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It happened in a wizard-wizard fight where both were raising zombies. The opponent wizard used three thieves while I used pikemen. One of my raised zombies killed the last opponent thief but the thief did not die, it remained on the board with zero hit points and blocking while the battle continued. I win the battle with only raised zombies left but the opponent s thief did not leave the board nor was reacting to anything. Nothing made it react, neither direct attacks nor spells. I was ending the turn repeatedly (knowing there is a turns limit for battles) trying different moves but the dead thief would not go away. Finally I got the idea of using the auto-battle options and only then the engine recognized the thief was dead and ended the battle (with no spoils even when it was the enemy wizard). I think the bug is due to the mix of raised zombies and dead units from both sides, the engine did not recognize the last thief as dead because it was not the _last_ unit of the opponent because it already had raised zombies, and furthermore the raised zombie may have belong to my side, further making it not the last unit since I still had units (dead and alive). You would have to review the list of units for both sides, both live and undead, for every battle turn and guarantee the last unit is the last unit consistently in all lists. Or specifically check for zero HP units to remove them, which probably woulid easier. This is not an important bug if auto-battle handles it correctly, but should be pretty easy to patch up if you just check for HP = 0.
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syntotic: One of my raised zombies killed the last opponent thief but the thief did not die, it remained on the board with zero hit points and blocking while the battle continued.
I'm guessing you're talking about "Masters of the Broken World"? (This message board also discusses Genesis, and sometimes a Genesis mod called "New Horizons".)

I gave up on MotBW a year ago, because Snowbird was not able to fix bugs in a timely manner -- I think they were too busy working on their next game, Caribbean. And their forum was overrun with spam, apparently they have taken it down for good ("An unexpected database error occurred. Please try again later.")

http://www.snowbirdgames.com/forum/
http://snowbirdgames.com/?cat=5

I suggest you send an email to support@snowbirdgames.com (along with the savegame) and maybe they will try reproducing your issue with a debugger.
Post edited August 15, 2015 by Boon952
That's a well known zero hp bug.
In previous versions they could counterattack too.
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syntotic: It happened in a wizard-wizard fight where both were raising zombies. The opponent wizard used three thieves while I used pikemen. One of my raised zombies killed the last opponent thief but the thief did not die, it remained on the board with zero hit points and blocking while the battle continued. I win the battle with only raised zombies left but the opponent s thief did not leave the board nor was reacting to anything. Nothing made it react, neither direct attacks nor spells. I was ending the turn repeatedly (knowing there is a turns limit for battles) trying different moves but the dead thief would not go away. Finally I got the idea of using the auto-battle options and only then the engine recognized the thief was dead and ended the battle (with no spoils even when it was the enemy wizard). I think the bug is due to the mix of raised zombies and dead units from both sides, the engine did not recognize the last thief as dead because it was not the _last_ unit of the opponent because it already had raised zombies, and furthermore the raised zombie may have belong to my side, further making it not the last unit since I still had units (dead and alive). You would have to review the list of units for both sides, both live and undead, for every battle turn and guarantee the last unit is the last unit consistently in all lists. Or specifically check for zero HP units to remove them, which probably woulid easier. This is not an important bug if auto-battle handles it correctly, but should be pretty easy to patch up if you just check for HP = 0.
It happens with practically any unit, not just undead. Just a moment ago there was a swordsman with 0 HP still standing in the arena.
Masters of the Broken World. Good thing autocombat manages to overcome the bug, otherwise it would be a terminal error. _Odd_ that a studio would abandon such a game when bugs seems to be so 101, maybe someone can convince them of publishing the code OPEN SOURCE? In fact, I think this is the game I had been WAITING for FOR YEARS, I d truly hate having to abandon it because it ends up being unplayable!

I could not download the New Horizons files, I barely touched Genesis after opening this version.
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syntotic: Masters of the Broken World. Good thing autocombat manages to overcome the bug, otherwise it would be a terminal error. _Odd_ that a studio would abandon such a game when bugs seems to be so 101, maybe someone can convince them of publishing the code OPEN SOURCE? In fact, I think this is the game I had been WAITING for FOR YEARS, I d truly hate having to abandon it because it ends up being unplayable!

I could not download the New Horizons files, I barely touched Genesis after opening this version.
In a few days, I will push the latest English translation of New Horizons (v2.50b, based on Russian v15.0427.03). If you don't mind "old-school" graphics (2D sprites), then you should *really* give NH a try. It's my favorite game ever. There are very few bugs, and they tend to be squashed quickly.

I hear that Genesis (thus New Horizons) has issues running on recent (fast) CPUs. This is due to the old game library being used (Allegro 4.3). I might be able to do something about it in the future. (Wouldn't it be nice to have a native Linux version, and perhaps Android too?)

As for the source code... it's a complex situation, as both MotBW and Genesis are still sold, and thus generate revenue. I don't see why the studio would voluntarily give that up?

@JudasIscariot : are you free to disclose how much revenue Genesis generates on GOG? I'm thinking it's probably less than 100 euros per year?

Regards
Definitely it is battle bugs arising from the inclusion of thieves, not zombies, so I speculate again it may be the stealth mechanism what breaks down and leaves a 0 hp thief behind, dead while in stealth somehow. It also seems morale/stamina not always update and units simply go immobilized and useless. I was surprised one Scout/Scout battle immobilized my heroe for the rest of the battle, but the battle was restarted by the game after an Armour Failure in autobattle produced a repeating scene with all pieces failing to harm each other! I lost the second chance battle and restored, but I was about to win the first battle if my Scout did not stop functioning. It was a very complex bug! Maybe even a deep eastern egg regarding thieves, stamina, zombies and games....

So if the company is still selling but is unwilling/unable to correct those errors, calling for more help is necessary and liberating the code is an unexpensive way to do it; they can at least produce a new future bigger official version once the bugs are corrected by others and the game is completely perfect. Now there is a concept for these kind of games known as depth, where we expect the game logic to combine as fully in terms of the game itself as if in real life so the game keeps producing logic situations mechanically that make sense and even magic, within the world. I just won an oases against Nomads fully losing stamina mid desert and going immobilized while my zombie tried to reach them before the Scout finished them shot by shot! You expect Nomads having a stamina advantage in deserts, so the zombie was an asset, and imps should also feel more mobile and stronger in deserts. These are lots of details to care for. Nethack is a good example game, it kept adding depth version after version, not just fixing bugs, so you know it does matter to put on gloves before handling cockatrices and ways to win over petrification cunningly. This takes a lot of time and effort, but this game seems to be final version and see you next game!