Quote:Feature. "End of Turn" is now handled separately for each player. This way spells like Web will have the same effect regardless of being the defender or attacker. In the previous system, Web affected the opponent 1 turn longer because the Attacker had their turn before the "End of turn" while the Defender had it after.
I think certain effects like Gates of Hades and web should happen at the end of the game turn, which is when both players have finished their moves.
Quote:Yes, you don't get all the very rare spells. You get 8 out of 12 but 3 of them are guaranteed. You get all rares though so the total amount of spells you get is unchanged, there simply are 4 more spells in the game now per realm.
Ah well this will make 10 book strategies a lot weaker as you can't plan for getting every spell anymore. How many books do you need to get all the spells now? Maybe you should allow the choice of more than 10 in one realm now.
Other things I've noticed Mystic Surge doesn't seem to give any enchantments quite often, also it has given me warp creature where you lose all resistance a few times.
My hero is fighting three Djinns in a tower, he has 26 defence, 50% to defend, resist elements and invulnerability. I would have thought that would be enough defence for them to barely harm him, but they kill him with their ranged attack quite easily.
I've noticed shield items give the +3 large shield bonus against ranged which is great, but doesn't that make them far better than armour now? Unless certain things are cheaper on armour now to balance it.
Quote:My hero is fighting three Djinns in a tower, he has 26 defence, 50% to defend, resist elements and invulnerability. I would have thought that would be enough defence for them to barely harm him, but they kill him with their ranged attack quite easily.
Yeah that doesn't seem to be normal, I can look at it if there is a save file.
Shields always gave a Large Shield bonus. Chains give +1 Armor and Plates give +2 Armor instead.
I see nothing unusual. Psionic Blast did quite a lot of damage as it ignores armor.
After that the damage was only a few points per shot. It didn't exceed the amount I would expect to come from the Supernatrual ability (roughly 2 damage per attack, so about 6 per 3 attacks from 3 Djinn.)
We only have 2 weeks remaining until the official release date so don't worry too much about the beta.
(April 5th, 2021, 07:46)Seravy Wrote: I see nothing unusual. Psionic Blast did quite a lot of damage as it ignores armor.
After that the damage was only a few points per shot. It didn't exceed the amount I would expect to come from the Supernatrual ability (roughly 2 damage per attack, so about 6 per 3 attacks from 3 Djinn.)
We only have 2 weeks remaining until the official release date so don't worry too much about the beta.
They never used Psionic Blast with me. I would have thought the invulnerability would have blocked the 2 damage each turn.
I thought supernatural only worked if they were going to damage you anyway and with such a high defence I thought that it would normally not be the case.
Two more things I noticed, my battlemage +7 hero only gains 1 mana per attack rather than 7. Also giving a constitution potion to my hero didn't change their maximum health (it was listed as +7). The hero already had 30 health, so it could have hit a maximum? Or maybe he had higher health, but it couldn't fit onscreen.
No, Supernatural sets a "minimal damage" that is dealt if it would be less than that, including zero.
Found the battlemage bug, will be fixed in the next update.
I don't see a bug in constituton's code.
It should display the additional HP. Stats from hero abilities use the normal icon color like level-up stats, they don't use gold.
(April 8th, 2021, 04:26)Seravy Wrote: No, Supernatural sets a "minimal damage" that is dealt if it would be less than that, including zero.
Found the battlemage bug, will be fixed in the next update.
I don't see a bug in constituton's code.
It should display the additional HP. Stats from hero abilities use the normal icon color like level-up stats, they don't use gold.
So invulnerability does nothing against supernatural damage? That seems a little unintuitive, maybe add that to the supernatural description.
I realised the constitution bug is less serious, the hero stat panel doesn't get updated to include the extra hearts immediately after you give him the item. If you go into battle after it appears correctly.
I had a battle earlier where 3 magicians from the enemy cast earth to mud on the exact same place one after the other.
(April 11th, 2021, 02:44)MrBiscuits Wrote: On the latest beta my mystic surge spellzerkers have a blank spellbook when I try to cast a spell with them.
Mystic Surge turns units into realmless fantastic creatures, similar to raise dead. Same is true for Raise Dead. So that's technically the correct result but not very intuitive.
I don't remember, was this special-cased in the DOS version to do something else?
Quote:I had a battle earlier where 3 magicians from the enemy cast earth to mud on the exact same place one after the other.