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Old June 1st, 2008, 05:44 PM
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Edi Edi is offline
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Things fixed from 3.24 to 3.26

MISCELLANEOUS / PREVIOUSLY UNLISTED
  • Trampling could result in multiplying the target in some circumstances. Fixed.
  • Shields could parry some effects they shouldn't be able to, like fear. Fixed.
  • It was sometimes possible to continue sacrificing slaves even if your temple had burned down, fixed.
  • Two monthly Voice of Tiamat spells didn't cooperate very well, fixed.
  • Burned down lab/temple event messages while sieged now go to the sieged player.
  • Fixed crash during turn generation.
  • Trying to view a non existant battle will no longer crash the game.
  • popkill now works for non commanders as well.
  • Command line switch --nonationinfo is now implemented.
  • Some typos fixed.
  • Mighty Yari was incorrectly a missile weapon, fixed.
  • Yogini was not a female, fixed.
  • Some units got wrong type of names, fixed.
  • Horse Brothers had switched pictures with their commander, fixed.
  • Tribal King now has a javelin instead of a sling, just like in the picture.
  • Pulseaudio on linux now longer requires pulseaudio dev package to be installed.

MODDING
  • New commands for underwater recruiting #uwcom1 ... #uwcom5 and #uwunit1 ... #uwunit5.
  • New command, #heretic.
  • Gift of reason target is subject to spec limitations.
  • Maximum number of spells increased from 1200 to 2000. This will make it possible to have more spells in mods.
  • Maximum number of name types increased from 60 to 100.


STATFIXES
  • U 730 Tribal King Wrong graphics or weapon, unit is equipped with sling but the graphic has javelin.
  • U 1963 Bakemono Scout Wrong nametype, should be Japanese male (134) instead of the default indie. Should have leadership 0 as other scouts instead of 40. Bandit leader is worthless for Shinuyama if this is not corrected.
  • U 1608 Bakemono Shaman Wrong nametype, should be Japanese male (134) instead of the default indie
  • U 1712 Celestial Master Wrong nametype. Uses indie nametype (100) when should have Tien Chi male (121) instead.


SPELLS
  • SPELL Flaming Arrows does not change weapon 361 Small Bow to weapon 405 Fire Small Bow even though it should. Weapon 360 Sticks and Stones are not changed either, is this bug or WAD?
  • SPELL Arrow Fend seems to have a too high casting priority, overriding scripts even when it should not. Mistakenly identifies friendly archers as enemy archers? Should be checked. Discussion thread
  • SPELL Gift of Flight: Mages cast Gift of Flight on enemy units if no friendly targets are left on the battlefield. Target selection should be limited to friendly units only.
  • SPELL Maggots Damage is capped at 110 points, making it useless against Tartarians, which are corporeal undead and should thus die from this spell.
  • SPELL Legions of Steel Seems to target primarily low armor units first instead of heavily armored ones. Not a bug as such, but it lowers usefulness of the spell since there are generally far fewer high armor units who would most benefit from the spell (modest increase to low prot helps a lot less than modest increase to high prot since medium armored units die just a little less swiftly than lightly armored ones). The lesser numbers of high prot units would also be swiftly taken care of, at which point low armor units would get subsequent casts. Does this need reevaluation?


ITEMS & ITEM SPELLS
  • I 277 The Magic Lamp Wishing for the magic lamp and then using it does not remove the Al-Khazim the Djinn from play, so using this method allows multiple Djinns at the same time


MAGIC SITES
  • MS 100 Augurs' Circle locmask 0 (no terrain) should be ???
  • MS 119 The Smouldercone Does not increase heat Probably due to having gems + 4 recruitables. Move 1 recruitable to other site & add heat? Or leave as is?
  • MS 399 The Blood Keep Site only appears in mountains, but builds fort 5 Swamp City instead of fort 42 Mountain City; Alternatively change locmask from 16388 (unique mountain) to 16516 (unique mountain, swamp)
  • MS 471 Temple of the Turning Tide locmask 223 (any land) should be 64 (coast), makes no sense for for tidal temples to be inland and not on the coast
  • MS 490 The Obsidian Sphere locmask 16384 (no terrain) should be ???
  • MS 634 Bloodshade Glen locmask 16384 (no terrain) should be 16386 (forest) or 16514 (forest, swamp)


The DB update is complete. These are the potential leftover issues.

This section of the Bug Shortlist differs a slight bit from the others, which is why it is in a separate post. All of the problems listed here are statfix issues by nature. First, there are the real, completely legitimate bugs related to magic sites.

The second and greater half of this section concerns itself with the magic site locmasks (location masks), which determine what kind of terrain magic sites appear in. The entries herein are based on an analysis of the locmasks as they currently are in the game. Dominions 3 has had a lot of things added to it since Dominions 2, first in the development and beta testing phase and later in patches, including new terrain. Patch 3.10 alone added 140 new sites. However, almost all of the old sites are still using Dominions 2 era locmasks, which are not the equivalent of Dominions 3 locmasks past value 128 or in the combination values as listed in the modding manual. Dominions 2 did not have the Deep Sea or Cave terrain types, nor locmasks for them. Therefore, a lot of the old sites are not available for these new terrains and certain combinations that would be logical do not appear at all.

The most problematic locmask has been 223, which in Dom2 terms would have meant "any land" (if Dom2 had used locmasks, which it did not), and 16607, which would be "unique site, can appear in any land". Unfortunately, cave terrain being mask 512, so 223 in Dom3 would be "any land except cave" while "any land" would be 735 and "unique any land" 17119.

The following entries are in many cases indicate what the locmask for that site should be, but in some cases it may be no more than an educated guess. I have tried to be logical (so no towers, pyramids, crypts in the sand or gardens of weeping roses in caves, for example) and these efforts are suggestions on how to make a greater variety of sites available for the new terrain types and how to add some terrain types to certain sites that seem to be missing them.

Finally, some sites only have locmasks that indicate uniqueness, but apparently cannot appear in any terrain, which seems like an oversight since they do not have special rarity (5, appears only by script)

The greater portion of this list was taken care of when Dominions 3 was patched to version 3.14, with several sites (mostly unique ones)that were originally on this list also getting changed locmasks. The ones left are not bugs as such, but leftovers from the original locmask review. Whether they are changed at all or left as is is completely up to the developers.



MAGIC SITE LOCMASKS


Unique Sites
  • MS 559 The Iron Caverns ? locmask 16640 (deep sea) should be 16896 (cave) or 17152 (cave, deep sea) or 17156 (mountain, cave, deep sea) ?
  • MS 701 The Silent Sea ? locmask 16896 (cave) should be 17152 (cave, deep sea) ?

Non-Unique Sites, Mines
  • MS 164 Orichalum Mine locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 225 Rockside Spring locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 251 Mine of Superior Iron locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 252 Great Iron Mine locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 253 Great Gold Mine locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 254 Great Silver Mine locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 255 Hidden Gold Mine locmask 4 (mountain) should be 516 (mountain, cave)
There are various ore deposit sites for caves, so perhaps these mine sites are intended to be mountain only?


Non-Unique Sites, Other
  • MS 423 Underwater Cave locmask 32 (sea) should be 800 (sea, deep sea, cave)
  • MS 454 Arcane Gateway locmask 288 (sea, deep sea) is a bit strange for this site. Is it supposed to be underwater only?
  • MS 456 Ancient Temple of the Deeps locmask 32 (sea) should be 288 (sea, deep sea)
  • MS 458 Magma River locmask 256 (deep sea) should be 768 (deep sea, cave)
  • MS 466 Gorge of Mystery locmask 256 (deep sea) should be 768 (deep sea, cave)
  • MS 693 Sentient Current locmask 32 (sea) should be 288 (sea, deep sea)
  • MS 188 Howling Gorge locmask 223 (any land but cave) should be 735 (any land)
  • MS 191 Elusive Lights locmask 223 (any land but cave) should be 735 (any land)
  • MS 224 Waterfall locmask 223 (any land but cave) should be 735 (any land)
  • MS 226 Well of Yesterdays Waters locmask 223 (any land but cave) should be 735 (any land)
  • MS 229 Lifeless Lake locmask 223 (any land but cave) should be 735 (any land)
  • MS 231 Bottomless Lake locmask 223 (any land but cave) should be 735 (any land)
  • MS 256 Gem Deposits locmask 223 (any land but cave) should be 735 (any land)
  • MS 260 Water Filled Cave locmask 223 (any land but cave) should be 735 (any land)
  • MS 264 Entrance locmask 223 (any land but cave) should be 735 (any land)
  • MS 274 Runaway Pit locmask 223 (any land but cave) should be 735 (any land)
  • MS 279 Ten Thousand Things locmask 223 (any land but cave) should be 735 (any land)
  • MS 291 Crystal Garden locmask 223 (any land but cave) should be 735 (any land)
  • MS 299 Scrying Pool locmask 223 (any land but cave) should be 735 (any land)
  • MS 319 Well of Pestilence locmask 223 (any land but cave) should be 735 (any land)
  • MS 331 Marble Mausoleum locmask 223 (any land but cave) should be 735 (any land)
  • MS 395 Summoning Circle locmask 223 (any land but cave) should be 735 (any land)
  • MS 476 Standing Stones locmask 223 (any land but cave) should be 735 (any land)
  • MS 492 Haunted Torture Chamber locmask 223 (any land but cave) should be 735 (any land)
  • MS 511 Frozen Fountain locmask 223 (any land but cave) should be 735 (any land)
  • MS 571 Enchanted Well locmask 223 (any land but cave) should be 735 (any land)
  • MS 616 Plaguewater Stream locmask 223 (any land but cave) should be 735 (any land)
  • MS 631 Bloodmarble Mausoleum locmask 223 (any land but cave) should be 735 (any land)
  • MS 632 Bloodpslatter Pattern locmask 223 (any land but cave) should be 735 (any land)
  • MS 637 Pool of Unhealthy Rites locmask 223 (any land but cave) should be 735 (any land)
  • MS 708 The Imperial Quarry locmask 17407 (any terrain) should be 17119 (any land)
  • MS 709 Dolmen if this site is not supposed to be unique, locmask 17119 (any land) should be 735. Otherwise disregard this entry.

Last edited by Edi; January 14th, 2011 at 04:21 PM.. Reason: Update