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-   -   Bug: Bug Thread: The Shortlist (http://forum.shrapnelgames.com/showthread.php?t=33557)

Edi March 1st, 2007 04:34 PM

Bug Thread: The Shortlist
 
Bug Thread: Discussion
In-Game Typos
Manual Typos
Dom3 Progress Page at Illwinter

The Shrapnel Games staff have asked me to tackle the task of clearing up the bug thread and managing bug reporting here on the forum and I decided to take it up. Therefore, there are going to be some changes to the way we are doing those things from now on.

This thread here is going to be serving as a shortlist of known bugs. The bugs are going to be categorized according to what they affect, the severity and possible other things. This thread is also going to stay locked and the only people posting here will be me, the devs and possibly other moderators. That way the bug list is not going to get cluttered up as the original bug thread did. The basis for this thread is going to be a distillation of the issues currently buried in the old bug thread. It will be posted in sections as soon as I manage to comb through it, collect unresolved issues and organize them to a coherent list.

The original bug thread will still serve in much the same capacity as it did previously, i.e. you can use it to report new bugs and discuss them. That way if something that is not actually a bug is reported as such, it can simply be commented to be Working As Designed (WAD) and forgotten. The discussion thread and the typo threads are going to be unstickied to give more room for general topics on the first forum page. The relevant threads are linked above.

If you have games or files that require more thorough analysis, send them to Illwinter along with a thorough, detailed description of the problem. You should send them to the i-n-f-o(at)i-l-l-w-i-n-t-e-r(dot)c-o-m address. Just remove the dashes and format the address correctly.

If the issue you are reporting is more than a minor detail and especially if it is something major like the bugs related to the Gatestone and gating spells that transport armies, please DO post a separate thread for discussing that problem in more detail. Linking such a separate thread from the shortlist is much easier than trying to find a possibly large number of posts from the mass in the discussion thread.

Note that even the discussion thread is subject to far more aggressive moderation than it used to be up until this point. Posts that report WAD things as bugs because the personal preferences of the forumer reporting it will be split to a feature requests thread, or if splitting is too unwieldy due to forum moderation mechanics, quoted to the feature request thread and then deleted from the discussion thread.

Some guidelines on how to report bugs:
  • Unit bugs: ALWAYS include the monster number (you can see this by viewing the unit and pressing shift+i and it will also tell you weapon and armor numbers of the unit) and name and then specify the problem with that particular unit. This is especially important because there are several units with the same name and several units with functionally much the same things but perhaps only one of them has some minor issue (e.g. a typo). If you do not provide the ID number, chances are nobody else is going to bother looking it up either and thus it is not likely to get fixed.
  • Weapon bugs: ALWAYS include weapon number, name and an accurate, detailed description of the problem.
  • Armor: See weapon bugs
  • Magic Items: ALWAYS include magic item number (select item for viewing and Shift-I will give you item number, or look it up in the Dom3 DB) and an accurate description of the problem.
  • Magic sites: ALWAYS include site number, name and a detailed description of the problem. If you do not know the site number, please look it up in the Dom3 DB (link in my sig)
  • Forts, poptypes: As above, include ID number and accurate description of the problem
  • Typos: Please report in-game typos in the In-Game Typos thread. When you report a typo, specify exactly where it appears (monster number, item number etc). Provide a correction for the typo. Preferably, write out the entire description with the spelling errors, displaced commas etc corrected, because that will allow the devs to concentrate on fixing more important things and just copy-paste the corrected description into the code. REMEMBER: If something is not spelled according to American English spelling, it is not necessarily a typo, because UK English spelling is somewhat different on many counts. If you are not sure, consult a dictionary first.


BUG REPORT SHORTLIST SYNTAX:

The following syntax will be used to express what category bugs belong to and how the short code each bug will get is formed:

Category:
  • Units: U [monster nbr]-[entry nbr] (each issue to be listed separately, may have varying severity)
  • Weapons: W [weapon nbr]-[entry nbr] (see above)
  • Armor: A [Armor nbr]
  • Magic items: I [item nbr]-[entry nbr] (see above)
  • Magic sites: MS [site nbr]
  • Spells: SP [spell name][entry nbr] (if there is more than one entry for a given spell and more than one problem with different severity)
  • Forts/Poptypes: FT [fort nbr] or POP [poptype nbr]
  • Behavior: BHV [optional codes][summary]
  • Mercenaries: MERC [entry nbr]
  • Combat issues: CBT-[clarification]-[optional entry nbr]
Other issues might need to get more individual codes or can't perhaps be straightforwardly categorized. We can wing those as they come along.

Severity/status/other:
Major
Significant
Normal/Average/Not yet classified to another category
Minor
Trivial
Fixed
Dev Comments
Edi's Comments

Severity and status will be primarily determined by Illwinter. Anyone else's assessments are secondary and only guesstimates unless the issue is well known. Typos are always either minor (missing descriptions, significant description errors) or trivial (e.g. other vs otehr or similar).

That should be just about all of it for now. Of course, anything and everything said above is subject to revision by the administrative staff or the developers if they think something should be done differently. The following post will contain the list of bugs as soon as I can compile it.

Edi March 3rd, 2007 10:38 AM

Re: Bug Thread: The Shortlist
 
The first installment in the bug shortlist is a fairly large number of things related to units, weapons, armor, magic sites and other such. Most of these things are data typos and easy to fix and the list had been largely compiled and ready to post.

Many of them are trivial and do not impact gameplay as such, but they have been included for the sake of completeness.

Issues that start the summary/description with a question mark are things that could be either WAD or could be bugs and have been included to get clarification. If they are WAD, they will be dismissed and if they are not, then they belong on this list anyway.


FORTS & POPTYPES
  • POP86 no recruitable commanders, bakemono poptype
  • POP87 no recruitable commanders, bakemono poptype
  • FT43 Jewled City should be spelled "Jeweled City" or "Jewelled City"

MAGIC SITES
  • MS 63 City of Tombs 1095 Keeper of Tombs is recruitable by all instead of being homecommander for C'tis only
  • MS 546 Forest beneath the Waves should summon monster 1062 Sea Stag, not 1162 Warrior Chief
  • MS 437 Academy Underneath should give fort 12 Kelp Fortress, not fort 16 Cave Castle
  • MS 443 Kelp Fortress should give fort 12 Kelp Fortress, not fort 16 Cave Castle
  • MS 558 Sea of Dead Memories cannot enter site to summon creatures


WEAPONS
  • W53 Delibitative Poison should be spelled "Debilitative Poison"
  • W81 Thorn Staff 1-handed, should be 2-handed
  • W83 Wave Breaker 1-handed, should be 2-handed
  • W89 Snake Staff 1-handed, should be 2-handed
  • W124 Ice Rod not magic weapon, should be
  • W223 Venomous Bite not bonus, should be as all other bites are
  • W323 Venomous Bite not bonus, should be as all other bites are
  • W340 Procas's Axe of Rulership 2-handed, should be 1-handed
  • W351 Pitchfork 1-handed, should be 2-handed
  • W411 Small Area Stun is NOT stun damage!!! Causes automatic 10 an normal damage with aoe 1
  • W457 Spectral Axe 2-handed, should be 1-handed based on stats (length 1) OR should be 2-handed and length 3 Update: Is now length 3, 2-handed
  • W459 Thrown Sutra should have effect #460 (Stop the Dead) as per description of Master of the Dead (monster #806)

ARMOR
  • A31 Rusty Scale mail Hauberk should be "Rusty Scale Mail Hauberk" Important because assigning armor in mods happens by armor name, not number. This requires consistent spelling.
  • A32 Rusty Ring mail Hauberk should be "Rusty Ring Mail Hauberk"
  • A33 Rusty Chain mail Hauberk should be "Rusty Chain Mail Hauberk"


MONSTERS
  • U121 Demonbred undead leadership 0, should be 40 like Demonbred 87
  • U208 War Shambler should have armor 151 Sharkskin Armor or description is wrong
  • U360/1 Undine should not have foot itemslot
  • U360/2 Undine no magic leadership
  • U401 ***** Queen > Cost mismatch 60/40 between 401 & 402
  • U402 Crone goldcost 40 should be 60; ***** Queen gets a 20 point discount in pretender creation due to the mismatch
  • U644 Dracolich > cost mismatch 50/100 between 644 & 645
  • U645 Bog Mummy goldcost 100 should be 50; This cost mismatch makes dracolich too expensive to be a viable pretender
  • U471 Golem not magic being, should be
  • U561/1 Earth Gnome no magic leadership
  • U561/2 Earth Gnome has foot itemslot, should not have
  • U562/1 Sylph no magic leadership
  • U562/2 Sylph has foot itemslot, should not have
  • U591/2 Dragonfly itemslots 2hand+head+body+foot+2misc, should only have 2 misc
  • U693 Tomb Wyrm should only have 2 misc slots, has humanoid slots (2hand, 1head, 1body, 1foot, 2misc)
  • U717 Carrion Beast (horse) should only have 2 misc slots, has humanoid slots (2hand, 1head, 1body, 1foot, 2misc)
  • U741 Giant Mummy ? no fire weakness; Mummy 389 has fire resistance -100%
  • U742 Giant Mummy ? no fire weakness; Mummy 389 has fire resistance -100%
  • U743 Mummy ? no fire weakness; Mummy 389 has fire resistance -100%
  • U751/2 Thing that Should not Be should not have head slot
  • U752 Elder Thing should have only 2 misc slots, not humanoid slots
  • U888 Hunter Spider has weapon 314 (nostr), should have weapons 65 & 261
  • U899 Hunter Spider (black sorcerer) should not be sacred
  • U982 Clockwork Horror ? should not have itemslots for hands
  • U984 Abysian Light Infantry startage/oldage = 22/50, should be 20/45 like other Abysians
  • U1008 Fanatic Deep One darkvision 5%, should be 50%
  • U1048 Wave Warrior prot 0 should be 1
  • U1062 Sea Stag size 2, should be 3
  • U1063 Sea Lion size 2, should be 3
  • U306 Ice Devil ? should have neednoteat + fire resistance -50 OK
  • U1087/1 Giant Ant has humanoid itemslots, should have none or 2 misc at most
  • U1116 Markata should not have neednoteat
  • U1198 Horticulturist oldage should be 80 like all other hoburgs
  • U1261 Oni Spirit encumbrance 1, should be 0 like all other oni spirits
  • U1295 Mermidon (landform) should have itemslot for feet
  • U1347/1 Sirrush ? mapmove should be 2 is now 3
  • U1362/1 Turkey goldcost 0, should be 110 (shapechanged form 1361 Nahualli costs 110)
  • U1362/2 Turkey leadership 40, should be 10
  • U1383/1 Great Eagle ? should be animal
  • U1416 Mermage (landform) description error: description is that of 1417 Amber Clan Mage (Oceanian)
  • U1430 Ghost Cat goldcost 0 should be 150 (shapechanged from 1429 Uba costs 150)
  • U1491 Wet One goldcost 7 should be 10 or goldcost 10 of unit 1489 Wet One should be 7 (so that landshape and seashape have same price)
  • U1569/1 Mad Triton insane 10% should be 50% like all other mad ones (1564-1568)
  • U1623 Tungalik ? no coldres, should have CR 50%
  • U1635 Wet One ? goldcost 10 should be 7
  • U1638 Wet One Captain ? goldcost 7 should be 10
  • U1715/1 Pisacha should have encumbrance 0 like ghouls
  • U1723 Longdead Raja should have weapon 18 battleaxe instead of 363 iron cudgel: graphic has axe and so does 1760 Bandaraja
  • U1740 Manyusha Rakshasi goldcost 250 should be 350 (shapechanged from 1739 Rakshasi costs 350)
  • U1753 Tuatha Warrior should have enc 3, not 4
  • U1759 Sidhe Lord has no magic, should have Air & Nature Sidhe and tuatha are not yet as they will be. But thanks for the notification
  • U1772 Olm Spawn ? chance of random magic should be 10%, not 1% Update: Is now 100%

Edi March 5th, 2007 07:30 PM

Re: Bug Thread: The Shortlist
 
1 Attachment(s)
Next installment of the bug shortlist, this has all the unresolved unit, battlefield and nation issues from the old bug thread and a couple of others that have appeared in recent threads. Issues related to the GUI, spells, events, AI, systems and commander behavior will appear later.

Things have been categorized here much the same as previously to help resolve them quicker. Same deal with things that have question marks: Unclear but included in order to get clarification.

EDIT: Attached a file with two savegames that demonstrate the HoF bug mentioned toward the end of the list. Both games are on the Cradle of Dominion map.

AGE DISCREPANCIES Might have something to do with regen. I think regen increases lifespan
  • U525/1 Couatl oldage 75
  • U934/1 Feathered Serpent oldage 75
  • U1194/1 Couatl oldage 300 Essentially same monster as 525 and 934, why different old ages ?
  • U518 Troll ? age discrepancy: oldage 200 when recruiting from poptype, oldage 400 when modded as recruitable
  • U564 Sea Troll ? age discrepancy: oldage 200 when recruiting from site, oldage 400 when modded as recruitable
  • U1037 War Troll ? age discrepancy: oldage 200 when recruiting from poptype, oldage 400 when modded as recruitable
  • U1086 Troll Moose Knight ? age discrepancy: oldage 200 when recruiting from poptype, oldage 400 when modded as recruitable
  • U1309 Jotun Wolf ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1310 Jotun Skinshifter ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1651 Jotun Werewolf ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1652 Jotun Werewolf ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1653 Jotun Wolf ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1425 Troll Guard ? age discrepancy: oldage 200 when summoned, oldage 400 when modded as recruitable
  • U1529 Slave Troll ? age discrepancy: oldage 200 normally, oldage 400 when modded as recruitable
  • Other troll units can also have this same discrepancy, but have not been confirmed


HERO/UNIQUE ISSUES:
  • U506/U866 Hero ? Hierogallus, 506 startage 60, 866 startage 27, description same and says old
  • U540 White Minotaur ? national hero, goldcost 70 should be 0
  • U544 Einhere ? national hero, goldcost 20 should be 0
  • U556 Sacred One ? national hero, goldcost 30 should be 0
  • U585 Guild Master no swamp survival, should have it like other C'tisians
  • U622 Traitor King ? national hero, goldcost 290 should be 0
  • U635 Ancient Shaman ? national hero, goldcost 230 should be 0
  • U770 White Satyr ? national hero, goldcost 110 should be 0
  • U863 Apostatic Warrior ? national hero, goldcost 320 should be 0
  • U865 Pontifex Serpentus ? national hero, goldcost 190 should be 0
  • U946 Lady of Spiders ? national hero, goldcost 110 should be 0
  • U952 Hero (Abasi) ? should have mapmove 3 as per basic Machakan infantry
  • U953 King Triumphant (Yasini) ? should have mapmove 3 as per basic Machakan infantry
  • U1021/1 Ghoul Baron should have mapmove 2 like Ghoul Guardians (1020)
  • U1021/2 Ghoul Baron ? national hero, goldcost 20 should be 0
  • U1228/1 Pharmakeia ? national hero, goldcost 210 should be 0
  • U1228/2 Pharmakeia has glamour, no stealth
  • U1382 Abductor ? national hero, goldcost 500 should be 0
  • U1584 Son of Steel ? mapmove 1 while all other EA Ulm commanders and heroes have mapmove 2
  • U1670 Heart Hider no description
  • U359 Queen of the Sea no regen, should have regen 90%she regenerates under water
  • U470/1 Father Illearth ? not magic being even though King of Mountains (469) is
  • U470/2 Father Illearth oldage 100, should be more All other elemental royalty have oldage 1000+
  • U906 King of Deeper Earth has enc 1 (like 469 and 470, the other earth kings), all other elemental royalty have enc 0 and so do earth gnomes
  • U1405 Goat Sun ? goldcost 100 should be 0 Rather trivial and the demon lord could be greedy.


HITPOINT DISPLAY WRONG IN RECRUITMENT SCREEN:
What does this mean? Most of these are not recruitable. In what way do their HP display wrong? Perhaps they are old. Old guys have less HP. Or do they have extra HP?
This issue is apparently caused by a unit's startage being greater than its modified maxage. In other words, if the unit would suffer from old age without the magics it has, its hitpoints are displayed in the recruitment screen as if it were old even though it does not have any penalty
  • U238 Pan (25/27)
  • U446 Lord of the Plague Wind (84/88)
  • U470 Father Illearth (104/130)
  • U516 Pandemoniac (25/27)
  • U525/2 Couatl (17/20)
  • U585 Guild Master (10/11)
  • U586 Great Hag (42/44)
  • U611 Black Bull (25/29)
  • U614 Harpy Queen (15/16)
  • U621 Treelord (238/250)
  • U626 Fallen Angel (47/49)
  • U706 Pan (25/27)
  • U709 Panic Apostate (25/27)
  • U732 Priest King (14/15)
  • U780 Lord of the Hunt (77/90)
  • U810 Lord of Hell (160/177)
  • U865 Pontifex Serpentus (11/12)
  • U900 Lord of Corruption (130/144)
  • U934/2 Feathered Serpnet (16/20)
  • U980 Treelord (238/250)
  • U981 Dying Treelord (200/250)
  • U1038 Capricorn (34/37)
  • U1190 Priest King (14/15)
  • U1194/2 Couatl (19/20)
  • U1360 Onaqui (30/31)
  • U1405 Goat Sun (94/104)
  • U1431 Nushi (9/10)
  • U1582 Guardian of the Tree (10/13)
  • U1672 Master of the Shadow Blossom (14/15)
  • U1708 Consort of the Dead (8/10)


UNITS
  • U601 Lady of Fortune Current maxage 50 should be 1000 like other titans. Obsolete unit not available as pretender for any nation per se, but wishing for Lady of Fortune produces this unit.
  • U1039 Capricorn (landform) Should have stealth. Giving the seaform orders to sneak to land ends up sending the unit to combat or getting it stuck without possibility to give any orders if target province is independent or hostile because the seaform has stealth but the landform does not.
  • U1235 Leviathan Counts as normal unit despite being undead. Not confirmed independently.
  • U1236 Leviathan Counts as normal unit despite being undead. Not confirmed independently.
  • U529 Sea Father ? Description obsolete, needs updating. Not confirmed independently.
  • U1483 Tzitzimitl counts as normal unit despite being demon. Not confirmed independently.
  • U1035 Blood Marshal should not be able to enter the sea, other vampires can't
  • U1703 Mournful have no shield despite graphic. Update graphic or add bone shield armor (not in the game as of yet) and slap that on them?
  • U187 Longdead Legionnaire has wrong graphics. Unit is armed with sword, graphic shows spear and is identical to 186 Longdead Velite

WEAPONS
  • ? W451 Obsidian Club Sword is 1-handed, length 3 should be 1 or 2 ?


BATTLEFIELD
  • CBT 004 Cave battlefields (cave terrain and the various cave castles) are bugged. There is a hole in the battlefield, if units start in hole, they cannot move, attack or retreat and must be killed or autokilled after routing before battle ends.
  • SYS PD Limit PD limit of 125 will overflow to negative values if events push the value past that.
  • GUI Negative Death Scale Negative death scale shows wrong % penalty to population (0.-6% instead of -0.6% for death 3 etc.).
  • GUI Special Reported by PM No, don't ask before the next patch comes out, I will still NOT give an answer
  • GUI Shortcut 'H' does not work
  • GUI Shortcut 'h' does not work correctly: When the right side menu is hidden - key (h) - , the access to the options menu - key (esc) - doesn't work anymore, the right menu must be unhidden to regain access to the options menu.
  • GUI Tips A tip states that Man temples cost only 200, but they still cost 400 (?). Carryover from Dom2 with just the gold value changed? Seems that tip was correct and temple cost was wrong, but it is listed as fixed on the progress page.

Quote:

Cainehill said:
Tien Chi Barbarian Kings display says it has Water, Astral, Air, and _Fire_ for magic. Since none of their mages can get fire, that's incorrect.
Also, says "Priests: Average" - with only H1 priests, so should display Weak. Also : some nations display Average, others Medium - what's the nominal difference?


Edi March 8th, 2007 07:28 PM

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.

Edi March 10th, 2007 07:21 PM

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.

Edi March 11th, 2007 05:51 AM

3.08 Statfix Issues
 
Various issues that would mainly be simple statfixes.

Note that while some description errors are listed, most of these and any other typos in the game should be taken care of in the next patch, pending the outcome of a project I have been working on. Mentions of the "Great Fixing" in my comments are references to this project.


MAGIC SITES
  • MS 1 The Smouldercone (ME) Does not increase heat Probably due to having gems + 4 recruitables. Move 1 recruitable to other site & add heat? Or leave as is? Has apparently been fixed by adding heat and moving one recruitable to another site

ARMOR
  • A50 Weigthless Scale Mistyped as "Weigthless Scale", correct spelling is "Weightless Scale"

WEAPONS
  • W 94 Spear should be bonus but is not (Centaur Chariot bonus weapon). This causes the Centaur chariot to have completely abysmal attack values for all of its weapons because it gets ambidexterity penalties for all three spears (1, 94 & 96)
  • W 96 Spear should be bonus but is not (Centaur Chariot bonus weapon). This causes the Centaur chariot to have completely abysmal attack values for all of its weapons because it gets ambidexterity penalties for all three spears (1, 94 & 96)
  • W 119 Hammer of the Cyclops ? nostr, should not be WAD, the hammer gives the wielder the strength of a cyclops
  • W 195 Sword of many Colors typo: should be spelled "Sword of Many Colors"
  • W 208 Thunder Whip ??? 10 an damage, shock only? Or should be 0 (max 1) + shock ? Apparently 1st option is WAD?
  • W 433 Shadow Spear rescost 0, should have rescost 1+ because is equipped on recruitable units
  • W 437 Long Spear should be bonus but is not, is nostr weapon used from back of elephant. This causes the elephant to suffer ambidexterity penalties from all weapons when attacking same sized targets and a totally abysmal attack value

UNITS
  • U 334 Golden Naga ? should have darkvision 75, oldage should be 1000 if unit is ever to be used, and it can be wished for. She is not supposed to be wished for. She is not in the game, unless you sort of cheat, and then you must face the consequences http://forum.shrapnelgames.com/images/smilies/happy.gif
  • U 385 Daughter of the Land oldage should be 1000; irrelevant as such because the unit is obsolete and not available, but all other titans have oldage 1000+Huge pretenders automatically get 100 maxage. If made pretender she should have 1000 maxage as well This unit, like the golden naga, can be wished for, so it'd be nice if the maxage wre increased to 1000, but not such a big deal
  • U 562/1 Sylph Itemslots 4x hand, 1x head, should be 2x hand, 1x head, 1x body, 2x misc
  • U 563, U 911, U 912; The Air Queens: If the air queens are equipped with a water breathing item and cloud trapezed into a sea province (which they normally cannot enter), they behave erratically. If the sea province is next to land, they can move out into the land province. If it is surrounded by other sea provinces, the unit is stuck and cannot move AT ALL, nor can it use Cloud Trapeze to get out. WAD. Air queens cannot enter seas. Just like a vampire she is hurt by water, and if you by magic forced her to enter the sea, you should be lucky that she did survive at all http://forum.shrapnelgames.com/images/smilies/happy.gif. She is supposed to loose 100% of her hitpoints every turn. If she was a prophet she might have survived. She will be happy to leave the sea, but not to enter another sea.
  • U 585 Guild Master No swamp survival
  • U 671 Dispossessed Spirit should not have itemslot for feet
  • U 751 Thing that Should not Be should be spelled "Thing That Should Not Be"
  • U 758 Thing of many Eyes should be spelled "Thing of Many Eyes"
  • U 821 Ice Devil should have fire resistance penalty 50% ?
  • U 823 Ice Devil should have fire resistance penalty 50% ?
  • U 824 Ice Devil should have fire resistance penalty 50% ?
  • U 825 Ice Devil should have fire resistance penalty 50% ?
  • U 1198 Horticulturist Weapons 153 Stick & 80 Fire Brand, should only have 153 Stick
  • U 1287 Tempest Warrior Description refers to Ring Mail Hauberks as armor and states they do not use ice armor, yet unit has 2 points of iceprot (temp dependent).
  • U 1288 Tempest Lord Description refers to Ring Mail Hauberks as armor and states they do not use ice armor, yet unit has 2 points of iceprot (temp dependent).
  • U 1363 Ancestral Spirit should not have itemslot for feet[/color]
  • U 1416 Mermage Descr typo "...loose..." --> "...lose..." This should be taken care of by the Great Fixing
  • U 1549 Shuten-doji flute aura affects friends as well as foes; it should not. Version 3.04
  • U 1562 Void Spectre No undead leadership, is an undead commander
  • U 1776 Bean Sidhe Undead unit, has encumbrance 3. Description & name are same as 1774 Bean Sidhe, is this intended?
  • U 1778 Hero (Cu Chulainn) AP 13, other chariot units have 16
  • U 1788 Firbolg Champion Goldcost 13 should be 45

    Pokey noses http://forum.shrapnelgames.com/images/smilies/happy.gif . Why report bugs on unfinished units? Some might be useful though.
  • U 1790/1 Nemedian Warrior No forest survival (Nemedian Sorceress and Nemedian Queen have forest survival)
  • U 1790/1 Nemedian Champion No forest survival (Nemedian Sorceress and Nemedian Queen have forest survival)
  • U 1792/1 Nemedian Sorceress Wrong weapon or graphics. Weapon is dagger, graphic is staff/spear. Units with essentially same graphics 1794 Partholonian Sorcerer has weapon 473 Golden Spear and 1795 Partholonian Sorceress has 7 Quarterstaff
  • U 1792/2 Nemedian Sorceress Cost same as 1790 Nemedian Champion, but not sacred (more upkeep), only has 1 more magic, so no incentive to ever buy this unit except MAYBE for the random.
  • U 1793/1 Nemedian Queen Wrong weapon or graphics. Weapon is dagger, graphic is staff/spear. See U1792 for more graphics notes
  • U 1793/2 Nemedian Queen If this unit is a national hero, goldcost 200 should be 0
  • U 1793/3 Nemedian Queen Base hit points displayed as 12 in recruitment screen, true value is 13, visible when right-clicking stat
  • U 1800 Fomorian Champion Graphic has javelin, unit does not
  • U 1805 Long Handed Size 3. Intended, or should be size 2? Has glamour, but no stealthLugh doesn't hide. He has the splendour and the might of the sun.
  • U 1806 Fianna Size 3. Intended, or should be size 2?
  • U???? LA Mictlan Hero Cimmeru appears as if he were Quetzalcoatl but without magic.

Edi March 12th, 2007 04:52 PM

Bookmark v3.10
 
VERSION 3.10



SYSTEM
  • SYS Resolution 1920x1200 The 1900x1200 resolution does not work correctly. Discussion threads are here and here Fixed in 3.11
  • SYS Mac patch 3.09/3.10 Mac Patch is apparently v3.09, not 3.10 Fixed
  • SYS PORTS The port input field on the second network connection dialog only remembers the first four digits of the port. Works fine for me /JK Wasn't listed on the progress page earlier and this is a very old report. I'll mark it green
  • SYS CLI 001 The command line options to turn off the fade-in effect (when going to view battle scenes) don't work on Windows. Trying every single possibility of "-f", "--nofade", "-nofade", and "-f --nofade" all have zero effect, at least on the Windows version. WAD, only affects windows

ITEMS
  • ITEM 101 Twin Spear (death) Does not reanimate killed target as it should (related to Weapon 296, which this item gives?)
  • ITEM 282 GatestoneDiscussion thread here Also somewhat related to traveling spell issues above in this thread. Astral Travel cannot be cast from Gatestone unless Thaumaturgy lv 9 is researched first (or appropriate level if using mods that alter Astral Travel research level)
  • ITEM 293 Soulstone of the Wolves See discussion link for Gatestone. Call of the Wild cannot be cast from Soulstone unless Conjuration 3 is researched first (or appropriate level if game is using mods)
  • ITEM 296 Gift of Kurgi Discussion thread here Looks much like the the Gatestone/Soulstone problem, unable to cast Send Lesser Horror. Not tested extensively, but symptoms are the same.
Gatestone etc works fine for me /JK
Did you have Conjuration 3, Thaumaturgy 9 and Blood 5 researched? Because I just ran a test game where I had the items assigned to commanders beforehand and with 0 research, you can give the orders to cast the spells but nothing happens. No werewolf and wolf pack in target province. No traveling via Gatestone. No lesser horror smiting the enemy capital. But if you have the research up to the levels indicated, THEN the items work. THAT is the bug.

A couple of bug reports that I cannot begin to unravel enough to put in shortlist format without losing info along the way:

SYS
Quote:

Nephelim said:

line 19 of patchme.command

cp Resources/doc/* ../Dominions3.app/Contents/Resources/doc

This results in a cp usage message, because a fresh (from CD) install doesn't have a doc directory to copy the files into.

I'd suggest putting the line:

Code:
[ -d ../Dominions3.app/Contents/Resources/doc ] || mkdir ../Dominions3.app/Contents/Resources/doc



SYS
Quote:

Ionwright said:

This occurs in 3.04 in full-screen (G3 running 10.3.9), and probably in 3.06. If I leave the machine without clicking on the rolling credits that appear after the quit command and return a couple hours later, a click no longer dismisses the credits. In fact there's no response. A force-quit doesn't work either, and I have to reboot. (From a design perspective, it seems that a program should quit when you issue the quit command! Many Mac programs have a button in the About Dominions 3 window that you can click for the credits.) Most important, this shouldn't crash my computer!

The update process that requires you to move the application to the desktop and then move it back is cumbersome. I have the app on a different volume, so this means copying the file each time. Most Mac programs use Apple's installer, which can be set up search for applications and patch them in place.

Also, the Info.plist file should be maintained with the correct version, mod date, and copyright information. This information is displayed in the Finder with a Get Info command and in

Mac v. 3.06 (G3 running OS X 10.3.9)

I don't remember exactly what I was doing, but I think I right-clicked on one of the commander icons. The program quit without any message. The only evidence I could find was in the console.log file:

NÃ¥got gick fel!
cltu: bad mnr
NÃ¥got gick fel!
cltu: bad mnr
2007-02-06 18:06:22.162 System Events[487] Command: Hidden.doAction
Direct Parameter: /
Receivers: (null)
Arguments: {"" = "/"; code = 1718579310; }
2007-02-06 18:06:22.181 System Events[487] Result: (null)




Mac problems are fixed in 3.10

Edi March 17th, 2007 08:08 AM

3.10 Items, Battlefield, Spells, System
 
VANISHING SCALES
  • VANISHING SCALES: The infamous and elusive vanishing scales bug from Dom2. Strages Sanctus has managed to create a situation where this issue is 100% reproducible and has included the relevant files. Link. An older report/discussion regarding the Dom2 version is here, but it is obsolete now. UPDATE! CAUSE ISOLATED! The Vanishing Scales bug is caused by a corrupted geotable, which tells the game what provinces are neighbors. A corrupted geotable will cause ghost neighbors, which cause the problem.
  • GUI Battle Marker on 1st turn Newly created games on both newly created random maps and old maps may show the crossed swords sign of a battle having taken place in random provinces on the previous turn ? on turn 1. Selecting the province and then switching back to capital or another province removes the erroneous flag. Bug is reproducible to some degree: Start a new MP game on a map (e.g. Cradle of Dominion), attack a province on first turn, host, view turn, end turn, quit, create new game on same map, crossed swords appear in the province where you had your battle in the previous game. Observed once, repeat tests not conducted. UPDATE: This seems to be related to the scale bug, hence moved here.

MODS & MAPS
  • MAPCOM #startspell <nation nbr> "spell name" Works only for 1 turn. This mod command is not supposed to be used since it cannot be made to work http://forum.shrapnelgames.com/images/smilies/happy.gif
  • MOD (monster/nation) Descriptions There seems to be a hard limit of 183 user defined description texts for modding units and nations in Dom3. Any more than that and the game refuses to accept new descriptions. Nation descriptions come after unit descriptions, which means that modded nations lose descriptions before units and units start losing descriptions starting from the end of the list. Spells do not suffer from this problem, since they seem to be using a different lookup table. (This report courtesy of Ich) Link
  • MOD (monster) Sprites: There is a hard limit of 110 new sprites added in mods. Any more and the game crashes. Unknown if 110 is a total limit from all enabled mods together, or the limit for how many can be included in a single mod. Discussion thread with testing info UPDATE: Link It seems like the sprite limit is determined by sprite size and quality rather than number of sprites. Above link has more information.
  • MOD Sprite Limits v3.10 Discussion Patch 3.10 breaks games with several modded nations due to sprite limits being stretched. Bug Thread Post

BEHAVIOR
  • BHV Reanimation Reanimation does not match the manual. H2 reanimators cannot reanimate longdead and H3 reanimators cannot reanimate longdead horsemen (#189) even though they should. Undead H3 reanimators can reanimate longdead horsemen correctly, at least a reanimator killed and coming back as a wight mage can. It seems as if at least the higher tier reanimations are resolved according to Dom2 Holy/Unholy levels, which were one higher, unless the reanimator is undead. Undeads are considered one lvl higher when reanimating. Not sure if the manual says.
  • BHV MERC Rozuls Red Raptors: No discount for EA Caelum. A discount would make thematic sense. Only one nation can get discount. Switching from MA to EA might be an idea.
  • BHV Turn Resolution Order Casting a ritual during the same turn as Astral Corruption is cast causes caster to be attacked by horrors even though Astral Corruption should only take effect later in the turn. Is this a legitimate issue, or is there a mistake in the turn order resolution description? The astral corruption takes place in the same instance it is cast, not affecting the caster but everyone else that has not yet cast any spells that turn resolution.
  • BHV Y-key Eye of God Still not as blind as it should be, details provided earlier by PM

WEAPONS
  • W 493 Sickle staff should be "Sickle Staff", both words capitalized
  • W 494 Bite sould be named "Poisonous Bite" on account of having debilitating poison like weapon 495
  • W 495 Poisonous Bite should be bonus, like other bites
  • W 501 Bamboo Rod should be length 2?

ARMOR
  • A 105 Hide Shield Should be type 4, shield, but it is type 5, body armor instead as far as the game engine is concerned.


GENERAL STATFIX ISSUES
  • U 392 Ashen Angel no undead leadership
  • U 393 Lammashta no undead leadership
  • U 547 Dead One no undead leadership
  • U 858 Jaguar (Smoking Mirror) goldcost 0 should be 60 to match other form, otherwise cost mismatch problems may occur.
  • U 1009 Holy Deep One no priest levels, should have H1
  • U 1753/1 Tuatha Warrior no forest survival, ALL other Sidhe & Tuatha have it
  • U 1792 Nemedian Sorceress should not have forestry (other Nemedians don't)
  • U 1793 Nemedian Queen should have weapon 7 Quarterstaff or 238 Magic Staff, not 9 Dagger (graphic has staff)
  • U 1794 Last Partholonian should have weapon 473 Golden Spear, not 7 Quarterstaff
  • U 1803 Uncursed Size 5 should be 6
  • U 1804 High King Size 5 should be 6
  • U 1810 Longdead Partholonian mapmove should be 3 like other human longdead
  • U 1818 Unmarked Champion should have weapon 21 Javelin, but does not
  • U 1843 Antlered One no description (probably something broken in the description file, substituting mon1843 for the monster name should fix this). Size 3, should be 2?
  • U 1844 Trainer of Heroes should have, but lacks: flying, magic (air & death), perhaps fortune telling (ref. magic and divination mentioned in description)
  • U 1845 Bakemono Chief no stealth, should have stealth(0)
  • U 1848 Mason of the Underworld Stealth value displays (+-10), so there is *something* strange with it...
  • U 1877 Renata Should have a secondary weapon besides 496 Sacred Pitcher, since that can only be used 1 time per battle. Suggest 92 Fist or 9 Dagger
  • U 1897 Feathered Serpent should have gold cost 50, because it is the shapechanged form of 1896 Lawgiver. Thus his pretender cost is 0 due to the cost mismatch. Should have Magic leadership 40 like other Feathered Serpents, currently has none. Morale should be 30 to match other form.
  • U 1894 Minister of Magic startage should probably be higher than 22
  • U 1895 Ceremonial Master should have fortune teller (3%) according to description, but does not. Startage should probably be higher than 22. No magic, should have H1.
  • U 1899 Fomorian God King should probably have precision 10 or 11 to not be too far above the precision of Fomorian King (9). Current value is 12.
  • U 1906 Rudra starts with old age (988/1000, which becomes 988/985 due to the 3F), should probably not.
  • U 1911 Defiler of Dreams is blind and still has darkvision 100.
  • Serpent Cult Hydras, wrong secondshapes and firstshapes


SPELLS
  • SPELL Stygian Paths still broken, cannot be used at all or causes strange behavior and kills all units being transported.
  • SPELL Dance of the Morrigans does not work. Broken in several ways. Discussion thread
  • SPELL Legions of Steel AI casts this spell repeatedly on unarmored units even though it requires a unit to be armored to work

Edi March 26th, 2007 07:38 AM

Version 3.14
 
Version 3.14



ISSUES FIXED FROM 3.14 TO 3.15


ITEM SLOTS
  • Multiple slots of one type If a unit has three or more item slots of same type, e.g. hand or misc, multiple identical items will stack if they are separated by a different item in between.


SPELLS
  • SPELL Flight almost never affects caster, even when there are no friendly units. Comments by Kristoffer indicate spell should be caster only (?). Should perhaps be tiered in the manner of Quicken Self/Quickness/Quickening to give personal/small scale/large scale effect. Made caster only in next version ad spell Gift of Flight added for small scale effect
  • SPELL Rigor Mortis affects lifeless units such as gargoyles and living statues unless they are undead. This is correct according to spell description, but logically and thematically incorrect.
  • SPELL Internal Alchemy Increases age by 15 years instead of decreasing it.


UNIT STATFIXES
  • U 56 Forester Stealth 0 should be 5 or 10 to match other scouts, though unit does have patrol bonus 5
  • U 1018 Ranger Captain Stealth 0 should be 10 WAD, commanders only rarely have stealth bonus since it affects all their troops
  • U 1631 Tent Owner Stealth 0 should be 5 or 10 WAD
  • U 87 Demonbred Maxage should be increased to 500, since removing demon attribute makes them old and they no longer get maxage increase from blood magic
  • U 121 Demonbred Maxage should be increased to 500, since removing demon attribute makes them old and they no longer get maxage increase from blood magic. This unit needs the demon tag removed to prevent reanimation (prophetized demonbred).
  • U 1537 Demonbred (EA, assassin) Maxage should be increased to 500, for the sake of consistency.
  • U 739 Black Acolyte Has description of 740 Black Priest but no inquisition and no magic but holy. Whole description has been reworked for Ulm update
  • U 1016 Commander of Ulm Description has been fixed
  • U 1389 Blood Lord armor should be 18 Full Chain Mail and 20 Iron Cap, not 18 Full Chain Mail and 10 Leather Hauberk
  • U 1530 Kappa Mage Resource cost 0 should be 1
  • U 1531 Kappa Chief Resource cost 0 should be 1
  • U 1922 Grid Druzhina No cold resistance, should have 50% like other Bogarus units
  • U 1959 Deathless should have armor 158 Robes
  • U 1960 Exarch should have armor 158 Robes
  • U 1963 Bakemono Scout stealth should be 25, not +-25

WEAPONS
  • W 506 Plague Scythe should be 2-handed, not 1-handed

Edi March 27th, 2007 05:11 PM

Issues fixed between 3.14 and 3.15
 
ISSUES FIXED FROM 3.14 TO 3.15


Magic site issues and locmasks were fixed in patch 3.14, but they have been listed here since the list was not confirmed before patch 3.15 came out

MAGIC SITES
  • MS 546 Forest beneath the Waves should be "Forest Beneath the Waves" (capital b in "Beneath")
  • MS 579 Wisperwind Tower should be "Whisperwind Tower", the h is missing from "Whisperwind".
  • MS 658 Spiral Chaft should be "Spiral Shaft"
  • MS 692 Forest of Amber Kelp Allows recruitment of gold cost 0, resource cost 1 air elemental (size 1) instead of requiring a nature mage to enter to summon them. This allows massing them up to recruitment queue maximum per turn at no cost. Or it would, if air elementals could survive underwater, so presumably this site should allow the recruitment of some other monster (573 Amber Clan Guard, 574 Amber Clan Triton, 575 Amber Clan Mage or 576 Amber Clan Priest, perhaps?) The recruitable unit is commander, so should it be mage or priest?
  • MS 693 Sentinent Current Should be "Sentient Current"


UNIQUE SITE LOCMASK CHANGES & FIXES
  • MS 173 The Steel Ovens locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 175 The Citadel of Pyriphlegeton locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 177 The Fire Prison locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 211 The Inverted Tower locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 245 The Sea Underneath locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 283 The Underworld locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 313 The Ultimate Gateway locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 339 Litter Skull locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 340 The Crypt Underneath locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 346 The Shadow Furnace locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 412 The Empty Grave locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 413 The Forgotten Crypt locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 491 Temple of the All-Seeing Eye locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 501 The Crystal Academy locmask 16607 (any land but cave) changed to 17119 (any land)
  • MS 508 The Desert of Ptah locmask 16388 (mountain) should be 16392 (waste)
  • MS 521 The Well of All Waters locmask 16384 (no terrain) changed to 16607 (any land but cave)
  • MS 527 The Cave of Souls locmask 16388 (mountain) should be 16900 (mountain, cave)
  • MS 529 The Deepest Mine locmask 16388 (mountain) should be 16900 (mountain, cave)
  • MS 533 The Sun Below locmask 16392 (waste) changed to 16904 (waste, cave)
  • MS 534 The Sunless Sea locmask 16392 (waste) changed to 16904 (waste, cave)
  • MS 542 Lyfjaberg locmask 16384 (no terrain) should be 16388 (mountains)
  • MS 635 The Slaughterhouse locmask 16384 (no terrain) should be 16607 (any land but cave)
  • MS 636 The Lodge locmask 16384 (no terrain) should be 16607 (any land but cave)

NON-UNIQUE SITE LOCMASK CHANGES & FIXES
  • MS 184 Cave of Clouds locmask 12 (mountain, waste) changed to 524 (mountain, waste, cave)
  • MS 246 Mineral Cave locmask 95 (any land but swamp or cave) should be 607 (any land but swamp)
  • MS 257 Gorge locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 258 Magma Cave locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 261 Chasm of Strange Lights locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 477 Conjurer's Cave locmask 4 (mountain) changed to 516 (mountain, cave)
  • MS 536 Endless Caverns locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 537 Glowing Caverns locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 586 Magma Pit locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 606 Iron Tomb locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 153 Bronze Pillar locmask 223 (any land but cave) should be 735 (any land)
  • MS 172 Fountain of Fire locmask 223 (any land but cave) should be 735 (any land)
  • MS 193 Singing Stones locmask 223 (any land but cave) should be 735 (any land)
  • MS 214 Well of White Water locmask 223 (any land but cave) should be 735 (any land)
  • MS 215 Mercury Pond locmask 223 (any land but cave) should be 735 (any land)
  • MS 216 Singing Stream locmask 223 (any land but cave) should be 735 (any land)
  • MS 217 Weeping Stone locmask 223 (any land but cave) should be 735 (any land)
  • MS 247 Earth Blood Seepage locmask 223 (any land but cave) should be 735 (any land)
  • MS 262 Cave of the Pale Ones locmask 223 (any land but cave) should be 735 (any land)
  • MS 272 Troll Pit locmask 223 (any land but cave) should be 735 (any land)
  • MS 273 Troglodyte Den locmask 223 (any land but cave) should be 735 (any land)
  • MS 288 Painted Cave locmask 223 (any land but cave) should be 735 (any land)
  • MS 289 Maze locmask 223 (any land but cave) should be 735 (any land)
  • MS 293 Strange Opening locmask 223 (any land but cave) should be 735 (any land)
  • MS 295 Abandoned Laboratory locmask 223 (any land but cave) should be 735 (any land)
  • MS 296 Crystal Flames locmask 223 (any land but cave) should be 735 (any land)
  • MS 298 Caves of Passing Time locmask 223 (any land but cave) should be 735 (any land)
  • MS 302 Gateway locmask 223 (any land but cave) should be 735 (any land)
  • MS 303 Distortion locmask 223 (any land but cave) should be 735 (any land)
  • MS 304 Nexus locmask 223 (any land but cave) changed to 735 (any land)
  • MS 315 Battlefield locmask 223 (any land but cave) changed to 735 (any land)
  • MS 318 Cave of Ghouls locmask 223 (any land but cave) should be 735 (any land)
  • MS 325 Banefire Braziers locmask 223 (any land but cave) should be 735 (any land)
  • MS 329 Catacombs locmask 223 (any land but cave) should be 735 (any land)
  • MS 335 Statue of Death locmask 223 (any land but cave) should be 735 (any land)
  • MS 406 Ancient Temple locmask 223 (any land but cave) should be 735 (any land)
  • MS 407 Pool of Sanctity locmask 223 (any land but cave) should be 735 (any land)
  • MS 415 Cave of Dark Rites locmask 223 (any land but cave) should be 735 (any land)
  • MS 416 Temple of Darkness locmask 223 (any land but cave) should be 735 (any land)
  • MS 474 Ancient Forge locmask 223 (any land but cave) should be 735 (any land)
  • MS 475 Chamber of Changes locmask 223 (any land but cave) should be 735 (any land)
  • MS 480 Halls of the Dead locmask 223 (any land but cave) should be 735 (any land)
  • MS 481 Banefire Forge locmask 223 (any land but cave) should be 735 (any land)
  • MS 509 Fountain of Rubies locmask 223 (any land but cave) should be 735 (any land)
  • MS 512 Ctonian Gate locmask 223 (any land but cave) should be 735 (any land)
  • MS 514 Well of Darkness locmask 223 (any land but cave) should be 735 (any land)
  • MS 574 Enchanted Gate locmask 223 (any land but cave) should be 735 (any land)
  • MS 575 Enchanted Tomb locmask 223 (any land but cave) should be 735 (any land)
  • MS 612 Painted Crypt locmask 223 (any land but cave) should be 735 (any land)
  • MS 614 Flaming Tomb locmask 223 (any land but cave) should be 735 (any land)
  • MS 618 Silver Sarcophagus locmask 223 (any land but cave) should be 735 (any land)

Edi April 4th, 2007 05:57 PM

Version 3.15
 
VERSION 3.15

Edi May 6th, 2007 05:06 AM

Fixes From 3.15 To 3.17
 
THINGS FIXED FROM 3.15 TO 3.17

ARMOR
  • A 38 Black Steel Full Plate Has not been updated with the plate armor change. Should be -3 defense, not -4. Encumbrance should be 4, not 5
  • A 95 Sun Armor Has not been updated with the plate armor change. Should be -3 defense, not -4. Encumbrance should be 4, not 5
  • A 111 Spider Armor Has not been updated with the plate armor change. Should be -3 defense, not -4. Encumbrance should be 4, not 5

NATION DESCRIPTION HEAT/COLD SCALE ERRORS
The following nations should have these preferences in the nation descriptions, but currently have something else.
  • EA Ulm +1cold
  • EA Lanka +2heat
  • EA Kailasa +2heat
  • MA Bandar Log +2heat
  • LA Patala +2heat
  • LA Atlantis +2cold
  • LA Bogarus +2cold
  • EA C'tis +2heat
  • MA C'tis +2heat
  • LA C'tis +2heat

GENERAL STATFIX ISSUES
  • U 1424 Sun Priest LA Mictlan Sun Priest should have forest survival
  • U 1739 Rakshasi no stealth, which causes problems if her stealthy seducer form changes shape in battle after an unsuccessful seduce attempt. No longer stealthy, she will die as the province defenders attack her. Or get stuck like the Capricorn landform used to do if he fled to land from an underwater battle.
  • U 1759 Sidhe Lord Should have weapon 473 Golden Spear instead of 1 Spear and armor 142 Bronze Scale Cuirass instead of 8 Chain Mail Cuirass to match the rest of the EA Sidhe and Tuatha
  • U 1760 Bandaraja Incorrect nametype, should use Bandar Log nametype instead of indie nametype. Same problem seems to affect a lot of the Lanka/Bandar Log/Kailasa/Patala units. This one is the only commander currently known to be affected.
  • U 1837 Hydra Wrong firstshape. Unit should have firstshape 1831 instead of 1837. Form 1837 is one of the intermediate forms of the Pythium hydras, but it does not revert back to its base form due to wrong firstshape. All other hydra firstshapes seem to be okay.
  • U 1856 Hydra Wrong firstshape. Unit should have firstshape 1850 instead of 1856. Form 1856 is one of the intermediate forms of the Pythium SC sacred hydras, but it does not revert back to its base form due to wrong firstshape. All other sacred hydra firstshapes seem to be okay.
  • U 1898 Fomorian Sorcerer Unit is poor amphibian even though regular Fomorian units of same physical shape are not. Precision 10 should probably be 9 to be more in line with regular Fomorian units, but no big deal.
  • U 1954 Rusalka Undead should have 0 encumbrance + 100 cold and poison resistance (now has enc 2, CR 50% , PR 0%)
  • U 1970 Longdead Giant Leadership should be normal 10, undead 10 (or 40) instead of normal 40, undead 10
  • U 1977 Fossilized Giant Leadership should be normal 10, undead 10 (or 40) instead of normal 40, undead 10. Hit points should be more than 17?
  • U 1973 Black Priest should have weapon 14 Maul to match graphic, not weapon 13 Hammer
  • U 740 Black Priest should have weapon 14 Maul to match graphic, not weapon 13 Hammer
  • U 1982 Priest Smith Age should be increased. MR only 9, should be more? Hit points 10, should be 12 like Black Priests?
  • U 325 Master Smith Hit points 10, should be 12 like Black Priests?
  • U 748 Siege Engineer Hit points 10, should be 12 like Black Priests? Almost all Ulm commanders have more than 10 hit points.

BATTLEFIELD
  • CBT Battlefield Enchantment icon bugginess: Casting Rain will cause a blank icon looking like a fort to appear with no description. Same happens when Ark is brought into combat, but Ark effect description says ?no description available?, ?fatigue cost 0? and ?cannot be cast underwater?

SPELLS
  • SPELL Twiceborn: Grants immortality to demons with death magic. A demon with twiceborn in effect will respawn in capital like an immortal if it dies in friendly dominion. Changed so it does not affect undead, demons or inanimates.
  • SPELL Astral Shield: Has much higher base score or multiplier for casting priority than it should. Bug thread post
  • SPELL Growing Fury does not work. Icon appears on the top right of screen but no units are affected Works fine for me - ko
  • SPELL Voice of Apsu & Voice of Tiamat can be cast on enemy provinces and used to bring down domes for a cost of next to nothing. This is only a problem if domes of the same type do not stack and the spell is thematically supposed to work on provinces even though they are not under the player's control. If domes of same type are made non-stackable, VoA becomes a problem.
  • SPELL Sermon of Courage Description outdated, legacy from Dom2.


BEHAVIOR
  • BHV Corrupt/Seduce: It is possible to assign these commands to units who do not possess them. Recruit bunch of scouts, add Succubus/Manyusha Rakshasi/Oreiad/other seducer, group them, move to enemy province. Select whole stack by clicking on the seducer, hit space, select ?Seduce? from list and all units will perform seduce action. Supposed to be fixed a while ago. Is it still there? This bug has been reconfirmed with patch 3.14.Fixed a long time ago I believe, but now it's checked on the server side as well. Double fixed!
  • BHV Corrupt/Seduce Retreat: Non-amphibian commanders and victims may retreat to a sea province after a successful seduction attempt, which results in both of them drowning.
  • BHV Affliction Disease affects inanimate/lifeless units such as mechanical men, though logically it should not. Lifelessness should give immunity to disease like undeath does. They are not affected by it even though they can get diseased.
  • BHV Automatic Site Search Targeting Automatic monthly casting of site searching spells skips all provinces that have two or more visible sites. It also skips provinces which have been searched with a lower level of skill. Capitals with only one site are targeted. Is this bug or WAD? WAD
  • BHV Eyeloss Units with lots of eyes will only get affliction "Lost a couple of eyes" even if they get repeated afflictions. They never go blind from eyeloss. They can do, but not as likely as 2 eyed beings.
  • BHV Recruitment Queue 2: Conquering an enemy castle with an active (but suspended due to siege) recruitment queue does not clear it. The recruitment queue remains behind and allows the conqueror to either recruit the enemy nationals (such as mages and other units) in the queue or cancel them and get the money.
  • BHV Golems & Turn 50 Rout Golems do not run away from the battlefield after a Turn 50 rout ends the battle. They die immediately instead. Bug or WAD? Confirmed WAD
  • BHV Call God Call God does not work sometimes. Discussion thread here. Could be manual numbers are wrong and 50 points of Holy needed for successful recall. Confirmed as issue of erroneous manual information, not a bug

MODDING
  • MOD (monster) #clear causes Mac version to hang
  • MOD (monster) #clearstat causes Mac version to hang
  • MOD (monster) #clearmagic causes Mac version to hang Is this verified? It is now, these are old problems that were fixed some patches ago but never reported as fixed.

GUI
  • GUI MSG Seduction All successful 'seduction' messages say the enemy commander was transported to your home with the help of the succubus, regardless of the actual unit performing the seduction.

Edi October 11th, 2007 04:24 PM

VERSION 3.17
 
VERSION 3.17

Edi October 28th, 2007 03:03 PM

Re: 3.10 Statfix Issues
 
THINGS FIXED FROM 3.17 TO 3.20



THE REALLY IMPORTANT STUFF
  • CBT Battlefield Enchantments Battlefield enchantments that affect the whole battlefield for the duration of the battle (e.g. Wrathful Skies, Darkness, Solar Brilliance etc) do not end when the mage who cast them leaves battlefield, even though they should.
  • BHV Army Movement: Move & Patrol When a commander is selected to move into a province with a castle and the move order changed to move and patrol, adding units to his squads will not change the move order even if the units do not have sufficient map move. Thus units with strategic move of 0 can be moved from province to province and units with strategic move of 1 can be made to move farther than they should.
  • BHV Non-stealthy Units Sneaking Out of Besieged Castles Non-stealthy units can sneak out of besieged castles. Requires stealthy commander. Give commander move orders out of castle and he will sneak. Add non-stealthy units and move orders change from sneak to move, but orders are executed on hosting anyway. Can be used to evacuate sieged castles to friendly neighboring provinces and/or attack neighboring hostile provinces. This seems to be a special case of the above issue.



THE OTHER STUFF
  • W 43 Poisoned Claw cannot be assigned to holy units (unless undead?) Can't see why, no different from any other weapon
  • W 250 Poisoned Claw cannot be assigned to holy units (unless undead?) Can't see why, no different from any other weapon On further testing it turned out that these two weapon "issues" are false reports caused by a mod error. :doh:

  • U 1162 Archer & U 1163 Warrior Maiden Archer had stealth removed, warrior maiden still has stealth. Are both supposed to be non-stealthy? (Ref. EA balancing thread) Apparently WAD
  • U 1847 Decrepit Description suggests loss of sacred status, so should he have H1 and sacredness? Apparently this is WAD

  • MAPCOM #seaplayers 0 is ignored if randomly determined nation is an UW nation This command has no effect in Dom3
  • MOD (monster) nametypes for Jomon: Jomon male and female nametypes are listed incorrectly in mod manual, they should be switched (female number is listed as male and vice versa)
  • MOD (monster) #magicboost does not work for specific paths

  • SPELL Mossbody: Explosion from mossbody also kills poison immune units, even though it should only cause poison damage. Works as it should for me
  • SPELL Communion 1 Slaves can act if they do so before the master has acted. This was originally a bug, but was intentionally left in the game to allow certain unique strategies arising from it.
  • SPELL Mists of Deception Needs a review of its operation mechanics for being too easily abusable with the CBT Battlefield Enchantments bug. Earlier report erroneously stated it keeps on producing phantasms even if all enemies are dead, but killing all enemies and phantasms ends the spell. However, this is very often very hard to do without a massive investment in resources compared to what Mists of Deception requires. Discussion threads are here and here Grayed out because the BFE bug has been fixed, but left here in case there is any relevance later

Edi February 16th, 2008 04:16 AM

VERSION 3.20

Edi March 6th, 2008 04:28 PM

THINGS FIXED FROM 3.20 TO 3.23b

ITEM SLOTS
  • No arm, no helmet: Commanders wielding two-handed item weapons in combat and getting the affliction 'Lost an arm' can lose their intrinsic helmet (but not the head slot). One of Blofeld's bane lords had his arm chopped off while wielding a wraith sword and when the item was later removed (it wasn't lost), the default full helmet was gone. Adding a starshine skullcap gave MR bonus but no head armor. Related to wielding 2-h item and 'Lost an arm' affliction? Or 2-h item causing confusion between 'Lost an arm' and 'Lost his head' afflictions or something else?
  • Item Slots Changing due to afflictions. Basically a different instance of the above case, an immortal unit healing from the "Lost an arm" affliction and getting its hand item slot back can cause unit to drop items. If an artifact is lost in this way, it will not be available for reforging unless the game is reloaded. In short, afflictions and item slots may result in very strange behavior. In the example case, a regrowing arm caused helmet, armor and boots to be dropped.



BEHAVIOR
  • BHV MERC Retaining commands: Mercenaries outbid from previous employer can appear as already executing orders previously given. This can result in the winning bidder gaining a free fort, temple or lab, depending on what orders were given on the previous turn(s, in the case of forts).
  • BHV SPELL Globals Global enchantments of nations that have vanished stay in effect. [Edi's note: Presumably in cases where nation is defeated without the casting unit explicitly being killed (e.g. dominion death)]
  • BHV Recruitment Queue 1: Canceling previously bought recruitment queue while being besieged triggers cheat-detection If it did it has been fixed.
  • BHV Recruitment at Unrest 100+ Should the recruitment queue be grayed out like it is during sieges when unrest rises above 100? Currently it is not, though units cannot be recruited. Changed so it's greyed out. Probably easier to understand that way.
  • BHV Shapechange 1: Dragon changing from human shape to dragon shape keeps helmet and misc items. Dragon changing from dragon shape to human shape keeps misc items but loses helmet. If misc slots are empty, the drago keeps the helmet.
  • BHV Shapechange 2: Dragon in human shape does not change into dragon shape immediately upon being wounded but upon death of human shape, which usually results in the dragon gaining several battle afflictions. Bug or WAD? WAD
  • BHV Unable to get new prophet This behavior may happen if a prophet dies of disease, player is unable to assign new prophet even after 20 or more turns. Possibly related to the late winter disease bug (units lose 1 hp to disease, then an extra HP, which also permanently kills immortal units in friendly dominion if it happens). Discussion thread and uploaded files here

BHV AI & Seduction
Quote:

Originally Posted by lch (Post 678369)
AI "bug": It seems to me that the AI only seduces with units that have the seduction effect of a succubus (fx number 210), and never with units that have the seduction effect of a Nagini (fx number 298). I suppose that the relevant code for assassinations/seductions hasn't been updated when the new seduction type was introduced. Thus the only units that the AI uses for seduction attempts are Succubus (811) and Lilot (2071).

Units affected:
  • Nagini (1325)
  • Oreiad (1650)
  • Manushya Rakshasi (1740)
  • Satyr (1881)
  • Cloud Vila (1941)
  • Mountain Vila (1942)
  • Sirin (1945)
  • Rusalka (1954)


IMMORTALITY & DISEASE
  • IMMORTALITY 002: Diseased immortal units may die permanently. Discussion thread here. Apparently, diseased units lose 2 hit points in late winter due to the mechanics and affliction determination, which can lead to permanent death of imortal units in friendly dominion. (fixed in 3.22)
  • BHV Unable to get new prophet This behavior may happen if a prophet dies of disease, player is unable to assign new prophet even after 20 or more turns. Possibly related to the late winter disease bug (units lose 1 hp to disease, then an extra HP, which also permanently kills immortal units in friendly dominion if it happens). Discussion thread and uploaded files here (fixed in 3.22)

SYSTEM
  • SYS CLI 002 --nonationselect and --noscoregraphs don't seem to work. When creating a game from the commandline in linux, use of either switch will reply with unkown switch. WAD, it's --nonationsel. --noscoregraphs works fine.


STATFIXES, UNITS
  • U 1652 Jotun Werewolf Goldcost 0 should be 250 to match Jotun Skratti or Skratti in werewolf form will cost 0 upkeep
  • U 1653 Jotun Wolf Goldcost 0 should be 250 to match Jotun Skratti or Skratti in wolf form will cost 0 upkeep


SPELLS
  • SPELL Domes Domes of the same type stack, making it possible to erect any number of domes of the same type simultaneously. All domes must be broken during the same turn or none of them will go down, which means that layered air domes make a province virtually immune to any overland spells if stacked five times or more. Other domes have the same problem, just not 80% stopping power. Works like this now.
  • SPELL Wish: Wishing for a non-unique item removes one existing item of wished for type from every nation (except the nation casting the wish, presumably), which can make for a very nasty exploit in the case of powerful non-unique items like Ring of Wizardry, Staff of the Elements and similar. Discussion thread
  • SPELL Sea of Ice does not affect AI at all. In fact, AI seems to be somewhat immune to movement restrictions that completely prohibit movement. Discussion thread
  • SPELL Tidal Wave AI is not affected by spell limitations in selecting target province and can cast it at inland provinces. Human players are affected normally by the limitation.

Edi March 6th, 2008 04:31 PM

3.15 Map & Mod Issues
 
VERSION 3.23b

Edi June 1st, 2008 05:43 PM

VERSION 3.26

Edi June 1st, 2008 05:44 PM

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.

Edi September 6th, 2008 04:56 PM

BLESS WEAPONS
  • Bless effects on weapons (fire & death) with multiple attacks If a weapon (e.g. Sword of Swiftness) has multiple attacks and is affected by fire blessing (and presumably also the same with death blessing), only the first attack of the weapon does normal + bless damage. All following attacks by the same weapon that turn do ONLY bless damage. Discussion thread. It has not been tested how such weapons would behave with a F9/D9 bless.
  • Bless effects on weapons (fire & death) with secondary effects and secondaryeffectalways effects Fire and death blessing on weapons that have a secondaryeffect or a secondaryeffectalways attribute [e.g. Firebrand with the Small Area Fire) have the secondaryeffect/secondaryeffectalways removed for the duration of combat and replaced with the blessweapon effect.

FORTS
  • FT8 Citadel Battle graphics are broken and defenders start outside walls and cannot retreat from the battlefield
  • FT28 Ermorian Citadel Battle graphics are broken and defenders start outside walls and cannot retreat from the battlefield
  • FT Construction Commanders killed by Mind Hunt or other remote spells when constructing a castle prevents continuing fort construction even if province does not change hands.

BATTLEFIELD
  • CBT Battlefield Enchantment autocasting by units: Mandaha autocasts Darkness, if there are several mandahas in battle and one dies, Darkness ends, effectively nullifying ALL mandahas.
  • CBT Doom Horrors bypassing bodyguards: According to Ranger, doom horrors somehow manage to bypass all bodyguard units to directly attack horrormarked target even when squares around target are filled with units. More discussion in this thread. No independent confirmation available, report may be inaccurate.
  • CBT Cave Provinces are not automatically under the effects of the Darkness spell as they should be
  • CBT Domes Combat shows domes as battlefield enchantments, bug or WAD?

SPELLS
  • SPELL Twiceborn: Does not work if the death mage dies by drowning in friendly dominion. A pretender who is attacked by the Kindly Ones and dies retreating from battle in friendly dominion is also not resurrected as a wight mage. Instead, when called back from the dead, he will still have Twiceborn in effect.
  • SPELL Inner Furnace (EA Abysia national) affects non-Abysians and gives non fire immune units heat aura, resulting in their death.
  • SPELL Communion 2 Using a Crystal Matrix on a priest with only H path, with at least two communicants, lets him cast four spells per turn. If the priest has other paths, like an H1N1 mage, the priest can cast only one H spell per turn, until one of his communicants is killed, at which point he casts two per turn. Discussion thread
  • SPELL Vengeance of the Dead If combat stretches past 75 turns, attackers are not killed by autorouting as they should be and the defender dies. Discussion thread here Bug or WAD?



ITEMS & ITEM SPELLS
  • I 168 Shroud of the Battle Saint The blessing from Shroud of the Battle Saint is removed when the unit wearing it casts Iron Will or Ironskin if the unit is not natively sacred. This bug does not affect natively sacred units wearing the shroud or sacred units that have been blessed with the Blessing spell. Discussion thread here
  • I 177 Bone Armor Soul Vortex from bone armor works erratically or not at all when the wearer of bone armor has the property of autocasting a battlefield enchantment (e.g. 1748 Mandaha).
  • I 145 Spirit Helmet Wearing a Spirit Helmet negates soul vortex from Bone Armor.

Edi September 6th, 2008 04:57 PM

Magic Sites
 
GUI
  • GUI Map Tearing & Battlefield Tearing Some maps experience tearing under some circumstances and the tearing seems to be caused by the filtering functionality in Dominions 3. Turning filters off, closing and restarting Dominions is a workaround. It is quite possible that the tearing seen on battlefields in some combats, especially on some battlefields (the sloping ones) is caused by this problem. Setting battle details to 5 or so usually solves it as a workaround. Both of these problems appeared after patch 3.10. The problem with map tearing is discussed here
  • GUI Shortcut 'y', issue nbr 1 Sending an army to a province, then selecting province and using 'y' to manage incoming armies will not allow shift-clicking to select multiple units from the incoming army but shift-clicking to select units already in province works.
  • GUI Shortcut 'y', issue nbr 2 setting an army to move from province 321 to province 123 where you already have an army, then going to 123 and hitting 'y' shortcut only allows placement of army from 321 and army already in 123 is not shown on battlefield overview.
  • GUI Scouting Reports Sometimes game decides to give player "enemy army reports" on his own armies.
  • GUI MSG Screen No exit button, details here
  • GUI MSG Esc key Using Esc to return from Research to Messages (if you view Rsr from a link on the Msg list) sometimes returns you to Msg window scrolled way way down past your actual messages Happens fairly consistently with long message windows.
  • GUI MSG Question Mark Commanders Late game occurrence, all commander icons in the Message window may be replaced by question marks. If this happens, clicking ?Go to Commander? will only find the first commander in the list. Commanders still exist and work as they should, the game just loses trackof them in the message window. Ewierl has save files available.
  • GUI GRAPH Nation Vanishing on Defeat Anytime an opponent dies the graph of the opponent vanishes (did not happen in Dom2). At the end of the game there's no way to review the progress of the game because no one remains. This one is a very important issue to quite a few players even though it does not actually affect the progress of the game or cause crashes.
  • GUI GRAPH Limits Income, gem income, dominion and research graphs seem to have hardcoded limits to the values they display and the values seem to be low enough that they can be (at least for income, dominion and research) be easily exceeded. When a player hits the limit, after that nothing is shown, so doubling or tripling of income will just show the same flat line at the maxed out graph value.
  • GUI Numeric Keypad Numeric keypad arrows seem to have stopped working in 3.06 (they no longer scroll the map for example). They worked fine in 3.04.
  • GUI Resource Carryover Display does not work correctly. When recruiting units from a province, GUI will show negative resources on the turn the player pays for the units, but does not display subtraction of negative resources from previous turn correctly in the display even though the subtraction does occur.
  • GUI Orders Menu Menu can still appear in wrong place when opened by pressing space while a commander is selected. Appears partially or totally off the right edge of the screen if the mouse is in the middle of the screen. Esc to quit the menu and using space again usually gets it back in visible range.



SYSTEM
  • SYS VPs, Command Line & Dedicated Servers When starting a new game from the command line for a dedicated server there always end up victory points in the map, even if you didn't touch those settings and even if there is no VP victory in the game. Is this supposed to be WAD? Is it possible to turn this off? (This report courtesy of lch)
  • SYS File time stamps File time stamps are updated on the server in MP games even when the player elects to Quit Without Saving
  • SYS Save & Quit Save and quit when connected to the server actually uploads the 2h file even though the warning message says it will not upload. This can cause problems when the server is on quick host and you are the last player to take his turn. It can cause premature end turns.
  • SYS Incompatible Battle Replay: An old Dom2 bug making a comeback, battle replays of the same battle may show a different outcome between different operating systems in certain situations. Link to bug discussion thread post

EVENT ISSUES & SIEGE BEHAVIOR
  • EVT Siege & Indie Monsters: If a castle is under siege and the province is hit with an event that causes a monster attack (barbarian horde, knights, vine men, vampire count, necromancer, Bogus etc), nothing happens. The siege goes on as usual and after the sieging army successfully storms the castle or the defender successfully breaks the siege and kicks the invaders out, the monsters from the event emerge out of timewarp and attack the victorious player, shutting him inside the castle and requiring another break siege. Presumably such independent army should attack the besieging army on the turn it appears. This was fixed and the fix worked, but caused side effects that would have altered game behavior and turn sequence too much to be acceptable. The new feature was thus classified as a worse bug than this one.
  • EVT Siege & PD Increase: Events that increase PD can happen in provinces where a castle is under siege and therefore under the control of the sieging player (who can't buy PD until he has the castle). Such events do not have an effect, but presumably they should not happen in provinces with a siege going on. Update: These events do have an effect, as the person who is sieging the province does get the PD and it stays with them. It also acts on the sieging player's side in battle if someone attacks the province (Break siege or other attack)
  • BHV Siege Blood Sacrifice When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
  • BHV Move to Break Siege & Lesser Horror: Moving a commander into a break siege battle at a castle when that commander is going to be attacked by a lesser horror in the next turn can cause the game to crash during battle processing with a "unit2com inconsistency" error.
  • BHV Siege AI 1: The AI sometimes behaves weirdly in siege situations, requiring an inordinate amount of time (on the order of several turns with 100+ army) to destroy castle walls despite there being only one mage with no troops inside. Update: This seems to be caused by the AI sieging algorithm getting stuck, i.e. it can take dozens of turns to try to break down walls with even a huge army becasue something doesn't add correctly, but if any disruptive event oir other change occurs (e.g. a battle in the province), all of the accumulated effects from the sieging army are applied all at once.
  • BHV Siege AI 2: Independent forces (barbarians etc) never storm forts they are sieging even if they break down the walls.
  • EVT Cave Provinces Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
  • EVT Amber Clan event monster nmbr Event that gives an Amber Clan Mage to UW player should give monster 575, not 1417

IMMORTALITY
  • IMMORTALITY 001: Immortal units do not respawn in capital when killed in friendly dominion. Detailed discussion in this thread. Phoenix pretender observed repeatedly autorouting in battle inside own dominion the first time it was killed despite having Phoenix Pyre in effect. The Phoenix was the only unit for that side. Immortals should not rout in own dominion?

AI
  • AI Dominion Suicide The AI can commit suicide if it chooses a sleeping pretender, as it has no idea how to avoid an almost immediate dominion defeat. Probably most problematic with Mictlan.

Edi April 4th, 2009 04:36 PM

MAP COMMANDS, MAP EDITOR & RMG
  • MAPCOM #fort [fort nbr] Does not work correctly for deep sea provinces. Underwater forts (12 Kelp Fortress, 13 Kelp Citadel, 18 Dark Citadel and 19 Living Castle) do not appear in deep sea. Land forts appear normally, so do labs and temples.
  • MAPCOM #randomequip <#> #randomequip 4 should give a commander several powerful items, but usually only two items will appear even when 7 slots are available.
  • MAPEDITOR Inserted Province does not seem to do anything. Discussion thread here.
  • MAPEDITOR Shortcut 'm' is used to assign both mountains and many sites terrain. WAD, it's shift+M for many sites
  • MAPEDITOR Province name lists: Jelenia Gora is used as name for a sea province. Jelenia Gora is Polish and means Deer Mountain. Morskie Oko is used as a sea province name. The name is Polish and means Eye of the Sea, which is a location of folklore that appears in the mountains. The name alludes to legends of a mountain lake having an underwater connection to sea. Both names should therefore be used in the mountain names list (so that B0rsuk's head doesn't explode http://forum.shrapnelgames.com/images/smilies/wink.gif).
  • GAME CREATION Scenario Restrictions: After initiating a scenario restricted to a single age, even after canceling out of the scenario, you cannot select the restricted ages when starting up a new game on a different map. Discovered by backing out scenario and then creating a random map.
  • RMG: Neighbors & terrain strangeness: Neighbor assignment in random maps can be strange and sometimes neighbors are missing altogether. Sometimes water provinces can have land graphics and land provinces water graphics. Sometimes provinces can appear apparently straddling boundaries between two other provinces that are not actual boundaries after all.

MODS
  • MOD Armor Assignment to Creatures Armor can be selected for modding by armor number but cannot be assigned to units by armor number, the name must be used. This breaks mods if there are ever changes to armor names and makes it impossible to assign various armors of the same name (e.g. Centaur Barding) because the game always picks the first one. Weapons can be assigned by number, so armor should as well.
  • MOD (monster) #okleader Does not work if #copystats is used first to generate new unit
  • MOD (monster) #startaff [percent] does not work
  • MOD (monster) #leper [percent] does not work correctly. Popkill happens, but units in province are not diseased like they should. There is confusion on whether this mod command invokes fx_leper or fx_leprosy and what icon should appear. Currently it gives the scythe icon that Mabakiel and Harvester of Sorrows have and both os those units also spread disease to units. There is another ability, plaguecarrier which has its own icon and does not cause popkill, but spreads disease to units. Clarification and correction is needed.

Edi April 4th, 2009 04:37 PM

BEHAVIOR
  • BHV Army Movement vs Magic Phase Siege Discussion thread here Two armies moving against each other, one from castle to open ground can miss each other and instead of the army from open moving to siege a castle starting a siege, ends up inside castle and besieged if someone else drops a summoned spell (e.g. Angelic Host) to siege castle in magic phase. Ironhawk reports that the issue is caused by server not rechecking move orders unless army is attacked, so events that disrupt movement but do not cause attack will be ignored.
  • BHV Dominion Spread: Dominion increase chances and spread seems in some cases (or perhaps always) to be only affected by base dominion, not increased dominion. Discussion thread on Dominions spread and Bug discussion thread post
  • BHV Recycling Unique Summons Unique summons can be recycled. Uniqueness seems to be tied to the monster type ID and the game checks if a particular ID (e.g. Queen of Storms, Queen of Thunder and Queen of Clouds) is already on the map and if all applicable monster IDs are found, summon fails. If the unique summon is transformed (by Transformation or dying and casting Ritual of Rebirth), the unique slot becomes free again and the creature can be resummoned. This means that it is possible to get several supercombatants through these means, even though the gem cost is fairly large.
  • BHV SITES General, Unrest Sites that cause unrest will cause positive unrest in provinces with 0 population unless taxes are set low enough to eliminate all unrest.
  • BHV Imprisonment Equivocation: AI gods slip in and out of imprisonment. AI gods that are killed somehow revert back to imprisoned status and almost immediately break free again, suffering no reduction of magic paths.
  • BHV MERC Ritual of Rebirth: Rebirthed mercenary mummies retain mercenary behavior. Retreating from battle will still kill them, they cannot be given troops, won't let go of gems and items. WAD?
  • BHV Forging: Changing forge orders on a unit does not count gems spent on the item being cancelled, so first forging must be cancelled with some other command before assigning new forge orders if necessary gems are low.
  • BHV Nation Overview & Scouting Reports It used to be that in Dom2 spies were able to see the sites of the province they were in. This is not possible anymore (they just see the icons). However, if you lay siege to an enemy castle, you will be able to see the sites in that province fully through the Nation Overview screen. Is this WAD due to the nature of the F1 screen and the special situation of sieges?
  • BHV Pretender Creation Reported in detail earlier by PM, Dom3 behaves very strangely if a pre-created pretender is selected for loading, deleted and a new pretender created from the default form suggestion. Results can look like this.
  • BHV AI Bodyguards AI sometimes assigns far too many units as bodyguards, such as entire stacks of 20 or more that would be much more effective directly in battle.



UNCONFIRMED, POTENTIAL ISSUES
  • BHV Critical hits There MAY be something strange about critical hit determination in some cases. The problem seems to crop up more frequently when flagellants are involved. I do not have sufficient skill to analyze the posted debug logs or to make more than tentative conclusions about them. So this is a potential issue, NOT a confirmed one. Discussion thread here.

MINOR ISSUES
  • BHV Items & intrinsic ranged weapons When a unit with an intrinsic ranged weapon is given a weapon item that gives a melee weapon, it loses its ranged weapon in addition to its intrinsic melee weapon. If it is also given a shield, it gets its ranged weapon back. If it is first given a shield and then a melee weapon item, ranged weapons disappear. Same behavior appears also with units with 4 arms. As long as the item in the last hand slot is a shield, it keeps its ranged weapons, but if the last hand slots contains a weapon, they disappear.
  • EA R'lyeh Descriptions Some players feel that all EA R'lyeh units should refer to Aboleths in their descriptions instead of R'lyeh. Affected units are 336 Slave Guardian, 1524 Slave Guardian, 1525 Slave Guardian, 1526 Slave Guardian, 1518 Slave Mage, 1519, Slave Mage, 335 Slave Trooper, 1515 Slave Trooper, 1516 Slave Trooper, 1517 Slave Trooper, 337 Lobo Guard, 425 Shambler Thrall, 1527 Slave Priest, 1528 Slave Priest. All of these units would need completely new versions with a different description for EA R'lyeh and the EA recruitment list updated, land and sea forms matched etc. Currently all of these units appear in all eras of R'lyeh.

Edi January 14th, 2011 04:11 PM

Re: Bug Thread: The Shortlist
 
WEAPONS
  • W 336 The Deadliest Poison does not affect undead or poison immune creatures as it should. Detailed post
  • W 407 Fire Shuriken ? loses Strong Poison Apparently WAD?


NATION STATFIXES
  • NAT LA Caelum stealth: LA Caelum has stealthy troops but no stealthy commanders (except scout), rendering stealthy troops essentially useless
  • NAT Oceania EA PD no longer includes mermen above lv 20
  • NAT Abysia LA Fort defense is no longer ballista, but some kind of strange sprite.
  • NAT Mictlan MA Pretenders should not have 246 Freak Lord, since Freak Lord is a Blood path pretender and Blood magic is forbidden during the Reign of the Lawgiver
  • NAT Mictlan LA Underwater forts LA Mictlan should be able to build underwater forts like LA Atlantis and recruit some kind of Atlantean troops in them, since it has Atlantean units (Rain Warriors and Kings of Rain) on land who intend to return to the sea.
  • NAME Ultan, Ultan The Great Fixing did not affect name lists, so Man/Eriu/Tuatha name list still has one entry as "Ultan, Ultan" instead of just "Ultan"


NATION ISSUES, NOT STATFIXES
  • NAT Abysia Death Scale & Income EA and MA Abysia should not have their gold income affected by Death scale, but the income is reduced by Death nonetheless.
  • NAT Ashen Empire Ermor autospawning: Censors can spawn underwater despite not being able to enter the Sea. Thus they drown immediately.
  • NAT Bandar Log reincarnation: Player receives message '****v has died and been reincarnated as a fully grown White One.' The problem is '****v' is actually a series of squares followed by a triangle (point down). No idea what happened, who died and where. According to Endoperez, this happens when a White One unit dies and is reincarnated as a White One unit.
  • NAT Non-existent nation in Hall of Fame: If a game is started with less than the maximum number of players, EA Arcoscephale appears in the Hall of Fame. Starting a 2-player game with EA Arco and any other nation will result in both nations' gods ending up in the Hall of Fame and gaining heroic abilities. If a game is started in ME with any two nations, EA Arco appears in HoF and the gods of the two nations appear there under the Arco flag. If a second EA game is started after the MA game (with EA Arco included), Arco gets both nations gods in the HoF AND both gods from the previous EA game as well, but does not actually possess any units other than their own god. Even stranger, in this second EA game, the Arco god does not gain a heroic ability outside the HoF display, but in the first one it did. ??!!!

SCOUTS
  • LA C'tis no starting scout, only scout in army list empoisoner (110 gold & mage)
  • MA C'tis only scout in army list empoisoner (110 gold & mage)
  • EA C'tis no starting scout, lizard lord & commander of C'tis instead, no scout in army list
  • EA Sauromatia no starting scout, fortune teller instead

NATIONAL HEROES
  • MA R'lyeh should have 622 Traitor King instead of 444 Traitor Prince
  • MA & LA Arcoscephale should have 371 Hero (Antromachus), currently disabled
  • NAT LA Caelum heroes are the same as the middle era ones, making their descriptions a bit thematically inappropriate and out of place. New heroes for LA? Caelos the Sacred One especially is a bit out of place while Zaelinys the Harab Seraphine works quite well with Return of the Raptors. Come to think of it, EA Caelum could also do with a couple more heroes, Isvat the Unwinged is the only one.
  • NAT Monkey Nation Heroes: Bandar Log, Kailasa and Patala have no heroes at all, except Devasura the Fallen, who is shared with Lanka. Lanka also has just Devasura and the undead bandaraja. More?

GENERAL STATFIX ISSUES
  • U 200 Chariot ? graphic is the same as chariot archer
  • U 254 Spectator has description of 253 Dusk Elder This is in the list as legacy of the older lists, ref. our PM & email discussion about Ermor
  • U 562/2 Sylph Glamour, no stealth
  • U 654 Serpent King (Serpent form) goldcost 0 should be 55 to match other form, otherwise cost mismatch problems may occur.
  • U 824 Ice Devil Should have fire vulnerability 50% like other ice devils except the fire immune one (822).
  • U 831 Ice Elemental Weapons should be 69 Icicle Fist, not 92 Fist
  • U 832 Ice Elemental Weapons should be 69 Icicle Fist, not 92 Fist
  • U 833 Ice Elemental Weapons should be 69 Icicle Fist, not 92 Fist
  • U 834 Ice Elemental Weapons should be 69 Icicle Fist, not 92 Fist
  • U 835 Ice Elemental Weapons should be 69 Icicle Fist, not 92 Fist
  • U 836 Ice Elemental Weapons should be 69 Icicle Fist, not 92 Fist
  • U 862 Vampire Queen Cost should be reduced from 175 to somewhere around 100. VQ has been nerfed since Dom2 and at current prices it is not a viable pretender even for SP games.
  • U 863 Apostatic Warrior Stealth(0) should be Stealth(15) or Stealth(20) to make him an "able assassin" as per description.
  • U 1345 Celestial General no attack sprite
  • U 1362 Turkey Should have startage 45; This is a trivial consistency issue that has no actual impact
  • U 1373 Son of Heavens no attack sprite
  • U 1603 Human Huskarl no description
  • U 1604 Human Huskarl no description
  • U 1886 & U 1887 should have same startage to avoid possible old age related problems, since they are the two forms of the same shapechanging monster
  • U 1964 Slayer Newt mapmove 1 should be 2
  • U 1965 Slayer Worm Base AP 12 should be 11 (Abysian base)
  • U 1978 Dust Priest Should have base undead leadership 40, not 10.
  • U 2049 Third Son of Anak Should have Forge Bonus 15, currently has none.
  • U 2070 Sibyl of Hermon Should have Healer and Fortune Teller abilities as per description, but doesn't

ULM BLACKSTEEL
Units that could use a new prot 21 blacksteel helmet for thematic reasons
  • U 66 Guardian
  • U 113 Lord Guardian
  • U 69 Black Knight
  • U 70 Black Lord
  • U 68 Black Plate Infantry
  • U 72 Black Plate Infantry
  • U 74 Black Plate Infantry
  • U 76 Black Plate Infantry
  • U 78 Black Plate Infantry
  • U 80 Black Plate Pikeneer
  • U 115 Commander of Ulm
  • U 117 Commander of Ulm


POWER ABILITY STATFIX ISSUES
  • U 304 Devil no Fire Power, should have 1? Frost Fiend has Cold Power (1), Storm Demon has Storm Power (3) and Fiend of Darkness has Dark Power (2)
  • U 305 Arch Devil no Fire Power, should have 1-2?
  • U 826 Arch Devil no Fire Power, should have 1-2?
  • U 827 Arch Devil no Fire Power, should have 1-2?
  • U 828 Arch Devil no Fire Power, should have 1-2?
  • U 829 Arch Devil no Fire Power, should have 1-2?
  • U 810 Lord of Hell no Fire Power or Dark Power, should he have one of them?
  • U 1405 Goat Sun should probably have Fire Power 2-3, since he IS a Lesser Sun after all and brings Heat from Hell with him.
  • U 631 King of Flames only Fire Power (2), same as Anointed of Rhuax, should be 3 or 4?
  • U 910 King of Magma only Fire Power (1), same as Burning One, should be 2 or 3?
  • U 909 King of Banefires no Fire Power at all, should he have it or is he too corrupted?
  • U 1384 Solar Disc Description suggests fire power might be thematic for this pretender?


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