• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hiliadan

Major
Jun 17, 2018
614
6
This is the continuation of this thread on the old Triumph forum: http://aow.triumph.net/forums/topic/shadow-realm-beta-tests/

This thread is here to collect feedback on balance and bug reports.

A list of all the bugs fixede during alpha can be found here: http://aow.triumph.net/forums/topic/shadow-realm-alpha-tests/#post-258272

List updated on 22 December 2019:

Bugs and major things to correct
RMG
– These errors cause crash when generating the map and seem to be linked to the Shadow climate (no crash without the SR RMG mod):
[ERROR]Assertion failed: "pType!=NULL"
Message: Can't assign a NULL type!
d:\source.aow.steam\creator\gc\source\hexworld\materialworld\GCMaterialHexCellData.cpp(155): (click to open)
It's talking about a "HexMap Random Decoration Type" or a "HexMap Mountain Decoration Type" being missing. The RMG says "Give me a decoration type for this theme and overlay, with this identifier." and it can't find one.
[ERROR]Assertion failed: "(FOverlay->GetGeoType() != eHexLGGeographicType_Land)||FOverlay->GetAllowObjects()"
Message: Structure on invalid terrain detected: Visit - Shadow Portal Entrance. Position: (104,4).
d:\source.aow.steam\aow\aowc\source\LevelGenerator/World/HexLGStrategicWorld.cpp(80): (click to open)
It's complaining that a Shadow Portal Entrance is being placed on a Land hex which isn't allowed to have structures on it (specifically, the "AoW LevelGen - Overlay" for the hex has gotten Allow Objects set to false).
The coordinate means column 104, row 4 (both count from 0).
[ERROR]Assertion failed: "lThemeOverlayIDList.GetCount() > 0"
Message: <-(Yep this bit was blank)
d:\source.aow.steam\aow\aowc\source\LevelGenerator/World/HexLGStrategicWorld.cpp(91): (click to open)
This is complaining that there are no decoration types defined for a particular theme/overlay combination that it's interested in placing. For example, maybe it tries to look for decoration types for Shadow / Dense Vegetation and it can't find any.
RMG - Shadow Gates can spawn on water on the surface layer (water hex and surrounded by water hexes; they should spawn like normal Cave Entrance on land)
RMG - Missing the following sites on the Shadow layer: Sword of the Ashen Rose, Castle of the Lich King, Maelstrom
RMG - Not enough Dwellings spawn on the Shadow layer: should be 1 on Small, 2 on Medium, and to calibrate on Large maps.
RMG - the number of Shadow Gates is independent of map size (it should scale up or down based on map size)
- Shadow Gates on Water lead to unsolvable combats when attacked by an enemy on the other side through the Gate. On manual, the defending units (including ships) are displayed on dry land before the lack of attackers triggers autoresolve.
DEVS – Switching the RMG mod ON or OFF consistently crash the game whenever you try to generate new random maps. See http://aow.triumph.net/forums/topic...-after-deactivating-a-mod-adding-a-new-layer/
RMG - Gemstone Mines are sometimes generated in clusters of 3, see https://www.my-league.com/games/273...0190430_SR-RMG_3-Gemstone-mines-clustered.jpg
RMG - Long narrow (1 hex) paths are still generated with nothing for many turns, see screenshots https://www.my-league.com/games/273...dow-Realm_RMG_long-paths-to-nothing-in-SR.jpg and https://www.my-league.com/games/273...w-Realm_RMG_long-paths-and-no-sites-in-SR.jpg
- Storm Priests can't summon Wisps when immobilized (but they can still use ranged attacks), cf. https://forum.paradoxplaza.com/foru...ormpriestcantsummonifimmobilized-jpeg.497648/

Intermediate issues
- TC_CITY_ARCHON_FOREGROUND.CLB and TC_City_Archon_Background.clb are apparently not linked in the .acp
RMG - the Shadow Realm is between the UG and Surface when you click on the arrows on the mini map to switch between layers. That would seem more logical for it to be above Surface
- Lost Privateer: https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Lost_Privateer Assassin's Strike's and melee strike's damage needs to be corrected. Medal damage bonus also need to be updated.
- the SE city in ruins' TC map lacks decoration: https://forumcontent.paradoxplaza.com/public/451408/aow3_SRCE_tacticalCityRuinsUnpassableHex.jpeg
For instance under these conditions:
[00:03:15][WORLD_ACTIVATE]BACKGROUND SLOT: Inner North East = Fertile Plains
[00:03:35][WORLD_ACTIVATE]BACKGROUND SLOT: Inner South West = Fertile Plains
[00:03:35][WORLD_ACTIVATE]BACKGROUND SLOT: Outer North = Fertile Plains
[00:03:35][WORLD_ACTIVATE]BACKGROUND SLOT: Outer South = Fertile Plains
[00:03:35][WORLD_ACTIVATE]Searching for an environment record! Material: 'Fertile Plains' Layer: 'Shadowrealm Layer' Theme: 'Shadowrealm - Theme' Race: 'Shadow Elf - Race Definition'
[00:03:38][WORLD_ACTIVATE]Using environment record: Shadowrealm_Env
[00:03:38][WORLD_ACTIVATE][TC-Map Appearance] Reverb settings: (null)
[00:03:38][WORLD_ACTIVATE]ENVIRONMENT: Using environment set AOW_TC_BLIGHTED_FERTILE
[00:03:38][WORLD_ACTIVATE]ENVIRONMENT: Using sky dome Bli_Fertile_Skydome
- the Beacon of Light's TC map on the Shadow Realm climate lacks decorations (many invisible obstacles). See https://forum.paradoxplaza.com/foru...r_scen2_beaconlightinvisibleprop-jpeg.497574/ and https://forum.paradoxplaza.com/foru..._scen2_beaconlightinvisibleprop2-jpeg.497575/ and https://forum.paradoxplaza.com/foru..._scen2_beaconlightinvisibleprop3-jpeg.497576/
Same for the Tundra non-walled city defense (at least one invisible obstacle, next to a wagon). Wizard's Tower Ruins also has the issue. So it might be linked to missing obstacle definitions for the Shadow layer.

Minor issues
- there are two Mithril Mines in the Map Editor: shouldn't we have only 1? 1 is from Decodence so is the other one a duplicate for the SR Expansion?
- Lightning Sprites "Static Discharge“ is by default in "attack mode" and cannot be used as "move and attack“
Model - Exterminators' sword should be red (full of blood, see their description)
- A property showing the number of turns a Lightning Sprite has left before dying should be displayed. [the property is still not displayed]
- Draconian's ToW do not list they have Shadow Walker
Model - the Heart of Shadows' colour is buggy: at some zoom levels (but not others), it looks purple, see https://steamuserimages-a.akamaihd....284/00304CCAAA22A25E784917043C8401B4B8BFF51B/
- for the living Archon Dwelling, the white stripes on the ground on the strategic map must be removed (they are specific to the Undead Archon Dwelling and look very weird for the living Archons IMO). Not sure the dwelling areas outside the central hex should be kept either as they look like Undead Archon areas too.
- Wicked Flames of Grauth lack the information that they give fire spit and explosive death (and fire protection?) for visiting units in their description
- all the Archon building can have description updated based on the Wikia: https://age-of-wonders-3.wikia.com/wiki/User_blog:Hiliadan/Living_Archon
DEVS - Shadow Climate Dense Vegetation transformed to Barren by road building or other looks like cut down surface Dense Vegetation, cf. https://i.ibb.co/MCnNG0w/226840-20181207234442-1.png This is because the game has only one model for crushed trees and no way to make it climate specific, see https://puu.sh/CAOHJ/b8bc6c0891.png.
Model - Glass Furnace' texture appears green whereas it should appear blue/cyan, see http://aow.triumph.net/forums/topic/shadow-realm-brainstorm/page/37/#post-280481 As a consequence, we used the base "orange" texture from Magma Forge.
- another tactical map is needed for the Archon Dwelling
- displayed around map load: [22:55:55][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 4. Message was:
[22:55:55][ERROR][WORLD_ACTIVATE] [string ""]:4: attempt to index field 'YAKA_FX' (a nil value)
- also displayed around map load:
[23:16:09][ERROR][SCRIPTING ERROR] Error in line number 13. Message was:
[23:16:10][ERROR] [string ""]:13: attempt to index field 'VISITED_PFX' (a nil value)
DECODENCE - we have 2 Shrine to the Scarlet Destroyer (to confirm whether it's indeed caused by the SR mods), as shown on the Map Editor: https://steamuserimages-a.akamaihd....073/8EABFB093791EF97B7B681D10640C9586FC18398/
- the battlefield enchantment Shadow Weed Decoction for Celestial Pools lack an icon (should be the one from Shadow Weed Decoction)
- Kyridarion the Shielder, have a skin texure looking like Humans/High Elves. Supposed to be fixed but still looks like a Human or High Elf.
- Mercenary Strike needs to be removed from the .xml and maybe the .acp as it is not used any more (see Hiliadan's post here: https://forum.paradoxplaza.com/forum/index.php?goto/post&id=25360988#post-25360988)


Other "to do"
- add the changes to the Archons in the changes to the base game: update the ToW entry of Archons
- list sites that give bonus through Sanctified Sites, etc. as Treasure sites in their description.
- RMG should add a few small pocket of water (about 8-10 hexes big) in the Shadow layer and spawn Maelstroms and Swords there.
- decide on this: "Infused and Night Guard: we've got an issue with their model, it has an armor but the unit doesn't have Armored. Not sure what we should do. Easiest would be to remove the armor maybe? Depending on how the model is done, should be do-able in the mod tool?"
- draft a description for the Acropolis (Archon Dwelling) for the ToW
- diversify Mithril Mine's defender set (currently only Lesser Earth Elemental)
- decide what to do with the missing bridges in Autumn, Tundra and Shadow climates (in tactical maps)
- consider making decorations specific to Autumn, Tundra and Shadow climates (see https://forum.paradoxplaza.com/foru...sion-development.1123354/page-5#post-25092113)
- consider changing the tactical maps for Forgotten Thrones to those of Lost Library
- write a game concept page for Shadow layer and add it to the ToW
- update the model of the Lost Privateer:
* make him more incorporeal: not sure if we can do something to make it look like more a Phantasm Warrior for instance? or give him a glow through PFX
* add a hood or a cloak? This might require edits to the model. I don't recall any helmets/hoods being separate from the main figures.
- add the +1 on all damage channels display issue due to Shadow Weeds in the Wikia's FAQ

Recent fixes, need to be checked
RMG
- maybe a side-effect of Decodence RMG Integration but it's now possible to get 2 Magma Forge in a 5 hexes radius of your Throne (surface start). It never happens in normal games.
- the (SR) Crystal Tree, Forbidden Sanctum, Wizard Tower Ruins do not display the MCU in their description. They aren’t displayed because the Shadow Realm versions of these structures don’t unlock the MCUs right now, a MCU can only be linked to one structure and they’re already linked to the regular versions of these structures. So a solution needs to be found.
- Call Forth Darkness should display "Call Forth Darkness" in the tooltip when attacking, so that players know the enemy units will get -100 morale, or at least, "Call Forth Darkness" should be displayed as a red property in the unit panel after it's affected to explain the -100 morale, and that should also appear in the morale tooltip (currently it displays "-100 (null)")
- The descriptions of Forgotten Thrones need to be updated to include the additional vision range, etc. cf. the Wikia: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Forgotten_Throne
- Equipment Instability Field and its effect Disrupt Equipment both needs to be renamed to Disrupted Equipment, cf. https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Forge_of_Dreams and associated battle enchantment https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Disrupted_Equipment
- Hollow Grove does not show up on the strategic zoomed out paper map due to a lack of "paper map" icon
- Shadow Weed shoud have the same icon as Flowers of Solace on the "paper map". Glass Furnace should have a resource site icon (like Magma Forge). Celestial Pool should have a Shrine icon.
RMG - Well of Souls need to be removed from the Shadow layer, cf. the list of exclusion here: https://age-of-wonders-3.fandom.com...adow_Realm_Community_Expansion#Treasure_sites
RMG - Roads lead to non-city, non-Dwelling, non-Inn sites in the Shadow layer: Celestial Pool (should not, or only at Many Roads)
– Shadow Elf Apprentice’s Dispel Magic and Shadow Fire icon display in tactical combat should be switched: Dispel Magic in #7 and Shadow Fire in #2 (it’s currently the opposite)
- Archon ability lacks its icon and description: https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Archon
- ICON - a new icon is required for SE RG1 eco since it's UG and not Arctic that is no longer disliked
- the description change from "Shadow World - !- Void -!" to "Shadow World - Lava Pool" for Decodence's Void hex needs to be done in the Content mod, not the RMG mod
- Add in the .xml:
STRUCTURE_HEARTOFSHADOWS_UNEXPLORED DESCRIPTION: "When explored: Adds {STR_income} and {STR_CP}, adds the abilities Shadow Walker and Shadow Demon Slayer to produced units and grants Shadow Walker when located within your domain."
HEART_SHADOWS_UNITPROPERTY DESCRIPTION:
"This unit is owned by a player with Heart of Shadows in their domain. This unit receives Shadow Walker and Shadow Demon Slayer." (Heart of Shadows)
Link that 2nd description to the property associated to the Heart and display it in unit panel.
And potentially rename STRUCTURE_HEARTOFSHADOWS DESCRIPTION into STRUCTURE_HEARTOFSHADOWS_EXPLORED DESCRIPTION
- Lesser Shadow Walking displayed twice on the ToW, probably a symptom of a bigger problem as we apparently have it in duplicate? Would be good to delete one and link the other to the unit needing it? https://forum.paradoxplaza.com/forum/index.php?attachments/20190411172231_1-jpg.470621/
- Shadow Weeds Blessing in Status Effects category and Lesser Shadow Walking in Terrain Properties category have the same name and description, because the latter doesn't have it's own unique XML entries. This causes the duplicate Lesser Shadow Walking entry bug.
- the Syron Tomb and Syron Ruins need to be renamed Tomb and Ancient Ruins and they need to be made invisible in the ToW (like the other duplicate sites for the Shadow layer) as there was no decision to name them like that and we have no specific defender set, reward set, etc.
- The "monoculture" empire quest (7 cities of same race) seems not to produce any units when that race is Shadow Elf. It still pops up a notification saying you achieved it and should have gotten units, but the units aren't anywhere on the map

To design
- Wicked Flame of Ghrauth could have a better description, it's not clear what the reward is by looking at the description.
– update the description of Shadow Shift in the Wikia: it doesn't last until end of round but only for the turn of the unit (so available in attack but not defense)
- Sword of the Ashen Rose to add in the Wikia
- A description of the Shadow Elf race (in the style "they are violent and multiply very quickly" etc. like for other races) to add to the Wikia and their ToW entry. + Shrine of Storms and Lightning Cannon
- new defender sets need to be designed for Mana Nodes, Crystal Tree, Flowrock Quarry, Forbidden Sanctum, Tomb, Vault of Knowledge, Wizard Tower Ruins
- consider a 2nd roamer set for Warband Campfire similar to its 2nd defender set https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Warband_Campfire
- review defenders of Larva Pool to avoid having only 1 Harvester and 1 Larva (too weak) with Normal Defenders


Balance discussion
- Should SE Martyrs cost +5 Mana and/or have 11 shock ranged damage, as Human Martyrs are at 11 spirit ranged damage and cost +5 Mana?
- Move Sprint to Elite for Touched.
- SE Arcane Archers should probably have 7 def as they don't have Armored like HE Longbowman who have 8 def (Flamers also have 7 without Armored, Harpoon Throwers have 8 without Armored)
- Units affected by Geyser can become Drenched?



Checked and fixed
- Shadow Elf cities give High Elves instead of Shadow Elves as rewards
- SE Apprentice: a bit like Succubi, the Wiki says Fairy Fire, not Shadow Fire, so should be switched back to Fairy Fire. Medals need to be reverted to Fairy Fire ones too.
- SE Bards lack Shadow Walker Aura: http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Bard And Inflict Shadow Sickness should be removed from them.
- Gemstone Mine: incorrect defender set (Undead Archon instead of http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Gemstone_Mine)
- the description and name of the Lightning Prayer Bolts of the Shrine of Storms are swapped
- Shadow Weed is still called Haste Berries with the description of the Haste Berries? I see many patches of it on the SR and they don't regen MP but instead give Shadow Weed Decoction.
– Lacking this part of the description of Glass Furnace:
Fully restores the Health Text of visiting Machine Machine.
* Replenishes in 4 Turns
Unlocks: Glass Armory.
- SE Succubi should have 10 physical, 3 shock melee damage. They have Invoke Darkness instead of Call Forth Darkness. The difference is that Call Forth Darkness also gives -100 happiness and is cooldown 2 instead of cooldown 1. Also Dark Pact gives them Shadow Fire instead of Fairy Fire (Shadow Fire was mentioned only once by Dr_K on p.19 of the Shadow Realm topic http://aow.triumph.net/forums/topic/shadow-realm-brainstorm/page/19/#post-250658 but it was not really agreed on)
- Strong Will Slayer's description does not mention the additional damage: http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Strong_Will_Slayer
- Inflict Break Body and Soul's description does not say that Broken does not affect Machines and Undeads: http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Broken
- Fire Lightning Bolt cannot be used on enemy unit directly, you have to shoot a hex infront of them to attack them.
- Call Forth Darkness lacks a proper information on the strength of the check on Blind http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Call_Forth_Darkness
<strong>RMG </strong>- there is a zoom issue in the SR. The zoom is weird by default but if you zoom in, it goes below the floor of the map, see screenshot: https://www.my-league.com/games/273...398/273/151578090720180113_zoom-bug-on-SR.jpg When not playing in debug mode, this zoom bug in the Shadow Realm layer causes a crash to the game. Especially in a high graphics setting.
It also crashes in debug mode, and throws the following error a huge number (x200) of times: [00:09:45][ERROR]AllocateShader failed[ERROR]AllocateShader failed[ERROR]AllocateShader failed[ERROR]AllocateShader failed[ERROR]AllocateShader failed[ERROR]AllocateShader failed[ERROR]Assertion failed: “false”
<strong>RMG </strong>- Archon (living) Dwellings do not spawn on the SR, others Dwellings also do not spawn (0 on a Medium Land map)
RMG - RMG generates too many Forbidden Sanctums on the Shadow layer, see http://aow.triumph.net/wp-content/uploads/2018/05/Sanctums-Sanctums-Sanctums.jpg
RMG - Merfolk Dwelling can spawn on land on the Shadow Realm layer (should spawn on water with enough water area around it). It can then be guarded by landlocked units.
RMG – Shadow Elves do not by default start on the Shadow layer
RMG – Shadow Gates can spawn just next to starting city (I got one 2 hexes away from my Throne), that’s too close, it should be as far as Cave Entrances in the official version
RMG - (living) Archon Dwellings spawn outside the Shadow Realm (surface, UG)
RMG - Beacon of Light and Heart of Shadows are not on RMG maps
RMG - the Larva Pool does not spawn in the RMG
- When a game is loaded, all the Shadow Elf leaders are displayed in the log through this error:
[11:34:24][ERROR][WORLD_ACTIVATE]Cannot find Hero Figure Media Dictionary found for: Mount: MOUNT_WYVERN, Race: Shadow Elf, Class: Necromancer, Gender: 2
[11:34:24][ERROR][WORLD_ACTIVATE]Cannot find Hero Figure Media Dictionary found for: Mount: MOUNT_WYVERN, Race: Shadow Elf, Class: Sorcerer, Gender: 1
- when a tactical map is loaded with a SE hero, the following error is displayed (if it's a Theocrat):
[11:37:04][ERROR]Cannot find Hero Figure Media Dictionary found for: Mount: MOUNT_WYVERN, Race: Shadow Elf, Class: Theocrat, Gender: 1
- the description of Chaos should be clarified to make it clear Taunted is 100% success, maybe as in the Wikia: http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Chaos
- Shadow Demon Larva can't be used in game due to lack of icon
- in the .rpk where the icons of SE are defined, the following things need to be renamed: the Storm Priest's icon needs to be removed (it uses one of the 2 Archer icons); the Weaver's icon needs to be renamed Storm Priest's icon; the Exterminator's icon needs to be renamed Weaver's icon (we don't have an icon for Exterminators yet)
– Archon units lack their description: https://age-of-wonders-3.wikia.com/wiki/User_blog:Hiliadan/Living_Archon#Units
RMG - at map generation, the following error are displayed:
[00:02:59]Setting up Host
[00:02:59]Generating new GameID
[00:02:59]KeepAlive sent..
[00:02:59]Generating random level with seed: 2608824013.
[00:03:00]RMG Zone Settings: Land (Zones)
[00:03:00]RMG Terrain Settings: Land (Terrain)
[00:03:00]RMG Structure Settings: Land (Structure)
[00:03:00]RMG Zone Settings: Shadow Realm (Zones)
[00:03:00]RMG Terrain Settings: Shadow Realm (Terrain)
[00:03:00]RMG Structure Settings: Shadow Realm (Structure)
[00:03:00][ERROR]Assertion failed: “pType!=NULL”
[00:03:35]Message: Can’t assign a NULL type!
[00:03:35]d:\source.aow.gog\creator\gc\source\hexworld\materialworld\GCMaterialHexCellData.cpp(155): (click to open)

[00:03:35]
[00:03:35][ERROR]Assertion failed: “false”
[00:04:29]Message: Meandor’s n
RMG - Cristal Mines from Decodence have been added to the SR layer instead of Gemstone Mines
152529437720180502_mithril-mine.jpg

– the effect of the Shadow Weed is displayed as “Shadow Weed Decoction” in blue. The visit site can only give a "property", not a "requisite" so it cannot be “Shadow Walker” and it can't make units immune to Shadow Artifact (outside the SR layer). "Shadow Weed Decoction" is already the name of a spell, so we need to find another name. ==&gt; Shadow Weed should now give Lesser Shadow Walker.
– Spawn Larva acts as Greater Reanimate Undead (brings back the dead unit) instead of acting as Raise Corpse but with Larva instead of Cadaver
– Static Discharge seems to be considered a melee attack, should be Touch/ranged (to avoid getting Panicked due to a Fearsome Shadow Demon Lord for instance!! :D or if possible the first effect should be Touch – so can get Panicked – but the jump should be ranged and not possible to get Panicked)
- Summon Lightning Sprite does not show blue hexes for valid targets (all adjacent hexes). A possible solution would be to make it move and use, similar to other touch-range abilities where the unit automatically moves to get in range of the ability
– the T3 building unlocks both, should unlock only the Chariot one
– the chariot Umbral Weaver has 2 figures on the tactical map, instead of 1
- the Bombard ability directly gives "Infected" to the unit on the central hex instead of triggering “Inflict Infected” with a blight check
– the 2 Umbral Weavers have the same name in game, while waiting for a new name (“Foot Umbral Weaver”??… :D), I suggest to rename the new one “Umbral Weaver Chariot” as a temporary name.
- Larva Pool: the Excess use mod is apparently set on gold instead of mana http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Larva_Pool
- SE Builder is missing the Build Water Fortress ability.
- Shadow Artifact gives Shadow Sickness to Undeads ("Shadow Sickness" appears in their unit panel) even if in the end, they do not get affected by its effect (no -1/-1/-1)
- Forgotten Throne do not give any reward despite reward sets apparently being in the mod tool https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Forgotten_Throne Is it because they are “Terrain Painting” structure type like Hearts instead of a Treasure Site?
- Celestrial Tower (MCU) lacks the damage description (" … deals 20 to a single enemy unit“)
- (living) Archon Dwellings do not have their minor race name displayed, e.g. in the diplomacy screen, it's displayed "(null) (Neutral)" instead of "Archon (Neutral)"
- Shadow Weed Decoction never appears in the research book (it should)
DEVS – if you created a custom Shadow Elf Leader with the mods activated and you try to go to the “Custom” tab during Leader selection without the mods activated, it crashes AoW3 (was tested for a live MP game but I guess that applies to any game)
- the Shadow Elf city and fortress names and the Archon Dwelling names might not be linked: to confirm, see ShadowElves_CityNames.xml in the Dropbox.
- Lightning Sprite should not be affected by Call Forth Darkness and Invoke Darkness (this is a change decided on 13/07)
- the Lightning Sprite's medal bonus do not match the Wikia: http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Lightning_Sprite
- Strong Will Slayer's description lacks the icon for the physical damage
- all Shadow Gates should be called "Shadow Gate" and not "Shadow Gate Teleporter". Shadow Weeds should be called Shadow Weed.
– Vulnerable to Shadow Sickness displayed for Undeads (Reanimators, Lost Souls) whereas it shouldn’t. They should have Shadow Walker. [they still miss Shadow Walker, so do Dragons]
- the Shadow Elf ability's icon is too big (my fault): it needs to be linked to the icon at X=0, Y=0 in Shadow Elves Racial Units.dds instead of the Shadow Elves Race Icon.dds' icon
RMG – isolated road triangles and other shapes (including isolated hexes) are generated in the Shadow Realm, cf. screenshot: https://www.my-league.com/games/273...07_2nd-alpha-test_turn4_Shadow-Realm-void.jpg
RMG - Warband Campfire are not generated by the RMG (on the Shadow layer)
RMG - Foundry (from Decodence), Gold Mine and Magma Forge are spawning on the Shadow layer, they should not
RMG - Several sites have very high densities and are concentrated in cluster, and even worse, they're near starting cities: Forgotten Thrones
153186704220180718_2nd-alpha-test_RMG-4-Forgotten-Thrones.jpg

, Archon Fort
153186703320180718_2nd-alpha-test_RMG-3-Archon-Forts.jpg

- the (SR) Ancient Ruins does not display the MCU in its description. They aren’t displayed because the Shadow Realm versions of these structures don’t unlock the MCUs right now, a MCU can only be linked to one structure and they’re already linked to the regular versions of these structures. So a solution needs to be found. Same for Vault of Knowledge, Tomb, Castle of the Lich King and Flowrock Quarry.
- Castle of the Lich King lacks a SR version (to be used by the RMG)
- Shadow Shift's description needs to be updated: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Shadow_Shift Its displayed effect also needs to be updated with Incorporeal removed from the unit panel and Pass Wall in blue + 60% Physical protection linked to "(Shadow Shift)"
- Celestial Pool has a button reading “Undefined: Trigger” on the strategic map. It should not have any button (it's not a Well of Soul, the effect should happen when you go over the site, like a Shrine). [fixed for new games]
- Shadow Demons need to be removed from the valid targets of Charm, Seduce, Convert
- the (Undead) Archon Titan needs to be renamed Archon Revenant Titan"
- Shadow Demon Slayer doesn’t have the damage type icon in the description.
- [22:56:36][ERROR][WORLD_ACTIVATE]Unit Ability Throw Spear is invalid: Event has no targeters attached!
[22:56:38][ERROR][WORLD_ACTIVATE]Unit Ability Throw Spear is invalid! Event is invalid!
[22:56:38][ERROR][WORLD_ACTIVATE]Unit property Throw Spear ignored in unit! Property is invalid!
Looks like the Throw Spear ability of the Archon Legionaire has some issue.
- the descriptions of Inflict Marked by Shadow and Marked by Shadows need to be updated to match the Wikia: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Inflict_Marked_by_Shadows and https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Marked_by_Shadows, i.e. add "causing them to suffer an extra 3 Shock damage from units with Exploit Shadows" and precise "3 shock" respectively.
- Shadow Elf Umbral Weaver Chariot needs to be renamed Shadow Elf Umbral Weaver Charioteer
- Shadow Weed Decoction does not match the description on the Wikia: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Shadow_Weed_Decoction
RMG - Spawners start too close to each other
RMG - Roads lead to Mountains
154024671220181022_SR-RMG_spawner-and-road-issues.jpg

RMG - some independent cities generated by the RMG on the Shadow layer do not have any site in their 3 hex radius, probably because the Void eats the sites, see
153891504220181007_independent-city-with-no-sites-on-3-hex-radius.jpg

RMG – The Archons spawning on the SR layer are only Undead instead of living Archons (+ Undead Archons)
RMG - Starting cities can have crazy income in their vicinity (and a lot of site duplicates), as illustrated by this screenshot
153186708620180718_2nd-alpha-test_RMG-too-many-high-level-sites-and-duplicates.jpg

fixed:
- when using only Decodence Map Editor Content + Shadow Realm (and also when adding Decodence RMG Integration as 3rd mod), which should allow to play the expansion without the Shadow layer, the game crashes when a map is generated if you try to play with a Shadow Elf Leader, giving the error: [10:57:53][ERROR]Assertion failed: "lPlayerRace != 0"
- SE eco RG1 should make them indifferent to Blighted and Subterranean (was Arctic and Subterranean)
– the ToW entry for the Archon Dwelling is called “Dwelling: Necropolis […]” and should be renamed. It is empty below: “Can Produce the following units”, it should list the (living) Archon units
- Resource_CrystalMine.clb needs to be renamed Resource_GemstoneMine.clb and the link in the .rpk modified accordingly.
The issue in the log: "[15:10:59][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig" can be solved by removing the "Animation" in Entities/Components (for the Gold Mine's animation to work, the Gemstone Mine would need to use the same rig but that's impossible, I tested in the .clb, some bones are different).
- the icon for Disrupt Magical Form and Disrupted Magical Form is not linked to the Musketeer's abilities using it: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Disrupted_Magical_Form
- Divine Vengeance needs to be renamed Dark Vengeance for the Shrine of Storms
- Gemstone Mines http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Gemstone_Mine are not properly described, they appear as Gold Mine, with a Gold Mine description
- Shadow Weed Decoction's description displays {shadowWeedTurns} instead of the number of turns (3) in the ToW
– Archon Dwelling’s buildings do not have their right name: https://age-of-wonders-3.wikia.com/wiki/User_blog:Hiliadan/Living_Archon#Buildings
- Obelisk of Life should not affect Undead, Machines and Elemental (non-living)
Model - Elf-based replacements for the male hero bodies are required
Model - the Harvester needs to be re-rigged in the .clb or re-weight-painted in Maya
- Shadow Demons should have "Shadow Demon" requisite, as well as 40% Shock Weakness, 40% Blight Protection and Night Vision. Probably linked to that error:
[23:16:03][WORLD_ACTIVATE]Failed to add property Shadow Demon Group! Property is invalid!
[23:16:03][ERROR][WORLD_ACTIVATE]Unit Property Shadow Demon Group invalid! No ScreenDescription!
- the Warband Campfire and Lava Pool don't have the hostile red glow indicating they're spawners
- SE Patron Economic's icon on the unit panel needs to be updated to the SR RG's icon
- The description of Summon Lightning Sprite needs to be updated to mention the "It starts with 0 MP", cf. https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Summon_Lightning_Sprite
- the entry of Vulnerable to Shadow Sickness listed as an Avatar Empire Upgrade in the ToW needs to be updated to: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Vulnerable_to_Shadow_Sickness_(Avatar)
- city and fortress names need to be checked for cyrillic characters as they do not properly display in game, for instance "Y?fl?n"
- the icon for the Glass Armoury is not linked, it might be the same for other MCU buildings
- Obelisk of Life should affect Archon (living): https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Obelisk_of_Life It should also not affect enemy units.
- Chamber of Rejuvenation should give Resurgence to friendly defenders and should heal defenders as Chamber of the Rite
- Archons should have "Archon" requisite, as well as 40% Spirit Protection, like Fertile Plains, dislike Blighted and Volcanic. Probably linked to that error:
[23:16:30]Failed to add property Archon Group! Property is invalid!
[23:16:30][ERROR]Unit Property Archon Group invalid! No ScreenDescription!
- the following sites are not affected by Sanctified Sites (and probably by Animalistic Knowledge and Magical Structures too): Mana Nodes (elemental Nodes work fine), Mithril Mine, Gemstone Mine, Castle of the Lich King SR version
[Decodence] - the icon of the Gemstone Mine, Mithril Mine Flame of Gauth, Sword of the Ashen Rose have not an appropriate alpha layer so a black square surrounds it
[Decodence] - the errors in the log:
[15:11:04][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 3. Message was:
[15:11:07][ERROR][WORLD_ACTIVATE] [string ""]:3: attempt to index field 'STRUCT_GLOW' (a nil value)
RMG - Gold Mines can spawn with Temperate climate below them on the Shadow Realm, see
Odd-Temperate-Gold-Mine.jpg

RMG - The RMG generates a lot of Void, and just links cities together with roads but that creates vast areas of empty space. It should not be possible to move for 3 turns without anything to clear.
153186709720180718_2nd-alpha-test_RMG-too-much-void-and-roads.jpg

- when generating map, there is sometimes a "cannot randomize alignment" issue, as below:
[23:56:03]RMG Structure Settings: Shadow Realm (Structure)
[23:56:03]RMG Zone Settings: Underground (Zones)
[23:56:03]RMG Terrain Settings: Underground (Terrain)
[23:56:03]RMG Structure Settings: Underground (Structure)
[23:56:03]Heap: RMG Heap – Leaking memory! (Allocations left: 491)
[23:57:03]Report for heap RMG Heap:
[23:57:03]max system bytes = 4128768
[23:57:03]system bytes = 4128768
[23:57:03]in use bytes = 2883816
[23:57:03][STATE -] SYSTEM: GAME_LOBBY
[23:57:04][STATE +] SYSTEM: GAME_OPEN
[23:57:04]Opening Game Session
[23:57:04]Game Session – Setup
[23:57:05]Game Session – Load
[23:57:05]Game Session – Open
[23:57:05]===============================================================
[23:57:05]Setting random seed 0x03be49d3
[23:57:05]===============================================================
<strong>[23:57:05][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
[23:57:05][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
[23:57:05][ERROR][WORLD_ACTIVATE]Assertion failed: “false”</strong>
[23:57:06]Message: [WORLD_ACTIVATE]Meandor’s nam
- Kyridarion the Shielder, have a skin texure looking like Humans/High Elves
- Shadow Running should not be available in the Arcane Forge (or anywhere else, I think it was created for the previous idea for RG2, but it is not used and doesn't have a proper icon)
- Strong Will Slayer is not linked to the right icon: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Strong_Will_Slayer
- Lightning Cannon and Shrine of Storms need their lore text from Drax' file
- Archon units lack their racial traits: True Sight and Shadow Walker
- Killer Instinct in the base game should get Shadow Elf Slayer too. And that ability also needs to be created.
- Exploit Shadows' icon is not linked
- Lost Privateer: stats (HP, def, res) need to be updated to match the Wikia: https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Lost_Privateer
- the battlefield enchantment Shadow Weed Decoction for Celestial Pools should not be limited to 3 turns. The tactical spells should be limited to 3 turns but not the battlefield enchantment.
- the damage bonus of the medals of the Elder Bone Dragon do not match the Wikia: https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Elder_Bone_Dragon
- the Elder Cockatrice's HP, def and res as well as medal damage bonus do not match the Wikia: https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Elder_Cockatrice
- Elder Frost Dragon should not have Frost Breath (my mistake initially), lacks Path of Frost on Veteran, and its medal damage bonus need to be ajusted: https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Elder_Frost_Dragon
- none of the new MCU of Forgotten Thrones can be built (except the Altar to the Eldritch Horror)
- Warp Equipment needs to be renamed and replaced by Disrupted Equipment (effects to redo): https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Disrupted_Equipment The spell needs to remained associated to Forge of Dreams
- Call Forth Darkness should ALWAYS give -100 morale, independently of the Blind check, cf. http://aow.triumph.net/forums/topic/shadow-realm-brainstorm/page/22/#post-253623 Can the effect just display "Call Forth Darkness" when checking the morale of the unit? Instead of displaying a new "Plunged in Darkness" property
- the values for the Forgotten Thrones need to be updated: item multiplier: 0.6; skill multiplier: 5; excess reward scale: 0.5, cf. (updated) https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Forgotten_Throne
- Transform Creation Node does not work on mana nodes generated in the Shadow Realm
- Shadow Artifact does not cause -1/-1/-1 to non-Shadow Walkers OUTSIDE the Shadow Realm (it should give them -1/-1/-1 but NOT on the Shadow Realm as it does not stack with Vulnerable to Shadow Sickness, and it should affect only non-Shadow Walkers)
[never an issue?] - Lightning Cannons are not affected by Rot despite being Machines
– the Shadow Demon Larva has no entry on the ToW (I guess I missed where it was set so didn’t reproduce it)
- Shadow Demon Lord has no entry in the ToW
- Lightning Cannon, Lost Privateer, Elder Cockatrix, Elder Frost Dragon, Elder Bone Dragon, Elder Phoenix, Elder Spider Queen lack a ToW entry
Probably related to that:
[21:45:35][ERROR][HUD_TomeOfWonders]Unit Lost Privateer - Unit invalid! No ScreenDescription!
[21:45:37][ERROR][HUD_TomeOfWonders]Unit Shadow Demon Larva invalid! No ScreenDescription!
[21:45:37][ERROR][HUD_TomeOfWonders]Unit Elder Spider Queen invalid! No ScreenDescription!
[21:45:37][ERROR][HUD_TomeOfWonders]Unit Elder Cockatrice invalid! No ScreenDescription!
[21:45:37][ERROR][HUD_TomeOfWonders]Unit Elder Phoenix invalid! No ScreenDescription!
[21:45:37][ERROR][HUD_TomeOfWonders]Unit Elder Bone Dragon invalid! No ScreenDescription!
[21:45:37][ERROR][HUD_TomeOfWonders]Unit Elder Frost Dragon invalid! No ScreenDescription!
[21:45:37][ERROR][HUD_TomeOfWonders]Unit Will Breaker invalid! No ScreenDescription!
[21:45:37][ERROR][HUD_TomeOfWonders]Unt Shadow Demon Lord invalid! No ScreenDescription!
[21:45:37][ERROR][HUD_TomeOfWonders]Structure Haunted Inn invalid! No Icon!
- Archon Saint lacks the Archon requisite (so is not Devoted to Good (should be) nor has she any preferred terrain)
- Shadow Elves' Siege Workshop does not unlock Trebuchet
- Shadow Elves' Builder's Hall does not unlock Battering Ram
- Heart of Shadows lacks a ToW entry https://forum.paradoxplaza.com/forum/index.php?attachments/20190411170122_1-jpg.470616/
- Exploit Shadows lacks its icon on the ToW
- 3 Shadow Shift abilities are displayed in the ToW, some tidying up is necessary. 1 is once per battle. 2 are not once per battle, I guess one is for RG upgraded Infused, but not sure about the 3rd one? We also need to find a better way to deal with the 2 for RG upgraded and non-RG upgraded versions. https://forum.paradoxplaza.com/forum/index.php?attachments/20190411170006_1-jpg.470615/
- Tame Shadow Demon displays a retaliation from the target, it shouldn't. See when using Tame Shadow Demon on an invalid target: https://forumcontent.paradoxplaza.com/public/485004/aow3_SR_tameShadowDemon1.jpeg and compare to when using Befriend Animal on an invalid target: https://forum.paradoxplaza.com/forum/index.php?attachments/aow3_sr_tameshadowdemon2-jpeg.497651/
- Shadow Elf Infused's Shadow Shift gives them 2x the Shadow Shift property. It should display it only once. See screenshot of the issue: https://steamuserimages-a.akamaihd....207/5AE857785B7924B1C469FE15D93D27C39372DE71/
 
Last edited:
Fixed the name links for Archons/SE cities and fortresses. Shadow Weed Decoction is set to 30 CP now.

I think there might be an issue with the 'Y' character (or some other one) in the Y Shadow Elf city names. It displays weirdly for me in the mod editor. It could be a Cyrillic 'Y' vs a Latin 'Y', but I haven't dug too deeply into it yet since I don't know what it looks like in game.

Will take a look at the TC Archon back/foregrounds later.
 
Recent fixes (available on the 26 August update), need to be checked
RMG
- at map generation, the following error are displayed:
[00:02:59]Setting up Host
[00:02:59]Generating new GameID
[00:02:59]KeepAlive sent..
[00:02:59]Generating random level with seed: 2608824013.
[00:03:00]RMG Zone Settings: Land (Zones)
[00:03:00]RMG Terrain Settings: Land (Terrain)
[00:03:00]RMG Structure Settings: Land (Structure)
[00:03:00]RMG Zone Settings: Shadow Realm (Zones)
[00:03:00]RMG Terrain Settings: Shadow Realm (Terrain)
[00:03:00]RMG Structure Settings: Shadow Realm (Structure)
[00:03:00][ERROR]Assertion failed: “pType!=NULL”
[00:03:35]Message: Can’t assign a NULL type!
[00:03:35]d:\source.aow.gog\creator\gc\source\hexworld\materialworld\GCMaterialHexCellData.cpp(155): (click to open)
[00:03:35]
[00:03:35][ERROR]Assertion failed: “false”
[00:04:29]Message: Meandor’s n

Messages:

[12:58:49]Setting up Host

[12:58:49][FE_LobbyState]Generating new GameID

[12:59:33]KeepAlive sent..

[13:03:45]Launching session

[13:04:23]KeepAlive sent..

[13:08:45]KeepAlive sent..

[13:13:45]Generating random level with seed: 4289668642.

[13:17:53]RMG Zone Settings: Continent (Zones)

[13:17:53]RMG Terrain Settings: Continent (Terrain)

[13:17:53]RMG Structure Settings: Continent (Structure)

[13:17:53]RMG Zone Settings: Shadow Realm (Zones)

[13:17:53]RMG Terrain Settings: Shadow Realm (Terrain)

[13:17:53]RMG Structure Settings: Shadow Realm (Structure)

[13:17:53]RMG Zone Settings: Underground (Zones)

[13:17:53]RMG Terrain Settings: Underground (Terrain)

[13:17:53]RMG Structure Settings: Underground (Structure)

[13:17:53]Heap: RMG Heap - Leaking memory! (Allocations left: 939)

[13:18:35]Report for heap RMG Heap:

[13:18:35]max system bytes = 18284544

[13:18:35]system bytes = 18284544

[13:18:35]in use bytes = 6610144

[13:18:35][STATE -] SYSTEM: GAME_LOBBY

[13:18:36][STATE +] SYSTEM: GAME_OPEN

[13:18:36]Opening Game Session

[13:18:36]Game Session - Setup

[13:18:36]Game Session - Load

[13:18:37]Game Session - Open

[13:18:37]===============================================================

[13:18:37]Setting random seed 0xfd41760a

[13:18:37]===============================================================

[13:18:37][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city

[13:18:38][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE]Animation component activated for an entity Gemstone Mine with a model (Crystal Mine- Not Claimed) with no rig

[13:18:38][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 3. Message was:

[13:18:38][ERROR][WORLD_ACTIVATE]

[string ""]:3: attempt to index field 'STRUCT_GLOW' (a nil value)

[13:18:38][ERROR][WORLD_ACTIVATE]

Callstack:

[13:18:38][ERROR][WORLD_ACTIVATE]

- NATIVE EventCall "OnVisitStateChanged" in [((null))]

[13:18:38][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 3. Message was:

[13:18:38][ERROR][WORLD_ACTIVATE]

[string ""]:3: attempt to index field 'STRUCT_GLOW' (a nil value)


[13:18:38][ERROR][WORLD_ACTIVATE]

Callstack:

[13:18:38][ERROR][WORLD_ACTIVATE]

- NATIVE EventCall "OnVisitStateChanged" in [((null))]

[13:18:38][Steam] OnUserStatsReceived

[13:18:38][Steam]Received stats and achievements​


RMG - Cristal Mines from Decodence have been added to the SR layer instead of Gemstone Mines

I have those „Crystal Tree-looking“ Mines named Gold Mine but giving +10 Gold and mana generated.

Why on Earth has it still the wrong gname. I´m sick of reading and reporting this all the time!

There are normal Gold Mines generated as well.​


RMG - maybe a side-effect of Decodence RMG Integration but it's now possible to get 2 Magma Forge in a 5 hexes radius of your Throne (surface start). It never happens in normal games.

Not seen.

– the effect of the Shadow Weed is displayed as “Shadow Weed Decoction” in blue. The visit site can only give a "property", not a "requisite" so it cannot be “Shadow Walker” and it can't make units immune to Shadow Artifact (outside the SR layer). "Shadow Weed Decoction" is already the name of a spell, so we need to find another name. Shadow Weed should now give Lesser Shadow Walker.

On the strategic map it´s displayed in blue „Lesser Shawdow Walking“. No stats penalty by Shadow Artifact in UG. The „Shadow Sickness“ is written in red in the unit info.​


– Spawn Larva acts as Greater Reanimate Undead (brings back the dead unit) instead of acting as Raise Corpse but with Larva instead of Cadaver

Fixed.​


– Static Discharge seems to be considered a melee attack, should be Touch/ranged (to avoid getting Panicked due to a Fearsome Shadow Demon Lord for instance!! or if possible the first effect should be Touch – so can get Panicked – but the jump should be ranged and not possible to get Panicked)

The ability should be move and use, too? I directly attacked a Fearsome Bonde Dragon and there wasn´t any Fearsome-Check.​


- Summon Lightning Sprite does not show blue hexes for valid targets (all adjacent hexes). A possible solution would be to make it move and use, similar to other touch-range abilities where the unit automatically moves to get in range of the ability

It is move and use, but shows green hexes instead of blue. Maybe note that the Lightning Sprite starts with 0 MP.​


– the T3 building unlocks both, should unlock only the Chariot one

Fixed.​


– the chariot Umbral Weaver has 2 figures on the tactical map, instead of 1

Fixed.​


- the Bombard ability directly gives "Infected" to the unit on the central hex instead of triggering “Inflict Infected” with a blight check

Fixed, it´s a 8 Blight check.​


- Celestrial Tower (MCU) lacks the damage description (" … deals 20 to a single enemy unit“)

Descrided as giving 20 Spirit damage to a single enemy unit. Gives +1 domain radius.​


– the 2 Umbral Weavers have the same name in game, while waiting for a new name (“Foot Umbral Weaver”? ), I suggest to rename the new one “Umbral Weaver Chariot” as a temporary name.

Done.​


- Larva Pool: the Excess use mod is apparently set on gold instead of mana http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Larva_Pool

I got mana and an item, so seems to be fixed.​


- SE Builder is missing the Build Water Fortress ability.

Fixed.​


- (living) Archon Dwellings do not have their minor race name displayed, e.g. in the diplomacy screen, it's displayed "(null) (Neutral)" instead of "Archon (Neutral)"

No dwelling generated. I tried it several times.​


RMG The Shadow Realm is between the UG and Surface when you click on the arrows on the mini map to switch between layers. That would seem more logical for it to be above Surface

The order is: SR-UG-Surface. So totally wrong!​


- Shadow Artifact gives Shadow Sickness to Undeads ("Shadow Sickness" appears in their unit panel) even if in the end, they do not get affected by its effect (no -1/-1/-1)

Fixed.​


- Forgotten Throne do not give any reward despite reward sets apparently being in the mod tool https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Forgotten_Throne Is it because they are “Terrain Painting” structure type like Hearts instead of a Treasure Site?

Should be a Treasure Site as it gives +3 Mana due to Magical Structures. It gives reward, too:

643wvp.png


And it gave +1 domain Radius of my city, whereas it isn´t decribed. This doesn´t apply to (Stone) Fortresses.​


Further stuff:

Should Shadow Gate Teleporters on Surface be generated on water?

Shouldn´t the Archon Legionary be a Pikeman instead of Infantry?
 
New ones:
- [22:56:36][ERROR][WORLD_ACTIVATE]Unit Ability Throw Spear is invalid: Event has no targeters attached!
[22:56:38][ERROR][WORLD_ACTIVATE]Unit Ability Throw Spear is invalid! Event is invalid!
[22:56:38][ERROR][WORLD_ACTIVATE]Unit property Throw Spear ignored in unit! Property is invalid!
Looks like the Throw Spear ability of the Archon Legionaire has some issue.

I updated the list of known issues.
 
Shouldn´t the Archon Legionary be a Pikeman instead of Infantry?

Possibly. Not sure if there were any specific differences between it and the Footsoldier besides "uses a spear" (and has throw spear). Was there a drafted version on the wiki?

Looks like the Throw Spear ability of the Archon Legionaire has some issue.

I'm a bit surprised that it doesn't error on game load like most other abilities when they are broken in some way.

Archon Units and Shadow Demon Units should have the correct icons now.

Forgotten throne seems to be giving appropriately valued gold now. One item, one skill, and about 150-200 gold (for only 2 tests). The excess multiplier set to 0.06.
 
Fixed the name links for Archons/SE cities and fortresses. Shadow Weed Decoction is set to 30 CP now.

I think there might be an issue with the 'Y' character (or some other one) in the Y Shadow Elf city names. It displays weirdly for me in the mod editor. It could be a Cyrillic 'Y' vs a Latin 'Y', but I haven't dug too deeply into it yet since I don't know what it looks like in game.

Will take a look at the TC Archon back/foregrounds later.

The excel document for the names uses a different text type "Arial" It makes the latin Y y and the Cyrillic "U = У у" look the same.

20180926062346_1.jpg
 
The SE Touched can get stunned/are affected by Static Shield although I used Shadow Shift right before attacking a Whisp.
So please check and either fix this, rename this specific "Incorporeal" ability or at least clarify it in teh description of Shadow Shift.
 
- when generating map, there is sometimes a "cannot randomize alignment" issue

Added the entries to the Diplomacy.rpk. Should have fixed the issue.

- Lightning Sprites "Static Discharge“ is by default in "attack mode" and cannot be used as "move and attack“

Possibly fixed. Previously was a Ranged attack with Melee range. Now Touch with Melee range.

– Archon Dwelling’s buildings do not have their right name: https://age-of-wonders-3.wikia.com/wiki/User_blog:Hiliadan/Living_Archon#Buildings

Theoretically should have been fixed. They were added to the xml file, and the names should have been linked properly before.

- Lightning Sprite should not be affected by Call Forth Darkness and Invoke Darkness (this is a change decided on 13/07)

Also fixed. Lighting Sprite has its own requisite now that is forbidden from being targeted with those abilities.

- all Shadow Gates should be called "Shadow Gate" and not "Shadow Gate Teleporter". Shadow Weeds should be called Shadow Weed.

Fixed

- the Lightning Sprite's medal bonus do not match the Wikia: http://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Lightning_Sprite A property showing the number of turns it has left before dying should be displayed. [the property is still not displayed]

Medals match. No property yet.

- Strong Will Slayer's description lacks the icon for the physical damage

Added

- the Shadow Elf ability's icon is too big (my fault): it needs to be linked to the icon at X=0, Y=0 in Shadow Elves Racial Units.dds instead of the Shadow Elves Race Icon.dds' icon

Fixed

– Vulnerable to Shadow Sickness displayed for Undeads (Reanimators, Lost Souls) whereas it shouldn’t. They should have Shadow Walker. [they still miss Shadow Walker, so do Dragons]

It seems to be working properly, however. I think one oversight in the way that the Vulnerable to Shadow Sickness ability was implemented was that I don't think it affects units that are "Inhabitants" of structures. So any units that defend explorable structures do not have either ability.

Ritual Circle Icon should also be fixed (index issue).
 
Two new ones:
- the Heart of Shadows' colour is buggy: at some zoom levels (but not others), it looks purple, see https://steamuserimages-a.akamaihd....284/00304CCAAA22A25E784917043C8401B4B8BFF51B/
RMG - some independent cities generated by the RMG on the Shadow layer do not have any site in their 3 hex radius, probably because the Void eats the sites, see
153891504220181007_independent-city-with-no-sites-on-3-hex-radius.jpg


I updated the list, thanks Dr_K for the recent fixes!

Extremely looking forward to this Big mod.
We're looking for closed beta testers in the run up to the release on open beta. Would you be interested to help? In particular would be good to help test the first two scenarios of the campaign. Please contact me on Steam (same nickname) if interested.

Looks like the Throw Spear ability of the Archon Legionaire has some issue.

I'm a bit surprised that it doesn't error on game load like most other abilities when they are broken in some way.
It actually does display when you launch a new game involving a unit with Throw Spear, but yeah, not on AoW3's launch.

I didn't know that Incorporeal blocks a shock channel based stun?
See: https://age-of-wonders-3.wikia.com/wiki/Template:Incorporeal
The issue with Shadow Shift is probably that Incorporeal is given as a property here, not as a requisite and that the inflict stun, etc. immunities work only on requisite. So I guess we should mention that Shadow Shift gives 60% physical protection and pass wall, and not Incorporeal. Dr_K, do you confirm?
 
The issue with Shadow Shift is probably that Incorporeal is given as a property here, not as a requisite and that the inflict stun, etc. immunities work only on requisite. So I guess we should mention that Shadow Shift gives 60% physical protection and pass wall, and not Incorporeal. Dr_K, do you confirm?

Pretty much the cause. They do not receive the Incorporeal requisite on Shadow Shift, but the abilities from the "Incoporeal Property Group." That involves only 60% phys protection and Pass Wall. All other immunities require the requisite to be present.
 
Ah okay. I knew Incorporeal units were bloody tough to fight, but I hadn't noticed all the extra effect immunities. Better just change what Shadow Shift says it does.

I might have made an error while optimising the Heart of Shadows resource. Or perhaps there is a fault with its mipmaps that wasn't noticed until now.
 
I might have made an error while optimising the Heart of Shadows resource. Or perhaps there is a fault with its mipmaps that wasn't noticed until now.

Completely forgot about the gif I took a bit ago of some texture flickering on the Heart of Shadows. Highly likely it's the same issue that Hilidan posted about.

Flickering.gif
 
Yeah and that's not linked to the .clb optimization as far as I remember because it was there before. So probably some issue with the lightmap or whatever it's called.

Ok, I'll update the Wikia to mention "Pass Wall and 60% Physical protection" for "Shadow Shift" and I'll note that for update in the mod.
 
So new ones:
- Shadow Shift's description needs to be updated: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Shadow_Shift Its displayed effect also needs to be updated with Incorporeal removed from the unit panel and Pass Wall in blue + 60% Physical protection linked to "(Shadow Shift)"
- Warp Equipment needs to be renamed and replaced by Disrupted Equipment (effects to redo): https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Disrupted_Equipment The spell needs to remained associated to Forge of Dreams
- Shadow Elf Umbral Weaver Chariot needs to be renamed Shadow Elf Umbral Weaver Charioteer
 
New ones:
- Call Forth Darkness should ALWAYS give -100 morale, independently of the Blind check, cf. http://aow.triumph.net/forums/topic/shadow-realm-brainstorm/page/22/#post-253623 Can the effect just display "Call Forth Darkness" when checking the morale of the unit? Instead of displaying a new "Plunged in Darkness" property
- the icon for Disrupt Magical Form and Disrupted Magical Form is not linked to the Musketeer's abilities using it: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Disrupted_Magical_Form
 
New ones:
- for the living Archon Dwelling, the white stripes on the ground on the strategic map must be removed (they are specific to the Undead Archon Dwelling and look very weird for the living Archons IMO). Not sure the dwelling areas outside the central hex should be kept either as they look like Undead Archon areas too.
- Shadow Demons need to be removed from the valid targets of Charm, Seduce, Convert
 
Tackled the RMG mod.

Changes:
Should now get Living Archon dwellings instead of Undead Archon dwellings.
Shadow Realm - Mini Expansion (Player City) now links to Shadow Realm - Mini Exp. Settings (Player City) instead of Shared - Mini Exp. Settings (Player City). This seems to have stopped Gold Mines spawning.
Shared - Player Expansion Generator (City)/(Dummy) is now blocked from the Void overlay. Unsure if this will do anything.
Added Void at cost -1 to the Path/Road generator cost lists. Roads seem to work better now, but it seems to think it can bridge Void.
Added a minimum distance between Living Archon Dwelling placements.
Increased Raven's Home weight.
Added a minimum distance of 20 between Forgotten Throne placements.
Replaced the Object Cost Lists for SR Exploration Sites, with SR Exploration Sites. Hopefully that reduces clustering?
Added a minimum distance to Living Achon Dwellings when placing Independent Cities (and Expansion Sites) in the Shadow Realm.
Doubled the weight of unit spawners in the SR. Change back if we get Warband camp working.
Tried to nudge city placement away from void, so they are more likely to have resource structures. Possibly working?
Added Living Archon Dwellings to the Roads to Cities list.
Added Celestial Pool and Glass Furnace to the Roads to Visit sites list.
Added Archon Fort to the Roads to Exploration/Treasure sites list. Although it doesn't seem to ever generate roads from this list. Oh, it seems to depend on road settings. It seems it doesn't use it unless roads is set to Many.

Other notes:
Castle of the Lich King - SR does not exist, so it is never generated. I left this as is, as I'm not sure if there should be a SR version or not.
Swords of the Ashen Rose and Maelstroms are water structures, so they don't have a generation pass for the SR, and possibly shouldn't be listed as not working.
Had a completely unconnected island in the SR generate with a Living Archon Dwelling and a Raven's Home. At least they are generating now. XD
Not sure why so few cities generate in the SR when it appears to have the same numbers as Continent generation. Wondering if the game just aborts instead of trying a new location.
Nekron's Forgotten Throne paints Volcanic terrain. Shouldn't this be Blighted? If its because Arachna's paints Blighted, perhaps her's could paint Dense Vegetation?
Mab's Forgotten Throne pains Wetlands. Seems wrong. Possibly Fertile?
Not sure why Warband Camps aren't generating. I cant find anything wrong.
The GCMaterialHexCellData crash always happens at 90% generation and is more common with Extra Large worlds. Seems to be happening more after I added more sites to the road generation lists.
 
The description of the Avatar Strategic Spell "Shadow Weed Decoction" is unclear. Can only be one unit be affected? Like Scout Death March of the PBEM Balance Mod?
It don´t think so, update the description!