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Skeleton monster problems - IMPLEMENTED

Posted: Wed Sep 09, 2020 2:39 am
by Savra
After you upgrade the undeads reanimation to the last 2, rather then getting other skeleton monsters, you only get the old skeleton monster.

E.g. A horse archer corpse reanimates into a skeleton monster, instead of a skeleton monster ballista.

@Alexander82

Re: Skeleton monster problems

Posted: Wed Sep 09, 2020 10:43 am
by Alexander82
I checked the transform.json file but here it seems to be set correctly. I think it is better if @Stratego (dev) takes a look into it.

Re: Skeleton monster problems

Posted: Wed Sep 09, 2020 3:12 pm
by makazuwr32
Could it be because tech itself is used the one that was hard coded?

Re: Skeleton monster problems

Posted: Wed Sep 09, 2020 3:52 pm
by Savra
Well, I decided to check it a bit further and it seems that yes you can still get the other skeleton monsters still, but your just more likely to get the original instead.

Re: Skeleton monster problems

Posted: Wed Sep 09, 2020 8:14 pm
by Alexander82
That is odd cause it was left out in transform.json

Maybe it is just hardcoded in the reanimation spell.

Re: Skeleton monster problems

Posted: Wed Sep 09, 2020 8:45 pm
by Savra
Probably, you could just adjust it so that skeleton monster has a chance to spawn from the corpse with no weapons. (The one the ghouls spawn from)

Re: Skeleton monster problems

Posted: Wed Sep 09, 2020 9:10 pm
by Alexander82
Yes, I could do that, but that wouldn't solve anything if it is already hardcoded as an option for reanimating any corpse.

Re: Skeleton monster problems

Posted: Thu Sep 10, 2020 7:25 am
by makazuwr32
@Stratego (dev) can you solve this?

Re: Skeleton monster problems

Posted: Thu Sep 10, 2020 7:49 am
by Stratego (dev)
please tell me the requested feature in this last post/or in email - thanks!

Re: Skeleton monster problems

Posted: Thu Sep 10, 2020 3:11 pm
by Alexander82
Can you remove current skeleton monster reanimation from random corpses? Later I will make it resurrected by generic corpses.

Re: Skeleton monster problems

Posted: Sun Sep 13, 2020 11:25 pm
by Alexander82
@Stratego (dev) just to remind you about this when you can do it ;)

Re: Skeleton monster problems

Posted: Mon Sep 14, 2020 10:08 am
by Stratego (dev)
sorry i think i can not follow the many things to do :)

please put into the feature need list or something.

thanks!

Re: Skeleton monster problems

Posted: Mon Sep 14, 2020 12:43 pm
by makazuwr32
Stratego (dev) wrote: Mon Sep 14, 2020 10:08 am sorry i think i can not follow the many things to do :)

please put into the feature need list or something.

thanks!
Alexander82 wrote: Thu Sep 10, 2020 3:11 pm Can you remove current skeleton monster reanimation from random corpses? Later I will make it resurrected by generic corpses.

Re: Skeleton monster problems

Posted: Mon Sep 14, 2020 1:49 pm
by Alexander82
Stratego (dev) wrote: Mon Sep 14, 2020 10:08 am sorry i think i can not follow the many things to do :)

please put into the feature need list or something.

thanks!
I think that it is not a problem of actual coding. It is just that the old skeleton monster unit is still reanimated, even though I didn't set it in the transform.json.

It is just something you have to remove from code (maybe it is something that remained after jsoning animation mastery).

Re: Skeleton monster problems

Posted: Sun Sep 20, 2020 9:29 am
by Alexander82
Savra wrote: Wed Sep 09, 2020 3:52 pm Well, I decided to check it a bit further and it seems that yes you can still get the other skeleton monsters still, but your just more likely to get the original instead.
Can you try reproducing this bug?

Consider that notevery monster is implemented yet, and thus the old monsters are still in their place. Later they will be replaced with the proper unit.

Re: Skeleton monster problems

Posted: Sun Sep 20, 2020 4:46 pm
by Savra
I'll try it.

Re: Skeleton monster problems

Posted: Sun Jan 24, 2021 1:49 pm
by makazuwr32
fixed?

Re: Skeleton monster problems

Posted: Sun Jan 24, 2021 6:03 pm
by Savra
Yes.