FF 0.42 Bug Thread

So. As many of us know Fall Further multiplayer is horridly broken.

For me and Hei(And I imagine Maxastro too as its what happened in my game with him too) we reliably get OOS around the same stage of the game.

Turn ~80-120 on quick.
Turn 100-160 on standard.

The OOS will repeate if load before, or load after. 100% reliably so far.
The OOS happens regardless of if ANY BARBARIANS AT ALL are in the game. We had a game with orthos disabled, uniques disabled, and barbs disabled, in which the Sailors Dirge thankfully didn't spawn. (Dunno if it could have.)
The OOS is of the Options debug value, rather than the usual Sync value I usually see.

Thats a mess.

Now in other notes. Are jungles/peeks supposed to be doing this?... Er. Half doing this?... See pic.

Notably, my mouse is on the jungle graphiced peek. And the description doesn't say there is a jungle on it.


Did you guys ever get the OOS logger installed that I linked you in chat? If so, please post your logs so we can see what precisely went out of sync in the gamestate and track it down.
 
In my game, I noticed Karlson (hero for Dural?) was built by Barbarian of all things?

Sounds fishy, but I don't know.

I this building of national heroes by the barbs kosher?:)
Sounds like a candidate for the "longest surviving unit-bug" - managed to go unreported for almost 7 months. Fixed now - thanks.
:lol: I had that happen to me in my first FF game (probably about 7 months ago:rolleyes:) and I kept asking myself "Who the hell is this Karrlson guy, and when did the Barbarians get a new hero? Luckily I had mind III archmages, so I got him and Orthus to lead an assault on Acheron!
 
I found a few bugs. Trust does not seem to increase disposition toward the other civilizations when cast. Also Ice Golem has a big red dot for its picture in the civilopedia, don't know if it looks fine in the actual game yet. And illusions do NOT gain back full health like they are supposed to after winning or withdrawing from combat.
 
It was against living units. Im fighting dwarfs, oh by the way trust does indeed work, however I belive you have to enter the diplomacy screen to see the effect.
 
I think there might be an issue with the Flavoured Start when combined with Barbarian World. When I start with both these options, every Barbarian city seems to end up in the polar regions, making the whole Barbarian World thing rather pointless.
 
Sundered is available to purchase with XP; (latest-1) patch (K? L? If you get past Z on this release, I'm going back to vanilla FFH)
 
Sundered is available to purchase with XP; (latest-1) patch (K? L? If you get past Z on this release, I'm going back to vanilla FFH)

Available to;

  • All Sheaim Adept/Disciples (from Sheaim Unique Mage Guild)
  • Any Demon unit after Corruption of Spirit (bought with XP)

That seems to be the same for FfH033 and FF042.
 
Fixed in Patch M - we broke World spells under certain conditions when the "Feat" code was moved from the DLL to XML. Aiming to have Patch M out within the next 36 hours or so - probably sooner rather than later.

OK, thanks. Interesting because in the game the AI was using its World Spells left and right, and there I was - stuck without a button!:)
 
Hey a few quick suggestions. Since this is seperate from vanilla FFH2 and is meant to improve the experience by adding new things and improving on the old I have this to say.

Please revamp octapus overlords, tweak it a bit, fix drowns and lunatics, seriously this religon is broke atm.

Domination is annoying to use, prior to me using it I save the game because I feel losing the spell due to resists is greatly unbalanced, I suggest that you do one of the following to the spell. Add a cast time to it (2-3 turns sounds fine) make it immobilize you for X ammount of turns after casting(also silencing you in the process) Add a self charm person debuff after casting(can be tweaked a bit, but the idea is you have a random ammount of turns between casting it a second time) and finally just add a base cooldown to the spell.

Another thing I would like to see is a little tweaking in the spell trees, I greatly dislike having most trees (especially offencive ones) end up with a summon for sphere 3, It would be awesome if maybe some (or all) trees got an additional sphere 3 spell that is not a summon, this spell would also (most likely) have a cooldown timer in which you can not cast it for X ammount of turns. I just thought it would be a great idea and im just throwing it out there.

Sorry for putting this in the bug thread, I put it here mainly because this thread seems to be checked on a lot and responded to a lot.

EDIT: As of now the most boring sphere 3 spells are. Water, sure the ele splits in two when killed, cool, but the sphere 2 spell blows, hard. Fire, Fire elemental with, OMG collateral damage! Thats so exiting! Earth, quite possibly the most dull one, earth elemental, has one more strength than fire ele but loses collateral damage, woopdewoop.... Sun, Aureals(or whatever) are a joke, its another dull attack summon with lower strength but with, *gasp* +2 affinity for sun mana. BOOORING. Air, the air ele is probably the most unique of the elemental summons however it still has a dull factor, the dullness would be removed if it was one of the few summon spells, but since there are like 86 different summons its not as cool. Metamagic, Djinn, seriously, nothing special just +1 affinity to all mana, big friggen deal, completely underwhelming. Shadow, mistform=typical summon with hidden nationality, wow.....

Only sphere 3 summons that are worth keeping: Ice, defencive summon=good. Death, wraiths kick arse. Body, super unit with multiple uses. Air, fast and cool=useful. And Shadow, Mistform, I don't like it that much ATM but if its tweaked a little bit to be more unique it would be awesome.

I would like to see the summons listed above either 1. Be removed and replaced with different spells like there own versions of fireballs or some other cool effect(BTW even though fireballs are technically suicide summons, they feel completely different, so if these spheres were just replaced with waterballs, mudballs, lavaballs ect each with a unique and cool feature, that would be sweet, in fact they wouldnt even need to replace the eles, just be an additional spell.)
2. Tweak the eles and make them cooler and more unique. 3. Do both, tweak the eles and add new spells to each sphere.

It would be so awesome if this would be actually seriously considered, these things are getting so repetative, magic is getting duller, and it needs to be freshened up. Anyways thanks.
 
Yeah... it's great that you put it here so it'll get read, but every post in this subforum gets read. Posts in the bug thread just get buried. So copy/paste all of that into a new post so that people respond to and build upon the ideas :)
 
Alrighty. Attached is an OOS log of the OOS I mentioned earlier that reliably happens about around the 100 turn mark +/-.

So, whats so insane about it. I ran 2 instnaces of FF on my computer at once(BWHAHAHAHAH) and ran a network game(at 127.0.0.1 XD) and guess what. No OOS.

This OOS log is however, of that game, turn 121. Loaded between two different computers. Instant oos. I can end turn on my computer dual-instance fine, but ending turn is an instant OOS with two actual different systems connected.

In short:
One computer network game: No OOS.
Two computers, same game: 100% chance of OOS EOT/BOT


Crazy stuf.

No. No I am NOT sane for running two instances FF on my computer at once.

Other things:
New minimum reccomended requirements to run Fall Further twice on one computer:
Athlon X2 5000+ OC to 3ghz
2GB of ram.
Geforce 8800gt 512MB
:lol:


Edit: Note, I will get the other log up tomorrow, as Maxastro has it and he whent to sleep before I realised I needed it from him.
 

Attachments

With Patch M I am occasionally getting a "blank" goody from goody huts (I'll send a scout onto the hut, it will vanish, and then nothing else will happen). I know it's not Map, Tech, Warrior, or Experience, as I've gotten those goodies okay.

EDIT: Also, a cosmetic bug with Dowsing. If a resource revealed by Dowsing is under the shroud, and you uncover the shroud over that resource while dowsing is in effect, the resource will be permanently revealed in that tile. In my case, I had a permanently visible piece of copper that my scout stumbled across during Dowsing's effect; I hadn't even researched Crafting yet.
 
You mean that the copper was still showing up in the greyed-over tile? If so, that is normal. But if it still shows up the next time you completely reveal the tile (without Dowsing Active) then that would be a confusing bug.
 
I left the scout sitting next to the copper until dowsing ran out (I thought it strange because I could actually SEE the copper, not just tell it was there with "show all resources" active), and when Dowsing ran out I could still see the copper.

Like I said, I think it has to do with the fact that I uncovered the tile for the first time with Dowsing active; probably there is a bit of code that is drawing the new tile for the first time, decides I can see Copper, and draws the Copper there. Of course, that's a complete shot in the dark since I have no idea how the graphics code really works. XD
 
If you did a mouse-over of the plot, did it say Copper was there? If not, then it is just that I need to force the graphics to update when the ritual activates/finishes. Everything else seems to be in order, but I'll test things out for a while.
 
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