[.92 BUG] Tremor is only holding for (2 turns including this one) not (3 turns including this one)

During the turn I cast it, I see text that reads "immobilized for 3 turns".  On the next turn, the text reads "immobilized for 0 turns".  And on the next turn they're moving again.

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Reply #1 Top

Trojasmic is not going crazy ;) Here are a few screenshots looking at darklings and the tremor spell. Now I know what you're going to say is that that is not the tremor spell in the game you modded it... well yes I did mod the spell, and gave each of the durations 4 to see if that would put a stop to the problem... it didn't as you see below. Two consecutive seasons.

The next season

The turn they move

Now... I've also, done this with wargs and they seems to drop the turn count by a factor of 2 each season. So, with my 4 seasons, it dropped to 2 seasons, then it finished at 0 seasons.

My curiousity is the size of the group playing a role with duration, if so, that may lead to a problem in general.

Reply #2 Top

It is the size of the group problem. The number of units in the stack reduce the duration too much in each stack. I've got pictures for you:

 

Spider 1st season

The second season for the spiders

tThe third season for the spiders, but they moved already.

 

Reply #3 Top

Now the river slag in the picture is held still correctly the entire 3 seasons.

The 1st season


The second season.

 

the third season

 

the season he moves.

 

Reply #4 Top

Just thought I would bump this to ensure this is on the bug list to be fixed.

Reply #5 Top

I can confirm this bug. It happened on MadDjinns lifestream too.

 

Reply #6 Top

Is the timer broken on a bunch of spells like this? I've used the 'invincible for 3 turns' potion (and spell in defense) and I get 1 turn of being immune to physical. Either the number of turns are wrong, or they don't mean the users turns, but all turns? or something?

Reply #7 Top

Actually, Troj is wrong about one point.  When it says immobilized for 0 turns, they can move that turn.  So, Tremor only works for 1 turn, not 2.  Freeze works for 2 turns.

I've reported this bug before.  I have noticed that army size seems to be a factor, as I've had Tremor hold an Ashwake Dragon in place for 2 turns, but a full army never more than 1.  I've seen this bug since I started playing FE back in January.

Freeze has a similar problem, but it actually shows immobilized for 3, 2, and 1 turns.  The problem there is that, when it gets to 1, they can move again, having only been immobilized for 2 turns so far.

Reply #8 Top

The bug is in fact the size of the group. The experiments I ran were on a variety of creatures. I even modded the spell to increase the number of duration to confirm the fact that the size of the group is what reduces the duration. Mod the tremor spell to hold for 10 and grab a group of 5, you will see that it reduces 5 each time. Mod it to hold for 3 and have a group of 5, you'll notice on the second turn that 2 of the units are not immobilized and 3 are for 0 seasons. The apply to all and the duration seem to be causing the problem. As if the spell goes down 1 duration for each unit in the group.

Reply #9 Top

Thanks for experimenting to get to the bottom of the problem.  Hopefully it'll be a simpler fix now that they can see where the bug is happening.

 

I do have a feeling this is not just happening to Tremor and Freeze though.