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March 12th, 2007, 04:52 PM
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National Security Advisor
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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
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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:
Något gick fel!
cltu: bad mnr
Något 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)
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Mac problems are fixed in 3.10
Last edited by Johan K; October 26th, 2008 at 01:56 PM..
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March 17th, 2007, 08:08 AM
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National Security Advisor
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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

- 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
Last edited by Edi; August 22nd, 2008 at 06:56 AM..
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March 26th, 2007, 07:38 AM
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National Security Advisor
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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
Last edited by Edi; August 22nd, 2008 at 06:57 AM..
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March 27th, 2007, 05:11 PM
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National Security Advisor
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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)
Last edited by Edi; August 22nd, 2008 at 06:57 AM..
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April 4th, 2007, 05:57 PM
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National Security Advisor
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Version 3.15
VERSION 3.15
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May 6th, 2007, 05:06 AM
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National Security Advisor
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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.
Last edited by Johan K; February 13th, 2009 at 12:09 PM..
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