======================= LEGEND [] = Incomplete To-Do or Bug [/] = Optional [?] = Needs investigation [*?] = Fix attempted, needs testing to verify [*] = Bug fixed ======================= 401: The Titan’s Remains [/] ~Enemy dwarf ghosts could attempt to use the dispersal cubes dropped by the dead shades against you, or at least to destroy them before your ghols get to them – should be possible to keep them intact, but not without difficulty. If no dwarves are currently in the area of the dropped cubes, a couple of small groups could be added for this purpose. [*?] ~Still possible to kill Mazz ghost prematurely with Shatter Dream? -Tweaked once again and tested this thoroughly. I think it’s fixed for good. :Aug. 8th 2015 [*?] ~Following Berserk Ghosts will follow to the edge of Fulgor and Mazz talk (I’ve never witnessed this, but Horus provided a film). [*?] ~Live Zerk legion in early swamp doesn’t attack unless damaged, at least if you go a certain way. [*?] ~[from old list] If you have a single dispersal cube left, it somehow becomes full Shatter Dream Ammo (ie two shots) after Fulgor pops Mazz's dudes (so you lose your starting dispersal) [*?] ~[from old list] After I) had happened and Mazz was brought down to fading point, he didn't and so got killed and turned into his death projectile group. May be related to bug I) [?] ~[from old list] Fulgor would stop attacking/wouldn't attack (reported by Slinx, I’m not at all clear which attacks or situations this refers to—not much I can do about something that vague) [*?] ~[from old list] 1 Dispersal use, 1 Shatter used: Convo ensues, and Fulgor fails to get his backup dream. Script sets his inventory to none, but seems to also remove his ammo. 402: The Arm of Bahl'al [*] ~Managed to break script by acquiring the arm without killing Rolgar. Thor went uncontrollable but never ported. He eventually died from patrols, but we never lost. Filmed it. -Checked this, looks like we fixed it. The script sequence shouldn’t allow this bug anymore. :Aug. 8th 2015 [*?] ~Managed to get a Defeat and have Thor still walking. Filmed it. -I recall asking Melekor to look into the exact value a monster turns to stone at. I’m pretty sure it was implemented at 23%. Needs further testing. :Aug. 8th 2015 [*?] ~Myrmidon's pathfinding radius is questionably low. -Tweaked from 0.15 to 0.18 :Aug. 5th 2015 [*] ~Tweak media type to a custom variant, get a perfect hue match -More involved than I thought, but it looks great. Consider for all other water. :Aug. 8th 2015 403: The Rebirth [*]100% Complete[*] 404: Temple in the Sand [*] ~Myrmidon colors need to be less bright – more blood-red, like TRT’s other units. -Tweaked the 2 brightest of the 5 permutations, needs opinions. :Aug. 5th 2015 405: Ancient Halls [*?] ~Difficulty level is questionably high now that various gameplay-altering bugs have been dealt with and the monk ghosts can aim. What needs to be done, if anything, will need to be determined. [?] ~One of the pursuing Platoons skirted the wall of the puzzle room in a long string, and failed to notice player. Waypoints and radii seem fine. [?] ~Dark Priest’s death used to cause OOS. (some script changes made. Let’s check again). [] ~Cell exit gate swapped to 424 animating cell gate, needs updated textures to fit 405 :Aug. 5th 2015 [] ~Ghost monk special only causes confusion for a few moments, should it last longer? :Aug. 5th 2015 [] ~Add Souly’s new skeletons into the dungeons [] ~Fix pin-mapping on puzzle room columns to fix distorted texture [/] ~If possible, reinstate the Ghol Shaman to blow up the door instead of the replacement Fetch. 406: The Golden City [*?] ~Ghol Shamans plunge into melees after running out of mana. -Tags were adjusted for shamans some time ago, this shouldn’t be an issue any more :Aug. 6th 2015 [*] ~Some small HOM in the textures on the ramp models by the gates. -Evidently fixed during retexturing. :Aug. 5th 2015 [*?] ~Shifter Targets should not be visible. -They seem invisible in loathing, need to double check but I think their tags were edited. :Aug. 5th 2015 [*] ~Main castle missing some textures during retexturing. -Fixed. Aug. 7th 2015 [] ~Tweak needed to 406 Gate 01a permutation 407: The Siege of Stoneheim [] ~Add some sort of indicator so that the player notices when the Devil Titans jump onto the walls – just some dialogue, probably? [] ~This map needs testing! 408: A Call for Help [*] ~Consider removing Graydon’s death trigger, even on solo. People keep being confused when we lose the level on his death, and he’s really not essential to victory. 409: Piercing the Heart [*?] ~Finn and Trig fight their way to the pylon whilst injured; they are still being attacked whilst regenerating, so they reach full health and regenerate every hit. They leave the pylon area but continue to regenerate health. [*?] ~Ending is broken – thralls ported too soon, Torm may have disappeared first. [*?] ~Consider changing opening, doesn’t make a whole lot of sense. -Added some cheesy dialogue and fleshed the scene out a bit more. I thought about it a bunch, and realized the whole point of that scene is to make the player afraid of the pillar, so I wanted to keep it involved somehow. Expanded on my original idea with the subtitles. :Aug. 7th 2015 [] ~Some sort of scene at the magic pillar/village – dialogue, effects, no loss of control. [*] ~large house has a texture bug on the side wall since retexture. -Fixed. :Aug. 7th 2015 410: Lands of the Dead [*?] ~Is it possible to put a localized biodegrader on the “hot coals” area so body parts don’t just lay there forever? (probably not). –I’ve implemented something for this by limiting the bio’s terrain passability, but it doesn’t seem to be working and I’m not sure why not. I’ve copied the script used on 424 which works great. Not sure what the variable is that’s breaking it. :Aug. 6th 2015 [] ~Models for bridge posts and bridge need fixed, pin-mapping is off for both 411: Gateway to the Living Rescripted, no more known bugs. [] ~Needs End Portal model – new one, or old? 412:The Lost City [?] [*]100% Complete[*] 413: Flight from the Marsh [*?] ~Sometimes player units stop walking toward exit after endgame triggers. - Confirmed this is still a bug tonight. Filmed it. -Tweaked script and swapped MOVEs for ROUTs. Needs a test. :Aug. 6th 2015 414: Untamed Shores [*] ~Emperor needs to move up path and disappear if you leave that way. -Adapted script to work with the same set of actions whether beach or jungle route. All players exit their closest exit point via ROUT. [] ~Need to consider alternative ending to this mesh, ala Yonginso and beacon in journal. [*?] ~ [from old list] The inland route is much easier than the beach route. More monsters should be added. 415: Crossing the Poison River [] ~If the elder is hurt, switch him for TDO and make him attack, switch all non-peasant illusions to team one and make them attack, make all peasants disappear with a fade. [] ~We need a sound for the place where you discover the "rift" in TDO's illusion–something really horrible sounding, along the lines of sobs or pleas for mercy. [] ~Make the whole rpg section more interesting. Current version is a decent skeleton, and has some neat bits, but needs work. [] ~Change Myrmidons to Bonemen, as they make more sense and possibly balance better. -Bonemen do not have an entrance sequence to pop out of the ground, hence using myrms for the surprise attack. Souly may be replicating this guy in HD for the 32bit m2 project, so perhaps we can get a custom sequence thrown in just for us. :Aug. 6th 2015 416: The Forest of Creation [] ~Odd bug just after the corner/ramp with the first Elites confrontation. We were ambushed by Giants shortly afterwards, killed them, then got ambushed by another group, but as they came to us, they stopped, turned away and went on meandering. Filmed it. [] ~Needs Forest Heart rock pillars imported and put around entgod statue [*] ~Bring in Souly’s spider collection as forest spiders -Added. :Aug. 9th 2015 417: The Ruins of Creation [] ~Incomplete Mesh 418: Klamar [?] ~Needs testing! 419: Helgava and the Tormentor [*?] ~Occasionally, The Tormentor fails to cast his defensive spell. [*] ~Phil doesnt go directly for Torm when he goes blue. He chased DGs for a while, and Torm never triggered his ring until near the portal. I managed to decimate the shade using the ring. -Edited some script ordering. Did a few test runs and seems working. :Aug. 7th 2015 [*?] ~Torm's death, after the fight, killed Phil, who was freshly healed before the battle. This was on Timid. -Edited the object tags. Previously it just gave him more hit points. Now it gives more HP and increases resistances x2 over previous. He may still need help on the higher difficulties, but that’s partly by design. :Aug. 8th 2015 [] ~Render some “explosive kegs” to place on the ship instead of wights 420: Parrots and Patches [*?] ~There used to be a bug where random groups of enemies would walk through water to approach the ship. I’m pretty sure it was completely fixed, but testers should be on the lookout for it. [*?] ~The north and south ships have different unitsets. Testing will need to be done to make sure that the two groups are evenly balanced. [] ~Jagman suggested adding a warning for incoming groups; an immediate-detonation monster with a certain lpgr appears at the porting locations a few seconds before the pirates arrive. I like this idea; just get me the tags and I’ll implement it. -Tags updated, pulled something in. See 420 entrance monster. :Aug. 10th 2015 421: The Barren Desert [?] ~Graydon reports: “Managed to break script so that mazzarin let go of his hold early, and started hacking at The Watcher's balls. Watcher couldnt move obviously, since his arti was still in place. Needs work still.” [?] ~Addendum to above bug (maybe): Watcher breaks hold early, but both Mazz and TW just stand still. [*?] ~Myrmidons kept hacking at light forces after they went unco at the center area. Eventually they stopped and routed, but killed a few guys first; there was no way to fight back. :Aug. 6th 2015 [*?] ~Myrmidon groups didn't stop spawning after the player reached the center area. -Restructured the script so that the execution of the ROUT triggers the player igno CTRL. Should be fool proofed now, needs testing. :Aug. 6th 2015 [] ~Watcher's death sequence is all messed up. He should not turn to stone just before death, he explodes blue stones, then twitches in the celebration sequence, then freezes. -Tags are certainly broken, but looking at the collection there is no softdeath dead body. Only parts. Needs ideas. :Aug. 6th 2015 [*?] ~Thrall waves should come spread out more, with the black thralls coming when The Watcher is much closer to death. The final sequence should be triggered by a lower health fraction. -Adjustments made. Needs testing. Aug. 6th 2015 [*?] ~Some Berserks failed to break away from The Watcher during the final sequence. -Re-sequenced the order that actions trigger for this, added in a retreat GENE to buffer it some more. Needs testing. Aug. 6th 2015 [*?] ~Give all player units a small randomized vet count so Hearthguards don’t need to vet up to be useful. -Implemented a script for this, though the way it’s implemented it takes about 5 or 6 seconds after you gain control for it to distribute the vet count. Is this an issue? :Aug. 6th 2015 422: The Gates of Hell [?] ~Needs testing! 423: The Screaming Mountains [*?] ~Now, Sorcerors will often run into their own meteor attacks and be destroyed. [*?] ~Work on difficulty distribution. Legendary seems fine, but Normal was a bit too easy. [*] ~Snow lpgrs overload projectile count, so it doesn’t snow. -Adjusted LPGRs. There is now a 500 limit buffer, should be safe. :Aug. 7th 2015 424: The Red Keep [?] ~Needs lots of thorough testing [] ~Final scene needs cleaning up, it’s a little vague what’s going on for the climax of such an epic level 425: Fields of Blood [?] ~Needs testing! General: [?] ~Make sure general hints includes everything relevant – for starters, add something about the melee inventory abilities of Crossbows and Hearthguards. [?] ~Consider editing/adding dialogue for each level of the campaign. [?] ~Consider editing hints for each level. [*] ~Flavors need to be added. [] ~Consider auto-distribution for coop on levels with many player units or immediate action – 406, 410, and 413 come to mind. [See TFV to-do checklists] [] ~Consider removing endgame triggers on lesser characters in coop for each level. [See TFV to-do checklists] [] ~Change blood stain color on newer maps to be more realistic, as was done in early maps. [] ~Consider cmaps/dmaps for every level – anything that could be more detailed? [] ~Consider all Legion actions in every level – keep, or change to something else? [See TFV to-do checklists] [] ~After all cmaps are considered finalized, re-do all overhead maps in one consistent manner and quality. [] ~Make substitutions to the Shade names string list to get rid of some of the Warhammer names (currently working on renaming) [?] ~Take a look at maps that have cramped edges (the beginning of 419, the end of 411, the cave in 408, parts of 413 and 414, any others?), and consider expanding camera bounds, even if it means seeing some edges; we can do a little more mesh height work around those edges if it helps. [?] ~Implement ‘taunt attacks’, a 0 damage invisible mana cost attack for generalized melee units, so they randomly taunt the player; idea courtesy of Souly, love it