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-   -   Bugs Thread (http://forum.fulqrumpublishing.com/showthread.php?t=35325)

Zechnophobe 10-30-2012 10:22 PM

Had a thought about 'crit' damage from spells and rage. Is it possible they ARE doing more damage, but just don't use the big red 'crit' bubble to show it? Do you ever get damage values outside the listed range?

camelotcrusade 10-30-2012 10:27 PM

Quote:

Originally Posted by Bhruic (Post 475313)
It's not randomized at all. If your army has identical morale, then the same unit will always get the bonus. Actually, scratch that, the same unit position will get the bonus. If you change your unit order, you can change who gets it.

I wouldn't be at all surprised to find that Onslaught/Adrenaline work the same way, it seems to be deliberate. I was thinking about making it random, but without a clear indication that it's supposed to be random, I think that might be straying too much.

Well, the Onslaught skill specifically says it distributes adrenaline among allied orcs (rather than giving it to just one), so if that's what happening it's either broken or they didn't update their tooltip to scale back their ambition.

For Song of Midgard the translation is too butchered to know what they intended. It just says "Troop morale will increase by at least one" which apparently means "Otherwise, the first troop with the lowest morale will get the bonus."

I would think randomizing it once it's been determined it could go to any troop with equally bad morale would be true to the spirit. Probably too much fuss, though. I'll update the bug to say it's a tooltip issue (and maybe we can mod it to be random in the future if it's not too much trouble).

Bhruic 10-30-2012 10:32 PM

Quote:

Originally Posted by blacklegionary (Post 475318)
The spell Power of Light (increase damage agaisnt undead, demon) doesn't affect all troop at level 3 while the tooltip says it does.

Are you sure? When I mouseover the spell, the tooltip still refers to "the target", singular. I don't see any mention that it should apply to all units.

QNk 10-30-2012 10:38 PM

Quote:

Originally Posted by Bhruic (Post 475308)
If you've got a caster with the Doom spell, try casting it on a unit and then hitting it with a spell/rage ability. Doom is supposed to proc for both, so if you don't get a crit there, it's guarunteed broken.

That's why I was suspicious of the skills in the first place. Neither spells nor rage skills crit even on cursed enemies (yay Skald roulette!). Interesting note though, the skills and spells WILL do maximum damage in a range (poison skull, for example). This is similar to how regular attacks do a multiple of damage based on the maximum value. Believe it or not, there are formulas in place for calculating spell/rage crit multipliers. The missing segment, far as I can tell, is the actual application of the crit multiplier.

If anyone wants to take a look, damage calculations are located in the arena.lua file. It has references to both Icy Rage (arctic_rage) and destruction (destroyer). I'm not nearly well-versed enough in this part to know what I'm doing, but I'm going to attempt tinkering if this isn't resolved soon. (Critical traps... muahahahahaha!)

Bhruic 10-30-2012 10:48 PM

Quote:

Originally Posted by camelotcrusade (Post 475322)
Well, the Onslaught skill specifically says it distributes adrenaline among allied orcs (rather than giving it to just one), so if that's what happening it's either broken or they didn't update their tooltip to scale back their ambition.

Ok, Onslaught does appear to be distributing the adrenaline evenly among the troops. Modified by other factors, of course. At least, as far as I can tell from looking at the code, I don't have any Orc units in-game to test with.

Quote:

I would think randomizing it once it's been determined it could go to any troop with equally bad morale would be true to the spirit. Probably too much fuss, though. I'll update the bug to say it's a tooltip issue (and maybe we can mod it to be random in the future if it's not too much trouble).
It's a simple enough change. If there's some sort of consensus on randomization being the correct method of handling it, I don't mind doing it that way.

Bhruic 10-30-2012 10:50 PM

Quote:

Originally Posted by QNk (Post 475330)
If anyone wants to take a look, damage calculations are located in the arena.lua file. It has references to both Icy Rage (arctic_rage) and destruction (destroyer). I'm not nearly well-versed enough in this part to know what I'm doing, but I'm going to attempt tinkering if this isn't resolved soon.

Yeah, I saw that, it's why I asked about the Doom spell, as that puts the crit chance at 100% (for spells/rage, at least in the code). I guess I can put it on my list of things to test, once I get some sleep.

At this rate, I may never get back to playing again! ;)

DGDobrev 10-30-2012 10:58 PM

On a side note:

"Transmute not providing mana from a spell kill: Even though it should provide mana for any type of stack kill, transmute isn't providing its mana bonus when that kill is done by a spell. "

Wasn't it supposed to work exactly like this? It was working the same way in KBAP/CW too - otherwise you could spam armageddon/geyser/death star almost every turn.

"Destruction isn't activating: This ability should add crit chance to spells but no one has confirmed an actual critial on any of their spells. Modders were also unsuccessful activating a crit after upping the chance to 80%."

I thought destruction gives a damage increase, not critical chance. In KBAP/CW there was never a spell crit. Could it be a misinterpretation or a bad translation?

"They are working but need to be clarified. Trapper only works when the stack dies as a result of a trap."

Another copy/paste example. It was the same in KBAP/CW and never got fixed,

Xenesis 10-30-2012 10:59 PM

Spell - Gift doesn't appear to be consuming the correct runes. I used the L3 version on a soothsayer, it says that it should eat a Luck Rune in the description but the combatlog states that it used a Defence Rune.

camelotcrusade 10-30-2012 11:18 PM

Updates -
  • Added Gift Spell using incorrect runes
  • Moved Transmute to description issue. Thanks for pointing out it has always worked this way (so I'm suggesting the description be updated).

@DG, when you read destruction in this version it specifically says it provides a bonus to your critical damage. It's a new line added under the previous benefit (flat damage increase to spells). I'm wondering if impacts your critical damage in general and has nothing to do with a spell crit. Although evidence that spell crit is in the code makes me wonder what they intended.

@Bhuirc ha I know I barely play too because the bugs keep me busy and the fixes/mods are exciting to watch. On that note, all this talk of randomizing targets make me eager to look at Song of Alfheim. It's line 1454 in addon_arena. The description says good guys get buffs and bad guys gets debuffs but what actually happens is both sides get buffs and debuffs.

marc 10-30-2012 11:30 PM

1 Attachment(s)
Ok, here's a completely reproducible crash bug that hasn't been mentionned before.

If a unit that has the "Thread of life" buff walks into a trap, it crashes the game instantly. I've attached a save file with the 100% reproducible bug. To trigger, just land and attack the Orc unit, then :

- Cast Magic Missile on Orc Shamans
- Cast 18 rage skill centered on Orc Shamans, hitting all 6 units
- Cast lvl 3 Ice Snake on Orc Shamans
- Use maiden Spear on nearest goblins (only unit that is in full dmg range without moving)
- Wait all units until Soothsayers
- Soothsayers cast Loki's touch on Orc Shamans

If done right all 6 surrounding orcs will start attacking the Shamans, then Thread of life will be cast on an Orc unit, which then steps into a trap. Whew!

I suspect it might be caused the the trap and thread animation playing at the same time...

Edit : Where's my QA pay for the day? :P


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