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Caster of Magic Release thread : latest version 6.06!

(June 23rd, 2020, 10:45)Seravy Wrote: Ghouls have poison. No spells can give protection against that so units with low natural resistance are weak against Ghouls.

Resist Magic does not work, since Poison is not magic. Bless does not work since ranged magic and poison are not on their effect list. But maybe Invulnerability and Blur would work against Ghoul's Poison?

Holy Armor works against ranged magic (of Ghouls), but it was not enough for the cavalry due to low armor.
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Working on my 6.04 TODO list.

Enchant item spell when finding Artificer retort :
Decided not to add this. Unfortunately, merely adding the spell would not work correctly without also updating the research list. Also, the probability of finding a retort even before researching or trading for this common spell is way too low for this to be worth the extra time on trying to solve that. I'll add it to CoM II though.

Supernatural sometimes not preventing undead creation :
I see nothing wrong with the code. I don't remember who reported this, but I'm going to need a save file that can reproduce this bug, if it exists.

Heroism+warlord removes scouting from dark elf units

Wasn't able to reproduce. Tried Spearmen, Swordsmen, Priests, Nightmares, all of them have Scouting I both before and after casting Heroism on them.


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(June 23rd, 2020, 10:45)Seravy Wrote: Ghouls have poison. No spells can give protection against that so units with low natural resistance are weak against Ghouls.

Here's another magical plant idea for CoM II; Perhaps even two separate plants smile  
Alchemist's guild + The Plant = Poison Immunity/Poison weapons in all units.
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(June 26th, 2020, 06:31)Seravy Wrote: Enchant item spell when finding Artificer retort :
Decided not to add this. Unfortunately, merely adding the spell would not work correctly without also updating the research list. Also, the probability of finding a retort even before researching or trading for this common spell is way too low for this to be worth the extra time on trying to solve that. I'll add it to CoM II though.

That's absolutely fine. Totally not worth spending a lot of time on if it's troublesome.

I do have another question, though. I have basically won my current game, and was just riding it out until the end so I could play with some of the Life very rares. I just researched Holy Arms, but I found when I cast it that it actually *reduced* my elite slingers by 1 to hit. They went from +3 (lucky, magic weapons, holy weapon) to +2.

Before Holy Arms:
   

After Holy Arms:
   

Ok, actually after comparing the screenshots I see a little more about what is going on. Holy Weapon has effectively been dispelled because Holy Arms is supposed to add Holy Weapon to every unit. However, it looks like the bonus is not being added. A different unit that didn't already have Holy Weapon (just magic weapons and lucky, so already at +2) did not get any bonus either. Save attached in case it's useful for debugging.


Attached Files
.gam   SAVE2.GAM (Size: 151.96 KB / Downloads: 1)
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After entering combat the units have Holy weapon as intended.
I tried enabling it outside combat but that makes the effect apply twice during combat which is probably why this change was made in the first place.
The problem is, it enables the "combat holy weapon" flag on the unit because it cannot use the overland one - doing so would make the buff permanent, staying after Holy Arms is dispelled.
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(June 27th, 2020, 02:54)Seravy Wrote: After entering combat the units have Holy weapon as intended.
I tried enabling it outside combat but that makes the effect apply twice during combat which is probably why this change was made in the first place.
The problem is, it enables the "combat holy weapon" flag on the unit because it cannot use the overland one - doing so would make the buff permanent, staying after Holy Arms is dispelled.

Understood. How about changing the Holy Arms help text from:
"All normal units' weapons are blessed with a +1 to hit bonus and can strike creatures immune to non- magical attacks."
 to:
"All normal units are blessed with Holy Weapon in battle, receiving a +1 to hit bonus and gaining the ability to strike creatures immune to non-magical attacks.'

(note I also removed the extra space in the middle of "non- magical")

We still have the situation where if Holy Arms is dispelled, Holy Weapon is not restored on units that had it before Holy Arms was cast, but that also sounds unsolvable with the current limitations.
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If the only enemy unit that has movement 5 is webbed, does it count as 0 or 5 movement for my fleeing unit that has movement 3? 

Can a shooter initiate melee attack and not use ranged?

Raise dead location was far from where the unit fell. What’s the rule? Like any other summon?

On which side of a tower my units defend? How to choose this during my game turn?

I petrified an AI hero. All his artifacts were lost too. Is this intended? Same way losing artifacts permanently if Cracks Call killed hero regardless which side wins the battle?
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Quote:If the only enemy unit that has movement 5 is webbed, does it count as 0 or 5 movement for my fleeing unit that has movement 3?
5. It uses the overland movement speed of the unit. I'm not sure if there was room to special case any unit curses.
(they apply for the unit that is fleeing though)


Quote:Can a shooter initiate melee attack and not use ranged?
It will automatically do that if melee strength is at least double of the ranged strength, otherwise no.

Quote:Raise dead location was far from where the unit fell. What’s the rule? Like any other summon?

Targets a random tile in a specific area on your side of the field. In CoM II players will be able to select the target.

Quote:On which side of a tower my units defend? How to choose this during my game turn?
I think they defend on the plane they entered it from, unless you press the plane button in which case they move to the other one.

Quote:I petrified an AI hero. All his artifacts were lost too. Is this intended? Same way losing artifacts permanently if Cracks Call killed hero regardless which side wins the battle?

Yes, irrecoverable damage does that.
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“I think they defend on the plane they entered it from, unless you press the plane button in which case they move to the other one.”
It would be good if it worked that way, but no, this is not how it works now. I have Save game.

“Yes, irrecoverable damage does that.”
Does Stoning and Cracks Call make Resurrection impossible too for a hero?

"5. It uses the overland movement speed of the unit. I'm not sure if there was room to special case any unit curses.
(they apply for the unit that is fleeing though)" How about Endurace cast on my or enemy's unit during battle? Do those each apply to fleeing chance?
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Quote:“Yes, irrecoverable damage does that.”
Does Stoning and Cracks Call make Resurrection impossible too for a hero?

Yes.

Quote:How about Endurace cast on my or enemy's unit during battle? Do those each apply to fleeing chance?
They don't. You can't cast it in battle anyway.
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