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Caster of Magic II Bug Reports!

(July 23rd, 2021, 06:49)Seravy Wrote: Not a bug. That's how movement has always worked and always will work. You have a walking stack if you move a walking and a flying unit together. Walking stacks pay 2 for moving on rivers.

Hm. The Sprites are treated as walking units. Interesting, I never noticed.)
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216. Couldn't reproduce in like 30-40 attempts.
However, as we now know it's not a world generation crash, there is something we can do about it.
I will add an autosave call at the end of world generation, similar to the original game, so after hitting "new game", continue will load turn 1 of that new game. The important part is, once you generate a map that causes this crash again, you'll have a save file which I can load to see the bug.
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V1.1.1

This is a pretty minor thing. When buffing, the popup screen does not show the weapon type. In the image below it is Swordsmen (Magical), Slingers1 (Mithril) and Slingers2 (Adamantium).


Attached Files Thumbnail(s)
   
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207) (again)
True. Chaos channel and flying can do same thing. But if you have a flying spell you are already playing at least some blue and have a good chance of actually getting wind walking too.. More of a balance thing I think, if a few chaos spell books should give wind walking..
2 red books and you have 20% chance to get it or you can at least almost always trade for wind walking. ehh. I mean chaos channel.. But then again, the same can be said about 2 blue books and flying..
Main thing is prolly if an pure chaos book wizard should start with "wind walking"..

216) (again)
And had yet another "world generation crash". Same settings as in my previous post. No log this time.

Addendum: Ahh.. Excellent, I thought about asking for that feature a few times now..

220)
Trying to cast Resist Magic on a sky drake it says "That unit already has infinite Magic Resistance!" Uh.. Pretty sure 14 resistance isn't infinite..
Casting Magic immunity and resist magic on other units dosn't give the same problem..?

Edit: Hmm.. Can see in the manual that Magic immunity now gives 100 shield/resistance? Guess that actually is infinite Magic Resistance..
Magic immunity giving resistance is new, guess that was one of the problems with the poison not working..

221)
A Flying Floating island, have a grafical glitch when attacking.. (yeah.. .. .. Don't ask).
A floating or even a flying floating island just dies if it enters battle over water, over land it gets to fight.. Feels weird..
https://www.dropbox.com/s/y8pzy9c5lhj3qd...k.mp4?dl=0

222)
Resist elements, Elemental armor are resist magic are placed before some of the units normal skills, instead of the at buttom of the list as all other active spells, its worse on heroes where they can hide quite a bit among the skills..
https://www.dropbox.com/s/4lcsj62dczxvqs...r.mp4?dl=0

223)
Spell Lock uses the immolation icon on the ingame popup text

224)
Haste spell double movements gained from endurance, items, flying, wind mastery, but not from Logistics skill, intentionel?


In the following when something is written like "(x)" it is what it says in the manual

225)
CASTERWIN.html - Arcane Magic: Magic Spirit 5(4) melee 4(5) defence 8(5) resist. Meld with node

CASTERWIN.html - Arcane Magic: Enchant Item should prolly be Enables creating "Item" tier magical items. Or maybe "low" or "normal" tier magical items?

CASTERWIN.html - Arcane Magic: Spell of Mastery ingame it says "casting cost depends on the size of the plane that is larger."

226)
CASTERWIN.html - Nature: Construct Catapult is missing info about the unit +20% hit 9 range 2 armor 3 resist 10 health 10 ammo 1 movement long range Wall crusher

CASTERWIN.html - Nature: Sprites 4 ammo Scouting 2

CASTERWIN.html - Nature: Nature's eye Scouting radius of 5

CASTERWIN.html - Nature: Gorgons are Supernatural

CASTERWIN.html - Nature: Gaea's Blessing have upkeep of 3 in the popup window instead of (2), but it actually still only cost 2.

CASTERWIN.html - Nature: Herb Mastery is missing ingame that units take no overland damage while active

CASTERWIN.html - Natures: Great Wyrm only have poison 25(40)

CASTERWIN.html - Nature: Colossus have scouting 4

227)
CASTERWIN.html - Life: Lion Heart vs (Lionheart)

CASTERWIN.html - Life: Angel scouting 4, Exorcise 1 (Is that a +1 or -1 to resist? Normally it is written like "Lifesteal -3" and such?)

CASTERWIN.html - Life: Phoenix cost 450 mana (not 600 mana) and have scouting 2

CASTERWIN.html - Life: Holy weapon ingame have "+1 to-hit" instead of +10% to hit in the unit popup text..

CASTERWIN.html - Life: True Sight cost 75 mana on the overland map (60)

CASTERWIN.html - Life: Lionheart ingame spell book text says it gives +3 melee and missile attack, but the ingame popup text and manual says +3 to the unit's attack strength. But it actually only gives +3 melee and missile attack.

CASTERWIN.html - Life: Divine Order "Other enchantments cost 10% less", wouldn't "Global enchantments cost 10% less" mean the same and kinda get the point through better?

CASTERWIN.html - Life: Holy Arms. All your normal units are blessed with holy weapon. In the manual it says All of the caster's units gain holy weapon.

CASTERWIN.html - Life: Crusade. Manual dosn't mention that the max possible level attainable for normal units also increases with one.

CASTERWIN.html - Life: High Prayer gives 2(3) attack

228)
CASTERWIN.html - Sorcery: Focus Magic have 4(3) ammo. Says in the manual that it will convert a thrown attack into a magical ranged attack, it dosn't, it just give a ranged 3 attack.
Focus Magic ingame text dosn't mention that it will not give a ranged attack if the unit have breath attack, but that it will instead boost the breath attack.

CASTERWIN.html - Sorcery: Floating Island have 9 resistance and 45 hp, death immunity, stoning immunity and poison immunity.

CASTERWIN.html - Sorcery: Storm Giant have Lightning Resist and scouting 2

CASTERWIN.html - Sorcery: Sky Drake have Lightning Resist, Scouting 3 and Supernatural

CASTERWIN.html - Sorcery: Air elemental have armor piercing and scouting 2

CASTERWIN.html - Sorcery: Creature Binding ingame spell text "..until the end of combat (or until disenchanted). (...) This spell cannot be dispelled". Also not mentioned in manual.

CASTERWIN.html - Sorcery: Djinn Supernatural and scouting 3

229)
CASTERWIN.html - MIX: Resist elements, Water Walking, Nature's eye, Holy armor, holy weapon, Resist magic dosn't mention that they have upkeep of zero

CASTERWIN.html - MIX: Cockatrices, Stone Giant, Unicorns all have scouting 2
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220. Magic Immunity have always given resistance.
It allows casting both spells on a unit because Magic Immunity can be dispelled in which case having resist Magic becomes useful.
However units with inbuilt Magic Immunity would never benefit from Resist Magic.

Added the rest to my todo list.
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To be completely sure, the resistance granted by Magic Immunity does not apply to Poison damage, right?
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Yes, that's correct.
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Version 1.1.2

230)
CASTERWIN.html - Death: Night Stalker is also invisible..

CASTERWIN.html - Death: Wraiths have only life steal -3 (-4)

CASTERWIN.html - Death: Demon Lord dosn't have poison- and cold immunity. But have fear and scouting 5 that isn't mentioned in the manual..

CASTERWIN.html - Death: Wraith Form, manual dosn't mention that mass targeting spells will ignore this unit.

CASTERWIN.html - Death: Blood Lust says "Enchanted unit is undead." Is undead a requirement or result of the spell? Wouldn't this explain it better "Enchanted unit is turned permanently into an undead."

CASTERWIN.html - Death: Mana Leak in the manual "All enemy caster units in combat lose 5 Mp each turn, and all units with magical ranged attacks lose 1 ammo." It is a bit vague if the units only lose 1 ammo or one each turn.

CASTERWIN.html - Death: Animate Dead in the manual "Animated (+1 attack, hit, defense and weapon immunity)" Should prolly be "Animated (+10% to hit, +1 attack, defense and weapon immunity)"

CASTERWIN.html - Death: Summon demon, both manual and ingame text says it have poison- and cold immunity. Also weird and unusual that the ingame spellbook text list all the units immunities like that.. If there is any changes made here, it is prolly relevant on the 'lesser demon' too..

CASTERWIN.html - Death: Skeletons, dark ritual and blood lust dosn't mention that they have upkeep of zero

CASTERWIN.html - Death: Shadow demon, wraiths and vampires all have scouting 2. Death Knights have scouting 3.

231)
Eternal night should give -1 to resist to all enemy wizards non-death units, it still dosn't do that. Thought we already fixed this one back in number 111..?
(Also I feel like the manual is not really clear on, if the -1 resist should only be in battles or on overland map too)
EDIT: Looks like it is actually is working when the AI is casting the spell, but it just removes the resistance instead of making it "grey", hmm.. also works on the overland map..?

EDIT: Okay.. Quite a few things here.
1. Should this have effect overland? Because it does.
2. Should this have effect on neutrals and lairs? Because it does.
3. This should prolly make a grey resist icon instead of just removing one completly.
4. Does it work when the player cast it? (Edit: It does work, but with the same problems as above)

232)
Animate dead: Animated great drakes or hell hounds dosn't get a +1 to breath attacks. The [animated] icon help text, specifically mention that it gives +1 breath.
Animated hero Gunther the barbarian dosn't get a +1 to his thrown weapon either. It also specifically mentions that it gives +1 to thrown.

233)
Very rare "Summon Demon" and "demon lord" is standing before the rare "Vampire" spell, in the spell book, wouldn't it make sense and be easy to just swap these two around so the rare spell comes first?
We already talked about this back in number 53..

234)
Is it intentionel that Zombies dosn't have poison- and cold immunity?

235)
[Info] buttom in battle: On the [Counter non-chaos]: "all spells that are from a different realm than the node have their (casting cost/60) chance to succed" Shouldn't it be "(Unmodified casting cost/60*100) chance to succed"?
EDIT: is that "their" necessary?

236)
AI cast 'spell ward' on his fortress city (only city), but there was no spell ward next turn.. He have done this two times in a few turns now, AI is low on mana at the moment and in "save mana" mode.. But dosn't help giving the AI more mana. Feels like it can't figure out what color to choose, even though I am a mono wizard. Easy to replicate, done it more than 10 times now. Spell never works.
https://www.dropbox.com/s/ik3j7gn8t2yh0d...d.mp4?dl=0
https://www.dropbox.com/s/m0rm3787ayn5wn...d.sav?dl=0

City Buff category was chosen!
Spell Ward priority = 50
Raven starts casting Spell Ward
Total cost : 133
Raven casting progresses by : 133
Raven casting progresses by : 0
Raven finished casting Spell Ward
Raven AI turn, phase 3 Spellcasting starts

237)
Final score vs item. Killing a hero that is carrying an item, in the final battle, makes the item pop up on the final score screen. Even though there in this fight was two items on the hero, only one showed up. And I could just click past it, it didn't cause any problems.
https://www.dropbox.com/s/3o1jq35g2votiw...e.png?dl=0

238)
Time stop, the AI cast several overland Stasis on my units during his time stop, I don't think that is an all that usefull spell during time stop..

239)
Animate dead, if I raise a dead enemy hero, and win the fight with that hero still alive, all his/hers items are lost at end of the fight.. Ouch..

240)
Note: I think it would be nice if all spells that do irrecoverable damage/deaths, has this damange type mentioned in the ingame spell text and manual?

Note: A Demon lord standing next to a sky drake (magic immune) will still select its ranged attack (magic) as the standard attack, doing no damange. Unless you press shift key and change your attack into a melee attack. I thought it was changed to automatically make a melee attack in these cases? But all I can find on the forum is an old post where you mention that it is still usefull with ranged 0 damage attacks for the supression effect. So I guess this is not a bug, but just wanted to make sure?

Note: I just traveled through the vast desert and invaded the city of Mecca and claimed it from the nomadic people.. I.. Feel bad.. Sorry?
https://www.dropbox.com/s/rrf32lj0j66pqf...a.png?dl=0
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220) (again)
Ahh.. Yes, silly me, magic immunity did use to give 30 resistance..

241)
Bug already reported and solved in [What could be cause of endless loading crash during start new game after modding?] with "I am the boss" where "It's stuck on the Myrran wizard requirement."

I tested this a bit furter, continental lord is not required for the crash. And Race to the unknown have the same problem when I pick Myrran on my Wizard, crash every time with high AI count. (Guessing the fix will solve both Score Modifiers already..)
But world equalizer dosn't seem to have any problems, tried 10 times with myrran and 10 times with non-myrran wizard.

242)
Not sure if I ran headlong into a different bug testing the previous one or if they are related. But this time it is still the I am the boss but only one AI. And no Myrran on any of my wizards. Had 6 world generation crashes testing this.. Got three in the log.
Advanced, 1, minimal, Islands, 1, Fair, Rich.
Random wizard (not myrran each time), noname, random race, random color
I am the boss, plane of earth, disconnected, Continental lord
This crashed 4 out of 14 times. (Got no completed savegames from the nice new feature..)
I later tried to replicate the crash, this time it took me 25 tries to get one crash. And another 2 tries to get another. Total of 6 out of 41 have crashed.

https://www.dropbox.com/s/69ckwlmdj2r1w6...1.txt?dl=0
Started New Blob. Blob Size =5 Blob radius =4
Current center distance difference = 1
Direction 0,1 z=2
Continent created, center tile : 2,5,6
Continent blobs =1
Continent created, center tile : 2,7,7
Continent blobs =1
Continent created, center tile : 2,7,7
Continent blobs =1
Eleva

https://www.dropbox.com/s/3hpklnz4cm0rd6...2.txt?dl=0
Elevation to land type
Tundra
Desert
Swamp
River
Planar Links
Towe

https://www.dropbox.com/s/x5sdq78xndwiuz...3.txt?dl=0
Elevation to land type
Tundra
Desert
Swamp
River
Planar Links

EDIT:
This is the same settings that caused the game to crash back in number 216, back then the log said "World generation complete!"
Had another two crashes, one got logged:
"Planar Links
Tower"

243)
Wasn't there something about an update that preventede the game from generating game starts with excessive ressources next to the fortress? Or was that only the "high" tier ressources?
https://www.dropbox.com/s/97qrbkd21ahvck...h.png?dl=0

244)
CASTERWIN.html - Chaos: Chaos Spawn has illusion immunity

CASTERWIN.html - Chaos: Hydra is supernatural

CASTERWIN.html - Chaos: Great Drake is supernatural

CASTERWIN.html - Chaos: Volcanoes provide 7% production as though they were regular mountains to the owner's cities only. Hovering over my own volcanoes with the F1 advisor there is no mention of this bonus, but it is added to the city correctly..

CASTERWIN.html - Chaos: Chaos Surge, "effect of second and later copy are reduced to a +1 bonus" vs the version in the manual "Multiple copies stack but at halved effect." Those are different things.

CASTERWIN.html - Chaos: Chaos Surge, dosn't give +2 fire breath

CASTERWIN.html - Chaos: Fire Elemental have a casting cost of 14 (16)

CASTERWIN.html - Chaos: Warp Lightning, the in-game spellbook text dosn't mention that it is an armor piercing attack.

CASTERWIN.html - Chaos: Warp Creature, in the manual it says it can give "Halved defense" but in-game it says "two-thirds of their defense". (Last one is the right one)

CASTERWIN.html - Chaos: Armageddon in-game text dosn't mention the +2 unrest in enemy cities. And the manual havn't been updated on the new "number of squares formula"

CASTERWIN.html - Chaos: Doomsday in-game text dosn't mention the +5 unrest in enemy cities. And the manual havn't been updated on the new "number of squares formula"

CASTERWIN.html - Chaos: Wall of fire  dosn't mention that it have an upkeep of zero

CASTERWIN.html - Chaos: Hell hounds, Gargoyles, Fire giant, Chimeras and Doom Bat all have scouting 2. Efreet and Great Drake have scouting 3. Chaos Spawn have scouting 4.

245)
Mystic surge just gave my Fire Elemental Magic Immunity, haste, heroism, Holy weapon, true sight, immolation, animated, spell lock. (Also Mystic surge and healing immunity of course). Next turn undead and no healing showed up on the unit too.. 8 spells, intentionel? (My highest is 8 spells and orihalcon)
Mystic surge gave my unit animated, but it was first the turn arfter it got the undead status, no healing, death immunity and cold immunity.
Arfter quite a bit of testing, still no other metals than Orihalcon?
https://www.dropbox.com/s/hwhioxcp2rds8l...d.mp4?dl=0

246)
Fought in a lair, the other wizard have Evil Omens cast and my spells cost 50% more in this lair as expected. (disintegrate cost 50 mana * 1,5 *0,9 = 68 mana) But there is nothing in the [info] button.. Unless I fight directly against the wizard this overland spell isn't shown?
https://www.dropbox.com/s/04c26meamqrlhq...s.mp4?dl=0


Note: Playing against one AI (advanced) it have started to cast a hell of a lot more disjunctions than before, and it is quite agressive to threaten me and declare war when I cast the big evil spells..
And it managed to stabilies its population and economy even when I had doomsday, armageddon and meteor shower active.


EDIT:
247)
Checked all spells research costs and with 233 spells you can research, having only 6 "not up to date" is pretty impressive smile

CASTERWIN.html - Nature: War bears research cost 320 (260)

CASTERWIN.html - Nature: Cracks Call research cost 1280 (1600)

CASTERWIN.html - Life: Endurance research cost 1280 (380)

CASTERWIN.html - Life: Ruler of Heaven research cost 12000 (10000)

CASTERWIN.html - Sorcery: Uranus' Blessing research cost 3200 (4000)

CASTERWIN.html - Chaos: Doom Bat research cost 4800 (4000)
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There's a bug in 1.01.02 that results in units healing to full health over the endturn. For example, my unit of bowmen just healed from 1 health (1 figure left) to full, outside of a city with no healer unit present. I've seen this 4-5 times in this build.

edit: I said I didn't have a save file, looks like I actually did save. The bowmen are in the 9 unit stack of heroes just north of my capital (visible on screen in the save): https://ufile.io/lvnlburl

Looks random; I loaded a few times and sometimes the bowmen hadn't gained any health at all, sometimes they're at full health.
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