Caster of Magic Release thread : latest version 6.06!
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Think its quite obvious I love your mod Seravy.
Although had a weirdish type fight today. 3 archangels+a guardian spirit basically did nothing against 3 weakish heroes. One angel sort of chased one of the heroes, and the other two just sat there. Uploaded a video of it. Keep up the awesome work. (July 18th, 2016, 14:57)grazzy Wrote: Think its quite obvious I love your mod Seravy. The spirit could not attack because all your heroes were flying. The Arch Angels got hit by the "I want to cast a spell but have nothing" bug. I set the limit for 10 MP since every realm always has something to cast for that much but...the Arch Angels had 11 remaining so they still wanted to cast spells (original was 5 which caused this bug a lot more often). They already blessed everything they could. Holy Armor and Holy Weapon had no valid target. Healing costs 15. So they decided to cast a spell but had nothing to use and skipped the turn. If you dispel bless in this situation they'll recast it and start attacking I will need to find a way to redirect spellcasting into melee attacks if it was selected but failed to execute, not sure how I'll do that.
It seems there is a crash bug in 2.51, when the AI has Spell Ward it can crash the game - even prior to the spell being cast.
I apologize for this, it will be fixed in 2.52, but it'll most likely take a day or two before that is ready, I still have a lot of stuff on my todo list for it.
2.52 is available for download!
Fixes two major instability/memory corruption bugs introduced in earlier 2.5x versions, so please upgrade as soon as possible. Due to the urgency of this update, I haven't had too much chance to test the changes aside from starting the game and confirming they work as intended - at the very least there was no crash, but I can't guarantee all of the combat AI changes actually make the AI play better - they should but to test strategic changes like these, more time is needed. Aside from fixing the above, this update contains -fixes to less severe bugs like the AI fleeing when it's not their turn (this one is untested) -Some tweaking to AI combat spell choices, especially these three : -AI is now aware of Mind Storm being a good combo with Disintegrate and Annihilate -AI now prefers to cast Black Prayer before Massacre -AI will not target a unit already affected by sleep, shatter or confusion with another spell -Arch Angel and Demon Lord power production is improved and raised and this : http://www.realmsbeyond.net/forums/showt...p?tid=8270
Another one :
Quote:2.52b I thought I fixed the resurrection missing hero name and levels bug a long ago but seems there was a copy of the bug in the other exe file...
Hi Seravy, I just registered here to say thanks for your effort!
Also, two possible bugs? : the AI declares war against me saying I was entering too much in their territory, but it wasn't true, I barely had discovered them and the closest unit was a ship in the middle of the ocean. A I had an enemy gargoyle that fly towards me and then stay still, without attacking, which is a problem because after a few shots, I didn't have a way to kill it. (July 21st, 2016, 14:04)Turin Turambar Wrote: Hi Seravy, I just registered here to say thanks for your effort!Can you show me which message it was? None of the war declaration messages refer to territory so it must have been something else, probably a warning. Did you have a scout in 2 tiles range of their cities? Even if your unit has a scouting range of 1 and don't see the city, they might see you. Quote:A I had an enemy gargoyle that fly towards me and then stay still, without attacking, which is a problem because after a few shots, I didn't have a way to kill it. Assuming your army was more powerful than the gargoyles, this is a feature, not a bug. Flying units are now able to decide not to attack if they know you can't attack them and they would lose if they did. also, new patch : Quote:2.52c
Maybe Im not unzipping it right or something, but all save games are now "blank" (aka have no text), I can load them fine, they just dont have names.
Add yes, I have multiple, multple backups of the save*.* files. (July 21st, 2016, 15:11)grazzy Wrote: Maybe Im not unzipping it right or something, but all save games are now "blank" (aka have no text), I can load them fine, they just dont have names. The names are stored in magic.set, if you backed that up then good, otherwise they're gone but the save files still work. You can load and resave and name them any way you want. Your scores are also stored there so you better keep that file safe in the future. It's part of the download because there were scoring changes so anyone switching over from something prior to the change needs a clean file. (same reason for having empty save*.gam files included, save files older than something like 2.x are incompatible) |
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