Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Caster of Magic Release thread : latest version 6.06!

(February 20th, 2017, 15:43)A couple of bugs:1) Sorcery wizards tend to "spell blast" my spells with 100% success, even when I cast big spells, and they\ve just recently returned in the game (after I conquered their fortress a few turns before). Buggy.It's also outright impossible to launch spells like "Incarnation" when you're at war with a sorcery wizard - they ALWAYS spell blast Incarnation, and other important spells.2) "Counter magic" seems not to protect much from enemy spells. About 50%/60% of the time the enemy is still able to cast a spell. Seravy Wrote: As promised, the 3.22 update!

3.22
-Fixed AI bug : AI prefers tiles the human player already scouted as settler destination, as all nonscouted tiles report 0 resources for the AI as well through the Surveyor.
-Possessed or Creature Bound units on the loser's side now cannot regenerate to return on the winner's side from death and are irrecoverably dead. (Confusion already works like this)
-Fixed map scrolling bug when the AI casts Raise Volcano and some other spells.
-Fixed bug : Units shown on the overland screen during enemy turns is often out-of-synch with the actual position show on the map or out of date.
-Wind Walking units are now always displayed on top for the stack like ships on the overland map.
-Heroes are always displayed on top of the stack unless a transport or wind walker is present. Highest ID hero is displayed if there are multiple heroes (Chosen>Champions>other heroes)
-If none of the above applies, the most expensive unit is displayed on top of the stack, where the cost for fantastic units is the “cost” field used to determine EXP value, not the summoning cost. In general, the unit worth the most EXP is displayed on top.
-Entangle's effect is now applied immediately to the enemy units, not just after the end of the turn.
-Donation event gold amount is now 100+5*Current Turn*random(5)
-Fixed bug : Great Unsummoning, Final Wave, and overland direct damage spells corrupt the item in slot 0 if they kill a hero - this has no effect on the game as I already disabled the use of slot 0 a very long time ago.
-Fixed bug : The AI casts a spell during its turn even if all enemy units died at the end of the previous turn to Call Lightning, Wrack, or Fortress Lightning.
-Fixed bug : The owner of Creature Binding and Possession can dispel it, and dispelling Possession is buggy. As the correct dispelling effect was not implemented, these spells still cannot be dispelled, but attempting to do so will no longer remove the spell without reverting control of the unit.
-When Confusion is cast on a unit, the 25% chance for each effect is applied immediately, not at the end of the next turn, so the attacker and the defender is affected equally regardless of turn order.
-When Confusion is applied through Call Chaos, the effect is also applied immediately (25% change to change sides, move randomly or skip turn)
-When Possession, Creature Binding, or Confusion's “change sides” effect is applied at the time the spell is cast, the unit is refilled to its max movement points so it can act immediately, regardless of whether the defender or the attacker used the spell - previously only the defender could do so, as their turn is before the attackers when the units can still move.
-When Great Unsummoning banishes a hero, that hero is irrecoverably dead and the items disappear. (Banish, Exorcise, etc already works like this, I see no reason for G.U. to be different, especially as it had a major bug - it handed the player the item before killing the hero)
-Prosperity costs 175 to cost.
-Adjusted the AI trade value of some spells.
-Stream of Life is now an Uncommon spell.
-Healing Charge is now a Rare spell.
-Adjusted racial unrest tables.

A few more things are left to do, but releasing the settler fix is much more urgent.
-Decide if any changes are needed to Stream of Life and its interaction with unrest increasing spells
-Decide if any changes are needed for Horsebowmen
-Increase the settler limit of the AI on high difficulty, land size, and Myrran plane
-Decide on the new name for Healing Charge
Reply

Quote:A couple of bugs:1) Sorcery wizards tend to "spell blast" my spells with 100% success, even when I cast big spells, and they\ve just recently returned in the game (after I conquered their fortress a few turns before). Buggy.It's also outright impossible to launch spells like "Incarnation" when you're at war with a sorcery wizard - they ALWAYS spell blast Incarnation, and other important spells

That's how spell blast works. As long as the wizard has enough mana to pay the cost required, it never fails. The AI uses the spell in a smart way - if you want to cast big spells you either have to make peace first, or dispel their Detect Magic so they can't know when you cast a big spell (they might still use Spell Blast at random, chance depending on their personality and objective, but it won't be specifically used against the big spell.).
A third tactic is to cast Detect Magic yourself, and if you see they are casting an even bigger spell and won't be able to finish in time to use Spell Blast, then you cast your big spell.

...and of course there is the option to use only spells that the enemy doesn't want to Spell Blast, but this is probably the worst solution.

Quote:2) "Counter magic" seems not to protect much from enemy spells. About 50%/60% of the time the enemy is still able to cast a spell.

Chance to counter depends on mana cost of spells and the mana invested into counter magic. A 70 mana Counter Magic has 50% chance to counter a 35 mana spell and a 90% chance against a 7 mana spell, but no chance against a 70 mana spell. I think that's powerful enough considering Counter Magic is common, and this roll is made against every single spell the enemy uses, and not just one.
(If I'm wrong and everyone wants a more powerful or different Counter Magic, let me know in the Sorcery thread)
Reply

(February 21st, 2017, 17:39)Thanks for clarifying. Seravy Wrote:
Quote:A couple of bugs:1) Sorcery wizards tend to "spell blast" my spells with 100% success, even when I cast big spells, and they\ve just recently returned in the game (after I conquered their fortress a few turns before). Buggy.It's also outright impossible to launch spells like "Incarnation" when you're at war with a sorcery wizard - they ALWAYS spell blast Incarnation, and other important spells

That's how spell blast works. As long as the wizard has enough mana to pay the cost required, it never fails. The AI uses the spell in a smart way - if you want to cast big spells you either have to make peace first, or dispel their Detect Magic so they can't know when you cast a big spell (they might still use Spell Blast at random, chance depending on their personality and objective, but it won't be specifically used against the big spell.).
A third tactic is to cast Detect Magic yourself, and if you see they are casting an even bigger spell and won't be able to finish in time to use Spell Blast, then you cast your big spell.

...and of course there is the option to use only spells that the enemy doesn't want to Spell Blast, but this is probably the worst solution.

Quote:2) "Counter magic" seems not to protect much from enemy spells. About 50%/60% of the time the enemy is still able to cast a spell.

Chance to counter depends on mana cost of spells and the mana invested into counter magic. A 70 mana Counter Magic has 50% chance to counter a 35 mana spell and a 90% chance against a 7 mana spell, but no chance against a 70 mana spell. I think that's powerful enough considering Counter Magic is common, and this roll is made against every single spell the enemy uses, and not just one.
(If I'm wrong and everyone wants a more powerful or different Counter Magic, let me know in the Sorcery thread)
Reply

Now that healing charge is rarer, is it stronger too? I don't see anything about that in the changelog.
Reply

(February 25th, 2017, 03:49)namad Wrote: Now that healing charge is rarer, is it stronger too? I don't see anything about that in the changelog.

No, it isn't. It was too good for an uncommon already.
Reply

I'm wondering if the "Enemy Moves" option should really be showing everyone's moves?
It would probably make more sense if it didn't include wizards who have an Alliance or Wizard's Pact with the player, as they are unable to attack unless the treaty is broken - and they cannot break the treaty until they end their turn.
(to begin with, "enemy" is included in the name of the setting and these wizards are not even potential enemies.)
Reply

can you do it?
can you make it so that either you see all moves or only "real" enemies moves? i know no meves at all is the fastest option, so i would be wary to cull it. but isn't that a bit inconvenient too?
Reply

I'm glad I decided to fully complete playing a game before releasing, so many bugs were hiding in the new features...
expect it to be done later today.
Reply

Quote:3.23
-Myrran AI on high difficulty games on at least large land size and no Myrran human player has +2 settlers allowed compared to the base amounts.
-When the AI checks for the need to build settlers, any settler being produced counts as though it was an existing settler unit on the same continent and plane as the producing city, checked against the usual limits, instead of the AI being unable to build settlers at more than one city at a time, even if it would be needed.
-AI is now casting Floating Island if the number of ships it controls is fewer than (Difficulty level+1) instead of a constant 3.
-When terrain under a lair is corrupted, surveyor shows the lair and its contents as normal instead of ignoring it.
-When there is an ore under a city, the ore name is shown (not the resources produced though - space problems prevent that)
-Surveyor now displays “a few” or “many” in front of monster names when those apply.
-Horsebowmen cost 50 and have 6 ammo. (the unit might be subject to further change)
-In the optional portrait files, the Ranger hero's unit sprites have been redrawn to match the character name and portrait.
-AI combat spell priorities : At nodes, spells matching the realm of the node receive a small priority boost.
-AI combat spell priorities : In node auras, summon spells of the matching realm receive a small priority boost.
-Great Wasting and Armageddon now affect (1+Land Size)*2 tiles each turn.
-AI ranged units will stay behind walls if the enemy has a ranged army, and leave otherwise instead of the exact opposite.
-Healing Charge is renamed to Exaltation.
-Great Wasting is renamed to Doomsday.
-Call Chaos is renamed to Apocalypse.
-Fixed leftover problems caused by the previous version forcing the game to always refresh the overland map display : Exiting a city misaligned the map and enemy unit movement was animated incorrectly.
-The AI now considers Wraiths a unit that is better not to keep behind city walls and instead use to attack units. (Now that Wraiths move 5, they should work well in this role.)
-The ”Enemy Moves” option no longer shows moves of allies.
-Fixed 3.21 bug - The grand vizier builds military buildings last when it was told not to build them at all.

Let me know if you find any bugs!
Reply

Excellent work, good improvements.
Reply



Forum Jump: