The bug to set the scouted status of cities isn't fixed. My (originally neutral) beastman city just had 2 volcanoes thrown on it from a person on the other plane; and when I banished green, his capital also had a volcano on it (however I razed that city, so it would be hard to check). No one on my plane has any chaos books.
Also fun in this game: my power production is around 350? Or something? And of that ~150 is from my heroes, and my heroes give me a further 30 gold on top of that. Heroism + heroes still op if you luck into them early, its just not as glaringly op due to generally being harder to get heroes. Generally. Hiring ravashack in 1406 was kind of awesome though.
Yeah elsewhere on that map I had speed 2 dwarves. Thank you!
BTW green was dwarves and he still had a much slower start than blue as dark elf. So I do not think the dwarf speed (off one test which clearly isn't enough) is a bad thing yet.
That fix seems to have worked; or at least Sss'ra has stopped raising volcanoes anywhere.
You should be able to change research midspell right? It wastes whatever research you've done, but it still works? (Go to F3, select a different spell?) This is not for spell of mastery, but other spells.
oh. well, he didn't do volcanoes this time around. oh well.
sigh. started life force. next turn AI trades me an uncommon spell, so enlightenment shows up in my research book.
Since I'm only going to get 2 very rares, doing enlightenment first would HUGELY be better even if it wastes one turn of research. (Almost no other spell has this, but enlightnenment specifically gives research; getting it AFTER all your other very rares is always a huge let down.)
I checked but the Orihalcon flag is correctly not included in Dispel Magic priority and targeting in the current code. If it still happens in 5.01 anyway, let me know and provide a save file.
I did find another related bug : The AI has a high priority to target units that were possessed even though it's not removable.
Quote:5.02
-Hammerhands now cost 140 to produce, 4 to maintain, and have 10 base resistance.
-Fixed bug : AI considers targeting units with Possession or Creature Binding with Dispel Magic a high priority even though these spells cannot be dispelled.
-The AI will not cast Flight on a webbed unit in combat.
-Fixed bug : Barbarian spearmen and swordsmen can't appear as raiders.
-Increased AI Detect Magic casting priority from 10 to 20.
-Changed the buildings placed at the start of the game in Dwarven neutral cities - Steam Cannons should now appear before halberdiers.
-Fixed bug : Units placed at the start of the game are not affected by Alchemist Guilds - effect not implemented
-Fixed bug : Units placed at the start of the game are not affected by Barracks, War College or are affected by it when it's not in the city - Uninitialized variable is being unsed instead of actual parameter.
-Myrran now costs 1 pick.
How many picks it actually is worth is highly subjective, and hard to judge. Probably more, but enjoyment is more important than balance - at a cost of 2, wizard creation was far too limited for Myrran players, as it pretty much forced playing too few books or only a single realm. It also resulted in the Myrran AI having fewer spells, thus randomly failing to be a major threat. Please share your opinion on the forum!
-Default AI wizards now replace Myrran with Tactician instead of Chaneller on low difficulty games.
-Optional default wizards : Aura now has Cult Leader and Specialist instead of Myrran. Suika now has Astrologer instead of the Nature book. Vanilla H now has Specialist instead of a Life book.
-Default wizards : Sss'ra now has an additional Chaos book.
-Fixed bug : Water Walking grants swimming movement to ships, allowing them to enter land.
-The AI will now ignore already defeated players when picking which Spell Ward to use.
-Change Terrain now costs 32.
-Draconian bowmen cost 10 more, has 2 less ammo and 1 less armor.
-AI intercontinental attacks now treat units in Towers as through they were on both planes the same way land based attacks do.
Quote:5.02
-Myrran now costs 1 pick.
How many picks it actually is worth is highly subjective, and hard to judge. Probably more, but enjoyment is more important than balance - at a cost of 2, wizard creation was far too limited for Myrran players, as it pretty much forced playing too few books or only a single realm. It also resulted in the Myrran AI having fewer spells, thus randomly failing to be a major threat. Please share your opinion on the forum!
I sort of agree, but in order to balance the retort, we need to slightly boost the difficulty of selecting myrror. I assume that nerfing the races is a no-go to most of us CoM enthusiast, and the talk of more myrran races didn't seem to go either, so how about:
rampaging monsters to be progressively tougher and frequent, especially by turn 100+ ... sending rare creatures your way
*In other words, you trade less AI hostility for interesting neutral attacks.
Another idea is to slightly reduce score of a player that chooses myrran, due to reduced difficulty.