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Caster of Magic II Bug Reports!

Version 1.5.9. Try to create "floating cloud" combat tile by script in volcano crash the game. I try to create something to represent toxic tile environment which I think floating cloud would be the most suitable but I could not do it due to this reason.

Edited: I don't understand condition behind it, but there is condition that work and not but I don't get why.

This one is working


IF (GETTERRAIN(X,Y,0)=CTrock) %AND ( (X>1) %AND (X<21) ) %AND ( (Y>1) %AND (Y<21) ) THEN { SETTERRAIN(X,Y,0,CTFloating); }

And this one this not.

IF (GETTERRAIN(X,Y,0)=CTrock) THEN { SETTERRAIN(X,Y,0,CTFloating); }
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Version 1.5.9:
 
2. I wrote “Doom Bolt caused 12 damage to hero who had Invulnerability. Reproduce from FameLoss.Sav. Next turn Invisible War Monk will attack together with Draconian hero.”
You wrote:
“Where is the bug? I'm pretty sure Doom Bolt was buffed to deal 12 damage. It's Doom damage so it can't be reduced by anything, not even Invulnerability.”
OK. Then add this to Doom Bolt or Invulnerability text. Text says Invulnerability sustains the first 2 hits from any attack. Does Invulnerability sustain 2 damage vs Fire Bolt, Psionic Blast, etc.?
 
21. I reported part of this earlier.
When I move unit to tower where my engineer is building road the work stops immediately. Same problem with Purify. Also, right click on my unit performing Purify from the other plane cancels its work. I think they should not be impacted by other units passing by or right click.
 
29. Chaos Conjunct casting cost discount was applied to unexpected results. Why do I get 33% discount on Healing, Star Fires for my main Wizard, but only 5% on Prayer during Chaos Conjunct (9 Life books)? Prayer is displayed as Combat Enchantment. If Combat Enchantment does not benefit from “Combat spells” as displayed on Chaos Conjunct, then state “Instant Combat” or “Single target” combat spells.
 
 
 
30. Chaos Conjunct. Star Fires received 33% discount for casting it by the Wizard, but not by my Hero. If intended, this should be stated on Chaos Conjunct. But then Warlock’s Doom Bolt received the +33% damage bonus. So Chaos Conjunct applies to Wizard and units but not heroes? Or part of the written text applies to some units, but other part applies to others? Or certain spells qualify for casting discount but not for damage amplification, etc. Not written and confusing. How to apply this rule to all spells? I recommend adding clear simple text to Chaos Conjunct. It would be simple if all heroes, units and Wizard would get the same rule.
 
31. My hero had Necromancy 700. In battle enemy fire breath and melee killed my a Veteran Warlocks. I won the battle. But it did not raise it back to existence. Same problem failing to raise a Veteran Beastmen Magicians unit with Necromancy 840. Reproduce with Necromancy.sav. Attack the Amazon hero with the Ninja hero’s army.
 
32. Why are battles over tower almost always on the other plane and not on my plane? What is the rule? All these battles were on other plane: A. Enemy attacked me on other plane. B. I attacked the enemy on my plane. C. I attacked the enemy on other plane.
The rule should be that battle takes place on the plane where the attacker attacked from. That would be simple, intuitive, and easy to predict.
 
33. Bounding boxes are misaligned for retorts. I clicked Artificer 30% in from its left edge and displayed Archmage. Reproduce from Necromancy.sav
 
 
 
 
34. Melee attack icon should not be displayed when another window is front of it
 
 
35. When I build a structure during Chaos Rift that takes multiple turns, the probability that it will collapse immediately when completing it seems to be higher than for standing buildings. Is there a rule that during construction they get damaged without warning? 5% chance is applied each turn to the building under construction? But the collapse is only realized when completed? If yes, then state it on the spell. Reproduce from RiftCollapse.sav


Attached Files
.zip   Bugs2025Jul10.zip (Size: 128.27 KB / Downloads: 3)
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(July 1st, 2025, 02:18)Suppanut Wrote: Version 1.5.9. Try to create "floating cloud" combat tile by script in volcano crash the game. I try to create something to represent toxic tile environment which I think floating cloud would be the most suitable but I could not do it due to this reason.

Edited: I don't understand condition behind it, but there is condition that work and not but I don't get why.

This one is working


    IF (GETTERRAIN(X,Y,0)=CTrock) %AND ( (X>1) %AND (X<21) ) %AND ( (Y>1) %AND (Y<21) ) THEN { SETTERRAIN(X,Y,0,CTFloating); }

And this one this not.

    IF (GETTERRAIN(X,Y,0)=CTrock) THEN { SETTERRAIN(X,Y,0,CTFloating); }

The original floating spells only appear on the tiles near the center, so it's probably a crash triggered by drawing outside the screen or queueing the parts to be draw outside the valid indexes for location or something like that.

Quote:Does Invulnerability sustain 2 damage vs Fire Bolt, Psionic Blast, etc.?

As far as I remember, yes, it even blocks illusion damage which ignores defense.
Only doom gets to go through because it skips the entire damage calculation process, it is guaranteed damage with no modifiers.

Quote:If Combat Enchantment does not benefit from “Combat spells” as displayed on Chaos Conjunct, then state “Instant Combat” or “Single target” combat spells.

"Combat Spells" is the name of the spell category as displayed in the game in the spellbook. It's a 100% exact wording.

Quote:Star Fires received 33% discount for casting it by the Wizard, but not by my Hero.

As far as I remember, spells cast by units are not affected by casting cost modifiers. Those effects are exclusive to wizards only.
This is one of those global rules that are part of the game.
Will add this rule to the description of the "Caster" unit ability.

31. The save file seems to be wrong, there are no heroes in it. My initial guess would be the killed units were already undead.


32. The rule is the battle takes place on whichever side the defending army is on. However units can swap planes at zero cost while on the tower so you have to be careful about using the plane button when the units are selected. If I remember correctly, the units stop swapping planes if they are set to patrol.

33 Confirmed.

34 I don't know where that happens, a screenshot would help

Quote:5% chance is applied each turn to the building under construction? But the collapse is only realized when completed?

No, that should be impossible. I think that was simple bad luck.
However, buildings that were "replaced" cannot be destroyed which might make it feel like some buildings get destroyed less frequently.
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It seems that the AI can attack my villages without triggering a declaration of war if at least one of the units attacking is invisible. If I win the battle, no war is declared. If I lose the battle, a war is declared. 

Is this a bug or a feature?

Regards
Kristian
Reply

It's not a bug, wars via invasion are only formally declared when the invasion succeeds. In other words, wars are declared upon successful capture of a city; thwarting the attack won't lead to a declaration of war.
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29. “"Combat Spells" is the name of the spell category as displayed in the game in the spellbook. It's a 100% exact wording.”
OK. Then I recommend adding the “ ” mark around text: Combat Spells. It is too easy to interpret Combat Enchantments to count as Combat Spells, but they are not considered Combat Spells.
 
30. “As far as I remember, spells cast by units are not affected by casting cost modifiers.” OK, so does not affect their casting cost, but affect their damage? Surprising, not intuitive rule.
 
“31. The save file seems to be wrong, there are no heroes in it. My initial guess would be the killed units were already undead.” Sorry, I have no idea how I ended up uploading a wrong save. Try this save. Attack with Ninja’s army and lose 1 or more Warlocks. They are not Undead.
 
“32. The rule is the battle takes place on whichever side the defending army is on. However units can swap planes at zero cost while on the tower so you have to be careful about using the plane button when the units are selected. If I remember correctly, the units stop swapping planes if they are set to patrol.”
No. I tried this many times. You can reproduce with this same save file. Move the Ninja’ entire army away from the Tower, but leave 1 Injured Warlock there, choose the Myrror plane, patrol. AI will attack it. Battle will take place on other plane as usual. This happens even if I end my turn on Myrror. You can also reproduce by moving the Ninja's entire army away from Tower on Myrror then move back 1 injured Warlkocks on Myrror. It is on Myrror and ends my turn. But will defend on Arcanus when attacked.
 
“34. I don't know where that happens, a screenshot would help” There was screen shot in my previous zip file in the ScreenShots2025Jul10.docx file. Scroll to page 2. See the last screen shot.


Attached Files
.zip   Bugs2025Jul27.zip (Size: 25.33 KB / Downloads: 2)
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(July 27th, 2025, 05:10)Anskiy Wrote: It's not a bug, wars via invasion are only formally declared when the invasion succeeds. In other words, wars are declared upon successful capture of a city; thwarting the attack won't lead to a declaration of war.

Ok, thank you.

Regards
Kristian
Reply

Version 1.5.9, city wall in combat cause unit in city area (4 tiles in the center) to have unit display "Wall Bonus" perk but not give any bonus on it (unless stay on actual wall-adjacent city tiles). I think bug part in on ability display part rather than unit bonus but I could be wrong if you intend bonus to be all units inside city wall area.
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I think AISSpell.CAS doesn't work the way it's intended to. It's supposed to give AIs spells according to the pick system the player follows, but in reality it just gives them the good stuff for free, regardless of their actual books. No wonder they tend to be too samey and seem to always get strong spells. Please look into fixing this, I think it greatly limits the game and reduces the variety it can offer.
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I don't know why this code in unitcalcpre.cas is working in apply flying to all units in same stack as windwalking unit except unit with sailing attribute (or transport?, I don't know what causing it, both tend to coming together and those sailing units are actual target of the script in order to make windwalking allow ship to fight land battle even if it stuck on land)

Code:
IF (GETSTAT(U,AWindWalking,0)=0) THEN { GOTO "NOTWINDWALK"; }

  FOR CU=1 TO MAXUNIT();

   IF (GetStat(CU,SOwner,1)<>W) THEN { GOTO "NOTTOUCHWINDWALKER"; }
    IF (GetStat(CU,SPlane,1)<>GetStat(U,SPlane,1)) THEN { GOTO "NOTTOUCHWINDWALKER"; }
     IF (GetStat(CU,SOLX,1)<>GetStat(U,SOLX,1)) THEN { GOTO "NOTTOUCHWINDWALKER"; }
      IF (GetStat(CU,SOLY,1)<>GetStat(U,SOLY,1)) THEN { GOTO "NOTTOUCHWINDWALKER"; }

       SETSTAT(CU,AFlying,0,1);

   !NOTTOUCHWINDWALKER!

  NEXT CU;

!NOTWINDWALK!
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