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Caster of Magic II Bug Reports!

I don't know if this is due to bug in Warlord mod of recent version (1.5.9.1 and soon to release 1.5.9.2) or it is bug that has basis on main engine of game. Pandora Box ability in this combat (tower on the right of hero stack) is randomly crash. I think it is likely due to issue in some units that it try to summons but I could not identify what cause the crash beyond issue of unit summon by Pandora Box.

Bug save and log file is here below.


.zip   BugSaveAndLog.zip (Size: 235.44 KB / Downloads: 1)
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This save game is freezed and not response at the end of turn. The save is belong to game that Hadriex play on stream, I recreate his bug from autosave the beginning of turn by emulate all step he did during that turn as demonstrate on stream video here.

https://www.youtube.com/watch?v=1oSlxK1t-4M&t=9021s

From what I found, it related to new outpost found by settler on that turn.If you start from autosave, recreation of the bug could be simply done by just build outpost and then end turn without doing something else.


.zip   GameNotResponseAtTheEndOfTurn.zip (Size: 543.32 KB / Downloads: 1)

EDITED: Found source of bug, it some kind of script problem in overlandendturn.cas which seem to end up process everything.
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Diplomatic text bug. What "declate" means? Is he so frightening that he using wrong spelling?

Would you mind if you make diplomatic text moddable?

   
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Bug:

Heavenly light enchantment on city does not grant magical weapons to units created in the city (like alchemist guild). Spell description says it should.
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(April 20th, 2025, 12:30)GMBarak Wrote: Bug:

Heavenly light enchantment on city does not grant magical weapons to units created in the city (like alchemist guild). Spell description says it should.

Heavenly Light is only grant magical weapon effect to your units in combat of that city, not to-hit, just ability to penetrate weapon immunity.
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(April 20th, 2025, 13:41)Suppanut Wrote:
(April 20th, 2025, 12:30)GMBarak Wrote: Bug:

Heavenly light enchantment on city does not grant magical weapons to units created in the city (like alchemist guild). Spell description says it should.

Heavenly Light is only grant magical weapon effect to your units in combat of that city, not to-hit, just ability to penetrate weapon immunity.

Thank you
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(April 21st, 2025, 10:38)GMBarak Wrote:
(April 20th, 2025, 13:41)Suppanut Wrote:
(April 20th, 2025, 12:30)GMBarak Wrote: Bug:

Heavenly light enchantment on city does not grant magical weapons to units created in the city (like alchemist guild). Spell description says it should.

Heavenly Light is only grant magical weapon effect to your units in combat of that city, not to-hit, just ability to penetrate weapon immunity.

Thank you

I'm pretty sure they get the bonus to hit as well in combats within the city.
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Version 1.5.9, when I banish a wizard, ai said as if that wizard has already defeat and could not return as in previous versions.
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(May 11th, 2025, 08:55)Suppanut Wrote: Version 1.5.9, when I banish a wizard, ai said as if that wizard has already defeat and could not return as in previous versions.

I'm experiencing this issue as well. The wizard I banished is casting the spell of return but hasn't returned in something like a year or more. I suspect it's a bug. Typically, in the late game, wizards return in a few turns.

Edit: Nevermind. The enemy wizard in question that I banished did eventually return. I guess they just had low casting skill. Other enemy wizards have also returned.
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Version 1.5.9, Any spell that SpellTypeGroup=14 that not under this in unmodded version (such as change Weakness into this curse with no resistance check, not included Web or Mind Storm that already in this type without modding) could be targeted on both ally and opponent when cast in combat.
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