.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old April 22nd, 2005, 07:19 PM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: List of known issues

Could some mod sticky the thread ?
I'm sure Alneyan will volunteer to maintain/update it (with very visible tags for fixed bugs in new patches )
Reply With Quote
  #2  
Old April 23rd, 2005, 11:41 AM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: List of known issues

A few additions and changes to the list: maximum unrest and resources are now part of the list, along with the limitation of "moving" spells on immobile Pretenders. Entries regarding the items sharing a same name have been replaced with an entry giving the items numbers for those items (Sword of Sharpness, Bane Blade, Staff of Elemental Mastery).

An annoying typo has also been corrected: "some spells have unadvertised features" should have been "some sites have unadvertised features"; not quite the same thing.
Reply With Quote
  #3  
Old April 23rd, 2005, 12:42 PM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: List of known issues

Addition of the "army with only commanders/bodyguard units rout" matter; I am not sure everyone is aware of this problem with bodyguard units.

On yet another note, I recall reading something about identical domes stacking (so, 4 air domes giving an amazing chance of preventing a spell from breaking through, but all four domes would be destroyed if a spell made it through). Has it been confirmed? What are the specifics of "dome-stacking"?
Reply With Quote
  #4  
Old April 24th, 2005, 07:15 AM
Johan K's Avatar

Johan K Johan K is offline
Brigadier General
 
Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
Johan K is on a distinguished road
Default Re: List of known issues

To shorten the list a bit:

- The Arcane Nexus enchantment states that "XXX gems have been absorbed", but you will get fewer astral pearls than that: gems absorbed are alchemised into astral pearls by the enchantment.
* Message fixed

- Immobile Pretenders can only use the Teleport spell to move around. The exception to this rule is the Sphinx, unable to use the Teleport spell. Modded units behave like most immobiles, as they can use the Teleport spell.
* Nothing wrong with this behaviour

- It is still possible to get killed in Magic Duels, even with a difference of more than 6 levels between the two mages.
* The thing with magic duel is that it uses your raw magic level. Items and enchantments have no effect. So the spell is probably working fine.

- A site name is misspelled: "Underwater magic site, Air 3, Imprizoned Zephyr should be Imprisoned Zephyr." Thanks to Edi for reporting this one.
* Fixed.
__________________
http://www.illwinter.com
Reply With Quote
  #5  
Old April 24th, 2005, 08:18 AM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: List of known issues

The list includes "features" (by opposition to "bugs") if they are not documented. To the best of my knowledge, there is no mention of the Sphinx being unable to use the Teleport spell, or of the other immobiles not being able to use Cloud Trapeze (and similar spells). So, I feel this entry should stay in the list (if it is indeed undocumented), but it is indeed not a bug.

Thanks for the information about Magic Duel. About the two "fixed" entries: have they been fixed under 2.16 (or a previous patch for this matter), or will they be fixed by the next patch? I will probably put them at the bottom of the list, in a special "fixed items" list... or remove them altogether (that would depend on whether there is any need of knowing what has been fixed).
Reply With Quote
  #6  
Old April 24th, 2005, 06:26 PM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: List of known issues

Quote:
Johan K said:

- It is still possible to get killed in Magic Duels, even with a difference of more than 6 levels between the two mages.
* The thing with magic duel is that it uses your raw magic level. Items and enchantments have no effect. So the spell is probably working fine.

To me this looks like a serious issue : why should we have a (quite killer) spell that just not works like all other and ignore buffs ?
I understand it's maybe done to avoid total Pythium domination, but it still looks illogical. If you want to even chances just give a +1 for 2 levels difference, but allows buffs so that player can *think* about their MD stategies and not get stuck with their base unit stats ...
Reply With Quote
  #7  
Old April 24th, 2005, 07:42 PM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: List of known issues

Quote:
PDF said:
To me this looks like a serious issue : why should we have a (quite killer) spell that just not works like all other and ignore buffs ?

At least it makes clams not entirely worthless with Zens mods .
Reply With Quote
  #8  
Old April 25th, 2005, 01:08 AM

Huzurdaddi Huzurdaddi is offline
First Lieutenant
 
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
Huzurdaddi is on a distinguished road
Default Re: List of known issues

Clams in Zen's mod are just as fantastic/useless as they are without Zen's mod. That is to say that Astral gems are just as good as normal.

As to clams use/irrelevance it really depends upon type of game being played. In an FFA with a good number of players they are *the* strategy. In a game with 2 or 3 players on a tight map they are suicide.
Reply With Quote
  #9  
Old December 31st, 2005, 10:32 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: List of known issues

Alneyan listed this as an issue, which could be a bug or just an undocumented feature.
Quote:
- It appears that Magic Duel uses *base* astral level: spells and items do not seem to affect the spell at all, or they might be limited in power: an Astral 8 mage (with +1 coming from a spell) lived through more than 500 Magic Duels, while an Astral 8 mage, with +2 coming from spells, was killed after the 10th Magic Duel or so. An Astral 3 mage, fully loaded with items (reaching Astral 8), was killed after the third Magic Duel. Thanks to JK for the information.
Johan K. gave this answer:
Quote:
* The thing with magic duel is that it uses your raw magic level. Items and enchantments have no effect. So the spell is probably working fine.
I remembered every booster wasn't included, but when I found the source, I was quite shocked.
I really think the spell description should be changed to reflect this.
Reply With Quote
  #10  
Old April 24th, 2005, 08:34 AM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: List of known issues

Quote:
Alneyan said:
On yet another note, I recall reading something about identical domes stacking (so, 4 air domes giving an amazing chance of preventing a spell from breaking through, but all four domes would be destroyed if a spell made it through). Has it been confirmed? What are the specifics of "dome-stacking"?
There is no stacking bug it seems .
In my current game i had 4 domes of air + 1 astral dome .

1 of the 5 enemy flames got through , after that i had 3 domes of air left .

So they seemed to work as intended at least in this game .
I casted all 4 Airdomes with my VQ , maybe they would have stacked if they were casted by different casters .
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:45 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.