Recreation of the Black & White 2 campaign by adding new features (including a skirmish mode), changed balance and an improved AI.

Forum Thread
  Posts  
Bug Reports & Feedback (Games : Black & White 2 : Mods : Black & White 2 Redux : Forum : Main : Bug Reports & Feedback) Post Reply
Thread Options 1 2 3 4
Feb 8 2019 Anchor

If you have feedback or found a bug feel free to post them here.
Any feedback or bug report is highly appreciated.


Bug report template:

Which version of Black & White 2 Redux is installed:
Skirmish or Campaign:
If campaign; land in which a problem appeared:

[Describe the problem as precise as you can]

Edited by: Boxhead78

Feb 9 2019 Anchor

Version: 1.2 ENG (Not Whitemod.exe)
Gamemode: Skirmish 3 Gods - Very Hard, AI epics disabled, extra town specials enabled

Norse God was defeated via Japanese armies, Japanese had 3 towns in total at point of image. As shown in the image I told my creature to workout (he got fat and chubby and thus lazy) the second I started to pet him to workout more the game crashed. Not sure what really caused this crash, I'm unsure if this is related to the Alter crash while being near them because, I wasn't near one and the only ones in my view would be in the enemy town on the right, however I burned those down and the AI didn't rebuild them.


BW2 Crash


Edited by: Dervaon

Feb 10 2019 Anchor
Sigma-27 wrote:

Version: 1.2 ENG (Not Whitemod.exe)
Gamemode: Skirmish 3 Gods - Very Hard, AI epics disabled, extra town specials enabled

Norse God was defeated via Japanese armies, Japanese had 3 towns in total at point of image. As shown in the image I told my creature to workout (he got fat and chubby and thus lazy) the second I started to pet him to workout more the game crashed. Not sure what really caused this crash, I'm unsure if this is related to the Alter crash while being near them because, I wasn't near one and the only ones in my view would be in the enemy town on the right, however I burned those down and the AI didn't rebuild them.

Thanks for the report!
I'm already looking at what could cause crashes in skirmish and improve scripts to make it less performance-heavy which I think is why the game crashed.

How long did you play the 3-gods-map before it crashed?

Feb 10 2019 Anchor
Boxhead78 wrote:

Thanks for the report!
I'm already looking at what could cause crashes in skirmish and improve scripts to make it less performance-heavy which I think is why the game crashed.

How long did you play the 3-gods-map before it crashed?

I think I spent over an hour on that map, though I can't be sure, long enough for me not to realise how much time passed :). Enough time passed for the AI to caputre 3 other towns and have many buildings and many large armies too. Also sometimes the AI will build buildings on cliff edges or on steep hills without the hill becomming flat for the building.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Version: 1.2 ENG (Not Whitemod.exe) (Not Collectors Edition)
Gamemode: Campaign - Land 1-4 (Possibly more but I'm not sure as I haven't gotten beyond last Japanese land)
Status: Fixed if FPS is limited by using a program.

Both advisors dialogue is cut off just before the end of each line. It happens several times in the first few islands so I can't pin point via text, thus I made a video showing all the parts I've found so far.

Black & White 2 Redux: Bug Reports - Dialogue Being Cut Off (Fixed)

This video is unlisted and can only be found with this link, I've placed the video in this playlist. I hope this helps!

Black & White 2 Redux: Bug Reports (Playlist)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Version: 1.2 ENG (Not Whitemod.exe) (Not Collectors Edition)
Gamemode: Campaign - Land 4
Status: Fixed in 1.3

The Explorers silver scroll quest: I cannot place down any animals for them while the island is not completed (Though I sometimes can but it is very difficult to do so and rare). This is shown in the video below, again and as with all my bug report videos, it is unlisted and only found with this link.

Black & White 2 Redux: Bug Reports - Can't Drop Animals (Fixed)

Edited by: Dervaon

Feb 12 2019 Anchor
Sigma-27 wrote:

Version: 1.2 ENG (Not Whitemod.exe) (Not Collectors Edition)
Gamemode: Campaign - Land 1-4 (Possibly more but I'm not sure as I haven't gotten beyond last Japanese land)

Both advisors dialogue is cut off just before the end of each line. It happens several times in the first few islands so I can't pin point via text, thus I made a video showing all the parts I've found so far.

Black & White 2 Redux: Bug Reports - Dialogue Being Cut Off

This video is unlisted and can only be found with this link, I've placed the video in this playlist. I hope this helps!

Black & White 2 Redux: Bug Reports (Playlist)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Version: 1.2 ENG (Not Whitemod.exe) (Not Collectors Edition)
Gamemode: Campaign - Land 4

The Explorers silver scroll quest: I cannot place down any animals for them while the island is not completed (Though I sometimes can but it is very difficult to do so and rare). This is shown in the video below, again and as with all my bug report videos, it is unlisted and only found with this link.

Black & White 2 Redux: Bug Reports - Can't Drop Animals

Wow, never got a bug report in 1080p 60 fps :p But with videos it's more likely I find the issue of bugs so keep doing that please :D

For the advisors interrupting each other: It happens when the game runs with much more than 60 fps, when the game runs with more than 60 fps it plays animations faster and some dialogues (mostly from the two advisors) are tied to the respective animation.
I personally use dxtory to lock fps to 60.

Thanks for the report regarding the explorers quest, I'll change that in the next patch.

Edited by: Boxhead78

Feb 12 2019 Anchor
Boxhead78 wrote:

Wow, never got a bug report in 1080p 60 fps :p But with videos it's more likely I find the issue of bugs so keep doing that please :D

For the advisors interrupting each other: It happens when the game runs with much more than 60 fps, when the game runs with more than 60 fps it plays animations faster and some dialogues (mostly from the two advisors) are tied to the respective animation.
I personally use dxtory to lock fps to 60.

Thanks for the report regarding the explorers quest, I'll change that in the next patch.

I had hoped that it would help, I do videos on YouTube for fun and thought I'd use it for bug reporting since I have the tools at my disposal, I use OBS to record and that is a pain to set up which is why the Quality is 1080p 60fps. All the better as it allows you to see cleary what's going on :). I've added a status part at the start of my bug reports, thought it might help to log that for several reasons. Might help if people read though this and want a simple answer without reading lots of text! I've add it onto the video as well and will update when nescessary.

You're welcome, glad I could help. I'll see if I can get a recording of a crash, whether or not it will be useful is unknown but you may spot something I didn't.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Version: 1.2 ENG (Not Whitemod.exe) (Not Collectors Edition)
Gamemode: Campaign - Land 5 - 6 Transition
Status: Fixed in 1.3

When loading level 6 after completing land 5 the game will crash in the loading screen, I have only had this when using the tiger creature. Not sure but their may be a conflict with my tiger creature and the tiger on land 6? I am able to repeat this bug and I'll place a link showing a video of this later.

Edited by: Dervaon

Feb 23 2019 Anchor
Sigma-27 wrote:

Version: 1.2 ENG (Not Whitemod.exe) (Not Collectors Edition)
Gamemode: Campaign - Land 5 - 6 Transition
Status: Getting video footage.

When loading level 6 after completing land 5 the game will crash in the loading screen, I have only had this when using the tiger creature. Not sure but their may be a conflict with my tiger creature and the tiger on land 6? I am able to repeat this bug and I'll place a link showing a video of this later.

It happens sometimes to me as well, usually a game or pc restart should do the trick.
If it still doesn't work try to disable your anti virus for the moment the land initializes or close any program which could influence Black & White 2 like recording programs etc.

Feb 23 2019 Anchor

I tried it with OBS closed, disabling my anti virus & restarting the game and it issue still persists (1.2 version still, not attempted with 1.3 yet, will do when it's installed).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Version: 1.3 DEV (Not Whitemod.exe) (Not Collectors Edition)
Gamemode: Campaign - Land 5
Status: Fixed

Game crashes, something to do with the walls, archer on the wall and the attacking platoons.

Black & White 2 Redux: Bug Reports - Wall Crash (Fixed)

Edited by: Dervaon

Mar 10 2019 Anchor

It can't buy the altar in Black & White 2: Redux Version 1.3.1 ? I can't find the altar in the game

Mar 10 2019 Anchor
huozaidangxia wrote:

It can't buy the altar in Black & White 2: Redux Version 1.3.1 ? I can't find the altar in the game

You get it automatically after a short amount of time when being in land 4 :)

Mar 11 2019 Anchor
Boxhead78 wrote:
huozaidangxia wrote:

It can't buy the altar in Black & White 2: Redux Version 1.3.1 ? I can't find the altar in the game

You get it automatically after a short amount of time when being in land 4 :)

Thanks a lot ! It's really a good mod.Looking forward to your next excellent work.

Mar 11 2019 Anchor

HI ! Thanks a lot for the mod, it's really cool to play again at this game !


I'm french (sorry for my english !)... and I don't really understand the process for the custom quest : kidnapper. There ni description yet and I wnt to know, what I have to do to complete these? Is it possible to have list and description of custom quest on a forum post ? waiting for descriptions in game.


Mar 11 2019 Anchor
Michiyo wrote:

HI ! Thanks a lot for the mod, it's really cool to play again at this game !


I'm french (sorry for my english !)... and I don't really understand the process for the custom quest : kidnapper. There ni description yet and I wnt to know, what I have to do to complete these? Is it possible to have list and description of custom quest on a forum post ? waiting for descriptions in game.


Hello, did you download the new version 1.3.1? Custom quests should have descriptions when playing with patch 1.3.1 (Game needs to load a new land so that changes take effect).
For the quest: first you have to find the kidnapper and either give him to your creature or let your creature pick him up.

People can if they want create a complete solution for it, they should be able to open up new threads here which is one of the reasons why I created this forum.
I might do it later but it isn't a high priority at the moment.

Edited by: Boxhead78

Mar 11 2019 Anchor

Thanks for answer ! I am on 1.3.1 yes, perhaps a bug.... This quest and another on the previous island didn't have description....
And my creature can't pick him up....


I'll go try to reinstall patch and rerun a new game to see if the bug stay !

thanks for all ^^


Edit : I reinstalled the patch, and resumed my game and the bug was no longer there. Probably an error during installing the patch ^^

Edited by: Michiyo

May 7 2019 Anchor

Had a couple bizarre victories recenty. Game version is 1.4.3.

Was doing the Campaign up to Land 9 (Norze/Aztec land), and I noticed the second town to migrate was at "0 impressiveness required to capture", yet they werent moving. I pressed on to see if converting the next town would fix it, but nope. I now needed around 25k impressiveness and was running super low on resources, so I figured I'd try capturing the town instead. Upon realising he uses a Siren on the second village once you begin to capture it, I broke all his armories, killed the platoons remaining and sent in a 20 man throwaway army to bait the Siren before sending my leveled-up army to take it. As expected, he used the Siren which affected only the throwawy army... and then I won the land? I know that platoons converted by the Siren Wonder become residents of the user's town, but he would have only converted 20 people - not nearly enough to incur a homelessness penalty worth ~25k. o.o Also I found it amusing that the solution of the Infidels challenge was to just lob a boulder atnthe temple. Kind of a last resort and I was pretty surprised that worked. ;)

Following that, I started Land 10 (Aztec homeland) and after defending the town, starting building up my own. I started charging a Hurricane to use on the first town to be converted to reduce the impressiveness requirement. I sped up its charging speed by circling it with punishment spikes and used it as soon as it came up,, which took the town immediately and they migrate to me without a hitch. Didn't Hurricane the second town, but I did on the enemy's main town. I did however have to use my creature plus a catapult to break into the second town and give the Earthquake Wonder a good kick to render it ineffective. When they came to migrate, they got stuck at the broken gates for the rest of the land. I've had this happen before and usually a few meteor miracles on the gates/walls while the migration is shielded works, but they didn't ever budge. I ended up winning the land with around 15k impressiveness to go. My Hurricane + spikes were close to many of my houses, so I had my creature build an amphitheatre nearby to offset the unhappiness from the spikes. Upon finishing construction, I won the land immediately. Can only guess it had something to do with the happiness bonus of the amphithheatre affecting each indivdual punishment spike's happiness level and to my understanding, your impressiveness is now affected by your happiness as well.

But yeah, those are my two odd happenings. Playing on normal and I will say I'm enjoying this a lot, been playing the game for the past 10 years or so and haven't really been challenged by it in a while, so there's something both parts exciting and terrifying about seeing "80,000 impressiveness required to capture" :P. Main bit of feedback I could offer at the moment is maybe adjusting the population of the some of the enemy non-capital towns. I appreciate all the supplies they bring me, but there's no way I can house back-to-back migrations of 300+ people. x_x

May 7 2019 Anchor
lethys1557240247 wrote:

Had a couple bizarre victories recenty. Game version is 1.4.3.

Was doing the Campaign up to Land 9 (Norze/Aztec land), and I noticed the second town to migrate was at "0 impressiveness required to capture", yet they werent moving. I pressed on to see if converting the next town would fix it, but nope. I now needed around 25k impressiveness and was running super low on resources, so I figured I'd try capturing the town instead. Upon realising he uses a Siren on the second village once you begin to capture it, I broke all his armories, killed the platoons remaining and sent in a 20 man throwaway army to bait the Siren before sending my leveled-up army to take it. As expected, he used the Siren which affected only the throwawy army... and then I won the land? I know that platoons converted by the Siren Wonder become residents of the user's town, but he would have only converted 20 people - not nearly enough to incur a homelessness penalty worth ~25k. o.o Also I found it amusing that the solution of the Infidels challenge was to just lob a boulder atnthe temple. Kind of a last resort and I was pretty surprised that worked. ;)

Following that, I started Land 10 (Aztec homeland) and after defending the town, starting building up my own. I started charging a Hurricane to use on the first town to be converted to reduce the impressiveness requirement. I sped up its charging speed by circling it with punishment spikes and used it as soon as it came up,, which took the town immediately and they migrate to me without a hitch. Didn't Hurricane the second town, but I did on the enemy's main town. I did however have to use my creature plus a catapult to break into the second town and give the Earthquake Wonder a good kick to render it ineffective. When they came to migrate, they got stuck at the broken gates for the rest of the land. I've had this happen before and usually a few meteor miracles on the gates/walls while the migration is shielded works, but they didn't ever budge. I ended up winning the land with around 15k impressiveness to go. My Hurricane + spikes were close to many of my houses, so I had my creature build an amphitheatre nearby to offset the unhappiness from the spikes. Upon finishing construction, I won the land immediately. Can only guess it had something to do with the happiness bonus of the amphithheatre affecting each indivdual punishment spike's happiness level and to my understanding, your impressiveness is now affected by your happiness as well.

But yeah, those are my two odd happenings. Playing on normal and I will say I'm enjoying this a lot, been playing the game for the past 10 years or so and haven't really been challenged by it in a while, so there's something both parts exciting and terrifying about seeing "80,000 impressiveness required to capture" :P. Main bit of feedback I could offer at the moment is maybe adjusting the population of the some of the enemy non-capital towns. I appreciate all the supplies they bring me, but there's no way I can house back-to-back migrations of 300+ people. x_x

It's intended that you can't capture towns which was taken by force once, so it will stay at 0 needed impressiveness until the main town falls. I think the enemy did something stupid what made him lose a lot impressiveness, or you got a lot of it for some reason. Yeah the script looks if the tempel has less than 40% health, then the town migrates. Usually a rock deals 100% damage on buildings ;)

Sadly migrations are sometimes bugged if they try to pass a broken gate, sometimes they manage to go through but often they just react to the broken gate, but I think I can find a fix for it in one of the next versions, so thanks for reporting it.
I think your town was unhappy, as you said when the ampitheatre finishes, it gives you a huge happiness boost with that a lot impressiveness.

If you have the newest version installed there are still 3 lands to go :).
If the newest version isn't installed you can install it and leave the last land to gods playground so that the game will load then correctly after installing the newest patch mid-game.
Anyway many thanks for the feedback, I might adjust a few things here and there.

May 8 2019 Anchor

Was wondering if you had any solution or workaround for this - I've made it to the first BotG land with 2 towns remainng to convert, and on the way was the migration from I believe Buto? (the Aztec town close to the samurari statue puzzle). I put off accepting them because they made up 600 people and I only had houses for another 100, but after I started getting evil points from letting them die outside, I let them in and resolved to spend the rest of the land building homes. (-15k homeless penalty, ouch!). Since then though, I've managed to save once after accepting them, and every single time now crashes the game. Before this was a somewhat rare occurance, only happening right at the end of the land or after I've beaten it. I tried making new save files, overwriting, quicksaving, auto-save on exit but they all crash it. I've experimented with the graphic settings seeing if that affects anything and I've tried reinstalling the game into different areas. I've installed the latest driver last night so I'll try again this evening, but if that doesn't work I'll try restarting the land.

EDIT: 13/05/2018


Welp, just finished the main campaign on Normal, played Good predominantly on all Lands with the exception of one instance in the last land. I still have yet to try Evil, Skirmishes and a few tests on Land 12, but I figured I'd leave my two cents here on the main campaign. (Disclaimer, a lot of this is regarding the difficulty, and I realise that Normal difficulty now is easier compared to what I played in 1.4.3 so some of this is likely moot).

Overall it's a brilliant mod, favourite part of the campaign was probably Lands 7-10. The BotG segment of the campaign was definitely a step up in difficulty with the exception of Land 13, which was an absolute breather compared to both the land preceding and following it. Land 13 has its periodical sorties like the majority of the lands, but unlike the other two lands in the BotG segment, there's no Wonder to take care of, the enemy God rarely casts offensive miracles and his creature is a non-threat. On the flipside, the enemy assaults and extra tricks they pull on you ramp up to 11 on Land 7; it felt kinda sudden so I think Land 6 could do with being slightly harder since the only major threat there is resource management. The game did get very crash-happy towards the ends of Lands however, though this could just as easily be on my end for technical reasons I'm unaware of.

The major thing that springs to mind is that Land 14 feels like an uphill struggle playing as Good. Your starting area is completely unviable to build on so I opted to use the neighboring enemy town as a main base instead (which worked well in my favour since the soldiers you're supplied with don't drain from its food supplies). Once you have that town in your possession, finding space to build is no problem. It's everything else that makes it far harder to deal with as Good.

The enemy is able to rebuild Wonders and to exacerbate matters, there's three of them to manage, all of which are capable of destroying your towns, threatening migrations, and disrupting your platoons and creature's movement. Going the whole land without getting one pulled on you is probably significantly easier to do as Evil since the pacing is much slower as Good, not to mention their impact is much more harshly felt as Good.

Case in point, I lost an entire migration to a Volcano I failed to anticipate, costing me hundreds of people and enough resources to finish the land comfortably on. Another time, an Earthquake out of left field (before I realised they were being rebuilt) which set my impressivenes back a fair bit.

By contrast as evil, the worst I could have possibly lost in my main town would have been some houses, and a captured town being destroyed is far less impactful than losing a hefty migration. By the end of it my town was at around 130/600 possible people and my best course of action was to forest and decorate my town with trees until I won. I tried to make a ton of breeders, but with worshippers, farmers and builders, I didn't have too many people to spare, plus the low population combined with the size of the town made it a little hard for people to get around and be productive in general.

It all worked out fine in the end, but throughout I couldn't help but feel I was playing at a disadvantage as Good. It wasn't impossible, but I did have recurring thoughts of "I'm making this much harder on myself". The reward of course is having a nice town to look back on.

Some last thoughts; I've mentioned this before but I'll say it again for the sake of cohesiveness, but enemy/neutral town populations are a little too high in places. Lands 6, 7, 8 and 10 were the worst offenders, getting back-to-back 300 person migrations resulted in spending the last 40 minutes of the land simply building houses. I feel the high populations may also be partly to blame for the crashes, as well as villagers freezing up on roads (luckily I did discover a workaround for the latter where you simply build more roads and more storehouses).

This was doable in the original game too, but it's a little amusing that the best form of defense is to have a catapult camp the enemy gates, just out of range of their archers but close enough to force the gates to shut. It trivialised Land 10 for me so it might be worth looking into.

That's everything off my chest for now, very glad I played it and I'm eager to see what else comes out of it. :)

Edited by: lethys1557240247

May 16 2019 Anchor

Hi dude, thank you so much for your hard work. You are the reason I'm coming back to this game.

Together with your mod - the game looks amazing in 4K. To match many of the titles coming out now I'd say.

However, with the game being as old as it is, there is no UI scaling being performed :( Making the UI absolutely darn impossible to read in 4K. I looked for config files for a parameter to scale the UI - found none. Then went through the unstuffed .. stuff and didn't also find anything of use. Then I downloaded the mod tools and went to dig into that giant function index but could not find anything that would give me control over the UI in any way - which to be fair I expected.

So I'm not sure what to do now - have any values for the interface - achors, pivots, offsets ... been defined in a file or have they just been hardcoded. What UI scripting are (were) they using - something proprietary? LUA? Oh man it would be nice to get your thoughts on this - I'm stuck and I'd really like to go back in time and play this one again :)

Cheers!

May 18 2019 Anchor

Hello, I'm new to the BW2 modding scene. I just installed the latest version of Redux, but I'm not seeing any kind of Skirmish mode on the main menu. Is it hiding somewhere else in the game? Or perhaps I have to play up to a certain point. Sorry if this is a noob question; I'd love to play skirmish, as it's one of the key features I missed in this game. I know at least SOME of the mod worked because I see "Black and White 2: Redux" on the loading screen, and I got to pick a gorilla or tiger at the beginning.

May 19 2019 Anchor


BarrageHero wrote:

Hello, I'm new to the BW2 modding scene. I just installed the latest version of Redux, but I'm not seeing any kind of Skirmish mode on the main menu. Is it hiding somewhere else in the game? Or perhaps I have to play up to a certain point. Sorry if this is a noob question; I'd love to play skirmish, as it's one of the key features I missed in this game. I know at least SOME of the mod worked because I see "Black and White 2: Redux" on the loading screen, and I got to pick a gorilla or tiger at the beginning.

Hello, you need to keep playing until after you have completed the tutorial levels. After all the tutorial levels you will be placed at a land called Gods Playground, on said island there will be multiple scrolls to change the settings for the campaign and skirmish, from there you can launch a skirmish. I advise you to play the campaign normally and unlock the buildings because what you unlock in the campaign carries over to the skirmish, thus jumping right into the skirmish from the start will put you at a disadvantage.

Edited by: Dervaon

May 19 2019 Anchor
ghcannon wrote:

Hi dude, thank you so much for your hard work. You are the reason I'm coming back to this game.

Together with your mod - the game looks amazing in 4K. To match many of the titles coming out now I'd say.

However, with the game being as old as it is, there is no UI scaling being performed :( Making the UI absolutely darn impossible to read in 4K. I looked for config files for a parameter to scale the UI - found none. Then went through the unstuffed .. stuff and didn't also find anything of use. Then I downloaded the mod tools and went to dig into that giant function index but could not find anything that would give me control over the UI in any way - which to be fair I expected.

So I'm not sure what to do now - have any values for the interface - achors, pivots, offsets ... been defined in a file or have they just been hardcoded. What UI scripting are (were) they using - something proprietary? LUA? Oh man it would be nice to get your thoughts on this - I'm stuck and I'd really like to go back in time and play this one again :)

Cheers!

Unfortunately I never bothered with the UI since it's okay on 1920x1080, as you said there is no UI scaling and I think there is no easy way to implement it because it's most likely handled in the .exe.
I don't even know where the art files for the UI are located in, but if I would have to guess I would say it's there somewhere: "Black & White 2\Data\Art\textures"

May 27 2019 Anchor

Here to report a bug and a crash.
I'm at the second land VS the Japanese, I'm getting a crash after overtaking 2 of the close villages, maybe (not certain) seems to trigger the crash when I zoom in on the red and bronze scroll to the playground island.

And then the bug is that Forcing Hand is not working. Only time it works was during the last map where you have the quest to use it to destroy rocks, but after that (and when buying it on the land before that quest) it does not work at all.

About the bug, double checked if it was the zoom in. It was not. I saved just a few seconds to a minute before the crash. Can't play, keeps crashing after my save.

May 27 2019 Anchor
Cornholio777 wrote:

Here to report a bug and a crash.
I'm at the second land VS the Japanese, I'm getting a crash after overtaking 2 of the close villages, maybe (not certain) seems to trigger the crash when I zoom in on the red and bronze scroll to the playground island.

And then the bug is that Forcing Hand is not working. Only time it works was during the last map where you have the quest to use it to destroy rocks, but after that (and when buying it on the land before that quest) it does not work at all.

About the bug, double checked if it was the zoom in. It was not. I saved just a few seconds to a minute before the crash. Can't play, keeps crashing after my save.

Does it crash instantly after taking over the second town or some time after it?
If you want you can send me your save and I can see better what causes the issue. Save files are located in documents folder in "Documents\Black & White 2\Profiles\PLAYERNAME\Saved Games"

Forcing hand works but it needs at least 1.000 mana to activate and consumes mana while using it.

May 27 2019 Anchor

I took a town, and not long after it crashes. I saved before it so now I'm consistently getting a crash after each load.
Oh I see. I haven't read all your changelogs so didn't know you made that change. (or maybe the original game had it to=)
I will, and umm.. I first play the land, got the crash. And didnt have a save so I had to replay the land, and then I saved like every 5 minutes to be sure but it crashed again.. Just FYI.

And how you I send you the file, I rar'd my saved folder

Yelloshare.com

May 27 2019 Anchor
Cornholio777 wrote:

And how you I send you the file, I rar'd my saved folder

You can upload the rar to dropbox, mega, uploadfiles.io or something like that and send me the link via private message.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.