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Caster of Magic II Bug Reports!

I don't know.
I was told, "in a few days" last Thursday for 1.0.1.
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65) (again)
That is why i'm mentioning it, it's weird. No sorcery buffs, no amplifying tower.
Even if I lost a town with an amplifying tower, (and I din't) at the excat same turn as the spell binding spell, I would still not even be close to "loosing" that much..
Would take around 2-3 amplifying towers. Only had 1 big and one small town at the time. No towers..
I hadn't even cast Tree of knowledge so no linking towers. Been trying to replicate without luck.

66)
Doomsday and armageddon have caused unhappines in my city. Because of this there is no production of food and my city is starving. And now I can't complete buildings to save my city. Placing a full garrison dosn't help (fantastic creatures). (Sure.. Dispel doomsday and hurry up and build a granary before it's recast, but not being able to build buildings untill then is kinda harsh).
https://www.dropbox.com/s/8094sxyvvnn9e7...n.mp4?dl=0
Savegame
https://www.dropbox.com/s/bgz6ehm7vpoxzt...n.sav?dl=0

67)
My buildings are just breaking for no obvious reason? I lose one building every now and then. Tried losing wizard tower, oracle, stables, amp-tower, colosseum and bank.
Sharee dosn't have volcano. I cast detect magic and she dosn't do anything funny when my buildings break. Only two benign global spells. (Blazing eyes and Fate master, tried casting disjunction on them and still lost buildings). No meteor storm or chaos rift..
https://www.dropbox.com/s/3i325xw0f4sjkf...g.mp4?dl=0
Savegame
https://www.dropbox.com/s/mll5vh0cku7oci...g.SAV?dl=0

EDIT: I thought the frequency of my buildings getting destroyed would match meteor storm pretty well. But as you can see in the video no meteor storm. But when I quit all the way out of the game and loaded the save again. She have 3 more spells suddenly (savegame is on the same turn as in the video.. Eternal night, Zombie mastery and meteor storm.
Is it the "scrolling arrows that vanish" thing again? I don't think I have been playing with those for a while..
https://www.dropbox.com/s/84ud1s9685k89c...g.png?dl=0

EDIT: Ahh.. Yes it is.. Scrolling in one savegame cause problems in another savegame..
https://www.dropbox.com/s/ippa5162t7p24c...s.mp4?dl=0

68)
Relationship popup, I've been hunting for this one for a while.
I can make it popup on the worldmap, over the wizard info, over the diplomacy screen. Also if there is no realationships is it really necessary for it to even pop up?
https://www.dropbox.com/s/b8z78can6nc3n8...p.mp4?dl=0
Also
https://www.dropbox.com/s/jan7p6wp70upcd...s.png?dl=0

69)
Random wizards are mostly random.
Entering the hall of fame screen gives the same random wizard every time, but i'm guessing this is a part of the same problem/solution as the random races.
Tried making 100 random wizards without entering the hall of fame screen, this seems fine.
Ariel 13, Merlin 11, Sharee 10Sss'ra 10Raven 8Jafar 7Tauron 7Kali 7Rjak 6Freya 6Lo Pan 5Horus 5Tlaloc 4Oberic 1 (In the next 5 tries there was 2 more Oberic).
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Bug report:

After I win last playthrough with "win" botton, I exit game and when back to start new one, game crash upon I click "New Game". I try it twice and result still lead to crash.

Edited: Crash not gone after reboot. Confirm to be very big trouble for me. Save could be load normally but I could not start new game.

Edited 2: Found source of problem but not its reason. it seem that my COM.set causing the problem but I don't know reason why. After I delete this file I could start new game again.


Attached Files
.zip   crash COM.zip (Size: 283 bytes / Downloads: 0)
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70)
AI have global spell upkeep of 97 mana (4 spells). But 0 mana in reserve, 0 gold and a power income of around 25 from fortress..
Shouldn't global spells be removed when you can't pay upkeep? They sure do for me. But not for the AI.
Only advanced AI. It have only one city. No nodes. No mana generating buildings in city. One citizen that is unhappy. No mana gain from spells or monsters.
When the AI lost all its mana income it correctly disbanded most of its army. But should prolly have disband some overland spells, so it could keep some of its army instead.
Savegame
https://www.dropbox.com/s/2jwrf36kpngy94...p.sav?dl=0

AI have 83 mana upkeep form global and city spells. (Also 3 phoenix (36 mana upkeep) that isn't getting dispanded for some reason).
Only advanced AI. It have only one city. No nodes. No mana generating buildings in city. Two citizen. No mana gain from spells or monsters.
Savegame
https://www.dropbox.com/s/uictprpfal8ebd...r.sav?dl=0

71)
New "win" condition buttom in menu dosn't trigger in my game vs one AI?
Tried two times with no luck. Even when im way above 2,5 times stronger it still dosn't trigger? Dosn't work vs one AI? Or because of debug mode?
Savegame (Same savegame as just above)
https://www.dropbox.com/s/uictprpfal8ebd...r.sav?dl=0

72)
I cast chaos rift on enemy town. Later I conquer it and the spell dosn't disappear? I was wondering why my units kept loosing their life, took me a bit to notice.
I'm guessing this is not intentionel?
https://www.dropbox.com/s/mg1d86w4dqp384...e.mp4?dl=0

73)
As seen in video number 72 the city of Flensburg have 2 inhabitants. Both farmers, but only produce 4 food for some reason.
The city have been nuked by Call the void 5 times before I attacked it, and the citys max pop is 0 on the overland F1 view.
https://www.dropbox.com/s/b2rqsvgyxoui4j...r.sav?dl=0

74)
The city Flensburg
Building a granary seems to fix the food problem. But for some reason when buying the buildig it says 0 turns left, instead of the normal 1 turn left.
https://www.dropbox.com/s/f1ip3l7iwjhmbm...t.mp4?dl=0

75)
Chaos channeled Arch Angels is back baby!
https://www.dropbox.com/s/zd247sbmpo3793...l.png?dl=0
Casting apocalypse (Call chaos) have a chance to chaos channel enemy units, it seems to be forgetting to check if the enemy is a fantastic unit. This bug was in the original release of MOM. Could freeze up the game if chaos channel was cast on an already chaos channeled unit.
https://masterofmagic.fandom.com/wiki/Ca...s_Channels

Arfter quite some testing of Apocalypse spell I can't get it to actually double cast channel on units, so it prolly check if the unit is channeled, but not fantastic.
Enemy city have 3 chaos channeled phoenix in it, when the chaos channel triggers it dosn't do anything.
https://www.dropbox.com/s/o24fjb6yrqd681...l.sav?dl=0

76)
Event: "Citizens have overthrown the rule of Ariel! Cities turn neutral". Completly destroying her. But I didn't win the game, even as I am the only one left, and I still have no win buttom.
At first I thought it was the Rebellion event. But then there would be two conditions getting ignored.
1. A fortress can't be chosen as the target for rebellion.
2. If there are more fantastic units than normal units in the city it can't rebel. (Was 3 phoenix and 0 normal units in the city as far as I know).

But the text of the event is wrong and I can easily replicate this event, so this must be the new "weak wizards vanish when there is still many wizards in the game"-feature? (Sometimes she vanish, sometimes retires, sometimes overthrown.)
https://www.dropbox.com/s/op6n0ehkigw1x2...w.png?dl=0
https://www.dropbox.com/s/fc2rt7esri7p15...O.mp4?dl=0
Savegame (Ariel "retires" in 10-20 turn).
https://www.dropbox.com/s/wfb2zkoggxu4g4...o.sav?dl=0
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72) That's intended. I tried to argue it myself at some point in the past =P

73) That's normal. Farmer efficiency is halved for food produced over the maximum population. I assume in CoMfW it's twice that, but the principle is the same. 0 times 2 is still 0, so all farming will be halved.
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70. AI can only lose unit enchantments and summoned creatures (in that order of preference) to failed maintenance.
It cannot lose global enchantments and city enchantments. This is consistent with the original game.

71. The feature doesn't work before turn 100.

72. You should cancel the enchantment manually. Intentional. It's possible that you want to keep the enchantment because you are expecting to lose the city or plant to raze it.

73. "for some reason" is the overfarming penalty. See the MoM Wiki for more information, the original game works the same way.

75. Will fix in 1.0.4

76. Yes, that's the "weak wizards vanish" feature.
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Raven's music plays for Sharee, and vice versa.
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Please specify overland or combat, if overland, then the neutral, or angry versions?
Ideally, I'd like the 2 numbers of the wav files that need to be swapped in the data\music folder.
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The pieces that play for diplomacy with Sharee are Raven's music. Both the neutral and angry versions are wrongly assigned and are Raven's music pieces.
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Thanks, swapped them.
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