June 5th, 2020, 02:42
(This post was last modified: June 5th, 2020, 07:00 by MrBiscuits.)
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Ah bless and immolation are both better than I thought. Can immolation mean you can hit flying units?
Stoning touch allows non-flying units to hit fliers, but a hero with a stoning touch weapon can't. Is that a bug?
Edit: Also does bless protect against doom damage and doom bolt? What about doom gaze?
Elven Lords don't need a stable, despite having horses, is that a bug?
I have an item with doom damage and armour piercing? Is the armour piercing wasted? Should they appear on the same item?
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Quote:Ah bless and immolation are both better than I thought. Can immolation mean you can hit flying units?
No.
Quote:Stoning touch allows non-flying units to hit fliers, but a hero with a stoning touch weapon can't. Is that a bug?
It doesn't allow it. That's Stoning Gaze. Gaze attacks enable attacking fliers.
Quote:Edit: Also does bless protect against doom damage and doom bolt? What about doom gaze?
Bless adds defense but Doom ignores defense entirely, so no.
Quote:Elven Lords don't need a stable, despite having horses, is that a bug?
It worked that way in the original. Best to keep this as a feature to match Paladins though - where it can't be added because a unit can at most require 2 buildings.
Quote:I have an item with doom damage and armour piercing? Is the armour piercing wasted? Should they appear on the same item?
Yes, it's wasted.
While there are no predefined items like that anymore (they existed in the original), random items can have a combination of any powers, even if they are redundant.
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Thanks for the replies.
Are you thinking of preventing redundant abilities on items in Caster of Magic 2?
Will it be open source by the way, so it can be modded?
Does Bless protect against Fire Storm?
Does Magic Immunity do anything against Doom or Illusion damage from weapons?
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Quote:Are you thinking of preventing redundant abilities on items in Caster of Magic 2?
It's a possibility. It's a bit hard to define what's redundant though so we'd need to decide on a case by case basis.
Quote:Will it be open source by the way, so it can be modded?
I guess that's something the publisher decides, not me.
Quote:Does Bless protect against Fire Storm?
Yes.
Quote:Does Magic Immunity do anything against Doom or Illusion damage from weapons?
No, Magic Immunity adds defense and those abilities ignore defense.
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What does Magic Intensity actually do?
I thought it meant nodes gave more power when you melded with them and also makes them harder to beat, but the description says it "determined the magic strength of the nodes per tile" and that "the centre tile is worth 9 other tiles" and I have no idea what that means.
June 12th, 2020, 10:24
(This post was last modified: June 12th, 2020, 10:25 by Misiulo.
Edit Reason: grammar
)
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I've got a nice spot to build a city at with access to Orichalcon and another resource which I can transmute to Adamantium.
Now I've got two races to choose from High Men or Nomad. Which race do you recommend should I choose?
My personal top choices would be Troll or Draconian, but unfortunately, I'm on Arcanus and don't have access to Myrror yet.
June 12th, 2020, 13:52
(This post was last modified: June 18th, 2020, 13:31 by Lizardface.
Edit Reason: Update to witnessed max node power
)
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(June 10th, 2020, 09:21)MrBiscuits Wrote: What does Magic Intensity actually do?
I thought it meant nodes gave more power when you melded with them and also makes them harder to beat, but the description says it "determined the magic strength of the nodes per tile" and that "the centre tile is worth 9 other tiles" and I have no idea what that means.
The node tile itself is worth 9 power, and each extra tile decorated with shiny magic particles is worth 1.
Looking at my latest game, I see nodes having between 5 4 and 11 15 17 extra shiny magic tiles, so it seems that nodes range in total power from 13 to 26.
Magic Intensity is a multiplier on that total power. So at Min (x0.5), node power ranges from 6 to 13, and at Max (x1.5) from 19 to 39.
The more powerful the node, the higher the budget for selection of defending monsters.
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(June 12th, 2020, 10:24)Misiulo Wrote: I've got a nice spot to build a city at with access to Orichalcon and another resource which I can transmute to Adamantium.
Now I've got two races to choose from High Men or Nomad. Which race do you recommend should I choose?
My personal top choices would be Troll or Draconian, but unfortunately, I'm on Arcanus and don't have access to Myrror yet.
Orichalcon magicians are very nice are with their 2 extra figures as are adamantium paladins, so that would be my choice. You could use coal to crank out magicians and then transmute it to adamantium for the paladins later (although magicians are sturdier with the extra defence).
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Omniscient bonus from nature says 2 Max pop for first book + .25 per extra book after, so 5 books is 3 increase, what about 6, 7.8, does it get rounded down to 3 or up to 4?
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I searched for this but couldn't find an answer.
Regarding Cult Leader: the power bonus is per building, with fractions truncated (right?), so:
Shrine: 2 x .75 = 1.5 => 1 for a total of 3
Parthenon: 4 × 0.75 = 3 for a total of 7
Cathedral: 6 × 0.75 = 4.5 => 4 for a total of 10
Is this correct?
But how does the unrest reduction work? If it were per building, fractions truncated, then those 3 buildings would gain nothing (1 × 0.5 = 0.5 => 0) and Oracle would gain 1 (3 × 0.5 = 1.5 => 1) but this seems very weak so I assume the unrest reduction bonus applies to the total religious buildings unrest reduction, like:
Shrine only: 1 × 0.5 = 0.5 => 0
Add Parthenon: 2 x 0.5 = 1
Add Cathedral: 3 × 0.5 = 1.5 => 1
Add Oracle: 6 × 0.5 = 3
Have I got this right?
Does the Cult Leader bonus apply to the Stream of Life unrest reduction?
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