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Caster of Magic Release thread : latest version 6.06!

Quote:Fortress text says: “strength of the bolts can’t be higher than 60”. Apparently the AI Fortress shoots lightning bolts stronger than 60. I had invisible hero with 16 Armor and 17 Hits. Lightning killed my hero 20 out of 20 times with 1 shot. You say invisibility does not help at all, but still 30% to Hit chance and 30% to Defend chance and after armor piercing is still 8 Armor. That would give 40% chance for a single lightning bolt to kill it. The probability that a strength 60 lightning bolt kills it 20 out of 20 times is: 1 out of 100million.


Nice catch!
Yes, the cap wasn't applied due to
Code:
cmp ax,60
jle ok1
mov cx,60
ok1:

which should have been ax instead of cx.
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Quote: So this does not apply to spell damage in general? But applies to all melee and all ranged attacks including arrow, rock, and magic ranged attacks and illusion attacks?

Exactly.
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I chosed conjurer retort and my Summoning hero spell did not got the cost reduction. Btw I dunno if this is related but the type of spell description is slight different from other summoning spells. On war bears and sprites it says just ~Summoning~ and on Summoning Hero Spell description it says ~Creature Summoning~.


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Changed the help for these spells to say "Arcane - Special' to clarify they are not summoning spells affected by Conjurer.
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Didn't see the 6.04 patch notes, so figured I would put them here for anyone else interested:

6.04

-Fixed bug : Sage Master adds +33% research instead of the intended +25%.

-Fixed several inaccurate texts in the game help entires.

-Removed leftover combat AI attack targeting priority code that reduces priority by -10 on targets with attack less than half the attacking unit's defense which was referencing a no longer used and unset variable to check for enemy defense. In general, this condition was questionable in the first place, as even if the attacking unit isn't at risk of taking damage in theory, the enemy might attack other units in the army so the “invincible” unit killing it before that happens might actually be the best tactic. Also the unit might have defense ignoring or special attacks that make it a threat anyway.

-Units standing on non-gate tiles protected by City Wall no longer have their combat melee attack targeting priority set to -20, instead the priority is decreased by 5 only. This should help the AI pick the correct target after entering the tiles inside the city. (units on the gate, or when the attacker is a Wall Crusher, still receive +5 priority, as eliminating that unit helps other units to gain access to the inside of the city)

-Fixed bug : The AI checks the wrong type of immunity when deciding if a unit is allowed to cross Wall of Fire. (Fire Immunity was working as intended, but instead of Magic Immunity, Cold and Death were checked.)

-The AI now recognizes combat Stasis as a curse that needs to be removed when calculating Dispelling Wave combat priority.

-Fixed bug : AI prioritizing targeting the unit at the city gate with Web above all other units had no effect. However, this priority will now only apply if the target is a flying unit.

-The AI will avoid targeting units affected by Stasis in combat using Web and Mind Storm.

-Fixed bug : AI calculates targeting priority for Life Drain and Syphon Life wrong, resulting in not properly recognizing differences in expected damage output.

-Fixed bug : AI prioritizes units with Purify instead of Invisibility as targets for direct damage.

-AI combat direct damage target selection : flying targets get 25% higher additive priority instead of 50% higher multiplicative.

-AI combat direct damage target selection : expected damage dealt beyond the target's remaining hp+3 is ignored in the priority. (damage is random but at this much extra it's high enough chance the target dies so any further is a waste)

-AI combat direct damage target selection : If a target is expected to die, priority increases by (9+cost of unit/20) instead of units costing 250 or higher increasing priority to 4 times the original and other units receiving no bonus priority at all.

-Adjusted calculation for spell priority to match the above 2 changes.

-AI unit resistance based spell targeting priority : If the spell directly or indirectly kills the unit (Black Sleep, Confusion, Creature Binding kills indirectly), success rate has to be at least 10% for heroes, 20% for units costing 150 or more, and 30% for everything else. If the spell does not kill the unit even indirectly then the rate has to be 30%. If the success rate is below, the AI treats the unit an invalid target. (Shatter and Possession are except from this update as they are limited to normal units which will rarely be important enough to risk the below 30% chance, so these spells still require a 30% chance to be cast. Previously spells directly killing units required 10% while other spells 30% regardless of what the target was. This meant even if there was a 20% chance to confuse a demigod hero, the AI ignored the opportunity. Note this is only a change for targeting validity. Targets with a low success rate still result in lower priority to actually select and cast that spell, but it is now an option.)

-Warp Creature is now on the list of spells the AI will avoid casting in unimportant battles while banished to save mana.

-Fixed bug : additional priority to cast Flight on nonseaworthy melee units in naval combat had no effect.

-The above bonus priority now also applies to Wraith Form

-Fixed bug : AI considereder Air Elemental summoning as a strategy to stall when the fastest own unit was faster than speed 4 instead of when the fastest enemy was slower than 5.

-Fixed bug : The AI cannot target units with Magic Immunity using Warp Wood even though the spell affects those units.

-Fixed bug : The AI will avoid casting healing and reviving spells in unimportant battles while banished to save mana when the target is a powerful unit, instead of when the target is a weak unit.

-Fixed bug : The AI wasn't able to target enemy units using Animate Dead.

-Fixed bug : Massacre and Holy Word priority is calculated wrong : fewer living figures in the unit resulted in higher priority to cast instead of lower.

-Fixed bug : AI spell priority calculation for Mana Leak checks enemy city wall presence wrong.

-AI Wave of Despair now correctly checks for the only affected unit being combat summoned Wild Boars instead of combat summoned Centaurs.

-Fixed bug : Combat cast Wraith Form didn't protect from Entangle's effect.

-Fixed bug : Combat turn ends when all units were unable to move but a control changing spell (Confusion, Possession, Creature Binding) successfully gave the player a unit that can be moved.

-Fixed bug : Housing formula can yield a negative bonus growth in extreme cases (very bad terrain+slow growing race)

-Housing formula now yields a minimum of +40 growth before the modifier for rebels/farmers.

-Fixed bug : When an outpost is destroyed that had a Summoning Circle, the circle isn't moved to the owner's fortress.

-It is no longer possible to lose 1 mana crystal on rounding while using Alchemy.

-The AI is now allowed to send units into and use towers that have no garrison but were last used by a non-enemy player, displaying their flag color.
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Wow, that's a lot of AI fixes, which are notoriously difficult to find and balance. That must have taken a lot of work!
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At start of game City area has 2 hills and 1 mountain for total of +13% Prod Bonus. But Surveyor shows +16%. Why?

What determines which of the 2 units type are printed when scout first checks out a lair?

Node has Counter Magic with 50 in reserve, right? So Confusion in Nature Node would work with 18/50=36% chance of success?
Does the Counter Magic mana reserve go down in a node during a battle, like it is described for Counter Magic Spell, so second try of Confusion is 18/40?

If Noncorporeal Unit attacks through City Wall, does the defender still get the +3 Defense standing outside? What if the Noncorporeal unit receiving retaliation but stands outside? Does it get any defense from City wall?

Number of turns to cast a spell under Apprentice is wrong. It displays more turns than it is predictable.

I recommend making the Range penalty for casting far away spells in battle more granular at 0.1 increments.

How to calculate max pop for a basic city that has no building? The surrounding tiles add up to 12, but city max pop is only 8.

I found an instance when the displayed production is 24 hammers, but its components add up to 23. Why?
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Quote:What determines which of the 2 units type are printed when scout first checks out a lair?
The monster with higher lair cost is reported unless it's invisible.

Quote:Node has Counter Magic with 50 in reserve, right? So Confusion in Nature Node would work with 18/50=36% chance of success?
I think was 60.

Quote:Does the Counter Magic mana reserve go down in a node during a battle, like it is described for Counter Magic Spell, so second try of Confusion is 18/40?
No, node counter strength does not change.

Quote:If Noncorporeal Unit attacks through City Wall, does the defender still get the +3 Defense standing outside? What if the Noncorporeal unit receiving retaliation but stands outside? Does it get any defense from City wall?

The unit inside receives the defense. The unit outside does not.

Quote:At start of game City area has 2 hills and 1 mountain for total of +13% Prod Bonus. But Surveyor shows +16%. Why?
How to calculate max pop for a basic city that has no building? The surrounding tiles add up to 12, but city max pop is only 8.
I can't comment on these without actually seeing the maps.

Quote:I found an instance when the displayed production is 24 hammers, but its components add up to 23. Why?
We discussed this a month or two ago, the components and the total are calculated separately in two different functions using two different ways of calculating. So rounding up/down can have this result. The total is the one actually applied.
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“The monster with higher lair cost is reported unless it's invisible.”
So Cockatrices have higher lair cost than Earth Elemental, even it is a much cheaper and uncommon spell, while Earth Elemental is rare?

“I think was 60.” 18/60=30%?

“I can't comment on these without actually seeing the maps.” I attached a save game file for the production.


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.gam   SAVE1001.GAM (Size: 151.96 KB / Downloads: 2)
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Quote:“I can't comment on these without actually seeing the maps.” I attached a save game file for the production.

Bug. Chaos Node is 10% production but that one type of Mountain tile seems to count as 10% as well even though it shouldn't.
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