"Add fireball spell" takes less space than 'Add fireball spell if loop for all existing elements of the list, that element is not fireball". And there is no space for the latter.
As promised, I finished the test game so release time!
Quote:5.42
-Shadow Demons now have 1 lower resistance.
-Wave of Despair now costs 72 mana but is unaffected by cost increasing and reducing effects.
-Hydras have a reduced treasure budget (550 instead of 725). This also means Efreet and Doom Bat will be now treated as the primary monster when appearing together with Hydras, so those will be reported instead.
-Hydras will appear half as frequently in lairs/nodes/towers as primary monsters. (as the difference between how easy they are for the human and how hard they are for the AI is extremely high, far outclassing any other monster) Note the secondary chance is unaffected, and they can now be secondary to Efreet and Doom bats instead of the other way around.
-Manticores gain +2 resistance.
-Elven Lords gain +2 defense.
-The AI now recognizes Non-Corporeal units as being unaffected by Entangle when calculating the priority of the spell.
-Minor adjustment to the AI's “reroll wizard if extremely bad spells” list.
-The AI will avoid picking Suppress Magic for research before turn 170 as long as there is any other spell they can pick that's not Spell of Mastery.
-The AI now has an even higher priority boost on research buildings when researching Spell of Mastery, and has a priority boost on power buildings as well. This special priority boost no longer includes the Amplifying Tower which is a magical building but does not produce research, but other research priority boosts (such as Theurgist) still include it.
-The AI will prioritize higher resistance unit production more if the human player had 5 or more Death books and it's past turn 180 (human likely has access to mass targeting resistance based spells like Terror, Massacre, etc at this point). Note this only affects unit production within the city. If the city cannot produce high resistance units, it'll still produce the same amount of low resistance units as before. This effect only activates when the AI is at war with the human.
-The AI will have a higher priority for producing flying units if at war with the human player and the human player knows Flying Fortress.
-The AI will not use “move before shooting” tactic if Wall of Shadows is present : it risks moving to a position where shooting is no longer available. This includes the defender : they might end up outside the wall while the enemy is already inside.
-Spell Ward now reduces unit defense and resistance by 3 instead of 4.
-Combat spells cast by wizards who researched the Spell of Mastery cannot be countered.
(this aims to make SoM useful against Sorcery wizards who spell blast it, and aims to provide a way to win in cases where Spell Ward makes it impossible otherwise.)
-Fixed bug : stacks sometimes show wrong movement paths when out of movement.
-The AI will build City Walls first after all other mandatory buildings at their fortress if difficulty is Expert or higher and turn count is 40 or higher.
-Fixed 5.4 bug : Sanctify and Necromancy still allowed planar travel movement as though it was the Planal Travel enchantment, the old effect wasn't removed.
-In the optional portrait files, the Amazon hero's unit sprites have been redrawn to match the character name and portrait.
Any balance changes based on observations from this game will be for the next version.
Elven Lords improved...which is cool, but I always thought they were much better to Pegasai already which have the same ranged attack as longbowmen with less figures and without long range.
I'm even less likely to build pegasai now.
Well, they are better if you buff them or otherwise make sure they survive the first turn of ranged attacks, but the AI doesn't really do that so their elven lords are just flagbearers with a huge "shoot here first" sign on them.
Problem is if you don't buff them because you play, death, for example, well, they won't make it alive to the AI's magicians and slingers either. While they did have the exact same durability as pegasai, that's not really acceptable when the unit costs 33% more each, fights in melee, and doesn't fly to avoid taking hits or go over walls either.
This is a bit of an experimental change but we'll see how it works out.
Quote:5.43
-Demon Lords no longer have Doom Bolt.
-Demon Lords now have a -3 Life Steal attack. (this might be subject to further change as needed)
-Death Knights now have 1 more armor and 1 stronger Life Steal (9, -5).
-Necromancy now costs 700.
-Fixed bug : When the AI requests an additional spell to accept a treaty proposal from the human
the required minimal priority is generally much higher than the highest priority spell in the game. Now, the AI will accept any spell for this, regardless of priority.
-Personality now has a halved weight in AI to AI diplomacy. The new formulas :
REL+HREL+PER/2+RND(54+3*DIFF)+40*Charismatic+TREATYINT/4<102 for Wizard's Pact
REL+HREL+PER/2+RND(54+3*DIFF)+40*Charismatic+TREATYINT/4+10*Pact<160 for Alliance
REL+HREL+PER/2+RND(54+3*DIFF)+40*Charismatic+TRADEINT/2<90 for Trading.
This is equivalent to the following percentage chances (red marking zero chance) :
(table in the changelog)
-AI maintenance modifier for Normal difficulty is now 70% instead of 60%.
-Raised AI priority of Endurance inside the buff spell category.
-The AI casts Endurance as its own spell category in additonal after turn 150 if the home race is Dwarves, or the AI knows Death Knights or Hydras. This category is not used by Expansionist wizards, and has doubled priority for Perfectionists.
-The AI will only build roads between two cities that are both their own, or owned by an ally.
-Wall of Fire, Wall of Shadows now costs 60 and 90 when cast overland, combat cost is unchanged.
-Life Drain and Syphon Life now adds 4 SP for each damage dealt instead of 5.
-Troll Spearmen and Swordsmen now have 5 resistance.
-When the player picks Myrran and there are 4 opponents, exactly 3 will be Myrran. (Also updated player counts for 3 opponents.)
Seravy Wrote:When the AI requests an additional spell to accept a treaty proposal from the human the required minimal priority is generally much higher than the highest priority spell in the game. Now, the AI will accept any spell for this, regardless of priority.
Is there a way to give a treaty a priority?
For instance, I wouldn't want disrupt to be an acceptable spell for an alliance for a wizard who knew very rares?
Something like, priority equal to the tenth best spell (but only count spells that could be offered in trade based on spell booksl) the treaty requestor has for a pact, 5th best for an alliance, 15th best for a peace treaty? (Numbers completely able to be changed)
No, the procedure does not know what treaty the request is for. It only knows two inputs : The wizard asking for stuff, and the type of request (money or spell).
Also, the other procedure that returns a list of valid spells returns an unordered list of up to 10 randomly selected spells that match the criteria of "priority>x, known by y, can be learned by z", used by all diplomacy and trade procedures.
We could however base it on turn count, like require (turns/8) priority. If we find space for so much detail, we could even make the required priority be equal to something depending on their learned spells. However I don't think that's a good idea. In most cases, the player does not and can't possibly have a high priority spell to offer. They either don't even have that many books of a matching realm (and Arcane spells are all horrible priority), the AI is ahead in research, or they would plain refuse giving up a spell of a high priority as they tend to be things that just say "The AI wins if they have this". Also, there are no choices, the AI will ask for one specific spell. So I rather have it as any spell than make it so the AI asks from a list that contains 2 spells I don't mind giving them and 12 I definitely can't. Overall, if we want to encourage the player actively seeking the treaties instead of waiting out the time until the AI offers it on their own (which means it's free and doesn't require the player to have a good military strength), we shouldn't make the AI request things the player might not have. Gold is ok, anyone can have 2000 gold in their treasury if they want to, but not everyone can have a priority 28 Death spell in their spellbook.
I really hate to intervene with a noob question here but I've played an awful lot of MoM and yet also never modded it. I was looking into installation instructions of Caster of Magic and I found a Steam discussion thread that seems informative but also might be outdated, from what I've seen. Can anyone give me the skinny on installation of Caster of Magic over the current GOG release of MoM on Linux? I don't need extensive help with the command line or anything because I've used it for years, just the broad strokes and I'm set. Thank you in advance.