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Possession crash

Anyone playing this game is familiar with the message "you can't control more than 9 units in combat".

Yet, casting possession allows you to control more!
How is that working?
The real limitation is 18 units for the two players together - the game most likely insists on the 9 each for fairness otherwise one could take up all the slots with summoning and then the other would be unable to summon.
What this implies, if a unit is possessed, resulting in 10+8 units, is the person with 8 units is able to summon. And when they do the game crashes.

I've looked into this bug and the situation is not very good.
-The procedure that reserves the 1-18 ID for units at summoning has no return value. If all 18 are taken, a random value is returned. This might be possible to fix but...
-The summoning procedure itself - obviously, since there was no return value - does not check for it being successful. Adding a check here would be hard but the problem is, then there is the procedure that called this, and then the one above. Editing them all is...let's just say not an option. Even if I did, at best the game would fail the summoning and the player would still lose the turn/mana crystals/etc and get no warning message - not any better than a crash actually.
-Checking for 9 units controlled is done at many separate places, at least 4, and space isn't very available. Changing the checks to look for the "owner" of the unit instead of the "controller" could in theory fix the bug, but I doubt this is reasonably doable. This would be the only way to fix it without altering gameplay. ("owner" is the person the unit belonged to at the start of the battle)
-Finally, altering all checks to look for 18 total units instead of 9 own is probably way easier and eliminates the bug...but that does change gameplay since it means you can keep summoning after 9 if the enemy doesn't have enough units.

Or we can do nothing since how often does the situation come up? Almost never, since the possessed unit usually kills something or dies trying before the player who can trigger the crash even gets a turn. I only discovered it because I was testing demon lord's summoning vs the 9 limit.
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Probably not worth trying to fix. Allowing one side to control more than 9 seems worse than the current buggy behavior.
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This could probably occur with confusion as well as possession, and is worse in some ways since control flips back and forth. Unless you changed how confusion works?
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(July 20th, 2016, 18:23)Anthony Wrote: This could probably occur with confusion as well as possession, and is worse in some ways since control flips back and forth. Unless you changed how confusion works?

Yes it can happen with Confusion and Creature Binding as well.
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The situation comes up so rarely, I don't see that it's a problem really.
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Maybe just edit the text for those spells to warn it will crash the game if you already have 9 units. Or if you can fix the crash easily, warn the spell/mana/skill will be used up but nothing will happen if you already have 9 units.
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(August 28th, 2016, 11:10)Nelphine Wrote: Maybe just edit the text for those spells to warn it will crash the game if you already have 9 units. Or if you can fix the crash easily, warn the spell/mana/skill will be used up but nothing will happen if you already have 9 units.

The spell actually works fine even if you have 9 units, unless the enemy summons something afterward before a unit dies and they also had 9 units. I rather not make the spell fail when there is only a low chance for a crash afterwards. Especially because the most likely scenario is the possessed unit attacking its allies and getting itself (or the allies) killed immediately.
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Fair enough!
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What about making possession a continuous effect that gives control of the unit on caster turns and gives back control to the owner on his turn, but the unit is frozen?
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(December 20th, 2016, 09:41)Domon Wrote: What about making possession a continuous effect that gives control of the unit on caster turns and gives back control to the owner on his turn, but the unit is frozen?

Would solve this problem but then the enemy cannot use spells against the stolen unit or attack it which is just way too unfair.
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