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June 27th, 2011, 08:31 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Thanked 120 Times in 93 Posts
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New Patch & Mods - Possible bugs.
See this thread:
http://z7.invisionfree.com/Dom3mods/...?showtopic=471
So be careful when updating.
How did this not come up in testing?
Last edited by Soyweiser; June 27th, 2011 at 08:41 PM..
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June 27th, 2011, 09:19 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: New Patch & Mods - Possible bugs.
Are they going to report it?
I think the modder testers are in that forum. You might ask there
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June 28th, 2011, 02:17 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: New Patch & Mods - Possible bugs.
I copied your post over to the other forum.
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June 28th, 2011, 03:38 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: New Patch & Mods - Possible bugs.
That bug was fixed in the latest version of the 3.27 patch, but apparently Shrapnel put up a slightly older version by accident.
At least on the Windows version it was.
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June 28th, 2011, 05:49 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: New Patch & Mods - Possible bugs.
Having read the conversation at Sombre's place, did the #clearweapons and #cleararmor commands solve the weapons and armor appearing double for modded units?
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June 28th, 2011, 10:55 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: New Patch & Mods - Possible bugs.
Yes, they do. The new behaviour is fine in itself, it's just different to the old behaviour, so that mods written for the old version now behave badly.
Fear not though, CBM is the main mod affected and I will release fixed versions of all the old versions in the next few days.
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June 28th, 2011, 10:55 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: New Patch & Mods - Possible bugs.
Yes, they do. The new behaviour is fine in itself, it's just different to the old behaviour, so that mods written for the old version now behave badly.
Fear not though, CBM is the main mod affected and I will release fixed versions of all the old versions in the next few days.
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June 28th, 2011, 02:30 PM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
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Re: New Patch & Mods - Possible bugs.
llamabeast, will you update the CBM1.6 version too? I'm eagerly waiting to start my game but would rather wait for it to behave correctly.
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June 28th, 2011, 09:44 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
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Re: New Patch & Mods - Possible bugs.
Did anybody see any change to magic sites? I saw one in one of my games, and that game had modded sites.
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June 29th, 2011, 08:05 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: New Patch & Mods - Possible bugs.
Not that I know of, but magic site modding processing is a bit of a question mark with regard to how commands are processed.
If you modify sites by assigning them new attributes in addition to old or changing existing attributes, all attributes of the site are reset.
Site attributes are the effects the site can have (gem income, recruitable monsters, curse, disease, horrormarks, lab etc). Modifying a site's attributes has no effect on its inherent properties (rarity, locmask, path, level, etc.), but modifying inherent properties may nullify attributes.
For this reason all site modding should be done with the assumption that a modded site's active attributes must be defined in full in the mod file for things to work.
For example, if you modify Pyramid of Life (+2 S, +2 D) to give +3 S, you also need to add the command to give +2 D or you will only get +3 S.
I suspect the reason for this is that there is no #clearsite command, so any command will clear all attributes because there can only be five attributes per site. Without resetting them, the game won't have any idea whether there are already five and when the limit is reached.
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