September 7th, 2016, 02:09
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The spell of mastery thing is a great change.
Enlightenment. Is that still in green?
September 7th, 2016, 02:10
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(September 7th, 2016, 01:49)namad Wrote: How does the order of operations of battle work? Doesn't the life steal happen before the target can retaliate usually? Also to clarify Wyvern's do not benefit at all from this first strike change correct? Your patch notes say "figure" then "unit" both in the same description so I am not sure which is right.
It should say "figure" on both, my mistake. Wyverns neither have First Strike nor 25 health so they're unaffected.
Life Steal, like all touch attacks, happen simultaneously with the attack performed by the unit, whenever that happens. Retaliation either happens after (first strike) or at the same time as Life Steal so there is no way the unit can get killed before gaining the life.
September 7th, 2016, 02:11
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(September 7th, 2016, 02:09)Hadriex Wrote: The spell of mastery thing is a great change.
Enlightenment. Is that still in green?
Nope, Tranquility always was and still is a Life spell.
September 7th, 2016, 14:24
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(September 7th, 2016, 02:10)Seravy Wrote: (September 7th, 2016, 01:49)namad Wrote: How does the order of operations of battle work? Doesn't the life steal happen before the target can retaliate usually? Also to clarify Wyvern's do not benefit at all from this first strike change correct? Your patch notes say "figure" then "unit" both in the same description so I am not sure which is right.
It should say "figure" on both, my mistake. Wyverns neither have First Strike nor 25 health so they're unaffected.
Life Steal, like all touch attacks, happen simultaneously with the attack performed by the unit, whenever that happens. Retaliation either happens after (first strike) or at the same time as Life Steal so there is no way the unit can get killed before gaining the life.
Yeah I chose wyverns because the unit has more than 25 health but the figure does not. Thanks for clearing up my confusion.
September 8th, 2016, 21:09
(This post was last modified: September 8th, 2016, 21:10 by Seravy.)
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This update aims to fix the AI's overextension problem and various remaining bugs that cause settlers to get stuck. It also includes the item changes that were supposed to be in 2.71 but got left out.
I obviously did not have time to play actual games to see how much this affects game difficulty but I expect it to go up. Do let me know what you observed.
Quote:2.72
-Adjusted AI resurrection priorities.
-Fixed AI thinking Magic Spirit, Phantom Warrior and Phantom Beast as nonsea units and attacking them with only a Floating Island due to the army having 0 sea units in it to fight back.
-When a Settler builds a city, it is transformed into a Swordsmen of its own race.
-Lizardmen settlers now cost 100 to build.
-Settlers require a Smithy to build.
-When the AI already has 2 settlers active, they are required to build a Fighter's Guild instead of anything else to make sure military is developed and no overextension happens. However Dwarf cities build Builder's Hall and University instead, to unlock engineers and steam cannons.
-When the AI already has a Figher's Guild in a city, they are required to have at least 4 units in garssion before they can produce a Settler.
-AI settlers will not try to head towards settling spots that are not reachable for them (path blocked by units or lairs)
-When the Settler is trying to move to the nearest shore to leave continent, it'll move to a tile adjacent to the shore instead of in a range of 2!
-When the Settler is trying to move to the nearest shore to leave continent, tiles already containing 9 units will not be considered as valid targets.
Oh it's Cirno day...
September 9th, 2016, 04:33
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Quote:2.72a
-The AI now priorizes having 4 defending units higher than building the Fighter's Guild.
-Extreme preference of building units if a Fighter's Guild is present for Barbarians and Gnolls has been reduced so that they'll get a chance to build other buildings too.
-The AI will priorize the Ship Wright's Guild on all land sizes now to avoid island start problems, and ensure a timely and sufficent supply of ships. Since even Huge land is separated to at least 3 continents, the ships will be useful regardless of map size. SWG is a cheap building so this should not slow down the AI much. Producing actual ships still doesn't have an extra priority unless the land size is small or below.
September 9th, 2016, 19:05
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Quote:2.72b
-Undid : Settlers require a Smithy to build.
-Updated some predefined items
I'm having doubts there is a point for settlers requiring the Smithy, so removed that change for now.
September 9th, 2016, 19:43
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I'm happy with that undoing, thank you.
September 10th, 2016, 08:13
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The version I downloaded about 8 hours ago still had settlers requiring a smithy.
I'm trying a hero strategy in the current game.
September 10th, 2016, 08:19
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Looks like I actually managed to fail to include the new wizards.exe.
Try now.
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