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Caster of Magic II Bug Reports!

(January 4th, 2021, 22:52)Intaka Wrote: especially when you have emotional investment in your hero unit.

Here I believe I understand the idea of Seravy, which is to make a game more balanced than the original.

Taking this into account, which is having a richer game, as it accepts several winning strategies, I think that this higher emotional investment for heroes should be taken into account. Heroes have a name, gain experience, are unique, there is an imagination and story behind it, much bigger than summoned monsters, in addition, there is another layer which are the weapons used by them, which give more layer of fun.

My opinion in relation to this, is that in terms of strategy and fun it could decrease at least a little bit the costs of the magic artifacts specifically, which I consider high even playing with artificer.
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Update :

Quote:2021-01-06
-Added hotkey remapping in keys.ini
-Added "larger city flags" graphics by Slingers
-Added city fortress display feature
-Fixed bug : After combat, all units die as if they had the Buried status
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Thank you for the update Seravy! Best news of Jan 6. Hotkey remapping is sexy customization stuff!

I don't see a keys.ini in either the base directory or the data directory. Didn't generate after running game either. 06Jan2021 ver.

Need more guidance I guess. Stupid end users. Retreat bug is fixed though, so that's nice.
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Oops, I think I forgot to put the file into the zip. Reuploading.
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Update :

Quote:2021-01-07
-Added option : Combat Shadows on/off
-Added option : Don't ask to move a unit whose stack is already out of moves
-In case of a tie, the player can select which realm Specialist applies to at the beginning of the game.
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Update :

Quote:2021-01-08
-Added EXE icon
-The AI is not allowed to target units with Fire Storm, Blizzard, and Stasis on the opposite plane before any tower was opened.
-Clicking on the green area in the Magic screen opens the research book.
-Chaos Chanelled or Undead Normal units gain all Common and Uncommon Chaos or Death Spells in their spellbook in addition to their existing spells, instead of those replacing their existing spells. This includes Hero units.
-Chaos Channeled Undead units now count as both Chaos and Death creatures for the following spells and effects:
Chaos Surge, Blazing Eyes, Chaos Node, Warp Reality, Spell Ward, Eternal Night, Nature Conjunction, Darkness
(Note that undead fantastic creatures are still only Death realm creatures and can only cast Death spells)
-The AI has an increased targeting priority for Drought on cities with Inspirations.
-The AI has an increased priority to cast Drought against cities with Inspirations on them if their owner does not have the spell Consecration.
-Enemy city view now shows the owner's name. ("Merlin's Units" instead of "Units")


Most of the changes are untested. I'll prioritize getting all the work on the todo list done first so as always, report any bugs please.
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Next set of updates :

Quote:2021-01-09
-Added game option to disable trading
-Added exit confirmation message
-Combat Slider is now limited to the amount of mana/skill actually available
-Fortress cities are now marked by an additional black pixel on the cartographer
-Added Custom Item editor to the main menu
Custom Item Editor uses 250 slots different from the default 250 predefined item slots.
These slots are empty by default and are meant to be filled by the players themselves according to their own preferences.
When a random item is found/generated by the game, there is a chance to select an item from this set instead.
The chance equals the number of items within the allowed budget range in the set as a percentage, but no more than 15%.

(finding the custom items is untested)
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It is great that now menu integrate option for item editor into it.
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It seems yesterday's update changed the save format, as it has to store twice as many flags for which item is already in use and which wasn't found yet by any player.

Today's update :
Quote:2021-01-10
-When enemy Doomsday is in effect, the AI has greatly increased priority to cast Gaea's Blessing or Consecration over other city enchantments.
-When enemy Doomsday is in effect, the AI has slightly increased priority to cast Stream of Life or Prosperity over other city enchantments.
-Ice Bolt now freezes the target for a turn but has strength 34 instead of 35.
-The AI now adds the same bonus priority to casting Ice Bolt as it does for web for delaying enemy units.
-Spell Binding now uses global enchantment animation
-Generated item names now have a specific word added for each item power instead of the item power's name. (You can see the names in the item editor, highest value power takes priority)
-Fixed bug : Maces allow Movement bonus. (I'm pretty sure this was supposed to be exclusive to Axes?)
-Adjusted the AI's planned budgets for casting item spells
-Fixed bug : Spell Charges don't work in the item editor
-Fixed bug : AI created nonartifact items with Create Artifact
-Artificer AI wizards are now allowed to cast high budget item creation spells before turn 180
-AI will now design the item they create with item creation spells instead of using random generated items.
The AI will pick the hero slot most in need of a new item and select items powers most suitable to fill that slot.
-AI will now have a chance to cast low budget Enchant Item and Create Artifact spells
that scales by the number of empty items slots on their heroes. This can only happen if
their casting skill is at least 60 and it's before turn 180. (Afterwards, the AI will only cast high budget items, rarely.)
-Added logging of AI created items

The AI item creation features are entirely untested so it's probably not working perfect yet (if at all), but you should see what items they create in the log file so let me know if it's weird or wrong.
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Quote:2021-01-11
-Added hotkeys (Up/Down) to scroll on the armies screen.
-Added hotkeys (Up/Down) to scroll on the cities screen.
-Added magic screen staff scrolling to the key settings.
-Scrolling the mouse wheel up or down will activate the effect of pressing the Up or Down keys on the keyboard.
-AI production decision : If the human player's armies have 40% or more missile ranged units, priority of Large Shield and Missile Immunity units increases by 1 for each 5% above it.
-Phoenix's healing ability now works on any unit whose base type is a normal unit and can heal naturally, instead of only on units that currently are normal units.
-Phoenixes under AI control will not engage enemies while there are 3 or more normal units on their side for each Phoenix to maximize the utility of the healing and revive abilities.
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