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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002373 | VCMI | Mechanics - Battles | public | 2016-01-13 20:29 | 2024-01-30 19:18 | ||||
Reporter | Kantor | ||||||||
Assigned To | Warmonger | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | open | ||||||
Platform | OS | OS Version | |||||||
Product Version | 0.98f | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002373: Necromancy skill rises troops incorrectly | ||||||||
Description | Let's assume we are attacking enemy hero with necromancy skill, battle begins, then we're escaping before both sides will suffer, so there are no loses. OH3 wouldn't allow to rise any troops for hero that won, VCMI does. | ||||||||
Tags | No tags attached. | ||||||||
Attached Files | necromancy test.h3m [^] (4,174 bytes) 2016-01-13 20:29 SXX_Necromancy_v1.h3m [^] (5,033 bytes) 2016-02-13 21:09 | ||||||||
Notes | |
(0006325) Kantor (updater) 2016-01-20 18:52 edited on: 2016-02-14 15:44 |
After some digging into the code, here is my proposition to fix this issue: replace 997 line in lib/mapObjects/CGHeroInstance.cpp with this one: if ((necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY)) && !battleResult.casualties[!battleResult.winner].empty()) |
(0006421) SXX (administrator) 2016-02-13 18:37 |
Just in case this one is easy fix, but before it's applied we'll actually need to check other Necromancy behaviour. It's complex skill and I suspect there may be more bugs around. Any chance you already tested necromancy more than just for that bug? |
(0006422) Kantor (updater) 2016-02-13 19:00 edited on: 2016-02-13 19:03 |
Unfortunately not, as of now I'm unable to compile VCMI by myself. I'm pretty sure that necromancy works properly for other cases. Right now necromancy skill will always rise at least 1 troop, even if both sides were untouched after battle. |
(0006423) SXX (administrator) 2016-02-13 21:09 |
Ok there is map for advanced necromancy skill testing. :-) |
(0006428) Kantor (updater) 2016-02-16 20:23 |
I just checked this issue with my solution, and that solves it completely. Next thing to do is to check if necromancy rises correct amount of troops, but I doubt there are any issues with this. |
(0006432) SXX (administrator) 2016-02-17 08:18 |
Your solution does solve it, but I would rather check math inside instead. Also I don't think calculation is correct, but testing would take a while. |
(0006434) Kantor (updater) 2016-02-17 14:36 |
Hmm, there indeed is a issue with calculation for hero which rises upgraded creatures and has artefact like Cloak of Undead King. From 100 Obsidian Gargoyles hero (with adv. necromancy) in OH3 would rise 30 wraiths, in VCMI that would be 29. |
(0008568) Ivan (developer) 2023-04-12 17:06 |
Migrated to github, status will be tracked here: https://github.com/vcmi/vcmi/issues/1219 [^] |
(0008913) Ivan (developer) 2024-01-30 19:18 |
Closing issues that were migrated to Github |
Issue History | |||
Date Modified | Username | Field | Change |
2016-01-13 20:29 | Kantor | New Issue | |
2016-01-13 20:29 | Kantor | File Added: necromancy test.h3m | |
2016-01-20 18:52 | Kantor | Note Added: 0006325 | |
2016-02-13 18:37 | SXX | Note Added: 0006421 | |
2016-02-13 19:00 | Kantor | Note Added: 0006422 | |
2016-02-13 19:03 | Kantor | Note Edited: 0006422 | View Revisions |
2016-02-13 21:09 | SXX | File Added: SXX_Necromancy_v1.h3m | |
2016-02-13 21:09 | SXX | Note Added: 0006423 | |
2016-02-14 15:44 | Kantor | Note Edited: 0006325 | View Revisions |
2016-02-16 20:23 | Kantor | Note Added: 0006428 | |
2016-02-16 20:26 | Warmonger | Assigned To | => Warmonger |
2016-02-16 20:26 | Warmonger | Status | new => assigned |
2016-02-17 08:18 | SXX | Note Added: 0006432 | |
2016-02-17 14:36 | Kantor | Note Added: 0006434 | |
2023-04-12 17:06 | Ivan | Status | assigned => confirmed |
2023-04-12 17:06 | Ivan | Note Added: 0008568 | |
2024-01-30 19:18 | Ivan | Note Added: 0008913 | |
2024-01-30 19:18 | Ivan | Status | confirmed => closed |
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