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Caster of Magic II Bug Reports!

I tried to reproduce the battle in the same way, with old save, but this time nothing happened. Positive mana. The problem in my vision was magic not done by me being dispensed with.
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Now my mana is stuck at 0.
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"Stuck"? What do you mean? I was able to make mana from alchemy just fine and got my new MP after the next turn started as well.
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Update :

Quote:2020-07-27
-Added missing Fame of Colosseum
-Fixed bug : units gain the extra MP 1 level earlier than intended.
-Adjusted AI wraithform and waterwalking target priorities.
-The AI will prefer units that fly or walk on water less for targeting Warith Form
-Further adjusted constion for the AI wanting/not wanting a settler.
-Fixed bug :Monument and Linking Tower gives SP to all wizards, not only the owner.
-Sound is now stopped after the moved unit arrives.
-Tundra forest tiles now have the correct movement cost.
-Fixed bug : flying,teleporting,merging,noncorporeal units were moving for 0.5 on combat roads
-Fixed druid hero using wrong sound effect when using ranged attacks
-Added missing feature : Fleeing is always safe on Easy difficulty
-Added missing feature : Webbed, sleeping or Stasised units always die while fleeing.
-Added "Safe fleeing" feature. When fleeing is safe, the Flee button turns green and units cannot be lost while retreating unless they were immobilized by web, sleep or stasis status.
-Fleeing is safe when all units fly and no enemy can attack a flying units.
-Fleeing is safe after combat turn 12 if all units are faster than all enemy units and there are fewer than 5 of them.
-Fleeing is never safe if the enemy casted a spell in the previous 3 combat turns.
-Fixed bug : End of combat doesn't set unit status to "not in combat"
-Fixed bug : total army health is calculated wrong when distributing final damage in strategic combat.
-Fixed bug : When an outpost is destroyed in combat, it's not immediately removed from the map.
-Fixed bug : Negative power (from Moon events) is not displayed in the detailed resource view.
-Fixed bug : End of turn relation gravitaton, overexpansion checks and treaty relation bonuses don't apply for the human player
-Added logging of AI power distribution, taxrate and research
-Fixed bug : Endurance adds 1 defense instead of 2.
-Fixed bug : AI raises/lowers tax rate at the wrong time
-Fixed bug : Holy Bonus and Resistance to All worked from dead units.
-Fixed bug : When a city is maxed out, Housing is removed from the queue without replacing it with Trade Goods, leading to queue duplicates.
-Fixed AI combat range check error when deciding to stall or not
-Fixed bugs in the AI decision to move bow units to the nearest distance safe from enemy units.
-New movement type icon : Noncorporeal
-Fixed : Wizard's guild produced 6 research instead of 3.
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(July 23rd, 2020, 18:03)Seravy Wrote:
Quote:I still don't understand why would anyone want to know where the circle was previously, if they can move it for free to anywhere, including the place it was already at. Searching for the location then not casting Summoning Circle takes longer than casting it and targeting the same place again.
...I guess it might be useful when Fairy Ring is in effect but that's the only case I can think of when the circle does something and you aren't actually able to move it prior to casting your summoning spell. Outposts are not really a thing that late in the game though and the new creatures popping out every turn would make it obvious where the circle is either way.
Changes are not really necessary! It was a possible situation in Vanilla MOM not to find the Summoning Circle in an Outpost, when a big summon is done in X turns and attackers arrive in X+1 turns. In COMAlpha, it´s easy enough to open a City screen for an Outpost (with the Summoning Circle and Town enchantments) by left-clicking on it in the Governor list. It says Hamlet of >name< instead of Outpost of >name< and it´s already possible to create a building queue. The City screen of an Outpost is not displayed when you scroll through the Cities with the >arrows< or >x-key< or when you right-click on the Outpost on the overland map. Hm ... Summoning Circle is listed as a City spell in Vanilla MOM. In COMAlpha it is sorted as a Special spell. If desired, the Summoning Circle spell could be sorted again as a City spell and the Governor could display it with the other Town enchantments in the small window, but it doesn´t really matter.
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Bugs and notes from the latest Alpha:
-         Map generation hangs with these Game Options: Phantasm, 1 opponent, Minimal, Small, Frozen, Myrran
-         The >Flee< button significantly improves gameplay!
-         A Sprites unit in the Capital seems not to like the order to move. Right-clicking the units in the Capital shows, that the Sprites rather would like to fly to the north pole … but next turn they move as intended or wait for new instructions.
-         Moving a Sprite (flying, not previously webbed) along a River tile on the Combat screen costs all of its moves.
-         Save file: Next turn “Range check error” after researching “Earth Lore”. The map was revealed with >Shift-O<.
-         Attempting to turn the pages in Freyas or Taurons F3 Spellbook leads to a “Range check error”. The same happens to a Custom Wizard with at least 7 books in Nature or Chaos.


Attached Files Thumbnail(s)
   

.zip   20200727_sprites_pointing_at_north_pole.zip (Size: 43.12 KB / Downloads: 1)
.zip   20200727_why_earth_lore.zip (Size: 43.97 KB / Downloads: 1)
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When cast "Water Elemental": range check error.
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In the next turn:
* several spells dispensed. I believe they are not mine, can you check?
* Inside the battle (auto): range check error.
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Today's update :

Quote:2020-07-28
-Fixed bug : Weapon Immunity protects from magical ranged attacks coming from units that have no magical weapons
-Fixed bug : AI cannot find targets for unit curses.
-Fixed bug : Wartime diplomatic reaction effects were used outside war and the other way around.
-Fixed Chaos node animation being misplaced.
-Fixed bug : Ranged attack hit penalty is calculated wrong.
-Ranged hit chance penalty is now shown on the mouse cursor when picking targets.
-Fixed bug : Saving the game selects the next stack, which should only happen when loading.
-Fixed bug : Heavenly Light didn't increase defense and resistance.
-Fixed bug : Black Sleep does not remove flying movement from the unit.
-Added missing feature : Mercenaries have levels and magic weapons based on turn count.
-Fixed range check errors in F3 spellbook
-Fixed : The movement destination arrow always shows the destination of the first unit in the stack even if that unit has no going order.
-Fixed : Combat river movement cost overrides flying/etc costs instead of the other way around.
-Reduced the number of lairs on Tiny and Minimal maps.
-Added another fail-safe mechanism for map generation to prevent freezing (although with the reduced lair counts, it shouldn't be necessary).
-Fixed bug : Dispel reports don't fit into the window.
-Fixed bug : Dispelling Wave adds dispel reports even if neither the caster nor the target was the human player.
-Fixed bug : ranged units with depleted ammo are missing their ranged attack at the next combat because unit stats are not refreshed after entering the battle and refilling used ammo and charges.
-Fixed bug : The AI looks at the base units instead of the current when deciding to use a ranged attack, causing a range check error trying to use a ranged attack on a unit that is out of ammo.
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In the next turn: range check error.


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.zip   4.zip (Size: 236.47 KB / Downloads: 1)
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