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Many BUGS: Weapons, Armor & Items
While I was compiling the lists of weapons, armor and the preliminaries on magic items, I discovered the following bugs:
WEAPONS
ARMOR
The typos in the armor names with "mail" spelled without capital letters are especially important typos to fix since currently assigning units armor by if number is not possible when modding. If spelling is inconsistent, this will result in errors. The preferable solution would be to have armor assignment in mods happen by number just like weapons do. Otherwise, the typos need to be fixed. ITEMS
That's the list of bugs for weapons, armor and units so far. The item bug list is very short as of yet, but I expect more will be found when I really get down to documenting them. I also have a growing list of unit bugs, some minor, some major, some just detail work, but I'll post it when I've done most of the DB so as to get everything at once. Having some idea of the schedule of the next patch would be great so I could submit that list before it comes out and hopefully have those things fixed for it. The thing about all of these bugs is that as long as they are reported and documented as a block, it'll take no longer than one afternoon/evening to fix. Edi |
Re: Many BUGS: Weapons, Armor & Items
401: Soul Death: should have "magic resistance negates", otherwise all hits from weapon #400 (Devour Soul) mean instadeath with no resistance.
I dont think this is a bug. Devour Soul is only used by the C'tis national summon Devourer of Souls, Conjuration 9. |
Re: Many BUGS: Weapons, Armor & Items
Flame helmet description seems to imply it should give general (not head) protection and so this doesn't look like a bug.
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Re: Many BUGS: Weapons, Armor & Items
While I agree with most of what Edi says, some remarks about these:
3 Trident: 1-handed, should be 2-handed ? 83 Wave Breaker: 1-handed, should be 2-handed (item is 2-handed) 389 Pearl Trident: 1-handed, should be 2-handed ? Tridents seem to be used 1-h - what makes sense as they are meant for short-range stabbing, not charge attacks. On the other hand, the units are drawn using them 2-h and without a shield .. 81 Thorn Staff: 1-handed, should be 2-handed (all other staffs are) There's a Thorn Spear and a Thorn Staff, the first 1-h the second 2-h. At least, that's how it should be (and was in Dom2). Did you check this ain't a mix-up? 165 Great Club resource cost 0, should perhaps be 1 ? If you can get a knife for free, why should a big log should require a special effort to produce? 433 Shadow Spear: rescost 0, should have rescost 1+ because is equipped on recruitable units (Shadow Vestal) This is a immaterial weapon - inherent to the unit. No need to produce it in a workshop .. 437 Long Spear: should be bonus (another nostr bonus weapon) Why? It's simply a longer version of the spear and used by inf troops as a primary weapon .. ARMOR 76 Magic Bracers: cannot be assigned to units via mod command even when using the command #armor "armorname" correctly 77 Cat Charm: cannot be assigned to units via mod command .. 78 Krupp's Bracers: cannot be assigned to units via mod command .. 94 Gift of Kurgi: Cannot be assigned to units via mod command .. .. those are not armors, but misc items. You can't give a unit misc items, but only a hero. And that only via map command, not by mod command. |
Re: Many BUGS: Weapons, Armor & Items
# 223 Venomous Bite: not bonus, should be as all other bites are.
# 323 Venomous Bite: not bonus, should be as all other bites are. I'm fairly sure that there are plenty of non-bonus bite attacks; skinshifters, for example. |
Re: Many BUGS: Weapons, Armor & Items
Arralen:
There are question marks on some of the entries for a reason: I was not sure whether they are bugs or not, hence they are listed with a marker for uncertainty that flags them as potential issues. The Thorn Staff issue is a bug. It applies specifically to the 2-handed weapon. The way these were tested was to take 20 different units each with a base rescost of 1 and fist as weapon, then modded to have one weapon and assigned as recruitable commanders. Then I made a map file where I had each of these commander types in the start province and each with a shield. If the unit showed Fist as its weapon when equipped with shield, the weapon is 2-handed. item plus a few other commanders used as mules for items. The thorn staff does not disappear when a commander is equipped with shield. Note that it was impossible to test missile weapons this way because they behave differently: They do not disappear when shield is equipped, but disappear completely when any weapon item is equipped unless they are bonus. Each weapon was tested for bonus status by handing the commander a fire brand in addition to the shield. If it stayed there, it's bonus, if not, it isn't. You do have a point about the great club. I just included it for the sake of completeness. Note the question mark. On the 437 longspear, pay more attention: The basic infantry long spear is #28 and includes strength for its damage and it is not bonus. 437, on the other hand, has fixed damage and does not include strength. It is used from the back of the late era Arcoscephale elephant. Because it is not a bonus weapon, the elephant gets -10 on both of its long spear attacks, which renders them as useless as if they did not exist. Same as the extra nostr spears on the centaur chariot. I am nothing if not thorough with this sort of documentation and that entry is there for a reason. On the armors: Those four armors appear on the armor list because they are defined as armor types in the game and they are provided from the items of the same name. When equipped, the appropriate armor type appears on the unit, just as fire plate appears from that item (though e.g. the eagle king has it as intrinsic armor). Armors 76, 77, 78 and 94 are impossible to define as intrinsic armors via MOD because they refuse to appear. The Skull Necklace on the other hand does appear. Those entries, like the 437 longspear entry, are there for a reason. Sandman: You happen to be wrong. Skinshifters in their werewolf form have bite #20 and that one is a bonus weapon. Go and find me ANY bite weapon from the DB listing there otehr than 223 or 323 that does not have a value of TRUE in the bonus column, as determined by the testing method outlined above. Edi |
Re: Many BUGS: Weapons, Armor & Items
Sorry, for some reason I thought that by bonus weapons, you meant 'no strength added' weapons.
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Re: Many BUGS: Weapons, Armor & Items
Tridents are indeed one handed : while some units looks like they use them with two hands (Illithid warriors for exemple), there are several Oceania units that fight with a trident and a shield (Mermydons for exemple)
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Re: Many BUGS: Weapons, Armor & Items
That does not prevent Atlantean units from using Coral Glaives with a shield even though that weapon is truly two-handed. Just looking at unit stats does not tell you anything, because an intrinsic shield will have no effect on an intrinsic weapon.
Edi EDIT: The Coral Glaive is 2-handed, not 1-handed as I'd mistakenly typed in my previous post. |
Re: Many BUGS: Weapons, Armor & Items
Seems to me there should probably be two types of tridents - one-handed and two-handed, with the one-handed one doing less damage and being shorter than the two-handed version which it sounds like is currently used for all tridents.
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