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Caster of Magic Release thread : latest version 6.06!

There appears to be some sort of corruption that happens when an opponent's fortress is overrun (by raiders, in my case). My first hero has her items erased, and sometimes disappears from the armies/items screen entirely. There was also an instance where the 'Lo Pan begins casting the spell of return' popup would not dismiss. I'm on 5.72, but this happened in 5.71 as well. I'll post back if I can get a reproducible save game.
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Couldn't find anything suspicious in the banish functions so I'll need a save file for this one.
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I had to MoMTweaker the game a bit to engineer the situation, so that might make this savegame invalid. I moved a raider stack next to Kali's fortress and set their destination to the city. I set her gold and mana to 1, changed all of her fortress units to engineers, and then moved them outside of the fortress. (Of course I didn't need to change them to engineers, but my first attempt to just weaken her forces without moving them was unsuccessful).

After the raiders defeat Kali, my first hero disappears from the armies screen.


Attached Files
.gam   SAVE3.GAM (Size: 151.96 KB / Downloads: 1)
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Thanks!

Found the problem. When monsters destroy a city, the city destruction (which triggers the "wizard is defeated" screen) happens immediately while in all other cases it happens after battle. The "defeated" screen overwrites combat data in memory - it's not supposed to display before the combat end procedure is finished. This did cause problems in the past too because it resulted in the same city getting destroyed twice, second one corrupting memory, then I fixed it by skipping the second destruction. So now I changed that to skip the first instead.
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Bug report. I tried starting a barbarian nation, and one of my swordsmen started with chaos channels (flying), which was kind of nifty. Unfortunately, he also was under stasis, and thus useless. I tried restarting with various options, and the second swordsman was always CC'd and stasised. I made a new MOM folder (with COM 571 and the optional files) and barbs were working again. Then I started a gnoll game, played a bit, then started another barb nation, and got the chaos channels again. It seems that when playing a game, something overwrites memory. Or maybe one of the wizards is casting corruption and hitting RAM...

Do you want a savegame, or the whole MOM folder? Maybe comparing the files will lead to the bug.
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I've observed even more serious problems when exiting from the game and returning to the main menu so I recommend not doing that.
While I'd like to say I can fix this globally I don't think so - the main menu is a separate executable, magic.exe, while the game itself is wizards.exe.
What happens is, after the map is generated, magic.exe executes wizards.exe then exits. When the "quit" button is used the same is done the other direction, magic.exe is started and wizars.exe stops. Other than saving the save file to disk at new game, they are basically separate running software which should not have any effect on each other, except in DOS that wasn't so simple...

I can of course specifically make sure any new units have the flags set to zero,  probably these problems come from the fact some variables are not properly reset to zero when starting a new game. I assume DOSBOX is nice enough to load things into an already zeroed memory but when the game runs its other half, that does not.


Or not, the bug was very simple, when I excluded the effect of Alchemy from Barbarian Swordmsmen I accidentally also included the line that sets the value to zero in the exclusion. That byte contains the weapon type, any chaos channel enchantments stasis and even undead status.
This will be fixed in the next version.
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Quick fix. I was going to add more info, but apparently no need.
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Quote:5.73
-In the settings screen, replaced “Display”, “Messages”, and “Extra” with the word “Options”, as the newly added options made those categories make no sense. I considered rearranging the whole screen to group them properly but it would be way too much work for no new functionality. It's not worth it.
-Fixed bug : New Mineral event can cause the mineral to appear on a tile with existing Orihalcon, Nightshade or Wild Game making those ores malfunction.
-Updated the contents of this document.
-Fixed bug : When monsters destroy a wizard's capital, memory corruption happens.
-Fixed bug : Barbarian Swordsmen generated at the beginning of the game have undetermenined status and weapon flags.
-Fixed bug : “Who will cast” in combat shows “Clear” instead of “Cancel”.
-Fixed bug : Neutral stacks were sent to a target city even if no target city was found.
-Neutral stacks will now check for the existance of a path towards their target and won't pick anything unreachable (following neutral movement rules, so they can ignore enemy units in the way but not cities or encounter zones)
-Neutral stacks will now use the expected path length (in tiles) instead of the horizontal/vertical distance to targets.
-Changed formula to use 24 instead of 32 in 32*(garrison overall strength/Neutral stack strength), reducing sensitivity on garrison strength by one third (or in other words increasing sensitivity on distance by the same amount)
-Neutrals will avoid AI cities with population 0-2 now instead of only exactly 0 to give the AI a reasonable timeframe to build units or pull them into the city. (The AI is unable to prepare garrisons in advance and escort settlers like human players are expected to.)
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(August 28th, 2019, 00:41)Seravy Wrote: 5.7

-Rare spell treasure will now be replaced by an uncommon spell, and a 1600 value artifact, or that much gold if no more item slots are available if time is before 1410 on Advanced and below, 1409 on Expert, 1408 on Master and 1407 on Lunatic difficulty.

I just found a rare spell in a lair before 1407...(i'll post it on youtube in 2-3h..)
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Thanks, fixed!


Quote:5.73b
-Fixed 5.7 bug : rare and very rare spell treasure is always replaced regardless of turn count.
-Fixed 5.7 bug : when rare spell is replaced, both the replacement item and the rare spell is awarded instead of the item and an uncommon spell
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