Master of Magic Wiki
(Added #188)
(Moved #42 to Concept Flaw, moved #188 and added #189 to Known Fixed)
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40. Dispelling alignment changes: You cannot [[Dispel_Magic#Known_Bugs|dispel]] an enemy's {{Death|link = Possession}} or {{Sorcery|link = Creature Binding}} spell - only the enemy can. The enemy AI can dispel its own {{Sorcery|link = Confusion}} spell to gain permanent control over a unit.
 
40. Dispelling alignment changes: You cannot [[Dispel_Magic#Known_Bugs|dispel]] an enemy's {{Death|link = Possession}} or {{Sorcery|link = Creature Binding}} spell - only the enemy can. The enemy AI can dispel its own {{Sorcery|link = Confusion}} spell to gain permanent control over a unit.
 
::I think this was fixed (check anyway)?
 
::I think this was fixed (check anyway)?
 
42. [[Healer#Known_Bugs|Healer]] ability: Healer ability works differently than natural healing. The number of healed hit points is always rounded down, so Healer will have no effect for units with 4 hit points in total (all figures summed up). As a result, most unexperienced Priests and Shamans units will not "heal" themselves.
 
::Need to check in v1.50 (along with the Healer unit index bug). I think it would be preferable, and more intuitive, if the effect stacked with natural healing; albeit I may have to turn that into a concept flaw in that case.
 
   
 
43. No Damage: [[Ranged_Attack#Known_Bugs|Ranged]] units will sometimes use their melee attack to attack adjacent units. This is problematic, if the ranged unit is a {{Movement|g|ground}} unit and the adjacent unit is a {{Movement|f|flyer}}. In this case, only the flying unit can inflict damage. Examples: Webbed Demon Lord against any flyer (because Lord's Melee is double as strong as its Ranged), Colossus against Air Elemental (because Invisibility), Storm Giants against Sky Drakes (because Magic Immunity), Longbowmen against Demon (because Missile Immunity).
 
43. No Damage: [[Ranged_Attack#Known_Bugs|Ranged]] units will sometimes use their melee attack to attack adjacent units. This is problematic, if the ranged unit is a {{Movement|g|ground}} unit and the adjacent unit is a {{Movement|f|flyer}}. In this case, only the flying unit can inflict damage. Examples: Webbed Demon Lord against any flyer (because Lord's Melee is double as strong as its Ranged), Colossus against Air Elemental (because Invisibility), Storm Giants against Sky Drakes (because Magic Immunity), Longbowmen against Demon (because Missile Immunity).
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187. {{Death|link = Death Wish}} ignores [[Death Immunity]]. Granted, this doesn't actually matter in the original game, as the only [[Normal Unit]] with this ability is the [[Golem]], which will never be affected by virtue of its high {{Resist|Resistance}} anyway.
 
187. {{Death|link = Death Wish}} ignores [[Death Immunity]]. Granted, this doesn't actually matter in the original game, as the only [[Normal Unit]] with this ability is the [[Golem]], which will never be affected by virtue of its high {{Resist|Resistance}} anyway.
 
::Need to check in v1.50.
 
::Need to check in v1.50.
 
188. [[Life Stealing Damage]] allows {{Figure|figures}} the be regained even if they were lost to Irreversible Damage.
 
::The healing subfunction allows overhealing for Life Stealing attacks, resulting in figures being restored further down the line without actually removing any damage points. Because top figure damage is also adjusted, the Irreversible Damage Points become invisible in the USW. Need to check whether the combat healig bugfix of v1.50 does away with this. Looks easy to fix even if not (any Irreversible Damage should cancel out the ability to overheal, and there's plenty of space to implement, at least from 1.31).
 
   
 
== Confirmed ==
 
== Confirmed ==
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176. When an enemy throws {{Arcane|link = Disenchant Area}}, sometimes it reports the eerie result "None has been dispelled."
 
176. When an enemy throws {{Arcane|link = Disenchant Area}}, sometimes it reports the eerie result "None has been dispelled."
 
::This happens for Towns with a Nightshade, and has been fixed for v1.51 (596).
 
::This happens for Towns with a Nightshade, and has been fixed for v1.51 (596).
  +
 
188. [[Life Stealing Damage]] allows {{Figure|figures}} the be regained even if they were lost to Irreversible Damage.
 
::The healing subfunction allows overhealing for Life Stealing attacks, resulting in figures being restored further down the line without actually removing any damage points. Because top figure damage is also adjusted, the Irreversible Damage Points become invisible in the USW. A [[:User_talk:SeravySensei#1.51_RCx|fix]] is now available.
  +
  +
189. [[Healer]]s override natural healing when healing a unit that was created after them (has a higher unit index).
  +
::A [[:User_talk:SeravySensei#1.51_RCx|fix]] is now available.
   
 
== Description / Text Errors ==
 
== Description / Text Errors ==
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== Concept Flaw / Omission ==
 
== Concept Flaw / Omission ==
  +
 
42. [[Healer#Known_Bugs|Healer]] ability: Healer ability works differently than natural healing. The number of healed hit points is always rounded down, so Healer will have no effect for units with 4 hit points in total (all figures summed up). As a result, most unexperienced Priests and Shamans units will not "heal" themselves.
 
::I think it would be preferable, and more intuitive, if the effect stacked with natural healing (it works that way in Caster of Magic).
   
 
76. {{Life|link = Heroism}} can be cast on units with {{Exp|120+ XP}}.
 
76. {{Life|link = Heroism}} can be cast on units with {{Exp|120+ XP}}.

Revision as of 01:38, 10 November 2018

The purpose of this post is to provide a unified surface for collecting, and hopefully helping to fix, any bugs that still remain in Master of Magic. While it was compiled by me, it is in no way my own achievement. Many of these (in fact, over half) came from [Dirk P], or Nodemaster, a great contributor to the original MoM FAQ over at gamefaqs. Others are from various people who also sent notes to said FAQ, and yet another chunk was collected by TumuRulez and posted here on the wiki.

The list is divided into several sections.

Need Checking:

These are bugs I have read about, but either have not tested them myself at all, or do not know whether they still appear in the latest unofficial version (v1.51 RCx). Any information on these is welcome: please comment below, and I will update this post. New bugs reported for the first time will also likely land here. Again, comment below if you think you found something we missed.

Confirmed:

Bugs that are still present in the latest unofficial version (and have been tested by more than one person), are moved into this section. At least until a fix comes along.

Not Fully Fixed:

These are bugs that have been, or can be, "done away with" one way or another; but where - in my opinion - the solution leaves something to be desired. Some of these might ultimately prove unfeasible to fix.

Known Fixed:

Bugs that have been fixed since the release of v1.50 are moved here. Anything that was fixed before that will be removed from the list altogether (or will not be added). Both v1.40n and v1.50 are fairly well documented, so I would prefer to focus more on the issues that are not.

Description / Text Errors:

Omissions and discrepancies between the context-sensitive help and the actual game are in this section. These are not bugs, but can be confusing, and should be corrected nonetheless. However, they generally have a low priority.

Concept Flaw / Omission:

This section is for things that should probably behave differently, and may even have been, if more thought (or time) went into their design. These are often subjective, and represent my own personal opinions, not just that of others. If these get changed in a patch, that will typically be marked as a mod or a feature, rather than a bugfix.

Misc:

Things that either don't fit into the above sections, or seem impossible to change.

1.50 Bugs & Flaws:

This section is for bugs, flaws, and exploits that are a direct result of changes made in the v1.50 patch.

1.51 RC Bugs:

Bugs that are new in the latest release candidate go here. Hopefully, they don't stay for long.

Need Checking

1. Oracle does not reveal terrain when captured rather than built.

Need to check this in v1.50.

2. Hitting ` (backquote) highlights the wrong area in the Unit Statistics Window.

When I first read about this "keybind" in the FAQ I tried for days to figure out why it's not working for me. I tried various hardware and software settings thinking that there must be something wrong with my keyboard or drivers. It wasn't until I read the part of the code that does this, that I found out that this was not the case. Highlighting the clickable controls (one for left, one for right) are debug functions, and these bindings depend on the setting of a specific global variable which, in all versions I've come across, is set to 0 in the startup routines. Meaning that this key (and its shifted version) will not do anything in these versions, including the 1.31 I use. Obviously, I now know how to enable it, so I will check this out eventually.

7. Enemy Wizards can get negative base Icon Fame Fame with Legendary Heroes.

Didn't know about this one, need to check.

9. Icon ChaosChaos Rift building destruction mechanics are ambiguous.

Need to check this.

10. Wind walkers are unable to carry each other.

Need to check this, although at least one patch was made in that routine.

11. AI Wizards let go of their enchantments at 0 Icon Mana Mana only to recast them immediately afterwards.

I think this may have been corrected by Seravy already. Need to check anyway I guess.

12. Enemy Wizards throw Icon ChaosCorruption in a very inefficient manner.
13. Enemy Wizards use Icon ChaosCorruption on tiles shared with their own Cities.

Seravy has made some changes regarding this, and I'm fairly sure these don't happen in v1.50. Probably worth checking anyway.

14. Enemy Wizards should change tactics in response to Icon NatureNature's Wrath.

This may have been changed by Seravy's AI upgrades, will need to check at some point.

16. Movement granted by Icon SorceryFlight does not show up on enemy units when inspected overland.

Need to check this (likely fixed by W538).

17. Demon Wings (and Icon SorceryFlight?) overrides Scouting III.

To be more precise, the patrol bonus to enemy detection range is no longer applied to the Demon Winged scout. Both exploration and detection range is 3. Without the Wings, detection range on patrol is 4. Will have to check other forms of flight (item, spell, wind walk).

22. Icon NatureNature's Eye doesn't immediately reveal armies as it should.

I didn't know that, I'll have to check it out.

24. Recalling a Icon Sorceryconfused unit causes it to disappear / die.

Confusion also had multiple bugs and fixes, I'll have to check whether this is still present.

25. Enemy units don't try to evade Icon ChaosMagic Vortices.

I don't know whether this still happens in v1.50.

26. Icon LifeHigh Prayer cast from the Axe of the Caster disables short-range attacks.

This is a known bug and is well documented on the wiki. It has nothing to do with High Prayer, it's a bug with Spell Charges on non-caster weapons. Or to be more precise, with opening a spellbook with a non-caster Hero that has short-range attacks. I'm not sure if it's been fixed yet.

31. Icon DeathBlack Prayer is not applied to combat summons until the following turn.

Need to check in v1.50.

32. Icon SorcerySpell Binding Icon ArcaneAwareness does not reveal the existing Cities that it already has for the original caster.

Yeah, I can see why that would be the case. I'll check if it still is in 1.50.

33. Icon SorceryAir Elemental can't be summoned over water.

I didn't know about this, have to check it.

35. Duplicate Items: This happens to me from time to time when I create and destroy artifacts for mana (artificier + runemaster combo), and the enemy is also crafting artifacts. In this case an item will have the properties of another item, e.g. a Plate Mail having the properties of a Sword. Destroying an item may also destroy the other item.

This is most likely the item slot #0 bug (in which case it is also known fixed). I might not be able to test or reproduce this. Although, it could also be an issue with the item index used for crafting.

36. Icon SorceryConfusion: The game often freezes, when I have nothing left but a confused unit of Icon SorceryPhantom Warriors in battle (Phantom Warriors cast by me, confused by enemy).

Need to check in v1.50 (255 should have fixed this).

37. Teleporting: The game often freezes in the following scenerio: Enemy has nothing left but a Icon SorceryDjinn. Djinn kills a unit of Icon SorceryPhantom Warriors with its first move and is simultaneously killed by it. Nonetheless, the Djinn still exists as a Phantom unit (0 figures). The invisible Djinn teleports to another tile and the game freezes.

Need to check in v1.50 (might be fixed by either 561 or, more likely, 577).

40. Dispelling alignment changes: You cannot dispel an enemy's Icon DeathPossession or Icon SorceryCreature Binding spell - only the enemy can. The enemy AI can dispel its own Icon SorceryConfusion spell to gain permanent control over a unit.

I think this was fixed (check anyway)?

43. No Damage: Ranged units will sometimes use their melee attack to attack adjacent units. This is problematic, if the ranged unit is a Icon Movement Groundground unit and the adjacent unit is a Icon Movement Airflyer. In this case, only the flying unit can inflict damage. Examples: Webbed Demon Lord against any flyer (because Lord's Melee is double as strong as its Ranged), Colossus against Air Elemental (because Invisibility), Storm Giants against Sky Drakes (because Magic Immunity), Longbowmen against Demon (because Missile Immunity).

A webbed Demon Lord (AI controlled, but that should not matter in this case) will still try to melee adjacent flyers in the latest RC, so at least one of these still exists. It could be a sole exception though, a Storm Giant will not attack a Magic Immune flyer with the 471 fix. Nor does anything without Illusions Immunity attack Invisible flyers. I will try to test the rest, and of course player controlled units.

44. Dispelling Enchanted Weapons: There are certain spells that cancel the effect of Weapon Immunity, namely Icon LifeHoly Weapon (overland), Icon ChaosEldritch Weapon, Icon ChaosFlame Blade and Icon ChaosMetal Fires. If these spells are dispelled, then normal units are still able to pierce through Weapon Immunity.

This likely still exists. It might be very inefficient to code the checks it would take to see if the magic weapon flag can safey be removed (the reverse of all the checks for applying it).

45. Dispelling movement enhancers: There are several Unit Enchantments that can't be cast in combat, namely Icon NatureWater Walking, Icon NaturePath Finding, Icon SorceryWind Walking, Icon LifeEndurance, Icon LifePlanar Travel and Icon DeathBlack Channels. These spells are harder to dispel than they should be. They bahave as if they would be 4 times as costly in the calculation of dispel chances.

I think this was fixed in the RC, but I'll check anyway.

46. Icon DeathWord of Death: Word of Death works against Undeads and units with Death Immunity.

Need to check in v1.50.

48. Keeping enchantments: Icon ChaosChaos Channeled and Icon DeathBlack Channeled units cannot be enchanted by normal-unit spells (e.g. Icon ChaosEldritch Weapon and Icon ChaosFlame Blade). Nonetheless, they keep all the current enchantments. This is also true for Icon DeathWerewolves and Icon DeathZombies - even for enemy units that become your Zombies.

This is still true for Chaos Channels and Lycantrophy, will check the other two later on.

49. Warrax: Warrax can't get Super Arcane Power. He has 3 random picks, but sometimes shows up with only 1 or 2 random abilities.

Need to check this.

51. Removing Icon SorceryFlight over water: Removing/Dissolving your own Flight spell over water (overland map) drowns units with Icon DeathWraith Form and/or natural Icon Movement AirFlying (e.g. Shadow Demons). Removing the Icon NatureWater Walking spell over water drowns units with Wraith Form and/or natural Icon Movement WaterSwimming.

Need to check this in v1.50 (it's likely fixed already).

53. Icon DeathZombie Mastery: If Zombie Mastery creates a Icon DeathZombies unit, then the leading figure may be missing one or two Icon Hits Hit Points. This happens, if the original unit had two or less hit points per Icon Figure figure.

Need to check this.

56. Power Drain Item: The Power Drain Item Power has absolutely no effect.

I wonder what went wrong there.

57. Flight Item: If a Hero wears an artifact with a Icon Movement Groundmovement bonus, then the Flight Item Power won't increase the Hero's movement points in battle. Imagine a Hero with a Flight & +1 Move artifact. He will have Icon Movement Air4 movement points overland and Icon Movement Air3 in battle.

Need to check this in v1.50.

58. Display Bug: A town's right click popup menu often lists wrong information about the origin of Icon Foodfood, Icon Production hammers, Icon Gold gold and Icon Mana mana: e.g. see Gaias Blessing.

There's been a fix to many of these (e.g. Gaia's Blessing), don't know if all of them though.

59. Counter Attack penalty: Each 2 attacks against a unit will decrease its Icon ToHit To Hit by 1 regarding all counterattacks (retaliations) it makes in the same turn. "Each 2 attacks" includes Ranged Attacks, although the unit doesn't make counterattacks in this case. This behaviour is easily exploitable by using weakly ranged units such as Bowmen.

Probably an oversight, maybe an actual bug.

60. Icon ChaosMeteor Storm: Meteor Storm destroys Outposts (except your own). There's no warning when the outposts are destroyed - they just disappear.

A warning would be nice. v1.51 contains a patch that changes this behaviour such that Outposts are deserted at the end of the turn instead of being destroyed immediately though, and that might give this message (need to check).

63. Immolation: The Immolation spell affects every attack a unit makes. This includes Ranged Attacks as well as Icon Breath Breath, Icon Thrown Thrown and Gaze Attacks. This is easily exploitable by enchanting Bowmen with Immolation.

This is changed in v1.50, not sure about short-range though.

65. Uber-Werewolves: Magical Weapons carry over from normal units to the transformed unit. So it is possible to have Werewolves with Icon Melee Adamantium Adamantium Weapons. The same holds for Icon DeathZombies.

This can works for Werewolves in the latest RC, will check Zombies when I can.

66. Roads: There are several ways to build roads over water and some ways will also work in 1.40. With roads over water, your ground units can cross the ocean without the need of ships. And you can kill enemy ground units by luring them over water and initiating combat.

I'm not sure I even know about all of these...

67. In strategic combat, neutral cities get a Icon ChaosWall of Fire and City Walls bonus, also if these walls aren't present.

Need to check this (City Walls have been removed by Insecticide).

69. AI isn't able to gain Icon Fame Fame in strategic combat.

It can in the RC, at least versus the human player (combat set to automatic). Will try to check vs other AI or neutrals.

71. Changing the last Forest or Mountain/Hill/Volcano square while building a Sawmill or Miners' Guild crashes the game on the City Screen.

This no longer happens for Sawmills in the latest RC (no patch notes though, so I can't say when it was fixed). Still need to check Miners' Guild.

73. Engineers building on a Tower's square may build on the wrong Plane.

Need to check this in v1.50 (and possibly also v1.40).

74. Dispelling Icon SorceryFlight over water can drown a Hero regardless of other effects.

This is likely gone by now, will check regardless.

75. AI can throw Icon ChaosChaos Channels on the same unit multiple times.

Need to check this in v1.50.

77. AI throws Icon NatureEarth to Mud against units that only move at 1 to begin with.

Need to check this in v1.50.

78. AI casts Icon ChaosFlame Strike on a Magic Immune army.

Need to check this in v1.50.

79. AI casts Icon NatureIce Bolt on Cold Immune units.

Need to check this in v1.50.

80. AI casts Icon SorceryResist Magic on Magic Immune units.

Need to check this in v1.50 (might be fixed by 525 too).

81. AI uses Town defense tactic in open field battle.

Need to check this in v1.50.

82. Icon DeathSubversion appears to function backwards, or possibly wrap around.

Need to check this in v1.50.

83. Icon DeathZombie Mastery shows up in combat "Info", but Icon DeathEvil Omens does not.

Need to check this.

86. AI builds Roads where there already are.

I'm not sure this is even possible (the units could be just idle), but I'm fairly sure it doesn't happen in v1.50.

90. Recruitment display is wrong for unit with more than 4 abilities.

Need to check this in v1.50.

91. Default Wizards with 11 books would get the wrong spells if they existed.

Need to check this in v1.50.

92. AI never tries to flee unless Heroes or Settlers are in danger.

Need to check this in v1.50.

93. Enemy units under Icon DeathBlack Sleep can end the battle prematurely before Undead can be created from them.

Need to check this.

95. Fleeing is possible for units that can't even move.

This is no longer the case for webbed and sleeping units, still have to check Entangle.

96. AI casts Icon NatureChange Terrain outside of catchment areas.

Need to check this.

97. Icon SpellSave Spell Save items adversely affect Icon DeathLife Drain.

Need to check this (they don't apply in any way as far as I know, they've been patched to do so in Insecticide).

102. Icon SorceryWord of Recall can cause damage to a Hero when cast on them in combat.

Need to check this.

103. AI Wizards are always defeated if they have Icon Mana 0 left when taking their Fortress.

Need to check this in v1.50.

104. Some items don't 'glow' in some views when enchanted with a spell.

I've noticed at least one change to this in v1.50 (it was already on my own list), I'll need to check the rest though, as it's not in the patch notes.

105. Newly hired Heroes only display one level gain when both Warlord and Icon LifeCrusade are in play.

Need to check this.

108. AI casts Icon NatureGiant Strength on base Icon Melee Normal 0 units.

Need to check this.

109. Pressing "X" while looking at a city still shows debug info.

I'll check this, but I'm faily certain it's unique to a certain debug enabled version.

110. Units that can see invisible can't do it overland.

This is already on my list, but still need to check in v1.50.

111. Razing a City sets all Movement Costs for the tile to 1 instead of the proper values.

This is a rare exception when the game does anything to the movement cost map in wizards.exe, but I doubt that the file to properly set this (TERRSTAT.LBX I think) is even loaded into memory. Terrain changing not updating these costs is already on my list (I already have ideas on where and how to load the file if it isn't), but I might have missed this clause on my own. I'll also need to check this in v1.50.

112. AI casts Icon SorceryFloating Island on Tundra, or on another player's army.

Need to check this.

115. Worldgen ignores Maximum Population for neutral Cities.

Need to check this.

116. Worldgen can create Encounter Zones on Wild Games, obscuring the inhabitants in the Surveyor.

I actually don't think so. I'll check anyway. However, if a City is built on a Mineral and then reduced to Ruins by Rampaging Monsters, the inhabitants do get obscured (I wrote about this in the Encounter Zone article). I don't think there's enough space to display both though.

117. Fleeing does not explore around the tile fled to.

Need to check this.

118. Patrol mode does not explore tiles to the Scouting radius.

Need to check this.

120. Breaking Icon LifePlanar Seal does not initiate combat between rival armies on opposite sides of a Tower.

I don't think it should, it's not really the same square. However, combat should be possible or automatic if one of those armies tries to cross, I'll need to check that.

122. Some percentages of Icon Damage damage show up as red on the overland map, but yellow in combat.

Need to check this (probably has to do with combat only Hit Point effects).

124. Icon NatureGaia's Blessing can transform Volcanoes on the corners (outside the catchment area).

Need to check this.

125. Icon DeathPossession's description claims that it cannot be cast on Heroes.

Need to check this in v1.50 (I think it's been patched for both sides now).

128. Diplomatic Marriage occurs before Icon FoodFood upkeep is paid, possibly disbanding unintended units.

Need to check this.

131. Cities razed during an Event move it elsewhere instead of ending it.

Need to check this.

133. A Icon Movement Airflying unit will counter-attack an adjacent Icon Movement Groundwalking unit throwing magic missiles at it, but will not counter-attack a FLYING unit throwing magic missiles. (E.g. a wraith will attack an adjacent halfling shaman attacking it, but not an adjacent draconian shaman doing the exact same thing.) This bug is not reliable, however, so it depends on some unknown factor also.

This is essentially the same as #43. If there is a counterattack, then the actual attack was Melee, not throwing magic missiles. It could still be the wrong animation though, so that may be worth checking.

134. The AI does not need the extra Icon Mana Mana to Icon SorcerySpell Blast.

Need to check this (there's at least one related patch in v1.50).

135. Population loss from Plague (and Icon DeathPestilence?) is not reported in the summary.

Need to check this in v1.50.

138. Chaos / Death race prefix appears in the USW but not on the Armies screen (when mousing over).

This still applies to Chaos Channeled units, will check Death later on.

139. Cities can be founded on a tile with a Maximum Population of 0 (only by the AI?), that can then grow to 1.

Need to check this.

140. Units inside City Walls can not initiate Melee Attacks against some tiles where they can be attacked from themselves.

Need to check this.

141. Icon LifeRaise Dead allows choosing a target square, while Icon DeathAnimate Dead picks randomly.

That's probably not how it should be. I'll need to check the exact mechanics.

145. There is no way to turn off messages relating to rival Wizards casting Global Enchantments.

Need to check this.

146. The turn summary displays a scroll arrow with one less line than it should.

Need to check this.

148. Spell Casting Skill gained through Icon DeathLife Drain does not apply until recalculated by End Turn or Load Game functions.

Need to check this.

149. Casting Icon SorceryFlight on a unit that flies slower than Icon Movement Air3 enables its entire stack to fly.

Need to check this.

150. Icon DeathEvil Presence is not automatically removed from Towns that become neutral one way or another.

Need to check this, although in v1.31 the pacifying effect loss would still apply.

152. Icon NatureEarth to Mud wraps around from the lower right corner to the upper left.

Need to check this (something about this was patched in v1.50).

161. Armsmaster: Undead Normal Units can gain experience and levels via a hero's Armsmaster ability.

I can't tell yet whether this is intentional or not (i.e. concept flaw or bug).

162. Illusion / Phantasmal attacks ignore / override Magic Immunity.

This was probably not intended (I'll need to re-check the code to determine).

163. Overland Icon Resist Resistance: Holy Bonus, Resistance to All and Prayermaster have no effect on overland map. They only improve stats in battle.

I'm not sure if this was intended or not, but it sounds like a mess to implement otherwise. Still need to check in v1.50.

177. Casting Icon SorceryMagic Immunity on a cursed unit does not remove it / them.

At least I think it doesn't? Probably a concept flaw not a bug though.

178. If Icon SorceryHasted, Alorra and Marcus can use Icon Mana 3 instead of an arrow (if they have at least Icon Mana 6) for their second attack, if the target is a Icon Ranged Magic Ranged Magic unit using Ammunition, and still has any left.

Need to check in v1.50.

182. Icon LifePlane Shift allows units to be shifted onto a rival or neutral Town's tile (without capturing it) if there is no garrison there. This also allows units of different owners to coexist on the same tile.

Need to check in v1.50.

186. Icon DeathBlack Wind ignores Death Immunity.

Need to check in v1.50.

187. Icon DeathDeath Wish ignores Death Immunity. Granted, this doesn't actually matter in the original game, as the only Normal Unit with this ability is the Golem, which will never be affected by virtue of its high Icon Resist Resistance anyway.

Need to check in v1.50.

Confirmed

3. Icon LifeHeroism doesn't consider Icon LifeCrusade / Warlord when cast in combat.

This still exists. In addition, Experience Level icon, name, and text do not get updated (they do overland). I seem to recall at least the combat unit display (top right) xp icons updating in 1.31.

4. Icon LifeHeroism doesn't improve Hero skills when cast in combat.

This also still exists, although I've only tested Super Arcane Power.

6. Icon LifeUnicorns cannot use Icon Movement GroundWalking combat Movement Type (i.e. Roads), only Teleporting.

This is an inherent problem in the pathfinding code, Teleporting and Merging units have all tiles marked as requiring two half-moves by default. It might still be possible to mark any (strictly) adjacent Road tiles to need only one.

8. Icon ChaosChaos Surge does not show for Icon ChaosChaos Channeled units on the overland map.

It still doesn't in the latest RC (it shows for Chaos summons, so the code is there, just doesn't trigger). It's also not calculated into the list views of units. Again, it is for native Chaos units.

15. Merchants' Guild Icon Gold Gold income doesn't show bonus for Minerals and Miners' Guild.

It still doesn't in the latest RC (Marketplace and Bank do). It does contribute the actual gold though.

18. Icon DeathBlack Channels extra Icon Hits Hit Points don't show as gold (enhanced).

This is an odd one. In the latest RC, it's gold in combat, but normal when inspecting the unit on the overland map. I wonder where the difference comes from.

30. Icon ChaosWarp Creature effect of Icon ChaosCall Chaos is only applied on the following turn.

So is its Chaos Channels effect. This is still the same in the latest RC.

34. Icon SorceryMind Storm (and other Unit Curses) effect is visible on Invisible units.

This probably works with every Unit Curse in the book. I've tested Mind Storm and Vertigo, and their visuals both override Invisibility even in the latest RC. I could mark it as a concept flaw considering that spells may require concentration, meaning the caster might innately know where the effect is. However, should they die, the game won't be able to tell, so I think I'll just leave it as a bug.

41. Wind Walking: Wind Walking can give +0.5 movement points to other units and can even reactivate units with 0 movement points left. This happens if a unit is moved away from a Wind Walker, or if a Wind Walker is moved towards a stack of finished units.

This still happens in the latest RC, and is likely a result of the way Wind Walking is implemented (the units need to be selectable to be able to move along with the Wind Walker I presume, but it really shouldn't be happening to already finished units).

50. Icon LifeIncarnation: Torin is treated as a Fantastic Unit in battle. Overland, he can be enchanted by beneficial Normal Unit spells (e.g. Icon LifeHeroism or Icon LifeHoly Armor), but this doesn't work in battle. Additionally, he doesn't profit from his own Leadership ability.

This is a bit controversial, I'm not sure whether he's supposed to be the "best of both worlds" or not. However, spells should either always work on him or never.

52. Magic Roads: A stack will disregard Myrran/Enchanted roads, if it has Move Pathfinding Pathfinding and every ground unit has Icon Movement Waterwater movement. For example if you stack Icon NatureWater Walking Dwarf Engineers together with Icon NatureSprites, then they'll need Icon Movement Water0.5 movement points for each magic road square.

This is still present in the latest RC. I presume it's related to a convoluted Non-Corporeal check looking at stack Movement Types instead of the proper variable.

54. Righteousness Item: The Righteousness Item Power behaves a little differently than the corresponding enchantment. The Icon LifeRighteousness Enchantment will increase defense to Icon Defense 50 against Icon Breath Breath attacks and red-colored Icon Ranged Magic Ranged Magic attacks, whereas the Item Power doesn't.

Surprisingly to me, this is indeed true, even in the latest RC. Storm Giants will obliterate the same Hero wearing an item versus the actual enchantment (whom they shoot at, but can't damage).

61. Removing Icon LifeHeroism: If you remove Heroism before combat, then you still profit from it in the next battle. This has the advantage, that the AI cannot dispel it itself.

This is still present in the latest RC.

62. Icon LifePlane Shift: Plane Shift doesn't check, if there's a Lair or a Node on the other side. This way you can Meld with a Node without defeating its guardians.

This is still doable in the latest RC.

64. Permanent Combant Summons: It's possible to possess Combat Summons such as Air Elementals on the overland map. All you need is Icon SorceryWord of Recall, the corresponding Summoning Spell, and enough spell skill. You first cast the summoning spell, then use Word of Recall on the unit, and last but not least you must ensure to lose the battle (attacking a lair and stalling for 50 rounds counts as a loss).

This still works in the latest RC.

87. Blademaster reports Icon ToHit To Hit increases at the wrong levels.

This is still true in the latest RC.

88. The city display for new units doesn't show Ammunition capacity.

It still doesn't in the latest RC. I imagine the USW queries this from the "Ammo Left" field, which is only present for Battle Units.

89. Rangers show Forester + Mountaineer instead of Pathfinding when recruiting.

This is still the case in the latest RC. I'm not sure whether that particular display routine can be extended to show full battle unit data (which is what the unit statistics window does).

100. Icon ArcaneDisenchant Area falsely reports dispelling Town Enchantments in combat.

This will still happen in the latest RC. Enchantments with a combat effect are typically disabled by this for the duration of the battle, but are not actually removed. Maybe they can't be either (the data is not in active memory)?

101. Icon Gold Gold income breakdown is wrong for Dwarven Cities.

Cities above 4(?) Population seem to get +1 gold in certain cases, likely from an "always up" type rounding error. In addition, the breakdown displays the Marketplace bonus wrong (as it would be without the racial bonus). These are both still in the RC.

106. Destroying the City Walls building in battle does not take effect until the end of the turn.

This is still true in the latest RC. Even reloading between battles doesn't fix it.

107. Destroying Town Buildings in combat also gets reported in subsequent battles in the same turn.

I think it's actually a case of buildings being destroyed over and over again. Attacking the same Town over and over again from a Wind Walking stack yielded a different array of destroyed buildings for each assault, some repeated, some not. Anyway, it's still there in the latest RC.

114. Combat cursor does not change to indicate Ranged Attacks on adjacent units.

It still doesn't in the latest RC.

119. Shifting Planes does not explore tiles to the Scouting radius.

This is still true in the latest RC. Only the immediately adjacent tiles are revealed.

126. The overland spellbook fails to note an "Instant" spell if Cost and Skill match exactly.

This is still the case in the latest RC. Strangely enough, Caster Heroes stationed at the garrison fix it while they are there.

127. Icon ChaosChaos Rift reports sold buildings as having been destroyed by it.

This still exists in the latest RC, although it is not exactly the bug implied by this sentence. Not every sold building will get reported as destroyed. Rather, there just seems to be no limit to the amount of times a building can get dismantled. That is, Chaos Rift can destroy the already non-existent building and will, in this case, also report it. I assume this is the behaviour exhibited in the official version too.

130. Terrain altering effects do not update the Movement Costs for the tiles they change.

This is still the case in the latest RC. As I mentioned elsewhere, I'm not sure the required data file is even loaded by wizards.exe.

137. The AI does not ignore Icon NatureEarth to Mud with 1 move units.

It still goes around in the latest RC (might not be fixable without replacing the pathfinding algorithm).

143. Summoning a unit when all others are immobilized will deny its action for that turn.

This is still the same in the latest RC. I assume the "all units are immobilized" turn variant is a completely separate code branch from the regular combat turn. It may even be a subfunction, which could make fixing this error problematic.

144. Scouting the inhabitants of one side of a Tower does not explore the other side. Neither do casualties carry over.

This is still the same in the latest RC. Towers are two separate records in the encounter table, but instead of the data being copied over after every interaction, the "other side" just gets marked as cleared when one is. When creating the Towers, the Myrror sides are duplicated from copies of the original Arcanus Towers.

147. When a Hero has Icon Experience 1000 XP and is dismissed, it only has Icon Experience 450 when re-summoned.

This is still true in the latest RC. In fact, any XP above 450 is lost. I'm not entirely sure if this is not a concept flaw though.

151. Town Curses are not automatically dispelled from conquered Towns.

This is still the case in the latest RC (only tested Cursed Lands, but it should be the same for most others).

155. Combat counters work with effective rather than base Casting Cost.

We know about this one allright, it's on my list already.

156. Predefined Items: Predefined Mails haven't got the internal defense bonus in comparison to crafted mails (Icon Defense +1 for Chain Mails, Icon Defense +2 for Plate Mails).

This was on my list already. Will likely fix in wizards.exe alone (on loading the item).

179. Summoning Circle is not relocated if the Town housing it is removed via the creation of Settlers.

This is still present in the latest RC.

181. The player can not cast (or channel Icon Mana Mana into) overland spells during the first turn of the game.

Looks like somebody forgot to set the remaining skill to the nominal. Not sure whether the AI is also affected or not.

183. Icon LifePlane Shift cast by the AI on a tile not visible to the human player crashes the game.

184. Icon LifePlanar Seal cast by the last AI player does not prevent the AIs from trying (and failing) to cast Icon LifePlane Shift.

185. A failed Icon LifePlane Shift can cause the target stack to disappear from the overland map entirely for a turn if it's the player's only army stack.

Not Fully Fixed

23. The game shows the wrong cursor when hovering over an invisible unit with a ranged unit active (X if can shoot, arrow if not).

It is now an arrow in both cases, although shooting can only commence for Illusion Immune units as it should.

38. Phantom Units: Certain spells like Icon LifeCharm of Life or Icon DeathBlack Channels may create Phantom units. Dispelling or removing these spells will create units with a non-positive amount of figures. They are invisible in battle and can't do any damage. They don't heal overland except if paired with a Healer. Phantom units may cause save game corruptions.

This was fixed in v1.50, but I think it shouldn't happen in the first place.

47. Icon ChaosCall Chaos: Call Chaos' graphics are messed up, e.g. Doom Bolt uses the Warp Creature animation and Fire Bolt uses the Flame Strike animation. Disintegrate also works against units with 10+ resistance, and it may also mimic the effects of the other Call Chaos damage types.

The graphics for this spell have been replaced entirely. It now uses the same generic chaos visual for all of its effects, so the player may need to manually inspect the affected units afterwards if they want to find out what happened. The other bugs have been fixed, however.

55. Lion Heart Item: The Lion Heart Item Power will add to the Hero's Icon Hits Hit Points only in battle. If a Hero has Icon Hits 1 or Icon Hits 2 left at the end of a battle, then he will leave the battle with Icon Figure 0 figures ("phantom heroes"). I doubt this causes save game corruptions (since the AI doesn't use this Item Power), thus a minor bug.

In v1.50, Hits will be 1 overland (empty bar though, same as if it was full, which can be confusing). Entering a battle then sets the base to 1, and if the item is still present, this immediately becomes 4. Which is now a different bug, but one nonetheless.

153. Extra Icon Mana Mana slider spells behave wrong when used from items.

This also appears in the Spell Charges (Item Power) article. It hasn't exactly been fixed as far as I know, but an optional patch in v1.50 disables these spells from being enchanted as charges in the first place.

154. The description of the Scouting ability is incorrect.

The displayed level of Scouting is changed in v1.50, but I'm not sure that covers all aspects of this problem. It would probably be more desirable to have the ability work as described instead.

157. Predefined Jewelry is too cheap in comparison to crafted Jewelry. Crafted Jewelry has double costs for attack, defense, to hit, movement and -spell save bonuses.

Similar to the one for predefined armor, although I'm not entirely certain what the best fix would be for this. v1.50 optionally removes the double attribute costs, thus matching the predefined and craftable items.

158. Icon NatureEntangle affects Icon Movement AirFlying and Non-Corporeal units.

Non-Corporeal was fixed in v1.50, but Flying was left untouched on purpose.

159. Battle Movement: In battle, there's an additional Icon Movement Ground+0.5 movement points penalty for moving horizontically and vertically. For example, a Flyer with Icon Movement Air3 movement points should only be able to move 2 tiles horizontically. This is true for the AI or if the player moves it tile by tile. But moving the path all in one go disregards the penalty. In this case, the said Flyer is able to move 3 tiles horizontically.

Diagonal penalty is removed in v1.50, which should remove this problem, but I wonder if there's a way to resolve it with the original algorithm, as I don't think it should behave this way in the first place.

160. Transport: The transport capacity of ships is calculated falsely, if multiple ships are located on the same tile. For example one Warship can carry 3 units, but two Warships can carry only 5 units.

Transport capacity of all ships is set to 8 in Insecticide, effectively removing this problem. I'm not entirely happy with that solution though.

164. Silence before sound effects issue.

Could this be the same, or related to, what happens in VDMSound? That can't be resolved to the best of my knowledge. However, it may be worth checking whether the AIL SB driver in SNDDRV.LBX is the same as the one in the last (public) Miles release. If not, updating it is possible, and could fix the problem. A different AIL driver from a game that works with VDMSound may also be transferrable. In fact, even a different AIL version might be substituted, provided its equal or less total bytes, but that's a ton of work.

165. AI acts (starting square) and casts spells (Icon NatureEarth to Mud, Icon LifeTrue Light, Icon ArcaneDisenchant Area) knowing the attributes of Invisible units.

I think that was a design decision rather than a bug, although in many cases it could be changed such that the AI targeting routines ignore the units it can't see. These are often called in advance to determine if a spell is even useful before assigning it a casting priority.

166. AI casts Icon NatureTransmute outside of catchment areas.

This doesn't happen any more in v1.50, although I beleive the AI is now also restricted to only transmuting Silver to Mithril. This spell could be used offensively as well though.

167. AI builds unnecessary ships on inland lakes.

I'm not satisfied with the solution that removes inland lakes instead.

Known Fixed

28. Extra Icon Mana Mana slider maximum calculated wrong with Casting Cost reductions in effect.

It seems to be right in the latest RC, although it may have already been fixed before that (didn't see any notes about it).

29. Icon DeathShadow Demons can't shift to stack with another one on the opposite Plane if one is in a City.

I couldn't find a bug with this in the latest RC. They can shift to pair up both in- and outside of Cities. Can't give a fixing patch number though.

70. AI declares war on demand without any regards to its treaties.

This has been progressively fixed to the point where it doesn't happen any more.

94. Units under Icon DeathBlack Sleep don't automatically die when fleeing.

They do in the latest RC, possibly before too (didn't see any notes about it).

168. Diplomacy greeting messages wrong if contact was an assault.

This has been fixed for v1.51 (517).

169. Buying out Town production does not consider a turn's output in the price.

Leftover production not being lost, but instead used for the next project, is an optional feature in v1.50. Not quite the same solution, but roughly equivalent.

170. Wraithform items prevent other items from being removed if the Hero is over water.

This has been fixed for v1.51 (542).

171. Icon DeathWraith Form disallows casting Icon SorceryResist Magic on the unit.

This has been fixed for v1.51 (525).

172. Icon DeathWeakness does not affect Icon Thrown Thrown Attacks.

This has been fixed for v1.51 (638).

173. AI units not harmed when walking through Icon ChaosWall of Fire.

This is a known "bug", likely "implemented" as an AI handicap, non-player units don't take damage from walking through a Wall of Fire. It has been fixed for v1.51 (569).

174. Icon SorceryHaste doesn't double Movement Allowance on the turn it is cast, but does double the MP cost of Melee Attacks.

This has been fixed for v1.51 (567).

175. Unreachable Spots: You can spawn Combat Summons on unreachable places, where they can only be attacked by ranged units and spells. For example, select the bottom-left or top-right corner on the combat map. This way you can stall the combat. You may want to cast Magic Vortex or Call Lightning and watch the enemies die. Or cast Confusion and wait until the unit switches sides. Or if you are attacked by some Trolls, then wait until turn 50 and the killed Trolls will stay dead after battle. Or if you are attacked by Raiders outside of a city, then wait some turns and the raiders will disappear.

This has been fixed for v1.51 (558).

176. When an enemy throws Icon ArcaneDisenchant Area, sometimes it reports the eerie result "None has been dispelled."

This happens for Towns with a Nightshade, and has been fixed for v1.51 (596).

188. Life Stealing Damage allows Icon Figure figures the be regained even if they were lost to Irreversible Damage.

The healing subfunction allows overhealing for Life Stealing attacks, resulting in figures being restored further down the line without actually removing any damage points. Because top figure damage is also adjusted, the Irreversible Damage Points become invisible in the USW. A fix is now available.

189. Healers override natural healing when healing a unit that was created after them (has a higher unit index).

A fix is now available.

Description / Text Errors

39. Surveyor: The Surveyor doesn't include Wild Game in calculating the size of not-yet-built Towns. It also shows wrong information about certain terrain's Farming Effeciency. Swamps produce Icon Food0, River Mouth Icon Food2, Icon SorcerySorcery Node Icon Food2, Icon NatureNature Node Icon Food2.5. Some Shore tiles adjacent to rivers produce Icon Food2.

Two of these were fixed for v1.51: swamps now provide the intended 0.5 Food (607), and Wild Game counts properly for not-yet-built surveying (528). The rest remain untouched.

136. Icon NatureEarth to Mud does not actually use up all Movement (some units can move more than once).

It only costs 6 MPs to enter a tile, contrary to the description.

500. Icon DeathCursed Lands description doesn't mention the +1 Unrest it causes.

This is noted on the wiki. I would have to check out the "Plight" mod before I do anything with context-based help descriptions, from what I read that should already cover things like this.

501. The Surveyor message says "Cities cannot be built less than 3 squares from another city".

Strange it never occured to me to interpret it like that. There needs to be at least 3 tiles between the two Cities, but that does indeed mean a distance of 4. That would be a one byte fix.

502. The Surveyor reports River Mouth to be worth Icon Food1/2.

This is noted on the wiki, but I don't think it's been fixed yet.

503. The description of the Icon ChaosChimeras spell calls it "a Chimera".
504. The description for the Icon NatureCockatrices spell says it summons "a" cockatrice.
505. The description for the Icon SorceryFloating Island spell calls it "Floating Islands".

More erroneous help descriptions.

506. The description for Icon LifeProsperity states 50% gold increase instead of 100%.

This is correct on the wiki, I didn't realize the tooltip was wrong somewhere.

507. Icon SorceryDjinn description does not mention Teleporting and Wind Walking.

These would indeed be worth mentioning.

508. Mana Short also affects Minerals that provide Icon Power Power.

This is a conceptual flaw, I'll add it to my own list of such. If it does get changed, that should be an optional feature. Then again, the name could probably just be changed to "Power Short" instead, as Power and Mana are not the same, and Minerals also provide the former rather than the latter.

509. Icon NatureNature's Wrath description fails to mention not affecting its caster.

This is noted on the wiki, although not very clearly. The tooltip is indeed ambiguous.

510. Icon DeathBlack Channels enchantment effect description claims Icon Melee Normal +3 Melee Strength.

Another tooltip bug.

511. Icon NatureTransmute description implies only working in Hills and Mountains.

That's because the ores were originally not supposed to be elsewhere. The world generator has seen some changes in 1.50, can't recall if this is part of those though. If not, it'll go down as a description bug.

512. Icon DeathDeath Knights description claims only Icon ToHit +2, and omits Icon Movement AirFlying.

Another tooltip omission / mistake.

513. The description of the Icon NaturePetrify implies a single Resistance roll.

It still does attempt to turn the entire unit to stone =D

514. "You have found a Death Spell Spell"...

That's a fun one, probably more hassle to fix than what it's worth, but I'll make a note of it anyway =D

515. Experience help text wrong when Warlord or Icon LifeCrusade are in effect.

This might take a lot of effort to change, those texts are static as far as I know, and there aren't any for the extra levels.

516. Icon SorceryInvisibility spell and spell effect description imply different Icon ToHit To Hit malus.

Never noticed this, need to check.

517. Icon LifeHoly Armor spell and spell effect description imply different Icon Defense Defense bonus.

Same as above.

518. Leadership claims to give the bonus every 2 levels, but it's actually every 3 levels.

The manual (and the wiki) lists the bonus as 1 per 3 levels, it's the description that is wrong.

519. Icon NatureEntangle description claims -1 Movement per turn.

It's a pretty bad description, but I don't think it was actually meant to do that.

520. The description for the Icon DeathNight Stalker claims that it is Non-Corporeal.

Indeed it does.

521. The description of the Icon NatureEarth Lore spell claims to reveal armies.

That's bit of a shock (it's not reflected in the tooltip on the Nature page), as I don't think the engine was ever designed to be able to do that. I'll have to mark it as a description flaw for the time being.

522. Alchemy claims to convert to and from Icon Power Power, when it is in fact Icon Mana Mana.

523. Icon Gold Gold income Town Buildings only claim to increase taxable revenues, when in fact they also increase income from Minerals.

The manual lists these as merely +X% Gold, so they are most likely working as intended.

524. Icon LifeHigh Prayer description implies a total of Icon ToHit +30%, and remarks about its +2 increases that they are a "20% improvement in each area".

525. The descriptions of Freya and Tauron claim that their respective Realm masteries improve research by only 10%.

526. The description of Rjak claims that his Infernal Power doubles the effects of religious buildings.

527. The description of Oberic claims that Mana Focusing increases the power obtained from his Icon Mana Mana reserve by 25% (as opposed to a 25% increase in Icon Mana Mana gained from allocating Icon Power Power).

528. Town Buildings that generate or use Icon Power Power claim it's only Icon Mana Mana.

529. Icon SorceryResist Magic claims a bonus of only Icon Resist +3 in both the spell and effect descriptions.

Concept Flaw / Omission

42. Healer ability: Healer ability works differently than natural healing. The number of healed hit points is always rounded down, so Healer will have no effect for units with 4 hit points in total (all figures summed up). As a result, most unexperienced Priests and Shamans units will not "heal" themselves.

I think it would be preferable, and more intuitive, if the effect stacked with natural healing (it works that way in Caster of Magic).

76. Icon LifeHeroism can be cast on units with Icon Experience 120+ XP.

In which case it will have no effect.

98. AI ignores obvious tactics for Regeneration, and both for- and against First Strike, Icon Thrown Thrown, and Icon Breath Breath Attacks.

I don't think this can be changed, but it may be worth looking into anyway.

99. AI wastes Ammunition against far-away targets instead of saving it when appropriate.

Same as #98, these may be basic tactics for a human player but not so much for an AI.

121. Cities with a population of six (and possibly other values), and enough buildings to feed them all, are still forced to have a farmer even though they have a surplus of 3 food.

This is likely related to the Foresters' Guild concept problem, and is still present in the latest RC. Food granted by the Foresters' Guild does not count when calculating the minimum amount of Farmers. This means that if all direct +Food buildings are present, they can still only replace 5 Food's worth of Farmers, not 7. In the case of a Population of 6, the one Farmer will add another 2 to this, yielding the surplus 3. With 7 pop, it is still 2. With 8, there will be 2 Farmers and again +3. Assuming no Animists' Guild or Halflings, of course.

129. Icon NatureEarth to Mud can be cast in water battles.

Indeed it can, even in the latest RC. Not sure it has any effect though, at least the tile visual does not override the water one. Enemy ships also pass through the area as if nothing happened.

132. Units under Icon DeathBlack Sleep still perform counterattack animations.

I don't think this is really a bug, it's more likely that simply noone thought about it that they shouldn't.

180. Oracle reveals more terrain than it should (and/or City Walls reveal less).

In all versions, the detection range is 4 tiles, yet the revealed terrain is a 6 tile radius. In contrast, the detection range for City Walls is 3 tiles, but the revealed terrain is zero. One of the two seems to be wrong.

700. Icon LifeRighteousness doesn't apply to battlefield effects.

This is documented on the wiki, but I'm not sure it can be changed. Magic Immunity doesn't protect from those spells either.

701. Immolation does not provide Fire Immunity or burn down Icon NatureWebs.

That's a conceptual flaw, I'll add it to my list.

702. Icon ChaosShatter can be dispelled.

I would mark that as a conceptual change, or at the very least it then shouldn't affect Breath Attacks. Not a bad idea though.

703. Magic Immunity does not protect from battlefield effects.

This is also known, documented, and unfixed (same as Righteousness above).

704. Undefeated enemy summons increase rewards for winning a drawn out battle (as defender).

To the victor go the spoils... I don't think anyone should gain anything when the battle is a draw, but I'm not sure I can mark it as a bug rather than a concept flaw.

705. Icon DeathBlack Sleep: Units under Black Sleep always suffer maximum physical damage. Bow attacks ignore ranged penalties and ignore Missile Immunity. Direct Damage spells, Icon Ranged Magic Ranged Magic and Icon Breath Breath ignore Magic Immunity.

This is more of a concept flaw than a bug.

706. Icon SorceryGuardian Wind doesn't protect units under Black Sleep from damage.

Same as #705, although the concept could be different for protective spells than for defense against regular attacks (hence two separate entries).

707. Mystic X: Mystic X may be hired as soon as you reach Icon Fame 20. All other Champions require Icon Fame 40.

I don't think that's a bug, but it could be a concept flaw.

708. Icon DeathWraith Form: The Wraith Form spell can't be used in water battle, although it allows a unit to cross water on overland map.

That would be a concept flaw at best. Water Walking can't be cast either?

709. Mountaineer: Mountaineers need Icon Movement Ground1 move for Mountains, but Icon Movement Ground3 moves for Grassland. This makes no sense at all. It should be Icon Movement Ground1 move for Grassland.

This is a clear concept flaw, it was also on my own list.

710. Non-Corporeal: City Walls give a Icon Defense +3 bonus against attacks of Non-Corporeal units, although these units could easily pass the walls.

This should also likely not be the case, although walking through walls does not necessarily equal seeing through them.

711. Casting Icon SorceryWord of Recall on a ship strands its passengers (without drowning them).

In v1.50, the passengers are bound to drown at the end of the turn. However, the intuitive thing might be to teleport them along with the ship. Then again, recalling a ship into a landlocked Town is anything but intuitive, so maybe ships shouldn't be possible to recall in the first place.

712. Winning a battle while controlling enemy units does not grant Icon Experience XP or Icon Fame Fame for them.

I'm not entirely certain that it should, so I'll mark it as a concept flaw until proven otherwise.

713. Chaos-channeled Icon Breath Fire Breath can not be improved even by a Icon ChaosChaos Surge or Node Aura.

Neither does it stack with an existing Fire Breath, which I think it should.

714. Icon DeathWall of Darkness and Icon ChaosWall of Fire should not require Town defense for combat casting.

That's a concept flaw, likely connected to a limitation of the base engine. It's probably implementable, but casting by the attacker's side may require new routines, especially if one considers where to cast the walls. A more primitive version for just the defender, using City Wall coordinates, should be relatively simple.

715. Icon SorceryEnchant Road should not be castable in an area with no normal Roads.

I would call that a concept flaw, or maybe an omission of required factors (unless it's cast such by the AI, which I'm pretty sure in v1.50 isn't).

716. Units on ships get Patrol bonus to Scouting range.

I think that's a concept flaw rather than a bug. I'm not sure Patrol indicates actively moving through tiles, I always thought of it as simply being more "on guard". I would even consider renaming it as such.

717. Units should not cost any Icon FoodFood while under a Icon SorceryStasis spell.

A simple omission, probably noone thought about it.

718. Icon LifeConsecration visual does not also remove negative spell effect visuals.

Another omission, I'm not sure whether reversing the other animations is viable, but not showing them in the first place definitely is.

719. Icon ChaosMetal Fires does not affect Chaos Channeled units.

This probably should work, both on Undead- and Chaos Channeled Normal Units.

720. Items with Chaos should not have Phantasmal or Icon ToHit +To Hit.

Yup, they should not.

721. City Walls work against Illusion (even on Melee Attacks).

This is the same as with Non-Corporeal. They don't see through the wall. In fact, it should probably grant a To Hit malus instead of extra Defense.

722. Ranged Attackers can not voluntarily use Icon Melee Normal Melee instead.

In the FAQ's specific example, the Huntress would likely actually use her Melee attack. I don't have any idea how a switch like this (that is not automatic like the current ones) could be implemented in the first place though.

723. Foresters' Guild considers Icon FoodFood efficiency, so its output can be halved, unlike the Granary and Farmers' Market.

I don't know whether this is a bug or a concept flaw. Maybe seeing the code would help.

724. Klackon Engineers and Klackon Settlers don't get the Klackons' Icon Defense Defense bonus racial.

That's clearly an omission.

725. AI casts curses on units already under Icon DeathBlack Sleep.

That's more of a concept flaw than a bug. The only reason it is really bad in the original game is that dispels remove all of those curses along with Black Sleep automatically, making them truly useless. However, that is not the case in v1.50. Nevertheless, it may be worth checking how often this happens there.

726. Icon DeathWord of Death does irreversible damage.

That may be an undocumented feature, but I highly doubt that it is a bug. At best it could be a concept flaw, but I might remove it from there even.

727. Might does not increase Icon Thrown Thrown Attack Strength.

That's a concept flaw but, considering the Heroes affected by it, I'm not sure I would want to change it. Then again, Axes increase Thrown too, so probably someone couldn't make up their minds about this either.

728. Touch Attacks and Immolation do not work under Icon DeathBlack Sleep.

Touch Attacks shouldn't in my opinion. Immolation is a different story entirely.

729. "Overkill" counts towards its respective damage type.

That's an engine design flaw, but may be reversible.

730. Icon ArcaneDisenchant Area should be able to remove Corruption from a tile.

I like that idea, I'll add that to my list of conceptual changes.

731. Icon ChaosRaise Volcano should destroy Roads on the tile.

I agree.

732. Volcanoes should not enable the building of a Miners' Guild.

Undecided on this one, so it will probably disappear from here.

733. Ships with Icon LifePlanar Travel should take their passengers along when they shift Planes.

I wouldn't like that idea with all ships having maximum transport capacity, but I would if they don't. It may be tricky to implement though, although I think there's a constraint on being able to shift if the entire stack can't, which could be useful here (i.e. all ships would need to be able to shift for the entire stack to shift).

734. Icon Movement WaterSwimming units get movement advantage on Tundra (can cross for Icon Movement Ground1).

735. The production view for units ignores effects that apply to newly created units (Icon Experience XP, weapon quality).

736. The Alchemy slider offers conversions of odd amounts of resources for non-Alchemist Wizards, resulting in loss of a Icon Mana Mana or Icon Gold Gold.

Misc

85. The "Expanding Help" option doesn't make any difference anywhere.

Actually, this option does work. Not only that, it might be better to switch it off. It does an extra animation sequence for many right-click actions, such that the resulting pop-up "grows out" of the click location, rather than simply apparating on the screen. Which, if anything, is slower.

900. The game crashes if the player tries to cast a spell with a non-chaos non-death Magician (the ones [DP] hacked to all be Caster 40), because they don't have a realm to choose a spell from.

I think that may be an issue with the routine that builds the list of spells for the spellbook to display (it takes the unit's Race as the Realm to build from). It should be fixable even if it wasn't meant to be.

901. Stacks can't "pass over" each other if the total unit count is over 9.

That's an engine limitation. I can't rightfully mark it as either a bug or a concept flaw. If someone sees a way to do it, it'll probably be done.

1.50 Bugs & Flaws

1500. Unit Upkeep Cost icons show up in the USW even if the resource cost is Icon Gold 0, or Icon Mana 0. (352, mentioned in the notes)

1501. Trying to select the Myrran Retort with only 2 picks left displays the wrong error message ("You need 2 picks").

1502. The 8th item slot in the Fortress vault is smaller than the others.

1503. Icon Movement AirFlying no longer overriding Non-Corporeal for stack movement should be optional considering it's a core game mechanic change.

1504. Always using diagonal movement when possible is counter-intuitive from the player's perspective.

1505. Engineers building Roads instantly when they could finish in a single turn opens up a multitude of abusive strategies exploitable by the human player.

1506. AI Settlers now being able to build near enemy units ignore stacks protecting Nodes and Towers, resulting in them bulding Towns in the vicinity of such resources. Unless the player controlling the resource is already allied with the AI, this inevitably results in going to war with them (although they could give up the resource and move their army away, but that's highly unlikely, regardless of whether that player is human or another AI). If the other player is human, and is significantly stronger, then war may be averted, but then if the alignments are not opposed, the AI keeps offering a Wizard Pact every few turns, which it then breaks on cooldown only to reoffer it again. (250)

1507. Moving different speed units together over short distances as a stack is problematic because the higher Movement Allowance units now stay active when the rest run out during manual movement. (043)

1508. AI shouldn't employ "wander around" tactic when it can't accomplish any goal with it. (263)

1.51 RC Bugs

2000. The Upkeep Cost of Normal Units and Heroes got overwritten (possibly with CoM values). (539, should be unrelated but apparently not)