Suppanut> Dwarf is the only race that have no effect at all from Uranus' Blessing, I brought that up in number 204. I don't belive there is any changes planed at the moment. But I also think it is a pretty powerfull spell already and don't really need any changes, most empires will have towns from different races, so will prolly have some effect of the spell as minimum. 22 mana/turn (-5 upkeep). Dark ritual is 24 mana/turn. (0 upkeep). Both rare spells. Both require high level buildings. Uranus' also gives highly valued overland casting. And dark ritual gives unrest. But Uranus' is a bit more expensive instead, 180 mana vs 150 mana.
231) (again)
Eternal night. Darkness spell is active in all fights, yes. Working as intended, but i'm only talking about the -1 resistance here, that specifically only works on other wizards units.
"All non-death units controlled by other wizards lose 1 resistance." But neutrals and lair monsters lose 1 res too..
Example: Neutral sky dragon in a tower has 14 res, I cast overland eternal night and this sky dragon has 13 res. Pretty sure it dosn't belong to any of the other wizards..
239) (again)
Animate dead. Well, the Ingame text says "one dead unit". And manual says "Raises a dead unit"
The spell targets was changed in a major way. Death creatures was never a valid target for this spell, it is now. And the spell dosn't mention anywhere that the hero thing was still in effect, so I think it was fair to belive that heros also was a valid target now
Maybe change it to: "one dead non-hero unit"?
I do love when something is "Technically correct", but I think anyone would have a hard time actually winning an argument here..
"Raise Dead brings the unit back without enchantments", nope, they still keep their enchantments. The possession enchantment is there, handing the control back to the AI.
Raise dead should only be able to target your own units, so should prolly not be able to raise enemy units at all?
"Control changed units die irrecoverably" / making sure it is only your own units you can cast the spell on, is prolly a good solution.
Animate dead can raise a demon lord or great drake like a joke. But can't control a normal unit with possession on it. Eh..
And technically the possession spell says "Attempts to change the allegiance of a normal enemy unit to that of the casting wizard". No reason to belive that the enemy should take control of the unit if you own it. It's specifying casting wizard (you) as owner, not whoever is (opponent) of the units owner.
I think dispelling control changing effects when raising units would make the spell work as intended.. (Overpowered, yes, but as intended.)
"Control changed units die irrecoverably" would make it alot less interresting to try and control enemy units if I can't raise them arfterwards..
Reminder: Version 1.0.5: "-Fixed bug : Necromancy can raise enemy units you controlled at the time they died (for example by Possession). Now you have to own and control the dead unit at the time it died to raise it, as intended."
249) (again)
Item enchantment prices. Was only if you had a list somewhere of what you thought the prices should be. My only interest was to see if the ingame prices was what you actually thought they were..
250)
Dispel magic.. Let's talk some more about Dispel magic..
The AI was casting dispel magic on my hero.. Alot.. But failed.. Alot.. One time I counted 42 failed dispel magics in a row, interspersed with other spells.. My hero have only immolation cast on him, immolation cost infight 12 mana, overland 60 mana.
Postulate: My immolation buff is 4x too hard to dispel.
Almost all global spells are active. No runemaster. No Specialist.
I had the AI try to dispel my immolation spell on my hero. "f" is when the AI's dispel fails "S" is when the AI succeds.
fffffffSff ffffSffffS fffffffSSf fffffSffff ffffffffff Sfffffffff ffffffffff ffffffffff ffffffffff fffSffffff ffffSfffff fffS
114 cast to dispel immolation 10 times
From the log I can see that in this fight (This is from the defence of a 17 inhabitants city). The AI always cast it with a x2 multiplier except for 4 times with a 0 multiplier and 2 times with a 1 multiplier because of low casting skill.
This is what it should look like:
(base casting cost + aditionel multiplier) / (total casting cost of dispel + casting cost of spell trying to dispel)
(10+20) / (60+10+20)
30/90 = 33%
Should be 33% but the attemps I just made, looks more like 9% chance for a dispel? That seems way off..
I tried having no spells on my hero, and waited to cast the immolation spell till I was in a fight.
ffSfSSffff ffSSfffffS fffSffSfSf fffS
34 cast to dispel 10 times
That looks pretty close to 33% chance.. Casting the spell in a fight seems to work correctly..
Hmm.. I have Ruler of heaven active "The casting wizard's global enchantments are 100% harder to dispel" could it be that it is treating overland unit buffs like overland global spells?
That would make it 30/150 = 20% Hmm.. That is still pretty much off from 9%..
I tried testing without Ruler of heaven.
fffffffSff fffSfSSffS ffffffffff SffSffffff SfSfffffff ffffS
55 cast to dispel 10 times
That seems to be inline with a 100% difference that would be expected from Ruler of heaven if it worked on unit spell (100% difference between 18% and 9%).
But we still need another 100% bonus to reach 30/270 = 11% That would be much more in line with what I am seeing here.
Archmage used to have some spell protection? This is not mentioned anywhere i windows-COM2?
Astrologers old version (Chaos- nature- and sorcery mastery) used to have some spell protection?
Maybe AEther Binding is giving dispel defence instead of offence?
If I am assuming that Ruler of heaven is giving a 100% bonus Evil Omens could be the one making weird things too..
Evil Omens are active for both of us, if the AI think it is using 30 mana but only is using 20 mana because of the 50% extra cost (20/((60x2+30)) = 13%, that could get somewhat close too..
Evil Omens: Or if my 50% extra casting cost of the spell is counted too (30/((60x1.5x2)+30)) = 14%, that could get somewhat close too..
Even though if all changes to cost was applied it would prolly end up like this; because of Divine Order (25% reduction) and casting cost reduction from 10 books (10% reduction): (30/((60x2x1.5x0.75x0.9)+30)) = 20%
I have archmage and astrologer in this game.
Even though it isn't mentioned in the game or in the manual, did Archmage manage to sneak its 100% dispel defence bonus in there by any chance? I think it did.. Or maybe my datasets are just too small..
https://www.dropbox.com/s/mxcb3who8gfb5b...n.mp4?dl=0 (Pretty standard fight testing infight cast immolation)
https://www.dropbox.com/s/zpxugi5jb780mi...n.sav?dl=0
251)
Another thought; Evil Omens makes the base cost of dispel magic/disjunction cost 50% more, does this extra cost actually work in the spell or are it wasted? If it works then the previous calculations should be
(15+30)/(60+15+30) = 45/105 = 43% making everything even more off..
Also does Evil Omens add 50% extra cost to the slider multiplier of the AI?
252)
From many different fights the AI was targeting Torin the Chosens immolation buff with dispels with slider multiplier x 2,2,2,2,2,2,2,2,2,2,2,2,0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2
I think a death wizard with Wave of despair should target immolation with dispels pretty hard if possible, so that it can use its scary Wave of despair. That spell kill most heroes in 1-2 casts. But then again, I can just recast a 12 mana immolation spell infight and drain his mana.
Casting immolation infight is a 12 mana spell, it gives me an effect like I just cast a 60 mana buff, to have a decent chance of dispelling that it would cost the opponent 2 full strenght dispels with 50 mana cost just to get a 80% chance of dispelling it. Dunno, hard to balance..
I guess that is why Reaper Slash was added, think my death AI is missing that spell, prolly why he is so powerless vs immolation.
253)
Wraith Form spell specifically mention that it protects against mass targeting spells. But it dosn't protect against Wave of despair that is a mass targeting spell.
This protective effect is only mentioned in the ingame spell book text, is prolly not intentionel, would be very powerfull. Would also be weird if only the spell and not the overland enchantment (Ruler of Underworld), the natural skill (Shadow Demon) or the item gave the same effect (hmm.. item power actually mentions it too..)
254)
Life drain (-5 resistance) and black prayer (-2 resistance) on a 25 resist Torin the Chosen.. Uhmm.. okay.. He have 13 base resist + 6 from items and +6 from overland spells.. The AI cast this spell 1-3 times in most fights, with poor results. Easy to replicate in savegame from number 250 and can also be seen in video from number 250.
255)
CASTERWIN.html - Arcane: Dispel Magic, in the manual the formula gives the chance to resist the dispel. Ingame the formula gives the chance to not resist the dispel spell.. Bit inconsistent..
256)
Create artifact: Bless, wraithform and immolations help text is just referring directly to the spell book text.
But the other spells like True sight, Resist Elements, Elemental armor, resist magic and haste have their own help text with spell icons and that is different from the spell book text.
257)
Phoenix, Angel and vampire are the only summons who don't have a "Target: n/a" in the ingame spell book descriptions.