When you have so many testers that you get 100 bug feedback reports on day 1 of testing.
Caster of Magic II Bug Reports!
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(August 31st, 2021, 20:30)Intaka Wrote: Seravy did you look into the map right clicking crash bug? I posted save files for two of them in the other thread (1.2 testing). I will post them here from now on. Is it a "minimal" problem? Haven't looked at that thread yet, I still need to finish the bugs in this one first.
Test version 1.2 (upload 2)
Magic items are not being recovered when a hero dies but you win the battle.
294.
Disjunction cost was adjusted to match the most expensive spell which I believe at that time was Armageddon at 1250 (->1875). So the bug here is the AI overspending? Looking at the code, the AI only uses the real effective dispel resistance of spells when dispelling the two most critical spells, Meteor Storm and Power Link. For other spells, it uses the spell's cost. This results in reduced chance of success if the target has an ability that raises dispel resistance. This is necessary because otherwise raising dispel resistance would just make the AI spend more instead of actually protecting the enchantment. Then it multiples the value by 1.5. If the AI has Runemaster or AEther Binding, it halves the cost needed next. So for that spell, this should be 1350/2 = 675 It then uses slider equal to this value divided by the Disjunction spell's base cost. So for this spell, it uses "1.8" as a slider. This part is wrong, as it ignores the base cost of disjunction. It should be using 0.8 instead. This matches the reported number, as 675+375 = 1050. Fixed for the next upload. 295. No, there is no additional "1". This is scaled by the number of cities the AI owns and the turn count. For example, assuming the AI is not expansionist, has 5 cities, map size is Fair or higher, and it's turn 40, they should want 2 ships. So I need more information about the turn and city count to know if the numbers are right. In general, Lizardmen have no exception for producing ships. Sooner or later they will conquer other races, hire mercenaries, hire heroes, or summon walking creatures that need transports. They also have a racial boat unit that comes early and is superior to other early boats. While the AI isn't smart enough to load already water walking units on the boats intentionally, for military purposes the 4 speed boats are still a very important upgrade to the naval forces over the speed 2 invasion force that's much more viable for conquering land than actually destroying enemies on sea. For sea dominance, the speed is necessary, 296. We don't have a wind walking icon for that type of display/icon size. The ability is not relevant in combat and that's the combat move type icon. Unfortunately, displaying flying would also make it display flying for combat which is incorrect. I need to special case this to override it for the unit list view only. Will be fixed in the next upload. However, fixing this will hide the information that the unit is unable to fly in combat from the player before attacking them. We might want a new WindWalking icon for this. 297. Bug. It checks for the unit being "Seaworthy" which is an overland movement check and includes Wind Walking. 298. The logging was inserted to the wrong place. It logs the numbers even if there is no lightning. Will fix for the next upload. In fact it probably shouldn't run the script if there is no fortress either. 300. Tried reproducing this. I used +17 mana and it correctly logged and used 27 MP. This most likely either only affects AI players or has some other trigger condition. If you can consistently reproduce it, please post a save file. 301. Added the missing space character. There seems to be two instances of logging the spell name, one specifically for this spell and another for every global spell which this counts as. I will remove the duplicate one for the next upload. 303. The AI pays an extra 40% for global enchantments to make Spell Blast against them viable. Otherwise they could instant-cast most of them on high difficulty. It also makes Disjunction slightly better to use. ...to be continued.
288-289) (again)
With nothing AI stealth units are completly gone and dosn't count in the group. With nothing AI invisible units are completly gone and dosn't count in the group. Clairvoyance lets you see stealth units on the overland map as "group leader" icon, and counts in group number but can't see them in the list of units. Clairvoyance lets you see invisible units on the overland map as number icon but can't see it in the list of units. Even though it should show invisible units. Shift + O dosn't show stealth or invisible units at all, as intended. Shift + I Show invisible units correctly, but dosn't reveal stealth units at all, not as group leader or number. Hmm.. Seems it is only Clairvoyance and Shift+I that makes things weird.. https://www.dropbox.com/s/k2exkn557k33wo...h.mp4?dl=0 291) (again) Just felt quite weird with the "your library is destroyed!" look it's right there not destroyed.. I like it as a feature though, but makes you rebuild faster than you normally could if playing without this feature. Army upkeep is changed? That is so awesome.. 292) (again) You should prolly focus on this one, seems that every single game i create, no matter settings, crash if I right click towards the top of the map. Or if I move the minimap to the top. Or use the F2 map to move to the top. Random size and random continents, random AI. Random difficulty. All generated maps crash. No score modifiers. This make testing other things quite hard because most games quickly crash.. https://www.dropbox.com/s/ogey6e62ka28pp...h.mp4?dl=0 295) (again) (Advanced AI, Peaceful, Theurgist, minimal map size, Islands, only one plane open) Horus START TURN PROCESS FOR TURN 57 (Oddly enough turn 57 is first time this line is shown in the log) AI ship production decision. Have :0 , Want :11 (8 citys) Horus START TURN PROCESS FOR TURN 80 AI ship production decision. Have :3 , Want :16 (8 citys) Horus START TURN PROCESS FOR TURN 89 AI ship production decision. Have :6 , Want :17 (8 citys) https://www.dropbox.com/s/1pz45s9qudwkt4...g.txt?dl=0 300) (again) Only AI casting that is affected, seems to happen every single time the AI cast a slider spell. AI selected to cast :Dispelling Wave Skill available :363, skill cost : 25 AI slider selected additional multiplier :4 Skill available :334 (Price 29 SP, should be 125 SP) AI selected to cast :Dispel Magic Skill available :400, skill cost : 10 (Total cost 11 SP, should be 40 SP) AI slider selected additional multiplier :3 Base Dispel Strength =11 Adjusted Dispel Strength =11 AI selected to cast :Dispel Magic Skill available :389, skill cost : 10 AI slider selected additional multiplier :3 Dispel Magic Effect Base Dispel Strength =11 Skill available :378 (Total cost 11 SP) I have 100s of these logged, it happens every single time the AI cast a slider spell. No multipliers work. Very easy to replicate. https://www.dropbox.com/s/xrhnhm0g6id9ri...k.txt?dl=0 https://www.dropbox.com/s/zk5v4a5oky9ws8...k.sav?dl=0 (Be warned that if you right click on the units higher than his city the game crash, as with all other games in this build, right clicking to close to the top of the world crash the game) 304) Cracks call not working at all, crash the game. Also crash if the AI cast this spell. https://www.dropbox.com/s/i1bgv2ivhth4q2...l.png?dl=0 305) I attack onto land from a water square, got my water walking dispelled, made a safe flee and my unit drowned because it was moved to a water tile. Sometimes the game give me a popup telling me it drowned, sometimes it don't? https://www.dropbox.com/s/fgfj3fbe3ovqyd...g.sav?dl=0 https://www.dropbox.com/s/6tgqdl3idbbuhs...1.mp4?dl=0 https://www.dropbox.com/s/yt8qhn1p2bb4ba...2.mp4?dl=0 Cruel100> Enchanted unit is invisibile : cannot be targeted by ranged attacks https://www.dropbox.com/s/at5qq28bqz7csr...l.mp4?dl=0 Ranged attacks works fine from units with illusion immunity and spells works fine too. Just killed an enemy hero, got all his items. If you kill the hero with petrify/disintegrate or such irrecoverabl damage you won't recover the items. 306) Grafical glitch when Torin level up. https://www.dropbox.com/s/fc3ekcyzw0g631...h.png?dl=0 307) Praymaster "for all units in battle" Leadership "for all normal units in combat" (Leadership is oddly enough only one that affects normal units only, intentionel?" Guiding beacon "friendly units in combat" Divine Barrier "in battle that softens enemy blows hitting friendly" These all gives their buff on the overland map. +1 from holy bonus to all (intended), +1 melee from leadership +1 ranged from Guiding Beacon +1 defence from DivineBarrier and +3 from praymaster. https://www.dropbox.com/s/dxg93ejmen5h0m...s.png?dl=0 308) Crusade manual "All of the caster's units gain a level". Ingame "all of a wizard's normal units" Quite a difference. Note: Seriously? Torin the chosen can role soul linker and super soul linker? That is so unbalanced and cool that I want to play life now.. (August 31st, 2021, 21:35)Mqz Wrote: Cruel100>Thanks. Earth Gate's magic isn't working or I don't know how to use. (August 31st, 2021, 20:45)Cruel100 Wrote: Test version 1.2 (upload 2) Please provide a save file where this can be reproduced and the hero did not die to irrecoverable damage. 292. Fixed for the next upload. I think I probably should upload it as soon as I finish reading the rest of the bug reports. 295. The numbers seem to be correct. Maybe I should adjust the formula, 11 ships seems too much. Any suggestions? Currently it is based on turn count and cities but that seems to be working even worse than the previous one which was based on I think turn count only. How many ships should the AI try to have in play in general per cities in the early game, midgame, late game? At the moment it is set to 2 ships for each city and 160 elapsed game turns, plus any modifiers. So 8 cities on turn 57 is (2*8*57)/160 = 5.7 ships but the game size being small doubles that. I also will change that to look at continent size instead of map size, since we have that now in the windows version and the map width is variable so "tiny" land doesn't mean a lot of sea with a few islands anymore. Modifiers to the default 2 value are, +2 on small or below (now continent size), +3 for expansionists (added gradually, at +1 or +2 in earlier turns). ...to be continued.
300. Found the problem!
Everything was working correctly, except the AI was setting the amount of slider cost to the multiplier wanted, not the actual slider percentage. So it basically added 2% of the slider value instead of 2 times the original cost. Fixed for the next upload. 304. Typos in the script, Fixed for the next upload. 305. The attacker always flees back to the tile they came from. Only the defender can flee to any tile. So drowning in this case is normal and happens after combat. Not very intuitive unfortunately. When the drowning message didn't show up, pressing F6 to manually display it still shows it being there. It only displays it automatically once per turn, so if you had something shows already, it won't appear until next turn. I'll change that to always reset the "report already seen" variable when anything new is added. 306. Should be fixed in the next upload, please test. 307. Text is outdated. DOS version didn't support these types of abilities outside combat, but now that's possible. Unless we have a reason to limit these to be combat only, I think it's best to fix the text. I don't remember if we ever had a discussion about Leadership affecting summoned units but it does buff attack and ranged both which is more than the other abilities that buff one stat, so it's fair I think, especially because we also have one that only works on summons (Soul Linker). 308. It's actually the same considering fantastic units have no levels so even gaining one wouldn't do anything for them. But yes, I'll fix the manual.
Reuploaded the fixed version. Download link is unchanged.
The updated changelog (not included in the documentation yet) : Quote:Version 1.2.0 |