Warlock 2: the Exiled

Warlock 2: the Exiled

Renaissance Mod
 This topic has been pinned, so it's probably important
Chumley  [developer] Feb 27, 2018 @ 5:52am
Bugs Renaissance Mod fixes (and bugs it can't)
Renaissance Mod fixes a number of Warlock 2 bugs. But there are still a few persistent bugs from the core game. This discussion highlights the most prominent fixes and acknowledges those bugs that still remain.


Audio & Visual Fixes

» Any unit actions with missing spell sprites have been restored
» Any units with sizing issues have been adjusted
» Any units with incorrect portraits have been given the correct artwork
» Any buildings with incorrect or missing prerequisites have been fixed
» All capital city mass attacks now properly feature animated spell sprites
» Any missing combat sounds have been restored


Functional Fixes

» Units with elemental immunity (such as Helia divine units) may now be enchanted
» The 'Too Old to Fly' achievement will now properly trigger when completed
» The 'Intellectual Foment' player debuff (an empire-wide penalty that cuts research production by 50%) may now properly trigger as one possible outcome for exceeding 100+ unrest
» A number of confusing elements have been given more appropriate names and descriptions
» Magical Water (terrain type) now provides -20% food, +20% mana as intended (rather than -50% food, +50% mana like Water of Death)
» Odd numbers in spells, perks and glyphs have been rounded and normalized -- for example, 'Zombie Aura' was changed from reducing unit power by 39% to 40%
» Dragonslayer perks (from various sources) have been fixed; they now enable the unit to deal bonus damage to dragons
» Neutral Naga towns can now spawn on random maps, just as they do for other races
» In non-Sandbox modes, AI players that randomly begin in Topical worlds should no longer get stuck there
» Naga AI players that would occasionally not spawn in non-Sandbox modes should now always spawn properly
» Any broken quest chains have been fixed
» Tal Kalessil is now a more playable Great Mage, given unit stats that yield bonuses equal to that of other players
» Many seriously imbalanced elements have been properly rebalanced


Common Bugs that Remain

The following bugs remain, despite my best efforts to address them.

Obscured Unit Stats Pane
The bug you're most likely to notice is an overlay issue that sometimes triggers when you attempt to look at a unit's stats by right-clicking on it on the game map. For some reason, you'll see the terrain pane (describing the terrain or building the unit is on) overlaid on top the unit stats, making the stats nearly impossible to read.

Workaround — If it's your own unit, attempt to view the unit from your unit list and right-click on it there. If it's an enemy unit and this bug appears and seeing the unit's stats is absolutely vital to your game, you can save your game, close out and reload Warlock 2.

Slow Programs When Minimized
When you alt + tab to minimize the game, you'll notice a severe slowdown when you type and/or attempt to process requests in other programs. This is caused by a memory leak that was never corrected in the core game.

Workaround — Go to the game options and check the box to play the game in 'Windowed mode.' This appears to fix the issue.

Renamed Cities Don't Stick
Another persistent issue is when you rename a city and it reverts back to the original name. This only happens if you build a building while in city view right after (or right before) you rename the city.

Workaround — Go into the city view strictly to rename the city. Then exit out and go back in to build your next building (or build the building first, exit out and then go back in to rename the city). Do that and the name will stick.

AI Spellcasting Glitch
You may occasionally notice an AI is stuck casting the same spell for multiple turns. When you click on an AI from the Great Mage screen, they appear to be casting the same spell indefinitely.

Workaround — Unfortunately, there's no workaround for this issue. But many changes have been made in Renaissance Mod to ensure that this bug does not trigger often. Plus, when it does trigger, the AI will continue to play as normal; they simply won't cast spells.

Random Game Crashes
You might get a random game crash that seems to trigger out of nowhere. Usually this happens while the AI is moving. It tends to be more common in games on large or very large maps with a lot of AI players -- it's likely a memory issue.

Workaround — If you encounter a random crash, just reload the game and hit continue. The vast majority of the time the game will proceed without crashing a second time (though you may encounter a similar crash later in the game, in which case simply reload again and proceed).


Rare, Game-Breaking Bugs

There are two more very rare bugs that have the potential to crash your game and you'll be unable to move beyond the crash. There are workarounds for you, the player, but not for the AI... and that's when it becomes almost impossible to continue your game.

Luckily, both of these issues are extremely rare.

Building Perk Bug
A game crash happens when a player (human or AI) gets a new unit late in a game where there are more than 20 different building perks available to that unit's class (like mage, fighter, cleric, etc.). Clicking on the unit will crash the game. You're unlikely to see this bug show up at all in shorter games (< 250 turns). But if you prefer long games, you may well trigger this bug.

Player Workaround — Destroy extraneous perk-granting buildings as you use up the perks. In other words, keep tabs on what perk buildings you have for the most common classes -- mages, biters and fighters -- and destroy the ones you no longer need. Do that, and you can avoid this bug. It's a bit of a pain, but it works. You don't have to destroy all perk-granting buildings... just a few.

AI Workaround — If your game crashes on an AI's turn and you're beyond turn 250 and the game keeps crashing at the same point no matter how many times you reload, it's likely due to an AI encountering this bug. This is exceptionally rare, but it can happen -- particularly with naga AIs (as their race has access to more building perks than others). You're best bet is to notice which AI is moving when the game crashes. Then reload an earlier save (preferably 10+ turns prior) and move to take out that AI player quickly. Sometimes just going to war with that player is enough to cause them to build differently.

Note that I have only seen this bug trigger with recent versions of Renaissance Mod beyond 300 turns, and even then only once in a blue moon.

Corrupted Terrain
Very rarely the game world is generated with a few corrupted terrain tiles. Usually terrain corruption occurs in groups of 2-3 tiles. You won't even know they're corrupted until you (or an AI) tries to terraform them. Upon terraforming a corrupted tile, the game will crash.

Player Workaround — If it's you doing the terraforming, you can continue your game by simply opting not to terraform the tile(s). Yes, it's unfortunate that you can't play exactly the way you want, but at least you can keep playing.

AI Workaround — If you see an AI casting a spell to alter the terrain and then *CRASH*, your best bet is to go back a couple turns to an autosave, do your turn differently and hope the AI makes different choices too. If they keep trying to terraform the bad terrain, your game will keep crashing. So this bug, when applied to an AI, can prove to be truly game-breaking.

Luckily, I've seen this bug happen only in perhaps 1 out of every 25 or 30 games, and most of those are salvageable.

Note that when you place a city in Renaissance Mod, depending on the race, your city placement may attempt to terraform the center tile. So city placement can also trigger this bug. If your game crashes as you build a new city, corrupted terrain is likely the culprit and you could instead choose to place your city on a neighboring tile.

----

If you have any questions, or notice any other stubborn bugs, please post your comment below.

May all your Renaissance games be fun and bug-free! :steamhappy:
Last edited by Chumley; Jan 29, 2024 @ 5:00pm
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Showing 1-15 of 18 comments
MiyabiSFG May 27, 2018 @ 6:36am 
When the unit is on the building, pop-ups can not be seen in the details of the unit. (It hides behind building information.) Can you fix this problem with Mod?

https://steamcommunity.com/sharedfiles/filedetails/?id=1396058877
Last edited by MiyabiSFG; May 27, 2018 @ 6:39am
Chumley  [developer] May 27, 2018 @ 7:08am 
Unfortunately I cannot. But see my notes on the "Obscured Unit Stats Pane" bug above for potential workarounds.
MiyabiSFG May 27, 2018 @ 7:43am 
Oh. I will use W/A. Your Mod is wonderful. Thank you !!
MiyabiSFG Jun 9, 2018 @ 1:23am 
It seems that the option "Do not show movements of allies'units" is not functioning. I am seeing all the allies' movements actions. Is there a workaround for this bug?

Chumley  [developer] Jun 9, 2018 @ 4:18am 
Originally posted by MiyabiSFG:
It seems that the option "Do not show movements of allies'units" is not functioning. I am seeing all the allies' movements actions. Is there a workaround for this bug?
Are you certain you are still allies with the AI in question?

I have never had trouble with this, nor heard from anyone else who had difficulty with this. But sometimes, when an alliance just ended, it can appear to no longer be working.
MiyabiSFG Jun 9, 2018 @ 4:55am 
I would like to shorten the waiting time to advance the turn. So, I do not want to see movement of allies' units. Is this a function for that?
Chumley  [developer] Jun 9, 2018 @ 6:51am 
No, it's not possible to mod that. The best you can do is left click to skip each unit's movement.
MiyabiSFG Jun 9, 2018 @ 7:26am 
Chumley  [developer] Jun 9, 2018 @ 7:36am 
I'm sorry -- I thought you had asked about shortening the wait time for unallied units when I last responded.

Yes ... you can skip allied unit movements using F8 or that game setting. Both work. I have no idea why it's not working for you. As I said in my initial reply, it works fine for me and I've heard no other reports of it not working for other players. So I'm at a loss.
briantjack Jun 14, 2018 @ 12:43pm 
Originally posted by Chumley:
Yes ... you can skip allied unit movements using F8 or that game setting. Both work. I have no idea why it's not working for you. As I said in my initial reply, it works fine for me and I've heard no other reports of it not working for other players. So I'm at a loss.

This option often works for me, but it's not consistent. I haven't tried using F8 during these occasions, yet; I'll have to update this after I try it.
briantjack Jun 14, 2018 @ 12:50pm 
Among the "Common Bugs that Remain" you might care to add that a pop-up window still shows up between a human player's turns. Specifically, this is the warning from an AI wizard to another AI wizard when the second one casts an area-of-effect spell that hits the first "unintentionally". The window is impossible to close until the human player's start of turn; in the meantime, activities that could affect the human player's units are obscured by the pop-up.
briantjack Jun 14, 2018 @ 1:07pm 
Another bug in the game occurs when I click the notification that another player has begun casting the Unity spell. Sure, when I hover over the notification, I am told who did so, but when I click the icon, two windows pop-up -- with my casting book overlaying another window. (I have to Esc to close the window in the back before I can close the window in front.)
MiyabiSFG Jun 15, 2018 @ 7:43am 
The game Difficulty is Challenging. AI GM had a lot of Mana and Gold. Is this a bug in new patch?
https://steamcommunity.com/sharedfiles/filedetails/?id=1412453638
Chumley  [developer] Jun 15, 2018 @ 2:59pm 
Originally posted by MiyabiSFG:
The game Difficulty is Challenging. AI GM had a lot of Mana and Gold. Is this a bug in new patch?
https://steamcommunity.com/sharedfiles/filedetails/?id=1412453638

This is normal. AIs in all but the lowest settings are supplied with extra resources. It helps them to keep moving and building.
MiyabiSFG Jun 15, 2018 @ 4:16pm 
OK, Thank you!!
Last edited by MiyabiSFG; Jun 16, 2018 @ 12:53am
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