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MoM bugs reports (to do list)

This thread is dedicated to MoM bugs you have seen / found in the latest PATCHED version of Master of Magic.
(Note, that the AI problems have other thread.)

1) Please, try to describe the occurence of the bug as good as possible, it saves a lot of time. When, how it happens - and when it does not.
2) If possible (if necessary), attach one SAVE#.gam with the pre-occurence state of the bug. Thus, I don't have to simmulate the bug situation to see if it was corrected. I cannot stress enough how helpful such a save is for me. (If you don't have it, try to simmulate the situation for me, please.)


I will update this first post with your bug suggestions into a TO DO list and I will classify them into three groups of problems: MAJOR (game breaking or game mechanichs threatening), MINOR (bad thing but it can be sidestepped or has minor consequences), TINY (anything else; tiny problems may be never corrected). MYSTERIES is a name of a section with long-time problems that are somehow impossible to find/correct.


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TO DO list (* indicates solved issues)
---------------

Mysteries
- casting Call lightning still makes a mess of game data
- the "Star Fires" mystery: a direct damage spell (only Star Fires? - more info needed) refuses to kill off severely wounded units


Major
- moving a unit on top of one that has no movement points left zeroes the movement of the second unit [mom faq]
- AI does not attack a unit inside city walls [ILSe]
- AI to AI diplomacy must be remodelled
- "Jollyville" crash [WhiteMage]

Minor
- Counter Magic block at nodes gives message about Node Aura instead [b0rsuk, Psyringe]
- "I've seen AI cast Enchant Road. On Myrror !" [b0rsuk]
- I've seen Black Channeled Werewolves [b0rsuk]
- I've seen Rakir the Beastmaster with Fire Breath, Wings and Demon Skin (1.40f) [b0rsuk]
- not all player units participate at Tower battles [b0rsuk]
- Fog of War does not function for AI anti-city spells near CAPITAL [robinh3213]
- stack movement points [robinh3213] - the quickest Windwalker, shadow demons oddity
- Warp creature x4 hangs the game [borsuk]
- Magic.exe and Wizards.exe generate different default settings. [Ickus]
- more stack movement points [robinh3213] - Demon Lords + quick walking results in slow movement [b0rsuk]

Tiny
- Armsmaster heroes can give undead experience [b0rsuk]
- if a town with sum_circle is destroyed, the circle is not moved back to fortress [robinh3123]
-

Thanks...
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Any chance these can be included? This will make the settings screen consistent and makes sure players starting the game for the first time (ie. from magic.exe) have the correct options set in magic.set if it doesn't exist.

MAGIC.EXE
0x26EE7 53 74 72 61 74 65 67
0x301FA 00
0x30224 00
0x30230 00

HELP.LBX
0xB80F1 53 54 52 41 54 45 47

WIZARDS.EXE
0x2F657 43
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Ickus Wrote:This will make the settings screen consistent and makes sure players starting the game for the first time (ie. from magic.exe) have the correct options set in magic.set if it doesn't exist.

HELP.LBX
0xB80F1 53 54 52 41 54 45 47

I don't know about the others (so I'll just assume these are working as intended wink ), but this one doesn't do what you say it does. It just changes the labeling of the option "Automatic Combat" back to "Strategic".
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b0rsuk has posted a savegame in which he has Node mastery. But when his hero enters a certain node, and tries to cast spells there, he'll get a nessage saying that the power of the node prevented his spell.

Savegame: http://www.sendspace.com/file/h4ty08

I confirm the bug. I think that the spells are actually working correctly, it's the message that's wrong.

Observations:
- I attacked 5 other nodes in your savegame. In each node, I cast "Healing" several times. It always succeeded.
- The node attacked by Shuri is occupied by Djnns. The Djinns cast "Counter Magic" at the start of combat.
- I loaded and tried this battle 5 times, casting "Healing" several times on each trial. In each trial, "Healing" had a chance to fizzle as long as "Counter Magic" was still active. Once "Counter Magic" was worn down, "Healing" always succeeded.

Conclusion:
Although the message says that "the power of the sorcery node" countered your spell, it actually was the "Counter Magic" spell that did. The node ability, the "Node Mastery" trait, the "Healing" spell, and the "Counter Magic" spell, are all probably working correctly, but the displayed message is wrong. It should state that the "Counter Magic" spell prevented your Healing spell.
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When playing MoM while having the volume turned up high, you'll encounter looping sounds that never stop. While they aren't very annoying (they are only faintly audible with normal volume), the endless sound loop probably eats up resources and may cause problems with other sounds.

I can reproduce the effect 100% of the time with the following procedure:

1. In the "Settings" screen, disable background music, but leave the two other sound settings enabled.
2. Quit and restart the game (probably not necessary)
3. Keep playing the game until one of your settlements completes a building.
4. Go back to the main screen

When you turn the volume very high (I set it to maxium in Windows, and have another volume control at my speakers which I also set to maximum), you should now hear the looping sound of the "building completed" melody.

The only way to stop this melody from playing throughout the game afterwards is to:
1. go to the Settings screen
2. re-enable "Background Music"
3. leave the Settings screen
4. enter it again
5. disable background music
6. leave the screen again

However, the problem reappears whenever another building is built (I'm not sure about other events, haven't tested those).

Perhaps interesting: the problem seems to occur when the game is supposed to stop the "build completed" music (because the player pressed a key or mouse button) and show the city screen. Instead of stopping the music track, it just sets its volume very, very low, and then keeps playing it.

Could someone try to reproduce it? If it's not reproducible for you, we may need to compare soundcard / driver settings.
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Thanks, Psyringe.
To do list updated.

@Ickus
I will look at it - but I thought these problems were repaired already.
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Using Surveyor tool (F1) you can check for nearby cities you don't know about yet. This is very useful in early game (you know which way to send your slow army), but it's still an exploit. It says "cities can't be built within blah blah", even if there are no cities you can see. I feel dirty about using this trick and don't use it unless I forget.

I propose that Surveyor doesn't tell it's impossible to build a city unless you've already uncovered it. While we're at it, sometimes I play a very mean wizard and raze all cities that are not Klackon, for example. Then I would like to check an area near a city, but can't.

Savegame: http://www.sendspace.com/file/3mghg5
Check the squares southwest from Magic Spirit and southeast from Zaldron the Sage.


I've known about this for a looong time and almost forgot about it.
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I'd say this is a feature rather than a bug, because you often need that information when planning and placing cities. I agree it can be exploited, but removing it entirely could be quite annoying at times.
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Would it be easy to fix the "free 250 production" bug? No need for a savegame: start a game, build 2 spearmen, set tax to 60%, tell city to build something, activate 3 spearmen, leave city screen, move 3 spearmen out of city, click 'next turn'. Presto, free building. Same principle applies throughout the game. For klackons use 75%. Fixing this bug would... keep nefarious humans like me from exploiting it! (note: even using this bug, some impossible/large are still very tough! a tribute to 1.40h improved AI)
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Hmm, I never discovered that one. What causes it? It has to be exactly 3 units?
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