?)

219. Some time ago, we found out that the 2 eagle warriors treasure that can spawn on Adirondacks in team is bugged. The eagles deal 0 attack, they don't throw anything, and they don't have any range iirc. (This could be the spear animation. This would effect all Native Eagles though. Would be worth checking those natives.)

220. Any chance to fix outlaws not having alpha color (can't see them behind buildings)? (Fixed)

221. Small one again, Currently on both patches the livestock/village upgrade of "selective breeding" which costs 150w and 150g is meant to increase fattening rate of herdables by 25%. However it appears that this is incorrectly set to 20% increase on both patches. (Want to say most the herdable upgrades have incorrect values.) Not a bug, just misunderstanding that auto gather rate is not affected.

222. Explorer Crackshot glitch allows explorers to fire extremely fast. (Fixed?) Only partially fixed on EP; unit must be standing still and re-targeting to ignore RoF.

223. There seems to be a bug with the British consulate. Sepoys start at 180hp. British consulate gives 5% HP. This should give them 189hp, but they have 188. Breaking the alliance leaves sepoy with 179hp. Repeatedly allying and unallying (like the Japanese consulate glitch) doesn't change the hp values. This happens with other units too. Gurkha start at 115hp, British consulate gives them 120hp, breaking the alliance gives them 114hp. (Def not a good bug, needs to be looked at)

224. 12 bison remains a card and 9 bison age 1 was changed. sioux struggle for cards in age 2 and so can we swap the 9 and 12 bison cards around so that there is 9 bison Age1, 15 bison Age2, 20 infinite Age4 (Easy fix) (Not a bug?)

225. Are sioux teepees meant to be able to affect fishing boats and canoes cuz at the moment they do. Not game breaking i guess but fishing boats benefit eco up and sioux canoes benefit from HP and attack once attack card sent. (They should not effect fishing boats at the very least.)

226. Economic techs for Sioux hunting in colonial work additively. By shipping Great hunter (+25%) , have both techs at farm (+10 & +15%), aged with Wise woman to age2 (+10%), market hunting dogs (+10%) and sioux teepee(s) (+8% which Dont stack) you can get vills gathering at + 78% which is approximately 1.5 food per sec per vill while hunting and in game observations appear to match this well. (Should be working off base stats) I don't see what's the bug here. Auras work on current stats, techs work on base stats.

227. Whenever I send heavy fortifications the skirmisher upgrade moves back to where it was before the fix. (Explain?)

228. If you cancel British consulate with Mansabdar boosting units then those units lose double the HP they are supposed to and end up damaged. They can actually be healed back up again. (Explain better?)

229. While playing with the spanish, I realised that the upgrade to rodeleros says "espadachins" when it should say "espadachines". (String text error)

230. The unction shipment says +2 missionaries when in reality it only gives you 1. (String text error)

231. Map description of ESOC Wadmalaw says that the natives present on the map are the Seminoles when in fact it is the Cherokee which spawn. (Map Text Error)

232. FortFrontier (Euro Fort) only does "Ranged" damage despite having a cannon attack. All other buildings with a land cannon attack perform "Siege" damage. (Debatable Change. Would make shipment more viable. Balance Implications)[/spoiler]

Re: Bug Fixes for Fan Patch

Posted: 18 Jan 2016, 19:38
by thebritish
The bug number 7 made me ragequit from tournament.
That should definitely be changed.

Re: Bug Fixes for Fan Patch

Posted: 18 Jan 2016, 20:20
by _NiceKING_
38. Professional Handlers card bugs with War Elephants (Solution is to reduce population count for individual elephant types, so as to avoid bug with War Elephants.)

What kind of bug?

Re: Bug Fixes for Fan Patch

Posted: 18 Jan 2016, 20:38
by briowl
90. It cannot construct native embassies. (?)

Re: Bug Fixes for Fan Patch

Posted: 18 Jan 2016, 21:21
by momuuu
7. Consulate Units don't conform to the same statistics as the regular units they are based on. This affects the following units from the Consulate: Bestiero Crossbowmen, Czapka Uhlans, Gardener Hussars, Great Bombards, Prussian Needle Gun Skirmishers, Roger's Rangers Skirmishers, and Siberian Cossacks. (This could change game meta. Debatable to change.)
This isnt a bug. Just look at the beisteiro stats to notice they are intentionally different.

26. Ankathari Urumi upgrade (Fortress Age upgrade for Urumi) currently has a Team Tech flag without being labeled a team card. All team Urumi's are improved.
Isnt this just because urumi scale based on colonial stats?

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 00:46
by _NiceKING_
Create spoiler for the list please

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 01:33
by iCourt
briowl wrote:90. It cannot construct native embassies. (?)
No.
_NiceKING_ wrote:38. Professional Handlers card bugs with War Elephants (Solution is to reduce population count for individual elephant types, so as to avoid bug with War Elephants.)

What kind of bug?
Its a conflict bug if I remember correctly. It causes somethings not to activate. Regardless it was fixed by FP 1.2 and if I'm not wrong should still be an issue in both RE patch and ESOC FP.
_NiceKING_ wrote:Create spoiler for the list please
Created a spoiler. Was limited on time when I originally posted this. I did some digging and found another list of bugs that I'll add to the list later tonight.
Jerom wrote:7. Consulate Units don't conform to the same statistics as the regular units they are based on. This affects the following units from the Consulate: Bestiero Crossbowmen, Czapka Uhlans, Gardener Hussars, Great Bombards, Prussian Needle Gun Skirmishers, Roger's Rangers Skirmishers, and Siberian Cossacks. (This could change game meta. Debatable to change.)
This isnt a bug. Just look at the beisteiro stats to notice they are intentionally different.

26. Ankathari Urumi upgrade (Fortress Age upgrade for Urumi) currently has a Team Tech flag without being labeled a team card. All team Urumi's are improved.
Isnt this just because urumi scale based on colonial stats?
This is true about the consulate units. This was considered a bug by the AS FP 1.1 team and as such the units at the consulate were standardized. It's not a change I would personally make (nor care for), but I left it on the list as a debatable change. It's worth mentioning as it was a change made on a previous patch.

As for the Urumi upgrade there are 2 different solutions to this. One is to properly label the card a team card as currently it increases Urumi stats for all players on team, or to remove the team tech completely. Changing it to a team tech would require to re-color the card button and rename it.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 03:37
by briowl
sorry should have been clearer what does '90. It cannot construct native embassies.' mean please?

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 06:20
by iCourt
briowl wrote:sorry should have been clearer what does '90. It cannot construct native embassies.' mean please?
My apologies. It was Iroquois Travois. Thanks for catching that.

Updated with more bugs. Added spacing to the list to make easier to read. Bug count is at 114 of time of this post.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 06:21
by thebritish
Jerom wrote:7. Consulate Units don't conform to the same statistics as the regular units they are based on. This affects the following units from the Consulate: Bestiero Crossbowmen, Czapka Uhlans, Gardener Hussars, Great Bombards, Prussian Needle Gun Skirmishers, Roger's Rangers Skirmishers, and Siberian Cossacks. (This could change game meta. Debatable to change.)
This isnt a bug. Just look at the beisteiro stats to notice they are intentionally different.


26. Ankathari Urumi upgrade (Fortress Age upgrade for Urumi) currently has a Team Tech flag without being labeled a team card. All team Urumi's are improved.
Isnt this just because urumi scale based on colonial stats?

It kinda sucks when you send 3 hussars from homecity, your opponent (india) sends 300 export, allies with otto and sends 3 hussars and you are like gg wp.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 12:33
by momuuu
thebritish wrote:
Jerom wrote:7. Consulate Units don't conform to the same statistics as the regular units they are based on. This affects the following units from the Consulate: Bestiero Crossbowmen, Czapka Uhlans, Gardener Hussars, Great Bombards, Prussian Needle Gun Skirmishers, Roger's Rangers Skirmishers, and Siberian Cossacks. (This could change game meta. Debatable to change.)
This isnt a bug. Just look at the beisteiro stats to notice they are intentionally different.


26. Ankathari Urumi upgrade (Fortress Age upgrade for Urumi) currently has a Team Tech flag without being labeled a team card. All team Urumi's are improved.
Isnt this just because urumi scale based on colonial stats?

It kinda sucks when you send 3 hussars from homecity, your opponent (india) sends 300 export, allies with otto and sends 3 hussars and you are like gg wp.

Well same is true if russia ships 5 cossack against your 3 hussars. Some shipments are simply better than others, thats fine. I dont think this is a bug at all.

@icourt I complete forgot to thank you for the list. Very useful for the next ep release.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 12:44
by fei123456
chinese monk will give the whole army 10%hp/attack aura in a recorded game.
while in a non-recorded game this aura works on disciples only.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 13:14
by thebritish
Jerom wrote:
thebritish wrote:
Jerom wrote:7. Consulate Units don't conform to the same statistics as the regular units they are based on. This affects the following units from the Consulate: Bestiero Crossbowmen, Czapka Uhlans, Gardener Hussars, Great Bombards, Prussian Needle Gun Skirmishers, Roger's Rangers Skirmishers, and Siberian Cossacks. (This could change game meta. Debatable to change.)
This isnt a bug. Just look at the beisteiro stats to notice they are intentionally different.


26. Ankathari Urumi upgrade (Fortress Age upgrade for Urumi) currently has a Team Tech flag without being labeled a team card. All team Urumi's are improved.
Isnt this just because urumi scale based on colonial stats?

It kinda sucks when you send 3 hussars from homecity, your opponent (india) sends 300 export, allies with otto and sends 3 hussars and you are like gg wp.

Well same is true if russia ships 5 cossack against your 3 hussars. Some shipments are simply better than others, thats fine. I dont think this is a bug at all.

@icourt I complete forgot to thank you for the list. Very useful for the next ep release.

But, india has very good eco while russia doesnt.
France and India have the same eco, while 2 French have better eco than 3 russians

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 13:22
by tedere12
thebritish wrote:
Jerom wrote:
Show hidden quotes

Well same is true if russia ships 5 cossack against your 3 hussars. Some shipments are simply better than others, thats fine. I dont think this is a bug at all.

@icourt I complete forgot to thank you for the list. Very useful for the next ep release.

But, india has very good eco while russia doesnt.
France and India have the same eco, while 2 French have better eco than 3 russians

russia has better eco then france

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 14:26
by iCourt
Couprider wrote:chinese monk will give the whole army 10%hp/attack aura in a recorded game.
while in a non-recorded game this aura works on disciples only.


Yes I had this one on a different bug list I've been logging. It's been added to the list along with several other bugs.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 14:48
by thebritish
26. Ankathari Urumi upgrade (Fortress Age upgrade for Urumi) currently has a Team Tech flag without being labeled a team card. All team Urumi's are improved.
Isnt this just because urumi scale based on colonial stats?[/quote]
It kinda sucks when you send 3 hussars from homecity, your opponent (india) sends 300 export, allies with otto and sends 3 hussars and you are like gg wp.[/quote]
Well same is true if russia ships 5 cossack against your 3 hussars. Some shipments are simply better than others, thats fine. I dont think this is a bug at all.

@icourt I complete forgot to thank you for the list. Very useful for the next ep release.[/quote]
But, india has very good eco while russia doesnt.
France and India have the same eco, while 2 French have better eco than 3 russians[/quote]
russia has better eco then france[/quote]


it doesnt

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 15:06
by deleted_user0
another bug

abus do not get multipliers vs light cavalry and eagle knights when in stagger or defend mode.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 15:18
by momuuu
thebritish wrote:
iCourt wrote:
Couprider wrote:chinese monk will give the whole army 10%hp/attack aura in a recorded game.
while in a non-recorded game this aura works on disciples only.


Yes I had this one on a different bug list I've been logging. It's been added to the list along with several other bugs.

please change your profile picture. it makes me mad

could you then remove the embedded video from your signature.

Better said, just remove it regardless, its too large.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 15:30
by iCourt
umeu wrote:another bug

abus do not get multipliers vs light cavalry and eagle knights when in stagger or defend mode.


Added.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 15:50
by zoom
Changdao Swordsman attack does decrease in cover mode actually.

Nice list, although I can't say I've read it all in detail just yet...

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 15:56
by iCourt
Good to know. This is something that may have been fixed on RE patch. I'll strike it out.

Added lines 120-122 with a strike just as a reference. This was fixed on AS FP 1.0 and it appears to be fixed on ESOC FP 1.0.0.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 16:21
by deleted_user0
iCourt wrote:Good to know. This is something that may have been fixed on RE patch. I'll strike it out.

Added line 120 with a strike just as a reference. This was fixed on AS FP 1.0 and it appears to be fixed on ESOC FP 1.0.0.


firepit bug (109) has also been fixed.

Another bug tho:

British consulate bonus does not affect disciple HP.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 16:31
by iCourt
Are you sure Fire Pit bug has been fixed off of ESO? On the ESO client it is fixed but last I checked offline/Gameranger/etc. it still is an issue. Mitoe and Cohenski actually brought this up to me when we were working on FP for Mac. I'll strike when I get some more feedback on this one.

The consulate not affecting Disciples is most likely a tagging issue. Should be an easy fix. Added.

Re: Bug Fixes for Fan Patch

Posted: 19 Jan 2016, 16:37
by deleted_user0
ah, outside eso, i dont know.

Re: Bug Fixes for Fan Patch

Posted: 21 Jan 2016, 03:55
by _NiceKING_
124. A very rare first person view caused by using certain hotkey combinations while in home city view. (No known solution. Rare bug, and going to options menu fixes view.)

Happens to me sometimes