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Caster of Magic II Bug Reports!

(April 14th, 2022, 16:40)Fringe Wrote: Check out the set up in Myrror. I placed my units so they blocked the raiders path, in order to see if the raiders would attack me or the AI town. Press End Turn and find that the stack of shaman with 2 moves have gone through my stacks and 3 tiles.

According to the logs, they attack the city, lose, and then a new stack spawns at the other location.

Code:
Stack of 6 units moves from 2,6,20 to 5,21
Stack arrives to 5,21 plane :2
Stack initiates combat!
Entered combat at X=5, Y=21P =2
Army #1
MELEE=2471.5037593985
ANTIFLYMELEE=0
MISSILERANGED=1055.63909774436
MAGICRANGED=0
OTHERRANGED=346.466165413534
HP=76.6917293233083(Invis :0,Flying :0,Miss.Im. :0,Mag.Im :0)
SAVEORDIE=0
POISON=0
RANGEDSAVE=0
RANGEDPOISON=0
AMMO=8.47058823529412
Army #2
MELEE=2700
ANTIFLYMELEE=0
MISSILERANGED=0
MAGICRANGED=2250
OTHERRANGED=0
HP=96(Invis :0,Flying :0,Miss.Im. :0,Mag.Im :0)
SAVEORDIE=0
POISON=0
RANGEDSAVE=0
RANGEDPOISON=0
AMMO=4
Combat turn 1 player 1
Casting uses 40*Range MP
Buff = 4
Buff Ranged = 19
Damage = 21
Curse = 20
Summon = 33
Spellcasting Buff grants 22.7774436090226 HP
Spellcasting Buff grants 0.0795753383458647 HP
Spellcasting Ranged Buff grants 1.52 % ranged attack strength
Spellcasting Damage deals 2.1 damage
Spellcasting Curse deals 1.92 damage
Spellcasting Summoning grants 6.6 HP and 316.8 attack rating
Army deals 7.14456541353384 Missile Ranged damage
Army deals 2.3448830075188 Other Ranged damage
Combat turn 1 player 2
Army deals 7.71030033733133 Magic Ranged damage
Combat turn 2 player 1
Casting uses 5*Range MP
Buff = 5
Buff Ranged = 19
Damage = 28
Curse = 26
Summon = 20
Spellcasting Buff grants 0.0123048059916682 HP
Spellcasting Ranged Buff grants 0.19 % ranged attack strength
Spellcasting Damage deals 0.35 damage
Spellcasting Curse deals 0.312 damage
Spellcasting Summoning grants 0.5 HP and 24 attack rating
Army deals 6.6381960391809 Missile Ranged damage
Army deals 2.17868998209014 Other Ranged damage
Combat turn 2 player 2
Army deals 6.82431937722846 Magic Ranged damage
Combat turn 3 player 1
Army deals 6.18038072594767 Missile Ranged damage
Army deals 2.02843264851616 Other Ranged damage
Combat turn 3 player 2
Army deals 6.05705069834656 Magic Ranged damage
Combat turn 4 player 1
Army deals 5.77403828951568 Missile Ranged damage
Army deals 1.89506897707181 Other Ranged damage
Army deals 11.0291708201755 Melee damage
Army deals 4.10437279091869 Antifly Melee damage
Combat turn 4 player 2
Army deals 3.92571221910298 Magic Ranged damage
Combat turn 5 player 1
Army deals 5.51067852132411 Missile Ranged damage
Army deals 1.80863295058842 Other Ranged damage
Army deals 10.5261191040445 Melee damage
Army deals 3.91716816694679 Antifly Melee damage
Combat turn 5 player 2
Army deals 2.6786641849141 Melee damage
Combat turn 6 player 1
Army deals 5.33097803911116 Missile Ranged damage
Army deals 1.7496543307852 Other Ranged damage
Army deals 10.1828676021636 Melee damage
Army deals 3.78943126380761 Antifly Melee damage
Sharee spent 135 mana!
Defenderlossrate Sharee=0
Attackerlossrate Neutral=1
Defeated : Neutral's Shaman died in battle!
Defeated : Neutral's Shaman died in battle!
Defeated : Neutral's Shaman died in battle!
Defeated : Neutral's Shaman died in battle!
Defeated : Neutral's Shaman died in battle!
Defeated : Neutral's Shaman died in battle!
Left combat at X=5, Y=21P =2
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The spell Evil Omens, when cast by an AI wizard, appears to have no effect. According to the help text it's supposed to make all spells cost 2x to cast. Tlaloc cast it about 15 turns ago in this game and I haven't seen any change in either overworld or combat costs: https://ufile.io/9e5cn7v0
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(April 15th, 2022, 21:47)jhsidi Wrote: The spell Evil Omens, when cast by an AI wizard, appears to have no effect. According to the help text it's supposed to make all spells cost 2x to cast. Tlaloc cast it about 15 turns ago in this game and I haven't seen any change in either overworld or combat costs: https://ufile.io/9e5cn7v0

Confirmed, it was a typo when adding the modding option for the spell.

It was set to be Modifier/150 instead of Modifier/100% and the modifier was of course, 150%.
Reply

(April 15th, 2022, 03:34)Seravy Wrote:
(April 14th, 2022, 16:40)Fringe Wrote: Check out the set up in Myrror. I placed my units so they blocked the raiders path, in order to see if the raiders would attack me or the AI town. Press End Turn and find that the stack of shaman with 2 moves have gone through my stacks and 3 tiles.

According to the logs, they attack the city, lose, and then a new stack spawns at the other location

Oh, what a confusing coincidence! Thank you.
Reply

I think I just found a new way to cause a game crash: by summoning Magic Vortex number 4 in combat.
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(April 20th, 2022, 15:32)Slingers Wrote: I think I just found a new way to cause a game crash: by summoning Magic Vortex number 4 in combat.

Yes, that's already fixed for the next update. The message that blocks the 4th summoning didn't trigger.
Reply

Possibly already fixed, but there are two bugs that always replicate and that I also saw at least 6+ months ago:

1) Selecting 1 unit from a stack and clicking "Done" causes the entire stack to be done and unusable for the turn (expected behavior: just that unit is done)
2) Killing Fame-value enemy units like a hero or very rare unit then either fleeing the battle or reaching the 25 turn timeout, without losing any units of your own, results in a loss of fame; applies with either dungeons/nodes or versus enemy wizards (expected behavior: maybe nothing? I don't know why I'd lose fame after pulling off a successful assassination on an enemy hero and escaping, e.g. with a Night Stalker)
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There are bugs when attempt to add or remove Undead enchantment from unit with unitcalc.cas script. When add undead by script, unit only get undead and no heal without death/illusion/cold immunities. When removed undead by this script it lose all undead traits except death immunity (undead, no heal, illusion immunity, cold immunity get removed when removed undead enchantment but not death immunity).
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Quote:1) Selecting 1 unit from a stack and clicking "Done" causes the entire stack to be done and unusable for the turn (expected behavior: just that unit is done)

No, you are the first person to report this bug. It'll be fixed in the next update.

Quote:2) Killing Fame-value enemy units like a hero or very rare unit then either fleeing the battle or reaching the 25 turn timeout, without losing any units of your own, results in a loss of fame; applies with either dungeons/nodes or versus enemy wizards (expected behavior: maybe nothing? I don't know why I'd lose fame after pulling off a successful assassination on an enemy hero and escaping, e.g. with a Night Stalker)

Confirmed for fame value units (usually very rare creatures). This will be fixed in the next update.

I see nothing wrong for heroes in the code. It applies a fame loss for the player who owns the hero when it dies and an equal gain to the other player. If you can reproduce a problem with heroes only (not nonhero units), let me know.
Reply

Hm, probably in every case I saw it the hero was accompanied by a stack of various other creatures. I'll look out for any more occurrences after the patch, thanks.
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