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Caster of Magic Release thread : latest version 6.06!

That bug was fixed in version 6.01 which I've sent to Slitherine yesterday evening.
I don't know how long it'll take them to publish the update but you can probably expect it soon.
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(March 20th, 2020, 03:45)Seravy Wrote: That bug was fixed in version 6.01 which I've sent to Slitherine yesterday evening.
I don't know how long it'll take them to publish the update but you can probably expect it soon.

They still haven't updated 1.52 with the left arrow fix either.
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(March 20th, 2020, 03:45)Seravy Wrote: That bug was fixed in version 6.01 which I've sent to Slitherine yesterday evening.
I don't know how long it'll take them to publish the update but you can probably expect it soon.

Thank you. [Image: thumbsup.png]
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The word "medicore" is used a lot in CoM manuals. Does this have any special meaning? Or is it just a "mediocre" typo?
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Yes, that's a typo. I'll fix it for the next version.
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Looking over the readme, do I have this right?
The 2nd book in a spell realm only grants 2 spells? most books grant 4? but book 7 grants 6 (to make up for the 2 lost spells at book2?)
Is that chart in the readme up to date? Why is the 2nd book punished so heavily?
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Yes that seems to be correct. Book 2 is such a huge quality difference the number of spells doesn't matter.

Book 2 gives you your
-first starting common spell
-ability to find and trade for uncommons
-first rare spell

So it's more about unlocking these features than the number of spells. Common and uncommon spells are easy to find and trade for, they aren't worth that much on their own anyway.

I tried to make sure each book offers some sort of quality upgrade unique to it.

book 1-4 allows learning a higher tier than the previous book.
book 5 offers a guaranteed uncommon
book 6 offers a guaranteed rare
book 7 gives you every single common spell.
book 8 gives you guaranteed first turn uncommon and you have all uncommon spells.
book 9 is all rares and a discount on costs, book 10 is the same for very rare.

Finally, there can't be too many common spells in early books otherwise there is nothing left for later ones, making trade/treasure useless. If it was 3 commons in book 2 then that's 6 commons already known from only 2 books. Too many.
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I've never had much luck with trading strategies, but you have patched and fine tuned trading over and over, making the AI consider trades more reasonable, so I should give it another try.
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Not sure if this is the place to mention bugs, but I recently got this game with the Caster of Magic 6.0 update on Steam, and came across an issue. I am using Klackon as my race, and have the alchemy retort. All was fine until I built a city next to a mithril deposit. After building an alchemist's guild, my klackons are still just using regular magic weapons, instead of mithril. I know they didn't get alchemist's guild in the original game, so maybe this bug is specific to their race.
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(March 22nd, 2020, 18:33)Taskr36 Wrote: Not sure if this is the place to mention bugs, but I recently got this game with the Caster of Magic 6.0 update on Steam, and came across an issue. I am using Klackon as my race, and have the alchemy retort. All was fine until I built a city next to a mithril deposit. After building an alchemist's guild, my klackons are still just using regular magic weapons, instead of mithril. I know they didn't get alchemist's guild in the original game, so maybe this bug is specific to their race.

That does sound like a bug, I have never seen it happen. Please post the save file.
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