Lupinedreams wrote:I apologize in advance for bringing something up that might make more work for you
No really, I'm glad you did... the point is I'm busy working away on MoM IME (fixing my broken PC at the moment actually!) and don't have too much time to be digging through FAQs and such unless there's something specific I'm looking for. So you posting this list was really useful - I didn't know about 95% of these bugs!
Spells that are obviously bugged (e.g. no effect) I'll definitely fix. I more wondered if you were going to say that perhaps the damage calculated for some spell was "not what was intended" which would be very difficult fix. So:
Lupinedreams wrote:
Famine (absolutely no effect)
Cloak of Fear (works backwards, ENTIRELY against the player)
Subversion (works backwards, or at best is worthless)
Spell Ward (ONLY keeps out creatures, has NO other effect)
Word of Recall / Recall Hero on a regenerating unit (no effect)
Word of Recall / Recall Hero if you need to use the hero soon (it ends up with 0 or even negative figures left)
Enchant Item / Create Artifact enchanting any of the following:
Cloak of Fear (works backwards, against the player)
Doom (cuts attack strength in half)
Invisibility (no effect in combat)
All these will definitely all be fixed.
Suppress Magic (supresses a Spell of Return):
Wouldn't that prevent banished wizards from coming back? That's a good thing isn't it?
Flying Fortress (only hurts the player):
I have actually never tried to use this and, when the time came, was going to experiment with it to find out how it works. By the sounds of it I shouldn't even bother testing it in the original MoM and I should just write it as I see fit.
Chaos Channel/Doom Mastery on barbarians (you lose the thrown weapons):
Heh, interesting. I can tell you the reason behind that - the data format the original MoM uses, thrown weapons, breath attacks, gaze attacks etc. are stored just the same as "ranged weapons", just like bows/slings/etc. They just appear slightly differently on the unit info screen. Because there's only one data item for "ranged attack strength" and another for "ranged attack type", one unit cannot have two types of ranged attack, so it can't have a Thrown attack & a Fire Breath attack. In MoM IME, thrown weapons, breath attacks, gaze attacks etc. are stored as "unit skills", just like Scouting II, Wind Walking, Create Outpost, etc. This was just a personal choice I made early on, but in this instance it sounds like it was the right choice, since you will be able to have Thrown + Breath attacks on the same unit :) In fact, a side effect of how I've done it is that experience/mithril/adamantium/etc in MoM IME *doesn't* increase the power of Thrown (etc.) attacks, because they're unit skills, not actual ranged attacks, which is something I have to fix at one point. Also I know getting things like that dodgy +6 axe to add +6 to a hero's ranged attack is going to be a swine to write, so I had been wondering if I would have been better sticking with the way the original MoM handled this, so I'm really glad that a reason has come up which points that I did do this the right way after all :)
Metal Fires while all units are chaos channelled (no effect):
This is due to what I consider being a bit of a cock up in the original MoM around when units are considered "normal" or not - in some cases, Chaos Channeled units are considered "normal" and sometimes they're not. I will be sorting this out... just haven't yet decided how
Confusion, Creature Binding, Animate Dead on *all* of the powerful creatures in a battle (you'll get no fame):
I actually need to do a lot of reading up on how fame works before I write it, so I'll bear this in mind. Should be no trouble to fix.
Animate Dead on any dead enemy units (they come back on his side after the battle is over):
How's it supposed to work? You actually permanently claim the unit? Or like Phantom Warriors, where they disappear? I suppose its the death-equivalent of Raise Dead, so they *should* be kept after the battle?
Lupinedreams wrote:Water Walking on a unit with Wind Walking (it overrides it)
Path Finding on a unit with Wind Walking (it DOESN'T override it)
Enchant Item / Create Artifact enchanting any of the following:
Wraith Form (only gives you water walking)
I did a shed load of work, for 0.8.8 I believe, in testing all combinations of movement special abilities in the original MoM and writing a horrificly complicated (but totally customizable :) ) movement-rate-calculation engine in MoM IME to match, so I will check later, but I expect I've exactly reproduced all these :) I think it'll be debatable which of these are considered bugs, but some things really did surprise me (like that by casting Flight on a unit with Wraith Form, it then takes the unit MORE movement points to cross any type of terrain, except for Enchanted Roads which it is suddenly able to use when it couldn't before... which makes zero sense but I've set up the rules in MoM IME to work the same way!)
Implode.