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Caster of Magic Release thread : latest version 6.06!

What air elemental has and phantom beast doesn't is high armor combined with invisibility (which also inflicts -1 to hit for enemies). Against some enemies (even with magic weapons), this thing can be as sturdy as earth elementals. Of course, it also has a ton of useful tactics which made this summon very strong in the original game.

The problem with blizzard is that the damage is best when your skill level is very high and you can cast 2+ per turn. I see your point, but 100 cost for 15 dmg points seemed fair for a rare overland spell.

Adding fame to razing is probably the best solution for inquisitor (but I'm concerned that doubled-fame might be overkill). Allowing higher chance of mercenaries (especially if coupled with famous/charismatic), it makes the retort much less boring and one-dimensional.

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Wait, what? The music changes depending on how you're doing in the game? Really?
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(August 3rd, 2016, 23:29)Tiltowait Wrote: Wait, what? The music changes depending on how you're doing in the game? Really?

Yes, really.

original game : 90%+ of best wizard's power = "winning" music, 110%- of worst wizard = "losing" music., between = "normal" music.
2.6 CoM : 120%+ of best wizard's power = "winning" music, 33%- of best wizard = "losing" music., between = "normal" music.

Quote:What air elemental has and phantom beast doesn't is high armor combined with invisibility (which also inflicts -1 to hit for enemies). Against some enemies (even with magic weapons), this thing can be as sturdy as earth elementals. Of course, it also has a ton of useful tactics which made this summon very strong in the original game.
This is all true but the Air Elemental still does not have as much armor as the original game even with this boost. I merely restored some of the removed armor. The only actually new thing is Armor Piercing.
1.31 MoM = 8 armor
2.6 CoM = 7 armor
earlier CoM = 5 armor
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Found a bug, went to summon phantom warrior, realized all flying units, so I cancelled, it summoned a demon instead. But not really? As the fight ended when all my normal units died. A video will be posted shortly.
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(August 4th, 2016, 10:11)grazzy Wrote: Found a bug, went to summon phantom warrior, realized all flying units, so I cancelled, it summoned a demon instead. But not really? As the fight ended when all my normal units died. A video will be posted shortly.

Yes, bug, thanks for finding it. Game thought you are a Demon Lord unit cancelling a Doom Bolt. Owning wizard for the demon probably got set to some random value (since the unit casting the spell did not exist) so it was not even yours.

Fixed version is available for download (2.6a) no other changes except fixing this bug. (be careful not to overwrite your save files)
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Another quick fix :
Quote:2.6b
-Units that give up chasing enemies on the defender's side will now return to the city's area during city combat instead of merely stopping, and will protect the city from damage if able.
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Bug 2.6: Nomad Priests and Nomad Magicans have the same icon in tactical battles, in the global view magican have a ranger(?) icon.
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(August 6th, 2016, 07:03)vicwaberub Wrote: Bug 2.6: Nomad Priests and Nomad Magicans have the same icon in tactical battles, in the global view magican have a ranger(?) icon.

Now that you mention it, indeed. Interesting, that isn't a new unit, but one from the original game...except the race had no wizard's guild to produce it. Guess I'll need to edit the priests to look at least somewhat different.
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2.61 is released!

Main focus is on improving problems with AI settler movement and production.

2.61
-The AI will not send a settler to a location where one of his own settlers is already heading, and the 3x3 area around it.
-Flying and waterwalking settlers select their target as though the entire world was the same continent.
-When the AI casts a unit buff on a Settler, the settler will stop and select a target to move to again. (so if the spell was waterwalking, wraith form, flight, windwalking, chaos channel flight, then the settler gets a chance to select a spot on another continent instead to take advantage of the spell)
-Settlers will not build a city unless they are standing on the best settling location they found for themselves. (Yes they always built anywhere as long as they were stopped in movment, like when disembarking a ship, the city was built right there instead of at the best position)
-Razing a city is worth +1 Fame for each size of the city.
-Updated the AI's preference of races (Lizardmen is now somewhat higher)
-The AI can now have at most 1 settler on each continent on Tiny landmass, and 2 otherwise. (note : I tried to force a check for the continent actually having a spot to use by a settler but it was unstable and caused random crashes frequently so it had to be left out.)
-The AI can now have at most 3 settlers on each plane on Tiny landmass, and 4 otherwise.
-Fixed : Corruption and Enchant Road scrolls the map when it isn't supposed to.
-Fixed : After summoning a unit on the overland map, selected unit becomes random instead of the summoned unit itself.
-When the AI would attack units with a settler or engineer (or just head towards doing so), the settler or engineer will be changed to stay in place instead of moving.
-AI will not use Earthquake on cities enchanted by Flying Fortress instead of Nature's Eye (was meant to be Nature Ward but I made a mistake – two actually since Earthquake ignores ward and other protections!)
-Earthquake now has no effect on cities enchanted by Flying Fortress.
-Crack's Call now deals the greater of 21 damage or 5 damage for each living figure in the unit.
-Nomad magicians now look different from Nomad priests and no longer have a bowmen's icon.
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(August 6th, 2016, 21:48)Seravy Wrote: 2.61 is released!

Main focus is on improving problems with AI settler movement and production.

2.61
-The AI will not send a settler to a location where one of his own settlers is already heading, and the 3x3 area around it.
-Flying and waterwalking settlers select their target as though the entire world was the same continent.
-When the AI casts a unit buff on a Settler, the settler will stop and select a target to move to again. (so if the spell was waterwalking, wraith form, flight, windwalking, chaos channel flight, then the settler gets a chance to select a spot on another continent instead to take advantage of the spell)

The above changes could VASTLY improved the difficulty of the ai, they might need to lose some bonuses to production/gold
-Settlers will not build a city unless they are standing on the best settling location they found for themselves. (Yes they always built anywhere as long as they were stopped in movment, like when disembarking a ship, the city was built right there instead of at the best position)

Does this mean if I have 2or3 units constantly moving around the settler blocking it's best location I can force it to move back and forth forever? because before this patch the settler would eventually give up and settle the suboptimal location, which was still worth it for me, but if they never give up, and never settle the bad location, that's even betterer for the player
In general this could be a big buff, AI settler's were very dumb before this patch, I'll have to start a new game tomorrow (it's bedtime now.)

-Razing a city is worth +1 Fame for each size of the city.
-Updated the AI's preference of races (Lizardmen is now somewhat higher)
-The AI can now have at most 1 settler on each continent on Tiny landmass, and 2 otherwise. (note : I tried to force a check for the continent actually having a spot to use by a settler but it was unstable and caused random crashes frequently so it had to be left out.)
-The AI can now have at most 3 settlers on each plane on Tiny landmass, and 4 otherwise.
-Fixed : Corruption and Enchant Road scrolls the map when it isn't supposed to.
-Fixed : After summoning a unit on the overland map, selected unit becomes random instead of the summoned unit itself.
-When the AI would attack units with a settler or engineer (or just head towards doing so), the settler or engineer will be changed to stay in place instead of moving.
-AI will not use Earthquake on cities enchanted by Flying Fortress instead of Nature's Eye (was meant to be Nature Ward but I made a mistake – two actually since Earthquake ignores ward and other protections!)
-Earthquake now has no effect on cities enchanted by Flying Fortress.
-Crack's Call now deals the greater of 21 damage or 5 damage for each living figure in the unit.
-Nomad magicians now look different from Nomad priests and no longer have a bowmen's icon.
I made comments inside the spoiler.
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