Found a few weird bugs that no one should ever encounter in a normal play-through, but I love to mess around in mine. First, if you place a snare trap on the ground and then pull yourself into it, you will not get snared. If you then pass your turn and pull someone (remember you're on the trap) onto the trap, then they get snared. Conversely, if you pull yourself into the trap by not pulling anything (if you pull an immovable object, you move backwards but the object does not) then you get snared.
Promoting Sarn Kamina and Silithis both provide weird results. Both of them turned into Caduceus on promotion and Sarn Kamina's sprite turned invisible, while Silithis's sprit did not change. This may be because it took information from the last character I had promote, the psy healer, in some weird bug. I cannot find the logs to save my life, sorry :(
In the battle with Leon Hart the dirt path that leads from the chasm to the mines entrance is labelled dirt in the information box when pressing tab. This dirt has an elevation of 0 but (presumably since it's 'dirt' and not 'chasm') can be leaped on by an assassin without dying, and then upwards across the chasm.
I noticed a potentially unwanted interaction between flying characters and height difference. I understand the mechanic for damage reduction to units on higher ground but thematically and mechanically it seems like flying units should be exempt from this rule since they would be flying at the same height as the unit they are attacking.
Finally, I also have never gotten access to the second mentalist. I have played through the game twice and have never gotten the chance to use him.
Promoting Sarn Kamina and Silithis both provide weird results. Both of them turned into Caduceus on promotion and Sarn Kamina's sprite turned invisible, while Silithis's sprit did not change. This may be because it took information from the last character I had promote, the psy healer, in some weird bug. I cannot find the logs to save my life, sorry :(
In the battle with Leon Hart the dirt path that leads from the chasm to the mines entrance is labelled dirt in the information box when pressing tab. This dirt has an elevation of 0 but (presumably since it's 'dirt' and not 'chasm') can be leaped on by an assassin without dying, and then upwards across the chasm.
I noticed a potentially unwanted interaction between flying characters and height difference. I understand the mechanic for damage reduction to units on higher ground but thematically and mechanically it seems like flying units should be exempt from this rule since they would be flying at the same height as the unit they are attacking.
Finally, I also have never gotten access to the second mentalist. I have played through the game twice and have never gotten the chance to use him.