-
Notifications
You must be signed in to change notification settings - Fork 45
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
The 'Simulacrum' spell keeps monsters even if reloading before spell cast. #107
Comments
The title is slightly incorrect. A ✅ indicates correct behavior in current master branch: ✅ Simulacrum monsters do not stay summoned when you reload prior to summoning them. They do stay when you reload a save where they already exist. ❌ Another bug: When you have no monsters stored, you still get a choice dialog from Simulacrum. I think, instead, you should get a buffer message saying you need to Capture a Soul first. |
❌ exportSummons() keeps monsters stored, but the game crashes when I try to summon one. And the name/index might get corrupted sometimes (I observed Apprentice Mage become Townsperson after exiting scenario/saving/loading in some sequence). |
I think, because I couldn't reproduce the actual reported bug, I'll close this, and PR my fixes to the other bugs explaining them in a less cluttered thread. |
For the record, if this were still an issue, it would be something like "did not clear the crystal array when loading a file". |
Monsters also appear to transfer to other scenarios (doesn't reset after end of scenario.)
This is an item logged from the To-Do and was originally reported by (@CelticMinstrel?). If you are familiar with or can recreate this bug, please provide details here.
The text was updated successfully, but these errors were encountered: