Bug Reports (for Phantasy Calradia 2014 only please)

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May I ask if there are a lot of bugs right now?
I really want to test this mod but I don't want my experience to suffer due to bugs.

GS: Yes.  But 10,000 people managed to play it anyway. 
      It probably won't be completely bug free, ever. It IS however better each month.
 
yosuke30 said:
May I ask if there are a lot of bugs right now?
I really want to test this mod but I don't want my eperience to suffer due to bugs.

  Well, 10,000 people downloaded it.  Of those, only 160 update the last major patch.  Of those only 65 update EVERY patch.
  But I am fixing bugs each week.  So if nothing was ever broken, there would not be so many patches. What I CAN say is it gets cleaner each time.

There have been hmm at least 30 patches since this Christmas.  Instead of 3 times a week it became 2 times a week and is now down to one time each week.  If you want to wait until it's perfect you could come back when I'm dead in 5 to 10 years and try it then -- it may not be stable but at least you wont have to keep patching.  Otherwise it will constantly change -- and change is a good thing.  I have not needed anyone to restart their game after a patch in 2 months, which is also an accomplishment.

 
yosuke30 said:
I don't really care if some quests don't work.  :wink:
As long as there is nothing gamebreaking, I can't wait to test this.

Sounds awesome!

  tournaments are broken in that betting is too large and some scripting isn't right.

  Some spells like Chaos and White bolt are disabled or not functioning.  Missile Storm is removed.
  Lich fear aura was crashing the game and removed; this was seen in Reformist's last video (before he rage quit).

  Evil cleric spell "Terror" MIGHT crash the game, but certainly the good cleric NPCs are safe, including paladins.
    I thought of this while coming home by metro, so its too late for N6.  I'll get it next time.  I did enough this week.

  In general things that NPCs do to you automatically have been made safe but it is possible for YOU to crash the game by casting specific spells that I removed from NPCs.  All the cleric spells are safe as is Magic Missile, Shield, Lightning bolt, Fireball, Ice Storm, Charm Person, darkness.
Slow and Haste probably work safely now, as would Dispel Magic. 

  Exiles returning was causing some corruption of towns, but strangely, setting Diplomacy so exiles returning was "disabled" was damaging save games.  Right now set exiles returning to enabled, and the timer that would drive exiles returning is removed so they stay away but no corruption happens.  There are some annoying things that have arounds, such as having to click twice to enter the town. be aware of prejudice, where the town will close its doors because they do not like someone in your party.  Sneaking too much got some players into trouble with the bottom 6 slots inventory.  If you are stuck in town just visit town center / tavern / castle / arena  and "save game and exit".  Then do NOT close the game but select the same character, enter game and you start outside the town, with the issue solved.  This comes from two timers that each pull the character into town, that are only active when Rigale is enabled.  But otherwise Rigale is a crafting and harvest system that I find useful. It starts with status disabled.

  So, you should explore if you want a different way to do things.  I'm not happy doing every last thing same as another mod.  This mod at least I learn from older mistakes - such as Perisno 0.7 series.  Or last years' co-release of Warsword Conquest.  Guspav's magic system is nice and I feel it became better, but it already had a complex and rich set of capabilities. There are many tools, reports, added camp menu options.  You should explore each of those to see new things added.  Most people don't even look -- and this mod ABSOLUTELY will not be the same as other mods.  Use your head.  It is also possible to level without violence, although this is truly more difficult.

  Oh and about prisoners leaving the party:  its coming from undead converting prisoners to undead.  Its supposed to only affect undead parties, but it seems to also steal them from the player, even if there are no undead.  I set the timer on this to 8 days just to prove it, and it seems like I hold onto prisoners for a long time before they eventually leave.  People think I just am too stubborn to fix things, as they've ridden me to work on that for 6 months.  But actually there are many variations of prisoner leaving so I had to explore all of them.  This one was hidden in a different place than usual, and wasn't something I added.
 
I was besieging a castle with just my 24 companions.  So my party was 25 men, the castle had 600+ defenders, at battle size 150 and full difficulty (149%).

As soon as we tried to assault, the enemy sallied, 150 vs 13.  Once the enemy was wiped out, I got a "Invalid entry no for add_reinforcements" message in the log.  When I exited with a victory, I was supposed to be able to take the battle to the walls, but instead, I got another sally.  It took four sallies, without waiting to build ladders, before I was allowed to attack the walls.  I was getting significant renown from each sally.

This makes some castles much, much easier to assault with a tiny party, basically trivial, and certainly easier than a carnage under the walls as the enemy mages are raining fireballs.  You should either let all defenders sally at once, and hopefully overwhelm the attackers, or have just one sally, and make the player assault the walls.

GS Edit:
"  invalid entry point error was addressed in v150 P3.  There was indeed an incorrect number used, causing reinforcement issues.
    Also, the wrong side was being measured causing reinforcements to never stop, in the right circumstances.  This is resolved
  and does not happen, at least from these two causes, for v155/v156 series.

  Further, the settings you have on your "battle size" slider are now read, with the slider at 100% interpreted as a request to have 150 live, unwounded agents on field and not counting horses (or sheep).  You can go past this up to 3x more by setting "prefer large battles" in Phantasy Settings at camp menu now.  There will always be a minimum battle size of 60 even if you slide the slider to 0."
 
Tuidjy said:
They have a combined strength of 600, the battle size in 150, full (149%) difficulty. 
What are you setting to get 149% difficulty? I have all the stuff set to the hardest that I know and it's only 111%
 
gsanders said:
HunterAlpha1 said:
All my prisoners keep leaving my party, bug? or is there a way to keep them?

  In N7 this happened?
  Whats your leadership and charisma?  On my test I have leadership 6 and charisma 15.  Those may have influenced the rate of leaving otherwise.
I don't care what you get for N6, only N7.

  In any case, if I get a lot of grief over N7 I'll remove it, but I make no promise to issue a replacement.  Right now I'm thinking my users are tiring me, and I'd rather focus on new features that I keep to myself since apparently noone likes the game anyway.  N7 actually worked for me; maybe it is so magical it was never intended for anyone that disliked it.  I can undo spears, thats not an issue.  I'll force autocalc onto Tuidgy and dispose of his 25 to 600 force silently, fine.  I'll accept that noone feels like testing, fine.  And if testing means noone tries spell changes, FINE.  I can revert this ficker back to 6 months ago, where only I and Guspav saw the changes.  At least Guspav never told me it was dog ****.  Instead he decided to say nothing.  Maybe at least the community gets points for honesty though.

  I'll come up with changes for Easter, and then consider whether they are good enough to share.
Don't sweat it bud, I patched to N7 last night and it seemed fine in the small amount of testing I was able to do.
308884-0.jpg

 
I started a new game in the N7 patch as a gnome barbarian, joined the House of Ken Urden, and was unable to enter Shin'szaluk's Ladder without sneaking/fighting in.

Additionally, when speaking to ransom brokers, the option to sell my prisoners wasn't available.

Leaving the House of Ken Urden resolved the issue, I can now ransom prisoners.
 
Tuco said:
I started a new game in the N7 patch as a gnome barbarian, joined the House of Ken Urden, and was unable to enter Shin'szaluk's Ladder without sneaking/fighting in.

Additionally, when speaking to ransom brokers, the option to sell my prisoners wasn't available.

Leaving the House of Ken Urden resolved the issue, I can now ransom prisoners.
Note that afterward I used cheats to rejoin House of Ken Urden, and reproduced the issue.

I joined the Sarranid Sultanate and was able to enter their cities without issue and also sell prisoners to a ransom broker. I did the same with the mage faction and was successful.

I then tried joining the orc faction and had the same issue as the Drow faction, so maybe this is something that just happens when a good race joins an evil race? I dunno if it's a bug, but it seems like I should be able to ransom prisoners regardless of my faction state.
 
I have party of 114, trying to attack looter twice, both have under 20. when jump to battlefield, no enemies there, instant win, but still have them prisoner after that. patch p2
 
whydott said:
I have party of 114, trying to attack looter twice, both have under 20. when jump to battlefield, no enemies there, instant win, but still have them prisoner after that. patch p2
I've noticed the same against looters and some other enemies (against the drow bandits just now).

I feel like it's simultaneously a bug and what would realistically happen if ~10 looters saw a crew of knights comin'.
 
whydott said:
I have party of 114, trying to attack looter twice, both have under 20. when jump to battlefield, no enemies there, instant win, but still have them prisoner after that. patch p2

Tuco said:
I've noticed the same against looters and some other enemies (against the drow bandits just now).

I feel like it's simultaneously a bug and what would realistically happen if ~10 looters saw a crew of knights comin'.
et tu, brute?

  IF you have 25:1    (it was earlier 30:1 but I reduced to 25:1), it assumes these are routed or willing to surrender.  Germans even surrendered to Russians even though they expected they'd be executed.  You'll have no casualties and the 0 "fight" is so that if there was a previous battle impulse and these are routed troops you have not lost credit, loot, or prisoners from the previous battle.  What you think is a big bug is actually a big favor.  But if enough people really complain I'll remove it forever.  So decide wisely -- it stays or it goes.  But I hate having what I thought was a big favor treated like a big crime.
 
gsanders said:
whydott said:
I have party of 114, trying to attack looter twice, both have under 20. when jump to battlefield, no enemies there, instant win, but still have them prisoner after that. patch p2

Tuco said:
I've noticed the same against looters and some other enemies (against the drow bandits just now).

I feel like it's simultaneously a bug and what would realistically happen if ~10 looters saw a crew of knights comin'.
et tu, brute?

  IF you have 25:1    (it was earlier 30:1 but I reduced to 25:1), it assumes these are routed or willing to surrender.  Germans even surrendered to Russians even though they expected they'd be executed.  You'll have no casualties and the 0 "fight" is so that if there was a previous battle impulse and these are routed troops you have not lost credit, loot, or prisoners from the previous battle.  What you think is a big bug is actually a big favor.  But if enough people really complain I'll remove it forever.  So decide wisely -- it stays or it goes.  But I hate having what I thought was a big favor treated like a big crime.
I think it's totally fine.

But the better implementation would be to add the leftovers to a "Routed Enemies" spawn that happens when enemies flee the map.

But either way works, low priority issue.
 
Tuco said:
But the better implementation would be to add the leftovers to a "Routed Enemies" spawn that happens when enemies flee the map.

  If I do it your way you lose ALL the credit from the previous battle segment.  In fact, all you'd have in the loot pool is whatever was routed.  This way whatever was routed is ADDED to the loot pool already forming.  Here's the thing -- you cant leave menu system's check point until a total victory ro total defeat has been declared.  Anything else keeps sending you back to the same menu you think you just left and back to the same mission, just new segment.  That's how fights with no reinforcements chew 50 or 100 at a time and then loop back to the same battle until one side or the other is at 0 or you leave battle deliberately and FLUSH the contents of the enemy loot pool, which has all the parties that joined battle against you dumped into it as you defeat each party.  So I can't do it your way without far worse side effects than you imagine.  This way is the only way to exit the menu without losing the previous segments' accumulated prisoner/loot/renown.
 
gsanders said:
Tuco said:
But the better implementation would be to add the leftovers to a "Routed Enemies" spawn that happens when enemies flee the map.

  If I do it your way you lose ALL the credit from the previous battle segment.  In fact, all you'd have in the loot pool is whatever was routed.  This way whatever was routed is ADDED to the loot pool already forming.  Here's the thing -- you cant leave menu system's check point until a total victory ro total defeat has been declared.  Anything else keeps sending you back to the same menu you think you just left and back to the same mission, just new segment.  That's how fights with no reinforcements chew 50 or 100 at a time and then loop back to the same battle until one side or the other is at 0 or you leave battle deliberately and FLUSH the contents of the enemy loot pool, which has all the parties that joined battle against you dumped into it as you defeat each party.  So I can't do it your way without far worse side effects than you imagine.  This way is the only way to exit the menu without losing the previous segments' accumulated prisoner/loot/renown.
Ok.

I cant even begin to imagine all the goofy mechanisms you have to work through to mod this game. Thanks for putting in the time and effort for my fun, ill probably have put in 14 hours this weekend alone on the mod!
 
gsanders said:
whydott said:
I have party of 114, trying to attack looter twice, both have under 20. when jump to battlefield, no enemies there, instant win, but still have them prisoner after that. patch p2

Tuco said:
I've noticed the same against looters and some other enemies (against the drow bandits just now).

I feel like it's simultaneously a bug and what would realistically happen if ~10 looters saw a crew of knights comin'.
et tu, brute?

  IF you have 25:1    (it was earlier 30:1 but I reduced to 25:1), it assumes these are routed or willing to surrender.  Germans even surrendered to Russians even though they expected they'd be executed.  You'll have no casualties and the 0 "fight" is so that if there was a previous battle impulse and these are routed troops you have not lost credit, loot, or prisoners from the previous battle.  What you think is a big bug is actually a big favor.  But if enough people really complain I'll remove it forever.  So decide wisely -- it stays or it goes.  But I hate having what I thought was a big favor treated like a big crime.

Ah~ so it's feature. It never happen to me before so I though it was bug. sorry for bothering you :iamamoron:
 
gsanders said:
  IF you have 25:1    (it was earlier 30:1 but I reduced to 25:1), it assumes these are routed or willing to surrender.  Germans even surrendered to Russians even though they expected they'd be executed.  You'll have no casualties and the 0 "fight" is so that if there was a previous battle impulse and these are routed troops you have not lost credit, loot, or prisoners from the previous battle.  What you think is a big bug is actually a big favor.  But if enough people really complain I'll remove it forever.  So decide wisely -- it stays or it goes.  But I hate having what I thought was a big favor treated like a big crime.
It's not a big crime, but I do not like losing the option of training my gunners on those looters.  Tanks and mages can get experience everywhere, but intelligence specialists like Jeremus, my looter and my trader need all the help they can get.

Any chance you make it a dialogue choice?
 
Tuidjy said:
gsanders said:
  IF you have 25:1    (it was earlier 30:1 but I reduced to 25:1), it assumes these are routed or willing to surrender. 
Any chance you make it a dialogue choice?

  Normally I'd say no, adding a global variable breaks savegame, and that needs a global variable, and would be ideally tied to Phantasy Settings toggles, but actually I developed a work-around for global variables that is safe for savegames used (successfully) in my hot patch system.  So I could technically pull it off.

  I'd be willing to trade some custom dev work for you and others for some wiki or documentation changes.  You in particular have SO many ideas I really ought to give you edit access to my google drive so you can update the manual once in a while.  I'd be satisfied with 2 pages of changes only per big request.
I could easily fit that into P3.  I'll need your e-mail; you could PM me.  You could also share 1 or 2 of your savegames to use as test cases, since you run with radically different parties than mine.
  https://drive.google.com/drive/folders/1sLjsum2MCZ13aXU_fRRklljp6wpnolQR?usp=sharing


 
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