- Nomad map: Town Center construction is 4 times faster in the whole game. It should be faster only until Ceasefire is active. |Thanks for devang_nivatkar|
- Random map and campaign menus have a full black screen without the ability of navigate back, when the pregamescenario or a pregame picture isn’t loaded. The noPreGameScenario launch command gives a 100% reliable reproduction, but it may also happen because of other reasons. References:
https://www.reddit.com/r/AgeofMythology/comments/pshcl4/steam_aom_version/
Black screen after using noPregameScenario launch command - No corpse, no Shade. After the following killing methods Hades never get Shades:
Implode GP
Spider Lair GP
Carnivora spec attack
Argus spec attack
Medusa spec attack
For comparison Mummy spec attack grants Shades for Hades (in 20%). - (DATA) Implode can sukk flying units and explode without any problem, when they have "military’ unittype. These units should be affected (LogicalTypeImplodeAttack): Stymphalian bird, Phoenix, Vermilion bird, Nidhogg, Roc.
- (CODE) Mummy can’t attack chaosed units, when it has a fully charged special attack. Even normal attack doesn’t work. |Thanks for devang_nivatkar|
- The following attacks do zero damage against gaia (Tartarian Spawn) or chaosed units:
Crab Blood areaattack
Anubite jumpattack
Manticore chargedrangedattack
Sphinx whirlwindattack
Scorpion man whirlwindattack
Satyr chargedrangedattack
White Tiger jumpattack
Amanra jumpattack
Amanra older jumpattack
Theris jumpattack - AttackGAIAUnits param shouldn’t affect trees, they don’t have “unit” unittype. Many units kill trees by accident like Nemean Lion.
“AttackGAIA” param doesn’t do anything at all. It should affect trees instead of AttackGAIAUnits param. - (CODE) The special attack of Lampades shouldn’t work on gaia units, because chaosed units are gaia units technicially. It’s a waste. Data fixes don’t work.
- (DATA) “Egyptian Vulture” (proto) has no animation file, it should be excluded from editor.
- (CODE) When units are between the obstruction radiuses of 2 buildings, long range pathfinding doesn’t work, but short range pathfinding still keeps working. It happens with all larger buildings. Video: AOM pathfinding bug - Units stuck between 2 buildings - YouTube
- (AI) Chinese AI doesn’t gather any relics.
- (DATA) Transport unload trick still works on Leviathan because it hasn’t MeteredGarrison flag.
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