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-   -   Bugs Thread (http://forum.fulqrumpublishing.com/showthread.php?t=35325)

tiberiu 11-05-2012 12:11 PM

Not sure if this is a bug or is working as intended, I would however say it's not really ok as it is.

Enemy Ghost takes turn. Player Engineers blind the Ghost using Flash Bomb. Enemy Zombie uses Pass ability and gives action to Ghost. Ghost is now blinded for 2 turns, and is yet to move. When her turn comes, she can't take action because of blind but she still remains blinded for 2 turns. Thus, we can say the Ghost was blinded for 3 unique to her turns - instead of just 2.

Mandea 11-05-2012 12:36 PM

but the ghost wasn't blinded for game 3 turns, it was blinded for 2 game turns and 1 was because the ghost received a second action within the same turn. It seems ok to me, maybe it was meant to be like this. or maybe it wasn't :)

generalee 11-05-2012 01:31 PM

Quote:

Originally Posted by macaxx (Post 477431)
I am unable to return to Tungsinn because this action causes the game to crash when load sequence finishes. Is there any patch to this or any walkaround?
I am playing it via Steam on MacOS.

I reached Tungsinn today and had the same problem. I load an older save but game crash whenever I left then return to Tungsinn. This is very frustrating.
I'm playing on Win7.

BB Shockwave 11-05-2012 01:36 PM

Quote:

Originally Posted by camelotcrusade (Post 477147)
Something is definitely up with fear. Just had a stack of feared orc catapults fire on my soothsayers (level 3 attacking level 4). As with the other case, no appropriate level units were available for it to attack (all my armies are level 4). I am also wondering if the unit has to be ranged for this to happen, as I'm pretty sure I've seen melee troops just pass their turns under these conditions.

Same thing happened to me a lot of times, especially when fighting wolves - I even took a screenshot. My slingers were still able to attack the enemy bears, when they shouldn't have...

torquemada 11-05-2012 01:54 PM

For some reason there is now trotting sound when walking on the lighthouse island on the first island. Is it just me?

Loopy 11-05-2012 02:01 PM

Quote:

Originally Posted by BB Shockwave (Post 477706)
Quote:

Originally Posted by camelotcrusade (Post 477147)
Something is definitely up with fear. Just had a stack of feared orc catapults fire on my soothsayers (level 3 attacking level 4). As with the other case, no appropriate level units were available for it to attack (all my armies are level 4). I am also wondering if the unit has to be ranged for this to happen, as I'm pretty sure I've seen melee troops just pass their turns under these conditions.

Same thing happened to me a lot of times, especially when fighting wolves - I even took a screenshot. My slingers were still able to attack the enemy bears, when they shouldn't have...

Are the units using skills? I've noticed that the game often doesn't consider skills to be attacks for the purpose of what unit the AI can use something on.

Nevar 11-05-2012 02:03 PM

^ What Loopy said. Skills seem unaffected by Fear. Makes it a bit less useful.

Bhruic 11-05-2012 02:54 PM

That doesn't seem to be the case. I tested on some snakes, who have the Strike ability. When feared, they neither attacked nor used that ability to attack. So there must be something else affecting things.

edit: Another test vs Catapults did have them attack my Rune Mages (with their special attack), so the bug is definitely present in some form.

Loopy 11-05-2012 03:15 PM

I think it may have something to do with a skill being AoE or Magic vs a more standard attack skill, the former seem to generally not be prevented by Fear and can ignore Target. Damned orcs shamans with those astral spells.

camelotcrusade 11-05-2012 03:33 PM

I just added the Troll's pacify ability not doing anything (missed that earlier).

That fear thing is really vexing. We haven't ruled out that it just doesn't work on ranged attacks, though, have we? Have you ever seen a ranged unit attack with a normal shot while under fear? I think I saw the catapult use his fireball so that would be consistent with the theory it can still use AOE attacks (possibly ones that don't directly target the feared creature). If that's what it's doing, I wonder if it's even possible to fix it.

And about the "pass" ability, if it doesn't decrease counters than I guess it's not as good at the Jarl ability. I guess the subtle difference is the zombie is transferring its own action points whereas the Jarl's say they give you another action. That's splitting hairs, isn't it? lol

Bhruic 11-05-2012 03:39 PM

Ok, figured out what the problem is. There's a big section of code that only triggers if an ability/attack is considered "offensive". That handles most normal attacks, and most ordinary special abilities like the snake's Strike. There's another section, however, that handles the more special abilities, and unfortunately there's no check here for whether an action is "offensive" or not. It includes lots of abilities that should still be able to be used (Priest's Bless ability to name an example), but it includes quite a few other abilities that shouldn't - such as the Catapult's Fiery Shot.

edit: Turns out that it might just be the one offensive ability - has anyone seen it happen for anything besides Slingers/Catapults?

edit x2: Oddly it doesn't seem to be having the same trouble with invisibility, which I thought it would be.

Bhruic 11-05-2012 05:12 PM

Ok, was able to come up with a fix for Slingers/Catapults... Now to figure out if it's happening for any other abilities...

camelotcrusade 11-05-2012 06:45 PM

Very cool. I can code the fear entry as green once you think its read.

Another test you could do would be whether ice storm is castable from a feared soothsayer on a level 5 unit. Sure, it won't come up much, but I think that one could also target a non-occupied square and still hit an illegal mob. Maybe imp fireball would fall into this category too, but I haven't had those in so long I don't know if you can target an empty square.

Or is that totally unrelated and it's really whether or not an ability is coded as offensive?

Mandea 11-05-2012 06:48 PM

Add this: artefact Courtly Garb cannot be upgraded allthough you have this option. When you click OK nothing happens.

quests:
-- fly the banner - although you kill the orc in the citadel you have no option to raise the flag and you cannot finish the quest
-- a star is born - see above, no flag no dress no quest
-- luckless hunter - although you kill the unicorn you get no artifact so you cannot finish the quest
-- paper for the professor - maybe not a bug but I didn't manage to get ink for the professor (paper yes, ink not)
-- Dead man can't be pirates - sirius pale atacked me before I got the quest so now I cannot finish it.

emiledrg 11-05-2012 07:14 PM

Quote:

Originally Posted by Bhruic (Post 477304)
Turn out that the root cause of this problem is the same as the root cause of the Last Hero spell is/was - they neglected to include the sound file for the spell. You can fix this by cutting out the "sound" section of the magic_temper_diff.atom file, or you could substitute another sound file name in that section. Either way, the spell(s) will work at that point.

Can u explain this better pls? I am really confused about what to do about it, I can't find magic_temper_diff.atom and I don't know what do u mean by "cutting out the "sound" section" of that file.
Thx a lot.

Bhruic 11-05-2012 07:26 PM

Quote:

Originally Posted by camelotcrusade (Post 477824)
Another test you could do would be whether ice storm is castable from a feared soothsayer on a level 5 unit. Sure, it won't come up much, but I think that one could also target a non-occupied square and still hit an illegal mob. Maybe imp fireball would fall into this category too, but I haven't had those in so long I don't know if you can target an empty square.

Or is that totally unrelated and it's really whether or not an ability is coded as offensive?

The problem is that it's really hard to arrange those sorts of fights. Wish the game had a built-in arena so you could pick units (on both sides). That'd make a lot of this testing much, much easier.

Bhruic 11-05-2012 07:27 PM

Quote:

Originally Posted by emiledrg (Post 477836)
Can u explain this better pls? I am really confused about what to do about it, I can't find magic_temper_diff.atom and I don't know what do u mean by "cutting out the "sound" section" of that file.
Thx a lot.

Well, it's no longer an issue, as the patch fixed this problem (patch_001.kfs now contains the missing sound files for this and for last hero).

camelotcrusade 11-05-2012 07:50 PM

Quote:

Originally Posted by Bhruic (Post 477842)
The problem is that it's really hard to arrange those sorts of fights. Wish the game had a built-in arena so you could pick units (on both sides). That'd make a lot of this testing much, much easier.

No kidding. And here I thought you had discovered some magical unit spawner or console command to swap units. In any case the fix you made is very appreciated. I'm going to mod it in now and go look for a catapult.

Handel 11-05-2012 08:00 PM

"Action Rage" skill don't reduce the rest time of Hilda Arrows - it starts from 2 and remains at 2 even at lv 3 action rage skill. Don't know what happens if you upgrade it and increase the rest time.

Xargon 11-05-2012 09:33 PM

I'm not really sure about this, maybe someone else noticed it as well:

When casting Greasy Mist lvl3 (-70% ranged damage) on skeleton archers, their damage shows 0-0. But I suspect the game somehow treats this wrong, as they seem to be doing normal damage. When using the lvl2 spell, they have 1-1 damage and it seems to be less damage. I'll observe this further when I get around to it.

On a side note, on one or two occasions, they really did close to no damage (I believe 1 damage, but not 100% sure) when under the effect of the lvl3 mist, but I have no idea when this happens...

camelotcrusade 11-05-2012 10:18 PM

@Bhruic I've coded the fear bug to green indicating there is a fix. Thanks!
@mandea I have several of those quests listed but this is my first report about "fly the banner" and "a star is born." Are you using a patched or unpatched game?
@Handel is Action Rage working for other rage skills, or not doing anything at all? I think someone reported this earlier and I missed it. I will search the bugs thread.
@Xargon I do use that spell but never thought to check the damage range. It could be working as intended though... maybe it reduces the total damage by x%? Bhruic could probably tell us if the code is sound.

Update - back on page 22 there was a three part conversation about the Rage Ready skill. Some players thought it only impacts Olaf's skills, while others said it impacts Valkyrie skills but you have to take in account upgrades which increase the timer. It was never resolved into a clear bug - does anybody have new data or the ability to do some tests?

Zechnophobe 11-05-2012 10:26 PM

Quote:

Originally Posted by Xargon (Post 477898)
I'm not really sure about this, maybe someone else noticed it as well:

When casting Greasy Mist lvl3 (-70% ranged damage) on skeleton archers, their damage shows 0-0. But I suspect the game somehow treats this wrong, as they seem to be doing normal damage. When using the lvl2 spell, they have 1-1 damage and it seems to be less damage. I'll observe this further when I get around to it.

On a side note, on one or two occasions, they really did close to no damage (I believe 1 damage, but not 100% sure) when under the effect of the lvl3 mist, but I have no idea when this happens...

I've seen troops do 0 ranged damage before, but not in WotN. I think it rounds somewhere in there, and can possibly round down to 0, but am not completely sure.

Zechnophobe 11-05-2012 10:26 PM

Quote:

Originally Posted by Handel (Post 477851)
"Action Rage" skill don't reduce the rest time of Hilda Arrows - it starts from 2 and remains at 2 even at lv 3 action rage skill. Don't know what happens if you upgrade it and increase the rest time.

Rage Ready skill only effects Olafs skills (the top row).

I think I'm going to make this more obvious in my next release of the Language Mod.

Zechnophobe 11-05-2012 10:33 PM

Quote:

Originally Posted by camelotcrusade (Post 477550)
Thanks for the suggestions. It took me about an hour of experimentation to come up with a way to improve the organization that didn't make it worse. Now that I have something working, I am going through the thread and upgrading it. I hope it helps!

@Zechnophobe - When you can, let me know which tooltip issues you are able to fix with your mod and I can colorize them. How about purple?

Will do, probably have some time to clean s'more stuff up tonight.

Going to focus on making Rage Ready, and Icy Rage specify which rage skills they work with. Maybe make Olaf's three skills more specifically 'Viking' skills or something.

Second up will be hitting the known tooltip errors hear.

Handel 11-05-2012 10:42 PM

Arghhh... the "shield bash" skill makes the vikings slide over the traps. Don't know if this is a bug or intended but they still walk on the earth so they should be trapped by the traps.

hardy87 11-05-2012 10:53 PM

This one fixed in steam patch
Quote:

Originally Posted by camelotcrusade (Post 473439)
Units & Unit Abilities
  1. Warrior Maiden Call of Valhalla broken: After Patch 1, some players are reporting this ability won't let you target units and you have to cancel it to proceed with the battle.

http://forum.1cpublishing.eu/showpos...&postcount=136

Bhruic 11-05-2012 11:07 PM

Ugh. Please stop perpetuating this one. No one that has actually patched the game (properly) is getting this bug. The only people having issues with the Call of Valhalla are people who tried to either apply the pre-patch unofficial fix to the post-patch game, or (in your case) tried to apply the post-patch unofficial fix to the pre-patch game. Your "fix" does nothing more than revert the file to the pre-patch state, which obviously only works on pre-patch games.

@camelotcrusade - can you remove that bug from the list?

camelotcrusade 11-05-2012 11:24 PM

Quote:

Originally Posted by Bhruic (Post 477934)
Ugh. Please stop perpetuating this one. No one that has actually patched the game (properly) is getting this bug. The only people having issues with the Call of Valhalla are people who tried to either apply the pre-patch unofficial fix to the post-patch game, or (in your case) tried to apply the post-patch unofficial fix to the pre-patch game. Your "fix" does nothing more than revert the file to the pre-patch state, which obviously only works on pre-patch games.

@camelotcrusade - can you remove that bug from the list?

Good point. Much like a stack of maidens, it keeps resurrecting. Killing now. :D

Bhruic 11-05-2012 11:29 PM

Quote:

Originally Posted by MattCaspermeyer (Post 477026)
This is using the Permafrost spell to create the Highterant. I can provide a save (or saves) if needed with steps to reproduce.

/C\/C\

Crap, missed the offer of a save for this. Do you still have one available? If so, can you attach it to either this thread, or the Bugfix thread?

Loopy 11-05-2012 11:51 PM

Quote:

Originally Posted by Bhruic (Post 477842)
The problem is that it's really hard to arrange those sorts of fights. Wish the game had a built-in arena so you could pick units (on both sides). That'd make a lot of this testing much, much easier.

You could always decompile your save game, edit it, and then recompile it. Not sure if the tool for recompiling saves works for WotN though.

Bhruic 11-06-2012 12:34 AM

Quote:

Originally Posted by camelotcrusade (Post 473439)
Orc Hunters render units unattackable with Control Animal: If the target of control animals survives it can become unattackable by melee and must be ranged to be defeated.

I'm not sure if this is still true or not, but it overlooks a bigger issue - that the ability as described isn't supposed to control animals. The tooltip for their only ability is "Training", and the description for it is that it allows the Orc Hunter to summon a unit of animals. If, in fact it only allows you to control animals (and I'm pretty sure it does), then the bigger point is that the tooltip is completely wrong.

edit: Also, despite their description claiming they are, Witch Hunters are not immune to mind spells.

edit x2: Magic Shackles won't work on Necromancers: No information on Magic Shackles or on Necromancers explains why it doesn't work on them (it works on all other undead). It won't even work on a single necromancer, so it's not a leadership issue. Please allow it to work or make clear which feature prevents magic shackle.

It's definitely Mind immunity that prevents Magic Shackles from applying. That's still a bug, as there's nothing indicating that in the description, but it not working appears to be WAI.

camelotcrusade 11-06-2012 02:19 AM

Thanks for the insights. I've modified the Orc Hunter entry and also added your fix for Hilda's arrows (thanks). For the Necromancer entry, I think you're saying the problem is they have a hidden mind immunity, not that magic shackles doesn't work on them. I updated that too and moved it to the units section.

If anybody has a fight handy where they can try other mind magic on necromancers it would be good to confirm their mind immunity extends to all mind spells to validate our diagnosis.

Bhruic 11-06-2012 02:27 AM

It's definitely the case, it's stated plainly in the necromant.atom file.

The problem is twofold: First that Necromancers aren't listed as being immune to mind spells, and second that Magic Shackle isn't listed as being a mind spell. It definitely wasn't in AP.

Don't forget the Witch Hunters not having the mind immunity that they are listed as having. ;)

camelotcrusade 11-06-2012 02:31 AM

Quote:

Originally Posted by Bhruic (Post 477991)
It's definitely the case, it's stated plainly in the necromant.atom file.

The problem is twofold: First that Necromancers aren't listed as being immune to mind spells, and second that Magic Shackle isn't listed as being a mind spell. It definitely wasn't in AP.

Don't forget the Witch Hunters not having the mind immunity that they are listed as having. ;)

Thanks for clarifying, I thought I was missing something! I'll go make updates now.

Mandea 11-06-2012 03:16 AM

Quote:

Originally Posted by camelotcrusade (Post 477909)
@Bhruic I've coded the fear bug to green indicating there is a fix. Thanks!
@mandea I have several of those quests listed but this is my first report about "fly the banner" and "a star is born." Are you using a patched or unpatched game?
@Handel is Action Rage working for other rage skills, or not doing anything at all? I think someone reported this earlier and I missed it. I will search the bugs thread.
@Xargon I do use that spell but never thought to check the damage range. It could be working as intended though... maybe it reduces the total damage by x%? Bhruic could probably tell us if the code is sound.

Update - back on page 22 there was a three part conversation about the Rage Ready skill. Some players thought it only impacts Olaf's skills, while others said it impacts Valkyrie skills but you have to take in account upgrades which increase the timer. It was never resolved into a clear bug - does anybody have new data or the ability to do some tests?

it's unpatched but I don't recall seing anything related to this in the patch notes.

camelotcrusade 11-06-2012 03:28 AM

@Mandea I've added it!

camelotcrusade 11-06-2012 04:03 AM

So the Battle Shield says "+10% damage of attacks against shields" and Spiked Shield says "+15% damage from the attacks of the shield." They both references spike in the item description so I wonder if both abilities are the same and one is the upgrade of the other. But what does that even mean? That shield attacks (like viking shield bash... is there another one?) do more damage? Anybody know?

Zechnophobe 11-06-2012 04:17 AM

Quote:

Originally Posted by camelotcrusade (Post 478005)
So the Battle Shield says "+10% damage of attacks against shields" and Spiked Shield says "+15% damage from the attacks of the shield." They both references spike in the item description so I wonder if both abilities are the same and one is the upgrade of the other. But what does that even mean? That shield attacks (like viking shield bash... is there another one?) do more damage? Anybody know?

Vikings shield bash, and berserkers hit their enemy (after retaliation) with their shield. So I *assume* it's those two skills, but do not know for sure.

Zechnophobe 11-06-2012 04:24 AM

Level 3 slow doesn't say it immobolizes. It looks more like the effect duration is doubled. Is that new since the most recent update?

camelotcrusade 11-06-2012 04:40 AM

Quote:

Originally Posted by Zechnophobe (Post 478010)
Level 3 slow doesn't say it immobolizes. It looks more like the effect duration is doubled. Is that new since the most recent update?

You're right! It says "if the unit's speed is already lower than the spell power, the tome of spell action will be doubled."

So... it summons two books of evil to eat him? Lol, just kidding. I will mark it as fixed.

@Bhruic - Magic shackle may be a mind spell now but how come it works on all the undead except the necromancer? The undead tag says it grants immunity to mind spells (I'm reading it now off of an undead spider). Maybe I should roll back my earlier changes to the original bug as the magic shackle spell doesn't work on the necromancer. Thoughts?

Jazzer32 11-06-2012 06:37 AM

Fire Rain bug: sometimes it predicts/shows "damage 1" for every creature u put cursor on, and then u move cursor around a little and after that it shows correct damage. Fire rain works correctly and it kills "correct" number of creatures, just "preview" is wrong.

Mummymans 11-06-2012 07:00 AM

Hi im getting a crash to desktop in Iceland.

It happens when i fight blue ice dragons. The specific group that causes the crash is located around the middle, but a little to the right, when looking at the map. I dont know if the group is at fault , or just ice dragons in general.

But whenever its the ice dragons turn, i get crash to desktop.

I cant say wether this also happened before the patch, maybe you can figure it out. I know i killed the 3 quest dragons before applying the patch, maybe there were ice dragons in those fights?

Edit: i should probably mention that there are also 2 groups of Skalds in this specific group.

MattCaspermeyer 11-06-2012 08:59 AM

Follow these steps to reproduce invisible egg bug
 
1 Attachment(s)
Quote:

Originally Posted by Bhruic (Post 477942)
Crap, missed the offer of a save for this. Do you still have one available? If so, can you attach it to either this thread, or the Bugfix thread?

Follow these steps to reproduce the Permafrost bug with hatched Highterants and Invisible Eggs:
  1. Load attached save game and be ready!
  2. Hardy Twohands is above your ship in the distance - chase him down as quickly as possilble and engage his ship.
  3. Combat begins!
  4. Round 1:
    1. Warrior Maidens:
      1. Move 1 hex forward
      2. Use Rune of Attack
      3. Attack Enemy Warrior Maidens with your Spear of Wrath
      4. Result: 371 Damage, 2 killed (2 left)
    2. Skalds:
      1. Use your Rune of Luck
      2. Use your Evil Taunt ability
      3. Result:
        • 62 Berserkers: Slow (2 turns)
        • 98 Vikings: Slow (2 turns)
        • 144 Slingers: Helplessness (3 turns)
        • 61 Berserkers: Slow (2 turns)
    3. Soothsayers:
      1. Use Rune of Attack
      2. Use Ice Storm and target Slingers with Epicentre
      3. Result:
        • Slingers: 403 Damage, 33 killed (111 left)
        • 61 Berserkers: 85 Damage, 1 killed (60 left)
    4. Enemy Slingers:
      1. Cold: 132 Damage, 11 killed (100 left)
      2. Attack Soothsayers: 67 Damage
    5. Jarls:
      1. Use Call to Battle on Soothsayers
      2. Use Rune of Defense
      3. Move to hex above Skalds
      4. Defend
    6. Jotuns:
      1. Use Rune of Defense
      2. Move to hex above Soothsayers
    7. Soothsayers
      1. Hero Spell - use your Permafrost spell and place Scrugg Egg in hex behind your Warrior Maidens
      2. Use Rune of Attack
      3. Attack Slingers
      4. Result: 317 Damage, 27 killed (73 left)
  5. Round 2:
    1. Enemy Warrior Maidens:
      1. Move to hex between your Jarls, Skalds, and Warrior Maidens
      2. Cast Call of Valhalla on Slingers, 4 resurrected (77 left)
    2. Warrior Maidens:
      1. Use Rune of Attack
      2. Attack Enemy Warrior Maidens (without moving)
      3. Result: 250 Damage, both killed (0 left)
    3. Soothsayers:
      1. Hero Rage Ability - use Hilda's Arrow
      2. Result:
        • 77 Slingers: 253 Damage, 21 killed (56 left)
        • 60 Berserkers: 258 Damage, 5 killed (55 left)
        • 98 Vikings: 239 Damage, 7 killed (91 left)
      3. Use Rune of Attack
      4. Attack Slingers: Critical Hit! 633 Damage, 52 killed (4 left)
    4. Enemy Slingers:
      1. Attack Scrugg Egg: 7 Damage (note that there is another bug here - "Target [cpsn_cryotic_soil_egg] NF" - this is an error message for a missing label)
    5. Jarls:
      1. Use Rune of Defense
      2. Attack 62 Berserkers
      3. Result:
        • 62 Berserkers: Critical Hit! 648 Damage, 12 killed (50 left)
        • 50 Berserkers retaliate: 133 Damage
    6. Jotuns:
      1. Use Rune of Defense
      2. Defend
    7. Scrugg Egg:
      1. 27 Highterants hatch
    8. Highterants:
      1. Fly to hex above 50 Berserkers
      2. Attack: 235 Damage, 4 killed (46 left)
  6. Round 3:
    1. 55 Enemy Berserkers:
      1. Attack Jotuns: Critical Hit! 365 Damage
      2. Jotuns retaliate: 274 Damage, 5 killed (50 left)
      3. Attack Jotuns again: Critical Hit! 254 Damage
    2. 46 Enemy Berserkers:
      1. Attack Highterants: 463 Damage, 4 killed (23 left)
      2. Highterants retaliate: 376 Damage, 8 killed (38 left)
      3. Attack Highterants again: Critical Hit! 497 Damage, 4 killed (19 left)
    3. Warrior Maidens:
      1. Hero Spell - Heal your Jotuns
      2. Cast Call of Valhalla on Highterants: 8 resurrected
    4. Enemy Vikings:
      1. Attack your Highterants: 706 Damage, 7 killed (20 left)
    5. Highterants:
      1. Lay invisible egg in cell southeast of them (egg is not really in that cell)
      2. At this stage, the bug has been revealed. Finish the battle however you see fit and note Highterant Egg is not where you expect it. You'll have to see which invisible hex they attack to determine where it is.
      3. Also note that you may see some slowdowns between turns of units and might have to wait 30 seconds to a minute for the game to continue during these slowdowns - be patient!
I have other saves where this happens as well, but this is the one I was able to recreate and repeat.

If you don't see the same amount of damage I'm doiing then you must either be doing something incorrectly or the random seed is somehow different on your computer.

Feel free to ask me any other questions hopefully you're able to repeat the problem I'm having...

/C\/C\

P.S. You must have the Armor of Valhalla set in order to repeat this bug with this save as indicated here: http://forum.1cpublishing.eu/showpos...&postcount=463

Save is attached here:

BB Shockwave 11-06-2012 10:11 AM

There is a 45 page long Bug thread now, and the game has barely been out 3 weeks... That has to be a new record. The last time I have seen such a bugfest was with Temple of Elemental Evil, and that game was self-admittedly released well before it was finished at the urge of the publisher. Oh, and Heroes of Might and Magic Online (the Chinese MMO), but then, I'd barely call a strategy game that requires you to LOSE as many troops as you can to upgrade them a "game". More like a chore.

I now wonder - what reviews did the game got so far online? I figure most reviewers would just start it and add their review instantly without delving into it, thinking "this is the fourth game in the same installment, and at first look, looks and works the same as the 3 before it..." - but if they do a more through walkthrough, they will discover some of the more fatal and annoying bugs? Because in that case, expect scores of 1-2 or 20%.

Which brings me to the question we all have been asking... does 1C even care? The game is unplayeable right now due to the horrible amount of bugs, there is no official reaction so far about a patch, and people who bought the game should be rightfully pissed. It should not be up to the players to discover and fix bugs.

I wonder if this will have any impact on the testers of the game, who - we can say this with utter certainity - have done a really shoddy job.

hotfix666 11-06-2012 10:46 AM

Quote:

Originally Posted by BB Shockwave (Post 478074)
There is a 45 page long Bug thread now, and the game has barely been out 3 weeks... That has to be a new record. The last time I have seen such a bugfest was with Temple of Elemental Evil, and that game was self-admittedly released well before it was finished at the urge of the publisher. Oh, and Heroes of Might and Magic Online (the Chinese MMO), but then, I'd barely call a strategy game that requires you to LOSE as many troops as you can to upgrade them a "game". More like a chore.

I now wonder - what reviews did the game got so far online? I figure most reviewers would just start it and add their review instantly without delving into it, thinking "this is the fourth game in the same installment, and at first look, looks and works the same as the 3 before it..." - but if they do a more through walkthrough, they will discover some of the more fatal and annoying bugs? Because in that case, expect scores of 1-2 or 20%.

Which brings me to the question we all have been asking... does 1C even care? The game is unplayeable right now due to the horrible amount of bugs, there is no official reaction so far about a patch, and people who bought the game should be rightfully pissed. It should not be up to the players to discover and fix bugs.

I wonder if this will have any impact on the testers of the game, who - we can say this with utter certainity - have done a really shoddy job.

Im happy the game price not was 49€ :grin:

RCDOWN 11-06-2012 11:34 AM

Quote:

Originally Posted by BB Shockwave (Post 478074)
Which brings me to the question we all have been asking... does 1C even care?

I think you're wrong at full.

First they pinned the bug topic and let the community discuss it.
Other companies, thrust me, don't do the same and even ban whoever criticize their product.

Quote:

The game is unplayeable right now due to the horrible amount of bugs, there is no official reaction so far about a patch
Game is playable, only need to be fixed in some part.
Also, they relase an official patch and you can use the community workaround for other problem.
Read all this discussion, please.

Quote:

and people who bought the game should be rightfully pissed. It should not be up to the players to discover and fix bugs.
Yes and no.
Because you can always ask a steam refound, if you are unhappy. So...

Quote:

I wonder if this will have any impact on the testers of the game, who - we can say this with utter certainity - have done a really shoddy job.
Have you ever before make a game test?
You can work 1000 hours and not discover any bug because dozen of factor come at hand.
Also, you need founds to test 100% your product and no game company nowaday can affort this, because develope a game cost time, resource, maketing, and you must pay in advance only (sadly) to discover someone has blocked you game because in their country censorship o market got different standard.

Pal, you can wine if you want, but the best choice in this scenario is to do a contribution to make a good game even better or whait until the bug are fixed in full (1-2 month, and you get a shortened price as well)

Be calm ;)

Mandea 11-06-2012 11:56 AM

Other companies, trust me, don't ask 30euro for a product with so many bugs.

it has nothing to do with wine, spare us this bullshit please.

1000 hours and no bugs? come on, this is ridiculous, I've encountered at least 20 different bugs in 80hours playtime. I don't believe there is a single person who hasn't while playing WOTN. the game is riddled with bugs. this game hasn't been tested, period. not 100%, not even 30%.
if you are happy with this game you should stop posting because the problems obviously don't concern you.

How much are they paying you to post this crap???

Colbert30 11-06-2012 12:18 PM

I noticed units retaliating more than they normally should with the last hero spell cast by the skald unit. I don't remember reading that on the spell description. Is that intended?

RCDOWN 11-06-2012 12:33 PM

Quote:

Originally Posted by Mandea (Post 478104)
if you are happy with this game you should stop posting because the problems obviously don't concern you.

I'm not happy, i just try to make the game better for my enjoyment

Quote:

How much are they paying you to post this crap???
Nothing. I can assure you.
I simply liked the Kb series from the beginning, and want this game working 100% and a next episode as soon as possible.
Keep the dev motivated is a way to get it.

Mandea 11-06-2012 01:13 PM

yeah right, I hope you're not expecting me to trust you after all that rubish. The game is full of bugs, it's a fact. some of them are hard to see, but most are not.

Fatt_Shade 11-06-2012 01:28 PM

@RCDOWN
Quote:

First they pinned the bug topic and let the community discuss it.
Other companies, thrust me, don't do the same and even ban whoever criticize their product.
Well if they pinned a tread in forum then all problems are solved. I can make new tread here and post that i`m doing all i can to fix game problems, does it make true ? NO

Quote:

Game is playable, only need to be fixed in some part.
Also, they release an official patch and you can use the community workaround for other problem.
Read all this discussion, please.
Game is not payable, i haven even started my first play but checked game files to see what works how , and run into bunch of problems http://forum.1cpublishing.eu/showthr...t=34036&page=3 post #26
And game dont need fix in some part, because things that worked great in previous games theLegend , AP/CW are total crap now and swarming in errors (skills, spells, items etc). Wonder is how devs something that worked before implemented in this expansion and manage to broke it down completely.
About patch, and me using community workaround for problems not fixed in it , players bought game to play not to work on it. If we are extended bugfix crew shouldnt we get payed then ? WTF is your way of thinking to buy something and then instead using it spend all your free time to make it function. Any other product released this shoddy would be returned in 100% and asked for refunds by all customers.

Quote:

You can work 1000 hours and not discover any bug because dozen of factor come at hand.
Also, you need founds to test 100% your product and no game company nowadays can afford this
I read this forum allot and i see couple of hundreds of different users in first 10 days of game release posting 40 pages of bugs all different, and you tell us that in 1000 hours game testing could be possible to miss all of those bug. NO! They simply didnt test this game.
Implemented some new units (viking race) , spells/items and little changes like that. But just stick it on the Legend base (70% locations are just copy/paste from there). If they called this expansion and it work there wouldnt be any problems i think. But this f...ed release called NEW game is pure and simple LIE. End of story.
The Legend and AP/CW didnt have this many bugs on release, and both were very different so lots of work was needed to make them final products (in AP was also editor new byproduct needing time and effort to make) and it all worked better then WotN.
I`m not saying they must 100% test game , but this didnt even got installed on some personal computer to be checked if it even works.
As for no company doing whole game test before release, 1C have 800 employees and have released bunch of other games, this isnt their first job in this area. 1c isnt only to blame, Katauri dropped ball on this also it was their job to make game work, and 1C to test and see what needs more fixing .But in the end it gets to players here to do their job for them.
And you say we should be happy we dont get banned from forum for telling truth about bugs in game. You are customer , and have right for your own apinion about something you bought at least express it in free manner.

Colbert30 11-06-2012 01:57 PM

I know it's not my call to make but, please guys, don't derail the discussion of this thread. This is already a 46 page long thread and Camelotcrusade and others are doing an excellent job at finding/cathegorizing and posting bugs so that devs can fix them. It is a difficult enough job without the need to go through off-topic stuff.

TY!

Bhruic 11-06-2012 02:07 PM

Quote:

Originally Posted by camelotcrusade (Post 478014)
@Bhruic - Magic shackle may be a mind spell now but how come it works on all the undead except the necromancer? The undead tag says it grants immunity to mind spells (I'm reading it now off of an undead spider). Maybe I should roll back my earlier changes to the original bug as the magic shackle spell doesn't work on the necromancer. Thoughts?

You have to understand that in-game descriptions and the way game rules work aren't the same. The Magic Shackles spell is setup right now not to work on any unit that has the "mind_immunitet" flag. Regular undead don't have that flag, they just have the "undead" flag. The Necromancer does have that flag. The issues are - is the Necromancer supposed to have that, and if so, shouldn't it be a listed feature for it, and is the spell supposed to not work on units with that flag?

Bhruic 11-06-2012 02:17 PM

Quote:

Originally Posted by MattCaspermeyer (Post 478064)
Feel free to ask me any other questions hopefully you're able to repeat the problem I'm having...

Well, I'm having a bit of an issue when I load the game 4 out of your 5 unit stacks are out of control. Your leadership is listed as 2579. You'd need to have had at least 2700 to control the 2 Jotun. Had you modified your game at all to give you extra leadership?

Oogee 11-06-2012 03:09 PM

trying to dispel last hero after it's absorbed some damage causes the game to crash, and yes, I'm fully patched

sethmage 11-06-2012 03:25 PM

I have the Bronze Ring with 2 possible upgrades, but it cannot be upgraded, after every fight with the goblins keepers the ring is still level 1 with two upgrades to go. When I run out of gold I guess I will milk it for what is worth.

tiberiu 11-06-2012 03:34 PM

Quote:

Originally Posted by sethmage (Post 478158)
i have the bronze ring with 2 possible upgrades, but it cannot be upgraded, after every fight with the goblins keepers the ring is still level 1 with two upgrades to go. When i run out of gold i guess i will milk it for what is worth.

infinite xp

I have it too. I'm going to reach lvl 70 while still on Fastland.

camelotcrusade 11-06-2012 03:37 PM

@Colbert30 thanks, I feel the same way

@Bhruic thanks for the explanation, I'll keep things as is. Hopefully they will understand the issue and make adjustments.

@Jazzer32 sounds like a bug. Do you have patched or unpatched version? I sure wish I had fire rain (for multiple reasons) or I'd try it myself to see if it shows 1 dmg in the tooltip. If anybody else can confirm that would be great.

@Oogee there was a bug about Last Hero pre-patch but this sounds different. I see Bhruic is ready to help you test it (see below). Sorry for my incorrect reply earlier, I misunderstood. When we can confirm it we'll add the bug.

@Sethmage I have that ring and was able to upgrade it. Sounds like a bug with unpatched version (or unpatched + fixes). You could always remove fixes and try the upgrade to see if that helps.

Bhruic 11-06-2012 03:42 PM

Quote:

Originally Posted by camelotcrusade (Post 478165)
@Oogee you'll need the unofficial fix to prevent it (see page 1). It's already documented, but it's under skald's because sometimes they use Last Hero on your units. What's happening is the animation causes a crash or some people when a unit with Last Hero on it is hit. Can you try the fix (removes that animation) and report back?

Actually, there's no unofficial fix for this issue anymore because they fixed the underlying issue (missing sound files) with the patch. So this is a new bug.

I'll try and look into what's happening for this one.

edit: Hmm, just tried it on a friendly unit, the spell dispelled properly, and inflicted the damage it should have when dispelled.

sethmage 11-06-2012 03:47 PM

Quote:

Originally Posted by tiberiu (Post 478162)
infinite xp.

lol with the exp. of 400 for a fight my grandchildren won’t get to 70 :grin:

camelotcrusade 11-06-2012 03:50 PM

Quote:

Originally Posted by Bhruic (Post 478168)
Actually, there's no unofficial fix for this issue anymore because they fixed the underlying issue (missing sound files) with the patch. So this is a new bug.

I'll try and look into what's happening for this one.

edit: Hmm, just tried it on a friendly unit, the spell dispelled properly, and inflicted the damage it should have when dispelled.

Oops. I had it confused with some other crash. I edited my advice above. It's early! x.x Thanks for the fast clarification

And for what it's worth, I finally added a note in the official list where I say not to use the unofficial fixes with the unpatched game. :)

Bhruic 11-06-2012 03:55 PM

Quote:

Originally Posted by Oogee (Post 478150)
trying to dispel last hero after it's absorbed some damage causes the game to crash, and yes, I'm fully patched

Can you list steps to take to ensure this happens? I've tried a couple different ways and have been unable to cause a crash.

MattCaspermeyer 11-06-2012 04:38 PM

Version 1.3.1 (Build 6246)
 
4 Attachment(s)
Quote:

Originally Posted by Bhruic (Post 478140)
Well, I'm having a bit of an issue when I load the game 4 out of your 5 unit stacks are out of control. Your leadership is listed as 2579. You'd need to have had at least 2700 to control the 2 Jotun. Had you modified your game at all to give you extra leadership?

I'm using Version 1.3.1 (Build 6246) with the Valhalla Armor Set from pre-ordering the game so my game is stock per the first patch - I'd say look at your setup since you're modding the game or since the helmet is +200 Leadershp, make sure you have the Armor of Valhalla set...

I've attached screenies so that you can see what I see - I just repeated the problem a few minutes ago...

Please make sure you are running stock game with no mods and have my same build and have the Valhalla Armor Set - thanks!

If you're still having problems repeating this bug then ask some more questions and we'll work together on figuring out what the problem is on your end.

/C\/C\

Screenie List:
  1. Game Version
  2. Hero Screen
  3. Round 1
  4. Round 3 - showing Highterant laying invisible egg with message to confirm (lay location was south east of the Highterant per my original post).

Bhruic 11-06-2012 04:45 PM

Quote:

Originally Posted by MattCaspermeyer (Post 478188)
I'm using Version 1.3.1 (Build 6246) with the Valhalla Armor Set from pre-ordering the game so my game is stock per the first patch - I'd say look at your setup since you're modding the game or since the helmet is +200 Leadershp, make sure you have the Armor of Valhalla set...

That's the problem, I didn't pre-order, so I don't have access to the Valhalla Set, even if you send me a save where you are wearing it. That's a bit annoying, as it certainly will make testing for this more difficult.

camelotcrusade 11-06-2012 04:48 PM

Quote:

Originally Posted by Bhruic (Post 478195)
That's the problem, I didn't pre-order, so I don't have access to the Valhalla Set, even if you send me a save where you are wearing it. That's a bit annoying, as it certainly will make testing for this more difficult.

Could you transfer the extra troops to the reserve and then delete them before combat? Not sure if that would change the seed or not.

Bhruic 11-06-2012 04:50 PM

I'll give it a try, worst case it doesn't work.

edit: No luck, got divergent results right away (Maiden's spear crit, for example).

Bhruic 11-06-2012 04:51 PM

Mista's Lightning is bugged. If an enemy moves before you use this ability, whatever unit you have selected will lose its turn for that round, and the lightning won't proc.

camelotcrusade 11-06-2012 07:58 PM

Updates:
  • Added Mista's lightning bug and coded green as fix is available
  • Updated Ice Dragon animation crash to green as fix is available

torquemada 11-06-2012 08:24 PM

1 Attachment(s)
Extra damage from holy attacks on undead is not calculated in the pre-attack tooltip (Maybe this applies to other damage types and their weaknesses?).

I'm not sure on the prequisites for this bug but it involves flying unit and a trap. A flying vampire ended it's turn on top of an unsprung trap infront of a dark knight. I noticed when I wanted to have my jotuns spew cold onto the vampires and black knights that I could walk onto the trapped tile and therefore share it with the vampires (see screenshot).
Then in the next turn the vampire turned into a human form and walked over to the next tile like nothing happened.

Xargon 11-06-2012 08:38 PM

Quote:

Originally Posted by camelotcrusade (Post 477909)
@Xargon I do use that spell but never thought to check the damage range. It could be working as intended though... maybe it reduces the total damage by x%? Bhruic could probably tell us if the code is sound.

Ok, I had another look and it is not a bug. The simple reason is that greasy mist does not reduce the damage they inflict with their two special arrow abilities. Well, at least it is not a bug in the game mechanics, I'm not sure if the damage from these abilities should logically be reduced as well...

kornel11 11-06-2012 09:55 PM

1. Big problem for me: the total rage dropped from 50 to 32, with no reason at all. I have the two save games to prove this, before and after bug. No object changes which give rage between saves.

2. If it wasn't posted before: the "Regal" ability of the Royal Griffins does not work.

Bhruic 11-06-2012 10:13 PM

Quote:

Originally Posted by kornel11 (Post 478315)
1. Big problem for me: the total rage dropped from 50 to 32, with no reason at all. I have the two save games to prove this, before and after bug. No object changes which give rage between saves.

2. If it wasn't posted before: the "Regal" ability of the Royal Griffins does not work.

1) Probably not "no reason" - did you use the Calm Rage spell? It's a bit buggy, but you can pick up a fix for it here.

2) Does it not work at all? I understand that there's a few units that it should be working for that it's not.

MattCaspermeyer 11-06-2012 10:16 PM

Thanks for Trying!
 
Well, thanks for trying! :)

At least it is now documented for some other enterprising individual or the actual developers to take this on - :)

/C\/C\

Quote:

Originally Posted by Bhruic (Post 478195)
That's the problem, I didn't pre-order, so I don't have access to the Valhalla Set, even if you send me a save where you are wearing it. That's a bit annoying, as it certainly will make testing for this more difficult.


oas 11-06-2012 10:37 PM

camelotcrusade:
Valhalla's Messenger Award is working. I already have 6/10.
I'm pretty sure to update the vikings must be the only ones killing the enemies troops you want
Eg: 130 wolves - all of them must be attacked only by vikings, the rest of the enemy party doesn't matter who kills them

I don't think that using rage abilities interfere, but I'm not sure

camelotcrusade 11-06-2012 11:43 PM

Quote:

Originally Posted by oas (Post 478326)
camelotcrusade:
Valhalla's Messenger Award is working. I already have 6/10.
I'm pretty sure to update the vikings must be the only ones killing the enemies troops you want
Eg: 130 wolves - all of them must be attacked only by vikings, the rest of the enemy party doesn't matter who kills them

I don't think that using rage abilities interfere, but I'm not sure

Oh good, I've been wondering if anyone would figure out the requirement. I'm afraid I don't completely understand your example, though. Are you saying:

a) you need an army of all Viking units OR
b) anything can be in your army, but only vikings can make the kills (so non-viking units can't attack anything) OR
3) anything can be in your army, but only kills made by the unit called "Viking" count

Anyone who has gotten this Award to go up can feel free to weigh in!

Oogee 11-06-2012 11:51 PM

Quote:

Originally Posted by Bhruic (Post 478168)
Actually, there's no unofficial fix for this issue anymore because they fixed the underlying issue (missing sound files) with the patch. So this is a new bug.

I'll try and look into what's happening for this one.

edit: Hmm, just tried it on a friendly unit, the spell dispelled properly, and inflicted the damage it should have when dispelled.

hrmm, maybe it was a one time thing, i'll double check it here in a bit :D

Edit: Dispelled Last Hero when cast from the spellbook - works fine
Dispelled Last Hero when cast from the skald buff - Crashes game (this was on a soothsayer with no other positive or negative buffs)
seems it only happens when on soothsayers from the tests I've been doing, although from some reason it is doing damage twice when I dispel it, or let it run out

Dispel inflicts area damage
skalds suffer 114 points damage 5 are killed
skalds suffer 46 points of damage 2 are killed
Skalds: Spell last hero fizzles and deals 114 points of damage Skalds: 5 are killed
Skalds: Spell last hero fizzles and deals 46 points of damage Skalds: 2 are killed

this happens on whatever unit the spell runs out on, or is dispelled from

Bhruic 11-07-2012 12:02 AM

Quote:

Originally Posted by camelotcrusade (Post 477986)
I've modified the Orc Hunter entry

Ok, now I'm confused as to where the "Control Animal" thing came from. Is there another unit with that ability and someone confused the two? I finally had an (enemy) Orc Hunter do it's training ability, and that correctly summoned a unit of snakes. So it seems it's working properly.

At best I could say that the AI doesn't prioritize it enough, as summon extra stacks of units should definitely be given priority over other actions, but that's a bit nit-picky.

Bhruic 11-07-2012 12:05 AM

Quote:

Originally Posted by MattCaspermeyer (Post 478322)
At least it is now documented for some other enterprising individual or the actual developers to take this on

Good news! They don't actually have to blocked in for it to bug out. I managed to figure out how to summon one, had him blocked in to start the round, he flew off - I thought to attack - and summoned an invisible egg. That wasn't in the right square. So as long as I can duplicate what I just did, I can test for this now.

edit: I started a new game with the "all units available" mod, hired a Highterant and its egg showed up correctly. So I'm thinking it might be a bug caused by the unit summoning it being an "ally" rather than being owned by the player? I haven't seen an enemy unit with one to test if they work for the enemy.

Zechnophobe 11-07-2012 12:21 AM

Quote:

Originally Posted by Bhruic (Post 478343)
Ok, now I'm confused as to where the "Control Animal" thing came from. Is there another unit with that ability and someone confused the two? I finally had an (enemy) Orc Hunter do it's training ability, and that correctly summoned a unit of snakes. So it seems it's working properly.

At best I could say that the AI doesn't prioritize it enough, as summon extra stacks of units should definitely be given priority over other actions, but that's a bit nit-picky.

Druids had both a bear summoning ability, and a 'Control Animal' ability. I get the feeling maybe someone attached the wrong ability to the correct tooltip and visual info.

oas 11-07-2012 12:25 AM

Quote:

Originally Posted by camelotcrusade (Post 478340)
Oh good, I've been wondering if anyone would figure out the requirement. I'm afraid I don't completely understand your example, though. Are you saying:

a) you need an army of all Viking units OR
b) anything can be in your army, but only vikings can make the kills (so non-viking units can't attack anything) OR
3) anything can be in your army, but only kills made by the unit called "Viking" count

Anyone who has gotten this Award to go up can feel free to weigh in!

3)yep, the other "allies" can kill what they want as long only the viking kills what you want.
for instance imagine a enemy party with 5 different kind of troops: 4 of them can be killed by anyone in your party. The 5th must be killed by a viking to count. Doesn't matter (as far I know) if you kill the "5th" first or last with your vikings

I know for sure a few updates of mine medal happened because I used the vikings' "shield dash" and it killed the enemy in one-hit KO (sometimes critical)

Bhruic 11-07-2012 12:28 AM

Quote:

Originally Posted by Zechnophobe (Post 478349)
Druids had both a bear summoning ability, and a 'Control Animal' ability. I get the feeling maybe someone attached the wrong ability to the correct tooltip and visual info.

Well, the Orc Hunters ability is correct in that its function matches its description. Maybe whoever reported this bug meant to describe a bug with Druids rather than Orc Hunters?

camelotcrusade 11-07-2012 12:29 AM

Quote:

Originally Posted by Zechnophobe (Post 478349)
Druids had both a bear summoning ability, and a 'Control Animal' ability. I get the feeling maybe someone attached the wrong ability to the correct tooltip and visual info.

I just found my first druids today and noticed that, too! Control animal says it summons, but then goes on to say the troops fight for you for two turns. That really sounds like it's supposed to be a charm to me.

I finally opened up both the elf and the orc islands and could potentially buy both druids and orc hunters for testing (maybe tomorrow... election is too distracting :)). Tooltip/description issues are what's going on if I had to guess.

Bhruic 11-07-2012 12:31 AM

Quote:

Originally Posted by camelotcrusade (Post 478355)
I just found my first druids today and noticed that, too! Control animal says it summons, but then goes on to say the troops fight for you for two turns.

Training (the Orc Hunter ability) says two turns as well. I don't recall there being such a turn limit before, and I can't say I've actually seen the turn limit in practise.

camelotcrusade 11-07-2012 12:32 AM

Quote:

Originally Posted by Bhruic (Post 478353)
Well, the Orc Hunters ability is correct in that its function matches its description. Maybe whoever reported this bug meant to describe a bug with Druids rather than Orc Hunters?

Here is the original post: http://forum.1cpublishing.eu/showpos...&postcount=363. He said the hunters charmed his stack of snakes using control animal. Might they have used another ability to do the charming? I don't remember what all they do.

camelotcrusade 11-07-2012 12:35 AM

Quote:

Originally Posted by oas (Post 478351)
3)yep, the other "allies" can kill what they want as long only the viking kills what you want.
for instance imagine a enemy party with 5 different kind of troops: 4 of them can be killed by anyone in your party. The 5th must be killed by a viking to count. Doesn't matter (as far I know) if you kill the "5th" first or last with your vikings

I know for sure a few updates of mine medal happened because I used the vikings' "shield dash" and it killed the enemy in one-hit KO (sometimes critical)

Wow. That's pretty messed up, imo. An award for using on single unit in the game to make your kills? Does that seem WAI to anybody? Just wondering if that's a case where the description needs clarified or if they really intended something else (e.g., all viking units) so it's a bug. Opinions?

Bhruic 11-07-2012 12:38 AM

Quote:

Originally Posted by camelotcrusade (Post 478358)
Here is the original post: http://forum.1cpublishing.eu/showpos...&postcount=363. He said the hunters charmed his stack of snakes using control animal. Might they have used another ability to do the charming? I don't remember what all they do.

Nope, Training is their only ability. Maybe there's some sort of bug that allows them to use it on enemy stacks as well as summon their own stack?

oas 11-07-2012 12:39 AM

If you want the kill to count, the vikings must be the ones to destroy that particular group (at your choice) of the enemy party, the rest of your party can kill what's left (doesn't matter the order of the kills as far as i know)

I think using spells and rage doesn't interfere (but i'm not sure)

camelotcrusade 11-07-2012 12:40 AM

Quote:

Originally Posted by Bhruic (Post 478361)
Nope, Training is their only ability. Maybe there's some sort of bug that allows them to use it on enemy stacks as well as summon their own stack?

That would be pretty cool if they made an ability that versatile. I'd kinda rather keep that ability and update the tooltip. :) Hard to know what's WAI. Hopefully one of us can test it soon.

Bhruic 11-07-2012 12:42 AM

Quote:

Originally Posted by Bhruic (Post 478344)
edit: I started a new game with the "all units available" mod, hired a Highterant and its egg showed up correctly. So I'm thinking it might be a bug caused by the unit summoning it being an "ally" rather than being owned by the player? I haven't seen an enemy unit with one to test if they work for the enemy.

Ok, now here's a bug: When you control a Highterant, if there is an adjacent enemy unit, and you try and summon an egg, you get the popup "There are no enemies nearby!" Obviously there are enemies nearby, but I'm not sure why that's relevant in either case. Are you not supposed to be able to summon an egg when you are next to an enemy? I don't remember how it worked in AP.

Also not sure if this is the same issue as with the AI controlled one, but it seems entirely likely.

edit: Ha, I was curious enough to fire up AP, and it does the exact same error!

edit x2: Yeah, the problem was indeed that the AI is, well, dumb. I think the problem is that they tried to do a unified AI for every unit that summons things, but neglected to take into consideration special cases like the Highterant. The AI basically tries to get as close to all of the enemy units as it can, then summons whatever it can summon. But Highterants can't summon when they are beside an enemy, so it borks. I've got a fix that allows the egg to be placed properly, but it's still bad AI. Unlike all the other summons, the egg needs to hatch before units come out, so trying to get close to the enemy is the dumbest thing you could do - the enemy will just kill the egg. It's going to need a completely new AI routine to try and get the egg as far away from any other units as can be managed.

Bhruic 11-07-2012 01:40 AM

Quote:

Originally Posted by camelotcrusade (Post 478363)
That would be pretty cool if they made an ability that versatile. I'd kinda rather keep that ability and update the tooltip. :) Hard to know what's WAI. Hopefully one of us can test it soon.

Ok, well, turns out I was wrong. Training is their only listed ability, but they actually have more unlisted ones. Training is actually, despite the description, a "take over enemies" type ability. They also have a "web" ability (was it called Snare in AP?) and their Call Pet ability - which is similar to what Training describes itself as. Ugh. Let's just say that Orc Hunters are kind of messed up right now, and let them figure out how to fix them.

Puce Moose 11-07-2012 02:45 AM

Has anyone found a workaround for the lingering Dragon of Chaos bug? I used that spell to help get through the Giant Spider boss, and he's been with me for at least 10 fights afterward. Does casting another Wanderer spell ever help?

oas 11-07-2012 04:12 AM

When I tried to upgrade steel boots (I have 2 of them) the combat crashed several times.
Last time it deleted all my saves, but not the autosave (thank god!)

Is this a known bug?

tiberiu 11-07-2012 05:49 AM

Quote:

Originally Posted by oas (Post 478406)
Last time it deleted all my saves, but not the autosave (thank god!)Is this a known bug?

I got all my saves deleted, except my autosave fortunately, when I tried to upgrade my 2nd Valkirie.

Xargon 11-07-2012 08:35 AM

Posted this somewhere else already, but this thread would probably haven been more appropriate:
Has someone tested if the Royal Griffin morale bonus applies only to units of lower level (i.e. lvl1-3)? If so, it might be working as intended, but missing a proper description.

kornel11 11-07-2012 10:24 AM

Quote:

Originally Posted by Bhruic (Post 478320)
1) Probably not "no reason" - did you use the Calm Rage spell? It's a bit buggy, but you can pick up a fix for it here.

2) Does it not work at all? I understand that there's a few units that it should be working for that it's not.

1. I applied the fixes, thank you. My problem remains because the fixes work only ahead, and the last "good" save is three hours before the last (yes, I did not notice the rage change), so I have to go again through it.

2. The statement in the first page of thread is correct for Royal Griffons, for Knights and Rune Mages "Regal" does not apply, but for Inquisitors it does.

Numbereleventeen 11-07-2012 12:19 PM

One I noticed:
Phoenix - from summon phoenix spell - One of their abilities states: It's basic attack sets enemies ablaze.

But it only does this sometimes, but it reads like it applies everytime like some other burn abilities do (eg: archer flame arrow).

I look through the files for the code for this but couldnt find it.. Curious what the % chance is, and if we can set it to 100% to fix this.

Youpiya 11-07-2012 12:52 PM

Bug that is no fun : Celestial Set (Armor + Helm + Boots + Amulet) does not give the bonus of +10ATT +10DEF +10INT when 4 items equiped.

NB : Celestial Set is the gift for Valhalla edition

Colbert30 11-07-2012 01:03 PM

Quote:

Originally Posted by Youpiya (Post 478535)
Bug that is no fun : Celestial Set (Armor + Helm + Boots + Amulet) does not give the bonus of +10ATT +10DEF +10INT when 4 items equiped.

NB : Celestial Set is the gift for Valhalla edition

It's not 10+ for each, it's 10%. Mine is working ok.

kangax 11-07-2012 01:31 PM

whenever i try to kill ice dragon on verlon wasteland, game crashes. until killing ice dragon, there isnt any crash or bug. it happens when ice dragon is killed completely (there are 3 ice dragon troop and when i kill last of them, game crashes)

Oji 11-07-2012 04:37 PM

Blizzard spell freezes only 1 unit at best.
Luck runes don't seem to trigger 2nd turn on non-viking units.


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