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[XEDRA Evolved] Dreamsmith and Mad Genius give player character spells that don't exist #59588

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AmarinReyny opened this issue Jul 25, 2022 · 4 comments
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@AmarinReyny
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AmarinReyny commented Jul 25, 2022

Describe the bug

So, after messing around with various things to see what's changed after reinstalling CDDA, I've run into a bug with the XEDRA Evolved mod, in that both the Dreamsmith and Mad Genius mutations give the player character spells that don't exist - the IDs for the spells are listed in the mutations' data as "forge_dreamdross" and "spark_of_inspiration," respectively, but no spells with those IDs are actually defined anywhere. Adding these mutations via debug gave my character two spells with no name listed, and trying to cast the spells (which I've selected by accident multiple times) causes the game to crash. The same crash also occurs when I try to use debug to change what spells my character has; I believe this is due to the presence of these undefined spells in the list of spells accessible via the debug menu.

Steps to reproduce

  1. Make and play in a world with the XEDRA Evolved mod
  2. Add the "Dreamsmith" and "Mad Genius" mutations to your character
  3. Look at your spell list
  4. Try to cast the unnamed spells

Also:

  1. Make and play in a world with the XEDRA Evolved mod
  2. Try to edit your character's spells via the debug menu

Expected behavior

I expect the mutations to not add undefined spells that make my game crash.

Screenshots

Dream spells not defined

Versions and configuration

  • OS: Windows
    • OS Version: MINGW/CYGWIN/MSYS2 on unknown Windows version
  • Game Version: 8c56f13 [64-bit]
  • Graphics Version: Tiles
  • Game Language: System language []
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    No Fungal Growth [no_fungal_growth],
    Bionic Professions [package_bionic_professions],
    <color_light_blue>BL9-100%-monster-resilience-version [BL9_100monres],
    <color_light_red>Secronom [secronom],
    <color_light_red>Secronom+ Lore Expansion [secronom_lore_expansion],
    Aftershock [aftershock],
    Arcadia Mapgen [custom_arcadia_mapgen],
    Arcana and Magic Items [Arcana],
    Blaze Industries [blazeindustries],
    Magiclysm [magiclysm],
    Xedra Evolved [xedra_evolved],
    DinoMod [DinoMod],
    Arcana/Aftershock Patchmod [Arcana_aftershock_Patch],
    Arcana/DinoMod Patchmod [Arcana_Dinomod_Patch],
    Arcana/Magiclysm Patchmod [Arcana_Magiclysm_Patch],
    Extra Mutated Scenarios [extra_mut_scens],
    Mining Mod [Mining_Mod],
    Mythical Martial Arts [MMA],
    Translate Complex Dialogue [translate_dialogue],
    Magiclysm No Class Limit [magiclysm_no_class_limit],
    SpeedyDex [speedydex],
    Stats Through Kills [stats_through_kills],
    Stats Through Skills [StatsThroughSkills],
    Tamable Wildlife [Tamable_Wildlife],
    Useful Helicopters Experimental [useful_helicopters]
    ]

Additional context

No response

@AmarinReyny AmarinReyny added the (S1 - Need confirmation) Report waiting on confirmation of reproducibility label Jul 25, 2022
@Maleclypse
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Maleclypse commented Jul 25, 2022

You can't have a bug from debugging in incomplete content. Once it's content that is achievable in game you can bring me bugs for it.

edited with additional thoughts from my politeness whisperer: "thank you for your report! What you've discovered is not a bug, but rather, the first step of implementation for a larger feature. That is why there is no way to develop these abilities in-game, and why you can only acquire them by debugging them onto your character."

@Maleclypse Maleclypse closed this as not planned Won't fix, can't repro, duplicate, stale Jul 25, 2022
@AmarinReyny
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You can't have a bug from debugging in incomplete content. Once it's content that is achievable in game you can bring me bugs for it.

Ah, sorry. I didn't realize it was incomplete.

@Maleclypse
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No stress. I appreciate you trying out the content. And hopefully if life is kind to me this week I'll have some stuff to make both of those live in game by friday.

@EIIKaO
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EIIKaO commented Jul 25, 2022

Hi, folks.
I have a idea that avoiding the game crush when learn to invalid spell although keep room for the evolving mod development.
This would help the mod developer worry less and keep the player safe.

The best scenario

AmarinReyny
Without crashing, you can continue playing with the player char who got that mutation (but you will get a debug message every load). You still cannot learn that incomplete spells yet.

Maleclypse
Keep developing the mod to your own plan. Then, you will continue to develop the mod and implement the spells and they will be merge.

AmarinReyny
If you load the save with the build which merged complete spells, it will allow you to automatically(?) learn spells.
All's well that ends well.

If anyone is interested, I would try to PR it later.

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