1) The heroes' fight in the dungeon to the northwest, manually, in a situation where the demon possessed the magicians gave "unhandled excepcion".
2) My bears don't seem to regain life.
2) My bears don't seem to regain life.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
Caster of Magic II Bug Reports!
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1) The heroes' fight in the dungeon to the northwest, manually, in a situation where the demon possessed the magicians gave "unhandled excepcion".
2) My bears don't seem to regain life.
20Dec2020 version.
1) BUG: The death spell Final Wave also kills all of YOUR normal units (who fail the save) in addition to your enemies, contrary to spell text which says only enemies. Can be easily tested with Shift P. If you're high men, it'll likely kill most of your own units. 2) BUG: On a shift-P start, casting drain power on an opponent wizard. The UI says you'll gain 640 ish mana towards your own SP. What actually happens is you gain 145,000 mana and no matter how many casts, your SP never goes up. (December 20th, 2020, 18:04)Seravy Wrote:Some Sprites with Resist Elements attacked a Neutral city and retreated after 25turns.Quote:Dark Elf units are out of ammo and can no longer attack flying units, but the Flee button does not turn green.Did you satisfy all other conditions? For example did the opposing wizard stop casting spells 3 turns ago? Finds in version 2020-12-21: (The same game that was started in the previous version.)
Got an unhandled exception 3 turns in to a new game during AI turn, no idea what caused it. Version 12-21
Save and log: https://we.tl/t-H9NgrcoL1G EDIT: I think I found the source of the problem, and the one below this post. I was replacing the old files with the new version's without deleting the old ones. When I deleted all of the generated .dat and .set files, then relaunched Caster.exe the problems disappeared, and the graphics changed too.
I tried to replicate and the exception didn't happen again, but then when I summoned a sprite, its upkeep was 65,000+ gold.
Save: https://we.tl/t-iucvssT3mH EDIT: See above, already found fix.
@massone
The new combat grid added a new completely new file. I’m sure all the memory locations got bumped in the new executable. Just out of pure curiosity... why do you do it that way? You have to download the whole 1gb zip each new version. Why not just do a clean install in a new folder? Again, do what makes you happy. Just curious about your process.
Because I assumed that the game would just rebuild the .dat and .set files on a new version. It always took a long time to load the first time after I update, so that's what I thought it was doing. Turns out it actually loads faster from clean install. It is easier for me to hit extract and replace all, keeping my saves, than to make a new folder and move all the saves over then delete and rename.
EDIT: Another point is that this is how a lot of games are normally patched during release builds. The patchers simply extract and replace old core files, with all the temp files rebuilt. A lot of games put the temp files into a separate folder, and then use a file checksum to see if it needs rebuilding. When there's an issue, players are often advised to delete the temp folder so the game can rebuild fresh.
Flying Galley can't move while in combat on land. Move the stack near honeypool onto nature node to replicate.
https://we.tl/t-L9WfNA6utX
Hard lock crash. Repeatable. Cast Summoning Circle on "01 Nn Start" city.
Disclaimer: This is from my alternate "play with game balance" game, however, I ported the save over to the CoM2 Pure build game folder and the crash is repeatable there as well. https://www.dropbox.com/s/xd38t6xglouswuh/8.sav?dl=0 Additional BUG: Cancelling Earth Gate enchantment on a city causes a fatal error. Verified on Pure build with Freya Shift+P, cast Earth Gate on Capital. Try to cancel enchantment. I've seen the enchanted to fly (normally water) ships can't move in combat on land thing massone as well. |