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March 19th, 2007, 07:36 AM
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National Security Advisor
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Join Date: Oct 2003
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Re: Bug Commentary
1) It's supposed to be that way.
2) That's been reported, but from the POV of the sieged forces in the castle. Thanks for the confirmation. It's a bug.
You can also take a look at the Bug Shortlist Thread to see if the things you have in mind are already reported.
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March 19th, 2007, 07:52 AM
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Second Lieutenant
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Join Date: Oct 2006
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Re: Bug Commentary
1 hum , I thought it might have been but I wasn't sure, thanks too.
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March 19th, 2007, 09:47 AM
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Major
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Re: Bug Commentary
Did someone report that MA Jotunheim and LA Marignon have bugged mages that can be recruited without labs.
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March 19th, 2007, 10:07 AM
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National Security Advisor
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Re: Bug Commentary
Do people bother reading this thread? AT ALL?
Quote:
Edi said:
Quote:
cthulhu said:
vaetti hags don't require a lab to build
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WAD. Due to the mechanics of the game, only mages who have one magic of a specified path require a lab to build. Mages who have no magic to begin with but who have a chance to get a random magic (no matter if that chance is 100%) do not.
Thematically this can represent hedge wizards and witches who are not formally trained but stumble upon the gift of one magic path or another and puzzle their way to some basic understanding of it.
With the vaetti hag, this is especially appropriate given the starting age of the unit. A whole lifetime of practicing whatever it is such hedge witches practice to learn a single level of a single path and without any formal training. Doesn't need any expensive labs for that.
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That bit is snipped from the first big bug commentary post on the previous page. TRY at least to pay some bloody attention to what is going on. It gets a tad annoying having to explain things several times simply because people are too lazy to use their own two eyes.
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March 19th, 2007, 02:26 PM
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General
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Join Date: Jun 2003
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Re: Bug Commentary
Quote:
Edi said:
Quote:
NT Jedi said:
Astral travel... is marked as bug in the new bug thread list, yet the spell has worked perfectly everytime I've casted the spell.
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Judging by the reports I've been seeing, there has been problems with that spell (at least when cast from the Gate Stone), Faery Trod and Stygian Paths as noted by the discussion thread referred to in the report.
Frankly, I'm going to have to ask you whether you are referring to Astral Travel or Gateway here.
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Gateway works correctly... and so does Astral Travel. From my testing Astral Travel works every time. The #startspell only is available for one turn so you'll need to setup a map giving yourself astral travel and 2 astral mages with randomequip_4 which will supply the astral gems to cast the spell. I'm reporting they both work correctly because we don't want the developers wasting time investigating something which is not broken. The only piece which might be busted is the GateStone item.
Quote:
Edi said:
Gateway works and always has. The reason why I have to ask is your prior bug report where you kept talking about Ritual of Rebirth over and over but were describing behavior of Twiceborn. I want to make sure you're not confusing your spells again.
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I've never reported bugs with Twiceborn or Ritual of Rebirth so you're confusing me with someone else.
Quote:
Edi said:
If you want to question my judgment on which bug reports to include in the shortlist, then you should provide something other than an anecdote to counter the reports of others. Or you can show me how I've erroneously attributed this bug report to someone when it has not been reported by anyone.
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I'm questioning the bug report because I have yet to experience this spell failing. Your confusion is the bug is not the astral spell which works great... it's the gatestone item. If you spend just 8mins of testing Astral Travel you would see the spell works.
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March 19th, 2007, 03:06 PM
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National Security Advisor
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Re: Bug Commentary
Apologies. Looks like I did confuse you with somebody else. Probably happened when I was sorting the chaotic mess I gleaned out of the early thread where I also had the names so I knew who posted what.
Thanks also for clarifying the Gatestone issue. Better that it's just the item bugged than the spells. Sorry I was so snippy with you, riding herd on this thing gets on the nerves sometimes.
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March 19th, 2007, 03:34 PM
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Major General
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Join Date: Aug 2000
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SoInjustice: National itemspell restriction?
The Sword of Injustice description (unchanged from D2) is probably missing a limitation.
A simple sword of ordinary appearance, this sword was once not unlike other swords. After it was worn and wielded by the Grand Censor of Ermor, who used it to mete out his depraved justice, it acquired considerable power from the innumerable innocents that died from it. The residue of these injustices residing in the blade was enhanced during the cataclysmic fall of Ermor, when it absorbed considerable amounts of unholy energies. The sword will now increase the holy might of its wielder and will strike anyone it hits with the rot of Hell. It also enables the owner to protect his undead minions from banishment.
It's supposed to grant the combat spell 'Protection of the Sepulchre', I believe. As T'ien C'hi, gave it to a GoR'd wight to protect his fellow wights; but this option wasn't listed in the order-assignment screen.
I'm not sure whether this is intended -- there are multiple possible causes here.
1. It's a national spell, and even items aren't supposed to break national-spell restrictions. In which case, this limit should probably be mentioned somewhere.
2. It's a holy spell, and there's something which prevents holy spells from being granted to non-priests. This would be unusual in so far as other itemspells work for non-mages ex. Phoenix Rod, skellipendant.
3. It's something specifically about this item.
My suspicion is #1, which should be testable via playing an Ashen Empire game. I don't have one active let alone at Cons 8; nor are there any other items which grant national spells, if memory serves. But if somebody does have an AE game and the Sword of Injustice, it might be interesting to check, and to also inquire as to whether the national-spell restriction is really intended here.
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March 19th, 2007, 04:42 PM
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Captain
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Re: SoInjustice: National itemspell restriction?
From my past experiences with this sword, the spell 'Protection of the Sepulchre' is cast automatically when the battle begins as it was in Dom2. I may be wrong.
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March 19th, 2007, 07:37 PM
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Major General
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Join Date: Aug 2000
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Re: SoInjustice: National itemspell restriction?
Ahhhhh. Autocast? Didn't think about that possibility. Doh.
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March 20th, 2007, 04:04 AM
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Major General
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Re: Bug Commentary
Er, never mind. It turned out the Hirdmen I was checking were in a swamp. Not a bug.
-Max
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