FfH2 0.32 Bug Thread

Patch "g" is linked in the first post. It will break save games and it makes the following changes:

1. Fixed an issues that would cause spells with any miscast chance to always miscast.
2. Fixed an issue that would cause equipment to dissapear if it is owned by a player that leaves the game.
3. Added the Wonder spell (Chaos 3, does 3-5 random effects).
4. Removed the Enervated promotion (effect combined with the withered promotion).
5. Removed the Enervation spell (Wither spell does a combo effect of the two).
6. Removed the Law Bringer unit.
7. Removed the Random Personalities game option (caused some issues with optiosn baqsed on specific leaders).
8. Reviewed and adjusted all the leaders raze probability.
9. Summon Pit Beast moved from a Chaos3 spell to an Entropy 2 spell.
10. Pit Beasts moves reduced from 2 to 1 and strength reduced from 10 to 5.
11. Rust spell moved from Entropy 2 to Entropy 1.
12. The Withered promotion gives -10% combat,-50% xp and is dispellable in addition to its other effects.
13. Teutorix doesn't require the gunpowder resource to be built.
14. Wither spell is now Entropy 3 and does everything the old Enervation and Withered spell used to do plus an additional -10% strength.
15. Valor promotion never wears off and it grants +10% magic resistance.
16. Valor spell changed form a rank 2 Law spell to a rank 3 Law spell.
17. Summon Hosts of the Einherjar spell changed from a rank 3 Law spell to a rank 2 Law spell.
18. Charm Person spell moved to a rank 2 mind spell and resistance lowered from +40% to +20%.
19. Inspiration spell moved to a rank 1 mind spell and research bonus lowered from +4 to +2 and it now gives +1 sage GPP.
20. Hope spell now gives courage for free to all units that pass through the city (so the caster doesn't have to cast it).
21. Hosts of the Einherjer unit reduced from moves 2 to 1 and strength 10 to 5.
22. Stoneskin promotion grants 2 points of defensive strength.
23. Religous units that abandon you will now be re-buildable by other empires with that state religion.
24. Infernals get all their free buildigns (demonic citizens, elder council, training yard, obsidion gate, forge, mage guild) in citys they capture.
25. Ressurection no longer requires or consumes a life mana node.
26. New Wizard model by seZereth (Govannon now uses the old wizard art).
27. New Amurite Archmage model by seZereth.
28. New water art by seZereth.
29. New Dwarven cannon model by AA.
30. Made the following unit attributes into ints so multiple promotions can grant the effects (for modmods): alive, boarding, doublefortifybonus, fear, flying, hiddennationality, ignorebuildingdefense, immortal, immunetocapture, immunetofear, immunetomagic, onlydefensive, targetweakestunit, targetweakestunitcount, twincast and waterwalking.
31. Converted to BtS 3.17 (fixed racial models in the unitpane, game options now default to the last way you had them set, and other issues).
32. Fixed an issue causing group withdrawls when a defending unit flees (fix by Teg Navaris!).
 
Not important
 
Clan is not at peace with the barbarians.
 
Archmage is a red blob.

Nice update, BTW. I like the new hero mechanic - that they can be rebuilt.

How did you get an archmage in 20 minutes?!? ;)

What civ were you playing? They look fine to me.

@Demonmaster: you're right about the clan not being at peace with the barbs. I'll check that out.
 
And of course Daviello isn't at peace either (but that was rather obvious)
 
How did you get an archmage in 20 minutes?!? ;)
.

World Builder obviosuly Kael, lol

Anyways, I'll go grab the BTS update and then this patch.

Okay that's wierd, I'm getting an application not working when I launch BTS, FFH launches okay though.

Edit: nm, someone said on the unofficial patch thread that I posted in that I didn't have the OFFICIAL one, lol. Anyways, downloading that one now.

Also, I can confirm that the Amurite archmage has mutated into a red blob, lol. Same for the pedia entry.

I really like the new water art, it goes more naturally with the rest of the terrain that FFH2 has.
 
It was a staff.

Anyways, I'm seeimg it too in your savegame, it even has the unit icon for Svartalfar. It's pretty wierd.

Ok, I think I may be an idiot. The Svaltar used to be in the game ages ago, before I wiped them out. I think I must have converted a mage with a priest. Sorry for wasting your time.
 
Yea, I was going to ask if the Svartfalar were once in your game but forgot about it. It wasn't a waste of time though.
 
If I patch to 'g' without getting the 3.17 upgrade, will it still work?

Also... what happened to 'f'? We seem to have passed it right over.
 
Removed Law Bringer... did you adjust Graveyards? I seem to recall them being able to produce a Law Bringer.

Could you also adjust the new building attributes (SeeInvisible and HideUnits) INT values?

RE: Magister: Making them INT values only fixes the removal of the ability with loss of a second promotion that has the same ability. It doesn't make effects stack.

Pity that you were so quick, I don't know if I'll be able to update the manual for a couple days ;) (Nice work though, and some pleasant changes)

Well, I wasn't saying that it it would make abilities stack. I was saying that it would probably make making abilities stack easier, and suggesting that Kael go ahead and make them stack anyway so I don't have to try to figure out how to do it myself.
 
not a bug report per se, but I just want to say that with the new patch, the power chart now shows :) :)
 
CvSpellInterface.py

def spellWonder:

You define iCount as a random number from 3 to 5, then you never use the variable. However, you do run the random spell selection 5 times. I am relatively certain that you meant to run it iCount times instead (so it casts 3 to 5 spells, instead of always casting 5).
 
In worldbuilder I found a unit called 'Spiderkin'. This unit has a civilopedia entry, but can only be entered from the Beastmaster entry, which he replaces. I believe he is a Fall Further unit,. Is he supposed to be in.

If he is supposed to be in, mouseover and pedia doesn't tell which civ he's a UU for.

Govannon has no animation, and Amurite Archmages are red blobs.
 
I think the messing with the arcane units for Amurites somehow broke the hero and the archmages for them.
 
For some reason, everything on the map is massive. The units and the resources dwarf everything else. Huts are big too, but not graveyards. BtS has normal scale. It seems like it's my problem. I updated graphics drivers and what not too, where can I find the scaling data? Just....a little disconcerting to see warriors marching through what looks like a field of slightly-taller grass:lol:
 
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