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-   -   Dominions II Bug Thread (http://forum.shrapnelgames.com/showthread.php?t=16593)

Arryn September 17th, 2004 05:03 AM

Re: re: amazons
 
Quote:

Hasslmaster said:
But I'm still sure I didn't see them in the recruit screen before the patch. And normally you're able to see units you cannot buy grayed out.
So is this issue of mine perhaps a bug that was corrected by v2.14??

No. I assure you that I (and others) were able to see them just fine prior to 2.14, and I have the saved games to prove it (in the Caelum SP game I'm playing, which I started under patch 2.12, I found Jades around turn 2-3). Patch 2.13 fixed a problem with Crystal Amazons not appearing as they should, but the Jades didn't have that problem AFAIK, as they aren't rare.

Cainehill September 17th, 2004 12:08 PM

Routing bugs
 

As reported elsewhere, it really appears that something is broken with the routing code. As with others who have seen Air Queens not retreat when all the troops were dead, I've now seen several instances of the same behavior.

For instance, using Call of the Wild to attack a province containing nothing but 2 points of Arcoscephale PD, the wolves killed both of the troops. Not only did the PD commander not rout, as he should have, he _advanced_ to attack the wolves with no troops left.

If there had been an intentional change in the routing mechanism, presumably the patch change list would have mentioned it. Since it hasn't, it appears something unintentional has happened in 2.13 / 2.14 at least (hard to tell what Version is running on mosehansen right now).

mnoracle September 17th, 2004 01:43 PM

Re: Dominions II Bug Thread
 
Carrion Woods undead pretenders can be blessed, and not with unholy blessing but with generic blessing.

Taqwus September 17th, 2004 01:51 PM

Re: Addn\'l notes
 
Regarding the underwater wolves, I don't recall them drowning, although by this point none of the underwater battles were particularly long.

I haven't tried other summoning items underwater. Would Lifelong Protection still summon imps, for instance?

atul September 17th, 2004 02:01 PM

Re: Routing bugs
 
Quote:

Cainehill said:
For instance, using Call of the Wild to attack a province containing nothing but 2 points of Arcoscephale PD, the wolves killed both of the troops. Not only did the PD commander not rout, as he should have, he _advanced_ to attack the wolves with no troops left.

If there had been an intentional change in the routing mechanism, presumably the patch change list would have mentioned it. Since it hasn't, it appears something unintentional has happened in 2.13 / 2.14 at least (hard to tell what Version is running on mosehansen right now).

That exact thing happened to me too under patch Version 2.12.

Wasn't it claimed somewhere sometime by someone (all lurk, no memorization makes info shabby) that if all the PD troops were killed in one round with no chance to fail morale roll the leader would stay and fight. Some talk about R'lyeh PD months ago I think...

Molog September 17th, 2004 03:53 PM

Re: Addn\'l notes
 
Quote:

Taqwus said:
Regarding the underwater wolves, I don't recall them drowning, although by this point none of the underwater battles were particularly long.

I haven't tried other summoning items underwater. Would Lifelong Protection still summon imps, for instance?

Yes, but they can't fly underwater.

Molog September 17th, 2004 03:56 PM

Re: Dominions II Bug Thread
 
Quote:

mnoracle said:
Carrion Woods undead pretenders can be blessed, and not with unholy blessing but with generic blessing.

Perhaps you gave your pretender a shroud of the battle saint.

Stormbinder September 17th, 2004 04:40 PM

Re: Routing bugs
 
Quote:

Cainehill said:

As reported elsewhere, it really appears that something is broken with the routing code. As with others who have seen Air Queens not retreat when all the troops were dead, I've now seen several instances of the same behavior.

For instance, using Call of the Wild to attack a province containing nothing but 2 points of Arcoscephale PD, the wolves killed both of the troops. Not only did the PD commander not rout, as he should have, he _advanced_ to attack the wolves with no troops left.

If there had been an intentional change in the routing mechanism, presumably the patch change list would have mentioned it. Since it hasn't, it appears something unintentional has happened in 2.13 / 2.14 at least (hard to tell what Version is running on mosehansen right now).

I have seen such things happens before, in 2.12 patch. Cohen's Archdevil in our Karan game for example didn't rout as well, after PD was killed. It was about a month ago.

mnoracle September 17th, 2004 05:10 PM

Re: Dominions II Bug Thread
 
Yep, probably, I can't reproduce it any more

alexti September 17th, 2004 10:31 PM

Re: Routing bugs
 
Quote:

Stormbinder said:
Quote:

Cainehill said:

As reported elsewhere, it really appears that something is broken with the routing code. As with others who have seen Air Queens not retreat when all the troops were dead, I've now seen several instances of the same behavior.

For instance, using Call of the Wild to attack a province containing nothing but 2 points of Arcoscephale PD, the wolves killed both of the troops. Not only did the PD commander not rout, as he should have, he _advanced_ to attack the wolves with no troops left.

If there had been an intentional change in the routing mechanism, presumably the patch change list would have mentioned it. Since it hasn't, it appears something unintentional has happened in 2.13 / 2.14 at least (hard to tell what Version is running on mosehansen right now).

I have seen such things happens before, in 2.12 patch. Cohen's Archdevil in our Karan game for example didn't rout as well, after PD was killed. It was about a month ago.

I have seen this behaviour regularly (probably for half a year). My impression was when all squads (except guards) die or rout every commander makes a routing check to see if they keep fighting. Immortals in friendly dominion always pass the check and other commanders have only small chance to succeed.

The same applies when only commanders attack and one of them dies.

Endoperez September 18th, 2004 04:27 AM

Re: Routing bugs
 
Also mentioned in wishlist, but this seems to be a bug:

Sometimes when you try to choose a commander, a province under his portrait is selected instead. I have also noticed this behaviour. Also, DomII seems to check what the mouse is doing for a short while after being alt-tabbed.
It was entioned in this thread.

Soapyfrog September 18th, 2004 01:12 PM

Re: Routing bugs
 
I have seen comanders rout, then stop routing, and turn and fight... so obviously there is SOMETHING going on.

Daynarr September 18th, 2004 03:07 PM

Re: Routing bugs
 
Quote:

Soapyfrog said:
I have seen comanders rout, then stop routing, and turn and fight... so obviously there is SOMETHING going on.

That "something" could be the fact that he has gone berserk.

Stormbinder September 19th, 2004 09:42 PM

Re: Routing bugs
 
I have encountered a wierd bug this turn in my Throne of Heavens game. We have received a message from host that "Vanheim (my nation) have an unexplainable increase of wealth this turn. This was probably coused by cheating". ?!?!?

Needless to say I didn't have any "unexplanable wealth", all my gold was accoutned for. I also didn't use any known alarm triggers such as Jinn Lamp or Amon Hotep. In fact, I am still using 2.12 patch, since the game is hosted on Mose's server and I was waiting until he will upgrade before I upgrade my client. However since in 2.14 patch the anti-cheating protection supposed to be more deep (and aslo more "trigger happy") it seem to be likely that 2.14 would trigger it as well, although I obviosly don't know if it is the case here.


Og course I will be happy to send my turn to developers, if they would like to look into it.

Regards,
Stormbinder

Taqwus September 20th, 2004 03:00 AM

Re: Routing bugs
 
Ashen Angel attacks generated carrying the Tartarian Chains still seem to consistently generate unviewable (crash) battle replays.

Hm, not bug but perhaps minor issue: Should the Kraken (whose picture resembles an octopus more than a squid in terms of body plan?) be immune to poison? A non-immune commander with a melee-range Poison Ink cloud attack seems like an own-goal waiting to happen.

archaeolept September 20th, 2004 03:48 AM

Re: Dominions II Bug Thread
 
battle in 2.14 server and client. opponent lost his arm but did not lose either shield or his weapon.

Taqwus September 20th, 2004 12:08 PM

Re: Dominions II Bug Thread
 
Possible bug/abuse waiting to happen:

Armor of Virtue appears to function by casting Ritual of Return on whoever puts it on; if one takes the armor off, the ritual remains (just as with the usual enchantment). Effect should probably be separated in such a way that it's tied to the armor and doesn't persist after removal.

Thufir September 23rd, 2004 04:01 PM

Re: Dominions II Bug Thread
 
My pretender got his armor broken, and was later killed in combat. After calling him back, he still has the armor broken icon showing, even when he is not wearing armor at all. I believe this bug was reported in this thread (way back in March), but Johan suggested the reporter was in error.

It looks possible that the bug is merely cosmetic (although it would be helpful to verify that). I have the turn files, but they're from an MP game, and have a password on them, so I'd rather send them by email than attach here.

Soapyfrog September 24th, 2004 11:20 AM

Re: Dominions II Bug Thread
 
I have noticed, and I am reminded becuase it just happened to me in an MP game, that horror marked hidden scouts are not killed by horror attacks.

You get the message of the horror attack, but if you attempt to watch the battle the game crashes with a "bad vcr header" error. Further inspection shows that the subject of the horror attack is still alive.

Note: I have only seen this bug occur with hidden, horror marked units (such as scouts with soul contracts).

The fact that the horror mark doesnt really work in this case kinda breaks soul contracts.

Taqwus September 24th, 2004 12:59 PM

Re: Dominions II Bug Thread
 
Soapyfrog --

Hmmm, interesting. That may be affecting the Ashen Angel attacks, too; I don't think I've ever given the Tartarian Chains (which summons the occasional angry AA) to a non-stealthy commander, actually.



Not bug, but suggested AI tweak --

Perhaps the likelihood of casting Summon Lammashastas should be reduced. It can be useful (especially with the vampire nobility, as they're immortal death mages that can rapidly fly back to the front), but the AI tends to own-goal when it casts it.

PrinzMegaherz September 24th, 2004 04:24 PM

Re: Dominions II Bug Thread
 
Question:

Did anybody here encounter any problems with 2.14 on linux?
My game keeps crashing every time I do a right click on one of my units.

Any suggestions how to fix this?

Johan K September 26th, 2004 06:23 PM

Re: Dominions II Bug Thread
 
Starting dom2 from a console and posting the output when it crashes might help us to figure out what is wrong.

calmon September 27th, 2004 08:47 AM

Re: Dominions II Bug Thread
 
I used a wished master alchemist + alchemist stone to make much fire->gold trades.

we use 2.14 in our mp game and i let the stone with alchemist at end of the turn. It still triggers the known cheat message.

Vicious Love September 27th, 2004 09:13 AM

2 Horror Harmonica Bugs
 
Transcribed from a thread I created, thanks to my magical ability to overlook sticky Posts and not realize this thread exists:

Of course, one of the titular bugs could be a deliberate feature. Both these bugs were encountered in SP, running Version 2.14.

1) A golem was repeatedly teleported into battle against various indies, scripted to play the Harmonica and cast Returning before the summonned horror could killicate him. Each and every ensuing indies vs. horror battle ended, without exception, when the indies were autorouted, with each and every troop or commander dead. Throughout these battles, the black smoke effect signifying the Harmonica's mass terror kept showing up, as though the golem were still present.
It also seems that, if said Harmonica-bearing golem is scripted to simply cast Returning, and another golem, without any quipment whatsoever, is also teleported in with explicit orders to stand there and do absolutely nothing, the lingering mass terror effect is more than enough to rout most indie armies, without a horror being summoned or a single casualty being inflicted.

2) This is, as mentioned, possibly a feature, and seems to also apply to the Staff of Storms. It may well hold true of all battlefield item spells. It seems the Harmonica's Call Horror spell ignores Quickness(At least the sort conferred by the Boots thereof). A golem, equipped with the footgear in question, a Starshine Skullcap, the Harmonica, and a Staff of Storms, was scripted first to "Call Horror, Returning", then to "Hold a turn, Call Horror, Returning".
Under the first script, the golem always called the horror the first round and, if alive and capable, returned the second round. Under the second script, the golem waited a turn, then cast returning. The message "<golem> has cast Call Horror" did appear, but no horror was called.

And that's the end of that chapter.

Soapyfrog September 28th, 2004 09:42 AM

Re: 2 Horror Harmonica Bugs
 
I saw the lone commander refusing to retrest after PD was wiped out bug. Ryleh province defence, the brave PD fought and died to the Last man and then the Ithilid commander charged in as well. This was after about 6 turns of combat. Ithilid was not berserk or anything.

Kristoffer O September 28th, 2004 02:31 PM

Re: 2 Horror Harmonica Bugs
 
1) The harmonica casts wailing winds at the start of a battle. This spell doesn't end upon the disappearence of the caster it seems.

Taqwus September 29th, 2004 11:15 PM

Re: 2 Horror Harmonica Bugs
 
Minor inconsistency:

The description of the Queens of Air citing insubstantial body and difficulty of being harmed would suggest that they either have Mistform or Ethereal active, but neither appears to be automatic. Not that they really need the boost.


-----
Quirk:

Retreat orders are still followed during assassinations despite this being automatic death. They should be overridden; ditto for other situations in which retreat is automatic death, I'd think. Suicidal retreat should still be possible, but only when morale checks fail instead of due to explicit orders.

littlemute September 30th, 2004 12:14 AM

Re: 2 Horror Harmonica Bugs
 
The game seems to crash whenever I equip a leader with the lamp that summons the genie and give him the order to summon.
Thanks!

deccan September 30th, 2004 12:46 AM

Re: 2 Horror Harmonica Bugs
 
Quote:

Taqwus said:
Minor inconsistency:

The description of the Queens of Air citing insubstantial body and difficulty of being harmed would suggest that they either have Mistform or Ethereal active, but neither appears to be automatic. Not that they really need the boost.


Eh, air queens ARE ethereal.

Taqwus September 30th, 2004 10:52 AM

Re: 2 Horror Harmonica Bugs
 
Are they? Hm. Might be confusion on my part.

Arryn September 30th, 2004 11:02 AM

Re: 2 Horror Harmonica Bugs
 
Quote:

Taqwus said:
Are they? Hm. Might be confusion on my part.

Yes, they are.

Perhaps my senility of yesterday is contagious? I advise plenty of bedrest, followed by copious amounts of caffeine.

Vicious Love September 30th, 2004 12:09 PM

Re: 2 Horror Harmonica Bugs
 
Quote:

Kristoffer O said:
1) The harmonica casts wailing winds at the start of a battle. This spell doesn't end upon the disappearence of the caster it seems.

Well, yes, but shouldn't Wailing Winds make the enemy MORE likely to rout, instead of making them unroutable?

atul September 30th, 2004 03:56 PM

Re: 2 Horror Harmonica Bugs
 
Quote:

littlemute said:
The game seems to crash whenever I equip a leader with the lamp that summons the genie and give him the order to summon.
Thanks!

Have you patched to 2.14? That was a bug introduced in 2.13 and should be past now.

archaeolept October 2nd, 2004 02:07 PM

Re: 2 Horror Harmonica Bugs
 
these are likely known bugs, but here goes:

Antrax, lord of banefires, has 11 attack, +3 for fire bonus, = 11

and Magoth the archdevil has susceptibility to cold: 0% (this is while holding the forbidden light, if that gives 50% cold resist it is undocumented).

As well, other battles have shown that the twin axes a) only ever chop off one arm, and b) losing this arm has no effect on the recipient. I was so hoping for something along the lines of the black knight in Monty Python and the Holy Grail...

ahh, that was the dream ;(

as it is, i switched out the two axes for a sword of swiftness and main gauche. only 3 attacks instead of 4, but +14 defence...

edit: ah solved antrax. took off his fire helmet and then replaced it and his attack is back where it should be. still a bug, but less irritating http://forum.shrapnelgames.com/images/smilies/happy.gif

double edit: ok, it seems that the forbidden light gives 50% fire resist and 50% cold resist.

Blofeld October 2nd, 2004 05:38 PM

Wraith centurions & Ritual of Rebirth
 
Hello.

To my amazement, I saw in a MP game an enemy Wraith Consul (No.1 in HoF) brought back from dead as mummy with Ritual of Rebirth.
A quick SP test confirmed that it is possible to bring back dead Soul Gate's Wraith centurions/consuls/senators as mummies with Ritual of Rebirth.
Spell description has it that it doesn't work on undead, forum search reveals that mummies are the only undead it's supposed to work. Soul Gate is thus even scarier than before.

Peter Ebbesen October 2nd, 2004 08:40 PM

Re: Wraith centurions & Ritual of Rebirth
 
Mages should never, ever, cast Breath of Winter unscripted.


Not even when they are in a target-rich environment, targets being tentatively classified as "friendly troops" and eventually classified as "stiffs".

Thank you for your attention.

limbo October 3rd, 2004 03:08 AM

Re: Wraith centurions & Ritual of Rebirth
 
hello. i have a kinda something to report about.
at my current SPgame im playing Abysia. and have casted Looming Hell. i get that Något Kick Report when i try to view a battle between lured soldier and his commander. this battle occurs in my province! so there must be a stealthy enemy army hiding in my province. Något Kick states that there is "bad vsr eader"? what does this all mean?

Graeme Dice October 3rd, 2004 05:56 PM

Re: Dominions II Bug Thread
 
I believe that the bug that keeps you from being able to cast a spell at a bonus site unless you have enough gems to cast the spell normally still exists. This shows up most noticeably when you find the Ultimate Gateway or the Oak of Ages. In these cases, when casting lichcraft for example, the spell will only be cast if you have 25 death gems, but only 12 death gems will be taken out of your inventory to pay for it.

Thufir October 3rd, 2004 07:07 PM

Re: Dominions II Bug Thread
 
Quote:

Graeme Dice said:
I believe that the bug that keeps you from being able to cast a spell at a bonus site unless you have enough gems to cast the spell normally still exists. This shows up most noticeably when you find the Ultimate Gateway or the Oak of Ages. In these cases, when casting lichcraft for example, the spell will only be cast if you have 25 death gems, but only 12 death gems will be taken out of your inventory to pay for it.

I've encountered this bug as well, and I'd say there are other sites beyond the above 2 where there is a noticeable effect.

Cainehill October 3rd, 2004 07:38 PM

Re: Dominions II Bug Thread
 
Quote:

Thufir said:
Quote:

Graeme Dice said:
I believe that the bug that keeps you from being able to cast a spell at a bonus site unless you have enough gems to cast the spell normally still exists. This shows up most noticeably when you find the Ultimate Gateway or the Oak of Ages. In these cases, when casting lichcraft for example, the spell will only be cast if you have 25 death gems, but only 12 death gems will be taken out of your inventory to pay for it.

I've encountered this bug as well, and I'd say there are other sites beyond the above 2 where there is a noticeable effect.

Yep. With the big Blood sites (one 40 and one 60) it's a huge bug and inconvenience. Sometimes you can dick around, adjusting the order you do things in (casting the big blood spell _first_, then little blood spells, then forging since it isn't affected by the bug) and other times you're just plain screwed: you have 119 blood slaves out of 120, you have the blood mage to cast the spell in the right place, and you can't cast it, while the next turn you lose the province in part because of the bug keeping you from summoning an army / SC there.

JJ_Colorado October 4th, 2004 10:30 AM

Bug - battle bug
 
Hi,

I'm in a game where I had an army with 5 commanders (all Tartarian Titans). They were facing one ice devil, a militia, and a soulless, should have been an easy win, and it was. I killed all enemy troops with no losses. I also had 4 adjacent provinces to retreat into in case anything went wrong.

However the battle report (not the replay) showed that I lost 2 commanders, and the ice devil is still alive and seiging my fortress despite dying in battle...my "surviving" commanders all retreated even though I won the battle with no losses according to the replay....and it wouldn't make sense for an ice devil to be able to kill anything when facing 5 fully kitted TT's anyway (in case something was wrong w/ replay).

So, how do I let the devs know about this other than posting on this thread? I have saved the .trn file.

Would anyone who knows how to proceed mind emailing me at johnpruner at yahoo.com?

Thanks,
John

archaeolept October 4th, 2004 10:38 AM

Re: Bug - battle bug
 
try mailing the turn, along w/ an explanatory note, to support@illwinter.com

your sure that you are running the same patch as the server? because, if not, that can explain incompatible battle replays.

an ID might be able to beat off some tartarians if they were poorly equipped and the ID had some special equipment...

Taqwus October 5th, 2004 04:23 PM

Foul Vapors oddness
 
I used Ghost Riders (and naught else) to attack an underwater C'tisian army. The enemy Marshmaster cast, among other spells, Foul Vapors.

This struck me as odd for three reasons:

(1) I used only Ghost Riders, which are longdead horsemen lead by a mounted wraith lord. All are completely immune to poison, I believed. Ghost riders never summon other units or convert other units to their side. The Marshmaster did not, IIRC, summon anything that would might be hostile to it that would also not be poison immune (Horrors would qualify, but it didn't, IIRC. Sharks perhaps as well, but I don't recall seeing any.) So why cast Foul Vapors?

(2) It's a fairly odd spell to see underwater; is it coming from vents in the sea floor, or something like that?

(3) The Marshmaster and his forces were generally not poison-immune, nor was immunity granted by any spells cast; in fact, the Foul Vapors -killed- the Marshmaster.

Cainehill October 8th, 2004 04:43 AM

Major Disease Bug
 

This is a doozy. A pretender with 91 base HPs, dominion bonus of +109, is at ... 41 and going lower. This is on turn 14, the disease was acquired on turn 12, so there is no way that disease has diminished the HPs enough to reduce health this much - I moved it back into the capital from where it was fighting to see what happened.

The only thing I can think of is that the pretender went to 44 HPs during the battle he picked up the disease, never healed, and disease has continued to lower the HPs turn by turn.

Somehow I don't think this is how disease is supposed to work, smacking 150 HPs from a pretender or other high HP being the turn the disease is acquired.

Saving game files in case Illwinter wants to investigate.

Argitoth October 13th, 2004 05:47 PM

Re: Dominions II Bug Thread
 
When I type in the command line '-res 1152 864' and start the game, the first thing that comes up is "select nation to play" with only one option "Exit".

This is a problem because when I maximize the window in window mode, the game freezes. When I start in full-screen mode and goto options and turn off full-screen mode, the game minimizes and won't maximize. If you try to make it maximize, the game freezes.

BASICALLY, there's absolutely no way to get the game to run at a higher resolution and be in windowed mode at the same time. http://forum.shrapnelgames.com/images/smilies/mad.gif

Windows XP
GeForce 6800
1GB RAM

EDIT: The reason the command line wasn't working is because I put only one '-' instead of two '--' behind 'res'. But now the problem is that the window ends up being in the lower right corner of the screen. When I move or maximize the window, the game freezes. Is there a command line to start the game maximized?

Johan K October 13th, 2004 06:51 PM

Re: Dominions II Bug Thread
 
--fullscreen to start dominions in fullscreen mode.

But if you want it maximized and still in a window then you'll have to enter the proper values in --res xxx yyy.

LintMan October 14th, 2004 02:10 AM

Map display glitches
 
1 Attachment(s)
There seems to be a glitch in the way maps are being displayed, in which certain rows and columns of pixels that are part of the map's .tga file, are not being displayed by Dom2. It seems to be 1-2 pixels thick line is not being drawn. I have spotted this in both random generated maps (it's pretty easy to spot there, since they have a lot of detail), and in hand-done maps, including Aran, Cradle, Orania and Parganos.

The easiest way I found to spot this is while running in windowed mode (not full-screen), start zooming out. You will then start to see some very thin black lines in some places forming a (partial) grid. The lines are not always visible, and might flicker in/out as you zoom, but they are part of the map, and move with the map, if you move the map around. They are also constant in the same spots for the same map, whether in full screen or window, or resize the window, or exit the game and then restart/reload.

Next, pick a spot where one of those lines crosses a detailed map background element (ie: a mountain range drawn on the map), and start zooming in on that exact spot. Once you've zoomed in the maximum amount, the disjoint where the missing pixels were should be visible.

If you open the map's .tga files in GIMP or Photoshop and examine the same locations, you will see that there is no disjoint and that the map as displayed by Dom2 is missing a few pixels.

To illustrate the problem, I have created a screen capture from my game on Cradle showing the disjoint, and cropped a similar area from the actual cradle.tga file and enlarged it to similar size for comparison. I will try to upload the pictures here but have had problems with uploads so we'll see if this works.

I tried turning off the filtering in the video settings, but it did not fix the problem. I would suspect it's something with my video card driver, but I actually originally discovered this problem because Gandalf sent me a random map that he thought was slightly broken because the missing pixel column(s) deleted part of a province border, and he thought it was a DomMap problem. (But the border was fine viewing the .tga in GIMP or Photoshop) Further, we both saw the missing line of pixels in essentially the same spot.

I can provide further examples or duplication info if it will help...

LintMan October 14th, 2004 02:14 AM

Re: Map display glitches
 
1 Attachment(s)
It looks like the image attachment worked, but it only let me attach one file. The above post has the glitched map enlargement from Dom2 (250K, very high quality jpeg).

In this post, I will attach the enlargement of a crop of the same area from the cradle.tga file. (270K, very high quality jpeg).

Hasslmaster October 14th, 2004 12:58 PM

\"The Summit\" is bugged
 
Found another bug.

The magic axe "The Summit" ist borked. It has an attack bonus of +12 on the paper, but if you apply it to a leader, the attack doesn't rise at all. I tried it with multiple leaders, nada. The defense bonus, on the other hand, works.

Soapyfrog October 14th, 2004 01:10 PM

Re: \"The Summit\" is bugged
 
Attack bonus is applied per weapon. So the main stat wont go up however if you click on it, you will get a breakdown of your attack value for each weapon used.


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