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Hadriex's MoM LPs

(November 11th, 2015, 16:07)Tiltowait Wrote: Not immune...just...unable to be affected. 13 Resistance...it was there on the mouseover! We all saw it on the video! cry

Yes, effects roll a d10 for success so anything with over 10 resistance after the save modifier will not fail the roll.
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ah. So that's how it works. I'll try to remember that, so I don't make any more stupid mistakes.
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BEHOLD! NATURE BESERKERS!

https://www.youtube.com/watch?v=jBwCwBjBmLc
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(November 15th, 2015, 18:32)Hadriex Wrote: BEHOLD! NATURE BESERKERS!

https://www.youtube.com/watch?v=jBwCwBjBmLc

Awesome!
A few points I should mention :
-A Wizard's Pact is an agreement not to enter their territory, which is a the entire visible area around the city on the city screen, including the 4 corners. (Although the city itself isn't using those squares for production). If you spend 3 consecutive turns in that area, the treaty will be broken. You can, however, stay there if you form an Alliance (I think your relation was sufficient to make one before attacking that Nature node in their territory but I guess your goal was to get into war and expand instead). Also, Settlers (and maybe Engineers too) are ignored.
-I think I mentioned I was going to fix the outpost not counting for war bug, so attacking one wasn't the safest idea. Early conflict is inevitable when playing barbarians, so it wasn't a bad move, just risky.
-I think the generic purpose war declaration could use a better text, "your actions" sounds a bit misleading there, but that's the original, maybe he didn't like bears or sprites, people tend to start a war over nothing, really...anyway, as far as the new game mechanics go, your starting relation with him was low (due to opposing book alignments, chaos vs nature), there was the difficulty penalty for playing hard, and your military strength started to rival his own, so the war got declared.
-It definitely looked like "many fire giants" to me, not many fire elementals. You misread that. They were buffed by a nearby chaos node, that takes some bad luck. Besides Phantom Warriors (who are really good with Holy Bonus indeed) my other spell of choice would have been Star Fires (strength 25 attack but only on Chaos or Death units) and rushing to the giants with the berserkers immediately, who nicely cleaned them up, but could have killed a few before they got to use their 3rd ammo if you attacked first.
-Phantom Warriors are actually different, they have 7 figures not 6, but it's hard to notice because the 7th one is in the middle of the unit.
-You should try to find more books in encounters to open up trading for higher rarity spells if that's your goal.
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Not quiet read for the level of nodes that give books.

I don't know how I misread that fire giants thing.

I'm coming to understand the mod better each time I play. Though I'm still terribly disappointed my Beserkers can't use mithril or adamant. I still really love the new transmute.
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(November 15th, 2015, 22:41)Hadriex Wrote: Not quiet read for the level of nodes that give books.

I don't know how I misread that fire giants thing.

I'm coming to understand the mod better each time I play. Though I'm still terribly disappointed my Beserkers can't use mithril or adamant. I still really love the new transmute.

I've updated the help text for barbarians for the next version, it wasn't very well written, now it'll explicitly say no Library and Temple as well as "most non-military".
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Yeah it definitely said Fire Giants. I said no way, he's not going in there, and then it happened pretty much like I thought it was going to happen. Weakest hero blowtorched by ranged attacks. Yikes! And I thought you shoulda been casting Healing like a maniac on that Earth Elemental, it was the only one that could tear up those giants. I thought the encounter was lost for sure when the Berserkers' thrown attack totally murdered the giants with zero casualties. I wasn't expecting that.
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Next part: https://www.youtube.com/watch?v=KKdZtPzWNj0
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Word of Death is actually able to bypass death immunity, at least I think I haven't fixed that bug yet. I really should do it though.
Thrown ignores weapon immunity so they worked on werewolves without eldricth weapon, but I've already fixed that bug for the next version (not out yet).
Holy Weapon is overland only in the mod.
The werewolves respawned because they had regeneration, it works even on neutral stacks.
The Illusionst sadly doesn't have her new ability yet in your version either.
Excess damage done over the unit's remaining health from the last attack is still considered when checking for majority of undead creating damage, so if berserkers attack the unit it's unlikely to get raised as they hit way too hard.
I've raised the research cost of Spell of Mastery, so you don't need to worry about it for now, but it certainly is a threat so you need to fight yellow. Especially as she has a research boosting global enchantment already cast. I think you might be playing the version where the AI was overdoing research and neglecting casting skill on power distribution too.

Edit : I've updated the description of Word of Death to mention it bypasses Death Immunity. I think it's good to have at least one spell in the realm that can work on other death realm units, as they are immune to everything else completely, even the poison element new spell.
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Interesting.

Wish I'd known that about Word of Death.

May I ask why Holy Weapon is no longer a combat spell? Has it been substantially altered?
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