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There's a big discussion about it . But basically, they prevented other races from getting cities, they didn't really create their own - their own are just that bad. Sages guild and foresters don't do anything that super synergizes with what they already did, and instead allow for more realms to be used with them instead of just being forced into super ultra early life strategies with them (even if those strategies are very strong, it's not great for replayability, and really, anything that encourages other strategies is good.)
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Their advantage is meant to be the ability to spread quickly - if the cities they build are so bad you never want to build any, that doesn't work.
The race was top tier indeed - but for the AI, not the human. I didn't do any "human" tests with the race back then, I merely saw 9 out of 10 AI games the lizardmen comes out on top. So we nerfed the obvious main problems, excessive population growth. But without that the race became useless for the human, without adding those two buildings. (and yes, Sage's became necessary because of the research system change. Foresters to compensate for lower population growth by enabling some extra production.)
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Finally found why Dispel Magic sometimes shows weird results like dispelling the same spell twice.
It was able to affect dead units that died on the same tile as the target, as it didn't check if the unit is alive...
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oh that makes sense, I must've missed the line about lizardmen population growth being nerfed, must've been on the previous page. Trading population growth for two key basic structures sounds great.
April 17th, 2018, 17:50
(This post was last modified: April 17th, 2018, 17:50 by Seravy.)
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The growth was nerfed last year, not now. I just didn't have the chance to play the race since then, unfortunately. Too many things need testing...
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I can't understand what version to download: there are two in the downloads folder - "Caster523fix.zip" and "Caster523b.zip". Which one is newer?
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The "fix" version is newer but isn't an official release. It does seem to work however, meanwhile I found another bug so I recommend waiting for 5.24 (If everything goes well I might have it ready tomorrow.) .
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Quote:5.24
-The AI now recongizes bow heroes as units having no ranged penalty for deciding how to move them before shooting.
-Fixed bug : Spellcasting has incorrect effect on strategic combat if (mana/turn * strength of effect) exceeds 32767.
-When a new item needs to be generated, valid predefined items now have to be in the range of (0.75*Cost) to Cost instead of (0.5*Cost) to cost. In other words only a quarter of the value is allowed to be lost instead of half.
-Gift of Gods item budget is now 3100 instead of 4000.
-Adjusted item budget for AI Create Artifact, it is now 8*Casting Skill but a max of 3100, instead of 12*Casting skill but a max of 7500. (old values were quite obsolete, item costs are no longer that high, highest predefined item is around 3800.)
-Improved AI targeting priority for Corruption and Raise Volcano : food production of tile now has a higher weight so it'll be less likely to target a volcano tile around a big city when there are still tiles that aren't volcanoes.
-Fixed bug : Dispel Magic can work on dead units if they died at a tile where the living target is.
-Increased AI disjunction priority for Survival Instinct during war.
-Reduced resistance of Gorgons by 1, Increased cost to 360.
-Increased resistance of Stone Giant by 1, ammo by 1.
-Fixed bug : Earth to Mud affects tiles outside of the battlefield, allowing units to enter there and possibly corrupts memory through it.
-You can now use the Z button to move to the previous city on the city screen.
-Fixed bug : Wrong addresses were used in Spell Binding recharge timer.
-The random generator now generates up to 13 bit long numbers instead of 9 bits.
-AI decisions that were relying on the “max of 512” random generator now work with up to 8192.
-New treasure generating algorhytm.
-Instead of old “for each lair, place treasure equal to budget”, now works as “for each treasure intended for the map, place it in a lair with adequate budget”.
-This means the map will have the same amount of the important, high value treasures, regardless of map size or other settings. Even if larger maps have more overall treasure budget, the extra will only increase the low value results like gold or mana - both of which are needed in larger quantity on larger maps anyway. Long story short, you have the same chance to find a lot of books and retorts regardless of playing Huge or Tiny.
-Prisoners are slighly less frequent to make the Fame and Summon Hero mechanics more relevant - I feel these don't see enough use with heroes from lairs filling all the hero slots all the time anyway.
-This means lower budget lairs have the same chance for a valuable drop as higher budget lairs, as long as the overall budget is enough for that item. In the previous system, most good loot was concentrated on the highest budget lairs as they were rolling the highest number of times before running out of budget to spend.
-Now each 1 budget is worth 1 item value again, cutting down on useless gold and mana more. However less item budget is wasted (both on gold/mana and when generating the actual item from the item slot) so the overall item quality should not be worse, just more consistent between games.
-Doom Bolt now deals 12 damage and costs 45. (experimental)
-Adjusted the somewhat outdated AI to AI diplomacy trading formula. AI players will now trade at a much lower relation level, generally at neutral or better, instead of requiring calm or higher. They'll generally still not trade with people they hate, however, even if they could.
-Psionic Blast now has strength 18.
Unfortunately I didn't have time to start a new game with this version yet, but considering the Spell Binding bug, I didn't want to delay the upload any longer either. Do report if you found any new bugs or abnormal behavior, there shouldn't be any in theory but one can never know in advance.
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New treasure algorithm sounds cool.
By the way, if patch is only magic.exe change it would be nice to specifically state it as I often accidentally override saves when extracting everything.
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The saves are no longer in the file so you can't overwrite them anymore. At most their names will disappear if you overwrite Magic.set.
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