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New year, New Master of Magic! v1.5 fan patch

Ah, W629FIX.TXT fixed it!

I didn't try the other two fixes (since I was curious to see if W629FIX.TXT would fix it by itself).

Amazing work, thank you very much Seravy. Are you planning to incorporate that one into the next RC?
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Playing 1.50 final without any extra mods, discovered an interesting issue: Tried to claim a node owned by Rjak, got a message "The guardian spirit residing in the node kills your spirit". How? Possibilities: S'ssra is in game, he's white and probably owned that node, and the flag "guardian spirit is inside" isn't properly cleared once the node has been reclaimed by Rjak. Save file is here: https://yadi.sk/d/vPz9JRMB3TB8MF there is a node with yellow aura and 3 magic spirits are hovering above, thus 75% to trigger the bug (if bug) with "Meld" command.
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Rjak probably raised a Guardian Spirit as Undead and used it. The AI can get undead in combat against other AI now if they play Death.
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Wow, they are THAT smart? Great job then smile This is just a curious event, then.
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Another weird thing: Attacked an enemy capital, lost Fang in process, did some spellcrafting then decided to rez him. Got a level1 draconian with empty name as a result, but with correct seconday abilities (might and agility). I was in constant struggle vs other wizards, so I might have loaded the game several times between the moments of Fang's death and finishing of Resurrection spell. Please check if dead heroes are properly saved in savefiles. I have a backup of saves thanks to extra code in MoM140, attaching all of them, one has a state after Fang's death that's for sure, and one has state right before resurection is finished.


Attached Files
.zip   rez-bug-saves.zip (Size: 291.69 KB / Downloads: 0)
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Oh, this bug. It's already fixed in the1.51RCs.
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Hey man, your hosting is down together with all the files. Hope you are not down yourself to fix this. smile
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Nah, this host has this bullsh*t that they want you to log into the control panel every month otherwise they disable the site for "inactivity"
I don't really use the control panel for anything unless I want a database backup...
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Probably already reported...
1) Death wizards often try to drain life from charmed heroes.
2) Auto combat is very strange sometimes.
IIRC Turn ~60. Sharee (4 chaos, 5 death, channeler, conjurer, myrran) has stack of stone giant (cloak of fear), fire giant, hell hounds, hammerhands (cloak of fear, eldritch weapon), guardian spirit x2. Stone giant and spirits obviously undead, maybe others too. Odd. It is not that easy to raise guardian spirit. This stack marched into ruins (1 or 2 demon lord(s), not know for sure) and won without casualties. Several turns later they attacked nature node (wyrm, several sprites), lost guardian spirits, but raised 1 squad of sprites. This stack composition when I attacked them: undead stone giant (6 damage, cloak of fear), undead fire giant (6 damage), undead hell hounds (1 hit point left (15 damage)), undead sprites, elite hammerhands (cloak of fear, eldritch weapon). Simply impossible! I've seen something similar (but no so blatant) in 1.40. Can this be related to the new auto-combat system, especially damage distribution?

No complaints, patch is great. Sorry for bad english.
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The hit points left over can be related to the modified strategic combat system damage distribution; however, under the original version, the AI could defeat those lairs with a lot LESS units. Strategic combat is simply not really comparable to tactical combat. If you go into the Caster of Magic Forums, we have a 40 page thread about strategic combat and how we can try to fix it, but basically, there isn't space to fix it. I know all of the 1.x version don't have modifications for balance, which means that the AI is simply going to walk a way with a lot of wins due units in strategic being very badly off balance. The worst was in original 1.31, you could watch the AI defeat sky drakes with spearmen.
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