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New experimental version

Yeah that sounds major. Might also explain why I've seen the ai not changing mana nearly as much after a series of strategic combats as I expected.
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Quote:EXP11D
-Intercontinental AI attacks can now target lairs, nodes, towers. Note that the usual range limitation (10 tiles) applies.
-Fixed : weak AI stacks fail to attack empty cities. Note that they'll still not attack if the city is poorly defended, as there is a high chance of losing to combat spells on the first turn. Sadly, there is no way to tell apart neutral targets that do not cast spells from others.
-Intercontinental AI attacks no longer consider units on land to be twice as powerful - the feature to double ranged unit power for defenders is already implemented, making this obsolete.
-Intercontinental AI attacks now have a minimal required army strength against targets other than empty cities to avoid getting killed on turn one by spells, wasting the stack - the same way land attacks do.
-AI wizards will now cancel their own Divine Order if changes to diplomatic status or found spellbooks drop the required value by at least 3 below the amount needed to cast it.
-Barbarian basic units now have a movement of 2.
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Ah, I didn't realize intercontinental wouldn't attack lairs/nodes/towers. That's almost certainly what caused those random leftovers. Nice changes.
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Quote:EXP11E

-Fixed EXP11B bug : heroes have incorrect movement in combat.
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Based on ongoing and previous discussions, EXP12 will bring some pretty significant changes again. I hoped for EXP11 to be the last experimental number, oh well, it's worth it.
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New version if suppress magic seems OK. Spells ranging from endurance to unicorns have been stopped, while a sample have passed (I'd say 2/9 or so in that range have been successful).
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Quote:EXP12
-In the optional portrait files, the Bard hero's unit sprites have been redrawn to match the character name and portrait.
-After turn 151, if the human player has at least twice as much total army strength, power income, spell power and population as all other wizards combined, and no other wizard except banished ones knows Spell of Mastery, all AI wizards offer their resignation. If accepted, the player wins the game. If not, it will be asked again once every 8 turns. This feature is not available on Easy difficulty, where the player is expected to be in this position in every game anyway.
-Theurgist now doubles the AI's priority to cast global enchantments instead of adding a flat +200 (which at least tripled it)
-AI priority to cast most global enchantments reduced slightly to make disjunction a more viable tactic. Note that there still are a few enchantments the AI will be quite insistent about having in play, specifically Crusade, Armageddon, Charm of Life, Enlightenment, and Suppress Magic.
-Haste now costs 6 Sorcery books to enchant but Phantasmal costs only 4.
-Amplifying Towers now have a 20 maintenance cost.
-Marketplaces now have no maintenance.
-Wizard's Guilds now have a maintenance of 5.
-Colosseum now has no maintenance.
-Maximal destruction ratio of cities after combat is restored to 75 (was 60 for a very long time.)
-Destruction ratio of non-neutral conquered cities after combat now scales with difficulty - instead of always 20%, it is now 10,20,28,35,40,45% to counteract the AI bonuses which make capturing AI towns vastly superior to building your own. Note that this increased rate does affect the AI as well.
-Changed attack damage reduction. While reduction effects are unchanged, each attack from any single figure dealing 7 or more damage will have 1 damage ignoring the reductions completely and an additional 1 for each 2 points above 7, rounded down. For reference a 25 sword, +3 to hit creature will on average deal  15 damage, so 1+(8/2) = 5 damage will be dealt even if shields reduce all of the damage on average, but better or worse attack rolls can raise or lower then amount as usual. Note that if shields fail to reduce the damage to 5 or below, everything works as usual. Abilities that grant full immunity to a type of attack ignore this rule (Magic Immunity, Missile Immunity, Fire Immunity). This effect applies to all types of attacks that can be reduced through shields coming from units, but doesn't affect spells.
-Demon Lord now has a ranged attack power of 20.
-Sky Drake now has a melee attack power of 28 and a breath attack of 21.
-Death Knights now have an attack power of 12.
-Uranus's Blessing now adds 4 casting skill only, but costs 200 to cast and adds 10 power to WG and AG.
-Djinn has a resistance of 12 again as the reason for increasing it no longer exists.
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Amplifying tower maintenance of 20 is showing up as 20 icons (and only 17 of them are actually visible on the screen). It doesn't appear it knows how to use the '10 coin' icon for maintenance. My first city to get an amp tower has -17 total gold production! Whoot! (Lizardman city)
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Casting Possesion will also cast Black prayer for free.
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And here I was going to say I hadn't found any exp12 bugs yet.
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