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Caster of Magic II Bug Reports!

Couldn't reproduce the range 60 bowmen.

When did it crash during Monster Invasion? If it already showed the event window that means the event itself didn't crash, something else crashed afterwards.

Anyway, it's getting late so this is today's update :

Quote:2020-07-22
-Updated starting casting skill formula : Skill = 10 + (1 for each book in a realm that has at least 4 books)
-Updated fortress power production : Power = 10 + (1.5 for each book in a realm that has at least 4 books)
-Help system now supports adding an image to the title.
-Added missing Spell Lock effect to combat and overland dispelling.
-Fixed bug : Range check error if an AI stack on sea finds no target to attack.
-Fixed bug : Units end up on the wrong location when changing planes
-Fixed bug : Tower placement uses different rounding for position than unit plane shifting, causing units using towers to get misplaced by 1 tile.
-Added spell help texts up to Chaos realm. (clickareas to active them are not added yet beyond the wizard customization spell selection. Maybe tomorrow...)
-Fixed bug : Armies screen shows dead units
-Fixed bug : AI miscalculates when a unit is expected to die from damage when calculating attack target priority
-Fixed bug : Suppression is not reset at the start of a new combat turn
-Fixed bug : Monster outbreak event only produces one stack of units.
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(July 22nd, 2020, 23:15)Seravy Wrote:
Quote: Couldn't reproduce the range 60 bowmen. When did it crash during Monster Invasion? If it already showed the event window that means the event itself didn't crash, something else crashed afterwards.
The bowmen did not crash the game. I even put Heroism on them for Range 62. Added Save file in previous post.
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Quote: It is not possible to find the Summoning Circle when it is in an Outpost while casting an overland spell. The right-click-graphics could show it. This was overlooked or could not be changed in MOM/COM.
Considered this but it's completely unnecessary. You can move it for free so it doesn't matter where it was before moving it. Casting the spell is less hassle than trying to find the circle.
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What do you think about icons with tooltip for the menu like in modern games? Game, Historian, Wizards, Taxrate, Armies, Heroes, Spells, Magic, Alchemy, Cities, Cartographer, Plane - all at one click. Very modern, easy and fast.
Delete surveyor: An active settler can activate it and your mouse shows the best places automatically. Or you show us a layer with numbers on the map.
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Building Queue:
A new village is born. I choose some buildings as nomad. Sawmill, Marketplace. Forrester Guild. But the queue order is Forrester Guild, Marketplace, Sawmill. And the Forrester Guild says: "Cannot produce buildings, before their requirements are built!"
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Quote:Building Queue:
A new village is born. I choose some buildings as nomad. Sawmill, Marketplace. Forrester Guild. But the queue order is Forrester Guild, Marketplace, Sawmill. And the Forrester Guild says: "Cannot produce buildings, before their requirements are built!"

You probably switched the "first/last" button to add things to the front of the queue not the end.

Quote:What do you think about icons with tooltip for the menu like in modern games? Game, Historian, Wizards, Taxrate, Armies, Heroes, Spells, Magic, Alchemy, Cities, Cartographer, Plane - all at one click. Very modern, easy and fast.
Eww I hate those, if you mean the thing where you have to mouse over to make the menu come out. If I move the mouse just a little bit wrong the menu disappears and I have to start over.
I especially hate icons - text is more intuitive, clearer, and faster to read than trying to figure out what a picture of a floppy disk means for example. (Yes, it's usually for saving. But it could be loading. Or formatting the disk. Or ejecting it from the drive. Or anything really, while the word "Save" is obvious and cannot be misunderstood. Do people even know what a floppy disk is nowadays? We aren't even saving to a floppy disk, we save to the HDD so it makes zero sense.
Problem is these icons only work because they have the same meaning in every software so you already know what to expect. If they are new, it's no better than putting a ? there, you have to click it and learn what it does either way since the image won't tell you, and obviously, in this game they would be new. There is no standard for "this icon means I am going to cast a spell in every game ever made.")

More importantly, there isn't any significant problem with the existing system. At most I could see a dropdown menu as an improvement, but with only INFO having any sub-items to select from, even that is pointless. It also feels less like playing a game if the UI looks like software we use to work or manage our files...
Let's not forget that using the keyboard hotkeys is faster no matter what we do to the menu so it's wasted effort either way.

Quote:Delete surveyor: An active settler can activate it and your mouse shows the best places automatically. Or you show us a layer with numbers on the map.
Another thing that's not an improvement. Is there anything wrong with being able to access the surveyor at will?
Honestly, I hate UIs that pretend they know what I want and try to force-feed me options I wasn't looking for.
If I added up all the time I had to spend on deleting "autocomplete" texts I didn't want typed out for me, it'd be days.

But there is more to this than personal preference. This game is about giving the player the feel of being in control of things. I cast spells. I order units to move. I do this, I do that. Whenever and however I want. If the game hides an option I want or pushes it on me when I don't, then this immersion is lost.

To look at it from a roleplaying perspective, the Surveyor comes to my tower when I call him. If he knocks on my door every time I am looking into my crystal orb to watch a settler, but is nowhere to be found when I actually need him to tell me what monster is in that lair behind the hills, I'd blast the guy with a fireball and get a new Surveyor.
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You are right. I click on the button by mistake. Makes the button sense? Its confusing, isn't it?

I mean the menu could be replaced by an icon or text toolbar. Oh I love text too. But it is too much text for it. Perhaps the commandos from above can be placed on the right side? With a brown background like a scroll? But it is an idea only.

I'm no fan of keys. You must learn them. And I'm a UNIX and shell user ;-)
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Quote:Perhaps the commandos from above can be placed on the right side?

The right side has the minimap, your income, your units, etc so the menu could only be between the map and the current right side. Doing that takes away at least 3 tiles from the horizontal visibility of the map but we only gain one tile vertically.
That turns the current 12x9 into a 9x10 tile window which is smaller and would look especially bad on wider resolutions because it's actually taller than wide.
The vertical space is enough to have the original menu items but definitely not enough to include everything from Info, so nothing is gained by moving them there.
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Crash-bugs in the latest Alpha version:
-         Right-clicking something will display an error message in the Game Options, Wizard screen, …
-         There was a bad tile on the Combat map ! Flying there causes a crash. Pic to find the tile and Save file added.

Things that don´t seem to work as intended:
-         Long spell names do not fit in the Spellbook.
-         The hero in the capital has a +2 Attack Item (found in a Lair) that does not apply and/or display +2 Attack. An Enchanted Item +1 Attack in a previous game worked.
-         The Info button on the Combat screen shows Nature-Specialist Raiders. They stole it from us ! Resistance +X from monsters might not be displayed right always.
-         When a City has finished producing a new Settler unit, the population does not decrease by 1000.
-         14MP Apprentices cannot cast the Nature-spell specified with 10MP in their own Spellbook. Perhaps Nature-Specialist is not applying for the unit?

Small ideas:
-         The General-In-Chief (Auto button) could take some instructions. A window with the three options “Attack !”, “Attack 1 turn !” and “Avoid !” would be more practical. If desired, there could also be a checkbox that allows using spells.
-         The Governor could display Summoning Circle as a City spell. This way it could be found if it happens to be in an Outpost. Casting the spell does not show where it was before.


Attached Files Thumbnail(s)
   

.zip   20200723_search_of_the_bad_tile.zip (Size: 68.97 KB / Downloads: 1)
.zip   20200723_stable_population_after_settlers_production.zip (Size: 63.25 KB / Downloads: 2)
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Quote:The Governor could display Summoning Circle as a City spell. This way it could be found if it happens to be in an Outpost. Casting the spell does not show where it was before.

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.
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