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

Rork 11-29-2012 08:12 PM

Quote:

Originally Posted by LegendMaker
Well, that's certainly moving outside of technical advice and well into strategical advice, but it still saddens me to see you missing the point that bad. Allow me to try and clarify, okay?

What ckdamascus was pointing at is the fact that if you one day decide to switch to a difficulty level a little more challenging than "Normal", as you currently play, you should hopefully come to realize that Magic Shackles only ever applies when you are way more powerful than the enemy anyways, due to the leadership cap he mentioned. He wasn't telling you "not turning your back on your enemy is a better defense than tying your enemy's hands", as you apparently understood; he was more telling you "if you're in a position where an enemy will let you tie his hands easily, then this enemy is not much of a threat to begin with". Seriously, man, think about that. WotN's "Impossible" mode is already ridiculously easy to beat, I can't even fathom how overpowered you must be in "Normal" mode.

If you really have a thing for "Magic Shackles", try recruiting Witch Hunters if you get the chance. Their shackles are not limited by leadership. You should have fun. ;)

Well, I was wondering when someone who thinks he proves something by playing on impossible would step in.
For your information, I don't "have a thing for magic shackles", it was just a perfect opportunity to see if it worked as advertised - I even upgraded them in fight for this, as they're currently level 1. I would suggest trying to re-read carefully this time (word by word, in case you're missing my point) the messages, but before that do try to put some points into your reading skills.
In short, to be polite, please save your precious "stategical advice" for someone who cares and do step in only when your valiant efforts on impossible will actually amount to something else besides making you feel high and mighty.

Rork 11-29-2012 08:36 PM

Quote:

Originally Posted by ckdamascus
For 35 mana that 'might' or might not work if the stack is weak enough? Considering you can double cast... so many cheaper/stronger methods.

Whatever works - as I've already said, it's not important. And I'd rather avoid stirring the wasps' nest about what level of difficulty we're playing on or what spells/gear builds we use. O darn, too late :lol:.

Quote:

Originally Posted by ckdamascus
If they are too strong to finish in one round...

Um... do you get many battles where you can finish in one round or is that a figure of speech? I don't know whether the game scales the enemies according to the character's level, but even labels such as Strong or Very Strong usually means at least three turns - at least to me, it does.

Quote:

Originally Posted by ckdamascus
Not to mention it costs a LOT of crystals to get.

It's only at level 1, haven't upgraded it (and probably won't), since I don't use it.

Quote:

Originally Posted by ckdamascus
Ok that sounds like a bug then. There really is no point in discussing old bugs though. ... Also, incorrect about not existing before. This bug existed in Armored Princess (double fight), but far more rare.

I've played twice AP, not including Crossworlds, and never once ran into such a bug. It already occured several times in KBWotN. So it may be an old bug, but they kept it while adding others - not worth mentioning it then?

Quote:

Originally Posted by ckdamascus
Incorrect. Patch does not render previous saves useless. Of course, you should back up the game just in case (I have).
What happens is if the new patch fixes an old Quest bug, continuing your existing game will not HAVE that quest bug fixed despite being in the new patch because your save was generated in the old one.

And why is that incorrect? If the patch doesn't apply to my current save, than that save is pretty much useless when it comes to the fixed bugs.
If you wanna talk semantics, then I suppose we could debate whether "useless" might or might not be too strong a word here: the save can still be used after the patch, xcept the patch won't do anything for your game, might as well start from scratch again. That's pretty much useless in my book :-P.

ckdamascus 11-29-2012 08:51 PM

Quote:

Originally Posted by Rork (Post 484596)
Um... do you get many battles where you can finish in one round or is that a figure of speech? I don't know whether the game scales the enemies according to the character's level, but even labels such as Strong or Very Strong usually means at least three turns - at least to me, it does.

No, you want to kill or cripple the assassin STACK in round 1 if you are going to bait them into a trap early on.

step 1), walk 'bait' unit up one step.
step 2) cast trap behind bait.
step 3) when assassin goes, they will backstab, and FAIL/get INTERRUPTED before doing ANY damage to your bait, but they will be STUCK behind your bait.
step 4) beat the living daylights out of the assasin stack

But you don't want to do this if you can't cripple the 300 assassin stack in the first round because then you might take losses the next round because you just put a big stack of assassins next to your army :)

Quote:

Originally Posted by Rork (Post 484596)
I've played twice AP, not including Crossworlds, and never once ran into such a bug. It already occured several times in KBWotN. So it may be an old bug, but they kept it while adding others - not worth mentioning it then?

You made the claim "Double fights like this are shit (obviously a bug not present in the other games), something like a cheat.", I was simply saying it isn't true. (e.g. not present in other games). Nevermind that it was fixed in build 6249 as far as I can tell (at the last island, didn't see a single double fight).

Quote:

Originally Posted by Rork (Post 484596)
And why is that incorrect? If the patch doesn't apply to my current save, than that save is pretty much useless when it comes to the fixed bugs.
If you wanna talk semantics, then I suppose we could debate whether "useless" might or might not be too strong a word here: the save can still be used after the patch, xcept the patch won't do anything for your game, might as well start from scratch again. That's pretty much useless in my book :-P.

Because the patch does apply to your current saved game. Just some parts of the patch does not. e.g. If you had the patch, Loki fire does not screw up at all. You can continue your existing game. So it DOES apply to your saved game just some of the Quest patches do not.

Unfortunately it means you will break pygmy, favorite of the gods, avenging angel, demon rage balls, but you will fix loki crashes, assassin weirdness, ice dragon crashes, double fights, a few other things which I don't remember to list right now, etc all of this WITHOUT RESTARTING the game.

I'm not sure if you feel just because you can't fix a few optional quests you consider it 'useless' but I would hardly say it "wont' do anything for your game" considering you are running into bugs that appear to have been fixed in said patch. :)

LegendMaker 11-29-2012 08:52 PM

Quote:

Originally Posted by Rork (Post 484593)
Well, [butthurt message aiming for a snap rebuttal]

Cool story, bro. No more strategy advice or plain English for you, duly noted. Have fun. ;)

camelotcrusade 11-29-2012 09:42 PM

Some interesting tangents here, but I'm not sure if I am missing new bugs or not. I am also getting exasperated with how many we are finding as a result of the last patch.

I kind of want to throw up my hands and say let's start counting again after the next patch. Assuming we get one. Should be soon, I hope, it's been a good while.

ckdamascus 11-29-2012 09:49 PM

Quote:

Originally Posted by camelotcrusade (Post 484612)
Some interesting tangents here, but I'm not sure if I am missing new bugs or not. I am also getting exasperated with how many we are finding as a result of the last patch.

I kind of want to throw up my hands and say let's start counting again after the next patch. Assuming we get one. Should be soon, I hope, it's been a good while.

Fixed bugs.
- Courtley Garb can be upgraded now
- Ay Vaz works in build 6249 start 6246 (patch 2)
- Giant spider missile weapon is magic damage, not poison. working as intended.

New bugs.
- EDIT: Sorry not a bug, I left the game in dev mode. (If Action Re-Rage is activated just once, you can now press 'r' (keep spamming 'r') even when rage skill is not available and re-cast any rage skill. This ALSO maxes your rage skill. This can be repeated until multiple times until your rage cooldown runs out.)
- Friendly fire crit damage does way too much damage. It seems to ignore resists or defense or both. e.g. flame flood from red dragon can crit my black dragons for 934 damage. That just isn't normal considering I only have 22K leadership
- "Valhalla's messenger makes some viking stacks (slingers, berserkers, WMs, jarls) do increased damage. Or at least that's what it claims, it doesn't do anything (at least not for berserkers or WMs. Haven't checked slingers or jarls)."
- Obstacles on the field are now immune to area of effect skills like Regina's Golem summoning, fire flood, black dragon's fire flood, etc. You have to manually attack it with melee or ranged to directly kill them. e.g. Cursed Shrine, Dwarven Shrine, etc. Plus they all have 0/1 HP or something absurd.

Mistake on my part
- Pygmy has been BUFFED in this patch to -20%, -35%, -50%. Also, a pygmy patch was made by ftww and appears to work. I believe I can get an avenging angel patch to work, but I don't know why they stuffed the 1 dmg bit in there.
- Sorry if I was misleading, but if the enemy casts avenging angel on their own units, if I cast an offensive spell like fireball on them, they take only 1 dmg and it doesn't tick away a usage. That probably makes sense since normally a spell should do full damage and not do any ticks since you aren't "avenging" the main spell caster. In any event, I think my tiny one line patch fixes this though!

- I think I fixed Avenging Angel and consequently Favorite of the Gods. The logic seems to still work (Favorite of the Gods and Avenging Angel), so that's a good sign. This means I was right. :) They were completely related yet one simple line fix seems to have fixed both for now. I'll post patches after I've done a bit more testing.

Rork 11-30-2012 07:42 AM

Quote:

Originally Posted by ckdamascus
No, you want to kill or cripple the assassin STACK in round 1 if you are going to bait them into a trap early on.

Different approaches, different players, whatever works best for each. Not moving my units = not exposing them = the assassin's skills don't work = gives time to focus on other more immediate threats + added bonus of not casting trap but a more efficient spell. Of course, it all depends on the opposing army's composition.
But this is a thread about bugs, not about strategy tips'n'tricks.

Quote:

Originally Posted by ckdamascus
You made the claim "Double fights like this are shit (obviously a bug not present in the other games), something like a cheat.", I was simply saying it isn't true. (e.g. not present in other games).

Ah, I stand corrected. I made the wrong assumption that since I haven't encountered it, that particular bug wasn't present in the other games - my bad.

Quote:

Originally Posted by ckdamascus
I'm not sure if you feel just because you can't fix a few optional quests you consider it 'useless' but I would hardly say it "wont' do anything for your game" considering you are running into bugs that appear to have been fixed in said patch. :)

A few bugs fixed, a lot more introduced, some fixes will not show up in your current game, meaning a restart - not normal. I expect a patch to:
1. work as a whole, not "just some parts";
2. let me get on with the game, not force me to restart (even if it's only for minor details, which a quest is not imho).
O well, maybe it's just me and I'm growing too disillusioned with this new & botched KB. Still damn adddictive though, even despite its multitude of problems :cool:.

Woods7Van 11-30-2012 07:59 AM

Trapper only works when the stack dies as a result of a trap
http://www.rlgf.info/16.jpg
http://www.rlgf.info/13.jpg
http://www.rlgf.info/14.jpg
http://www.rlgf.info/17.jpg
http://www.sbqg.info/19.jpg
http://www.ryzu.info/10.jpg

ckdamascus 11-30-2012 11:08 AM

Quote:

Originally Posted by Woods7Van (Post 484661)

The links to the images are broken (they probably disallow hotlinking, you can just upload the pictures directly here via manage attachments in advanced mode).

That said, trapper is supposed to only work when the stack dies to increase the challenge of maxing it out.

Nirual 11-30-2012 01:18 PM

Quote:

Originally Posted by Rork (Post 484653)
A few bugs fixed, a lot more introduced, some fixes will not show up in your current game, meaning a restart - not normal. I expect a patch to:
1. work as a whole, not "just some parts";
2. let me get on with the game, not force me to restart (even if it's only for minor details, which a quest is not imho).

Unfortunately the way some of the game's coding works having to start a fresh game for some changes to apply is quite understandable. And a patch failing to fix a problem isnt entirely unheard of either.
that said, this game was obviously rushed out without any serious testing and so were the patches. Even the patchnotes seem rushed. I would've liked to know what they found to be wrong with all those spells they "corrected".

ckdamascus 11-30-2012 01:48 PM

Quote:

Originally Posted by Nirual (Post 484694)
Unfortunately the way some of the game's coding works having to start a fresh game for some changes to apply is quite understandable. And a patch failing to fix a problem isnt entirely unheard of either.
that said, this game was obviously rushed out without any serious testing and so were the patches. Even the patchnotes seem rushed. I would've liked to know what they found to be wrong with all those spells they "corrected".

Concur.

Seems like Plague has been reworked significantly in text and such.

Oil Mist as well (but unclear how, but the code is different and that is probably the cause of the slowdown due to logic calculations... but calculating for what?!?)

Pygmy was buffed (ftww's fix works quite well for it).

Avenging angel... they clearly had some intention to buff it (not sure how or why). And we saw the result of that partial commitment to whatever buff.

I see WHY you have to restart the game. Annoying though. Very annoying. :)

That said, I did a speedy debug/test run with pure build 6249 start to build 6249 finish.


A New Star is Born -- you can break this quest if you kill the orc in the citadel before gettign the mission. The game does try to alleviate it, but the dialog when you talk to Knuld never shows up and you can never get the dress.

Conversely, if you do NOT prematurely kill the orc, it works fine!

Spellbook bug with Eric STILL occurs, but I wonder if it is because I "learned" a new spell during the fight or if it is because I used minimum allies. Unclear for now.

I did a super speedy bullcrap run, bypassing everything. But, I have save points in a lot of key areas, so if anyone wants to know if a mission is bugged in build 6249 with a FRESH game, let me know and I will try to test for you.

Nirual 11-30-2012 02:19 PM

Quote:

Originally Posted by ckdamascus (Post 484702)
A New Star is Born -- you can break this quest if you kill the orc in the citadel before gettign the mission. The game does try to alleviate it, but the dialog when you talk to Knuld never shows up and you can never get the dress.

Conversely, if you do NOT prematurely kill the orc, it works fine!

It bugged for me doing it the normal way. Killed the orc with the banner in inventory, nothing happened.


Quote:

Spellbook bug with Eric STILL occurs, but I wonder if it is because I "learned" a new spell during the fight or if it is because I used minimum allies. Unclear for now.
Its minimum allies.

ckdamascus 11-30-2012 02:24 PM

Quote:

Originally Posted by Nirual (Post 484708)
It bugged for me doing it the normal way. Killed the orc with the banner in inventory, nothing happened.

Its minimum allies.

Nirual, are you on 6249 / 6249? (I am using a slash to indicate Starting Save / Current patch).

It will NOT work if you are 6246 / 6249.

Yeah you are right. It is minimum allies for sure. The game somehow doesn't keep state / track of your original spellbook so when you fight an army yourself, and it comes out it's like OOPs.

dljussuf 11-30-2012 04:20 PM

Dear All,

I am experiencing some issues with the game.
It appears that I am not able to complete the game any longer due to several stuck quests. Hopefully someone can help me out here, would be awesome!

Quests I cannot finish:

Paper for the Professor: I donated the bottle of ink to a Valkyrie

Sorcerers Pet Frog: I cannot obtain a Dress due to broken quest Plundered Stylist

Plundered Stylist: I deafeated all the thiefs and found 2 of the items on the map, but the thiefs did not add the items to my inventory. Questlog tells me to return the 5 items, but I only have 2 in my inventory, and the npc can count unfortunately...resulting in a broken quest.

Heir to the throne: Yeah King Asvald will not accept the stupid flag(known bug I guess)

Luckless Hunter: Black unicorn was jewish ...it did not have a horn so appearently circumsized. (Forgive my bad joke)

A star is born: I cant obtain the princess dress, I killed that orc in the castle before I got the quest, now I am not able to holst the flag on that castle (quest Fly the Banner).

Alliance with the Vikings: Stuck at step: FInd out why the orcs waged war on Tungsinn. (I talked to everybody but I cant get any more answeres from npcs =/ )

Alliance with the Elves: I cant find Princess Amelie....Where is she ?

Stop Gulford: I cant attack Eric (that backstabbing bastard). I have an Alliance with the dwarfs and the demons already, but it seems to be not enough.

Is there a possibility to "cheat" some of the items in my inventory to proceed with the quests? Is There an possibility for me to finnish the game ?

I already played the game for 145 hours(yes in that one savegame).....I beg you...please let me finnish the game!

Stats to the gameplay:
-Impossible difficulty
-Class: Skald
-Lvl: 66
-Fights: 696 (693 no loss)


with kind regards
Jussuf from the North

ckdamascus 11-30-2012 05:33 PM

Quote:

Originally Posted by dljussuf (Post 484731)
Dear All,

I am experiencing some issues with the game.
It appears that I am not able to complete the game any longer due to several stuck quests. Hopefully someone can help me out here, would be awesome!

Quests I cannot finish:

Paper for the Professor: I donated the bottle of ink to a Valkyrie

Sorcerers Pet Frog: I cannot obtain a Dress due to broken quest Plundered Stylist

Plundered Stylist: I deafeated all the thiefs and found 2 of the items on the map, but the thiefs did not add the items to my inventory. Questlog tells me to return the 5 items, but I only have 2 in my inventory, and the npc can count unfortunately...resulting in a broken quest.

Heir to the throne: Yeah King Asvald will not accept the stupid flag(known bug I guess)

Luckless Hunter: Black unicorn was jewish ...it did not have a horn so appearently circumsized. (Forgive my bad joke)

A star is born: I cant obtain the princess dress, I killed that orc in the castle before I got the quest, now I am not able to holst the flag on that castle (quest Fly the Banner).

Alliance with the Vikings: Stuck at step: FInd out why the orcs waged war on Tungsinn. (I talked to everybody but I cant get any more answeres from npcs =/ )

Alliance with the Elves: I cant find Princess Amelie....Where is she ?

Stop Gulford: I cant attack Eric (that backstabbing bastard). I have an Alliance with the dwarfs and the demons already, but it seems to be not enough.

Is there a possibility to "cheat" some of the items in my inventory to proceed with the quests? Is There an possibility for me to finnish the game ?

I already played the game for 145 hours(yes in that one savegame).....I beg you...please let me finnish the game!

Stats to the gameplay:
-Impossible difficulty
-Class: Skald
-Lvl: 66
-Fights: 696 (693 no loss)


with kind regards
Jussuf from the North

Paper for Professor, sorry you can't finish it now without using cheat code to regain Ink item.
in consoel mode
~
"item ink_pot"

That should work.

All the other ones you listed are fixed in the latest build IF you start over (don't do it) except a Star is Born. You have to do that in order or else it will fail. (e.g dont' kill orc too early. I know, it's bad design).

BUT the good news. You can still beat the game.

At Tungsin, go to a little non-descript hut guarded by a 'strong' goblin army. Talk to the wife. She will let you kill the other citadel orc boss (the one who says get out of here when you try to buy stuff from him).

After that, talk to the main barbarian guy castle (the cross dresser who has the dress). He will say A-OK. Peace on earth.

Go back to Asvald (Riftland). Everything is OK.

Make sure you have enough allies (Demon ally and/or Deserter Human ally) or else after you beat Eric your spellbook will be empty. I mean the Demoness Xeona as your ally and Sergio or whatever as your ally, not "units".

Go back to Arlania to where the Elves are now (Iron Richard's old crib).

He will say "time to kick some ass".

Go to Greenwort. Time to beat Eric.

Then time to feed Guilford some chocolates.

Nirual 11-30-2012 07:16 PM

Quote:

Originally Posted by ckdamascus (Post 484711)
Nirual, are you on 6249 / 6249? (I am using a slash to indicate Starting Save / Current patch).

It will NOT work if you are 6246 / 6249.

Guess I was 6246 starting.

Quote:

Yeah you are right. It is minimum allies for sure. The game somehow doesn't keep state / track of your original spellbook so when you fight an army yourself, and it comes out it's like OOPs.
It's definitely some confused coding when you fight the final army yourself. You also get a huge boost in leadership like in the fights where you do fight as an ally (to avoid leadership issues with the pretermined armies).

camelotcrusade 12-01-2012 05:04 AM

Quote:

Originally Posted by ckdamascus (Post 484614)
Fixed bugs.
- Courtley Garb can be upgraded now
- Ay Vaz works in build 6249 start 6246 (patch 2)
- Giant spider missile weapon is magic damage, not poison. working as intended.

New bugs.
- EDIT: Sorry not a bug, I left the game in dev mode. (If Action Re-Rage is activated just once, you can now press 'r' (keep spamming 'r') even when rage skill is not available and re-cast any rage skill. This ALSO maxes your rage skill. This can be repeated until multiple times until your rage cooldown runs out.)
- Friendly fire crit damage does way too much damage. It seems to ignore resists or defense or both. e.g. flame flood from red dragon can crit my black dragons for 934 damage. That just isn't normal considering I only have 22K leadership
- "Valhalla's messenger makes some viking stacks (slingers, berserkers, WMs, jarls) do increased damage. Or at least that's what it claims, it doesn't do anything (at least not for berserkers or WMs. Haven't checked slingers or jarls)."
- Obstacles on the field are now immune to area of effect skills like Regina's Golem summoning, fire flood, black dragon's fire flood, etc. You have to manually attack it with melee or ranged to directly kill them. e.g. Cursed Shrine, Dwarven Shrine, etc. Plus they all have 0/1 HP or something absurd.

Mistake on my part
- Pygmy has been BUFFED in this patch to -20%, -35%, -50%. Also, a pygmy patch was made by ftww and appears to work. I believe I can get an avenging angel patch to work, but I don't know why they stuffed the 1 dmg bit in there.
- Sorry if I was misleading, but if the enemy casts avenging angel on their own units, if I cast an offensive spell like fireball on them, they take only 1 dmg and it doesn't tick away a usage. That probably makes sense since normally a spell should do full damage and not do any ticks since you aren't "avenging" the main spell caster. In any event, I think my tiny one line patch fixes this though!

- I think I fixed Avenging Angel and consequently Favorite of the Gods. The logic seems to still work (Favorite of the Gods and Avenging Angel), so that's a good sign. This means I was right. :) They were completely related yet one simple line fix seems to have fixed both for now. I'll post patches after I've done a bit more testing.

Hey, thanks for this. I've been getting tired by all the bugs coming in with no patches. So an documented change to pygmy was that buff, but it's still lowering to 1hp, right?

Updated all the fixed bugs you reported. For the new bugs, I would like some more information. Here are some tentative entries I'm hoping you can help me tweak. I don't have black dragons so I don't know what I'm talking about so you'll see where I made something up. Anyway:

Valhalla's Messenger not increasing viking damage: This award says it increases viking damage by X, but it appears to have no effect on berserkers or warrior maidens. It may also have no effet on other viking units (unconfirmed).
Friendly Fire damage seems excessive: When your units are hit by friendly fire (for example Red dragon flame trail) they take more damange than expected. Are unit and/or hero resistances being ignored? As an example, a black dragon hit by flame trail should be nearly immune to fire, but it takes normal damage.

I'll add the field obstacles thing as I get that one, and I amended my avenging angel entry to cover the rare cases where you face it on an enemy. Phew!

ckdamascus 12-01-2012 11:21 AM

Quote:

Originally Posted by camelotcrusade (Post 484826)
Hey, thanks for this. I've been getting tired by all the bugs coming in with no patches. So an documented change to pygmy was that buff, but it's still lowering to 1hp, right?

Updated all the fixed bugs you reported. For the new bugs, I would like some more information. Here are some tentative entries I'm hoping you can help me tweak. I don't have black dragons so I don't know what I'm talking about so you'll see where I made something up. Anyway:

Valhalla's Messenger not increasing viking damage: This award says it increases viking damage by X, but it appears to have no effect on berserkers or warrior maidens. It may also have no effet on other viking units (unconfirmed).
Friendly Fire damage seems excessive: When your units are hit by friendly fire (for example Red dragon flame trail) they take more damange than expected. Are unit and/or hero resistances being ignored? As an example, a black dragon hit by flame trail should be nearly immune to fire, but it takes normal damage.

I'll add the field obstacles thing as I get that one, and I amended my avenging angel entry to cover the rare cases where you face it on an enemy. Phew!

Pygmy, yes. It got stronger, but it wasn't supposed to drop it to 1 HP. ftww did a patch for it.

About Avenging Angel, sorry I didn't make it clear. The avenging angel duration DOES go away if you strike at them with a unit directly (and the angel strikes back). The problem was if I cast a spell on them, it wouldn't go away (nor should it, since there is NO ONE to avenge) but it was still reducing damage to 1. It is all moot though since I already patched it. It was just a really bad side effect that it made you virtually immune to all damage such as rage spells and such and it wouldn't tick away because avenging angel was NEVER supposed to help you take less damage. e.g. I could cast Guridda's rage, and it would do 1 damage to them, but they'd still have duration 4 left on it. Because you can't avenge a rage skill nor a flame arrow. :) But again, all fixed with the patch.

The patch also fixes favorite of the gods because as I assumed, they were linked.

Valhalla was someone else's bug but that's what I read it as.

Friendly fire only seems to do more damage during a critical hit. Normal hits seem to be affected by resistances. (they might take 20 dmg), but if I get "unlucky" and crit them, they might take 300-400 damage (in some cases, 930 damage).

dainbramage 12-01-2012 12:39 PM

Quote:

Originally Posted by camelotcrusade (Post 484826)
Valhalla's Messenger not increasing viking damage: This award says it increases viking damage by X, but it appears to have no effect on berserkers or warrior maidens. It may also have no effet on other viking units (unconfirmed).

The award claims to increase the damage of Jarls, Warrior Maidens, Berserkers and Slingers (just those 4, not all vikings) by 10/15/20%. I've confirmed that it doesn't do anything for all 4, at medal levels I and II. Haven't found enough enemy viking stacks to get it to level 3 yet.

Other bugs you haven't updated, each of which I've confirmed:

Berserkers do 4-7 + 3-5 damage when attacking, and 3-5 when retaliating. None of these are the 4-5 damage that the game claims they do. Since 3-5 is shown in their shock shield ability, the shown damage should be changed to 4-7.

Killing a stack with trap gives transmute mana twice

Engineers always burn when it should only happen 15% of the time (confirmed to a p-value of <10^-16, anyway).

ivra 12-01-2012 01:34 PM

Found a new bug scanning the items.txt file in the ses.kfs file. (Running Patch 3)

The item 'Dragons Hunter's Shield' says '-20% damage from enemy dragons', but it reduces damage from all types of damage, except fire.

The reason is that the magic section was copied, but they forgot to replace magic with fire, as indicated below with red text.

Code:

dragonslayer_shield {
  category=o
  image=heroitem_shield_dragon_slayer.png
  hint_config=object_item
  label=itm_dragonslayer_shield_name
  hint=itm_dragonslayer_shield_hint
  information_label=itm_dragonslayer_shield_info
  maphint=
  mapinfo=
  atoms {
    1 {
      atom=
      lu=template_item_mb
      label=
    }
  }
  price=38500
  maxcount=2
  level=4
  race=viking
  setref=set_antidragon
  use {}
  fight {
    {
      filter {
        belligerent=enemy
        unit=blackdragon,bonedragon,dragon_ice,greendragon,reddragon,infernodragon1,infernodragon2,infernodragon3
      }
      pbonus=
      dbonus=physical,0,-20,0,-100,0,0
      rbonus=
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
        unit=blackdragon,bonedragon,dragon_ice,greendragon,reddragon,infernodragon1,infernodragon2,infernodragon3
      }
      pbonus=
      dbonus=poison,0,-20,0,-100,0,0
      rbonus=
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
        unit=blackdragon,bonedragon,dragon_ice,greendragon,reddragon,infernodragon1,infernodragon2,infernodragon3
      }
      pbonus=
      dbonus=magic,0,-20,0,-100,0,0
      rbonus=
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
        unit=blackdragon,bonedragon,dragon_ice,greendragon,reddragon,infernodragon1,infernodragon2,infernodragon3
      }
      pbonus=
      dbonus=magic,0,-20,0,-100,0,0
      rbonus=
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
        unit=blackdragon,bonedragon,dragon_ice,greendragon,reddragon,infernodragon1,infernodragon2,infernodragon3
      }
      pbonus=
      dbonus=glacial,0,-20,0,-100,0,0
      rbonus=
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
        unit=blackdragon,bonedragon,dragon_ice,greendragon,reddragon,infernodragon1,infernodragon2,infernodragon3
      }
      pbonus=
      dbonus=astral,0,-20,0,-100,0,0
      rbonus=
      attack_on=
      attack_off=
    }
  }
  mods {
    defense=count,2
  }
  propbits=shield
  params {}
}


Confirmation: I just verified this bug. The black dragon was doing the exact same damage to my troop wheather I used this shield or another shield that also provided +2 Defense.

Nirual 12-01-2012 02:56 PM

Quote:

Originally Posted by Nirual (Post 484755)
Guess I was 6246 starting.

Pirate ship quest bugged for me now aswell. Great, there I started an Impossible run and suddenly I get bugged quests that worked fine for me before.
Wouldnt mind restarting but for now I'll just wait for the next patch.

ckdamascus 12-01-2012 03:22 PM

Quote:

Originally Posted by Nirual (Post 484894)
Pirate ship quest bugged for me now aswell. Great, there I started an Impossible run and suddenly I get bugged quests that worked fine for me before.
Wouldnt mind restarting but for now I'll just wait for the next patch.

Which? Ay Vaz? Oddly enough, that worked for me with 6246/6249.

ckdamascus 12-01-2012 03:27 PM

I'm also super sad that items are being generated for the other INACCESSIBLE half of Demonis, making it harder to get some troops/items.

I had a good game roll, but the demons I wanted to use only spawned in an inaccessible area. They need more static spawn points to ensure you dont' need to re-roll games to have a fulfilling experience.

The 3 troll for the spider bit was a great idea! They need a few more things like that.

If they could also make it so the first island wasn't such a russian roulette for Viking Class, that would be great too.

I'd start by making it so NO enemy hero can nuke you on the first island. Either that or give me jarls/warrior maidens.

Or give the Viking the healing spell. Rage skills do not scale up enough damage (or make Viking Rage level 1 much stronger).

camelotcrusade 12-01-2012 06:31 PM

Just added/edited the bugs from ckdamascus, the ones I missed from dainbramage and the one ivra just reported. Thanks for pointing those out for me, guys.

Do you think we're gonna get a new patch? o_O

ivra 12-01-2012 07:02 PM

Quote:

Originally Posted by camelotcrusade (Post 484952)
Thanks for pointing those out for me, guys.

You got it quite wrong, Sir: Thank YOU for compiling this list. :grin:

It is very convenient to just look at the first post of this thread when I encounter something strange to see if it is already a known issue. Keep up the good work!

Yeah, hopefully we will get a new patch soon. There is certainly no lack of things to fix...

ckdamascus 12-01-2012 07:37 PM

What I am really hoping for is... some monster patch that opens up the other half of Demonis and for the ending to be slightly expanded [don't want to throw in spoilers] but let's say MEOW would be a good way to sum it up!?!

I mean, I could have asked for the Marshan Swamps but that would be a bit too much, and as ivra pointed out, thanks a lot man! Honestly, without this list I think a lot of us would have been very disheartened and confused by this release.

Furthermore, I usually check the russian forums and it seems like we were ahead! They were referring to the "english forums" for the "quick patches" HAH! Imagine that?!?!

Nirual 12-01-2012 11:58 PM

Quote:

Originally Posted by camelotcrusade (Post 484952)
Do you think we're gonna get a new patch? o_O

Sure hope so, theres a lot that still needs fixing.

Fatt_Shade 12-02-2012 01:37 AM

@camelotcrusade
Quote:

Just added/edited the bugs from ckdamascus, the ones I missed from dainbramage and the one ivra just reported. Thanks for pointing those out for me, guys.
You`re kidding me right ???
Quote:

Not really bugs, but some things missed in items.txt i found :
- griffon_banner , griffon_feather , wing_wind , exorcist_necklace picture_griffin_king missing griffin spirit unit for bonus.
- dragonslayer_shield there is x2 -20% magic resistance , and no -fire%
- knight_boots , knight_armor missing paladin unit for bonus
- banner_true_faith missing lds bonus, now this item is much weaker then ancient_amulet / gladiator_sword
- telescopic-sight , set_krit no axethrower or slinger unit for bonuses (goblins and catapults, faun are listed)
- ogre_club missing jotun for bonus
- young_mask doesnt work because bonus is on wrong place : pbonus=health,0,0,7,-100,0,0 should be pbonus=health,0,7,0,-100,0,0
- _sling why are goblins here ?
- dragon_eye missing emerald green dragons for penalty
- wormgear and worm_gear_fake are this correct ? or should be worm_gear
- dragon_armor missing bone dragons.
This was reported a month ago (post #167 on this tread) no1 implemented it in 2 patches since then.
Not to mention rest of missed things i listed there.
Wtf is bugs tread for if you ppl dont check for reported problems by players. This shouldnt even be option, it`s not our job to fix things for you.

ivra 12-02-2012 07:21 AM

@Fatt Shade
Please don't attack camelotcrusade. He is one of us just like you: A gamer trying to contribute to making this game better. This thread is now 80+ pages and it is quite human to miss something.

You got quite a list of bugs there. I think they should be included on the first page. Thanks for letting us know. I have not followed this thread from the beginning so I missed your post too.

Nirual 12-02-2012 10:26 AM

I'm not even sure if the devs read these posts. Last patch changed quite a lot of things noone was talking about here.

ckdamascus 12-02-2012 07:29 PM

Pacify still does NOT work. It works with regard to damage, but it does NOT weaken + lower initiative of the target down to 1.

dainbramage 12-03-2012 06:51 AM

1 Attachment(s)
I figured out what's going on with Blizzard.

Rather than freezing targets as intended, it concentrates every rolled freeze into one target who receives an extended freeze, with total duration the sum of each individual one. This can be upwards of 10 turns.

EDIT: Added screenshot showing 8 turn freeze

Nirual 12-03-2012 10:38 AM

Quote:

Originally Posted by dainbramage (Post 485185)
I figured out what's going on with Blizzard.

Rather than freezing targets as intended, it concentrates every rolled freeze into one target who receives an extended freeze, with total duration the sum of each individual one. This can be upwards of 10 turns.

EDIT: Added screenshot showing 8 turn freeze

So thats why I've been seeing freezes with such long durations... so the intended function would be 1-2 turns per target?

ivra 12-03-2012 04:14 PM

Couple of new (?) bugs I found in Arlania:

https://lh3.googleusercontent.com/-b...gs_Arlania.jpg

dainbramage 12-04-2012 02:07 AM

Quote:

Originally Posted by Nirual (Post 485204)
So thats why I've been seeing freezes with such long durations... so the intended function would be 1-2 turns per target?

Yeah, freeze should be 2 turns per target.
Quote:

Originally Posted by ivra (Post 485250)
Couple of new (?) bugs I found in Arlania:

No idea on the yellow thing (seems like a placeholder for a missing model or something). As for the rune, that's more bad/unintuitive map design than a bug. You have to go through from the other side (i.e. facing from creiston mines to greenwort), it's passable even though it doesn't look it. using the arrow keys will probably help.

camelotcrusade 12-04-2012 03:07 AM

@ivra, I have been all over that island and didn't see that placeholder so I'm wondering if it's a videocard issue. What kind of card do you have (sorry if you already told me for another bug) so I can note that when I list it.

@ckdamascus do you mean the unofficial code tweak to Pacify is only a partial fix? I do have Pacify on the bug list under Units and if necessary I can note the fix is only partial.

@Fattshade you started your post with the words "Not really bugs." I thought you would get back to us with the items that were bugs. If you or anyone else wants to verify what is still a problem (we've had three patches, after all) I can include them.

@dainbraindamage cool I will add a new entry for blizzard to comment on the freezing problem. The server is super slow right now for me so I'll get to this soon.

Also thanks to everyone for the cheerleading, I'm getting tired with more bugs and no patches. I still come and check this thread, but as often as before, so I appreciate the help.

ckdamascus 12-04-2012 03:16 AM

Quote:

Originally Posted by camelotcrusade (Post 485333)
@ivra, I have been all over that island and didn't see that placeholder so I'm wondering if it's a videocard issue. What kind of card do you have (sorry if you already told me for another bug) so I can note that when I list it.

@ckdamascus do you mean the unofficial code tweak to Pacify is only a partial fix? I do have Pacify on the bug list under Units and if necessary I can note the fix is only partial.

@Fattshade you started your post with the words "Not really bugs." I thought you would get back to us with the items that were bugs. If you or anyone else wants to verify what is still a problem (we've had three patches, after all) I can include them.

@dainbraindamage cool I will add a new entry for blizzard to comment on the freezing problem. The server is super slow right now for me so I'll get to this soon.

Also thanks to everyone for the cheerleading, I'm getting tired with more bugs and no patches. I still come and check this thread, but as often as before, so I appreciate the help.

I see the same glowing yellow ball now that ivra does. I don't quite remember if it was there before or not in the other ones. Not sure if it is only a build 6249 start save game issue or not (this is my first 6249 start save game run).

Regarding pacify, apparently they fixed it in the main code using the user patch (I see the double not not), but pacify has two special effects.

a) it does more damage
b) the target it hits will have its initiative lowered to 1 and will be stunned.

Part a is fixed by the user / dev patch, part b is NOT addressed at all.

The next patch will have the second half of demonis unlocked! :) j/k... i wish. :)

camelotcrusade 12-04-2012 04:16 AM

Got it. I'll update the entry. Was that fix put in on build 6249?

I'll add the bit about the yellow ball, too.

ckdamascus 12-04-2012 04:51 AM

Quote:

Originally Posted by camelotcrusade (Post 485337)
Got it. I'll update the entry. Was that fix put in on build 6249?

I'll add the bit about the yellow ball, too.

The pacify "not not" fix was in build 6249 surprisingly. Without that, pacify would never do the slightly increased damage.

ivra 12-04-2012 06:31 AM

Some additional information regarding the yellow ball that might or might not be relevant any more...
1) My current game where the yellow ball occurs is 100% 6249. In my first game I did not encounter the yellow ball. That game was started after Patch 1, but mainly played after Patch 2.
2) My graphic card is ATI Radeon HD 5800 Series, version 12.10 (latest available).


Quote:

Originally Posted by dainbramage (Post 485330)
As for the rune, that's more bad/unintuitive map design than a bug. You have to go through from the other side (i.e. facing from creiston mines to greenwort), it's passable even though it doesn't look it. using the arrow keys will probably help.

Thanks! That worked, but it wasn't easy. And yes, I had to use the arrow keys in order to navigate to it.

Fatt_Shade 12-04-2012 09:15 AM

@camelotcrusade
I listed things i found in items.txt that were wrong. Didnt think it really matter if i name them bugs , errors, misses, or developers fu.k up. Fact remains it something that is wrong in game files.
I`ll be sure to list my finds properly in future so dev team know who should read posts : Bug developer team start reading and it says `not really bug...` and they think a OK this is not our job leave it for miss crew. Beacause they all read this forum so often.
Sry to sound bitter camelotcrusade , but i find it seriously disregardful from whole dev studio to have some problem listed on their forum and 1 month and 3 patches later it still is in game (same thing for `If you have questions re .... and some1 will answer it form devs` , bunch serious posts in there with game problems, and no1 bothered to answer them) :-(

ckdamascus 12-04-2012 04:08 PM

Dragon of Chaos dispells properly now (it is fixed in build 6249) as far as I can tell.

dressar63 12-04-2012 05:29 PM

I don't think the Viking Absolute Rage skill works correctly. I have it at lvl 3 for my Viking and it should give
100% crit on counters
50% chance to receive 25% attack bonus on round 2
50% to crit hit dm
However my units do not always crit on counters and I have never had a unit receiving an attack bonus on round 2 (or it is not showing up as an increase in the units attack rating). The increase to crit damage is there though.

ckdamascus 12-04-2012 07:02 PM

Quote:

Originally Posted by dressar63 (Post 485437)
I don't think the Viking Absolute Rage skill works correctly. I have it at lvl 3 for my Viking and it should give
100% crit on counters
50% chance to receive 25% attack bonus on round 2
50% to crit hit dm
However my units do not always crit on counters and I have never had a unit receiving an attack bonus on round 2 (or it is not showing up as an increase in the units attack rating). The increase to crit damage is there though.

It works fine.

Nope, 100% of the BASE VALUE of critical hits. A troll's crit chance base value is about 10%to give you an example. I think paladin is 12% or so.

So your "morale buffed" + items paladin with 40% critical chance on hit will counter strike with 40+12% or 52% chance to crit back.

At least that is how I am reading it.

It has a CHANCE to give you a bonus of 25% attack rating on your BASE VALUE and will show up as a status effect (with no visable icon) called "Absolute Rage". It seems to stack twice though if you get hit twice (it only has a chance to give you absolute rage, not a guarntee) and lasts for 2 rounds. It can be dispeled by a skeleton archer's black arrow though.

camelotcrusade 12-04-2012 09:23 PM

Quote:

Originally Posted by ckdamascus (Post 485428)
Dragon of Chaos dispells properly now (it is fixed in build 6249) as far as I can tell.

Thanks, I'll update it!

ckdamascus 12-05-2012 12:44 PM

During the battle with Nilrem (guy you fight for the Staff of Starlight after you beat the 3 altars of power), you will get a random "ai_solver error" pop up if in debug mode.

If you are not in debug mode, this results in a crash to desktop with NO "there was an error with kbwotn.exe". It just magically shows up to the desktop with no error.

Build 6249/6249.

Nirual 12-05-2012 02:03 PM

Quote:

Originally Posted by ckdamascus (Post 485576)
During the battle with Nilrem (guy you fight for the Staff of Starlight after you beat the 3 altars of power), you will get a random "ai_solver error" pop up if in debug mode.

If you are not in debug mode, this results in a crash to desktop with NO "there was an error with kbwotn.exe". It just magically shows up to the desktop with no error.

Build 6249/6249.

I also had that error during the fight with gorefiend.

ckdamascus 12-05-2012 03:07 PM

Quote:

Originally Posted by Nirual (Post 485588)
I also had that error during the fight with gorefiend.

Did you have it on 6249/6249 or 6246/6249? My 6246/6249 didn't have that issue with Gorefiend.

I'm not sure what the trigger was either.

Nirual 12-05-2012 04:34 PM

Quote:

Originally Posted by ckdamascus (Post 485593)
Did you have it on 6249/6249 or 6246/6249? My 6246/6249 didn't have that issue with Gorefiend.

I'm not sure what the trigger was either.

I'm not sure anymore, only happened once too. I had just used Christas Gift, so maybe it had something to do with that.

ckdamascus 12-05-2012 04:50 PM

Quote:

Originally Posted by Nirual (Post 485602)
I'm not sure anymore, only happened once too. I had just used Christas Gift, so maybe it had something to do with that.

All in all, this is a pretty critical error in what is supposed to be a pseudo stable release.

If it wasn't for my extra knowledge to do workarounds, I would be a very disappointed end user.

Crossworlds had the rune mage bug hot fixed in 1 day.

Aleksandar777 12-05-2012 05:20 PM

I dont know if someone reported this bug

when i fight against army with skald units, and they use his ability 'Paean', it always causes battle to crash
but when i disable him to use it, always finish battle without problems

ckdamascus 12-05-2012 05:25 PM

Quote:

Originally Posted by Aleksandar777 (Post 485611)
I dont know if someone reported this bug

when i fight against army with skald units, and they use his ability 'Paean', it always causes battle to crash
but when i disable him to use it, always finish battle without problems

What initial saved game build are you using and what current build are you using?

I've used skald units specifically for paean for maybe 50-60 battles and fought against skalds for dozens of battles; zero crashes.

Using build 6249/6249. (initial build, current build).

I was actually fine against skalds even with 6246/6246 (nov-2 patch) builds as well.

Aleksandar777 12-05-2012 05:59 PM

Quote:

Originally Posted by ckdamascus (Post 485613)
What initial saved game build are you using and what current build are you using?

I've used skald units specifically for paean for maybe 50-60 battles and fought against skalds for dozens of battles; zero crashes.

Using build 6249/6249. (initial build, current build).

I was actually fine against skalds even with 6246/6246 (nov-2 patch) builds as well.


Version 1.3.1 (Build 6245)

Can i use this savefile and install newest patch?
I just have problem with quest "Ay Vaz's Masterpiece" and want to finish it if is posible

ckdamascus 12-05-2012 06:29 PM

Quote:

Originally Posted by Aleksandar777 (Post 485621)
Version 1.3.1 (Build 6245)

Can i use this savefile and install newest patch?
I just have problem with quest "Ay Vaz's Masterpiece" and want to finish it if is posible

Yes, that's why I try to note starting saved game build / current build.

e.g. I have beaten the game with (6245/6246) before (means I started with 6245 saved game, but ran it with 6246.

That said, the patch will not fix the Ay Vaz masterpiece quest for you IF it is broken right now.

Aleksandar777 12-05-2012 06:35 PM

Quote:

Originally Posted by ckdamascus (Post 485630)
Yes, that's why I try to note starting saved game build / current build.

e.g. I have beaten the game with (6245/6246) before (means I started with 6245 saved game, but ran it with 6246.

That said, the patch will not fix the Ay Vaz masterpiece quest for you IF it is broken right now.


Nothing than, i'll finish the game this way and play it again when they release final patch

dainbramage 12-06-2012 02:41 AM

So, 6246 start, 6249 current.

Up to eric + guilford, done all quests (AFAIK, though there's still a guy on grotland with a quest icon who won't speak to me) except for the bugged ones (heir to the throne, fly the banner and a star is born). Only found 37 viking stacks to kill, so that the Valhalla's Messenger 3 medal is unobtainable. Not that it really matters since it itself is bugged, but hey. While they're fixing valhalla's messenger, could they please add some more viking stacks so that the medal is actually possible to get, please.

harkuf 12-06-2012 08:30 AM

thread of life can't be dispelled
 
If the enemy casts thread of life on you, you can then cast dispel on your affected unit. But the unit continues to take damage until thread of life wears off on their units.

popadinec 12-06-2012 09:00 AM

reward are not countecd correctly
 
sorry for spamming and long contribution but some counting is neccessary :)

gold and exp from battles are not counted correctly? or I dont know how are they counted, amybe some items/abilities are not working or are working in a different way or maybe I am just doing a mistake :)
According to exp reward:
I have these bonuses:
belt of the ice dragon +10% exp
sharks tooth +5% exp
treasure hunter levl 3 medal +7% exp
gifted warrior +15% exp

after battle, I receive 1952 exp. Total bonus is 1,1*1,5*1,07*1,15*100123 = 142,12275% to exp, 1952/142,12275=13,7146exp per 1%

then I remove belt and tooth,from same battle i gain 1746 exp, my total bonus is 1.07*1,15*100=123,05% to exp, 1746/123,05 is 14,189 exp per 1%

Accroding to gold reward:

I have these bonuses:
sharks tooth +5%
Fat cat lvl3 +10%
hiking bag +10%
magnyfying glas +20%
warm boots +20%

aftera battle, i receive 9400 Gold. My total bonus i 1,05*1,1*1,1*1,2*1,2*100=182,952% to gold, 9400/182,952 is 51,37959683 gold per 1%

then I remove tooth, bag, glass and boots, load a game and fight the same battle and receive 6300 gold. My total bonus is just fat cat 110%, this means 6300/110=57,27 gold per 1%

In both cases, the differenc in gain is circa 10%

Fatt_Shade 12-06-2012 10:04 AM

@popadinec
Wrong math my friend. You dont calculate bonus on bonus , but add all bonuses and then multiply with basic exp gain/battle. So in your case you have total 10% + 5% + 7% + 15% = 37% , then total exp gain is 137% = 1952 exp points. Means basic exp for that battle is 1952/137% =X/100% , X=1424 points.
Now remove belt and tooth, so your bonus is 7% + 15% = 22% , and you gain 1746 , again 1746/122%=Y/100% , Y=1450. A bit of error but 2% difference in calculating is less then you got between 13,715 and 14,189 ( 7% error).

EDIT : What about Learning skill in mind tree ? Consider that bonus also.

Tarnim 12-06-2012 10:52 AM

Hi,

my guess is, that 5% learning bonus are missing.
So completely equipped, you have 142% xp (the 137% from above, see Fatt_Shade, plus 5%), which leads to a base xp of 1375
Without belt and tooth you have 127%, which leads to 1375 :)
That looks quite correct ...

Tarnim

ckdamascus 12-06-2012 12:27 PM

Build 6246/6250

Any old saved games in Demonis from build 6246 will result in the camera NOT moving at all. Your guy maybe able to move (when I went to Hades, I was merely paralyzed) but the screen doesn't track you so the game ends for you there. GAME OVER.

However, if you have a previous saved game not in Demonis and walk back into Demonis, it appears to work.

a) This will probably NOT be fixed so I hope you have multiple saved games before demonis and/or before you patch, go outside, save, then patch.

b) I think this is an indirect fix to the crash to desktops in demonis. Not sure if you guys noticed, your odds of crashing while randomly walking in demonis are MUCH greater. I suspect they fixed some sort of camera tracking memory leak.


[edit]
Quote:

Originally Posted by FAT_Gasher (Post 485783)
thx. Solved the problem. As I played a lot in the demon-world and did not have older savegames (it's just too long ago that I played Gothic 3 :rolleyes:), I just walked to the border of the map, checked the automap and then continued moving blind with the arrow-keys to the teleporter. After switching there and back again, everything was fine again.
The reason why this happened, is also obvious: After the patch, the models were changed. You're on foot now.

Just for anyone having the same issue: Try to hit one of the teleporters and everything's fine again.

Ah thanks for the workaround! Even after hitting a teleporter, it got stuck, but going blind with the automap is a great idea (plus using the arrow keys). Good find!

ivra 12-06-2012 12:40 PM

I can confirm that Patch 4 (Build 6250) has fixed the following (as announced):
- Inventory scrolling outside castles works fine now
- Battle obstacles have HP again
- Battle obstacles can be affected by rage abilities. At least my Viking Vortex was able to destroy a Cursed Cross and an Altar of Lightning.
- Blizzard is fixed. Every affected unit can now be frozen, and the duration I experienced was 3 turns for every troop.

ckdamascus 12-06-2012 12:45 PM

"Help the Vikings of Vestlig: The last turn in with Taor has dialog where you can accept an amulet or not. If you don't accept it, apparently you get runes and gold (and no amulet) but the text suggest you should also get the amulet (and says nothing about the runes). Recommended to review this dialog and outcomes. "

As a side note, if you don't accept it, you also get a LOT of experience points (relatively)

My suggestion is not to accept it, as the amulet stats are lack luster.

Nirual 12-06-2012 01:35 PM

Quote:

Originally Posted by ckdamascus (Post 485757)
"Help the Vikings of Vestlig: The last turn in with Taor has dialog where you can accept an amulet or not. If you don't accept it, apparently you get runes and gold (and no amulet) but the text suggest you should also get the amulet (and says nothing about the runes). Recommended to review this dialog and outcomes. "

As a side note, if you don't accept it, you also get a LOT of experience points (relatively)

My suggestion is not to accept it, as the amulet stats are lack luster.

And he usually sells another amulet back in the village anyway.

camelotcrusade 12-06-2012 04:28 PM

I've made an update for fixed bugs. Appreciate posts like yours Ivra, where you confirm bugs that are definitely fixed. They usually include some fixes and tweaks that aren't reported, so keep an eye out.

Things I am wondering if testers have time:
  • Did the book of evil fix correct everything? It had problems with super stats, no charges on drain ability, and drain itself was typically too weak to use. Wondering if I can mark the whole thing as fixed.
  • Does timeless actually work yet? Used to extend duration and show the icon, but not actually apply the spell. This has been on the list forever.
  • All sorts of fixes to rune chain. does it show the correct damage now and inflict it, too, without a crash
  • Are all the bugs with avenging angel fixed? Including the rare one where if an enemy has it on him and you hit him with spell, the counter doesn't reduce?
  • Do enemies still try to kill powder kegs and blow themselves up?
  • Does the fix to the Black Spot quest by chance refer to the quest Black Label?
  • Does greasy mist still stack with multiple castings? I couldn't tell if the update about spells modifying damage applied to this or not.

ckdamascus 12-06-2012 04:32 PM

Quote:

Originally Posted by camelotcrusade (Post 485788)
I've made an update for fixed bugs. Appreciate posts like yours Ivra, where you confirm bugs that are definitely fixed. They usually include some fixes and tweaks that aren't reported, so keep an eye out.

Things I am wondering if testers have time:
  • Did the book of evil fix correct everything? It had problems with super stats, no charges on drain ability, and drain itself was typically too weak to use. Wondering if I can mark the whole thing as fixed.
  • Does timeless actually work yet? Used to extend duration and show the icon, but not actually apply the spell. This has been on the list forever.
  • All sorts of fixes to rune chain. does it show the correct damage now and inflict it, too, without a crash
  • Are all the bugs with avenging angel fixed? Including the rare one where if an enemy has it on him and you hit him with spell, the counter doesn't reduce?
  • Do enemies still try to kill powder kegs and blow themselves up?
  • Does the fix to the Black Spot quest by chance refer to the quest Black Label?
  • Does greasy mist still stack with multiple castings? I couldn't tell if the update about spells modifying damage applied to this or not.

  • Book of Evil still shows Book Strength of 0% (despite description saying otherwise) with creation level 3, int of 22, etc that is when you mouse over it in the spellbook.

    I did not test it in combat yet though.
  • Actually, if you do hit an enemy with a spell, is avenging angel's counter supposed to decrease? I only mentioned that earlier because I got sick of seeing a guy resist all my fiery rage attacks, spell attacks, only to take 1 point of damage. :)
  • Well, I'm confused on the Black Spot / Black Label thing because the actual item is a black spot for the quest where you can throw Gorefiend under the bus or not. In any event, there is one last option for it (I think you can choose to let him go) and then it 'dead ends' there. That's the one they are talking about.

sethmage 12-06-2012 05:18 PM

@ work right now so I can’t be to specific, but I remember there were more title achievements problems than there’re on the list. Basically you don’t get credit for accomplishing them; although the game itself recognized these titles.

Well it seems that most quests are fixed time to give another go.

Totoro 12-06-2012 05:34 PM

Awesome work with this thread.

camelotcrusade 12-06-2012 05:54 PM

After some quick testing, book of evil's drain ability is back to having charges but it's still too weak to use. Mine had 430 hp with 20-something intellect and rank in creator... what am I gonna eat that has 430 hp for the whole stack? Also, I don't see any boost from creator skill either, adding it to the entry.

The resurrection tooltips are fixed for me (and I know some players never had this issue) so I'm happy about that.

A general call to everyone reading this thread: if you start over, let me know if any of the quests still marked as bugged are in fact functioning. Some of them have been on the list for a loooong time so it's possible they were fixed earlier and never officially communicated.

ckdamascus 12-06-2012 05:57 PM

Quote:

Originally Posted by camelotcrusade (Post 485809)
After some quick testing, book of evil's drain ability is back to having charges but it's still too weak to use. Mine had 430 hp with 20-something intellect and rank in creator... what am I gonna eat that has 430 hp for the whole stack? Also, I don't see any boost from creator skill either, adding it to the entry.

The resurrection tooltips are fixed for me (and I know some players never had this issue) so I'm happy about that.

A general call to everyone reading this thread: if you start over, let me know if any of the quests still marked as bugged are in fact functioning. Some of them have been on the list for a loooong time so it's possible they were fixed earlier and never officially communicated.

I saw a good candidate to eat. Another book of evil. :) Yeah, your findings match what I expected (since it says book strength is 0%). So no bonus beyond default base values.

camelotcrusade 12-06-2012 08:02 PM

More tidbits. Kamikaze bug fixed for me (no more hangups). And Patch 4 reinstated the ranged penalty for Rune Mages and modified the description on Runic Staff to specify it has a penalty for "far targets." Meh.

Does anybody know what file controls ranged penalties? Curious if it's tied to the ability "runic staff" or if there is a master list of which units get ranged penalties and which ones don't.

Fatt_Shade 12-06-2012 09:17 PM

@camelotcrusade
Distance penalty for range attack units is in unit.atom file. Expl : archmage in game folder/sessions/addon/data.kfs archmage.atom look for his lightning attack
Code:

  lightning {
    group=1,2
    class=scripted
    ad_factor=1
    showdmg=1
    penalty=1
    distance=60
    base_attack=1
    script_attack=special_archmage_lightning_attack
    script_calccells=calccells_all_enemy_actors_takes_damage
    attack_cursor=archer_arrow
    damage {
      magic=5,8
    }
    custom_params {
      shock=25
    }

See that distance have value 60, so he have penalty on 60 hex, and longest arena is around 9 hex. Meaning archmage have no penalty for basic attack. On other hand runemage.atom you asked about in same data.kfs have this value
Code:

  throw1 {
    group=1,2
    class=throw
    base_attack=1
    ad_factor=1
    distance=7
    mindist=2
    showdmg=1
  penalty=0.5
    animation=attack/throw/thtarget
    throw=priest3_ball
    framekey=x
    damage {
      magic=10,12
    }
    custom_params {
      rune_num=0
    }

Meaning he have penalty 50% on distance 7 hex.
To change this just change value on distance=... to what you want, and in penalty from 0.01 to 0.99 (go nuts).

You can also check druid.atom in same .kfs archive or necromant.atom , if you want to give some aoe bonus to attack, and aoe penalty. Druid.atom :
Code:

  throw1 {
    group=1,2
    showdmg=1
    device=natureforce
    class=throw
    distance=6
    mindist=1
    base_attack=1
    penalty=0.5
    animation=attack/throw/thtarget
    throw=druid_bullet
    framekey=x
    7in1=0.5
    hint_gen_script=hint_mass_attack_throw_7in1
    damage {
      magic=4,8
    }

Here you see that druid have 50% penalty on 6 hex distance, and his attack hit 7 hex radius (7in1=) with 50% dmg on surrounding hex.
Play with it (i added aoe dmg to cannoner unit special salve attack, and it works great), and have fun.

ckdamascus 12-06-2012 11:49 PM

Oily / Greasy Mist animation time is fixed!

ChessDragon 12-07-2012 01:19 AM

My saved game in Hades loads my hero with no horse, and the camera no longer follows him rendering the game unplayable:

https://dl.dropbox.com/u/760507/camera.jpg

ckdamascus 12-07-2012 01:47 AM

Quote:

Originally Posted by ChessDragon (Post 485871)
My saved game in Hades loads my hero with no horse, and the camera no longer follows him rendering the game unplayable:

https://dl.dropbox.com/u/760507/camera.jpg

http://forum.1cpublishing.eu/showpos...&postcount=861

ivra 12-07-2012 10:35 AM

Regarding:
Fear doesn't always work: We've seen two cases so far where ranged units have attacked units higher level than they are. In both cases there were no equal or lower level units for the feared unit to attack. Slinger shot a dragon and orc catapults shot a soothsayer, both when feared.

Fear generally works, but I just encounter a situation where it did not work, so it is not fixed in Patch 4. A Slinger was able to attack my Emerald Green Dragon. Not sure if it was because it used an Attack Rune, because it used its talent Hail of Stones, because it was under the influence of Freeze, or something else.

It happened again, a Slinger attacked my Emerald Green Dragon while Feared. This time the Slinger used a Luck Rune and its Hail of Stones talent. The Slinger had no extra effects affecting it. It got a new turn that round but did not use that because of Fear. Maybe Fear does not prevent units from using their talents?

ckdamascus 12-07-2012 11:13 AM

Quote:

Originally Posted by ivra (Post 485906)
Regarding:
Fear doesn't always work: We've seen two cases so far where ranged units have attacked units higher level than they are. In both cases there were no equal or lower level units for the feared unit to attack. Slinger shot a dragon and orc catapults shot a soothsayer, both when feared.

Fear generally works, but I just encounter a situation where it did not work, so it is not fixed in Patch 4. A Slinger was able to attack my Emerald Green Dragon. Not sure if it was because it used an Attack Rune, because it used its talent Hail of Stones, because it was under the influence of Freeze, or something else.

It happened again, a Slinger attacked my Emerald Green Dragon while Feared. This time the Slinger used a Luck Rune and its Hail of Stones talent. The Slinger had no extra effects affecting it. It got a new turn that round but did not use that because of Fear. Maybe Fear does not prevent units from using their talents?

Yup, I ran into the same situation. I noticed it is able to use talents.

edit: also, I noticed a bug in 6249 and still in 6250. Whenever I use Runic Word / Chargers (yeah, this is so slow compared to rune mages, but hey, I wanted to play it without rune mages), after like the 3rd round of me doing this, the balls of rage / mana become much harder to see. In fact, they start to turn invisible and I have to play a game of "which magic hex has the goodies" without even knowing if it is mana or rage.

Life would be much easier if they removed Geyser from the enemy spell casting list. :)

Youpiya 12-07-2012 01:44 PM

Quote:

Originally Posted by ckdamascus (Post 485910)
Yup, I ran into the same situation. I noticed it is able to use talents.

edit: also, I noticed a bug in 6249 and still in 6250. Whenever I use Runic Word / Chargers (yeah, this is so slow compared to rune mages, but hey, I wanted to play it without rune mages), after like the 3rd round of me doing this, the balls of rage / mana become much harder to see. In fact, they start to turn invisible and I have to play a game of "which magic hex has the goodies" without even knowing if it is mana or rage.

Life would be much easier if they removed Geyser from the enemy spell casting list. :)

This was already a bug in AP and CW...

Youpiya 12-07-2012 01:45 PM

Quote:

Originally Posted by ckdamascus (Post 485875)

Horrible. I'm stuck with my 3 quick saves in Hades, far from teleporters. WTF did they think when correcting the bug ??? I'm totally disappointed.

Youpiya 12-07-2012 02:07 PM

Quote:

Originally Posted by ckdamascus (Post 485875)

Sorry for multiple posting but I have found another solution, even if you are far from a teleporter.
Go into the direction of a teleporter and then upgrade an item by fighting its guardian keepers. When the combat is finished, the camera in centered on where you were before the fight ! I made 3 fights and succeed in going into a teleporter and the problem has been solved for me !!!

ckdamascus 12-07-2012 03:04 PM

Quote:

Originally Posted by Youpiya (Post 485923)
Sorry for multiple posting but I have found another solution, even if you are far from a teleporter.
Go into the direction of a teleporter and then upgrade an item by fighting its guardian keepers. When the combat is finished, the camera in centered on where you were before the fight ! I made 3 fights and succeed in going into a teleporter and the problem has been solved for me !!!

Great job! Although according to that other guy, he said you can still "walk" blindly using the mini-map.

So even though the camera does not scroll, you can still "walk" by using keyboard arrow keys.

You can 'see' where you are by pressing 'm' for mini-map.

Or at least that's what he says.

camelotcrusade 12-07-2012 05:43 PM

Added the fading chargers bugs and flagged greasy mist as fixed in Patch 4. I'm not sure whether to mention the demonis save game bug since it only affects save games... I'm going to hold off for now to see if new players encounter it. At least we have a record of a workaround in this thread, though.

@Fatt Shade thank you very much, I might change it back to Patch 3 as I think "can strike from any distance" should do what it says on the label.

@people who say the yellow placeholder ball... is it still there?

Fun fact: I've hit the character limit on the original post. So I can only add new bugs by shortening the descriptions of exsiting ones. ;)

ivra 12-07-2012 07:03 PM

Quote:

Originally Posted by camelotcrusade (Post 485952)
@people who say the yellow placeholder ball... is it still there?

Yes

Quote:

Originally Posted by camelotcrusade (Post 485952)
Fun fact: I've hit the character limit on the original post. So I can only add new bugs by shortening the descriptions of exsiting ones. ;)

What about using your post #3 and move all fixed issues there. Then post #1 can contain only the current bugs.

Totoro 12-07-2012 07:08 PM

Quote:

Originally Posted by ivra (Post 485957)

What about using your post #3 and move all fixed issues there. Then post #1 can contain only the current bugs.

I believe that's an excellent idea.

ckdamascus 12-07-2012 08:30 PM

Confirmed, Avenging Angel works fine now. Enemy had 4 avenging angels cast on it (freakin skalds), I did one earthquake. Nearly killed my giant.

Also, I can nuke them with rage skills with no fear of retaliation (but it doesn't tick off an avenging angel, nor should it) and they actually take REAL damage now (vs only taking 1 dmg).

dainbramage 12-07-2012 10:27 PM

Quote:

Originally Posted by ckdamascus (Post 485910)
Yup, I ran into the same situation. I noticed it is able to use talents.

edit: also, I noticed a bug in 6249 and still in 6250. Whenever I use Runic Word / Chargers (yeah, this is so slow compared to rune mages, but hey, I wanted to play it without rune mages), after like the 3rd round of me doing this, the balls of rage / mana become much harder to see. In fact, they start to turn invisible and I have to play a game of "which magic hex has the goodies" without even knowing if it is mana or rage.

Life would be much easier if they removed Geyser from the enemy spell casting list. :)

That seems like a carryover from TL, where Lina's chargers had the same issue.

ckdamascus 12-08-2012 05:29 AM

When a bone dragon eats a corpse, it makes EVERY unit on the field "timid" (lowers initiative by 1). The description says it makes any monster < level 4 go into "fear" for 2 rounds.

Inquisitors still do more damage then 'stated' (seems like undocumented 30% bonus vs undead).

Sirron 12-08-2012 10:03 AM

Quest : Paper for the professor

Bought the paper from Rezo but the quest log wasn't updated. So now the paper sits in my inventory and I can't turn in the quest or try to buy some more from Rezo.

If it helps I accepted the quest with 2 ink bottles in my inventory but "get some ink" was properly greyed out in the quest log. I also may have initially refused the paper item from Rezo and/or did another quest first in the same conversation.

Crafting items

Every time I craft an item it costs several millions instead of the listed price of 60,000 or whatever.

ivra 12-08-2012 10:42 AM

The cost of recipes is still wrong. I had 6 998 715 gold and created a Scale Shield using a recipe. It costs 8 000 gold, but afterwards my gold had dropped to 4 893 407. That is no less than 2 105 308 gold for a Scale Shield. Rather expensive, wouldn't you say?

I suspect that recipes subtract a percentage of your gold instead of the actual cost. I tried it again. This time my gold dropped to 4 367 080, which is quite a bit less. The cost was now 526 327, still a bit expensive.

The third time my gold dropped from 4 367 080 to 4 235 498 which is 131 582.

The price does not seem to be a percentage of the amount of gold I have, but there is some kind of relationship with the amount of gold you have.

With 3 927 748 gold my gold dropped to 3 919 748, which is 8 000. This is the correct cost.

I will stop here and conclude with the following conclusion:
The prices for recipes will be bugged if you have more than 4 million gold.

BenSt88 12-08-2012 06:18 PM

2 Attachment(s)
I'm back. Started a new game (Soothsayer) in 6249, recently converted over to 6250. I also have a much better video card: Apple version of Radeon HD 5770.

I still have units blacked out (both world map and battle map): mainly Orc Hunters. Screen shots below.

Another quest "Museum Attendant" shows no reward--until you actually complete it. They never fixed the same issue w/ "Dragon Tear" (though I haven't completed it yet), reported weeks ago. Screen shot below.

I can't believe on the 4th patch the Valkyries still don't take over management of your runes if you ask them to! And now it seems there's a problem w/ item recipes if your gold is too high, as reported in another of the sticky threads here.

ckdamascus 12-08-2012 06:29 PM

Quote:

Originally Posted by ivra (Post 485957)
Yes


What about using your post #3 and move all fixed issues there. Then post #1 can contain only the current bugs.

Regarding the yellow ball, if it is fixed, it would only be fixed in a 6250/6250 build, not a 6249/6250 since the ball was probably generated during the initial saved game.

So, is it still there with a fresh 6250 build?

Also, another new bug (but it helps me)

Paladin + Bone Dragon neutralized the morale loss from Demons.

e.g. because paladins are OK with undead, it overrides the morale penalty demons are supposed to give my paladin.

So, Paladin + Bone Dragon + Arch Demon == neutral morale.

I remove Bone Dragon, and morales goes to "bad" or -1. (I don't have a high enough persausion yet)

Adjutant 12-08-2012 06:38 PM

Hi there,

Would like to report 2 bugs.
1) Plundered Stylist quest : I have collected all the items, but the quest engine is stuck at 4/5 items. I tried the console fix 'item cloth_pack', adding up to 10 items, but the quest still does not advance an Ratmir does not provide a conversation option.

2) Heir to the throne quest : After finding Odin's flag in fastland, and then returning to King Asvald there is no conversation option to advance the quest. The castle shows a 'ready-to-advance' quest indicator, yet there are no conversation options.

Are there any other commands on the console that I can enter to force these two quests to advance?

Thanks

ivra 12-08-2012 07:00 PM

Quote:

Originally Posted by ckdamascus (Post 486091)
Regarding the yellow ball, if it is fixed, it would only be fixed in a 6250/6250 build, not a 6249/6250 since the ball was probably generated during the initial saved game.

Very true. I checked in my current 6249/6250 game.

Quote:

Originally Posted by ckdamascus (Post 486091)
So, is it still there with a fresh 6250 build?

I don't know. I will eventually find out since I plan to play another game after this one, but it will take some time before I am there...

Nirual 12-08-2012 10:12 PM

Quote:

Originally Posted by Adjutant (Post 486093)
Hi there,

Would like to report 2 bugs.
1) Plundered Stylist quest : I have collected all the items, but the quest engine is stuck at 4/5 items. I tried the console fix 'item cloth_pack', adding up to 10 items, but the quest still does not advance an Ratmir does not provide a conversation option.

2) Heir to the throne quest : After finding Odin's flag in fastland, and then returning to King Asvald there is no conversation option to advance the quest. The castle shows a 'ready-to-advance' quest indicator, yet there are no conversation options.

Are there any other commands on the console that I can enter to force these two quests to advance?

Thanks

You might need to delete the items and get new ones from the console. At least thats known to be the issue with the flag in some cases.

camelotcrusade 12-09-2012 01:40 AM

Separated the fixes from the bugs and made lots of updates. Got most of them in... had a few questions.

@ckdamascus can you help me turn that morale bug into an entry? I think you are saying that abilities/skills X, Y, and Z should add up to -1 morale but instead they add up to 0. Can you clarify the names of those skills and abilities for me?

@Adjutant can you tell me what build you are using or if you're using an original savegame? Heir to the throne was supposed to be tweaked in Patch 2 and Patch 3. I also remember that stylist bug but can't find it on my list anywhere... I will add it.

BenSt88 12-09-2012 03:56 AM

I think we can remove the "King's Tear" w/ no reward "bug". No spoilers, but they should simply remove the word "Reward" from the text screen.

I'm afraid Kamikaze is not fixed in 6250; I had the exact problem as described in 6249. Bomb didn't drop & explode; screen froze up shortly thereafter; had to force quit my way out.

Maybe this is a plot device, but I can't destroy the 5th level artifact "Necklace of Yodur"--even when I have a 2nd one. I have the 3rd tier of Artifactor.

In Hades, there are 2 building-type (i.e., you can buy troops) "Blood Pentagrams". But they don't get a building icon on the map. They should.

When using the belt "Chain of Chance" lately (awesome item!), even though the enemy is affected by X, the text says: "Fatal Luck! A chain of accidents cursed the enemy force: [cpsn_] NF." Everything after the colon is in red text. EDIT: this is not that common, but happens from time to time.

Adjutant 12-09-2012 05:05 AM

@Nirual : Thanks - Do you know of a link or source where I can find these King's Bounty console commands (i.e. delete command), at the moment I only know of only one command : 'item cloth_pack'. I see CamelotCrusade also mentions the delete command at the beginning of this thread, and I've tried 'delete cloth_pack' and 'delete item cloth_pack' but neither work.

@CamelotCrusade : I started playing the moment it was released on steam, not sure which version that was. Currently I am playing v1.3.1 (6250), and I only ran into the two problems 9 hours ago, therefore 6250 is still bugged for these two quests. I worry that I've accidentally fought some invincible battle before I shouldn't have, or perhaps the plundered stylist bug is causing the engine to get stuck for 'heir to the throne' as well?

ckdamascus 12-09-2012 05:17 AM

1 Attachment(s)
Quote:

Originally Posted by camelotcrusade (Post 486154)
Separated the fixes from the bugs and made lots of updates. Got most of them in... had a few questions.

@ckdamascus can you help me turn that morale bug into an entry? I think you are saying that abilities/skills X, Y, and Z should add up to -1 morale but instead they add up to 0. Can you clarify the names of those skills and abilities for me?

@Adjutant can you tell me what build you are using or if you're using an original savegame? Heir to the throne was supposed to be tweaked in Patch 2 and Patch 3. I also remember that stylist bug but can't find it on my list anywhere... I will add it.

Paladin's (the unit) "True Believer" skill gives +3 to morale when there is undead (to counter the -3 morale due to undead).

However, Persuasion level 2 reduces this penalty and the game forgets to lower the +3 morale counter bonus to +2 morale.

This only occurs with Persuasion level 2 skill. When I use Persuasion level 3, the paladin only shows "neutral, no morale bonuses" when I mouse over him.

So, of note, if I dropped my demons, I end up with +1 morale bonus on my paladin unit with undead. I had no idea they were as happy as me to see a Bone Dragon stack. :)

Screen shot attached.

ckdamascus 12-09-2012 05:26 AM

New bug.

I have a pandemonic mask (+10 rage), and if I fight the keepers it turns into a (+15 rage / -1 initiative) enemy mask.

OR, I can pay 10K and get the upgrade for free.

Turns out, if you fight with the mask on enough times, it automatically "upgrades", except in my case it downgraded it back to the +10 rage item. :(

Nirual 12-09-2012 06:58 AM

Quote:

Originally Posted by Adjutant (Post 486162)
@Nirual : Thanks - Do you know of a link or source where I can find these King's Bounty console commands (i.e. delete command), at the moment I only know of only one command : 'item cloth_pack'. I see CamelotCrusade also mentions the delete command at the beginning of this thread, and I've tried 'delete cloth_pack' and 'delete item cloth_pack' but neither work.

I honestly don't know much about these commands, I based my post on what I recall from threads discussing these issues, which, fortunately for me, I never ran into (though I did encounter other quest bugs which cannot be circumvented so easily).


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