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Caster of Magic II Bug Reports!

(December 6th, 2021, 15:56)Helios Wrote: 10 books in any school guarantees eventual research of all associated spells for that school, right?

I think it is like this atm -> 

Each book contains/allows:
Common/Uncommon/Rare/Very Rare <> Common Starting/ Uncommon Guaranteed/ Uncommon Guaranteed turn 1/ Rare Guaranteed/ Very Rare Guaranteed; other effects
Book 01:  3/ 1/ 0/ 0   <> 0/0/0/0/0; Find/Trade common
Book 02:  3/ 2/ 1/ 0   <> 1/0/0/0/0; Find/Trade Uncommon
Book 03:  4/ 3/ 2/ 1   <> 2/0/0/0/0; Find/Trade Rare
Book 04:  5/ 4/ 4/ 3   <> 3/0/0/0/0; Find/Trade Very Rare
Book 05:  6/ 5/ 5/ 4   <> 4/1/0/0/0; +15 starting casting skill & +17 starting power
Book 06:  7/ 6/ 6/ 5   <> 5/1/0/1/0; +16 starting casting skill & +19 starting power
Book 07: 10/ 7/ 7/ 6  <> 5/2/0/1/1; +17 starting casting skill & +20 starting power
Book 08: 10/10/ 8/ 6 <> 5/0/2/2/1; +18 starting casting skill & +22 starting power
Book 09: 10/10/ 9/ 7 <> 5/0/2/2/2; +19 starting casting skill & +23 starting power, +8% research, -5% casting cost
Book 10: 10/10/12/8 <> 5/0/2/0/3; +20 starting casting skill & +25 starting power, +16% research, -10% casting cost, 2 Guaranteed Early Very Rares

Where "Guaranteed" means that the spell is guaranteed to be available for research later, and "Uncommon Guaranteed turn 1" means that research into the spell can begin in turn 1. Any additional spellbooks you find in treasure will have these exact same contents and effects, although “Guaranteed” picks don't apply - those are reserved to the beginning of the game.
 
2 Guaranteed Early Very Rares means that 2 of the 3 selected Guaranteed Very Rares will be the first to appear at the time a random Very Rare would normally show up.
 
Your starting casting skill and power income are 10, plus each spellbook in a realm that has at least 4 books picked provides you with +1 starting casting skill and +1.5 starting power:
 
Starting Skill <> Starting Power                 Starting Skill <> Starting Power
1 book:    10 <> 10                                   7 books: 17 <> 20
2 books:   10 <> 10                                   8 books: 18 <> 22                < or 4 + 4 books
3 books:   10 <> 10                                   9 books: 19 <> 23                < or 5 + 4 books
4 books:   14 <> 16                                 10 books: 20 <> 25                < or 5 + 5 books
5 books:   15 <> 17                                                21 <> 26                < 6 + 5 books
6 books:   16 <> 19                                                22 <> 28                < 4 + 4 + 4 or 6 + 6 books
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Thanks Slingers. I've been using the older Caster of Magic 2 guide online because I like reading Seravy's commentary on everything. 

But I see you posted updated mechanics, which prompted me to dig around in COM2 guide for Windows provided by Steam. My confusion is cleared; much appreciated.
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ver 1.3 bug: Torin can learn Powershot, even though it does nothing for him. Also, ranged magic heroes can learn Powershot, potentially giving them 4 ranged damage upgrades (Arc Power*, Powershot*).
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This is unmodded version of CoM 2, but I have just noticed this problem when attempt to mod it. I don't know why shipyard location is wrong, it should be on the water location, right?



Edited: I think problem coming from Seravy fixed "OnShore=1" on wrong candidate that cause shipyard and maritime guild not on the shore of the background, so fix should be either fix background or Seravy fix OnShore.

   


Here is deeper shore sprite in case Seravy want to use it


.zip   CSea.zip (Size: 51.6 KB / Downloads: 1)
   
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Chaos Channels is ONLY giving my units demonic skin.  None of the other variants are appearing.
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You can't get flying from CC if your unit can already fly. You can't get breath if your unit already has a breath or a ranged attack.
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Been using on Nomad units with ranged attacks, but not flight. Only demonic skin appearing.
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Ok, I'll check then before the next update.
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How do you mod combat/overland skill for other wizards based on if a global is active? My friend reported that despite his best efforts, he couldn't get the file to actually read other wizards' globals to determine if Divine Order was already cast. Seems like something is wrong with the file then.
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Assuming it's global enchantment 19, it should be something like this :

Ecoskill.CAS

SP=SP+(Amount*HASGLOBAL(W,19));

Should be where the other SP=SP+ lines are.
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