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MoM bugs reports (to do list)

See attached savegame. Switch to Serena, her stack is right next to the enemy Malleus (Furius). Attack, you'll see that Furius is carrying the Shield of the Fool in his first item slot.
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momfan Wrote:in the attempt to make the cities in Myrror start with magic roads, the cities in Arcanus got them too?
Yes, already reported. smile
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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FrancoK Wrote:So, when you should receive a special (a book or a skll), but you can't, you get an item instead. By the manual the item is limitless (no maximum value set, unlike usual items) but sometimes it is crappy.

Let's see three savegame where the maximum book limit is reached (Insecticide 1.140n + book/skill limit raised to 0x0F)

You'll find the heroes next to powerful nodes (many sky drakes, great wyrms and so) but the loot is a crappy item (usually less than 500 mana crashed on anvil).

But the previous rewards are not bad, at all!
I've found SEVEN books and FIVE skills so far, more than ever in any of my games, some of them defended but "only" three great wyrms.

So, IMHO the problem is not to generate better loots, but to handle the item(s) found instead of a special; it should be something worth 2000 mana crashed on the anvil, at least.

I have encountered the same problem in 1.40n with "magic" set to maximum i.e. 2.5x. Lots of nodes guarded by 8 sky drakes/1 djinn, 8 great drakes/1 hydra, 6 wyrms/3 basilisks etc. Before reaching the 13 book/6 retort limit they all yielded 2-book rewards. But upon reaching this limit the rewards suddenly became lame items as you describe. Really frustrating after beating 8 sky drakes. At this point in the game of course I don't need the items any more, but the reward should be commensurate with the difficulty.

FWIW I attach 2 pics. One is of the node battle (8 sky drakes/1 djinn) with the cursor on Malleus, who is maxed out at +7 to hit with 37 attack, enough to severely wound a "magic-immune" sky drake (I have had a one-shot kill before). The second is of the ultra-elite adamantium berserkers I used, also maxed out (19 attack, 13 thrown thanks to Lionheart, Flame Blade, Adamantium plus Deth Stryke adding +3 from Leadership). The berserkers could have gone even higher if I hadn't lost my Angel earlier (Holy Bonus). As it is their thrown attacks knock out the Sky Drakes, no retaliation.

The savegame is also attached for those who want to see (and play) for themselves.
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I like Serena Wrote:Where's this "unable to cast due to half discount" feature?

Anyway, perhaps you can fix it to work as it is supposed to?



Thanks for the confirmation! thumbsup



I've delved a little deeper and I've been able to confirm that the problem occurs when:

Conditions
1. you fight an enemy wizard at his fortress (50% discount),
2. the enemy wizard has more than 16384 mana,
3. the enemy chooses to cast a chargeable spell,
4. the bug is also present in vanilla, although it does not manifest, since AI decides not to cast at all.

Symptoms
Enemy casts a chargeable spell at his fortress that is way overcharged, but that seems to do nothing.
His mana increases (until it overflows), and his remaining casting skill also increases.

Quickfixes
- Manually reduce enemy's mana to 15000 before you attack him at his fortress.
- Reduce mana cap from 30000 to 15000 (set both wizards.exe:95a14 and 95a25 to 15000).
- ...

Tech speak (only for people that are into byte hacking wink)
Cause
The problem is that there is an overflow, causing the computer to make the wrong decision how to pump.
Computer is willing to spend all enemy's mana, instead of only the maximum allowed for the spell.

Location
ovr112:0451 (or wizards.exe:835d1) that contains "3B D0", where the computer does "cmp dx, ax" while dx (2 times enemy's mana) is greater than 32768.

Furthermore, ovr112:0453 (or wizards.exe:835d3) contains 7Dh, which means "jge" (signed comparison).
I tried to change it to 73h, which is "jae" (unsigned comparison).
This appears to help, but the problems are not over yet.



Hi folks, new to this forum.

Can I just say, thanks very much for all the work that has gone into these patches. I really enjoy MoM anyway, but the improvements to the AI and the bug removal has made it a way more satisfying experience. So, thanks!

I can report that I also have this problem. In my game, I attack Raven's fortress. He has maxed out mana pre-battle. He casts some spells, Iron Skin, Cracks Call, and at the end he casts Fire Bolt (which matches your finding that a chargeable spell is cast). I win the battle, and he is defeated, and I end up with around -13000 MP. (I started with 2965MP). Then after another turn it sets my mana to max 30000MP. Kinda bummed out, was looking forward to playing on and smashing Raven some more (only attacked him to get rid of pesky Supress Magic that he had cast).

I have the save game file, but don't know how to go about attaching it?

Thanks again for your guys amazing work with this. Hopefully this will help you figure out this bug.

Cheers
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Chaos Surge do not add 2 strength to the firebreath(in combat), if this firebreas appear as chaos channel effect.
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AI retreats when all enemies are confused and aligned with it.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Hi all. I have played v140n many times now, and this is my first post.
Thanks alot for the great patch! smile

I have come across some bugs and would like to describe them.
Please advice if the bugs are known to you. If they are new, or I can contribute in analysing them in the game, or do a savegame, I will do so. I also have some questions.

1) Banished and on the ground - and a bad loser
I usually play on extreme and if I survive, I usually finish the game by conquering. If there is a banished wizard - not defeated yet - and I enter his last town, the game crashes and the window closes.

2) Mountaineers and Foresters niggling on plains
I often get the Orc and Beastmaster heroes. The Orc is Mountaineer, the Beastmaster forester and both have 2 walking points.
But quite early, when doing the first step on grasslands, the move is over. I can only go 1 tile. This also happened to Fire Giant who has a mountaineer, I think. Sometimes this happens when joining with other units. It must be a bug, especially linked to the mountaineer trait.

3) Magic immunity refuses beneficiaries on battle field
Today I had Torin the Chosen who rocked the fields. He has magic immunity. I could not put beneficial spells on him during combat, like holy weapon. But I could do so on the adventure map.

Questions:

A) Item to hit bonus
The plus hit bonus on items seems to be not so effective. Of course the effect increases with mightier heroes. But is it really taking effect? And I wonder why the stats of att and def on the upper right of the hero do not account for these items?

B) Sky drakes, doom bolt and magic vortex
Is it correct that the sky drakes take doom bolt without damage? They also do not get hurt by magic vortex.

C) Spell lock
I think that it often blocks a dispel. I saw that you should put all beneficiary spells on the unit and only afterwards the spell lock because otherwise those that came last can sometimes be dispelled?

D) Wind walking
This is so great. You do not need airplanes. smile
Is that correct that the wind walker takes up a unit with only 1 move point left and is not stopped, using his full range?

E) Paladins and sorcery attack
The dreaded paladins, these are difficult to beat. They seem to be immune against sorcery from magicians. Even from heroes. But I had a hero once whose sorcery ripped them apart. I think it was the Illusionist. Is that OK that he could harm them?

F) Weapon enhancement and sorcery
Does holy weapon and eldritch weapon work for sorcery (magical range attacks)?

twirl twirl twirl crazyeye
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(September 21st, 2013, 18:07)slafochmed Wrote: Hi all. I have played v140n many times now, and this is my first post.
Thanks alot for the great patch! smile

All credits go to kyrub. Hail kyrub. bow


Quote:1) Banished and on the ground - and a bad loser
I usually play on extreme and if I survive, I usually finish the game by conquering. If there is a banished wizard - not defeated yet - and I enter his last town, the game crashes and the window closes.

I think I have heard of this before somewhere on the forum.
A savegame would help to find and fix it.


Quote:2) Mountaineers and Foresters niggling on plains
I often get the Orc and Beastmaster heroes. The Orc is Mountaineer, the Beastmaster forester and both have 2 walking points.
But quite early, when doing the first step on grasslands, the move is over. I can only go 1 tile. This also happened to Fire Giant who has a mountaineer, I think. Sometimes this happens when joining with other units. It must be a bug, especially linked to the mountaineer trait.

Haven't heard of this before!
Nor experienced it myself, and I have played with forester-mountaineer combinations.


Quote:3) Magic immunity refuses beneficiaries on battle field
Today I had Torin the Chosen who rocked the fields. He has magic immunity. I could not put beneficial spells on him during combat, like holy weapon. But I could do so on the adventure map.

Torin is a special case, since he is a summoned creature and not a normal one.
Special rules apply to him.
In combat you cannot cast spells on him that can only be cast on normal units.
On the overland map, those spells do work.
I prefer to think of this as a feature rather than a bug.


Quote:Questions:

A) Item to hit bonus
The plus hit bonus on items seems to be not so effective. Of course the effect increases with mightier heroes. But is it really taking effect? And I wonder why the stats of att and def on the upper right of the hero do not account for these items?

The to hit bonuses on items do not always apply.
For instance a to hit bonus on a staff only applies for ranged magic.
The to hit bonus on a sword only applies to melee.
The to hit bonus on an axe applies only to melee and thrown.

This to hit bonus is not shown to the upper right of the hero, since it does not always apply.


Quote:B) Sky drakes, doom bolt and magic vortex
Is it correct that the sky drakes take doom bolt without damage? They also do not get hurt by magic vortex.

Sky drakes are magic immune.
So either they take no damage, or they are treated as having 50 shields.


Quote:C) Spell lock
I think that it often blocks a dispel. I saw that you should put all beneficiary spells on the unit and only afterwards the spell lock because otherwise those that came last can sometimes be dispelled?

With spell lock cast in whetever order, when dispelling begins, spell lock is the first that must be dispelled (I think).
Since it's an expensive spell, it won't come off easily.


Quote:D) Wind walking
This is so great. You do not need airplanes. smile
Is that correct that the wind walker takes up a unit with only 1 move point left and is not stopped, using his full range?

I think that the move of the units is indeed determined by the wind walker.


Quote:E) Paladins and sorcery attack
The dreaded paladins, these are difficult to beat. They seem to be immune against sorcery from magicians. Even from heroes. But I had a hero once whose sorcery ripped them apart. I think it was the Illusionist. Is that OK that he could harm them?

Magic can still get through. High level heroes with arcane power will cut through magic immunity, which is treated as 50 shields.

However, illusion always gets through and is treated as if the defending unit has no shields at all, regardless of magic immunity.
Aerie the Illusionist is the only hero with an illusionary attack, so yeah he would do it.
To protect against illusion you need illusion immunity, which can be conferred by the true sight spell.


Quote:F) Weapon enhancement and sorcery
Does holy weapon and eldritch weapon work for sorcery (magical range attacks)?

Not sure at this time.
Btw, Zaldron and Aerie are the only units in the game with a magical ranged attack of type sorcery.
Perhaps you meant magical ranged attack in general?

Quote:twirl twirl twirl crazyeye
--I like ILSe
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(September 21st, 2013, 18:07)slafochmed Wrote: 2) Mountaineers and Foresters niggling on plains
I often get the Orc and Beastmaster heroes. The Orc is Mountaineer, the Beastmaster forester and both have 2 walking points.
But quite early, when doing the first step on grasslands, the move is over. I can only go 1 tile. This also happened to Fire Giant who has a mountaineer, I think. Sometimes this happens when joining with other units. It must be a bug, especially linked to the mountaineer trait.


B) Sky drakes, doom bolt and magic vortex
Is it correct that the sky drakes take doom bolt without damage? They also do not get hurt by magic vortex.


D) Wind walking
This is so great. You do not need airplanes. smile
Is that correct that the wind walker takes up a unit with only 1 move point left and is not stopped, using his full range?


F) Weapon enhancement and sorcery
Does holy weapon and eldritch weapon work for sorcery (magical range attacks)?
2. the lbx library have plains cost 4 move points for mountainwalk. I think its a bug, but it can be fixed easy.
b. yes, the magic immunity protects from doombolt (can not be targeted), the magic vortex have lighting attack, so, its the same result. However, the call chaos spell can kill sky drakes at the disintegration effect.
d. wind walking gets 0,5 mp points to the unit in the windwalking stack, if its native mp was spend.
f. yes

about illusionary attack: the hero can get it from the staff with phantasmal ability also.
however the mind blast spell check for the shields, so the Iron skin spell can protect from it.
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Hi!

Where i can download "Master of Magic Clone"? Is it possible to assist in finding?

http://web.archive.org/web/2007122315430...e=download

http://www.masterofmagic.co.uk/files/MoM_0_6_0.zip

http://www.hrej.cz/plne-hry-zdarma/strat...gic-clone/
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