MantisBT - VCMI
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0000820VCMIModspublic2011-09-20 15:082015-03-01 10:52
Zamolxis 
Warmonger 
lowfeaturealways
closedno change required 
0.86 
0.97 
0000820: VCMI may give WoG artifacts in random artifact slots
In OH3, if the WoG related WoG option is not enabled (or if it is enabled, but WoGification rejected at map start), we only get standard H3 artifacts in the random artifact slots.

To reproduce, see the artifacts generated around Sir Mullich in the map from 0000815. In that map all artifacts but three were disabled from the Map Editor, but VCMI treats the WoG artifacts as if they were "kept enabled" as well in the Editor. Well, unfortunately there's no way to manually enable/disable a WoG artifact to appear in a random slot from the Editor. For that we have the WoG option. But as WoG options are not yet coded in VCMI, I guess fixing this is not a priority, as there may be an added value in having an increased chance of getting WoG artifacts for testing. But once the WoG options will be in place, at least then this should be handled properly. Ideally we should be able to tick in from the Editor also the WoG artifacts, but if we can't, VCMI should still only generate what we ticked in, otherwise we may discover way too late in the scenario that in some corner of the map a 'surprise' overpowering artifact was generated, while we left only low level artifacts ticked in for example.
No tags attached.
related to 0000433closed Warmonger VCMI not respect the setting in mapeditor which artifacts should not appear on the map. 
related to 0000128closed Warmonger Default for RoE and AB maps to not have combination artifact appear as random relic class artifacts - like the default in SoD. 
Issue History
2011-09-20 15:08ZamolxisNew Issue
2011-09-20 15:08ZamolxisIssue generated from: 0000433
2011-09-20 15:08ZamolxisRelationship addedrelated to 0000433
2011-09-20 15:33WarmongerStatusnew => assigned
2011-09-20 15:33WarmongerAssigned To => Warmonger
2011-09-20 15:35WarmongerNote Added: 0002036
2011-09-20 15:38WarmongerNote Edited: 0002036bug_revision_view_page.php?bugnote_id=2036#r1419
2012-11-09 11:16WarmongerCategoryMechanics - Adventure Map => Mods
2012-11-09 11:35WarmongerNote Added: 0003202
2013-01-22 20:49WarmongerNote Added: 0003313
2013-01-22 20:49WarmongerStatusassigned => acknowledged
2013-04-01 09:43WarmongerSeverityminor => feature
2013-04-01 09:43WarmongerResolutionopen => no change required
2013-06-10 12:30ZamolxisRelationship addedrelated to 0000128
2015-03-01 10:52WarmongerNote Added: 0005587
2015-03-01 10:52WarmongerStatusacknowledged => closed
2015-03-01 10:52WarmongerFixed in Version => 0.97

Notes
(0002036)
Warmonger   
2011-09-20 15:35   
(edited on: 2011-09-20 15:38)
Handling of "new" artifacts is rather an issue of modding system, not original mechanics. Will have a look at it next year ;)

(0003202)
Warmonger   
2012-11-09 11:35   
My proposal for new art handling is same as for new creatures:
- All artifacts added by current mods are avaliable
- Some artifacts may be set not to be random in artifact property
- New map firmat will have an option to:
1. Allow all additional artifact
2. Do not allow any new artifacts
3. Use artifacts only from provided mod list

Now creature artifacts are just temporary solution. Once handling of new artifacts is added (should be very easy), we may move them to separate mod.
(0003313)
Warmonger   
2013-01-22 20:49   
Well, the state of this report for now is:

- All artifacts from enabled mod(s) can appear as random - this is what we want.
- Commander / stack artifacts (any of them) don't spawn if realted option is turned off in config/defaultMods.json

The other points will become an issue only once map editor is up, so we can actually manipulate available artifacts.
(0005587)
Warmonger   
2015-03-01 10:52   
Closing as outdated issue.