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Caster of Magic II Bug Reports!

Warship movement icon in detail display not change from sail to fly after gain flying from chaos channel (although unit picture display show floating up and down correctly).

My chaos warship seem to get worse under warp reality, not sure why/
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When I exit game, I get error "Exception ElnOutError in module Caster.exe at 002BE91E. I/O error 103"
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13)
Sorcery spells:
I can't cast resist magic, guardian wind, flight or invisibility on an enemy unit. But for some reason I can cast Magic immunity on them?
I can cast stasis and mind storm on my own units. But I cant cast confusion, vertigo, AEther sparks, Psionic blast or banish on them?

14)
Stasis spell:
I cast stasis on a enemy settler on the overland map. Attack it and it moves around during the combat even though it still have the "Stasis combat" status on it.
"This unit cannot act. (It can still counterattack when attacked)"

If I cast stasis in combat it gives a different text message on the unit "Stasis overland".
"This unit skips the next overland turn. As long as it fails to resist at -5, the effect carries over to the next month."
Unit can't move for the rest of combat.

Feels like the two texts have been swapped? Also the unit can move.. (This test was done during time stop).

Savegame:
https://www.dropbox.com/s/dj3mgqopyno4uqx/4.sav?dl=0
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(April 26th, 2021, 12:38)Suppanut Wrote: When I exit game, I get error "Exception ElnOutError in module Caster.exe at 002BE91E. I/O error 103"

That seems to be a "file not open" error. The only thing the game does when closing is, saving your settings. So maybe your settings file was set to read-only mode or something like that?

13. Sounds like a bug. I've already sent in version 1.0.1 so this will be fixed later.
14. Display bug, yes, the icons should be swapped.
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(April 8th, 2021, 12:06)roarmalf Wrote: Do you want us to post typos from the CASTERWIN.html doc as well?

...

Also, Bloodsucking is listed under the Vampire spell, but it's not defined/described anywhere.

I second this.
Also the same for Phoenix's Healing Aura.
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'T' in combat doesn't toggle the trees.
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(April 26th, 2021, 15:26)Seravy Wrote:
(April 26th, 2021, 12:38)Suppanut Wrote: When I exit game, I get error "Exception ElnOutError in module Caster.exe at 002BE91E. I/O error 103"

That seems to be a "file not open" error. The only thing the game does when closing is, saving your settings. So maybe your settings file was set to read-only mode or something like that?

It seem to be 1 time error. I did not get this again next time I open the game.
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Not sure this is a bug or oversight, AI could not deal with economic crisis that coming from several chaos global enchantment, they could not optimized their farming or money when they hit by Doomsday. Weight of Global enchantment in 13 wizards game is much worse as they could be stacking up even by single type (not to mentioned butterfly effect from some benign global enchantment which bring down to magic dark age below).

In my current playthrough as chaos-nature warlord runemaster on huge map and 13 enemy wizards, there are 7 chaos wizards (including me) situation end up in how their synergy all too well. They dominated everyone by shear force over all other wizards of other realms as almost of all of them have chaos surge global enchantment on (this maybe my fault due to I also play part in let's other chaos wizard have it during trade which I done it extensively) and this make their army unstoppable (+8 Melee/Range/Armor) by other wizards in battlefield, completely immune to save-or-die (due to +8 resistance from 7 chaos surge + everyone have fate mastery). And when they think situation is sticky, they are so happily trigger call the void and nuking every sticky city up and left some islands into complete wasteland (that how sorcery wizard mostly extinct in my current playthrough). And currently there are 4 Armageddon, 2 Doomsday, and occasionally Meteor storm have plunge the world into great economic crisis (everyone graph are nose drive...with one exception).

Strangely, the one who hurt the least was me as everyone end up have mass desertion happened except me due to I put empire into crisis mode management and still stay afloat for time being due to Gaia's Blessing and Root of Genesis. I play small part in this crisis but I'm neither initiator nor biggest contributor (in all of this, I only play role in cast 1 Armageddon). I even try to fix the current crisis by distribute Root of Genesis around (there are 2 surviving nature wizard, one is me) to prevent world from becoming completely volcanic wasteland and prevent effect of Armageddon from going too far.

To the twist of irony, those chaos wizards (2 of Myrrans are Chaos and Life-Chaos wizards) end up destroy themselves due to economic crisis they initiated (them both are the first who casted Armageddon and Doomsday as well as meteor shower). Mass desertion make everyone except nature wizards vulnerable to monsters rampage as both me and another guy have Call the Wild global enchantment on which I cast it to save my skin as I get overwhelm by rampage monster and could not do anything else. As monster rampage become more and more powerful as turn progress, those nodes they so love to garrison and build city nearby become trigger of catastrophe as each node now have role 5% chance of spawning monster twice while the rest of cities have thin to little garrison to defend them. This left world in post catastrophe dark age, ruin are everywhere (which end up help me stay afloat by hunting those ruin to get money without much resistance), left only a few big and defensible cities, and Myrror is now mostly empty place for me who stay away from most conflict to start colonize and repopulate. And even during this whole catastrophe, they still not stop war or cooperate for to make situation better, not even stop doing something idiot, they still throwing nuke to the one they hate every turns. With situation going on like this, I could restore my empire to economically sound position with area largely unscathed but them all would likely to be defeat, not by me but by their own folly at hand of rampaging monster.

I hope Seravy would able to implement ai action to do in crisis mode when those global enchantment stacking up, normally if it is just 5 wizards as in original MoM and CoM, situation would not be this chaotic and for one chaos wizard to have 3 chaos global enchantment trio (Armageddon-Doomsday-Meteor Storm) on is pretty much declaration of "I win" by that point due to ai could not hold up against economic crisis while caster not hurt by any of it. But in current situation it seem that only nature wizards would able to stand in crisis in long term (and maybe Life wizard too, in short term). Strangely, the least worst of the trio end up to be the most beneficial one to caster, Armageddon, now you could reap large amount of power without siginificantly scarred the world.

What surprise me most is how nature global enchantments which before release I think effect not quite spectacular but end up life-saving and even savior of situation. Root of Genesis is great spell that really powerful on its own and really able to counter Armageddon and also have great synergy with other wizards as well as other nature spell. Clairvoyance which I think not useful at first but when using on huge map which I could not explore all on my own, it really game-changing and allow me to plan thing up (currently there maybe bug of unit display, it show air elemental on overland map but not show those air elemental on unit list when right click on stack under effect of Clairvoyance). And the most surprise of all, Call the Wild which I did not expect much from it apart from ass-saving against economically drain rampaging monster and turn into Gaia's Vengeance of this playthrough as it this end up more than just good counter of stronger and more frequent wave of monster rampage but it end up became nightmare for other wizards and broke their back.

What I learn from this playthrough is that in 13 wizards games, stackable global enchantment become OP or even key strategy for coalition making. Stacking up Chaos Surge would turn table of combat toward chaos wizards (especially when combine with doom mastery, they are unstoppable). Stacking of Divine Order also have great effect in shutting down wizards which rely on summoning and change play style of the game drastically as it forcing player to play toward specific style. Root of Genesis also seem to be good coop spell too as everyone get their their mana from forest without need to competition (different from Armageddon which each volcano has owner) and grow of forest is would be much faster with several caster, so if the one who casting it is your friend you would like them to have it on as you would also get benefit from its growth too. And stackable global curse become even worse problem than before, the worst of it is that ai don't know when to stop as they don't understand when they could nolonger able to handle the situation.
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14) (again)
Stasis: Icons should be swapped, yes. But the unit also moves in combat even though it have overland stasis cast on it. Intentional?

15)
Disenchant Area spell:
I cast "Disenchant Area" with +0 power on the enemy city (Rostock)  that have no spells cast on it.
Crash 5 out of 5 times. (Also tried with different levels of "+power" they all crash).
There is a settler in the city. I tried killing of the settler in the city, no difference.
https://www.dropbox.com/s/p6fdcq9l8gveym...a.png?dl=0

I cast "Disenchant Area" with +0 power on a roaming enemy Settler (not a city or outpost, just a settler unit).
Crash 5 out of 5 times. (Also tried with different levels of "+power" they all crash).
https://www.dropbox.com/s/tatkv3ee9dt8x6...r.png?dl=0

16)
True sight spell:
Text on unit: "(...), always makes resistance rolls for Sorcery spells,(...)"
Isn't that a bit confusing? Shouldn't it be "always succeed resistance rolls for Sorcery spells,.."?
(My english is crap so I am prolly wrong.) =)

17)
Discipline spell:
Small typo in text when you read the description in the spell book. "(...) and this enchantment wasn't cast it in combat, it gains +1 movement(...)"

18)
Flying fortress spell:
Becomes just "Flying" instead of "Flying fortress" in the city enchanment window. Might be intentional?

19)
Minor text clipping on "Uranus' Blessing" when cast on an outpost

20)
City enchanments, when in city view: Having more than 6 spells, scrolling down and then removing the "number of spells that is more than 6" spells, removes the arrows for scrolling back up. So you can't see that you have extra spells cast on the city. Is not fixed by leaving city and re-entering, end of turn or loading the game.
Have to press the now invisible arrow to scroll back up. Prevents you from knowing what spells is cast on the city and removing the spells.

Please see following video for 18-19-20 (58mb)
https://www.dropbox.com/s/cq8xj6vb7oh3bl...y.mp4?dl=0

Still same savegame as last time, same turn, no change.
https://www.dropbox.com/s/dj3mgqopyno4uqx/4.sav?dl=0
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Quote:But the unit also moves in combat even though it have overland stasis cast on it. Intentional?

Yes. Overland Stasis prevents overland movement only. Combat Stasis prevents combat movement only.

15. I'm surprised it allowed you to target a tile that has no enchantments. Definitely bug, will investigate.

16. Will replace "makes" -> "succeeds"

17. Will be fixed in 1.0.2

18. Yes, the enchantment window is too small to have the longer version of the name.

20. Will be fixed in 1.0.2
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