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Caster of Magic II Bug Reports!

(September 20th, 2020, 11:14)jhsidi Wrote:
Quote:Or this, this sounds like after battle the "in combat" status wasn't cleared. Which would of course result in all the units from that previous battle still being "in combat" so the AI might see and target them. Or possibly cast their overland flame blade as if it was combat or stuff like that.

I think at that point I'd actually never had a battle at all. So maybe one of the other wizards was causing bugs with some battle they went into.

Any possibility that there was an error message but you kept playing and that caused the end of combat function to not complete (because the error was raised during it)?
At first sight I'm not seeing a way to end combat without actually leaving it in the code.
Having no better idea, I put a warning into the code to show when this happens again. If anyone sees it, report the bug, with the save from directly before it, and the log file.
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So finally the update is done :

Quote:2020-09-20
-Fixed bug : AI priority calculation for Mislead causes a crash
-Fixed bug : Warp Node animation causes a crash
-Fixed bug : Overland hp bar is wrong
-Fixed bug : Dispelling Wave can affect dead units
-Fixed bug : AI formula to determine if crossing wall of fire with a unit is safe was wrong
-Fixed bug : Combat result displays "while fleeing you lost" line wrong
-Adjusted combat result display text spacing.
-Fixed bug : Cities aren't removed from completion reports when conquered.
-Fixed bug : Building destruction reports are never removed from the completion report queue.
-Fixed bug : Fleeing displays wrong text and image on combat reports.
-Web remaining strength is now decreased at the end of a player's turn instead of at the beginning.
-Fixed bug : Hero ability view doesn't add an empty ability line for heroes that have no experience levels. (undead)
-Fixed bug : Destiny does not grant Supernatural
-Fixed bug : Destiny does not set unit level to 1.
-Fixed bug : Destiny doubles Focus Magic
-Fixed bug : Divine Order allows AI to cast Destiny without knowing the spell
-Fixed bug : Divine Order allows AI to cast Invisibility without knowing the spell
-Fixed bug : Wizard Pact checking on towers looks at the wrong plane.
-Fixed bug : Fleeing is 100% successful when own and enemy speed is equal
-Fixed bug : Only the Wind Walking enchantment had the in-combat effect, that ability did not.
-Fixed bug : Floating Island/Wind Walk effect X position on the battlefield was incorrect.
-Crack's Call can no longer target "Floating" tiles.
(Do we want this effect? It makes protecting heroes from CC way too easy, and CC spliting the clouds and making the unit fall to their death makes perfect sense if we overlook the fact earth spells don't normally work on the sky...)
-Fixed bug : Instead of Death immunity, Stoning Immunity protected from Life Steal
-Fixed bug : Unit stats are not recalculated between combat enchantments being removed and the drowning check at end of combat.
-Added logging of overland movement.
-Added logging of units changing planes.
-Removed logging of building replacement.
-Fixed bug : It's still possible to generate maps with towers that don't properly connect the two sides.
-Fixed bug : Checking if plane change movement destination would have over 9 units doesn't work correctly.
-Fixed bug : Always the winner gained fame and the loser lost fame for dead big units in combat, instead of the owner of unit losing fame and the killer gaining.
-Added debug key : Shift-G : enable combat damage god mode. Own units always take 0 damage, enemy unit always take 100 additional damage.
-Fixed bug : Number of Mace images was set to 9 instead of 11.
-Fixed bug : Predefined items caused a crash due to invalid item icon IDs.
Note : this requires deleting the items.dat file if present to refresh data.
-Fixed bug : Spell Save on predefined items is missing.
Note : this requires deleting the items.dat file if present to refresh data.
-Fixed bug : Auto cannot be disabled during the AI's turns
-Fixed bug : Tundra tiles in combat cause a crash
-AI units with Quick Casting and at least 2.5 moves will always cast a spell if able before shooting.
-Reduced the chance of Insulation to appear in low value item slots.
-Fixed bug : Aura of Majesty uses enchantment warning type even though it adds relation not subtracts.
-Fixed bug : Help for Cloak of Fear enchantment fails to show up
-Added a red error window whenever the main overland screen is shown in a case when the game state counts as being in combat.
-Added logging of entering and leaving "in combat" state and coordinates
-Changed grasslands to "26x3" pixel color type (see http://www.realmsbeyond.net/forums/showt...?tid=10144 )
-Fixed bug : when a unit changes plane, it isn't shown as the selected stack anymore
-Fixed bug : Plane Shifting movement type icon is not displayed

Due to the tower bug, it's strongly recommended to start a new game, older games are very likely to eventually crash.
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Can you help me figure out what's going on with one of the AIs in my Master difficulty game? It's turn 65 and I just noticed that the Historian graph shows everyone mostly operating in the same reality except for Freya, who has experienced exponential growth. She has gorgons, summon champion, survival instinct... her research budget is almost 700 per turn! In 1505! Wow. I grabbed the save from turn 20 to compare. Back then she had giant spiders; that's pretty good progress. But I can't see how she went from there to multiple doomstacks of great lizards and magicians.

Also... she has unicorns at 48x40? But she's pure nature. Going back a few turns, I see a stack led by Mystic X defeated a lair with unicorns in it. That makes no sense, though. Mystic X doesn't have any life steal spells. Did she get some kind of insane artifact early on? I don't know how to check. I'm not sure what artifact would have that effect, anyway; does the high resist of unicorns not count in auto combat?

Looking at her cities, I see they're almost completely built up, so how did that happen? Rolling back to turn 40... hm. Small cities, not much in them. Over 25 turns, one of her outposts, Denislin, became a pop 10 city with a wizard's guild and amplifying tower. It has no enchantments. So somehow, it averaged 400 pop growth per turn while simultaneously building a bunch of stuff. Is pop growth even a bonus that AI gets in high difficulty levels? I didn't think it was. Actually according to the Historian graphs, her exponential population growth began in 1501. But looking back at turn 10, she only had her capitol and some outposts. Turn 15, turn 20... the growth looks normal. I'm just not seeing something here.

Anyway, here's an archive of all the save files: https://ufile.io/7f3wr87k
And the log file: https://ufile.io/lh5uoppf

Side note, it would be nice if your list of cheats also included a shortcut to initiate diplomatic relationships with all wizards. 

Also, a short list of bugs from this game:
- End turn exception that can be passed, happened twice for me on reloads then not on the third reload, so you may need to repeat a few times: https://ufile.io/2an37pxq
- Endless loop end turn exception, got around it by going back several turns: https://ufile.io/dj1hbquj
- When an aether flux event begins, spells that are currently in progress don't get their cost updated. That's OK, but in the spellbook, it shows the new 50% cost, and since you've probably already cast that much, it says Instant and you can't tell how long is actually left until you cast it.
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Quote:Is pop growth even a bonus that AI gets in high difficulty levels?

Yes. It's not a large bonus, but it does exist.

Well one thing I found was, the AI in the first slot gets their "start of the turn" phase twice.
So double production, income, etc.

On top of that bug she had High Men for cheaper building costs, Sage Master, Specialist, Tactician, and 9 books for an additional discount.

Quote:- End turn exception that can be passed, happened twice for me on reloads then not on the third reload, so you may need to repeat a few times: https://ufile.io/2an37pxq

Two raider stacks are attacking a wizard's city in the same turn, and the second one ends up fighting the resulting ruins.

Quote:- Endless loop end turn exception, got around it by going back several turns: https://ufile.io/dj1hbquj
The tile at 54,46 has more then 9 units. I need the previous turn(s) to see how they go there.
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(September 20th, 2020, 21:23)Seravy Wrote:
Quote:- Endless loop end turn exception, got around it by going back several turns: https://ufile.io/dj1hbquj
The tile at 54,46 has more then 9 units. I need the previous turn(s) to see how they go there.

Here's the previous turn: https://ufile.io/j4aqbyu3
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(September 20th, 2020, 23:34)jhsidi Wrote:
(September 20th, 2020, 21:23)Seravy Wrote:
Quote:- Endless loop end turn exception, got around it by going back several turns: https://ufile.io/dj1hbquj
The tile at 54,46 has more then 9 units. I need the previous turn(s) to see how they go there.

Here's the previous turn: https://ufile.io/j4aqbyu3

I tried re-playing the turn twice and there is no problem, no stack of 10+ units forms the next 3 turns.
Maybe it was caused by one of the fixed problems. In particular, this is the wizard who had two "beginning of the turn" phases although I don't see how that could be related to moving units to the tile.
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Decided to play this game a little further although the bugged AI will definitely steamroll me. 

Something odd happens on this turn -- Tauron, who I'm at war with, moves his entire defense stack out of his city Thorn at 6x16. Maybe they're routing up to capture my city? I thought garrisons weren't allowed to leave, though: https://ufile.io/ephm9jgl
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(September 21st, 2020, 01:06)jhsidi Wrote: Decided to play this game a little further although the bugged AI will definitely steamroll me. 

Something odd happens on this turn -- Tauron, who I'm at war with, moves his entire defense stack out of his city Thorn at 6x16. Maybe they're routing up to capture my city? I thought garrisons weren't allowed to leave, though: https://ufile.io/ephm9jgl

Well, that's actually a doomstack by definition because all 9 units can swim/fly.
I thought low value normal units were excluded from that definition, might be a bug.
...they are but only up to cost 55 which clearly means the intention was to allow halberiers and better into the doomstack.
Which is fine but the city being designated a frontier city for summoning a new doomstack and pushing it out is not ok.
There is also a condition that the minimal value must be at least half the AI's best available doomstack unit so this only really happens while the AI doesn't have a value 120 or better unit in the game.

But let's look at the frontier city selection... it requires a minimal value of 60. Well, I guess that makes sense - Nagas are a cost 70 unit. So basically this isn't much different from pushing out the stack of 9 nagas. That stack can do some good lair hunting or conquest so using it as such does make sense but... this feature was really intended for summons, not city produced common garrisons. I think adding the condition "and is a summoned unit" to the frontier city selection will help.
While the city produced troops CAN fill this role, it's stupid to use them that way, when simply building 9 more allows the doomstack to get formed from the excess units automatically and that doesn't take very long (at least compared to the time it takes for the city to fill up with 9 higher tier creatures which is really the primary purpose of the feature...)
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New game, endless loop endturn exception. The save: https://ufile.io/l7o48cxr

Previous few turns + log file: https://ufile.io/04xenwkt
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Update :

Quote:2020-09-21
-The first AI player gets two "beginning of the turn" phases.
-Fixed bug : Neutrals can attack lairs by accident, causing the game to crash
-Fixed bug : Overland spellbook shows the current effective cost of the spell being cast, not the actual effective cost that is being paid.
-"26x3" now only applies to Grassland terrain.
-Forests now have clearings in them and have 95% forest tiles normally, 10% in clearings.
-When a non-flying unit stands on a forest tile, a marker appears above it for better visibility
-Fixed bug : Conqeuring a neutral city causes a crash
-Hills now have only 10% single forest tiles on them
-Hills now have "patches" of forests. There is a 50% chance on each particular hill battlefield for these patches to prefer a wider horizontal or verical size.
-AI frontier city selection now ignores non-fantastic units
-Flying ships are now allowed to be considered doomstack material
-The AI now prefers to target Warship with Flight
-AI Flying transports are now valid to pick for stackbuilding
-When the AI considers an attack on sea, the AI stack must contain at most half as many nonseaworthy units as seaworthy units, or if the stack contains a floating island or windwalker then half as many non-ranged non-seaworthy units.
-When the player has the Silver or White flag color, the unit frames are darker for better visibility.
-Added setting : lock window size
-Added logging of found treasure
-Changed attack flag merging rules : Abilities with a save modifier use the higher save modifier. Poison uses the sum of the poison values.
-Added debug key Shift-D : Set contact between the human and AI wizards.
-The scroll arrows on the Armies screen are now highlighted when the mouse passes over them
-The scroll arrows on the Cities screen are now highlighted when the mouse passes over them
-The AI will not cast Disjunction against spells that have dispel priority 95 or lower if the spell's dispel resistance modifier is at least 1.75 times higher than the wizard's dispel power modifier.
-Fixed bug : The Plane button causes a crash if no units are selected

Quote:New game, endless loop endturn exception. The save: https://ufile.io/l7o48cxr
Please test if it happens in the updated version. If yes, I'll check it tomorrow.
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