Gornak Squire
Posts : 1 Join date : 2016-11-24
| Subject: Spawn Crashing, Critical Failure, Retinue Spellresist Thu Nov 24, 2016 7:37 pm | |
| Not sure if these are bugs or limits of the engine Spawn Crashing: when spawning upwards of 60+ units (around 70 or so not sure where exactly the cutoff point is) through either army setup spawning (diplomacy + other stuff and picking 1 pt units) or a super high level quasit summon spell (because spell levels arent linked to hero level and this is a lvl 1 ver meaning easy to level and lots of pts available to boost casting etc.), the game will black screen freeze/crash. Army setup causes it on game start (doesnt even load the scenario) and summoning version will just crash on cast.
Critical Failure: if the hero has above 100% critical chance (items + weaponmaster) his attacks on buildings (tested on towers) will always only do 1 dmg
Retinue Spellresist: Group heal spells from units do not seem to affect retinue units, healing 0 hp (even if the caster is the retinue unit). | |
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Joe the Bartender Keeper of Balance
Posts : 510 Join date : 2014-08-20 Location : The Candlekeep Inn
| Subject: Re: Spawn Crashing, Critical Failure, Retinue Spellresist Wed Oct 02, 2019 3:31 am | |
| - Gornak wrote:
- Spawn Crashing: when spawning upwards of 60+ units
This still happens in 0.8.9 and can be tested with spawn events. I think what's happening is the game code can't find any space which causes it to place units outside the map. - Gornak wrote:
- Critical Failure: if the hero has above 100% critical chance (items + weaponmaster) his attacks on buildings (tested on towers) will always only do 1 dmg
Fixed in 0.8.8b. The weaponmaster curve stops you from ever reaching 100%. - Gornak wrote:
- Retinue Spellresist: Group heal spells from units do not seem to affect retinue units, healing 0 hp (even if the caster is the retinue unit).
Fixed in ancient times (0.8.7?). | |
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