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wwhitney
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icon Re: Leylines: the revival thread (0)  
Hello,

I'm an avid fan of leylines and was happy to see the October 2009 update. I have a couple bug repots:

The biggest problem I have is the game hanging up during the "End Turn" graphic. The little pointer animation just stops. I have attached two save files that show this problem, just hit "End Turn". I'm running Leylines on a Windows 7 laptop (I couldn't get it to run on my Windows XP VirtualBox). FWIW, I always play with "random events", "move raiders separately", multi-turn movement, and automatically select next unit.

Another issue I've noticed is that all the animations are quite slow; this could be a Windows 7 compatibility issue, I guess. The worst one is the animation for "Ethereal Path", it takes several seconds to complete. I have Gamespeed set to 8 and Details off.

Lastly when running fullscreen the program doesn't respond well to switching away and switching back. I'm unable to get the screen to redraw and the program seems to hang. This could again be a Windows 7 issue. Or it may be related to the laptop resolution, which is widescreen 1366x768.

Thanks for the game,
Wayne Whitney
12-13-2009 at 07:26 PM
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wwhitney
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icon Re: Leylines: the revival thread (0)  
Apparently just one attachment per post? Here's the other save file.

Wayne
12-13-2009 at 07:27 PM
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BerserkerX
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icon Re: Leylines: the revival thread (0)  
This three bugs were already reported. No fixes yet.
I can give you a bit more stable version, if author agree (changing exe files is prohibited here).

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12-13-2009 at 08:49 PM
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The Mystic
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icon Re: Leylines: the revival thread (0)  
wwhitney wrote:
Apparently just one attachment per post?
When you want to attach more than one file and don't want to double-post, you could always put them together in a zip file.

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[Last edited by The Mystic at 12-14-2009 03:00 PM]
12-14-2009 at 02:59 PM
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wwhitney
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wwhitney wrote:
Another issue I've noticed is that all the animations are quite slow; this could be a Windows 7 compatibility issue, I guess.
I was able to get Leylines running on Windows XP SP3 under VirtualBox on my desktop linux machine by changing the host color depth to 16-bits. There's no speed issue with the animations there, so I guess this is specific to Windows 7.

wwhitney wrote:
Lastly when running fullscreen the program doesn't respond well to switching away and switching back. I'm unable to get the screen to redraw and the program seems to hang.
This problem still occurs on Windows XP SP3 under Virtual Box.

Cheers, Wayne


12-14-2009 at 05:19 PM
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wwhitney
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icon Re: Leylines: the revival thread (0)  
Here's another hang. The attached save file, originally an autosave file, starts a brief, losing combat when loaded. After a couple city messages, the combat showing the problem starts.

It appears that Yellow's stack next to one of my cities has attacked the city. In that city I have a Dwarf Warrior and a Dwarf Axethrower. However, the combat starts with my side showing a Javalineer in place of the Axethrower. I am prompted to arrange my forces, and I can only adjust the Dwarf Warrior, not the Javalineer. After I accept the placement, the attacking enemies get in one ranged shot, and then the caption goes to "Waiting for other wizard". The Javalineer is highlighted, but again no input for its targetting is accepted. So the game is stuck and can not proceed.

Cheers, Wayne
12-14-2009 at 09:43 PM
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wwhitney
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Another minor bug that occurs reliably for me and is easy to recreate, so no save file. I use "multi-turn movement". Say I send unit 1 to some hex that is too far away for it to get there in one turn, and it ends up in a hex with unit 2. If unit 2 has movement left, and I then try to send it to the same destination hex, nothing happens. I can't move unit 2 like that, I have to first move unit 2 out of the hex with unit 1. So if the destination hex is next to the hex with unit 1, this ends up forcing me to take an indirect route with unit 2.

Cheers, Wayne

12-14-2009 at 09:50 PM
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Thank you Wayne, that's useful information. I'll see what I can do about these issues.

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12-15-2009 at 08:45 AM
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icon Re: Leylines: the revival thread (0)  
B.J.Earles wrote:
missing words in the Haunting Presence description and the Major Cancellation description.
What do you mean?

wonkyth wrote:
I've encountered a bug that makes frostbite not go away in deserts.
That would be because it's winter. Deserts get cold in winter.


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01-08-2010 at 07:04 PM
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B.J.Earles
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icon Re: Leylines: the revival thread (0)  
Never mind. I think I just misread them is all.

But now that you mention it (I'm not sure if I mentioned this before or not) there is a typo in the Arsonist's description. What is obviously supposed to be 'put' is actually spelled 'but'.
01-08-2010 at 08:48 PM
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Radiant
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B.J.Earles wrote:
there is a typo in the Arsonist's description.
Got it, thanks.

BerserkerX wrote:
When astral ranger teleports to the hex near void game crashes.
I cannot reproduce this. Which hex are you referring to?

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01-08-2010 at 09:03 PM
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BerserkerX
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Cannot remember now, but I'll download the savegame and will make a screenshot.

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BerserkerX
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icon Re: Leylines: the revival thread (0)  
What's about:
Berserker wrote: Battle Bug.
http://www.multiupload.com/QNY11H4K04

Enemy attacks my town guarded by 6 himers. At battle start 5 of 6 of them become almost dead without any reason, after any action they turn to other creatures and player is proposed to wait for the other Wizard, and this lasts for ever.

It's the second time I face this bug.
Load save game, press "end turn".
Thanx.
Could you fix the bug? The game is totally unplayable. Battles with unknown armies, endless "waiting for other wizard" and so on.
http://forum.caravelgames.com/getattachment.php?id=28790
Load save game, end turn.
The most fundamental bug, indeed.

Also, I've already mentioned, that only half of heroes are saved in savegame and restored later. I've patched save/load game routines but I think it should be done in the next release (smth like WriteDataToSaveGame(@HeroesArr, 5000) instead of WriteDataToSaveGame(@HeroesArr, 10000)). If more info is necessary, I'll give some addreses.

I cannot reproduce this. Which hex are you referring to?
This one:
http://picfu.net/4cf8ee/original.jpg

Best regards.


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01-09-2010 at 02:33 PM
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The Mystic wrote:
It's true; undead don't need to eat, so they don't need suppliers. I'm surprised more undead don't have Tireless, since they really don't need to rest either.
Because lurching zombies aren't particularly known for their speed :D

wwhitney wrote:
Another minor bug that occurs reliably for me and is easy to recreate, so no save file. I use "multi-turn movement". Say I send unit 1 to some hex that is too far away for it to get there in one turn, and it ends up in a hex with unit 2. If unit 2 has movement left, and I then try to send it to the same destination hex, nothing happens.
This is actually intentional. If two units are in the same hex and have the same destination, then the computer assumes they are to travel together. This prevents a group from breaking up if some units in the group are faster than others.

I realize that this isn't always what the player wants, but I believe it usually is. At present I don't see a way to "fix" the uncommon case without disturbing the common case.

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[Last edited by Radiant at 01-09-2010 07:23 PM]
01-09-2010 at 06:55 PM
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BerserkerX
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icon Re: Leylines: the revival thread (0)  
Another pack of bugs:

1) herbalist has immunity, but he's damaged when passing a desert
2) "please, select a spell to research" - every day message if you know all spells (that could be learned).
3) strange hanging after attacking a stack (rarely on some other actions). We play split screen, the battle is over, you press done and left part of the screen stops repainting. I'll provide the screens and savegame.
4) Skill "teacher" does not seem to work on heroes if they are not camped.
5) Spell "Might of Giants" does not work on heroes.

Best regards.



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01-09-2010 at 10:35 PM
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BerserkerX wrote:
1) herbalist has immunity, but he's damaged when passing a desert
Immunity works against poison and plague. Endurance works against heat and cold.

2) "please, select a spell to research" - every day message if you know all spells (that could be learned).
I'm going to need a saved game for that.

4) Skill "teacher" does not seem to work on heroes if they are not camped.
It doesn't work on heroes, period.

5) Spell "Might of Giants" does not work on heroes.
Yes it does, only the interface wasn't showing it. Note that it only works on heroes that have a non-magical melee or ranged attack.


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01-10-2010 at 09:53 AM
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BerserkerX
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Harsh terrain = snow hills and deserts afair.

I'm going to need a saved game for that.
Here you are: 1.ley

It doesn't work on heroes, period.
Is there a special check for heroes or they are just not included in the units adding exp loop?
I mean that heroes now are almost useless without a really large buggage of skills and it's a pity that "teacher" does not work on them.

Yes it does, only the interface wasn't showing it. Note that it only works on heroes that have a non-magical melee or ranged attack.
Thanx for information.

3) strange hanging after attacking a stack (rarely on some other actions). We play split screen, the battle is over, you press done and left part of the screen stops repainting. I'll provide the screens and savegame.
P.S Unfortunetely, cannot reproduce bug, because everything is alright after loading the game today.

Best regards.

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01-10-2010 at 12:27 PM
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So, let's start off the new year with RC3.

http://crystalshard.net/dls/ley_inst.exe

The big bugfixes are,
(1) AI would hang with indecisiveness in a combat against overwhelming opposition. This bug was the cause of 90% of the hangs reported in this thread.
(2) 32-bit color should now detect properly.
(3) Saving games now treats all hero and alliance data properly (instead of only most of it).
(4) Fix combat interference from end turn logic, from combat tests, and from units dying and being re-used.

Some graphical/interface fixes,
(1) Portrait thumbnails were mixed up.
(2) Major Cancellation can now target wizards in splitscreen mode.
(3) Missing animations are replaced, including Sunray and several attack animations.
(4) Hero screen shows current stats, rather than base stats.
(5) Fix hang when getting unit stats during combat victory.
(6) Don't move to next unit when viewing enemy stats.
(7) Several fixes and tweaks in help text.

Some logical changes,
(1) Toxic Touch is back. Yes, chaos magic now has one extra spell, but that fits the theme.
(2) Ratyva bonus now extends to road building.
(3) Removed unintended Aquatic Mutation + Degenerate combo.
(4) Call the Void grows slower.
(5) Heroes won't revive if you have three active already.
(6) When loading a scenario, each player lacking cities gets a random one.
(7) Fix for upkeep and supersession of global and city enchantments.


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01-10-2010 at 04:01 PM
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Radiant wrote:
(1) Toxic Touch is back. Yes, chaos magic now has one extra spell, but that fits the theme.
That seems fine. Chaos Magic doesn't exactly seem like the school that would play by the rules anyways! :P

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01-10-2010 at 08:05 PM
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wwhitney
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Radiant wrote:
wwhitney wrote:
Another minor bug that occurs reliably for me and is easy to recreate, so no save file. I use "multi-turn movement". Say I send unit 1 to some hex that is too far away for it to get there in one turn, and it ends up in a hex with unit 2. If unit 2 has movement left, and I then try to send it to the same destination hex, nothing happens.
This is actually intentional. If two units are in the same hex and have the same destination, then the computer assumes they are to travel together. This prevents a group from breaking up if some units in the group are faster than others.

Well, it is very odd when you have a unit active, with movement left, and you click on a destination hex, and nothing happens (because there is another unit in the same hex, without movement left, and with the same destination hex). Surely the behavior you describe is fine when there is no user input, but in the case of explicit user input, can't you have the active units move?

Cheers, Wayne
01-10-2010 at 11:20 PM
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BerserkerX
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Radiant, thanx for new release!
I'll test it as soon as posible.

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01-11-2010 at 09:43 AM
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wonkyth
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BerserkerX wrote:

Harsh terrain = snow hills and deserts afair.
That's Wether not Weather.

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01-11-2010 at 10:10 AM
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BerserkerX
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Thank you, now I understand.

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01-11-2010 at 10:36 AM
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wonkyth
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Caught me at first, too. :P

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01-11-2010 at 10:40 AM
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BerserkerX
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Ok, now the game correctly works in window mode, but old bug in options menu remains:

NVidia GeForce 7300 GT, 1024x768, 32 bits.
http://picfu.net/a3752d/original.jpg

Still cannot generate random map and then edit it in the map editor.

Loaded last savegame:
http://picfu.net/0959e1/original.png

Maybe it's my local trouble (cause I played a patched exe).

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01-11-2010 at 10:56 AM
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BerserkerX
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About heroes hiring. It requires about 30 reloadings to select the hero you want. You know, random is great, but not in such cases. I'd like to choose heroes from the list. Is it real to realize such a feature?

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01-11-2010 at 12:57 PM
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"Please, select a spell to researh" remained :(

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01-11-2010 at 01:31 PM
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http://picfu.net/0959e1/original.png
It was my local trouble.

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[Last edited by BerserkerX at 01-11-2010 01:58 PM]
01-11-2010 at 01:57 PM
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BerserkerX wrote:
About heroes hiring. It requires about 30 reloadings to select the hero you want. You know, random is great, but not in such cases. I'd like to choose heroes from the list. Is it real to realize such a feature?
No, this is intended to be random.

BerserkerX wrote:
"Please, select a spell to researh" remained :(
That's because I cannot reproduce it. I suspect this is also because you've been using a hacked executable.

Incidentally, note that you can edit your own posts, so you don't have to post four or five times in a row.

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01-11-2010 at 02:13 PM
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wwhitney
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icon Re: Leylines: the revival thread (0)  
Radiant wrote:
So, let's start off the new year with RC3.
Bug report: load the attached save file, end turn, go through the combat. Then the interface becomes slow to respond, and the background picture on the right hand pane rapidly switchs back and forth between two different images.

Cheers, Wayne
01-11-2010 at 07:08 PM
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