Thanks. The addition casting skill happens,but this is not connected to the u8. The u8 ability is unknown for me.
1.31 bugs still not corrected?
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This was discussed on the main forum, but it's an uncorrected 1.31 bug:
Dispel magic dispels based on the current, rather than original, owner of a unit -- it dispels friendly spells on an enemy unit, hostile spells on a friendly unit. Thus, you can dispel your own creature binding or possession, and your own confusion when you have control over the unit, and you cannot dispel your enemy's version of those spells. In addition, when you dispel those spells, the ownership of the unit does not change. Proper behavior would be that dispel magic would use the original owner of the unit for deciding whether to dispel those three spells, and would revert control to the original owner if the spell was removed. Anthony Wrote:Proper behavior would be that dispel magic would use the original owner of the unit for deciding whether to dispel those three spells, and would revert control to the original owner if the spell was removed.So, if Rjak posess my unit,then i use creature binding, then I use dispel magic which dispel posession,then this creature's owner become rjak!with my creature binding on it. I must note,posessed units shall destroyed after combat, so its negative spell. So,the desizion is more complex,than here is Asfex Wrote:So, if Rjak posess my unit,then i use creature binding, then I use dispel magic which dispel posession,then this creature's owner become rjak!with my creature binding on it.There are no units that are valid targets for both creature binding and possession. Otherwise, yes, that would be a concern. Dispelling confusion when the unit was subject to either creature binding or possession would be a concern, but is a rare enough situation that the problem can likely be ignored.
I've reported with more details the bug about controlling enemy unit here:
Possession/Creature binding cannot be dispelled
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
Anthony Wrote:Dispelling confusion when the unit was subject to either creature binding or possession would be a concern, but is a rare enough situation that the problem can likely be ignored.A rare problem have tendence to become common, but with unexpected problems. For example:animate dead:no one tell me that recalled units can be animated.and this is game-crash problem.
I'm not terribly bothered by it since thrown tends to be overpowered anyway, but to-hit bonuses on axes don't apply to your thrown weapon attack (tested with the tweaker; using a +2 to hit axe against targets with defense 2 (and lots of hp), thrown 39/melee 2 averaged 10.28; thrown 1/melee 40 averaged 18.14. General to-hit bonuses do work) (edit: ugh, realized I tested against vanilla, not Insecticide. Will test properly later).
* If a unit with zero figures gets the zero damage by attack in the combat then the game crashed immediately.
* After autosave the human units gets byte[7] unclear -(action finished). So it seems the autosave saves before next turn, but realy it saves after the next turn, but you cannot move (almost) anything. * Engineers: it build the roads at the moment it gets "focus" and byte[7]=zero (ready for action), not at the moment it sets the order to "build road" . Also, it do not change the order if it is on the road, just after it has build road. This couse a couple of bugs...like if you press "wait" at the stack of units with engineers with order "build road" ,then this order become clear and the road lost its builded status. So, you cannot divide the stack with engineers without lost the road building progress. Also; to build road across terrain with road it cost like there is no road. I see two ways to resolve this problem: 1. to allow engineers to build roads immediately,when the "build" button press.(or increase the road building progress) With no chances to disable this order this turn.(unlike patrol command) or 2. allow build roads just after "end of turn" button pressed. * ai cast "call chaos" spell. game crash (even without animation of it). As i investigated it, there is a wrong memory allocation, which overwrites the game data. In vanilla , yes , too. I have savegame. i will edit this post. |