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Caster of Magic II Bug Reports!

1. Every touch attack is per figure. The ingame help is not the rulebook though, it would get extremely spammy if every rule detail was added on every ability related to it. There are like 10 different touch abilities in the game afterall.
This is not a bug report.

2. Use common sense, geez. Also see above.

3. Ice Bolt lists the abilities that prevent Frozen. I'll also add the list to the Frozen unit debuff icon, so players on the receiving side can read it too.

3b. Water Elementals becoming Non-Corporeal was considered and it would cause a large unintended shift in game balance so I didn't do it. Sorcery can make units fly, so should not also have access to immunity to web in the same tier.

Fire Giants would make no sense being Non Corporeal, and too powerful with Immolation.
Cold Immunity might be more reasonable to add but considering even the Resist Elements idea was eventually overturned, I rather not, Cold Immunity is more powerful than simply preventing freeze, it also blocks Ice Bolt damage as well as Wave of Despair.

4. That's how it works and always worked, not a bug. Building never costed any movement points, but had a limit of how much progress is made on the tile per turn per engineer.
(This also enables the combo of using a flying boat to move the engineers and building more than one tile of road per turn.)

5. The stack movement displays both Mountaineer and Water Walking. The unit display does not support displaying more than one movement type, unfortunately, so the one with the highest priority is shown in the order of Waterwalking->Mountaineer->Forester->Pathfinding->Noncorporeal->Sailing->Flying.
Not a bug, but I changed the priority to display Water move as a higher priority than land move types.
Water Walking, similar to Flight, Sailing, etc never had an ability icon as it had the inherent assumption of being displayed as a movement type instead.

6. Level up MP bonus seems to be applied twice for mercenary previews. I've fixed this for the next update, please test it once uploaded. I'm not sure WHY it was applied twice so this might or might not break displaying the preview stats on other units or under other circumstances. It's possible this was just an accidental bug though.

7.Fixed

8. Confirmed, this was a bug. The line for checking zero movement was missing for road building orders.

9. Works as intended. I can click on the tile and the unit registers the "stay in place" move order correctly. (no red arrow to the destination when selected afterwards)
As it cannot do anything after combat, it cannot execute the "move to where you are" order so the "G" stays displayed but the unit won't move next turn.
A little bit confusing and the G not being shown would probably be better but I rather not mess with the overload movement system if not absolutely necessary. It's way too easy to break things, especially if I create an exception to let a unit "move" after combat, even if that move is for 0 tiles. No idea what the consequence of ignoring and auto-removing 0 tile move orders would be, if any, either.

10. Confirmed. This might be intentional, I unfortunately don't remember. There was some circumstance when the AI was giving gold without losing it in the diplomacy system I think, but which one and why it was necessary, I don't know anymore.
Might have been a limitation from hex editing in DOS though in which case it's not relevant now and can be fixed.
Anyone remembers this?

11. Confirmed. Threatening a wizard costs 100 trade and treaty interest points which makes it possible to do it twice, if treaty interest was +101 or higher. (it caps at 120)
According to the wiki, the cost should have been Treaty Interest dropping to -120 directly instead, which might have changed because that's a lower cost if the value was below -20 already, and allowed using threaten too often. (you can do diplomacy if it's above -100)

12. No, units that died to irrecoverable damage can't be healed, raised from the dead or resurrected. They probably took more normal damage from the attack that caused the stoning, than the stoning damage, so they died to normal damage. Can't verify this without a save file. The unit returns with half the maximal hp which usually is half the figures, this is written on the spell already.

13. If it's that rare and can be fixed on the user's side by pressing the plane button a few times, this isn't worth the time to investigate. If you figure out how to reliably reproduce it and what's the problem, let me know. Maybe you simply forgot to order the unit to change planes before moving and they did came from the other plane or something.

14. Confirmed, fixed for the next update.
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I don't know why some place in script files could not using call function. I could not figure out the reason. I was test this during optimization in in version 1.5.6 and found that. Example of file which end up give me crash without any kind of script error message are in AIRace.cas, EconSkill.cas (first half), and AICustomWizards.cas but only in some location as I post in modding discussion thread.

https://www.realmsbeyond.net/forums/show...#pid855304

I could not identify why and no one reply me there so I report error as I discover here.
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1. So if the first naga figure kills 1 figure with melee + poison combo then the same naga figure will apply the Poison 3 again in the same exchange (user’s attack order) against the second enemy
figure, etc.? (Sorry for posting this in bugs. Next time I will do my best not to).

2. After playing MOM and its successors for 20,000 hours I still don’t know it. Sorry. Common sense 1: Death Immunity protects from death gaze. Common sense 2: Death Immunity does not protect from death gaze, because the icon’s text does not mention it. There were numerous rules that do not follow common sense, but some kind of complex unintuitive rule in the past. I think I am not the only player who does not know it. And even if there is a rule, maybe there is a bug about it. The main reason I make these posts is to help the game development for the sake of all players. Less for the reason to help myself to understand the game better.

4. OK. I find this not intuitive though. This is a heavy exploit and very few players would expect or know this.

5. If I cast Water Walking on swordsmen or other unit, it displays the large Water Walking icon on them under Large Shield, Bless, or whatever. Why that same icon cannot be displayed on my Dwarf hero? This is not stack movement, but individual unit movement. If the Dwarf hero is alone, it would be good to see that it can move on water too in addition to having Mountaineer skill.

12. I am 100% sure that 4 out of 6 (also max 6) figures died from Petrify spell in battle 1. Then 2 out of 2 figures died from Petrify spell in battle 2 in next turn. Then AI cast Raise Dead and brought back 3 out of 6 figures. No normal damage at all. I will search for save file to reproduce. I guess that either at the end of the battle or at the end of the turn, the fact that some figures in a unit were stoned is erased. Then they are just simply dead and start to slowly heal including figures coming back to life.
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1. No.
https://masterofmagic.fandom.com/wiki/Poison_Touch

2. Death Gaze is a Death realm magical attack. So Death Immunity protects against it.

5. If you mean the purple icon, that's a spell icon. It means your units has that unit enchantment spell applied, it does not show the actual movement type of the unit (which might become something else entirely, if they have other movement spells or abilities)

Purple = enchantment spell (buff)
Blue = enchantment spell (curse)
Yellow = innate unit ability
Grey/Brown = Artifact granted ability (this was obsoleted and now uses Yellow icons)
Red = Hero ability

Did I miss anything?

12. "I guess that either at the end of the battle or at the end of the turn, the fact that some figures in a unit were stoned is erased."
It is, yes. Irrecoverable damage only exists within combat, once the unit leaves combat, it is converted into normal damage.
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(August 23rd, 2024, 20:17)Seravy Wrote: 5. If you mean the purple icon, that's a spell icon. It means your units has that unit enchantment spell applied, it does not show the actual movement type of the unit (which might become something else entirely, if they have other movement spells or abilities)

Purple = enchantment spell (buff)
Blue = enchantment spell (curse)
Yellow = innate unit ability
Grey/Brown = Artifact granted ability (this was obsoleted and now uses Yellow icons)
Red = Hero ability

Did I miss anything?

12. "I guess that either at the end of the battle or at the end of the turn, the fact that some figures in a unit were stoned is erased."
It is, yes. Irrecoverable damage only exists within combat, once the unit leaves combat, it is converted into normal damage.

1. OK. But if only 1 out of 3 poison was used to kill the first figure, then the other 2 out of 3 poison attacks are still applied to the second figure the same way as the melee is being calculated?

5. So if the artifact provided ability is now yellow, then may I propose a yellow Water Walking icon added to the hero if the artifact provides that? And similarly yellow to all abilities provided by artifacts?
The gray is still there in 1.5.7. For example Ammo for heroes is still gray. Also my Wraith Form spell on my hero is purple, but its resulting Non Corporeal and Weapon Immunity are in yellow. Those are not innate unit ability nor Artifact granted ability. They can be dispelled. So those should not be yellow based on what you just posted.
I don't know if you missed anything else. I will report again if I find something wrong or see opportunity for improvement.

12. OK. Then in this case there is no bug in my earlier post about this. 2 figures were stoned in this combat. 0 figures remain alive. Raise dead is valid to raise the other 4 figure who were stoned in the previous combat, but since the max figure was 6, it raises 3. If I would have stoned 4 in this combat and 2 in the previous combat then Raise Dead would raise only 2 instead of 3. Correct?
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1. Yes, the extra damage carries over.
5. Sorry but I don't have patience for this level of nitpicking anymore. That's not how it works and the last time I was willing to overhaul the ability display logic was during the early versions of CoM for Win.

Abilities are yellow, whether they are granted by spells or not, only the spells themselves, the thing that can be dispelled, is purple.  Brown/grey is not used except for the "system abilities"  like the artifact slots, unit level/exp and ammo. Maybe those could have also been changed to yellow but if nobody asked for it the past 3 years, it's too late.

Movement types generally do not have an icon, including Water Walking, Flight and Sailing, but abilities that affect stack movement in addition to the unit itself, such as Forester, Mountaineer, Pathfinding and Wind Walking do.
I tried to make this as logical as possible but everyone has their own way of thinking so it's inevitable some people don't find it logical enough.

12. I'm not sure. Whether the unit can be raised or not is determined at the time it died, based on the damage that was dealt to it. I don't remember but I think damage that already existed on the unit before the battle does not count into this, only damage dealt during this combat.
In the case, the unit would have needed to take at least 2 figures worth of normal damage in addition to the stoning damage to be valid for Raise Dead. However if damage from outside combat is counted into the normal damage dealt in that combat then the unit will always have more normal than stoning damage and can be raised.

Did the unit have super high armor or hp per figure so it wasn't possible to overkill it vie regular damage at the same time it took the stoning damage?
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Crash during "Loading gameplay data" stage with patches 1.56 and 1.57

It seems that the crash is caused by the MaxSpells=236 setting in MODDING.INI: changing it back to 235 avoids the crash (although it is unclear if everything would be smooth later on).

As it doesn't seem that anyone else is reporting this bug, maybe I am not doing something basic, like clearing some cache somewhere?
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Armor was high, but not super high. I only targeted it with Petrify spell 2 times. No other attack was even attempted on that unit, not even retaliation.
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On the next turn, Lo pan, invincible army of 8 Berzerkers and 1 Gladiator cleared a minimum 3 behemoth tower near Lo Pan's capital, how?
attaching before and after in the link, no modes were used.

https://drive.google.com/drive/folders/1...sp=sharing
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(August 28th, 2024, 19:02)GMBarak Wrote: On the next turn, Lo pan, invincible army of 8 Berzerkers and 1 Gladiator cleared a minimum 3 behemoth tower near Lo Pan's capital, how?
attaching before and after in the link, no modes were used.

https://drive.google.com/drive/folders/1...sp=sharing

AI vs. AI or AI vs. neutral is resolved by strategic combat.   It's different than the tactical combat for player battles.  In the new games score modifier, you can choose for player battles to be resolved by strategic combat as well if that's what you really want.  Strategic strength for berserkers is pretty huge -- due to the high figure count, thrown, attack strength, and hit points.

And I checked your game... it's 3 behemoths. and 2 bears. And 4 of the berzerkers are elite and buffed. It might even be possible with tactical.. with the wizard's casting support.
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