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Old March 8th, 2007, 07:28 PM
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Default Re: Bug Thread: The Shortlist

Installment #3, containing bugs related to spells, map and mod commands, scenarios, game creation, events, AI issues and various types of behavior (commanders, as well as other). All behavior bugs start with BHV and may have other flags also (e.g. BHV MERC <description> for a bug related to behavior of mercenary commanders only)

I'll add the system issues and GUI issues during the weekend. Some of them need some serious attention to formatting before they can be added to the shortlist and I might end up making a report post concerning some of them that will just quote the actual reports since they include the type of information that does not suffer truncating without becoming garbled.

EDIT: Added the helmet and awe bugs to mod command bugs.

Here we go:

Maps, Map Commands & Modding Issues
  • MAP Cradle of Dominion: Several incorrect terrain assignments, some neighbor problem and a lot of missing nostarts. Fixed version available here
  • MAP Parganos: Some missing nostarts, several missing neighbors for the string of eastern sea provinces. Fixed version available here
  • MOD (spell) #copyspell doesn't work
  • MOD (monster) helmet type armors have halved protection
  • MOD (monster) #siegebonus <nbr> does not work at all
  • MOD (monster) #castledef <nbr> always produces castle defense bonus of 1000
  • MOD (weapon) #dt_demon does not work. Weapons do not display the 2x dmg vs demons attribute.
  • MOD (weapon) #nratt does not work There is a limit of -3 for weapons that have less than 1 attack per round, however.
  • MAPEDITOR #defaultmapzoom & #maptextcol Generating a map with the RMG will add #defaultmapzoom into the map file. When you edit the map in the map editor and save the file, #maptextcol will be added but #defaultmapzoom will be wiped out. Presumably this should not happen, since the behavior only cropped up after #maptextcol was added.

SPELLS
  • SPELL Mind Hunt causes game to crash
  • SPELL Wild Hunt: If there are priests sieging a castle that are attacked by the Wild Hunt, the ownership of the castle switches to the sieging force without contest on the next turn and the former defenders will be sieging the castle. Has been tested. Ask Nickles for more information if needed.
  • SPELL Ritual of Rebirth only affects first 10 slots of Hall of Fame, not the full 15. Legacy from Dom2.
  • SPELL Summon Black Dogs / Summon Barghest These two spells have their effects switched around, i.e. Summon Black Dogs summons Barghest and vice versa.
  • SPELL The Looming Hell Devils from this spell can appear and fight underwater even though devils (304) are not capable of entering the sea (neither amphibian, poor amphibian or aquatic).
  • SPELL Summon Umbrals (MA Agartha) works underwater but Umbrals (1490) cannot enter the sea and drown instantly. Either spell or monster should be modified.
  • SPELL Dreams of R'lyeh Causes game to hang if cast at a province that contains only undead.
  • SPELL Summon Great Eagle Description error: Description says the summoned eagles are sacred, they are not and are not even supposed be (ref. U1383 in first summary post)
  • SPELL Blood Rite Description error: Description says vampires are almost impossible to hit without magical weapons, a reference to the ethereal ability they no longer have
  • SPELL Voice of Tiamat Description does not say that this spell can only be cast underwater

  • SPELL Faery Trod Affects caster only, troops stay in province of origin Discussion thread here
  • SPELL Astral Travel Affects caster only, troops stay in province of origin, see discussion thread linked above
  • SPELL Stygian Paths Numerous forms of strange behavior, see discussion thread linked above
  • SPELL Relief can cause game to crash. Hadrian II reports: Linux version, enemy casts Relief in battle, game crashes and console output is ?N?got gick fel! spritewidth: unfetched spr N?got gick fel! spritewidth: unfetched spr N?got gick fel +2 ()!? Ask him for more information if necessary. Game files were not included in report, though the host of the game where this occurred may still have them if he followed Hadrian's request to save them.


More additions:
  • GUI Cave Provinces have junk icon instead of cave icon on main screen
  • BHV SPELL Paralyze Unique summonable monsters that are paralyzed and then killed in combat will remain paralyzed when summoned again, the paralysis persists with the leftover value. Is this possibly tied to the way paralysis works in combat and the unique ID tag of the monster in the game? Fixed by adding a nullification on death, the same way exp is handled?
  • BHV SPELL Burden of Time Burden of Time affects undead with disease affliction and kills them or keeps adding afflictions. Discussion thread here
  • BHV SYS Exit on Right-click Some players have reported Dom3 to quit to Windows when right-clicking on a province. Discussion thread. See also end portion of bug discussion thread.

Last edited by Johan K; May 15th, 2010 at 06:51 AM..