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Caster of Magic II Bug Reports!

I have seen fire breath and lightning breath stack together in chaos channeled dragon turtle during Anskiy's livesteam, is it intentional? and does two breath stack in attack?
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(June 23rd, 2021, 17:18)jhsidi Wrote: Probable bug: over the end turn in this file, 2 units desert because of lack of food. https://ufile.io/sxlr6z1o

This happens despite ending the turn with enough food. To my understanding, this should never happen unless you lose a city or resource building; the food deficit should just be present next turn so that the player has a chance to respond to it.

It was caused by the purify effect which made it possible for the city to feed itself by 1 fewer farmers, and as a consequence less leftover food was created.
I'll move the effect of Purify to happen after food income calculations.
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143 : It was set to 20% chance but it should have been 100%. Fixed for the next update.
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144 : It seems the variable that tracks how many of their 2 actions (attacks) the unit used up is not reset when entering/leaving combat. That dragon already attacked once, probably during the last turn of the last combat it did. Will fix for the next update.
145 : Similar problem, except this time the immobilizing units do not set that variable to "2 attacks already done" so the unit can gain movement from spells.
146 : Works as intended.
147 : Changed so that population growth will stay zero while a city is being razed.
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148 : Added a cancel function for the revive menu for the next update
149 : Removed the obsolete "and more" part of the text
150 : Swapped the display order of those windows
151 : Works as intended, but we can discuss the relation penalty amounts of various spells if desired. Specifically Fire Storm and Blizzard seems way too low for what it does. Maybe city curses should have a recurring penalty as well, like global enchantments?
Curse tolerance has a threshold depending on AI personality, objective, and land size. If the amount of curses don't exceed this number, they won't dispel it.
To completely ignore 3x Pestilence the AI needs to be Ruthless Expansionist specifically.
Maybe the AI didn't know Disenchant Area? Unlikely? If you had multiple curses and their cities and they didn't dispel at all, that might mean there is a bug in the AI's Disenchant Area targeting or casting decision. Can you please test it with Detect Magic on to see if they try to cast the spell at all?
152 : No, it's a bug in targeting, it had "city doesn't already have Wall of Fire" instead of the correct spell in the targeting condition.
153 : Fixed for next update!
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(June 26th, 2021, 00:01)Suppanut Wrote: I have seen fire breath and lightning breath stack together in chaos channeled dragon turtle during Anskiy's livesteam, is it intentional? and does two breath stack in attack?

Yes, intentional and the unit will use both when attacking.
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Latest version v1.01 and Sanctify seems to cost you 1 power per turn rather than generate 3.

Should it be called v1.1.0? It's listed as v1.01.00 – June 16th, 2021 in the "what's new" doc.
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I tried using Sanctify and it increased my power income by 3 as expected.
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Note: Sanctify does both, that is why it can be a bit confusing, it cost you 1 mana on the unit, and then it increase your mana income on the [Magic] screen with 3 mana.
https://www.dropbox.com/s/rosdnttqgrpdyo...y.mp4?dl=0

154)
Not really sure about this one, but do Alchemy really count as an effect that is active in a fight?
https://www.dropbox.com/s/6evx1nr6uv3agt...e.png?dl=0

155)
I have a great drake with all spells on it, except for invisibility and spell lock, but the AI don't feel like using dispel on it. The AI know all Arcane spells. Advanced AI.
Dragon have won 50 fights by now. No dispels.. Many huge important battles too.. I still think that all dispels are broken at the moment..
https://www.dropbox.com/s/eiyq98dh3p6uzw...l.mp4?dl=0
https://www.dropbox.com/s/5jm6oggc3p75o8...n.sav?dl=0

156)
I can't see my invisibel nightstalker on the outpost overview.
https://www.dropbox.com/s/wprvlokrtxus3b...y.mp4?dl=0
https://www.dropbox.com/s/23975x02fkuj1q...l.sav?dl=0

157)
I cant use the City screen to jump to an outpost.
https://www.dropbox.com/s/gl8dsfi9cqdrt8...t.png?dl=0

158)
Is there any reason why Ruler of Heaven is active in combat?
https://www.dropbox.com/s/9m5ky2kmb8lhgf...t.png?dl=0

159)
"Monsters have been spotted", it's pretty annoying that I alwyas have to start searching for where the units have spawned.
Would it be possible to focus the screen on where the unit spawns? I see the normal enemy units when they move, could we get the same for these, like if they just moved?
Because sometimes when they spawn right next to my city, I might see them move for the first time when they attack my city.
Dunno.. Or maybe I should just rename my citys to something I can remember..?
https://www.dropbox.com/s/i75yhixoqfxbqk...d.png?dl=0

160)
Casting Regeneration on my Gorgon in the middle of a fight, didn't bring them back arfter the fight, even though I won. Intended?

161)
Units that is 'rampaging' in my town will move in and out of the town area, moving through a wall of fire many times in the same turn. Normal units quickly die off..
https://www.dropbox.com/s/t9cvwasqxhylfz...e.mp4?dl=0

162)
These rampaging monsters have just been hanging around for the last 30-40 turns. Guessing they wan't to go to a different island than they spawned on?
https://www.dropbox.com/s/5jbowmlstm9luf...e.png?dl=0
https://www.dropbox.com/s/ja1xq5uogporbg...e.sav?dl=0
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154. Not really but it does grant magical weapons even though it doesn't actually happen during the battle but at unit creation.
155. Your opponent has zero MP so they cannot cast any spells. However, when giving them MP with shift-P, the log shows low priority for Dispel Magic. Something is definitely broken.
...oh, it has "if priority<highest found so far" instead of ">". Yeah that would make it not work at all. Just in time to be fixed in the next update!
156. Outposts use "enemycityview", basically what you'd see if you clicked an enemy outpost. I'll need to add an exception to show units owned by player 0.
157. Works as intended, you shouldn't be able to access the production queue/other parts of UI of outposts.
158. No, I don't think so. Maybe I thought it'll protect unit enchantments as well, not just globals? For the time being I'll leave it there but we can remove it if the spell doesn't get changed later. I haven't had much time playtesting the new very rare spells for balance yet, that kind of stuff happens over years.
159. Open F6, read the city name and click on that city on the Cities screen to focus on it.
160. They should come back unless they were killed by undead raising or irrecoverable damage. (the unit has to be immune to Death to come back from undead damage)
161. Unfortunate but can't do much about that.
162. Unlikely because those have no water walking. I think they found no valid targets. Those are all non-flying units and the only available city has the "flying unit blocking the wall gate" type garrison which those stacks cannot target. There needs to be at least one flying, merging, teleporting or noncorporeal monster in the stack to attack that city.
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