[0.9 Bug] Custom faction Unit Creation Bug allows multiple race traits

I found a rather bad bug today.  You can do the following:

1) Make a custom race named (Race1) with Altarian blood.  Play through the game as them and make some custom units.

2) After start a new game, make another custom race named (Race1) with Ironeer Blood.  Play through the game...

What you will find is quit shocking, on the second playthrough with the "new" faction you will find your Altarian blood units available with their original race trait.  I haven't tried creating one yet, but I suspect I will be able to make mages with Altarian blood.... further exploitation may let me use this to make some archers with double shot and all kinds of other options.  From my understanding this would transfer to multiplayer aswell.

The possibilities here are endless... 

19,253 views 10 replies
Reply #1 Top

Hmm, it's not good that we still have these sorts of wild bugs and release is only around the corner.

Reply #2 Top


Hmmm. I typically use the cheats menu to design units for custom AI factions, as I don't care to play through an entire game with every faction I create. Think I'll test this out this afternoon, try it with several races and see just how badly this can be abused.

Reply #3 Top

I just realized it's quite a bit worse than I initially thought.

You don't have to play through at all.  All you have to do is make and save a naked unit for each faction, quit, make the next faction with the same name.  Rinse and repeat.

By the end of the process you should be able to make units from any faction at the start of a new game (with your original faction name).  

I haven't exploited it like this today but I'm quite sure this is how it works at this point. 

Reply #4 Top


Your assumptions are correct, I finally got around to testing this, wasn't able to yesterday. Just made a custom faction, Kingdom of the Cheaters, which has abilities from each race I've built using that name, quit testing after the first 4. This is in .91, btw.

 

 

 

Quoting katrisa, reply 3

I just realized it's quite a bit worse than I initially thought.

You don't have to play through at all.  All you have to do is make and save a naked unit for each faction, quit, make the next faction with the same name.  Rinse and repeat.

By the end of the process you should be able to make units from any faction at the start of a new game (with your original faction name).  

I haven't exploited it like this today but I'm quite sure this is how it works at this point. 
End of katrisa's quote

Reply #5 Top

The game should delete the old faction file before saving the new one instead of updating it.

Also Gandalf, what's with the Primary Color and Secondary Color? I can't find any references and I have no clue what they affect - they have no effect on clothing, nor on faction borders / buildings colors as far as I can tell.

Reply #6 Top


You got me Anelyn, have never been able to divine what it is they do. Just ran a couple of quick tests, using some loud colors, still no idea.

 

Disclaimer, I am somewhat colour blind.

 

Edit: This post really should be in Support, any chance a nice mod could move it?

Reply #7 Top

I understand why it occured.  Its because they are trying to save your favorite units for use again when you play again

What really needs to happen is factions under the hood with the same name need to be referenced with unique identifiers.  Such that you can actually create two factions with the same name and no overlap every occurs.

Or when creating/modifying your faction the original file contents need to be deleted.  This would probably be the simpler solution. 

Reply #8 Top

Quoting katrisa, reply 7

What really needs to happen is factions under the hood with the same name need to be referenced with unique identifiers.  Such that you can actually create two factions with the same name and no overlap every occurs.
End of katrisa's quote

 

+1

Reply #9 Top

Its easier than that.  You can simply change the XML to allow all of these things (and much more).

We can certainly fix it.  But even if we do so it doesn't keep players from going and doing this (if they want) with XML changes.  Or creating unbalanced maps with the map editors, killer spells etc.

 

I know there is a difference between doing it in game and out of game, but keep in mind this is a single player game.  Its not like World of Warcraft or Starcraft where player exploits effect anyone but you.  If you want to have all the units in the game, you can do that.

Reply #10 Top

I understand what you're saying... but I wasn't even trying to "hack" and suddenly my other faction's units were available.  That's a bit immersion breaking wouldn't you think?

I understand when you have a client side game, under the hood edits are always possible.  But this is so in your face its not funny. :D