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Caster of Magic Release thread : latest version 6.06!

Whoot! Stoked! Sad I'm on my phone - I can't view spoilers on it.

Um. I'm assuming this won't be compatible with previous version games or will the spells convert if a player had the old one?
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(October 27th, 2016, 12:17)Nelphine Wrote: Whoot! Stoked! Sad I'm on my phone - I can't view spoilers on it.

Um. I'm assuming this won't be compatible with previous version games or will the spells convert if a player had the old one?

It's compatible but you'll have the new spells. Including any Berserks already on units turning into Blood Lusts.
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Nice! That'll do just fine. I'm playing a hard death game and I was hoping I would be ready to try these changes.
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(October 27th, 2016, 11:20)Seravy Wrote: Update!

This one brings two new spells for the Death realm. With these the realm should no longer be weaker than other realms, and should also be a sufficient threat when played by the AI.

2.93
-Wraiths now have 10 melee attack and a movement of 5.
-Death Knights now have a melee attack of 10 and a movement of 5.
-Demon Lords now cost 1313 mana crystals.
-Knowing Famine or Evil Presence now adds +60 to AI city curse type priority instead of +40.
-Removed spell : Black Wind.
-New spell : Wave of Despair in Death. Rare, combat spell, cost 55. Hits all enemy units with a strength 240 attack divided by (2+number of units affected) minus that unit's resistance. Ignores Bless, Resist Magic, Defense, and effects that grant defense vs spells. Deals irrecoverable cold damage. Units immune to cold or magic are unaffected.
-AI wizards will prioritize researching Giant Spiders, Lycanthropy and Gargoyles before turn 60.
-AI wizards will prioritize researching Enlightenment, Famine and Pestilence.
-Fixed bug : AI wizards lose all their mana crystals every turn while banished due to doing alchemy wrong.
-When AI decides to cast a spell with a unit, it now considers available total mana, and melee attack strength in addition to ranged strength.
-Diplomatic penalty for casting Famine, Evil Presence or Chaos Rift raised from 6 to 9, as these spells are way more powerful now.
-Diplomatic penalty for Pestilence raised from 10 to 12.
-Units revived by Raise Dead cannot be healed or raised again until the end of combat. They also count as a fantastic creature, but do not belong to any specific realm.
-Healing can now target Death creatures. (it still does not work on undead, zombies and skeletons)
-Healing charge can no longer target Undead.
-AI can now cast Warp Creature on the same unit multiple times (but not if it already has “halved attack”)
-AI can now target fantastic units with Warp Creature
-Removed spell : Berserk.
-New spell : Blood Lust, Death Uncommon, cost 50, overland only unit enchantment. Enchated unit becomes undead and has doubled melee attack power against normal units.
-Reduced AI ranged advantage treshold for leaving city walls from 30 to 25.
-Fixed : New trigger for town recalculation added in 2.92 does not work.
-AI wizards will prefer to target lower defense and higher figure count units with Fire Storm
-AI wizards will prefer to target lower resistance, higher cost, or hero units with Stasis.
-AI wizards will not target a stack with Stasis if it is in a city, or contains a unit already affected by Stasis.
-Fixed : AI incorrectly checks if a hero is standing on water or not when deciding to equip a water walking/flight/wraithform item.
-Fixed bug : Ships can move on land tiles containing own units as though it was ocean for both AI and human players.
I fear that your site, http://seravy.x10.mx/Wordpress/, at the present moment does not open for me. Please, check it.
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(October 27th, 2016, 13:52)Al_Al Wrote:
(October 27th, 2016, 11:20)Seravy Wrote: Update!

This one brings two new spells for the Death realm. With these the realm should no longer be weaker than other realms, and should also be a sufficient threat when played by the AI.

2.93
-Wraiths now have 10 melee attack and a movement of 5.
-Death Knights now have a melee attack of 10 and a movement of 5.
-Demon Lords now cost 1313 mana crystals.
-Knowing Famine or Evil Presence now adds +60 to AI city curse type priority instead of +40.
-Removed spell : Black Wind.
-New spell : Wave of Despair in Death. Rare, combat spell, cost 55. Hits all enemy units with a strength 240 attack divided by (2+number of units affected) minus that unit's resistance. Ignores Bless, Resist Magic, Defense, and effects that grant defense vs spells. Deals irrecoverable cold damage. Units immune to cold or magic are unaffected.
-AI wizards will prioritize researching Giant Spiders, Lycanthropy and Gargoyles before turn 60.
-AI wizards will prioritize researching Enlightenment, Famine and Pestilence.
-Fixed bug : AI wizards lose all their mana crystals every turn while banished due to doing alchemy wrong.
-When AI decides to cast a spell with a unit, it now considers available total mana, and melee attack strength in addition to ranged strength.
-Diplomatic penalty for casting Famine, Evil Presence or Chaos Rift raised from 6 to 9, as these spells are way more powerful now.
-Diplomatic penalty for Pestilence raised from 10 to 12.
-Units revived by Raise Dead cannot be healed or raised again until the end of combat. They also count as a fantastic creature, but do not belong to any specific realm.
-Healing can now target Death creatures. (it still does not work on undead, zombies and skeletons)
-Healing charge can no longer target Undead.
-AI can now cast Warp Creature on the same unit multiple times (but not if it already has “halved attack”)
-AI can now target fantastic units with Warp Creature
-Removed spell : Berserk.
-New spell : Blood Lust, Death Uncommon, cost 50, overland only unit enchantment. Enchated unit becomes undead and has doubled melee attack power against normal units.
-Reduced AI ranged advantage treshold for leaving city walls from 30 to 25.
-Fixed : New trigger for town recalculation added in 2.92 does not work.
-AI wizards will prefer to target lower defense and higher figure count units with Fire Storm
-AI wizards will prefer to target lower resistance, higher cost, or hero units with Stasis.
-AI wizards will not target a stack with Stasis if it is in a city, or contains a unit already affected by Stasis.
-Fixed : AI incorrectly checks if a hero is standing on water or not when deciding to equip a water walking/flight/wraithform item.
-Fixed bug : Ships can move on land tiles containing own units as though it was ocean for both AI and human players.
I fear that your site, http://seravy.x10.mx/Wordpress/, at the present moment does not open for me. Please, check it.
 Works for me.
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(October 27th, 2016, 14:52)Seravy Wrote:
(October 27th, 2016, 13:52)Al_Al Wrote: I fear that your site, http://seravy.x10.mx/Wordpress/, at the present moment does not open for me. Please, check it.
 Works for me.
Now it is working for me as well. I have no idea what it was.
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I don't know where the thread is, but an option for limited +movement on items would be something I would love to check. Limiting movement to no more than 1 (maybe 2) on weapons and either no movement at all on armour or misc, or +1 on certain rare predefined armor and misc items.

AI just can't use windwalking heroes with +movement items like a human can, and I find the most reliable way to win high difficulty games is to spam summon hero until I get Jaer (unless playing Sorcery and getting windwalker as a spell, in which case i spam that instead.) Jaer shouldn't be stronger than every very rare summon/global enchantment in the game.
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I'm not sure what's happening, but when (using the current patch), I try to start a new game with: impossible, 1 AI, large, max power, fair minerals, wet climate, myrran, sagemaster, specialist, 8 sorcery, beastmen, the game freezes on generating world map. Changing some variables (fair land size, different retorts instead of myrran, extreme instead of impossible) doesn't fix it.

Its frozen (at 0%) on generating world 10 times. I'll keep trying things to see if I can figure out whats actually causing it.

Edit: Changed to 2 AI and generated immediately.
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(November 10th, 2016, 12:47)Nelphine Wrote: I'm not sure what's happening, but when (using the current patch), I try to start a new game with: impossible, 1 AI, large, max power, fair minerals, wet climate, myrran, sagemaster, specialist, 8 sorcery, beastmen, the game freezes on generating world map.  Changing some variables (fair land size, different retorts instead of myrran, extreme instead of impossible) doesn't fix it.

Its frozen (at 0%) on generating world 10 times.  I'll keep trying things to see if I can figure out whats actually causing it.

Edit: Changed to 2 AI and generated immediately.

I think the problem is the following :
If the player is Myrran, 2 wizards need to be on Myrror. With 1 opponent, that's impossible. So it seems I forgot the implement the "if max wizards=4" part of that check in the new system. Will be fixed soon.
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Quote: 2.93a
-Fixed bug : Game crashes when trying to generate a game with 1 opponent as a Myrran wizard.
-Fixed bug : Easy and Normal difficulty no longer skips the “required minimal Myrran wizards” check even though it should
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