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

Xenesis 10-30-2012 11:35 PM

Oh, another bug I completely forgot to mention.

Unit - Jarl The text tag for the fear skill in the combat log is faulty - It will display "??tag??" instead of the unit that was hit by the skill.

DGDobrev 10-30-2012 11:51 PM

Quote:

Originally Posted by camelotcrusade (Post 475352)
@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.

Beats me. I read the description, but I automatically assumed it is a misinterpretation or some bad translation, since the KB games are usually full of them.

I never saw a spell crit yet, and the damage was always constant. If we are supposed to have crits on spells in WotN, this changes things a lot. However, it also means that 1C kinda rushed through the playtesting, or there were even more bugs in the initial russian release. Either way we are looking at a rushed release, so I expect a patch to come out rather quickly.

P.S: as for transmute & spells, that's exactly the case. Used to be quite a discussion starter on KBAP/CW forum too.

Zechnophobe 10-31-2012 12:10 AM

I can, and have, heh, backed up DGD on the transmute thing. It did in fact work that way in KBAP, and seemed completely intentional. You can use rage abilities or normal attacks to transmute the mana, but kills via spell would not.

nicoli 10-31-2012 01:49 AM

Quote:

Originally Posted by Fatt_Shade (Post 475156)
@nicoli what does achievements DO, are there bonus for them like medals or they just look shiny somewhere ?

Steam achievements (which I was referring to) don't generally do anything. Similar to xbox achievements. You just say "oooh, shiny"

The in game achievements, I don't know yet since I haven't gotten any. There's a steam achievement for getting off the first island for instance, and I don't think there's an in game one for that.

Highborne 10-31-2012 02:32 AM

Cannot remember quest name off top of my head...it is an Orc woman, who wants you to find her lost husband.

Once you find him, and go talk to her again she asks about him, and you answer.
Then sends you to go talk to him again.

If you talk to her before talking to him again though, the text box pops up saying something like "No Text" and you cannot click checkbox/x, press Esc, nothing, you have to Alt+F4/Crash game and reload.

QNk 10-31-2012 03:21 AM

Quote:

Originally Posted by Zechnophobe (Post 475361)
I can, and have, heh, backed up DGD on the transmute thing. It did in fact work that way in KBAP, and seemed completely intentional. You can use rage abilities or normal attacks to transmute the mana, but kills via spell would not.

If I'm not mistaken, kills by traps would also trigger transmute. So will kills by summoned creatures. As long as it's not direct damage spells, it will trigger.

camelotcrusade 10-31-2012 03:43 AM

@Marc - very thorough, added the trap + thread of life bug
@Xensis - added buggy Jarl text in the combat log
@Highborne - I'd like to add that quest. Can you look in your completed log for the quest name?

Take that, bugs. ( ・_・)⌒°=θ☆( >_<)

hotfix666 10-31-2012 04:53 AM

Jotun house on first island? Can I reach or see that house or a bug?

hotfix666 10-31-2012 05:09 AM

Quote:

Originally Posted by nicoli (Post 475143)
I got 2 achivements after the patch (1 rewarded to me after exiting the game like it was catching up, 1 when I was playing, I started the game before the patch.

tell me if you can get eric achivement? and how few army you need.


I get 3 "same" achivements after the patch directly.

I shall finish the game on my first playing and get ALL achivements on same play.

When I look at steam now achivements maybe work for all? but nobody have achivement for defeat Eric? :confused:

For me is this a long adventure on some hundred hour playtime get all achivement on my first play so I after that can uinstall the game so I hope on friday all bugs are away :-P

Highborne 10-31-2012 05:10 AM

Quest: The Wanders of Odis Or (Western Freedom Isles)

camelotcrusade 10-31-2012 05:59 AM

Updates.
  • Added Wanders of Odis Or quest bug to quest section
  • Added Skalds are dodging damage due to caution to the units section
  • Added confusing crafting dialog to tooltips and texts section
  • Added valkryie rune management to valkyrie section

@Hotfix you can't get to that house until you can fly. I really think they should put a sign by it, a gold on the map that you can't get by it (so you realize it's not where you think it is), or update the description since tons of people are confused by it

In other news I was going wtf tonight when my berserkers plowed into a damaged unit of skalds and did 0 damage. But then I realized Skald's had the caution ability and it all made sense. I wouldn't have without our earlier discovery, though. :)

blacklegionary 10-31-2012 06:26 AM

1 Attachment(s)
There it is. Doesnt affect all troops like the description say:

Bhruic 10-31-2012 07:47 AM

Quote:

Originally Posted by camelotcrusade (Post 475352)
@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.

I looked at it before, but again, it looks pretty deliberate that they did it so that all units can get all types of spells.

Honestly tho', that seems pretty dumb. Why would you use an ability that has a chance of hitting your own units with negative effects? Or hitting the enemy with positive ones? I'm going to assume it's a bug despite the fact it doesn't look like one (code-wise).

Zechnophobe 10-31-2012 08:06 AM

The 'rest' times on your Valkyrie powers seems off. It looks like the tool tip takes into account the Rage Ready skill, but in reality that only effects your secial Viking powers, not Valkyrie ones.

Also, the Runic Word power of the Rune Mage does not correctly grant bonus runes for having Magic Runes.

Something that IS working right is that finding runes on the battlefield does immediately strengthen your rune mages.

BB Shockwave 10-31-2012 08:19 AM

Quote:

Originally Posted by nicoli (Post 475143)
I got 2 achivements after the patch (1 rewarded to me after exiting the game like it was catching up, 1 when I was playing, I started the game before the patch.

I am fairly sure you will fight Eric later in the game - where you have to gather allies - and that's the one the Achievment is for. IE, don't do the quests that gain the alliance of the Elves or Dwarves and fight Eric on your own.

Nevar 10-31-2012 09:10 AM

Possible bug: After arriving at Vestlig on my new Soothsayer file, I made a beeline towards Christa. While she did join me, she did not give me the ability to fly.

Bhruic 10-31-2012 09:32 AM

Quote:

Originally Posted by Nevar (Post 475499)
Possible bug: After arriving at Vestlig on my new Soothsayer file, I made a beeline towards Christa. While she did join me, she did not give me the ability to fly.

Not a bug, she doesn't give you the ability to fly until you break the rock wall.

pr0 10-31-2012 10:19 AM

The skald skill sense weakness appears to be broken - at least according to the tool tips.

I had a full viking army and lvl 1 sense weakness which states it provides +3% critical chance instead provides a +6% bonus. This applied to all the units I had at the time (Warrior Maidens, Berzerkers, Jarls, Axe Throwers and Soothsayers).:)

However as if to compensate lvl 2 sense weakness (+5% crit chance) doesn't appear to do anything to the same units again working from tooltips.:(

I will update when I have pulled enough mind runes together to take tier 3.

pr0 10-31-2012 10:22 AM

Quote:

Originally Posted by Zechnophobe (Post 475477)
The 'rest' times on your Valkyrie powers seems off. It looks like the tool tip takes into account the Rage Ready skill, but in reality that only effects your secial Viking powers, not Valkyrie ones.

I would suggest that is WAI the tool tip says it works only for hero skills although greater clarity would be good.

Nevar 10-31-2012 11:20 AM

Quote:

Originally Posted by Zechnophobe (Post 475477)
The 'rest' times on your Valkyrie powers seems off. It looks like the tool tip takes into account the Rage Ready skill, but in reality that only effects your secial Viking powers, not Valkyrie ones.

Are you sure? My Christa had Rest 2 before but seemed to have Rest 1 after picking up Rage Ready. The Rest values in your Rage menu seem to reflect the Net Rest after subtracting Rage Ready. However, the Rest values you see when leveling up Rage skills is gross, so you still have to subtract Rage Ready mentally.

I cannot confirm nor disprove this at the moment.

tszijarto 10-31-2012 12:17 PM

Is it a bug, when:
Enemy goblin shaman casts a "Thread of life" on my inquisitor. I remove it with "Dispel" magic (it is visibly removed), but the unit still suffers from the "Thread of life" effect.
???

RCDOWN 10-31-2012 12:56 PM

Game some time crashes to desktop after the battle against Runorm.

I won losing less than 30% of the troop, and the achievement box show up at the same time as the standard Parakrat's dialog the first time you get to Greenwort.
You're forced to talk with Parakrat before the achievement box can be closed.

Also noted some time the scenario is shown by the "camera cinematic" before the dialog, other time it is not.

I think the crash is more likely to happen when the scenario is not show by the camera intro mode.
The crash appen when you close the achievement window.

Mandea 10-31-2012 12:59 PM

I think so, I also have this problem. Sometimes I cannot remove it with dispel (it's not listed in unit properties) but the unit takes damage (huge damage).

thobel 10-31-2012 01:33 PM

Power of the Night
 
Power of the night level 3 is supposed to affect all troops -- it is otherwise indistinguishable from level 2 except for the mana cost (25 up from 10). Right now, it does the same thing as it's level 2 version; only a single troop is targeted.

I have not tested with power of the light yet, to see if it has the same behavior. I wouldn't be surprised if it did, though.

Bhruic 10-31-2012 02:07 PM

Power of Light has already been reported with the same thing. It's rather odd, as the spell parameters duplicate spells like Bless, which AFAIK, work fine.

unit_count=one,one,all

That should be sufficient to make it affect all units.

DGDobrev 10-31-2012 03:05 PM

I just saw another bug. It never worked like this in KBAP/CW.

In snowy battlefield areas there are dwarven statues that cast a random buff to dwarfs nearby and a random offensive spell to enemies (like geyser, ice snake, etc.). I lured the enemy around it, the statue cast Ice Snake... and woe and behold, it hit every enemy INCLUDING IT FREAKING SELF AND WAS DESTROYED. What the f***???

You could have at least copy/pasted the KBAP code, guys...

camelotcrusade 10-31-2012 03:43 PM

Updates:
  • Added rune mage too fast/powerful based on discussion here to Units
  • Added Power of Light Lv3 Targeting/Descr. issue to Spells
  • Added Valkyrie rest timer issue to Tooltips
  • Added Power of the Night Lv3 targeting issue to Spells
  • Added Suicidal Dwarven Statue to units

@RCDOWN - Can you let me know the name of that achievement? Then I will add it to the list for a potential crash

Next I will look at the Bug Fixes thread and add them in where they apply.

Colbert30 10-31-2012 03:44 PM

Quote:

Originally Posted by DGDobrev (Post 475620)
I just saw another bug. It never worked like this in KBAP/CW.

In snowy battlefield areas there are dwarven statues that cast a random buff to dwarfs nearby and a random offensive spell to enemies (like geyser, ice snake, etc.). I lured the enemy around it, the statue cast Ice Snake... and woe and behold, it hit every enemy INCLUDING IT FREAKING SELF AND WAS DESTROYED. What the f***???

You could have at least copy/pasted the KBAP code, guys...

Haha! Yes, I saw the same. It was pretty hilarious and lame at the same time. :)

Bhruic 10-31-2012 03:46 PM

Quote:

Originally Posted by camelotcrusade (Post 475643)
Added Suicidal Dwarven Statue to units

As an addition to that - suicidal units. For some reason they upped the target priority of the various statues/etc, which is fine in general, but melee units seem to have an unhealthy (for them) desire to run up and whack exploding barrels. Which explode. In their face.

camelotcrusade 10-31-2012 03:48 PM

Quote:

Originally Posted by Bhruic (Post 475648)
As an addition to that - suicidal units. For some reason they upped the target priority of the various statues/etc, which is fine in general, but melee units seem to have an unhealthy (for them) desire to run up and whack exploding barrels. Which explode. In their face.

ROFL. I'll add that plus a few more quests I found. I'm almost afraid to come to the forums after I wake up, there goes an hour listing all the new bugs. :cool:

At least I have exciting bug fixes to look forward to!

pr0 10-31-2012 03:58 PM

As an update for the mind skill sense weakness I have now taken tier 2 and tier 3 with the same viking units:

Warrior Maiden, Berzerker, Jarl, Axe thrower, Soothsayer.

Lvl 1 gives a universal +6% critical, Lvl 2 gives nothing and level 3 gave Warrior Maidens and Axe Throwers +2% critical chance and everything else +3%. I initially thought that it increased the percentage dependent on the units base crit rating but soothsayers went from 20% crit to 23% whilst axe throwers went from 24% to 26% as did Warrior Maidens.

So now I am officially confused - and have 22 mind runes to use:rolleyes:

camelotcrusade 10-31-2012 04:11 PM

Quote:

Originally Posted by pr0 (Post 475656)
As an update for the mind skill sense weakness I have now taken tier 2 and tier 3 with the same viking units:

Warrior Maiden, Berzerker, Jarl, Axe thrower, Soothsayer.

Lvl 1 gives a universal +6% critical, Lvl 2 gives nothing and level 3 gave Warrior Maidens and Axe Throwers +2% critical chance and everything else +3%. I initially thought that it increased the percentage dependent on the units base crit rating but soothsayers went from 20% crit to 23% whilst axe throwers went from 24% to 26% as did Warrior Maidens.

So now I am officially confused - and have 22 mind runes to use:rolleyes:

Don't forget, this skill is also causing random recovery from rage and other weirdness. :) Do any code hawks have time to crack this open? In the mean time I will list it.

Zechnophobe 10-31-2012 04:29 PM

Quote:

Originally Posted by Nevar (Post 475532)
Are you sure? My Christa had Rest 2 before but seemed to have Rest 1 after picking up Rage Ready. The Rest values in your Rage menu seem to reflect the Net Rest after subtracting Rage Ready. However, the Rest values you see when leveling up Rage skills is gross, so you still have to subtract Rage Ready mentally.

I cannot confirm nor disprove this at the moment.

Yeah. My Gurlida's Rage has shown as 'Rest 1' forever, and yet had 2 turns of delay before casting. Then I got a level of the medal for using Valkyrie special abilities, and it dropped down one. The tooltip is clearly not showing the right rest times. Rest 1 means you should have no delay in using the ability again.

So Rage Ready is correctly effecting Viking powers, but is tooltipping like it works on Valkyrie oens.

Bowie 10-31-2012 04:46 PM

Not sure if this has been mentioned, but Ice Prison can instantly kill pretty much any lower level stack.

If a target is hit with Ice Prison, and then you break the prison with the Arrows rage ability, the entire stack will be annihilated and replaced with a charger.

camelotcrusade 10-31-2012 05:04 PM

Quote:

Originally Posted by Bowie (Post 475678)
Not sure if this has been mentioned, but Ice Prison can instantly kill pretty much any lower level stack.

If a target is hit with Ice Prison, and then you break the prison with the Arrows rage ability, the entire stack will be annihilated and replaced with a charger.

That sounds like something is wrong. I don't have either ability so I'm not sure what "should" happen. If I add it, what do you suggest?

Bowie 10-31-2012 05:19 PM

It's probably not going to be a quick fix. I'm sure it has something to do with the Ice Prison being considered a unit, so when the arrows kill it, it has to put the charger somewhere, overwriting the existing occupant of that hex. I'm not a code guy, so either somehow make it such that arrows can't target someone in an ice prison, or that ice prisons can't spawn a charger from the arrows.

camelotcrusade 10-31-2012 05:34 PM

Quote:

Originally Posted by Bowie (Post 475694)
It's probably not going to be a quick fix. I'm sure it has something to do with the Ice Prison being considered a unit, so when the arrows kill it, it has to put the charger somewhere, overwriting the existing occupant of that hex. I'm not a code guy, so either somehow make it such that arrows can't target someone in an ice prison, or that ice prisons can't spawn a charger from the arrows.

Thanks. I'll add it to the bugs under rage abilities, even though it impacts spells too. I think you're right that it's the charger that's messing things up.

Bhruic 10-31-2012 06:18 PM

Quote:

Originally Posted by pr0 (Post 475656)
As an update for the mind skill sense weakness I have now taken tier 2 and tier 3 with the same viking units:

Warrior Maiden, Berzerker, Jarl, Axe thrower, Soothsayer.

Lvl 1 gives a universal +6% critical, Lvl 2 gives nothing and level 3 gave Warrior Maidens and Axe Throwers +2% critical chance and everything else +3%. I initially thought that it increased the percentage dependent on the units base crit rating but soothsayers went from 20% crit to 23% whilst axe throwers went from 24% to 26% as did Warrior Maidens.

So now I am officially confused - and have 22 mind runes to use:rolleyes:

I'm trying really hard to figure out what "espace" means... *sigh* They really did a horrible job with some of these tooltips.

Anyway, the numbers don't make a lot of sense. There seems to be a typo based on the tooltip, as the level 2 has a -5% where the other two levels have a 3% and 7% respectively. But that doesn't explain how it's messing up the numbers.

edit: Ah, I found the problem. In skills.txt:
Code:

levels {
      1 {
        deps=1
        runes=0,11,1
        trade=
        pars=+3%,3%
        fight {
          {
            filter {
              belligerent=ally
            }
            pbonus=krit,5,0,0,-100,0,0
          }
        }
      }
      2 {
        deps=1
        runes=0,11,1
        trade=
        pars=+5%,-5%
        fight {
          {
            filter {
              belligerent=ally
            }
            pbonus=krit,5,0,0,-100,0,0
          }
        }
      }
      3 {
        deps=1
        runes=0,11,1
        trade=
        pars=+7%,7%
        fight {
          {
            filter {
              belligerent=ally
            }
            pbonus=krit,7,0,0,-100,0,0
          }
        }
      }
    }

The "pbonus" part is what's relevant here, it goes 5, 5, 7 for the 3 levels.

There's something "extra" going on with vikings, as they seem to get different bonuses than other things do. The animals I checked with all got the +5% for the first level that it indicates they should, but the vikings seemed to get +6%. Not sure where the extra 1% comes from. Also not sure what the pars=3%,3% etc, is supposed to be doing.

DeRex 10-31-2012 06:33 PM

Traveling between any islands consumes one whole day always, not just few hours.

DGDobrev 10-31-2012 06:43 PM

Well, it was the same in KBTL. There was also a mechanic in KBTL when if you wait for the right moment in time (before the day rolls over to next one) you can travel in like an hour or so. I wonder if the same thing can be used here.

QNk 10-31-2012 08:09 PM

Quote:

Originally Posted by Bhruic (Post 475720)
There's something "extra" going on with vikings, as they seem to get different bonuses than other things do. The animals I checked with all got the +5% for the first level that it indicates they should, but the vikings seemed to get +6%. Not sure where the extra 1% comes from. Also not sure what the pars=3%,3% etc, is supposed to be doing.

Pars (parameters) are what the language and mechanics files pull to do calcumalations. It goes Pars=[param1],[param2],[param3], so on and so forth. The localization files (eng_skills.lng for most of us) pull these directly as [param#]. For example, level 1 of Sense Weakness has the following description (I think I reworded this one to make more sense, so don't expect it to match yours).

Code:

skill_weakness_lore_text_1=^skills_tPar^Troops. Chance of allies inflicting a critical hit [param1]. <br>Chance of allies to escape a critical hit [param2].
In game, where [param1] is supposed to be will instead display the number in the pars list.

In mechanics files these values are referenced using name of the skill, followed by a single number for which param to pull. For example, the diplomacy skill power calculation pulls the first param listed via the following (in skills.lua)

Code:

local perc_pacify = skill_power("diplomacy", 1)
This defines the local variable "perc_pacify" by pulling the first param listed in Diplomacy's pars list. This variable is then used for fancy mathematics further down the line.

Consistency is awesome, this usually(!) allows a modder to modify only the skills.txt file to have the change effected in both description as well as calculations.

EDIT: Also, some calculations are super simple to do (like adding a fixed percentage to critical chance, or increasing morale of certain troops by one), these are written directly in the skills.txt file. So changing the pars of these won't affect actual values ingame unless you also change the values in the pbonus (parameter bonus), rbonus (resistance bonus), or dbonus (not sure...) lines.

camelotcrusade 10-31-2012 08:19 PM

Quote:

Originally Posted by DGDobrev (Post 475730)
Well, it was the same in KBTL. There was also a mechanic in KBTL when if you wait for the right moment in time (before the day rolls over to next one) you can travel in like an hour or so. I wonder if the same thing can be used here.

Do you guys think I should list it as a bug then? The game does suggest it should be hours and not days. And does it even matter for anything besides spell point regen and rage loss? I don't recall if there is a score for speed or not.

Khornn 10-31-2012 08:47 PM

1. The artifact Courtly Garb can't be upgraded. When you select the Upgrade option from the right-click-menu the fight does not start, in fact nothing happens. I can upgrade other items, before and after getting Courtly Garb, so it's a bug only for this item.

2. Regina's Messenger rage ability spawns a lava golem that does not have a name, instead it has a tag that says [cpn_lava_golem5] NF

pr0 10-31-2012 08:52 PM

The third valkyrie (hilda) does not grant a leadership bonus at lvl 2 if not senior. Workaround - either make her senior or wait until you have enough items to promote her to lvl3 as this does not trigger the bug.

camelotcrusade 10-31-2012 09:33 PM

Updates -
  • Revised Sense Weakness bug with new understanding under Skills (go read it... it's kind of omg)
  • Added blocked orc unit on Eastern Island to Maps
  • Added Courtly Garb to Items
  • Added Regina's Lava Golem to Tooltips/Descr.
  • Added Hilda's Leadership Bonus to Valkyries

I am amazed how busy this thread keeps me, and equally amazed how diligent everyone is at reporting (and solving!) bugs. Go team! :mrgreen:

torquemada 10-31-2012 11:08 PM

Discovered yet another bug. Slow lvl3 says it immobilises enemts with less speed than the spell power (as I understand it is a stack with 2 or less in speed gets immobilised). This does not happen however the stack retains 1 speed despite this.

camelotcrusade 10-31-2012 11:17 PM

Quote:

Originally Posted by torquemada (Post 475851)
Discovered yet another bug. Slow lvl3 says it immobilises enemts with less speed than the spell power (as I understand it is a stack with 2 or less in speed gets immobilised). This does not happen however the stack retains 1 speed despite this.

It does? That's kind of cool. I like that level 3 spells are starting to show new powers. But they do pop up bugs, though. I'll add it to spells in a minute.

On a semi-related note, does level 3 haste do anything special?

Zechnophobe 11-01-2012 12:06 AM

Quote:

Originally Posted by torquemada (Post 475851)
Discovered yet another bug. Slow lvl3 says it immobilises enemts with less speed than the spell power (as I understand it is a stack with 2 or less in speed gets immobilised). This does not happen however the stack retains 1 speed despite this.

Woa, that's a surprise. I mean, that they had that as the intention. Like, did Slow really need to be made more powerful? Heh.

At least they didn't give it mass effect.

QNk 11-01-2012 12:09 AM

Immobilized units still get 1 AP to attack things right next to them, wouldn't make sense to reduce speed to 0 because they wouldn't be able to act at all if there were no nearby units (assuming target is melee).

camelotcrusade 11-01-2012 12:17 AM

Quote:

Originally Posted by QNk (Post 475867)
Immobilized units still get 1 AP to attack things right next to them, wouldn't make sense to reduce speed to 0 because they wouldn't be able to act at all if there were no nearby units (assuming target is melee).

Yeah, I don't know what they were going for. But if that description is right then I wouldn't expect the unit to move once it's slowed. Can it have 0 speed but 1 AP? I don't remember how it handles that when you're say, webbed.

Zechnophobe 11-01-2012 12:19 AM

Quote:

Originally Posted by camelotcrusade (Post 475871)
Yeah, I don't know what they were going for. But if that description is right then I wouldn't expect the unit to move once it's slowed. Can it have 0 speed but 1 AP? I don't remember how it handles that when you're say, webbed.

Actually, webbed is a bit buggy, in previous games. I recall sometimes webbed units would not be able to act. I wouldn't be surprised if this was a hangover from previous titles.

That said, 'immobolized' is a completely valid thing in this game. Choshas from KBAP were permanently immobile, but could still act. Same with Bruntors.

camelotcrusade 11-01-2012 12:29 AM

Quote:

Originally Posted by Samu66el (Post 475875)

Hi there - sadly your images are blocked for me. If you are reporting a crash, I advise packing up a save and those images for the admin, Nike-it. Good luck.

RCDOWN 11-01-2012 01:31 AM

Quote:

Originally Posted by camelotcrusade (Post 475643)
@RCDOWN - Can you let me know the name of that achievement? Then I will add it to the list for a potential crash

Bane of Death

Khornn 11-01-2012 01:50 AM

The artifact Shamanic Doll has a Use option when you right click it. It opens up empty dialogue screen which can't be closed and your game is stuck, and you have to quit the game either by Alt+F4 or Ctrl+Alt+Del.

Screenshot:
http://steamcommunity.com/sharedfile.../?id=105903035

Nevar 11-01-2012 02:15 AM

Not exactly a bug, but I think it's an issue when Regina's messenger causes a massive framerate drop the moment it appears on the field. I was wondering if there was some way to fix this, as I really like that ability, but the fps drop is ruining it for me.

Loopy 11-01-2012 02:24 AM

Regarding level 3 slow...

While it doesn't entirely prevent movement on enemies with 2 or less base speed, it does last a lot longer on them. Seems to be 50% longer. i.e., 4 turns -> 6 turns if enemy is <3 speed, 6 turns -> 9 turns.

camelotcrusade 11-01-2012 02:45 AM

Update - Added the Bane of Death crash to Achievements and the Shamanic Doll crash to Items.

camelotcrusade 11-01-2012 04:09 AM

Somebody told me about this bug but I forgot to add it... and now, karma has inflicted it up on me. And now that I'm actually playing again I'm finding bugs. Just added:
  • Your inventory stops scrolling when you sell: At some point your inventory will stop scrolling left and right when you're trying to sell in a castle. Destroying and cleaning out more spaces doesn't fix it. I don't think it started happening to me until I began to fill the last row.

Has anybody else had this happen to them? Looking for clues on what causes it...

Edit: Skald's No Target. Another weird bug happened to me tonight, too. Fighting enemy skalds and a window popped up saying "There's no target for this ability!" My theory is the reload on paean was complete and they tried to use it again. However, the only thing left was them and and a zombie stack, so maybe it wouldn't have applied to the zombies (who were already hasted, if it matters)? Other ideas?

Edit2: Rune mages have "Runic Staff" which says "Can strike at any distance." But they still have ranged penalty. Do you think that's a bug, or does it mean that they have a ranged attack?

Edit3: Rarely a level 3 unit will take my pile of Christa's gold even though they aren't supposed to (says levels 1-2). I've seen a sea dog and a vampire do this. How about you guys?

DGDobrev 11-01-2012 05:45 AM

If you mean a chest in battle - yes, the AI does it when it has no better action. Works the same way as with crucifixes, coffins, dwarven statues, statues, etc. If the AI unit has 1 more AP and they have a chest or structure nearby, they will usually remove it from play - unless the AI feels that it's overpowering you, in which case they rush for your lines rather than destroy or pillage.

If you mean a pile of gold on the map... never seen it happen.

As for the runic staff, I would venture to say that the developers meant they can strike from distance.

DGDobrev 11-01-2012 05:49 AM

One more thing - in KBAP/CW slow never used to immobilize units. It reduced the speed to 1, and lvl 2-3 only added to the duration if used on a slow enemy. Technically, everything is able to move at least 1 hex in any direction. It is not comparable to the Spider's web ability.

Nevar 11-01-2012 05:49 AM

Quote:

Originally Posted by camelotcrusade (Post 475925)
Edit3: Rarely a level 3 unit will take my pile of gold even though they aren't supposed to (says levels 1-2). I've seen a sea dog and a vampire do this. How about you guys?

Happened to me, too, but only with humanoids. I actually didn't know it was only supposed to work on 1-2 before the level up option came.

tiberiu 11-01-2012 06:52 AM

Quote:

Originally Posted by camelotcrusade (Post 475925)
Edit: Skald's No Target. Another weird bug happened to me tonight, too. Fighting enemy skalds and a window popped up saying "There's no target for this ability!" My theory is the reload on paean was complete and they tried to use it again. However, the only thing left was them and and a zombie stack, so maybe it wouldn't have applied to the zombies (who were already hasted, if it matters)? Other ideas?

I think this is more probable, I actually came here to post about this bug : Skald tries to cast curses on our units but if we do not have any lvl 1-3 units, the spell has no target and we receive that message. Thankfully, he countinues with other action after that.

RCDOWN 11-01-2012 08:13 AM

Quote:

Originally Posted by DGDobrev (Post 475948)
If you mean a pile of gold on the map... never seen it happen.

They not really "take" the gold, on the second island when a patrolling enemy troop passed near a gold stash, the gold disappeared, the "grabbing hand" remain visible, but you cannot get anything.

This appened to me only once and only when ALT+TAB was pressed before multiple times.

I'm talking about non-combat contest, to be precise.

Highborne 11-01-2012 08:36 AM

In the Catacombs (Castle/Area) in V. Wasteland; I cannot progress.

Enter the Catacombs, walk around, kill a few enemies, find the Secret Passage (by using Torch on wall), but the way is "blocked" by an invisible wall.

Also, at the end of the Catacombs is a portal which brings you down to a statue and throne, nothing there and nothing to help me go into the Secret Passage.

I think the area is bugged.

Rah 11-01-2012 08:37 AM

I haven't bought the game yet, played the game of a friend, but I noticed many text bugs and some of the descriptions are really twisted and not well written.

1. Even in the first dialogue with the king you say "I want to be the new kind".

2. No icon in units window for Absolute Rage, only a counter and a description.

3. Icy Rage says "Enables the hero to invest his Rage skills with the furious icy breath of the north.", maybe "invest" should be "enchant" or "enhance"?

4. Quick Draw speaks of Archer bonus, but all units that have ranged attack are described as Shooters.

5. Sense Weakness I and II, the parameter in skills.lua is +3%, +5% but the program code is +5%, +5%. Furthermore the enemy penalty for critical is programmed as 3%, -5%, 7% which does not work as intended.

6. Favorite of the Gods has the most tedious and clumsy description, which has to be totally re-written.

7. Persuasion - the same. Persuasion I could be "Negates the -1 morale penalty", Persuasion II "Reduces the morale penalty by 1" and Persuasion III "Negates all morale penalty"

8. Artifactor - should be Artificer.

9. Soothsayer - "After his dedication, a Soothsayer fully reveals his magic potential." needs to be re-written, no one says "after his dedication", it could be "with his dedication" or "Committed to the Rune Magic, the Soothsayer..."

10. Many items have a funny description and one very important thing, the skills, items, spells descriptions are inconsistent - they have many different formats and not a single template. Sometimes it says +# Attack or Attack +# ...

gguogguo 11-01-2012 09:47 AM

Great thread!

[Timeless Spell Bug]

Although it successfully extends buff on unit its spell effect is not last with some spell.

Example :

Turn 1:
Cast Lv1 Divine Armor to Knight Turn 1 ( last 2 turn)
Now he has increased resistance.

Turn 2:
Cast Lv3 Timeless to Knight at Turn 2
Divine Armor spell is extended ( last over 5 turn)

Turn 5~6:
Knight is still has Divine Armor at his unit info.
but his resistance is backed to 0 at defense popup.

[Resistance Medal and Divine Armor Bug]

It says it increases 'All' resistance but it did not increase Cold,Astral resistance.

pr0 11-01-2012 12:38 PM

Quote:

Originally Posted by Rah (Post 475990)
I haven't bought the game yet, played the game of a friend, but I noticed many text bugs and some of the descriptions are really twisted and not well written.

1. Even in the first dialogue with the king you say "I want to be the new kind".

2. No icon in units window for Absolute Rage, only a counter and a description.

3. Icy Rage says "Enables the hero to invest his Rage skills with the furious icy breath of the north.", maybe "invest" should be "enchant" or "enhance"?

4. Quick Draw speaks of Archer bonus, but all units that have ranged attack are described as Shooters.

5. Sense Weakness I and II, the parameter in skills.lua is +3%, +5% but the program code is +5%, +5%. Furthermore the enemy penalty for critical is programmed as 3%, -5%, 7% which does not work as intended.

6. Favorite of the Gods has the most tedious and clumsy description, which has to be totally re-written.

7. Persuasion - the same. Persuasion I could be "Negates the -1 morale penalty", Persuasion II "Reduces the morale penalty by 1" and Persuasion III "Negates all morale penalty"

8. Artifactor - should be Artificer.

9. Soothsayer - "After his dedication, a Soothsayer fully reveals his magic potential." needs to be re-written, no one says "after his dedication", it could be "with his dedication" or "Committed to the Rune Magic, the Soothsayer..."

10. Many items have a funny description and one very important thing, the skills, items, spells descriptions are inconsistent - they have many different formats and not a single template. Sometimes it says +# Attack or Attack +# ...

Good points but I think after his dedication is right ie I read it as undergoing a Dedication ceremony like a priest but it could be read either way.

Metathron 11-01-2012 01:45 PM

Does Christa's gold fail to work for anyone else? It used to work in the beginning, but now, the units I wish to take the bait just ignore the gold.

Bunnle 11-01-2012 01:54 PM

I'd like to report another bug that I didn't see listed here.

Gudrida the Fierce, the Valkyrie you obtain on Fastland, was upgradable for me to level 4 soon after she joined. She then offered a quest, saying that orcs had invaded my homeland after I had defeated the undead there.

There's two issues I have with this:
1. I wasn't even done fighting the undead and hadn't progressed the storyline past them yet.
2. I hadn't even seen or heard of any orcs up until now. And they certainly weren't on and around my homeland, because I was still present there myself at that point dealing with the undead.

Basically she spoiled part of the game's story for me and ruined some of the immersion. I think the issue is that the developers thought that you shouldn't be able to get her to level 4 so quickly. But seeing as, unlike her sisters who only take 1 item, she takes 3 different types of items it was really easy for me to do so.

Hagbard 11-01-2012 02:01 PM

Quote:

Originally Posted by Metathron (Post 476091)
Does Christa's gold fail to work for anyone else? It used to work in the beginning, but now, the units I wish to take the bait just ignore the gold.

Without upgrading the skill only attract lvl 1-2 units 100% sure, maybe u need to consider that.

rekiem 11-01-2012 02:18 PM

1 Attachment(s)
Shield of Rekcross is bugged when it randomly chooses the dragon to be ice dragon, the text is bugged, and if you try to extract the dragon the game crashes.

Metathron 11-01-2012 02:43 PM

Quote:

Originally Posted by Hagbard (Post 476104)
Without upgrading the skill only attract lvl 1-2 units 100% sure, maybe u need to consider that.

I did, after I upgraded it to 1-3, level 3 bears walked right past it, even over it, with no effect.

camelotcrusade 11-01-2012 02:50 PM

Quote:

Originally Posted by Rah (Post 475990)
I haven't bought the game yet, played the game of a friend, but I noticed many text bugs and some of the descriptions are really twisted and not well written.

1. Even in the first dialogue with the king you say "I want to be the new kind".

2. No icon in units window for Absolute Rage, only a counter and a description.

3. Icy Rage says "Enables the hero to invest his Rage skills with the furious icy breath of the north.", maybe "invest" should be "enchant" or "enhance"?

4. Quick Draw speaks of Archer bonus, but all units that have ranged attack are described as Shooters.

5. Sense Weakness I and II, the parameter in skills.lua is +3%, +5% but the program code is +5%, +5%. Furthermore the enemy penalty for critical is programmed as 3%, -5%, 7% which does not work as intended.

6. Favorite of the Gods has the most tedious and clumsy description, which has to be totally re-written.

7. Persuasion - the same. Persuasion I could be "Negates the -1 morale penalty", Persuasion II "Reduces the morale penalty by 1" and Persuasion III "Negates all morale penalty"

8. Artifactor - should be Artificer.

9. Soothsayer - "After his dedication, a Soothsayer fully reveals his magic potential." needs to be re-written, no one says "after his dedication", it could be "with his dedication" or "Committed to the Rune Magic, the Soothsayer..."

10. Many items have a funny description and one very important thing, the skills, items, spells descriptions are inconsistent - they have many different formats and not a single template. Sometimes it says +# Attack or Attack +# ...

Thanks, I'll add the clarification to sense weakness. For Absolute Rage is this a skill? A screenshot would help me report this better as I have trouble visualizing what is happening.

For the text errors I'm try to limit reporting on things you can figure out on your own (vs. completely missing text or situations where it tells you something should happen but it doesn't). Otherwise the bug thread would be overwhelmed with text issues. Fortunately we got some guys working on a text cleanup here if you want to repost.

camelotcrusade 11-01-2012 02:58 PM

Thanks guys. Updates. Edited for more updates.

*Added Runic Staff has ranged penalty to Rune Mage in Units
*Added Christa's Gift Lv1 rarely affecting a Lv3 enemy to Valkyries
*Added Skald "no target" bug. Skalds might win the buggiest unit award. Or is it the rune mage? :P Added to Units
*Clarified sense weakness bonus bug with new information in Skills
*Added Timeless Spell may not actually work to Spells
*Added blocked secret passage in Verlon wasteland catacombs to Maps
*Added spoiler alert for Gudrila's quest dialog to Text
*Added Shield of Rekcross + Ice dragon crash to Items

@DGDobrev oops, I should have clarified I meant they are taking Christa's gold when they level 3.
@tiberiu I like your skald popup theory so I will mention it in the bug entry
@Everybody commenting on slow, appreciate the info. I'm not suggesting it should immobilize enemies, just reporting what the description on level 3 slow says (and bugging it because it's not doing this).

We're still debating whether shackle unable to affect necromancers is a bug. Something seems fishy, feel free to weigh in.

Zechnophobe 11-01-2012 05:59 PM

Either the 'fear' spell has been changed, or it doesn't work as expected.

I feared a large stack of level 1 slingers, and had the stack attack my Ice Dragon immediately after. Normally fear would prevent it from making offensive actions (though it can retaliate) to higher level enemies. Might have to test on other ranged units to see if it is a 'shooter' bug.

camelotcrusade 11-01-2012 06:15 PM

Quote:

Originally Posted by Zechnophobe (Post 476229)
Either the 'fear' spell has been changed, or it doesn't work as expected.

I feared a large stack of level 1 slingers, and had the stack attack my Ice Dragon immediately after. Normally fear would prevent it from making offensive actions (though it can retaliate) to higher level enemies. Might have to test on other ranged units to see if it is a 'shooter' bug.

I thought fear said they can only attack units which are equal to or lower level than they are. I haven't had ice dragons yet... is it a summon that's actually level 1?

Zechnophobe 11-01-2012 07:09 PM

Quote:

Originally Posted by camelotcrusade (Post 476234)
I thought fear said they can only attack units which are equal to or lower level than they are. I haven't had ice dragons yet... is it a summon that's actually level 1?

Fear does say that, and normally it works that way. But for some reason, this slinger completely ignored that restriction.

The ice dragon is a normal level 5 unit. 2200 Leadership no less!

Also, I tried the fight two times, and once the slingers attacked the icey, and once they attacked the Emerald Green dragon.

camelotcrusade 11-01-2012 07:12 PM

Quote:

Originally Posted by Zechnophobe (Post 476259)
Fear does say that, and normally it works that way. But for some reason, this slinger completely ignored that restriction.

The ice dragon is a normal level 5 unit. 2200 Leadership no less!

Also, I tried the fight two times, and once the slingers attacked the icey, and once they attacked the Emerald Green dragon.

O.o Sounds like its time to pop open Fear and look for the loophole. Plus I have no idea how to look up individual unit parameters to see if slingers are special. Do you know how?

torquemada 11-01-2012 07:24 PM

I WANT A PATCH AND I WANT IT NOW!:-x

Bhruic 11-01-2012 07:26 PM

Quote:

Originally Posted by Zechnophobe (Post 476259)
Fear does say that, and normally it works that way. But for some reason, this slinger completely ignored that restriction.

The ice dragon is a normal level 5 unit. 2200 Leadership no less!

Also, I tried the fight two times, and once the slingers attacked the icey, and once they attacked the Emerald Green dragon.

Can you PM me that save? I've found the code to determine what a feared unit can attack, but I don't have a good sample to test with.

camelotcrusade 11-01-2012 09:40 PM

Quote:

Originally Posted by torquemada (Post 476271)
I WANT A PATCH AND I WANT IT NOW!:-x

I think best things about all these bugs is that a positive, can-do spirit has shown through in the community. We're documenting them, we're fixing them, we're helping each other and I know the devs appreciate it. I've seen other communities where all people do is yell in I'm glad this isn't one of them. Don't bring it down, man, it's all we have while we wait. Also.

camelotcrusade 11-01-2012 09:46 PM

On another topic, I used Loki's touch on a stack of wolves today and something I hadn't seen before happened. They enranged, were hit by an enemy and then "overcame their rage" and took their turn. Do enemies have a chance to cure it when their turn comes up - before the duration comes up? Not saying it's bugged, just might need a descr. update if that's possible.

What have you guys seen?

FromWisdomToHate 11-01-2012 09:48 PM

my rage just halved after i got valk. regina the stone.
I had 97 rage and now i have 44 as viking :(

My mana decreased as well.

camelotcrusade 11-01-2012 09:54 PM

Quote:

Originally Posted by FromWisdomToHate (Post 476325)
my rage just halved after i got valk. regina the stone.
I had 97 rage and now i have 44 as viking :(

My mana decreased as well.

Did she set herself as your senior Valkyrie? I know they can all give bonuses so maybe the one you used to have as your senior was giving you bonuses. Can you check for anything else that might have changed?

Zechnophobe 11-01-2012 10:01 PM

Quote:

Originally Posted by FromWisdomToHate (Post 476325)
my rage just halved after i got valk. regina the stone.
I had 97 rage and now i have 44 as viking :(

My mana decreased as well.

Hmm, Mad Rage scroll ended, and you switch senior Valkyrie, maybe?

Odd issue to be sure.

Zechnophobe 11-01-2012 10:02 PM

Quote:

Originally Posted by camelotcrusade (Post 476323)
On another topic, I used Loki's touch on a stack of wolves today and something I hadn't seen before happened. They enranged, were hit by an enemy and then "overcame their rage" and took their turn. Do enemies have a chance to cure it when their turn comes up - before the duration comes up? Not saying it's bugged, just might need a descr. update if that's possible.

What have you guys seen?

Were they hit by another stack of wolves? There is already a bug in this thread with 'rabid cures rabid' that could have been it, especially since you said wolves were involved.

camelotcrusade 11-01-2012 10:10 PM

Quote:

Originally Posted by Zechnophobe (Post 476331)
Were they hit by another stack of wolves? There is already a bug in this thread with 'rabid cures rabid' that could have been it, especially since you said wolves were involved.

Ding ding ding... wolves did indeed hit it. I didn't put together that rabies curing rabies was the same kind of debuff... e.g., rage = rage no matter where it comes from. I might clarify the bug, in that case. Thanks!

Alexgvf 11-01-2012 10:34 PM

Song of Midgard
 
To my experience song of Midgard only gives buffs to the 1st stack. Put it in the bug thread :)

Sorry im a noob on the forum and in the english language xD

Edit: i just saw its an already known bug

ihira 11-02-2012 02:27 AM

Pain mirror
 
Is Pain mirror spell working as intended?

enemy peasants did 9200 damage to my troops so I use lvl3 pain mirror on them which says does 109% of damage they did so it should be over 10000? but it only did 4700.
In AP/CW It did exactly what the explaination says so whats with this?

Also why does Warrior Maiden's Gift of Odin(lvl 1-3 cannot counter attack) sometimes work and othertimes dont work? Its very hard to plan with this.

camelotcrusade 11-02-2012 02:35 AM

Quote:

Originally Posted by ihira (Post 476407)
Is Pain mirror spell working as intended?

enemy peasants did 9200 damage to my troops so I use lvl3 pain mirror on them which says does 109% of damage they did so it should be over 10000? but it only did 4700.
In AP/CW It did exactly what the explaination says so whats with this?

Also why does Warrior Maiden's Gift of Odin(lvl 1-3 cannot counter attack) sometimes work and othertimes dont work? Its very hard to plan with this.

I haven't used pain mirror yet so if you could do more testing for exampes that would be great. Pain mirror's damage gets reduced by whatever resistance the enemy had who attacked you... although peasants aren't known for their magic resistance.

I do know the answer to your second question. It's on the bug thread but under tooltips because it forgot to tell you that your maden stack's leadership has to be higher than the target stack's leadership or they will hit you back. :)

hotfix666 11-02-2012 04:33 AM

when I start a new game sometimes, I see new enemy groups on first island. (that shall already was same enemy everywhere and not 4 black knights in a enemy amry) and sometimes certain enemies impossible win over unless you have some spells

Csimbi 11-02-2012 04:36 AM

"Guardian" award - While the hint appearing above this award says that this award gives resistance to all types of damage, it actually does not give any resistance to 'glacial' and 'astral' damage.
It was fixed in my extended awards mod. Those that want the fix without the modifications can apply the same fix by looking at the included medals.txt.

In addition, none of these LUA functions appear to work:
Game.MessageBox(...)
Game.InvokeMsgBox(...)
Game.Log(...)
Game.atom_getpar(...)
Plz fix.
Thank you!

camelotcrusade 11-02-2012 04:45 AM

Quote:

Originally Posted by Csimbi (Post 476430)
"Guardian" award - While the hint appearing above this award says that this award gives resistance to all types of damage, it actually does not give any resistance to 'glacial' and 'astral' damage.
It was fixed in my extended awards mod. Those that want the fix without the modifications can apply the same fix by looking at the included medals.txt.

In addition, none of these LUA functions appear to work:
Game.MessageBox(...)
Game.InvokeMsgBox(...)
Game.Log(...)
Game.atom_getpar(...)
Plz fix.
Thank you!

I've added a Modding section to the bug thread and included the information about the LUA files. About fixing only the Guardian Award I am not sure what to change... (I'm an inexperienced mooder). When you have time it would help to see which code to change, similar to how it's done on page 1 here.

torquemada 11-02-2012 08:50 AM

I noticed that the predetermined total damage range displayed when attacking units is inconsistent when the unit has holy damage (possibly in other cases too). I've seen it more than once, the total damage is displayed X to X+Y but the result damage is actually above that range or X+Y+Z for you algebra enthusiasts.
More practical example: Lets say my Inquisitors predetermined damage is 450 - 680, sometimes they actually do 760 without crit.

rekiem 11-02-2012 11:43 AM

Seems like some stuff on my game fixed itself, Butcher achiv counter was going up just fine, and I got it after 25 fights with 3 trolls, the shield of Rekross gave me 2 Ice Dragons on subsequent levels AFTER i skipped the level with that bugged one, and my Rune Mages have 2 Init instead of 20.
No mods running at all.

Bhruic 11-02-2012 12:11 PM

Are you running the latest Steam patch? It'll be interesting to see how many undocumented changes they've made, if so.

hotfix666 11-02-2012 12:17 PM

this dosent work for me... "Greedy" achievement counter now displays the amount of gold earned correctly*


I have restart steam etc :(

rekiem 11-02-2012 01:33 PM

Quote:

Originally Posted by Bhruic (Post 476541)
Are you running the latest Steam patch? It'll be interesting to see how many undocumented changes they've made, if so.

Yea, now that you mention it, I went to check and there was an 11mb patch this morning.

pr0 11-02-2012 02:08 PM

Quote:

Originally Posted by Nevar (Post 475951)
Happened to me, too, but only with humanoids. I actually didn't know it was only supposed to work on 1-2 before the level up option came.

I think sea dogs have a special treasure hunting rule? - certainly I've been hit by ghost pirates teleporting to the gold rather than the unit I wanted stunned.

Vampires on the other hand I have no idea about - only legal move?

rekiem 11-02-2012 02:23 PM

I dunno if it has been reported already, but sometimes after I finish a fight, it immediately starts again against the same enemies. It's like the enemy stack was cloned, since I get experience for both fights. (I got on one fight, won, was 5 xp away from lvling up, then the bug happened, fought them again, and lvled up afterwards)


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