As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Caster of Magic Release thread : latest version 6.06!

Could we set aether flux to also halve the strength of node counters and counter magics?

Although honestly, having specialist and 8+ books in a realm making you worse against nodes just seems bad. Yes I know we've had this discussion before, but specialist and 8+ books comes up far more often than spells with sliders.
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Unfortunate but I can't do anything about that.
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What about the aether flux suggestion?

And any idea about the F3 spell cost being off?
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No idea, didn't even realize F3 shows the casting costs. I see the correct costs in my own save but I don't have an AEther Flux in effect.
I see no need to change AEther Flux, an event that makes magic stronger also making countering stronger makes perfect sense.
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Then maybe put that as part of the description? Fighting in a node with no trouble, and then failing and losing consistently the next turn because you can cast more spells seems contrary. It's fine if its intended and explained, but that also means that aether flux is pro sorcery (doubling the strength of 1 specific spell from 1 realm) and anti chaos (which is the realm most reliant on its in combat magic), with the other realms being affected less than either of those 2, which seems unusual for an event that doesn't call it out.
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Friend has asked if we can add a 'random' button to the 'wizard selection' screen.
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We can't but there is a random wizard generator tool included : "Generate.exe".
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New version uploaded, mostly fixes bugs and minor tweaks to game balance.
Quote:5.51
-Fixed bug : AI can cast Flame Blade on fantastic creatures as an overland spell. (when spell was swapped to a common slot, the ID for this check wasn't updated)
-Adjusted the AI's targeting of Resist Magic as an overland spell.
-AI now has a small chance of casting Stasis on doomstacks even if they are not in range of the fortress to slow them down.
-Carrak now costs 80, has 8 ranged, 15 hp, 6 resistance, 6 ammo.
-Horsebowmen lose 2 ammo, 1 movement, gain First Strike.
-Wall of Fire no longer affects the owner's units.
-The AI will do the anti-life research choices at 3 Life books on the human instead of 4.
-Jackal Riders now require Stables
-Runemaster now also increases the chace of getting Spell Binding as if it was a global enchantment.
-Unit curses now have doubled dispel resistance. (to balance having a nonguaranteed success rate and a generally very low cost.)
-Fixed bug : Confusion causes crashes. (probably caused this bug when implementing variable regeneration)
-Fixed 5.45 bug : Units carried by ships have movement remaining after combat.
-Heavenly Light now grants magical weapons to the defending units (+1 to hit included, where applicable)
-Readjusted rampaging monster and raider frequency.
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I have less than 15 gold (I just purchased a lot of stuff, early game), and an AI sacks my city. The city is pop 1, no buildings. The AI gets 43 gold out of it. Why?
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The razed buildings? Wait, no buildings huh...not even a Smithy?
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