1. Every touch attack is per figure. The ingame help is not the rulebook though, it would get extremely spammy if every rule detail was added on every ability related to it. There are like 10 different touch abilities in the game afterall.
This is not a bug report.
2. Use common sense, geez. Also see above.
3. Ice Bolt lists the abilities that prevent Frozen. I'll also add the list to the Frozen unit debuff icon, so players on the receiving side can read it too.
3b. Water Elementals becoming Non-Corporeal was considered and it would cause a large unintended shift in game balance so I didn't do it. Sorcery can make units fly, so should not also have access to immunity to web in the same tier.
Fire Giants would make no sense being Non Corporeal, and too powerful with Immolation.
Cold Immunity might be more reasonable to add but considering even the Resist Elements idea was eventually overturned, I rather not, Cold Immunity is more powerful than simply preventing freeze, it also blocks Ice Bolt damage as well as Wave of Despair.
4. That's how it works and always worked, not a bug. Building never costed any movement points, but had a limit of how much progress is made on the tile per turn per engineer.
(This also enables the combo of using a flying boat to move the engineers and building more than one tile of road per turn.)
5. The stack movement displays both Mountaineer and Water Walking. The unit display does not support displaying more than one movement type, unfortunately, so the one with the highest priority is shown in the order of Waterwalking->Mountaineer->Forester->Pathfinding->Noncorporeal->Sailing->Flying.
Not a bug, but I changed the priority to display Water move as a higher priority than land move types.
Water Walking, similar to Flight, Sailing, etc never had an ability icon as it had the inherent assumption of being displayed as a movement type instead.
6. Level up MP bonus seems to be applied twice for mercenary previews. I've fixed this for the next update, please test it once uploaded. I'm not sure WHY it was applied twice so this might or might not break displaying the preview stats on other units or under other circumstances. It's possible this was just an accidental bug though.
7.Fixed
8. Confirmed, this was a bug. The line for checking zero movement was missing for road building orders.
9. Works as intended. I can click on the tile and the unit registers the "stay in place" move order correctly. (no red arrow to the destination when selected afterwards)
As it cannot do anything after combat, it cannot execute the "move to where you are" order so the "G" stays displayed but the unit won't move next turn.
A little bit confusing and the G not being shown would probably be better but I rather not mess with the overload movement system if not absolutely necessary. It's way too easy to break things, especially if I create an exception to let a unit "move" after combat, even if that move is for 0 tiles. No idea what the consequence of ignoring and auto-removing 0 tile move orders would be, if any, either.
10. Confirmed. This might be intentional, I unfortunately don't remember. There was some circumstance when the AI was giving gold without losing it in the diplomacy system I think, but which one and why it was necessary, I don't know anymore.
Might have been a limitation from hex editing in DOS though in which case it's not relevant now and can be fixed.
Anyone remembers this?
11. Confirmed. Threatening a wizard costs 100 trade and treaty interest points which makes it possible to do it twice, if treaty interest was +101 or higher. (it caps at 120)
According to the wiki, the cost should have been Treaty Interest dropping to -120 directly instead, which might have changed because that's a lower cost if the value was below -20 already, and allowed using threaten too often. (you can do diplomacy if it's above -100)
12. No, units that died to irrecoverable damage can't be healed, raised from the dead or resurrected. They probably took more normal damage from the attack that caused the stoning, than the stoning damage, so they died to normal damage. Can't verify this without a save file. The unit returns with half the maximal hp which usually is half the figures, this is written on the spell already.
13. If it's that rare and can be fixed on the user's side by pressing the plane button a few times, this isn't worth the time to investigate. If you figure out how to reliably reproduce it and what's the problem, let me know. Maybe you simply forgot to order the unit to change planes before moving and they did came from the other plane or something.
14. Confirmed, fixed for the next update.
This is not a bug report.
2. Use common sense, geez. Also see above.
3. Ice Bolt lists the abilities that prevent Frozen. I'll also add the list to the Frozen unit debuff icon, so players on the receiving side can read it too.
3b. Water Elementals becoming Non-Corporeal was considered and it would cause a large unintended shift in game balance so I didn't do it. Sorcery can make units fly, so should not also have access to immunity to web in the same tier.
Fire Giants would make no sense being Non Corporeal, and too powerful with Immolation.
Cold Immunity might be more reasonable to add but considering even the Resist Elements idea was eventually overturned, I rather not, Cold Immunity is more powerful than simply preventing freeze, it also blocks Ice Bolt damage as well as Wave of Despair.
4. That's how it works and always worked, not a bug. Building never costed any movement points, but had a limit of how much progress is made on the tile per turn per engineer.
(This also enables the combo of using a flying boat to move the engineers and building more than one tile of road per turn.)
5. The stack movement displays both Mountaineer and Water Walking. The unit display does not support displaying more than one movement type, unfortunately, so the one with the highest priority is shown in the order of Waterwalking->Mountaineer->Forester->Pathfinding->Noncorporeal->Sailing->Flying.
Not a bug, but I changed the priority to display Water move as a higher priority than land move types.
Water Walking, similar to Flight, Sailing, etc never had an ability icon as it had the inherent assumption of being displayed as a movement type instead.
6. Level up MP bonus seems to be applied twice for mercenary previews. I've fixed this for the next update, please test it once uploaded. I'm not sure WHY it was applied twice so this might or might not break displaying the preview stats on other units or under other circumstances. It's possible this was just an accidental bug though.
7.Fixed
8. Confirmed, this was a bug. The line for checking zero movement was missing for road building orders.
9. Works as intended. I can click on the tile and the unit registers the "stay in place" move order correctly. (no red arrow to the destination when selected afterwards)
As it cannot do anything after combat, it cannot execute the "move to where you are" order so the "G" stays displayed but the unit won't move next turn.
A little bit confusing and the G not being shown would probably be better but I rather not mess with the overload movement system if not absolutely necessary. It's way too easy to break things, especially if I create an exception to let a unit "move" after combat, even if that move is for 0 tiles. No idea what the consequence of ignoring and auto-removing 0 tile move orders would be, if any, either.
10. Confirmed. This might be intentional, I unfortunately don't remember. There was some circumstance when the AI was giving gold without losing it in the diplomacy system I think, but which one and why it was necessary, I don't know anymore.
Might have been a limitation from hex editing in DOS though in which case it's not relevant now and can be fixed.
Anyone remembers this?
11. Confirmed. Threatening a wizard costs 100 trade and treaty interest points which makes it possible to do it twice, if treaty interest was +101 or higher. (it caps at 120)
According to the wiki, the cost should have been Treaty Interest dropping to -120 directly instead, which might have changed because that's a lower cost if the value was below -20 already, and allowed using threaten too often. (you can do diplomacy if it's above -100)
12. No, units that died to irrecoverable damage can't be healed, raised from the dead or resurrected. They probably took more normal damage from the attack that caused the stoning, than the stoning damage, so they died to normal damage. Can't verify this without a save file. The unit returns with half the maximal hp which usually is half the figures, this is written on the spell already.
13. If it's that rare and can be fixed on the user's side by pressing the plane button a few times, this isn't worth the time to investigate. If you figure out how to reliably reproduce it and what's the problem, let me know. Maybe you simply forgot to order the unit to change planes before moving and they did came from the other plane or something.
14. Confirmed, fixed for the next update.