Bug: Multiple gallies that had different movement points left travelling together caused one of them to be stuck. It has 2 movement points displayed but can’t move. They were not carrying anyone. 2 save files attached. Before and after. I can’t move the one near the Green’s North town. Maybe magic spirits interfered.
Fire Giant has Wall Crusher ability. It should also work in defensive battle. Disrupt spell works.
Does the Wall of Fire cause 10 guaranteed damage that can be defended with shields? Or 10 damage and needs to roll for 30% each hit?
If a unit has +1 to Hit melee, does it also count as magic weapon even if not displayed in graphics on the swords?
Does Fire Giant’s +1 to Hit also apply to its Fire Ball spell?
Does City Walls provide +3 defense to units against Chaos Rift? How about Fire Storm?
Quote:Fire Giant has Wall Crusher ability. It should also work in defensive battle. Disrupt spell works.
That sounds more like a bug in Disrupt, I mean why would anyone want to destroy their own walls?
But let's assume they do for some unusual reason and it's actually a feature. Disrupt does exactly that, it destroys the targeted wall, no problem.
Wall Crusher doesn't work that way. It destroys the wall on the tile of the unit you attack, so you have to attack the tile. Which means the enemy has to be inside and you have to be outside. In that case, as far as I remember, it does destroy the wall.
If you mean to destroy the wall from the inside without a unit standing on the tile, that's impossible. If you click on an empty tile that's the order to move onto that tile. Only if you're standing outside the wall and cannot move onto the tile, can that input be interpreted as "attack the wall on the empty tile". I'm pretty sure if you can move inside from the outside (for example because the tile is the city gate) then the wall crusher ability is unusable anyway.
Of course this only applies to the main wall sections, towers are an exception because no units can walk onto them. I never tried destroying any from the inside though and if it doesn't work, treating them exceptionally would be very difficult.
Quote:Does the Wall of Fire cause 10 guaranteed damage that can be defended with shields? Or 10 damage and needs to roll for 30% each hit?
It's a strength 10 fire attack against each figure. The same effect you get from immolation or fireball.
Quote:If a unit has +1 to Hit melee, does it also count as magic weapon even if not displayed in graphics on the swords?
No, of course not.
Quote:Does Fire Giant’s +1 to Hit also apply to its Fire Ball spell?
No, spells always have 30% chance to hit.
Quote:Does City Walls provide +3 defense to units against Chaos Rift? How about Fire Storm?
City Walls is a combat only effect that raises defense against UNITS attacking from the outside to the inside.
Spells are not units.
So no defense.
“I mean why would anyone want to destroy their own walls?”
For example, to escape with my magicians from incoming fast melee unit so they can kill them with spells. I do it very often in my games and it works very well.
OK. So Fire Giant can destroy home wall if standing outside, but enemy is inside? I will try.
“towers are an exception because no units can walk onto them” The AI often destroyed, moved on, and even raised its own dead directly into the tower (corner) of city walls.
“If a unit has +1 to Hit melee, does it also count as magic weapon even if not displayed in graphics on the swords?”
“No, of course not.”
In that case Barbarian does not get magic weapons. Even I am alchemist. My Barbarians can’t hit units with Weapon Immunity.
(September 25th, 2020, 11:27)WhiteMage Wrote: “If a unit has +1 to Hit melee, does it also count as magic weapon even if not displayed in graphics on the swords?”
“No, of course not.”
In that case Barbarian does not get magic weapons. Even I am alchemist. My Barbarians can’t hit units with Weapon Immunity.
Correct.
Quote:and even raised its own dead directly into the tower (corner) of city walls.
In the battle COM placed my level 1 injured Spellserkers in the front row. It placed the level 4 troll Swordsmen in the back row. AI’s Doom Bat promptly killed my Spellserkers before I can move.
Heavenly Light text says “they gain magical weapons”. Apparently this does not apply to Barbarian units.
I was the attacker. I casted Web on Chimera in turn 1. They attacked in turn 2. No time out for them.
I killed AI hero that had 5ep with Heroism spell making it a Commander (level 4). AI casted Raise Dead and it came back as Commander and all its stats. Spells are supposed to be lost on units that die and get raised.
AI often declares war at the end of its turn. It should attack in the same turn, not the next turn Easy way to make the AI stronger.
AI should flee with a probability when feels like losing. Easy to code and would strengthen the AI.
Quote:Spells are supposed to be lost on units that die and get raised.
Heroism's effect can only disappear when experience is gained by a unit because it requires recalculating the unit level. In other words, after battle. This was unfixable as far as I remember, though I don't remember why.
Quote:AI often declares war at the end of its turn. It should attack in the same turn, not the next turn Easy way to make the AI stronger.
I was considering that as an additional setting for CoM II, however as is, the game is designed for the AI not being able to attack the same turn. Otherwise the player isn't able to respond to changes in diplomacy (like losing a wizard's pact).
Either way it's not possible for CoM I because it requires changing the turn order structure and dealing with all consequences of doing that.
(the AI isn't declaring war at the end of their own turn, it declares war at the end of the last player's turn.)
Quote:AI should flee with a probability when feels like losing. Easy to code and would strengthen the AI.
It did and I had to disable it because the AI was fleeing from battles they were winning.
Problem is, the AI can't understand the situation where they have one unit with very high defense the enemy cannot damage at all, but otherwise the enemy has much more units than the AI.
“Heroism's effect can only disappear when experience is gained by a unit because it requires recalculating the unit level. In other words, after battle.”
I was able to dispel Heroism during battle. So this is a second way.
Thank you so much for this project, Seravy! I'm still learning how to play Caster of Magic & having to break the habits I developed playing the original MoM. I have a question about Artificer & Conjurer discount stacking for arcane summoning spells. Based on the manual, it seems like this should provide a 43.75% discount. When I started a game in Caster of Magic 6.05, I found that Magic Spirit costs 23 mana. That's only a 25% discount. Was having these two discounts stack considered too strong & nerfed? Apologies if this has already been addressed. I couldn't find anything.
Well, "Arcane Summoning spell" is magic spirit only, literally there isn't any other so no one even considered to look at how the two stacks, including myself.
(Summon Hero and Summon Champion are not summoning spells despite the spell category. They don't summon a creature. That is intentional.)