As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
1.51RC7 bug report

(July 8th, 2018, 08:37)FrancoK Wrote: I have 2 White books, one enemy cast Evil Presence on a city I've captured some turn before.

I did not lose any mana, according to city recap.

Edit: Same game, less unrest (with 4 more units, 2 less unrest expected). Is it possible Evil presence disable unrest effect?

Correction: I lose mana AND anti unrest effect (bug?).
Only the detail of mana source do not report the lost mana by Evil Presence, the total is correct.


Attached Files Thumbnail(s)
   
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

Evil presence removes both mana production and unrest reduction. (removal of unrest reduction was working in the original game, removal of power wasn't but the patch fixes it).The detailed view might not display the lost mana properly- it's difficult to add the "-" sign in front of the row. In CoM I simply moved it from the Wizard's Guild row to there but in MoM I can't do that.
Reply

Hello, Mr. Seravy! Thank you very much for your work! I found the following bug or unfinished moment in the standard version, in an unofficial patch and in a Caster of Magic. Building a unit's route allows you to determine the shapes of land without opening the fog of war. Building a route does not allow you to pave the way where it does not exist. On the one hand this simplifies the opening of the map, on the other hand it gives some undue advantage in the beginning of the game. Such as it is too early to determine the necessary building and routes for the units and etc. If you find it necessary, then please correct this in an unofficial patch and in a Caster of Magic.

Also I want to draw your attention to the Artificer + Runemaster exploit.
http://www.realmsbeyond.net/forums/showt...p?tid=9341

I duplicate a message in the topic with a Caster of Magic.
http://www.realmsbeyond.net/forums/showt...#pid684435

Thank you!

   
Reply

Hello.
Just to inform the fix w539 changed formula for gold upkeep cost/50 and now most units have upkeep lowered by 1 gold
It was at 98A69. Is it intended?
Reply

That should be in W037FIX.TXT as an optional patch.

...oh, I see now. Yes, it's intended. The fix for the described strategic combat issues (well, some of it, anyway, I see a procedure inserted at 98A7A), went into the free space generated by removing the gold upkeep override in CoM, so that change also had to be included in the patch to be compatible, and I deemed the strategic combat change important enough to do so.

It's likely possible to move that inserted procedure elsewhere and restore the maintenance override, but this project is 100% relying on existing copiable code from the CoM mod currently. If someone does do the job of moving the procedure and makes it into a patch file, I'll be happy to include it.
Alternately, updating the unit tables to contain the maintenance value the 50*gold override results in is also a good solution.
Reply



Forum Jump: