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Still playing and it is still awesome.
A couple of bugs I noticed.
One of my heroes got confused and I won the battle, but I lost the heroes items. Normally you can re-distribute them at the end of a battle if you win.
On the first turn your starting units only seem to have one movement point. Also I've noticed when newly built/summoned units don't seem to have the right movement points.
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Confusion kills the unit in an irrecoverable way. Such effects destroy the items on the hero (crack's call, wave of despair, banishment type spells if the hero was fantastic, etc are the same category.) - the hero ran away with or damaged the items due to the spell, up to your imagination.
On turn 1, units have their "old" pre-mod movement points - as they were generated in magic.exe which most tools don't edit. I consider this a non-issue : it makes sense for your freshly organized troops right after you have taken control of your home city and started ruling to not be as "ready" as usual.
I don't remember any case where new units don't have the right movement points, any examples when this happens? (Note that Endurance is being cast after your turn starts so the bonus movement only applies next turn - the unit already refilled the movement points for that turn.)
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(August 5th, 2017, 07:17)Seravy Wrote: Confusion kills the unit in an irrecoverable way. Such effects destroy the items on the hero (crack's call, wave of despair, banishment type spells if the hero was fantastic, etc are the same category.) - the hero ran away with or damaged the items due to the spell, up to your imagination.
On turn 1, units have their "old" pre-mod movement points - as they were generated in magic.exe which most tools don't edit. I consider this a non-issue : it makes sense for your freshly organized troops right after you have taken control of your home city and started ruling to not be as "ready" as usual.
I don't remember any case where new units don't have the right movement points, any examples when this happens? (Note that Endurance is being cast after your turn starts so the bonus movement only applies next turn - the unit already refilled the movement points for that turn.)
Oh right, I always thought they unit would be killed at the end of the battle. Serves me right for not having dispel magic I guess.
The other issue, sometimes when moving a flying and non-flying units together, the flying one takes the movement points of the non-flying unit if it has less. Only ever seemed to happen after he flying unit is first built/summoned. Maybe pathfinding or something else is having an effect. I'll see if it happens again or whether I imagined it.
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Are you sure that's the unit's movement points and not the collective movement of the selected entire stack?
Did you consider the flying unit is walking when part of a walking stack, so it consumes more than 1 movement point in mountains, swamps, etc?
August 5th, 2017, 11:26
(This post was last modified: August 5th, 2017, 11:28 by MrBiscuits.)
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(August 5th, 2017, 09:03)Seravy Wrote: Are you sure that's the unit's movement points and not the collective movement of the selected entire stack?
Did you consider the flying unit is walking when part of a walking stack, so it consumes more than 1 movement point in mountains, swamps, etc?
Well that is probably what happens, but I always considered whilst moving a stack the flying units are still flying. I didn't realise that moving them together with a non-flying unit would use up more movement points.
I guess I will need to move them all separately in future to conserve flying units movement points.
Edit. Quick question, don't high elves have shamans?
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No, elves don't have shaman nor priests.
No wonder they have so strict rules about protecting the forest, they have no way to purify if something bad happens :D
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(August 5th, 2017, 11:40)Seravy Wrote: No, elves don't have shaman nor priests.
No wonder they have so strict rules about protecting the forest, they have no way to purify if something bad happens :D
Ha well I'm in trouble this game, I've just got high elf cities and three wizards have declared war on me and they all have corruption. I'm slowly being strangled to death.
I'm still winning just about though.
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(August 5th, 2017, 11:40)Seravy Wrote: No, elves don't have shaman nor priests.
No wonder they have so strict rules about protecting the forest, they have no way to purify if something bad happens :D
Would it be possible to give them Druids? Basically Shamans but instead of Heal spell they would have, for example, Elemental Armor spell, or even Iron Skin spell? They could be built at an Animists Guild instead of Shrine if those spells were too powerful for early units.
I don't think balance-wise High or Dark Elves need to be any stronger, it just seems wrong flavor-wise that they don't have Druids with Purify.
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Can't add new units or new spell abilities without removing others, so no druids.
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Just had a combat where a fairly buffed lizardman halberdier (unhurt) was against my two units: zombies with half figures killed already, and 1 figure of a spearmen unit with vertigo on it.
The halberdiers were chasing my units across the map, and then on turn 11 (which is when the enemy wizard ran out of casting skill), they stopped chasing and instead went and starting destroying my city.
I'm curious as to why they chose that point to stop chasing - was it due to being out of casting skill? Because of the turn number? Something else?
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