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Caster of Magic II Bug Reports!

Thank you Seravy!
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About this issue:

Quote:
10. I cast Wraith Form in battle. First move to cross wall was not allowed. Once I moved 1 tile it became available. Reproduce from WraithForm.sav Attack the Pink town on the SW with 8 Werewolves.
Sounds like Wraith Form doesn't refresh the target's move matrix when cast. This should be easy to fix, I remember it was a problem with other similar spells in the past too.

It's same for if you cast heroism on a logistic hero, the added movement does not update immediately, A simple work around is just to wait with the unit, and because of the simple workaround, I think this is a low priority issue, IMO.
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(January 4th, 2025, 11:02)GMBarak Wrote: About this issue:

Quote:
10. I cast Wraith Form in battle. First move to cross wall was not allowed. Once I moved 1 tile it became available. Reproduce from WraithForm.sav Attack the Pink town on the SW with 8 Werewolves.
Sounds like Wraith Form doesn't refresh the target's move matrix when cast. This should be easy to fix, I remember it was a problem with other similar spells in the past too.

It's same for if you cast heroism on a logistic hero, the added movement does not update immediately, A simple work around is just to wait with the unit, and because of the simple workaround, I think this is a low priority issue, IMO.

I happened to read the code around this part for another problem and already added what I suspect should fix the problem.
The game does recalculate the movement matrix after every combat spell, however it does so before recalculating the unit itself. So the buff has no chance to propagate from the base unit data to the current unit data. I swapped the order of the two lines, that should fix it.
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Is it a bug that combat summon  does not initiate combat spell script? I try to create script that modify unit after combat summon but script does not trigger at all. So now I have to do it in unit recalculation script instead.
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(January 4th, 2025, 12:58)Suppanut Wrote: Is it a bug that combat summon  does not initiate combat spell script? I try to create script that modify unit after combat summon but script does not trigger at all. So now I have to do it in unit recalculation script instead.

Sounds like a bug, yes.
The script is called at the end of the function so it should activate for all spells.

...Looks like combat summons are the only spell type that takes effect in the function that initializes spells instead of the one that resolves them. This is probably why the script is skipped.
It's handled that way because the animation (which normally comes before or during the effect) requires the unit to exist to draw it, so it has to be created in advance....and summon spells do absolutely nothing else except creating the unit.
So at the time of the animation, there is no call made to the spell effect function.

I've added a script call to the combat summon function that creates the summoned units as a workaround.
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Quote:8. My Pandora Box summoned Efreet. It was still able to cast Disrupt. That spell no longer exists in 1.5.7
Confirmed, this will be fixed in the next update. Disables spells in general were still available for units to cast if they were the correct realm.
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Quote:1. All invisible units are visible on Cartographer, but not on the overland map. It is not user friendly to check Cartographer before every tile move as I scout.  And it is super important to know if there is an enemy unit on the tile I am moving to or not. This should be consistent. Show it on both or neither. Reproduce from HiddenUnit.sav
Bright Green AI (Merlin) has unit displayed on the Cartographer. But that unit is not visible on the overland map.
Confirmed and will be fixed in the next update.
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(January 4th, 2025, 15:15)Seravy Wrote:
Quote:8. My Pandora Box summoned Efreet. It was still able to cast Disrupt. That spell no longer exists in 1.5.7
Confirmed, this will be fixed in the next update. Disables spells in general were still available for units to cast if they were the correct realm.

It's fairly easy to get around this by changing the spell to an overland spell. In a current game I'm trying to find disabled spells as a treasure (in spells.ini they are not invalid for treasure). Nothing so far. Is that even possible?
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(January 4th, 2025, 19:03)Slingers Wrote:
(January 4th, 2025, 15:15)Seravy Wrote:
Quote:8. My Pandora Box summoned Efreet. It was still able to cast Disrupt. That spell no longer exists in 1.5.7
Confirmed, this will be fixed in the next update. Disables spells in general were still available for units to cast if they were the correct realm.

It's fairly easy to get around this by changing the spell to an overland spell. In a current game I'm trying to find disabled spells as a treasure (in spells.ini they are not invalid for treasure). Nothing so far. Is that even possible?

It shouldn't be. Disabled spells should generally be 100% unavailable in the game except by giving a unit the ability to cast it specifically.
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Quote:Scouting 2 is displayed on Draconian Spearmen and Swordsmen, but not displayed in the town when they are being produced.
These units don't have the ability naturally and gain it through their flight movement. Effects like that are only applied to units that already exist. I guess the simplest fix would be to just give them the ability in units.Ini.
Quote:10. Overland tiles look like Grassland, but Surveyor says River. It also cost 2 movement points to step on it so it is River. See screen shot and save file RiverGrassland.Sav
Confirmed. This seems to be a side effect from the map being extremely small. Will be fixed in the update.

Quote:7. Barbarian Swordsmen Thrown not shown. Reproduce from Thrown.sav
You have plenty of units in that save file including many swordsmen. I couldn't find which one has a problem, each one I clicked on showed Thrown as expected.
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