May 29th, 2012, 17:14
(This post was last modified: August 25th, 2012, 14:21 by kyrub.)
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This thread is about the 1.31 bugs, that were not yet corrected in the latest version of Insecticide. That means that only those bugs, that are evincibly present in 1.31, qualify for it. Surely, if you find some 1.31 features suspect for malfunction, you may post here as well.
Please: don't post the crash reports from 1.40 versions here - thanks. They belong to the other MoM - bug reports thread.
- Earthquake bypasses city protection
- Node Auras work on other plane
- Water-walking/pathfinding units cannot use magical roads
Quote:The bug only manifests if the particular wizard had a fight at his fortress, while having over 16384 mana. When he casts a chargeable spell, he ends up with -32878 mana, which does not change anymore. He won't be able to cast SoR at that stage.
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Zitro has alerted me about this problem:
The research spellbook can from time to time become full of Arcane spells, instead of showing coloured alternatives. This is not a simple RNG exception, because the situation happens quite often and it's pretty irritating, it damages the richness of the game. It should not happen according to the OSG - Arcane spells have their rarity brackets and you should not see a rare spell (like Summon Champion) before you get through all uncommon coloured spells.
As it seems, the mechanism that selects researchable spells is malfunctioning, with tendency to punish single coloured wizards. If you run a setup with 10-11 books, you see how often the first choice is cluttered with Arcane spells.
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This may / may not be a bug. - I'd like to know, really.
Supposedly, the Runemaster pick should, among others, give you extra dispelling power of 200% of mana spent. It seems, however, that the code uses some unheard-of data format and probably makes a mistake when checking for Runemaster. The bonus may not be given (or may be given at wrong time).
It would be nice if anybody could try to setup a test that would prove, how things work really.
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Here I am, second post, hope to help.
Bug present in vanilla and 1.40m.
Impact: Game do not crash, can be solved by actions in game.
Description: The cities you find already built on Myrror, do not have a magic road in their square, but a normal one.
The cities built after the game beginning have a magic road (correct behavior).
Replicate: Start a game with Dwarves or Beastmen, build a road next to your starting city, move along the road in and out the city and see the movement decreasing.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
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Just to remind: The earthquake spell bypass the city protection,like nigshade,consecration or green ward.Like corruption.
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Thanks both of you.
FrancoK, I somehow thought the magic roads were already fixed.
Asfex, Corruption is countered, but only when it is casted directly on the city square. I don't think this should be extended to whole city area.
You are right about the Earthquake. We are lucky, the subroutines are in the same segment, so adding a near call should be possible.
June 2nd, 2012, 17:44
(This post was last modified: June 3rd, 2012, 00:34 by Asfex.)
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Also,ai newer cast the death city curses,except pestilence.evil precence do nothing against ai.
Also the note:the Consecration remove all corrupion when it cast just, but will not clear later corruption in the city square.why?
Earth lore does not show enemy invisible armies.I have this fix already,but you want find solution yourself,don't you?
Dwarwes gives its addition mineral bonus from the Prosperity.
Node aura affect combat on the other plane.
There is a ton of work,still. Triremes have 8 transport capasity...
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I am afraid, that as far as something is not a clear transgression of 1.31 rules, it does not belong here.
Asfex Wrote:Node aura affect combat on the other plane. This. Although I find it an interesting feature. Node auras in MoM are quite a volatile thing.
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kyrub Wrote:that as far as something is not a clear transgression of 1.31 rules, it does not belong here. To clarify,what is the 1.31 rule? OSG,Internal help?what is best power?How about crossing mountain after terraform?Is there any rule?
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Asfex Wrote:To clarify,what is the 1.31 rule? OSG,Internal help? 1.31 rules (for me) are the common denominator of game documents and players' understanding of the game.
a) When you suggest something that is not present in any of MoM documents, you are probably on a thin ice.
b) In cases with no sure authority, it's the player's community who decides.
c) If the community is divided, someone has to make the call. This, for the sake of simplicity, is the author of the patch (me).
(I'd prefer if this thread is not turned into a special meta-discussion about the rules and the games).
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