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Caster of Magic Release thread : latest version 6.06!

It might be good to redesign the to hit bonuses so they show up next to attacks; that way you can show separate melee-only or ranged-only bonuses (and maybe +to defense next to defense). Also to have thrown/breath show up in the ranged attack column rather than just down below.
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(November 28th, 2015, 22:23)Anthony Wrote: It might be good to redesign the to hit bonuses so they show up next to attacks; that way you can show separate melee-only or ranged-only bonuses (and maybe +to defense next to defense). Also to have thrown/breath show up in the ranged attack column rather than just down below.

That's a nice idea, but it is probably quite hard to do. I'll see if I can do it post the 1.0 version.
The size of the firebreath and thrown icons aren't the same size as the ranged attack ones.

This reminds me I wanted to display the spells heroes know, as there is an icon for that in the LBX (Innate spell), but couldn't do it, I don't know the exact format of the data to add new lines of information, and there isn't enough space to do so either.
If I were to completely reoptimalize the entire display procedure it might be possible, but that would take days if not weeks to do. Don't think it's worth it, at least not now.
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Finally, we've reached this time in history, Caster of Magic 1.0 is available for download!

An important warning, although the AI gets less resource advantage than in the original game, all the improvements to it, as well as the generally faster pace of the game, does mean the higher difficulty levels ARE what their name suggests, and not the "let's always play impossible it's too easy otherwise" we are used to. I highly suggest playing on Normal first, Hard if you are good at the game. Extreme and especially Impossible are not recommended unless you already know the mod and are familiar with the changes, even then it's quite a challenge.

Differences between 0.99 and 1.0 :
1.0
-Fixed non-gensokyo version not having two important treasure generation changes.
-When the player threatens the AI and war is declared, text group 4 “AI reaction to player war declaration” will be used instead of 27 “AI declares war on player”
-If an AI warning passes the initial roll and is at second time without a treaty, the war roll will be abs(Event strength)>=random(100) for war. Personality can no longer modify it, you had the first two rolls to save you using that.
-Applied the Flame Strike AI fix (randomly unable to use due to checking for combat enchantment present) to Holy Word, Death Spell, Mass Healing, Call Chaos.
-AI can now cast Evil Presence on any wizard's city instead of only those owned by Death wizards?!
-Yukari's new default retort is Channeller
-Byakuren's new default retort is Charismatic
-Magic Immunity AI unit combat rating bonus is only +50% instead of 100%.
-Fixed : Cathedral not showing Evil Presence effect.
-Hammerhands maintenance reduced to 6.
-Hammerhands have 4 health per figure again.
-Power gained from Dark Elves is now displayed correctly.
-If a unit assigned for melee attack has no valid target, while attacking a city, they will move into the city even if they are not raiders/monsters.
-Fixed bug : Confusion doesn't return control of unit at end of turn, which leads to various problems including the dispel exploit.
-AI will never target dispel at a unit temporalily controlled by Confusion, nor will it add to the priority of casting Dispel Magic spells.
-AI combat spellcasting priorities : Black Sleep is now type B (press advantage) instead of type D (turn around)
-AI combat spellcasting priorities : Mass Invisibility now receives 16 less priority but gets priority boost from group C as well as B and gets +3 priority per unit owned.
-AI combat spellcasting priorities : Wall of Fire is now type C and adds 4x nonimmune enemy units priority.
-AI combat spellcasting priorities : Darkness now gains +5 priority per units affected favorably instead of +3
-AI combat spellcasting priorities : Adjusted bonus prority of Lightning Bolt, Warp Lightning, Doom Bolt, Disintegrate, Word of Death, Black Sleep, High Prayer
-Herb Mastery now has an additional effect : Units gain 1 hp per turn during battle, as though they had regeneration (they don't revive from dead though)
-Herb Mastery cost and AI casting priority increased.
-AI disjunction spell type priority : Enchantments controlled by allies are ignored.
-AI disjunction spell targeting priority : Enchantments controlled by allies are ignored. Note that Spell Binding will be used to “share” enchantments between allies, so your enchantments aren't safe if your ally has that spell they are a valid target to it. Allies won't initiate casting it just to take your spells due to the above change, but if there are enemy spells that trigger casting it, your spell will be stolen first if it is better. Also note that spells that hurt your ally will reduce relations every turn and will eventually result in a broken treaty, after which they can dispell it.
-At the time of the AI warning the player, the treashold for consequences has been lowered, now a roll of 0 or lower will result in the AI considering the warning a “first offense” instead of at -60 or lower.
-Fixed bug : Invunerability cannot be dispelled.
-Fixed bug : Confused AI units are ignoring the “move randomly” part of the effect.
-AI will move units at random if they are assigned to melee and have no valid target, if the combat does not take place at a city. This helps finding invisible units and makes it harder to kill them with flyers. In town combat, defenders stay in the town, and attackers try to enter it to cause damage. Looking around for invisible units and ignoring the city is not a good strategy most of the time.
-You can find heroes in the treasure even if your stack has 9 units after the battle.
-Fixed an AI bug that caused the AI to miscalculate the carrying capacity needed for a ship requesting stack.
-AI power distribution : When Time Stop is being cast, allocate all power for producing mana.
-War Trolls move 1 more.
-Meteor Storm does a strength 6 attack to units, cost raised to 800.
-Spell Binding cannot fail.
-Artifacts do have the proper cost set in the “total cost” used by suppress magic instead of a...different amount.

Most notable changes
-more bugs fixed
-getting a warning from an AI is more likely to result in a "first warning", followed by a broken treaty on repeated offense
-allies will not use disjunction against each other's spells (but they will use spell binding and they will break treaties eventually if the spell is something really nasty like Armageddon)
-Byakuren is now default Charismatic, Yukari is Chaneller
-Herb Mastery now heals units during battle like Regeneration (but they can't come back to life if they died)
-You can find a prisoner even if you have a full stack of 9.
-More AI combat spell selection fine tuning.
-AI will try to find invisible units by moving randomly. AI will try to scatter troops against flying enemies by random movement as well, if they cannot attack them. Neither applies to combat in cities. However, if the AI is the attacker, they will try to enter the city to do damage if an attack cannot be made.
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Hurra! jive
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Emergency update !

Unless you like having the AI cast spells for negative amounts of mana, please update immediately, if using any version between 2015.11.21 and today.

This also fixes a few other serious, but less critical bugs.

1.0b
-AI will not consider eliminated or uncontacted players when deciding to use an overland curse.
-Fixed bug : if score is too high on Impossible difficulty, it turns to negative.
-Depletion and New Minerals events now work

1.0c
-Crack's Call costs 25.
-Fixed bug : Book cost reduction modifier for AI is calculated wrong, spells might cost negative MP and skill to use
-Experimental change to AI ship movement, trying to make the AI move the empty ships out of the way so loaded ships can go to the shore.
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1.0d
-AI wizards will no longer mass-merge all their books into one realm at the start of the game at a 20% chance. This feature allowed them to have 11 books and a starting rare spell. Instead, they'll only drop all books of all but one realm, and keep the picks for the regular random selection process which does not ignore the 10 book limit.
-This time, AI ship movement seems to be working as intended.
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Caster of Magic 1.1 is available for download!

-2 New spells : Focus Magic for Sorcery common and Survival Instinct for Nature rare
-Depletion and Minerals event works
-Fixes late game crash bug added in 1.0
-Fixes Call Chaos crash (at a cost of removing the display of the effects entirely, unless a better way is found)
-Consecutive AI warnings increase DoW chance for each warning, no more infinite warning spam without a war declaration.
-Awareness is removed, Nature Awareness renamed to Awareness but has the Nature version's effect still.
-Move Fortress is now an Arcane spell
-Swapped rarity of Haste and Flying Fortress
-buffed a lot of Chaos spells.
-AI allies can request the player to DoW on their enemies.

Details :
1.1
-Warp Creature now selects the effect at random like in the original game.
-Call Chaos now has a -15 resistance penalty when applying Warp Creature.
-Call Chaos now applies Confusion instead of the “do nothing” option. This effect cannot be resisted and bypasses any immunity.
-Great Wasting now corrupts 6-8 cells per turn instead of 4-6.
-Armageddon now generates 6-8 volcanoes per turn instead of 4-6.
-experimental : any new volcano raised has a 20% chance to contain a new mineral.
-Adjusted chance of each mineral :
Iron – 6
Coal – 3
Silver – 5
Gold – 2
Gems – 1
Mithril – 2
Adamantium - 1
-experimental : you can raise volcanoes over hills, mountains, or existing volcanoes.
-Each additional warning event from the AI increases declaration of war chance on the next warning by 4% until the waning history is cleared. This should prevent the warning spam from negative enchantments, and ensure that war breaks out instead. (as those are generally 1-2% chance of war per message without this bonus)
-Animist Guild no longer reduces unrest
-Oracle reduces unrest by 3 and costs 300.
-Oracle requires Builder's Hall instead of University (and still requires Temple)
-AI will now target the best city with curses instead of always only the fortress.
-AI will check for Nature Ward instead of Chaos Ward and Consecration when selecting a target for Earthquake.
-Phantom Beast costs 5 more mana
-Call Centaurs cost 3 more mana
-Construct Catapult costs 5 less mana
-Earth Elemental costs 10 less mana
-Gargoyles have +1 defense and +2 resistance
-Magic Vortex now does 7 damage.
-Magic Vortex will always hit any nearby unit with lightning. Strength of the lightning is 20.
-Chaos Surge now grants +2 resistance on top of the original effect.
-Multiple Chaos Surges are now cumulative, but the additional copies only grant +1 to stats instead of +2
-Shatter costs 2 less MP
-Awareness has been removed from the game. Nature Awareness has been renamed to Awareness and uses Awareness's picture. AI is now allowed to cast “Nature” Awareness.
-Move Fortress is now an Arcane spell. Move Fortress now costs 250.
-Psionic Spark has been removed from the game.
-New Sorcery spell : Focus Magic
-New Nature global enchantment : Survival Instinct
-Unit view now displays hero spells.
-Rampaging monsters can now destroys a player's capital (unfortunately, it'll display “raiders destroy” anyway, but at least it's possible now.)
-Haste is now Very Rare.
-Flying Fortress is now Rare.
-Summon Champion costs 600.
-Elven Lords have +1 life
-Chaos Rift does strength 11 lightning bolts instead of 8.
-Nature's Cures now cost 50.
-Fixed not losing fame in battles for losing too many units.
-Move Fortress and Summoning Circle are now in the Special Spells tab instead of City enchantments.
-Fixed : Bonus hit and defend from Lucky isn't showing up outside combat on the unit, if Lucky was granted by Divine Protection.
-AI will not disband duplicate settlers and engineers and will try to use them. (Experimental)
-Call Chaos no longer crashes the game at random, however, the effect is not displayed (the display was responsible for crashing), instead the screen flashes red and that's all. This is a temporary solution until we find what causes the crash.
-Reduced the DP loss for detroying units to 1-5 per unit from 1-8. The main purpose of this change is to reduce the chance of the destroyed units outweighing the conquered city in the diplomacy message. Units turned to Zombies or undead are still worth 7 points each.
-Spell of Mastery now displays the correct amount of turns on the research (F3) screen.
-Adjusted AI casting priority of all city buff spells.
-Call the Void and Earthquake are now in the Special Spell category instead of City Enchantments (they do target cities but don't enchant them, so they should not benefit from Divine Order)
-Fixed automatic crash on turn 384 if AI has any ships bug introduced in 1.0.
-AI allies are now able to request the player to declare war on their enemies. Refusal causes an instant loss of 50 relation points, which isn't modified by any modifiers.
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1.2 is up!

Main change is better AI, and 4 additional vault slots, so you can now store a total of 8 items!

1.2
-If you would receive over 6 items after a combat from dead heroes, you now actually receive them instead of being limited to only 6.
-Fixed bug : AI equips a shield into a staff slot.
-Vault size has been increased to hold 8 items.
-AI can now use their vault to store items.
-AI will now equip items to heroes every turn from the vault if possible.
-Changed personality effect on hostility evaluation during peace.
Maniacal : +32%
Ruthless : +24%
Aggressive : +16%
Chaotic : +8%
Peaceful and Lawful don't evaluate hostility this way (old change). They only become hostile during formal war.
-Declaration of War resets both involved AI players' Main Action Continent to allow immediately selecting a new one, hopefully selecting the one the enemy is at to being an invasion.
-Breaking a treaty, or forming a Peace Treaty does the above as well, to make sure no more forces are sent needlessly to that continent.
Thanks to these changes and the improvement to AI ship use, hopefully the AI can perform at an acceptable level on Tiny and Small land sizes.
-Wizard Pact now automatically sets hostility to zero the same way as Alliance, attacking isn't possible for both anyway.
-Changes/adjustments to AI reevaluate hostility.
Maniacal +32% chance to increase hostility, Ruthless +24%, Aggressive +16%, Chaotic +8% instead of original modifiers.
-Longbowmen have 1 lower ranged attack and gained Long Range.
-Life Drain costs 10.
-Summon Zombie costs 20.
-Fairy Dust costs 13.
-AI can now cast Berserk at overland.
-Iron Skin, Holy Armor, and Demon Skin (from Chaos Channels) applies the armor after the effect of Berserk reducing it to zero. Other effects might, or might not apply, depending on when the Berserk was cast. Combat Berserk
-Completely rewritten the entire overland AI buff targeting process, so it will now :
-Not cast Chaos Channels on already Chaos Channelled units
-Not cast buffs only valid for normal units on fantastic units
-Prefer stronger units when targeting, based on actual unit stats.
-Prefer units in the fortress.
-Prefer heroes
-Prefer units in larger stacks
-Not target a unit with a buff if the unit already has the relevant ability (True Sight – Illusions Immunity etc)
-Target Settlers with Water Walking, Flight, Planar Travel more often
-Target the cheapest unit available with Lychantropy
-Never target a hero, ship or settler with Lychantropy
-Prefer stacks with the most regenerating units when targeting regeneration to build towards a fully regenerating stack
-Prefer stacks with the most invisible units when targeting invisibility to build towards a fully Invisible stack
-Avoid stacks that contain a unit with a pathfinding enchantment when targeting Pathfinding
-Avoid stacks that contain a unit with a windwalking enchantment when targeting wind Walking
-Prefer the higher movement unit when targeting wind walking
-Not cast Heroism on units with more than 60 xp
-Prefer casters with Focus Magic
-Prefer regenerating and high melee units with Berserk, avoid high defense units.
-Prefer units with more buffs for Spell Lock. Units with no buffs on them are not targeted unless they are also fantastic (Spell Lock protects against banishing type spells)
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1.21 is up!

New features :
Melee and Ranged specific + to hit is now displayed as an additional line between to hit and to def.
Unit movement is displayed with a number, for example a unit that moves 4 will show "Icon 4" instead of the icon copied 4 times. Too high movement was blocking the visibility of +to hit, or even went over the edge of screen!
When scouting a lair, you will either find "a", "a few" or "many" things inside. "a" means 1 or two of them, "a few" is 3 or 4, many is 5 or more.

Aside from these, the rest are AI improvements, and a fix to Terror bugs.

Quote:1.21
-Movement is displayed as a number on unit view.
-”To Range” and “To Melee” is displayed for units that have a to hit bonus specific to one attack type.
-Runemaster and Artificier not cumulative for the AI as well now.
-AI elemental resistance combat spell needed calculation completely rewritten, conditions on using anti-magic unit buffs changed.
-Fixed bug with lawful wizards razing more even if not angered
-AI will now hire mercenaries starting from turn 15.
-Heroes will always have the lowest possible chance of taking damage in strategic combat
-AI will avoid moving through cells containing enemy units unless it is the intended destination.
-Lairs will now display “A few” for 3-4 units, “many” for 5+, and “a” for 1-2.
-To hit and To def is now displayed if below 0.
-Fixed bug : Terror does not have the intended resistance modifier
-Fixed bug : Terror applies global resist bonus from prayermaster/resist to all/holy bonus twice during the roll.
-Fixed problem of AI considering stacks of many weak units (shamans, skeletons, swordmen etc) having a power of 0 and not being able to attack even undefended targets at all.

Have fun, and I wish everyone a happy new year!
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Not to be pedantic, but doesn't "a" mean 1? I like the new to-hit calculations.
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