Buglist

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Gaidal Cain
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Buglist

Postby Gaidal Cain » Dec 30 2005, 20:04

Please use this thread to report bugs for 3.58f only. Here comes a list of bugs reported on the old Round table, with a note about what we've done about it (if listed as 'unknown', it either means I'm unsure about if somethings been done or that it's unclear if it has worked). Certain things that aren't really bugs are listed as well to avoid it being unnecessarily reported. Also, a list of fixed script bugs are attached at end of message (this was used internally in the WoG group so the format is different from the bugs reported on the RT)

General
¤Players can't attack eachother in MP: Unknown. Should work as long as you don't have any combat scripts.
¤The level 8 dwellings become visible on the map. I don't know why, but when a level 8 dwelling gets flagged by the AI, that square becomes visible to me, even in shrouded areas: Intended. It just works this way (there should however be an option for turning it off)
¤In the commander screen, my commander picture is choppy. The animation is accurate, but I get small, random black horizontal lines in the image: Can't be fixed
¤Towns that are destroyed and then rebuilt into a different type use the same external dwelling creature growth bonuses as earlier. Also, statues and parts of the statue of legion don't have any effect on re-built towns: Unknown.
¤When wogifying a map, that has special bans (e.g. spells), those bans don't work anymore (spells become available, e.g. by eagle eye): Unknown.
¤Creatures placed on map by hero will grow with time: Unknown.
¤Orb of Vulnerability doesn`t work with resists gained from creature experience: Unknown.
¤Hypnotized units with multiattacks (like Hydras and Cerberi) doesn't do any damage when retaling: Unknown This an old RoE bug

Scripts
¤AI heroes can change henchmen after I reload: Intended. AI gets assigned a commander when it's attacked
¤The option "Fliers can't fly but instead gain no retaliation" does not work well with stack experience: Unknown.
¤If your henchmen get killed before you retreat they are already resurrected when you recruit the hero out of tavern. Perhaps they should be automatically killed as a cost of retreat: Unknown.
¤If the top unit of a henchmen stack gets killed by a spell the stack doesn't die and the lost('s) unit comes back after combat: Unknown.
¤Living scrolls are unaffected by elemental orbs. Like a living scroll of ice bolt won't be boosted by a orb of water: .Intended. It's the scrolls casting, not the hero :wink:
¤The Summoning Stones cen only have your first 11 towns as destinations: Can't be fixed

Campaign-related
¤Can't exit crypt in Life of Adventure: fixed

List of fixed script bugs:
script00.erm (WoGify)
¤ Corrected a bug with the replacement function that was sometimes replacing quest hut artifacts when it wasn't supposed to.
¤ Added a check for customization of artifacts and scrolls (e.g., custom text or guards) and cancels replacement if the artifact or scroll is customized in this way.
¤ Added auto-disabling of "Arrow Towers Gain Experience" option if a Network game is detected, because this hard-coded option is not yet compatible with Network games.
¤ Now monster stacks won't be replaced if there's any customization of text, artifact, or resources (treasure) for the stack, or if there's only a single monster AND the stack is set to not grow, or if the monster is customized to always join or always fight. This should help to allow the monster replacement option to still be used on most custom made maps without causing problems.

script01.erm (Map Rules)
¤ If the map rule for all towns starting with Warlords Banners in front of them was chosen and Stack Experience was disabled, Banners were placed anyway. Now it has been fixed so Banners will not be placed if Stack Experience is disabled.

script02.erm (Artifact Boost)
¤ Statesman's Medal: now if you wish to use it, click on the town hall. If there is nothing to build, the Medal will NOT be removed (because it can be used in the Diplo-Boost (script96) too).
¤ Pendant Of Holiness - gives only spells that are not disabled.

script03.erm (Secondary Skill Boost)
¤ Eagle Eye won't remove itself now (after learning all spells) if Eagle Eye II boost is also active.
¤Resistance and Tactics boosts are updated to work correctly in MP games.

script04.erm (Arcane Tower)
¤ Some incompatibilities with new WoG artifacts that grant stat bonuses have been fixed.

script10.erm (Magic Mushrooms)
¤If a hero forgets the temporary Magic Skill (using Market of Time or Advanced Witch Hut), they can no longer use this as a method to get more skills than normally allowed.

script12.erm (Living Skull)
¤ Skull will not bring artifacts with guards attached.
¤ If the "Heroes pick up double artifacts" map rule is enabled, you will get two artifacts from the skull instead of one.

script17.erm (Potion Fountains)
¤ Berserker potion will set spell points after combat but will not add them, so it should now be fully-compatible with the "Quick Combat with no Spell Points" option.

script20.erm (Week of Monsters)
¤ A check has been added for Stack Experience enabled--if not enabled, Wandering Monsters will never have Warlord's Banners.

script25.erm (Map Options)
¤ When Cartographers replaced with Covers of Darkness had terrain in front of the right-hand square, the Cartographer wasn't deleted (although the CoD was placed)--this has been corrected.
¤ Saved message disabling options weren't immediately loaded on map loading--now they are.
¤ Fixed a bug with the Buy All Button that caused a game freeze if there were more than 998 unbought creatures in the town when the button was clicked.
¤ Another bug that erroneously moved a visiting hero's Warlord's Banners to the first stack has also been corrected.
¤ Choose Commander class: (new) added check for Rule "Heroes start at L5" (if yes give 5.000 Exp.)
¤ Duplicate name checks added for Hero and Town Renaming so duplicates won't be possible.
¤ If you have a hero with Boosted Mysticism specialization (from script39) and choose Quick Combat without spell points, the hero will only spend spell points added by boosted Mysticism and you won't lose all your spell points.
¤ Current player check added to Town and Hero renaming since changes done at another players turn would be lost.
¤ Current player check added to Display Hero's spell points to avoid being able to
see an opponent heros's spell points.
¤ Current player check added to Message Disabling to prevent problems.

script26.erm (Artificer)
¤ Bug with non correct artifact numbers fixed (connected with AI upgrading)
¤ AI will never upgrades to artifacts which he already has.

script28.erm (School of Wizardry)
¤ If you visited and tried to learn a skill but didn't have enough gold (and so couldn't learn it), you weren't allowed to revisit the school the same day. Now this has been fixed.

script30.erm (Adventure Cave)
¤ Now War Machines cannot gain extra retaliations in combat from one of the Hermits.

script31.erm (Treasure Chest 2)
¤ You'll no longer get an error if there are NO mines on the map (owned or unowned) and a deed to an unowned mine result is generated.

script34.erm (Cards of Prophecy)
¤ If a hero uses a Berserker Potion and gets a Knowledge bonus from the Cards then he will not get any spell points. After combat, if the hero used the Berserker Potion it will skip the spell point restoration part.

script44.erm (Emerald Tower)
¤ Corrected bug that prevented Emerald Towers being revisited at the start of a new
week.
¤ Vampire Lords and Ghost will no longer be offered the "Attack All Adjacent" ability because giving them that ability removes their normal life-drain regenerate and life-drain grow abilities.
¤ If you tried to upgrade a monster on a "week of", the wizard tells you that he can't this week, but following this, the dialogue box that asks if you want to leave the Emerald Tower only has an "OK" button and doesn't let you choose not to leave. This has been fixed.

script48.erm (Enhanced Secondary Skills)
¤ Fixed bug with Enhanced ESTATES: now gives daily gold when Enhanced Estates is active (previously gave gold for Enhanced Learning active).

script49.erm (Henchmen)
¤ War Machine/First Aid healing bug fixed. Resurrection now works too.

script50.erm (Enhanced Monsters)
¤ Fixed bug where Magogs had Archdevil ability description.

script54.erm (Enhanced War Machines I)
¤ If you also selected the option to demolish towns, you were unable to click on the former-Blacksmith in most cases to recruit Ghosts and then rebuild the town. This has been fixed.


script56.erm (Metamorphs)
¤ If a Metamorph transformed from a 1-hex creature into a 2-hex creature, it overlapped any creature stack directly in front of it, causing this creature to "vanish" from the combat grid (at least temporarily). This has been corrected.

script57.erm (Neutral Units)
¤ If the option for creature banks to increase guards and rewards is enabled,
Emissary buildings will not increase the number of Emissaries given.

script62.erm (Split Decision)
¤ The AI will no longer try to split a Berserked stack nor will it try to split if its chosen action is a melee attack or walk and attack.
¤ If you split a stack that has more than one Warlord's Banner, the split stack gets one too so that both stacks get to keep the Banner bonuses.
¤ If you combine two stacks and one has a Banner and the other doesn't, the combined stack will always have a Banner now.
¤ If a stack has already gotten morale this round and you split it, neither of the split stacks will be able to get morale again until next round.

script64.erm (Tobyn's Scripts)
¤ Level 8 dwellings working in WoG mode now only transfer to ally [no renounce and no enemy allowed because if you can reconquer, you may buy one creature *every* time you reconquer].
¤ Removed the lines which manipulate the build-flag altogether, and only allowed town transfer to allies or renouncing (to counter the exploit with unlimited buildings per day).
¤ Auto-msgbox when reaching lvl10 and Exp Est now only displays once.
¤ First Aid specialist gives three spells now and also checks for hero specialty when *removing* the 3 spells.

script67.erm (Conflux Neutral Town)
¤ When active, original Conflux creatures are now set to "neutral" (no town owns them) so they can be combined with other neutral creatures at no morale penalty.
¤ A bug which prevented the original Conflux creatures (now neutral) from being upgraded at a Hill Fort is now fixed.

script71.erm (Enhanced Artifacts)
¤ The various pendants that gave spells at the start of combat would not cast them on any creatures with the Dragon flag set, this has been fixed.
¤ Notification when Garb of the Forest Lord is assembled was garbled. Also now only displays when fourth artifact is picked up (previously could display if no Alabaster Helmet was present).

script73.erm (Enhanced War Machines III by Bonizag)
¤ Fixed: correct number of ballistas / First Aid Tents, if Commander = Ogre Leader / Hierophant.
¤ Corrected an incompatibility between script73 and script30 (Adventure Cave). The bug removed all War Machines permanently, if you had a fight in an Adventure Cave.
¤ War Machine Factories now accumulate War Machines too. A battle log bug when a catapult shoots is also fixed.
¤ Corrected bugs that sometimes occurred with incorrect numbers of War Machines available or owned by the hero.

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Siegfried
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erm bug?

Postby Siegfried » Jan 14 2006, 17:14

Hi,

maybe i found a bug. I'm trying to make a map with a moving town. So i used the !!CA...:Px/y/l in set mode. It does not work. I don't get any error message, but the town does not move. No other erm script uses this command in set mode. So is this a bug in erm or in the documentation?

Regards
Siegfried

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Gaidal Cain
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Postby Gaidal Cain » Jan 14 2006, 18:08

I think it's a problem with the documention- AFAIK, the only objects that can be moved this way are the heroes. I'd suggest you place a new town and copy the characteristics of the old one instead.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

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Siegfried
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move bug?

Postby Siegfried » Jan 16 2006, 7:31

Hi,

i thought of that. Interesting: I test played the map several times, and every time anyone attacks this town the game crashes. More interesting: The AI does not attack this town for a long time, although a hero with a more than strong enough army is nearby. So i assume at least this command does something, although i don't know, what.

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Gaidal Cain
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Postby Gaidal Cain » Jan 16 2006, 11:44

Yes, doing things you're not "supposed to" can have such effects. For example, AI heroes doesn't pick up campfires which gives Mithril, but it'll happily pick up ordinary mithril piles...
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

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Bethel
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Postby Bethel » Jan 17 2006, 2:58

script49.erm (Henchmen)
¤ War Machine/First Aid healing bug fixed. Resurrection now works too.

I presume that this means that when I use my tents on my henchmen, they won't die anymore?

Also, I have my maps set to have monsters gain no experience, yet they still are. Is this option not available as long as my creatures can gain experience, or is this a bug?

And how do I update for the bug fixes?

Thanks...

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Gaidal Cain
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Postby Gaidal Cain » Jan 17 2006, 20:26

Bethel wrote:I presume that this means that when I use my tents on my henchmen, they won't die anymore?


Yup, if whoever tried to fixed it managed to.

Also, I have my maps set to have monsters gain no experience, yet they still are. Is this option not available as long as my creatures can gain experience, or is this a bug?


Sounds like a bug to me.

As for updating- this is more of a list of things that will be fixed upon the release on the next patch or update, though when that will be is beyond me.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

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Bethel
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Postby Bethel » Jan 18 2006, 5:46

Gaidal Cain wrote:
Bethel wrote:
Also, I have my maps set to have monsters gain no experience, yet they still are. Is this option not available as long as my creatures can gain experience, or is this a bug?


Sounds like a bug to me.

As for updating- this is more of a list of things that will be fixed upon the release on the next patch or update, though when that will be is beyond me.


Actually, I went back in and took another look at the description that comes up for the scripts when you select the options, and it looks like the only creatures it affects are those with a hero. I want the wandering monsters to quit gaining experience. Is there any way to make that an option?

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Postby Fnord » Jan 19 2006, 8:54

Bethel wrote:Actually, I went back in and took another look at the description that comes up for the scripts when you select the options, and it looks like the only creatures it affects are those with a hero. I want the wandering monsters to quit gaining experience. Is there any way to make that an option?


It is an option. It's called "Neutral Stack Experience" and is on the Map Options and Enhancement page (near the bottom right corner).
- Fnord

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Farilis
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Eagle Eye II option 202 by Arstahd (script 48)

Postby Farilis » Jan 20 2006, 1:19

I get to have problems whenever I turn on that Eagle Eye skill (option 202, script 48) that makes a Hero with Eagle Eye skill counter an enemy Hero that is casting a beneficial spell.

The error comes (in combat) when the "Teleport" spell is cast on a troop then the enemy Hero with the Eagle Eye skill counters it. Bunch of error messages would then follow before crashing the game.

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Postby PyroDrew » Jan 23 2006, 10:44

In 3.58f...

*Ghosts aren't considered undead for morale purposes (possibly other purposes too).

*Living Commanders (Brute) are immune to the death cloud area damage from Power Liches. For example, if positioned...

BSM

B=Brute
S=Sprites
M=Magi

PowerLiches will target the Sprites and the Sprites and Magi will take damage, but the Brute Commander will not. Only if the Brute is targeted directly will he take damage.

*MysticismII script has resulted in my spell points fluctuating from around -2900 to over +16000 in a couple games. Now that I've disabled it I have no problems.

*The AI loves casting their Commander's spells on Ammo Carts, Tents, and Balistas when doing so on their creatures would almost always be much better.

*
I was defending in a castle agains the AI. I wanted my commander to use meele instead of ranged atack, so I right-clicked on defend button.
"this option is not supported for human vs human network game"


The above is from someone else's post in the old forum. I have also had this problem happen in SP when defending a castle.

*Recently, I fought against AI who started the battle with all their creatures Slowed for 254 rounds. What surprised me was 1>They weren't Slowed; 2>Even if I casted Slow on them & the animation showed... the creatures still weren't Slowed. I've had an Adventure Cave give my creatures Haste for a week... is it possible to also get Immunity to Slow for a week?

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Postby Qurqirish Dragon » Jan 23 2006, 14:28

PyroDrew wrote:In 3.58f...

*Ghosts aren't considered undead for morale purposes (possibly other purposes too).


This is deliberate, so ghosts are unaffected by the "animate dead" spell. Due to the ghost's ability (drain life to new maximum number of creatures), animate dead won't work properly. A side effect is that they are not considered undead, but merely neutral troops.


*Living Commanders (Brute) are immune to the death cloud area damage from Power Liches.

Commanders are not "living" in game terms. This is deliberate for several reasons (immunity to death stare is one of them)

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Postby PyroDrew » Jan 30 2006, 22:23

Qurqirish Dragon wrote:
PyroDrew wrote:In 3.58f...
*Ghosts aren't considered undead for morale purposes (possibly other purposes too).


This is deliberate, so ghosts are unaffected by the "animate dead" spell. Due to the ghost's ability (drain life to new maximum number of creatures), animate dead won't work properly. A side effect is that they are not considered undead, but merely neutral troops.


Even if a script cannot make them immune/unaffected by specifically only the animate dead spell, wouldn't immunity to all Earth Magic avoid animate dead problems & allow the creature to stay in character as undead?

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Postby Fnord » Jan 30 2006, 23:35

PyroDrew wrote:
Qurqirish Dragon wrote:
PyroDrew wrote:In 3.58f...
*Ghosts aren't considered undead for morale purposes (possibly other purposes too).


This is deliberate, so ghosts are unaffected by the "animate dead" spell. Due to the ghost's ability (drain life to new maximum number of creatures), animate dead won't work properly. A side effect is that they are not considered undead, but merely neutral troops.


Even if a script cannot make them immune/unaffected by specifically only the animate dead spell, wouldn't immunity to all Earth Magic avoid animate dead problems & allow the creature to stay in character as undead?


Since ghosts were originally only gained by destroying a castle, Slava didn't want to give an advantage to just one faction--Necromancers. If you make them undead, even if they can't be reanimated, there's still the morale penalty for all other factions.
- Fnord

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Postby PyroDrew » Jan 31 2006, 0:41

Since ghosts were originally only gained by destroying a castle, Slava didn't want to give an advantage to just one faction--Necromancers. If you make them undead, even if they can't be reanimated, there's still the morale penalty for all other factions.


Just like mummies and dracoliches, which are neutral undead units not part of the Necromancer faction. Tower and especially Conflux, have troops unaffected by morale that can mix with undead without worry. The Sylvan Centaur has an advantage to just one faction - Rampart, while all other factions have a morale penalty for using the unit.

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Postby bonecollector » Feb 7 2006, 22:41

(Possible) Bug in version 358f :

Spell "Advanved Forgetfulness" (Hero with Advanced Water Magic 2. Skill)
is cast on ALL enemy ranged troops (group cast) instead of one selectable.

additional info
- enemy troops been 3 stacks of same type (marksmen)
- hero didnt visit any water magic mushroom (but visited air magic 2 weeks ago - maybe hint)

if more information or savegame needed just ask.

bc

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Postby Qurqirish Dragon » Feb 8 2006, 16:15

bonecollector wrote:(Possible) Bug in version 358f :

Spell "Advanved Forgetfulness" (Hero with Advanced Water Magic 2. Skill)
is cast on ALL enemy ranged troops (group cast) instead of one selectable.

additional info
- enemy troops been 3 stacks of same type (marksmen)
- hero didnt visit any water magic mushroom (but visited air magic 2 weeks ago - maybe hint)

if more information or savegame needed just ask.

bc


This was actually the case in SoD (and maybe even from RoE- I do not recall). This is not a WoG bug.

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Postby bonecollector » Feb 8 2006, 21:55

This was actually the case in SoD (and maybe even from RoE- I do not recall). This is not a WoG bug.


good to know & thx for fast answer :)

btw. is there any comprehensive buglist for homm3 (SoD) ?
tried some forums but no success

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Postby Yemmy » Feb 18 2006, 4:07

HI All, not sure if anyone else has come across this. In campaign three, whenever I go into a fight I have to click a information window about 10 times. This is regarding putting all four heroes next to a hole in the ground.

The other issue I have found is that one of my heroes loses all his movement points and I can no longer move him.

Cheers
Yem.

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Postby PyroDrew » Feb 20 2006, 17:56

*Garrisons retain creature growth even after the human conquers them sometimes. I don't mind the AI unknowningly using garrisons to grow their creatures, but a human can easily abuse this by placing 7 dragons in a garrison at the end of the week & the next day have 14 dragons. I believe this is caused by:
1>AI conquers neutral garrison
2>AI leaves garrison empty
3>Human conquers empty AI garrison (no battle = garrison retains growth rate)
4>Profit

¤The level 8 dwellings become visible on the map when the AI flags them.


This doesn't happen to me. However, sometimes when an AI or human conquers an underground anti-magic garrison a small area on the surface directly above is revealed. Not a big deal.


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