Bugs that are believed to have been fixed since the last posting.
If anyone can personally confirm that these are (or are not)
fixed, please let me know:
Fixed:
A noble that had renounced loyalty and gone independent (e.g.
by having their contract run out), and was then killed while
still independent, did not return its NP(s) to the original
owner when the body dissolved or was Laid to Rest.
Fixed:
Healing potions always cured all wounds; the rules state
that only a portion of the wounds should be cured. (note
according to Yves - Majestic@mail.dma.be - this bug was
not fixed to represent the rules. . It cured all wounds,
now it just stops the illness and it should heal partially.
Fixed:
"Teleport" charged 1 aura per 250 weight; the rules state
it should be 1 aura per 50 weight.
Fixed:
The "Eating of the Dead" spell incorrectly calculates the
number of noble points required.
Fixed:
It was possible to TERRORIZE with an amount greater than 100.
Fixed:
The Survive Fatal Wounds skill is effective even if only
partially learned.
(source: various posters to the G2 mailing list)
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Olympia G2: Known Bugs Version 0.3
---------------------------------------
Healing potions only cure disease. The rules state that: "The
character may also receive a random increase in their health rating."
It appears that this increase is always zero.
(source: lindahl@pbm.com)
A noble that has paid NP(s) to begin study of a skill, but is
killed before fully learning that skill, does not return the NP(s)
for the partially learned skill when the body dissolves or is
Laid to Rest.
(source: bpenright@mindspring.com)
The "Fierce Winds" spell always fails with the message:
Storm XXXX is not a rain storm.
(source: apenney@lpr.com.au)
EXECUTE does not give the body to the executor as stated in
the rules; the body in fact appears in the province.
(source: anonymous)
Ship landings and [dis]embarking are visible in Fog.
(source: MrWayne@mindspring.com)
Various critters identified as "beasts" in the rules cannot
be bred with the "Breed Beasts" skill. For example, the
command "breed 81 81" always fails.
(source: bron-oly2@bronze.corp.sgi.com)
BREED takes one day less when you are a journeyman or better,
while the supposedly equivalent "USE 654" takes one day less
when you are an adept or better.
(source: bron-oly2@bronze.corp.sgi.com)
Resurrections do not cost the priest a NP. Instead, an attempt is made
to charge the priest 1000 gold per noble point that is invested in the
body. However, if the priest is *not* holding enough gold, the
resurrection proceeds anyway at no charge, while if the priest *is*
holding enough gold, then the resurrection is aborted.
(source: jdgbobr@piglet.cc.utexas.edu, lindahl@pbm.com, et. al.)
Farcasting is not applicable to all spells. It is known for example,
that Aura Blast and Dissipate Storm may be Farcast. And that Curse
Noncreator Loyalty may not be Farcast. No complete list exists;
additional information is welcomed. (I know that in *G1*, it was
possible to Farcast "Heal" and "Summon Wind/Rain/Fog", but I cannot
confirm this for G2.)
(source: anonymous)
There are conflicting reports surrounding the expiration of trade
goods from markets. There definitely were changes made in this
area partway into the game, and goods that existed before the changes
appear to have different behavior than ones created at this time.
There are no substantiated reports of bugs for *recently* created trade
goods, although the behavior of the trade route is non-intuitive; see
"Clarifications" below.
Clarifications:
---------------
Trade:
(These clarifications apply to newly created trade goods. As mentioned
above, pre-existing trade goods may behave differently.)
When a trade good expires, the selling city will sell one final lot of
the good, and the buying city will purchase one final lot of the good.
This final transaction will remain "on the books" indefinitely in those
cities until it is satisfied. However, this final outstanding transaction
of the expired trade good does *not* count against the 2 good limit in
either city.
(source: ralek@mail.telenet.pt)
The lore sheet for Find Market for Tradegood [733] states:
"For a given tradegood, there is a 50%
chance that a city will purchase it."
This does *not* mean that there is a 50% chance with *each* use of 733.
The skill always "succeeds" in the sense that you always find out for
sure if the city will purchase the given trade good or not (50% chance).
If the city did not purchase the good on the first try, it never will,
regardless of how many times 733 is used.
(source: skrenta@pbm.com)
Fast Study:
There is no requirement that Fast Study be done in multiples of 7
days. Fast Study does not "revert" to normal study if less than 7
days are specified. Fast Study takes zero time and results in the
character learning the specified number of days of the given skill
(e.g. "study 733 1" takes zero time and studies 1 day of skill 733).
Characters must have the gold and/or NP's required to begin study of
a new skill even if that skill is begun using Fast Study points.
Fast Study does not count against 14day per month study limit.
Control Artifacts:
If you receive an artifact that controls a Savage/Undead/Skeleton/Orc
from another player, then 1 NP is transferred (just as if the controlled
unit was e.g. a bribed contract noble). It does NOT cost a NP to initially
find the artifact via a QUEST. If the controlled unit dies, you do NOT
get a NP back, even if it cost you one to obtain via a transfer as above.
Controlled units inherently know both Fight to the Death and Use Beasts
in Battle.
Once again thanks must be extended to Bron Nelson for tracking the bugs as they were reported.