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Old March 10th, 2007, 07:21 PM
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Edi Edi is offline
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Default Bookmark: Patch 3.08

Version 3.08

The management of the Bug Shortlist changes somewhat with this patch. Issues will be divided into separate posts by category. If new issues belonging to an existing category are reported, they will be added by editing the relevant post. This way the thread will stay organized. When the next patch comes out, it will also be bookmarked, all open issues will be transferred below the bookmark post and fixed issues will stay where they are.



CREATURES WITHOUT ANY LEADERSHIP FOR THEIR OWN TYPE (MAGIC BEING/UNDEAD/DEMON)

MAGIC BEINGS
  • U 213 Salamander
  • U 307 Lesser Horror
  • U 308 Horror
  • U 408 Water Elemental
  • U 409 Water Elemental
  • U 410 Water Elemental
  • U 411 Water Elemental
  • U 412 Water Elemental
  • U 413 Water Elemental
  • U 466 Cockatrice
  • U 467 Foul Beast
  • U 474 Living Statue
  • U 475 Crusher
  • U 476 Lumber Construct
  • U 493 Earth Elemental
  • U 494 Earth Elemental
  • U 495 Earth Elemental
  • U 496 Earth Elemental
  • U 497 Earth Elemental
  • U 498 Earth Elemental
  • U 511 Winter Wolf
  • U 512 Fall Bear
  • U 513 Spring Hawk
  • U 514 Kithaironic Lion
  • U 515 Summer Lion
  • U 527 Will o' the Wisp
  • U 528 Corpse Candle
  • U 531 Iron Dragon
  • U 542 Gargoyle
  • U 543 Angel of the Host
  • U 567 Air Elemental
  • U 568 Air Elemental
  • U 569 Air Elemental
  • U 570 Air Elemental
  • U 571 Air Elemental
  • U 572 Air Elemental
  • U 591/1 Dragonfly
  • U 592 Sprite
  • U 594 Fire Elemental
  • U 595 Fire Elemental
  • U 596 Fire Elemental
  • U 597 Fire Elemental
  • U 598 Fire Elemental
  • U 599 Fire Elemental
  • U 736 Ether Warrior
  • U 737 Ether Lord
  • U 750 Thing from Beyond
  • U 751/1 Thing that Should not Be
  • U 753 Thing from the Void
  • U 754 Greater Otherness
  • U 755 Otherness
  • U 756 Lesser Otherness
  • U 757 Vile Thing
  • U 758/1 Thing of many Eyes
  • U 759 Dweller in the Deep
  • U 760 Siege Golem
  • U 814 Fire Snake
  • U 817 Clayman
  • U 831 Ice Elemental
  • U 832 Ice Elemental
  • U 833 Ice Elemental
  • U 834 Ice Elemental
  • U 835 Ice Elemental
  • U 836 Ice Elemental
  • U 1087/2 Giant Ant
  • U 1338 Celestial Hound
  • U 1347/2 Sirrush
  • U 1349/1 Devourer of Souls
  • U 1496 Sentinel
  • U 1497/1 Attentive Statue
  • U 1498 Granite Guardian

UNDEAD
  • U 433 Bone Fiend
  • U 534 Corpse Construct
  • U 536 Damned Buccaneer
  • U 809 Shadow Vestal
  • U 994 Eater of the Dead
  • U 995 Eater of the Dead
  • U 996 Eater of the Dead
  • U 997 Unfettered
  • U 1235 Leviathan
  • U 1236 Leviathan
  • U 1490/1 Umbral
  • U 1562 Void Spectre

DEMONS
  • U 1356 Ozelotl
  • U 1357 Beast Bat
  • U 1360 Onaqui
  • U 1661 Misbred

  • FT 27 Ermorian Castle Battle graphics are broken and defenders start outside walls and cannot retreat from the battlefield Are you sure? Castle 8 and 28 are positively broken, but 27 doesn't seem to be Mistaken report. I did not test this myself, so there we are. Apologies.
  • SPELL Summon Bean Sidhe conjures a Tlahuelpuchi, the Mictlan blood summon.
  • AI CBT SPELL Raise Dead AI will cast Raise Dead in combat even if there are no corpses. Nothing is reanimated and the caster only gets fatigue from casting.
  • AI ITEM Black Heart AI gives Black Hearts to commanders without stealth, ruining both item and commander.
  • BHV SPELL Blessing (all varieties) does not affect undead sacred units, making them unblessable. There is a thread with a mod attached that temporarily fixes this issue here and DrPraetorius can probably help pinpoint where the problem is if it's necessary.
  • BHV MERC Gems: It is possible to steal blood slaves from a mercenary by selecting him and using the Z shortcut. This should not work.


MODS
  • MOD (weapon) #secondaryeffectalways does not work correctly.
  • MOD (weapon) #aoedoes not work
  • MOD (monster) #reinvigoration does not work
  • MOD (monster) #awe <bonus> effect is actually #awe <bonus-1>, so to get awe 0 the command must be formatted #awe 1 WAD, it's like that in the code as well. 0=no awe Very good, this is nice to know and Mod FAQ material when somebody writes one
  • MOD (nation) #clearsites does not work as it should. If a nation has several startsites (e.g. Mictlan, all eras, 4 sites), each site must be cleared separately before all sites are clear


NATION ISSUES
  • NAT EA & MA Caelum leadership issue: Storm Generals and Tempest Lords (1288) of Caelum can only lead 40 units. High Seraphs and Seraphines can lead the same amount, cost less resources and one is a mage, the other a stealthy priest. There's no reason to ever buy a Storm General. Thus Storm Generals should have a better leadership value? Same problem with Tempest Lord in EA.
  • NAT EA Abysia PD: Has humanbreds as PD but can't recruit them.
  • NAT LA C'tis Reanimation: Cannot reanimate Tomb Wyrms (monster 693) in 3.04
  • NAT MA Agartha PD: MA Agartha can't recruit PD underwater. Agartha MA has no wet ones and most of the population are humans.
  • NAT Kailasa PD: PD includes heavily armored Bandar Warriors that are not available for recruitment in EA.
  • NAT LA Man Stealth LA Man has stealthy sacred units but no stealthy priests. Thus stealthy blessed raiders are not available for strategy options. This seems like an accidental oversight. Lord Warden got p1 and a slightly new descr
  • NAT MA Eriu forts: Eriu can only build motte-and-bailey, seems to be in all terrains but plains/farm. Should probably have more variety As far as I can tell from the code they should have hillforts in mountainns, cities in farms, swampcastles in swamps and mottes in forests, and motte also in plain and waste as default. True. Reported as bug due to incomplete testing. My mistake.
  • NAT EA(?) Agartha PD: Agartha receives the same province defense under water as on the surface. Should receive Wet Ones underwater?
  • NAT LA Mictlan PD: Underwater PD is the same as land PD, even though manual says uw PD should be Atlantean. High level of PD adds some Atlantean light infantry, but base uw PD should get Atlantean militia? doesn't seem to be in the code, are you certain? Perhaps I was mistaken, but somebody did report the uw PD not being what it should. Works just fine when tested with v3.10
  • NAT All amphibious PD: Underwater PD is the same as land PD, feat_uwdef1 etc doesn't work.

DESCRIPTION ERRORS, NATIONS DESCRIPTIONS
  • Middle Era Arco doesn't have any air magic, yet is still described as having 'elements' magic.
  • Shinuyama has nature and water, but this is not mentioned, nor are its many national summons. The troops category should mention Kappas.
  • Middle Era T'ien Ch'i says it has fire magic when it actually has earth.
  • Middle Era Jotunheim's magic description should read 'Water, Blood, Death, Nature, Astral' to better reflect its relative power in these paths.
  • Barbarian Kings' magic description is completely wrong.
  • Conquerors of the Sea has air and astral magic, but this is omitted.
  • Early Era Abysia has earth magic, but this isn't mentioned.

Last edited by Edi; August 22nd, 2008 at 06:55 AM..