Is that character a variant? (I just love getting asked that in channel.) - Charis

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Caster of Magic II Bug Reports!

“This is intended behavior. The lowest garrison priority unit is pushed outside (as far as I remember, in the original it was the lowest cost unit as garrison priority didn't exist).
However human players (including myself) do get annoyed if summoning a new unit can push one of their garrisons out and they have to move it back so an exception was made to always push out the newly summoned unit for the human player instead for a more consistent and smoother gameplay experience.”
OK, but this does not answer my question which was why not apply the same rule to the AI too? AI’s summoned unit should also be placed by same algorithm as a human’s summoned unit. That would make a more consistent and smoother gameplay experience. In addition, it would also be more fair and more intuitive.
 
“5. Current spell description of Disenchant Area: “Attempts to dispel all enemy curses”… But it does not work on Corruption nor Raise Volcano spells. Please add these to this spell’s description."
"Spells that aren't enchantments but one time effects cannot be dispelled, including but not limited to those, Change Terrain, Transmute, Earthquake, Firestorm, Blizzard, etc.
I think this is common sense and intuitive enough.”
I don’t understand your response. I asked Corruption and Raise Volcano. Those are not one time effects, they are applied to a tile/area and are curses. It is not intuitive that Disenchant Area cannot dispel those.
 
“12. Food production bug. Apparently related to Wild Game tile. Reproduce from FoodBug.sav See town 13Jan. 1 Forest with Wild Game = 4.5,"
"Why 4.5? Wild Game always has been +2 MaxPop? Only food has been doubled to 4.”
OK. Then add the max pop display to the Wild game tiles. Currently the Forest with the Wild Game only shows Max Pop +0.5, but you say it is max Pop +2.5. Player is supposed to see the full data and easily understand this.
 
“1. I attacked 6 Stag Beetles and 3 KL Halberdiers with 1 Night Stalker. With Possession I killed 5 of them and I lost my 1 Night Stalker. I lost 1 Fame for this. I think this should not result in Fame loss, since this is not bad result. Reproduce from FameLoss.Sav"
"I'm assuming the Fame loss was triggered by the Night Stalker exceeding the required EXP gain to count for a major victory or the production cost to count as losing a significant unit.
If you lose the battle, no fame or EXP is gained based on the total exp value of enemy units killed, those are only awarded to the winning side. Not a bug.”
OK. So with the same current Fame algorithm, let’s say I attack 6 buffed heroes and 3 Great Wyrms with a spearman and a Night Stalker and I kill 8 out of 9 of them, but I lose my Night Stalker, while my spearmen survives, then I still lose 1 Fame for this, since I was a the attacker, and a draw counts as a loss for the attacker? Surprising rule, but OK.
 
“12. Flame Blade text says: “Units whose original unit type is a normal unit are a valid target, even if they have been converted to fantastic by another spell”. This is not true for Werewolves. Flame Blade cannot be cast on them. Reproduce from FlameWere.sav"
"The Lyncanthrope spell pretty much destroys the target unit and creates a new one that has the base type of Werewolf. It's not a unit enchantment, and works more like Zombie Mastery for example.”
Then I recommend a text adjustment on one of those 2 spells to explain to the player.
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(September 4th, 2025, 03:37)Suppanut Wrote:
(September 4th, 2025, 02:28)Seravy Wrote:
Quote:I just assume it based on what display on unit stat panal.
That's what I'm saying.
Wall Bonus is not displayed in unit stats. (unless you modded in that feature)
That 2 armor is coming from elsewhere.
As far as I remember, destroyed walls are worth 1 armor, normal walls are worth 3, but only during damage calculation.

Sorry, I remember detail on number wrong. I will recheck it tonight along with disable unitcalc and give you screenshot to if it is.
Ok. you are correct in this, I have already tested and check for bonus when disabled all additional unitcalc and  there is not armor pips added. Sorry for that.
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Quote:OK, but this does not answer my question which was why not apply the same rule to the AI too?
Because the AI doesn't have a function to "upgrade" a garrison by removing a unit and replacing it by another one from the outside area on the same turn. It's entirely relying on using units which were already in the city to defend it.

Quote: I asked Corruption and Raise Volcano. Those are not one time effects, they are applied to a tile/area and are curses.
Raise Volcano is a one time effect. The tile isn't a "tundra tile currently enchanted to be a volcano", it's just a volcano with no previous type to return to. It's impossible to dispel it.
Corruption is kinda like an enchantment but really isn't, it just adds "corrupted" modifier to the tile permanently. Even the caster can't cancel it and the game doesn't even track where it came from, there is no "owner" of a corruption effect, it's just there.

Both of these could have been enchantments but the original game's developers decided not to make them one and until now nobody ever considered the possibility of changing that. Map tile enchantments don't exist in the game, it's not a spell category in the book and on the internal side there is no "enchantment flags" data on map tiles either. This includes Transmute, Change Terrian, Raise Volcano and Corruption. Warp Node is a weird exception to this but it targets nodes - a different data structure than map tiles in the game data, and it requires having an owner to transfer the drained power. In the original it didn't have an owner however, so when dispelling it, the dispel resistance modifiers of the caster didn't apply to it - don't remember anymore if dispelling it was an original or modded in feature though

Quote:Then I recommend a text adjustment on one of those 2 spells to explain to the player.
I changed the spell type to "Unit Transformation" so it no longer contains the misleading "enchantment" word.
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“Raise Volcano is a one time effect. The tile isn't a "tundra tile currently enchanted to be a volcano", it's just a volcano with no previous type to return to. It's impossible to dispel it.
Corruption is kinda like an enchantment but really isn't, it just adds "corrupted" modifier to the tile permanently. Even the caster can't cancel it and the game doesn't even track where it came from, there is no "owner" of a corruption effect, it's just there.

Both of these could have been enchantments but the original game's developers decided not to make them one and until now nobody ever considered the possibility of changing that. Map tile enchantments don't exist in the game, it's not a spell category in the book and on the internal side there is no "enchantment flags" data on map tiles either. This includes Transmute, Change Terrian, Raise Volcano and Corruption. Warp Node is a weird exception to this but it targets nodes - a different data structure than map tiles in the game data, and it requires having an owner to transfer the drained power. In the original it didn't have an owner however, so when dispelling it, the dispel resistance modifiers of the caster didn't apply to it - don't remember anymore if dispelling it was an original or modded in feature though.”

Then I recommend adding to the text of some of those spells to explain to the player.
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The spellbook help entry shows "instant" for both spells and not "enchantment". That's enough to make the difference clear. You can't "disenchant" something that's not an enchantment.
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I got bug report from discord that in 13 opponent game in version 1.5.10 some human player units turn neutral and lose control when other AI wizard retired. I have not seen the save file yet. Although the person who report this also using Warlord mod in this playthrough, I could not think of anything I mod would causing this due to I did not do anything that might trigger when any wizard retire or change ownership of the unit  I will give more update on this once I get access to save file.


Edited:
I have already got his savegame before and after retired. But I could not recreate his bug, so I suspect that it might be corrupted memory or harddisk issue on his side as the bug seem to be reproducable on his side. I will upload his savegame here for you to test in case you could reproduced his bug. Version of Game is 1.5.10 and version of Warlord mod is 1.5.10.0.


.zip   HumanUnitTurnNeutralAfterWizardRetire.zip (Size: 440.18 KB / Downloads: 1)
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Version 1.5.10, confirm with unmodded version, I found bug on how color of tower change to player when player just probe the tower without a fight or victory over it.

Before probing tower.
   

Probing the tower.
   

After withdrawn from the tower, no battle, just probed.
   

And this is on Myrror side, it give vision of what behind the tower when it should not be.
   
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(September 15th, 2025, 08:29)Suppanut Wrote: Version 1.5.10, confirm with unmodded version, I found bug on how color of tower change to player when player just probe the tower without a fight or victory over it.

Before probing tower.


Probing the tower.


After withdrawn from the tower, no battle, just probed.


And this is on Myrror side, it give vision of what behind the tower when it should not be.

Aha. I can also confirm this strange tower behavior.
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Hmm... so updating the unit location cache before combat did have an unwanted side effect. Ouch.
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For this one, what's the desired outcome?

Quote:After further test, disabled spell could not cast in combat but could be cast overland if type of the spell allowed to.

1. Disabled spells get added to the spellbook of Caster units and can be cast.
2. Disables spells get added to the spellbook of Caster units but cannot be cast. (I assume this is the current situation)
3. Disabled spells do not get added to the spellbook of Caster units but can be cast.
4. Disabled spells do not get added to the spellbook of Caster units and cannot be cast anyway - update disabled overland spells to be unable to be cast as well.
5. Same as above but add a new spell flag for spells that cannot be obtained unless specifically granted by an ability or script and can be used as normal.

Quote:Currently it is possible to cast overland arcane enchantment, just no animation

I couldn't find anything in the code that would exclude arcane spells from displaying animations. As long as the animations aren't displayed in the settings and there is picture for the spell loaded, it should work.

Quote:Arcane unit enchantment/curse/save or die (type group 1/12/13/14/15/16),
I assume this happens because there is no "generic purpose" animation for arcane units spells unlike the other 5 realms and without an animation the effects can't trigger.
Is it not possible to specify using a custom animation for the spell? If specified, does it still not work?
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