white mage in NR

Having trouble with the game? Report issues and get help here. Read this first!

Moderators: Forum Moderators, Developers

Forum rules
Before reporting issues in this section, you must read the following topic:
Post Reply
kallewirsch
Posts: 6
Joined: March 22nd, 2012, 6:30 pm

white mage in NR

Post by kallewirsch » May 27th, 2014, 7:27 am

I play wesnoth 1.11.12 under windows XP
If the white mage gets gets killed at the edge of the map he disappears.In the next scenario he is back again.it happens in most of the scenarios i played
replay
Attachments
WdN-Alter_Freund_Wiederholung_anzeigen.gz
(111.57 KiB) Downloaded 70 times

HomerJ
Posts: 812
Joined: April 25th, 2008, 1:22 pm
Location: Hannover, Germany

Re: white mage in NR

Post by HomerJ » May 27th, 2014, 8:38 am

Usually, the two White Mages in NR
Spoiler:
by design. I can not look at the replay right now but it should go like this:
Spoiler:
This can be easily "exploited" aka become part of the strategy especially on harder difficulties.

Always happy to discuss NR with anyone, my favourite campaign. :D

Greetz
HomerJ
Six years without a signature!

kallewirsch
Posts: 6
Joined: March 22nd, 2012, 6:30 pm

Re: white mage in NR

Post by kallewirsch » May 27th, 2014, 9:08 am

[quote="HomerJ"]Usually, the two White Mages in NR
Spoiler:
by design. I can not look at the replay right now but it should go like this:
Spoiler:
This can be easily "exploited" aka become part of the strategy especially on harder difficulties.

i know that. but that is the problem.they dont show up again,if they get killed at the border of the map.they are jumping to an hex that is not onj the map.when the remaining mage gets also killed he shows up near Tallin

User avatar
beetlenaut
Developer
Posts: 2390
Joined: December 8th, 2007, 3:21 am
Location: Washington State
Contact:

Re: white mage in NR

Post by beetlenaut » May 27th, 2014, 11:49 am

Yeah, it seems that there is a bug when they are on the edge. I'll look into it.

You know, your magi could be behind your line healing and illuminating. They would be more help there. Having them out in front where they die every turn isn't really helping you.

EDIT: I submitted a bug report, but it's a relatively minor problem, so it might not be fixed soon. Since the dead mage ends up on your recall list, it isn't a disaster. You could even use debug commands to give yourself 20 gold so you can recall him. That wouldn't be cheating if it compensates for a bug.

EDIT: This has been fixed in 1.11.16.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

Post Reply