200) (again)
My units ain't doing anything. Just ending my turn on a tower can put my units into "combat mode", even without anything else happening that turn. Just staying on the tower next turn can then remove the combat flag again, and later it can get a combat flag again without moving or doing anything. Can't quite figure out any system in when it happens..
But on this save it happens every time I press next to the group next to Ebonsway.. Later turns it happens sometimes but mostly not..
Waiting for next turn or winning a fight clears the combat flag..
I have tried that the group next to Stony Peak was in "combat" for 10 turns straight.. Didn't get removed until I moved them away from the tower..
I havn't seen this bug before.. I have used "disconnected" world generation thingy on this map, can the towers from the two worlds be disaligned so it thinks i'm standing on another spot on Arcanus where there is an enemy group?
https://www.dropbox.com/s/61bj2nmbdl36ti...s.mp4?dl=0
https://www.dropbox.com/s/msokmb24pw6po1...s.sav?dl=0
201) (again)
When the world is covered from coast to coast with volcanoes or forest there is no point in chain casting change terrain, those spots will be instantly turned again next turn anyway..
Might make sense in the beginning of the game, when there are many spots the overland spells can target or if the AI had any intention of dispelling the overland spells at some point..
205)
The overland event Aether flux is not mentioned in the combat [info] buttom as active.. Like Divine Order, Counter non-nature, Nature Node Aura etc.
Chaos Conjunction is mentioned though when it is active.. Unsure about the other conjunctions..
https://www.dropbox.com/s/pm0osb0k940i6k...o.png?dl=0
206)
I can't cast Magic immunity on the unit with magic immunity.. I can't cast invisibility on units with invisibility.. I can't cast guardian wind on missile immunity units.. And I can't cast flying on flying units..
But I can cast Wind walking on the tree natural wind walking units.. (Djinn, Air ship and hero). Yes, the wind walking spell is a speed upgrade to all of them..
And I can cast regeneration 2 on units with lower regeneration.. But not on natural regeneration 2 units..
But back to the I can't cast flying on flying units. Draconian settlers have flying and speed 1. Flying spell gives flying but it also gives minimum 3 movement..
All draconian units have 2 movement, except for doom drakes and air ship. So they can't get the extra speed from the spell..
Shouldn't it be possible to cast flying on units with less than 3 speed too then? Pretty minor thing. Guess I just like consistency in rules.. Dunno..
207)
Casting Chaos Channels on a ship (demon wings) gives instand "wind walking" unit, getting a "rare"-level effect form just an uncommon spell.. Seems a bit strong.. Sure.. It is risky over water if attacked.. But still..
Is this intended? Back in MOM chaos channels would never give flying to sailing units..
https://masterofmagic.fandom.com/wiki/Ch...emon_Wings
208)
Mystic surge cast on The necromancer with Chaos channel (flying), the surge gave him undead status, arfter battle undead is gone.. Fight was a draw..
I tried to Mystic surge alot of heroes, but I just can't seem to make undead heroes anymore.. The undead status is also alot more rare now and it vanish from heroes. Normal units keep it though..
But I managed to give Orihalcon to both normal and hero units..
https://www.dropbox.com/s/x196dwkarq6dnc...d.mp4?dl=0
https://www.dropbox.com/s/h6k65hrmmekzd6...d.mp4?dl=0
https://www.dropbox.com/s/2bhmhml4ocvmq5...d.sav?dl=0
Addendum: I just managed to make an undead hero, she didn't have chaos channel. I belive that all the other heroes where the undead have vanished arfter battle have been chaos channeled..
209)
Mystic Surge gave my Swordsmen focus magic, had no effect on the unit.. Didn't get a ranged attack, was not chaos channeled.
https://www.dropbox.com/s/fx6qlf3bwlhm0w...c.png?dl=0
210)
Summoned a Fire elemental
Mystic Surge gave it Heroism and Focus magic, both with no effect..
211)
Mystic surge gave Magic Immunity and warp creature to my hero that now had 0 resist. The magic immunity still resulted in immunity from the ghouls ranged poison 1.
The poison should be doing some damage?
Arfterwards I started to melee the ghouls, still didn't take any damage from the poison (high defence so no melee damage either).. (Flying hero).
https://www.dropbox.com/s/se1iufbu5fyjsn...y.mp4?dl=0
212)
Mystic surge can chaos channel a unit..
Mystic surge can chaos channel a chaos channeled unit.. Nice..
The chaos channel from Mystic surge are removed arfter combat in both cases though.. Sad..
https://www.dropbox.com/s/zyxu3z2knhyult...s.png?dl=0
213)
Mystic surge can give regeneration, if so the unit will have full life arfter battle instead of 1 hp.
This is also true for all units that already have regeneration, removing one of the big drawbacks from this spell. Making the hydra a good target for his powerfull spell..
214)
When mystic surge gives my unit flying, it still have the movement cost of a ground unit. (2 movement through forest even though it is now flying). Clicking on another unit or on [wait] if its the only unit works..
215)
Pretty sure you mentioned that Mystic surge should be able to give ademantium to a hero?
I have tested this quite a bit.. Have not seen Adamantium or other metals a single time.. But Orihalcon 15-20 times..?
216)
And another world generation crash..
Advanced 1 Minimal Islands 1 Fair Rich - Custom wizard Jafar 10 chaos Alchemy Myrran. Standard selection of spells. Empty name. Troll or dwarf, color Silver
I am the boss, plane of earth, disconnected, continental lord
Last line of the log: "World Generation complete!"
https://www.dropbox.com/s/d3xxgoz94hs5up...h.png?dl=0
https://www.dropbox.com/s/bum02de7w2r62t...h.txt?dl=0
217)
On items it is Lion Heart, as a spell it is Lionheart?
218)
Info on item Lion Heart is 3 hp, but actually give 8 hp as the spell..
https://www.dropbox.com/s/rkidmt3sdpfs74...h.png?dl=0
219)
CASTERWIN.html - Arch Angel dosn't have wind walking anymore.. But it does have healer and scouting 5..
CASTERWIN.html - Djinn is supernatural, also scouting 3
My units ain't doing anything. Just ending my turn on a tower can put my units into "combat mode", even without anything else happening that turn. Just staying on the tower next turn can then remove the combat flag again, and later it can get a combat flag again without moving or doing anything. Can't quite figure out any system in when it happens..
But on this save it happens every time I press next to the group next to Ebonsway.. Later turns it happens sometimes but mostly not..
Waiting for next turn or winning a fight clears the combat flag..
I have tried that the group next to Stony Peak was in "combat" for 10 turns straight.. Didn't get removed until I moved them away from the tower..
I havn't seen this bug before.. I have used "disconnected" world generation thingy on this map, can the towers from the two worlds be disaligned so it thinks i'm standing on another spot on Arcanus where there is an enemy group?
https://www.dropbox.com/s/61bj2nmbdl36ti...s.mp4?dl=0
https://www.dropbox.com/s/msokmb24pw6po1...s.sav?dl=0
201) (again)
When the world is covered from coast to coast with volcanoes or forest there is no point in chain casting change terrain, those spots will be instantly turned again next turn anyway..
Might make sense in the beginning of the game, when there are many spots the overland spells can target or if the AI had any intention of dispelling the overland spells at some point..
205)
The overland event Aether flux is not mentioned in the combat [info] buttom as active.. Like Divine Order, Counter non-nature, Nature Node Aura etc.
Chaos Conjunction is mentioned though when it is active.. Unsure about the other conjunctions..
https://www.dropbox.com/s/pm0osb0k940i6k...o.png?dl=0
206)
I can't cast Magic immunity on the unit with magic immunity.. I can't cast invisibility on units with invisibility.. I can't cast guardian wind on missile immunity units.. And I can't cast flying on flying units..
But I can cast Wind walking on the tree natural wind walking units.. (Djinn, Air ship and hero). Yes, the wind walking spell is a speed upgrade to all of them..
And I can cast regeneration 2 on units with lower regeneration.. But not on natural regeneration 2 units..
But back to the I can't cast flying on flying units. Draconian settlers have flying and speed 1. Flying spell gives flying but it also gives minimum 3 movement..
All draconian units have 2 movement, except for doom drakes and air ship. So they can't get the extra speed from the spell..
Shouldn't it be possible to cast flying on units with less than 3 speed too then? Pretty minor thing. Guess I just like consistency in rules.. Dunno..
207)
Casting Chaos Channels on a ship (demon wings) gives instand "wind walking" unit, getting a "rare"-level effect form just an uncommon spell.. Seems a bit strong.. Sure.. It is risky over water if attacked.. But still..
Is this intended? Back in MOM chaos channels would never give flying to sailing units..
https://masterofmagic.fandom.com/wiki/Ch...emon_Wings
208)
Mystic surge cast on The necromancer with Chaos channel (flying), the surge gave him undead status, arfter battle undead is gone.. Fight was a draw..
I tried to Mystic surge alot of heroes, but I just can't seem to make undead heroes anymore.. The undead status is also alot more rare now and it vanish from heroes. Normal units keep it though..
But I managed to give Orihalcon to both normal and hero units..
https://www.dropbox.com/s/x196dwkarq6dnc...d.mp4?dl=0
https://www.dropbox.com/s/h6k65hrmmekzd6...d.mp4?dl=0
https://www.dropbox.com/s/2bhmhml4ocvmq5...d.sav?dl=0
Addendum: I just managed to make an undead hero, she didn't have chaos channel. I belive that all the other heroes where the undead have vanished arfter battle have been chaos channeled..
209)
Mystic Surge gave my Swordsmen focus magic, had no effect on the unit.. Didn't get a ranged attack, was not chaos channeled.
https://www.dropbox.com/s/fx6qlf3bwlhm0w...c.png?dl=0
210)
Summoned a Fire elemental
Mystic Surge gave it Heroism and Focus magic, both with no effect..
211)
Mystic surge gave Magic Immunity and warp creature to my hero that now had 0 resist. The magic immunity still resulted in immunity from the ghouls ranged poison 1.
The poison should be doing some damage?
Arfterwards I started to melee the ghouls, still didn't take any damage from the poison (high defence so no melee damage either).. (Flying hero).
https://www.dropbox.com/s/se1iufbu5fyjsn...y.mp4?dl=0
212)
Mystic surge can chaos channel a unit..
Mystic surge can chaos channel a chaos channeled unit.. Nice..
The chaos channel from Mystic surge are removed arfter combat in both cases though.. Sad..
https://www.dropbox.com/s/zyxu3z2knhyult...s.png?dl=0
213)
Mystic surge can give regeneration, if so the unit will have full life arfter battle instead of 1 hp.
This is also true for all units that already have regeneration, removing one of the big drawbacks from this spell. Making the hydra a good target for his powerfull spell..
214)
When mystic surge gives my unit flying, it still have the movement cost of a ground unit. (2 movement through forest even though it is now flying). Clicking on another unit or on [wait] if its the only unit works..
215)
Pretty sure you mentioned that Mystic surge should be able to give ademantium to a hero?
I have tested this quite a bit.. Have not seen Adamantium or other metals a single time.. But Orihalcon 15-20 times..?
216)
And another world generation crash..
Advanced 1 Minimal Islands 1 Fair Rich - Custom wizard Jafar 10 chaos Alchemy Myrran. Standard selection of spells. Empty name. Troll or dwarf, color Silver
I am the boss, plane of earth, disconnected, continental lord
Last line of the log: "World Generation complete!"
https://www.dropbox.com/s/d3xxgoz94hs5up...h.png?dl=0
https://www.dropbox.com/s/bum02de7w2r62t...h.txt?dl=0
217)
On items it is Lion Heart, as a spell it is Lionheart?
218)
Info on item Lion Heart is 3 hp, but actually give 8 hp as the spell..
https://www.dropbox.com/s/rkidmt3sdpfs74...h.png?dl=0
219)
CASTERWIN.html - Arch Angel dosn't have wind walking anymore.. But it does have healer and scouting 5..
CASTERWIN.html - Djinn is supernatural, also scouting 3