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Caster of Magic II Bug Reports!

Updated :

Quote:2020-07-23
-Added help text for all remaining spells
-Added clickareas to open spell help on spellbooks, global enchantments, etc
-Added "Total" field for power income.
-Improved Magic screen background and colors.
-Fixed F3 book encrypted spell names being too wide
-Fixed bug : + Attack has no effect in accessories
-Fixed bug : Producing a settler does not reduce population.
-New feature : Population cannot drop below 1000 from producing a settler.
-Fixed bug : Spellbook displays the wizard's MP costs when units cast a combat spell.
-Fixed bug : Info displays attacker's Specialist retort in the defender's area
-Fixed bug : Units with an enchantment aura crash the game when the aura needs to be draw beyond the window edges.
-Fixed bug : Unit move sounds are not played except on the first tile they move.
-During attack animations, the enemy unit now turns towards the attacker.
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*After fighting with the northern nagas, in the sorcery node and losing, "range check error."

*The "w" button in battle is to wait, and outside is wizards, wouldn't it be better to have another button for wizards?
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Quote:*The "w" button in battle is to wait, and outside is wizards, wouldn't it be better to have another button for wizards?

Might be, any ideas?

"I" is already taken by Info.
D (for diplomacy) is also taken by Done.

It might be better to change the combat Wait button to match the overland one instead (I think it was assigned to "Space" last time?)
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Combat shadows, I tried a different formula for pixel positions.
Let me know which is better - first is the new, second the current one :

   
   
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Is 'Z' taken? that would be fine for Wizards


Alternatively, tab would work for wait in both places (but I like w better just because of familiarity)
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*I also prefer "w" as wait. A few reasons: it's like the original, and familiarity. If the "m" isn't being used is an alternative for wizards: mage, magician, master, mirror, and visually an inverted "w".

*As for the combat shadows, I like the new one, but the difference seems small.
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In an "Abandanoned Keep":
I saw the spell "Wall of Fire" in my spellbook and try it. I see the message, that the spell is possible in citys only but my mana decreases and the game shows me a window "range check error".
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Hm. Two skeletton units attacks one of my citys. Suddenly I'm in a tactical combat but I don't know the city where I am...
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Jafar attacks my spirit on a forest with his Nagas. I choose to flee. Now my spirit is on a field with an abandoned Keep without fight against the monsters there.
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Turn 1. No Unit moves. But the neutral node shows his magic influence? Is this a new feature?
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