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CoM version 1.5.0, looking for a few testers

(July 18th, 2023, 01:00)Seravy Wrote:
(July 16th, 2023, 16:25)GMBarak Wrote:
(July 1st, 2023, 03:37)GMBarak Wrote: Hi, I used apocalypses chaos spell on two Behemoth at a node, and one of them got zero resistance from warp creature, I then used confusion on it and a few turns later tried to use exorcise on it (when it had zero resistance) and the exorcise didn't destroy it.

This happened again, confused hydra ignored each of the spells: petrify and exorcise.

Is there a save file I can use to reproduce this?
Does the bug happen without mods?


without modes,

This save file:
https://drive.google.com/file/d/1ZuQaej0...sp=sharing
1. Attack the nature node with the Witch, 
2. Use apocalypse to get confusion on one of the gorgons.
2. use warp creature a number of times on a confused gorgons until you get resistance zero.
3. try to use exorcise on it -> doesn't work.
from other game I think that petrify and banish also don't work.

This is from the 1.5 beta version.
Caster.exe was built on 21/6/23 2:03 PM 
Thank you.
Reply

Confirmed.
Apparently, Confused, Buried, Possessed or Bound units take normal and undead creating damage as irrecoverable damage INSTEAD OF, not in addition to, the irrecoverable damage they would already take.

So the unit properly fails the resistance rolls, is hit for 42 irrecoverable damage, but because it was confused, it instead takes the 0 normal damage as 0 irrecoverable damage instead.

This will be fixed in version 1.5.2, but when that version will be out depends on how many more bugs we find I guess, it's probably not worth pushing an update for something this specific and rare. Under normal circumstances, players will use the save of die spell first, not to mention the affected unit is guaranteed to die after combat anyway.

Edit : wait, wouldn't this mean a unit hit by Crack's Call can't take damage from a second Crack's Call anymore? How come no one noticed this for a year?
That's actually pretty bad for game balance.
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like you said, it's kind of specific and rare, and since we know of this bug, there are usually ways to work around it.
Thanks!
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it's not a high priority bug, but, the city screen, in the garrison window, below the mini-map, if I right click on an empty unit slot where there is no unit, it opens details window of another unit from another city.
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Thanks, this will be fixed in the next update!
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Hey I got a question, and I can't make a post yet so I am going to put it here.

I wanted to confirm that with runemaster my spell lock is immune to dispelling wave as long as the wizard casting dispelling wave does not also have runemaster.

The calculation should be (100 * 2.5) / (125 + 100) = 1.11 chance to resist or over 100% chance to resist. Or is there always a less then 100% chance to resist? Or does the calculation not work like that? Any clarification would be appreciated.

Oh also how does runemaster actually work here for dispelling wave?

I have a runemaster dispelling my runemaster spell lock, so I want to know what the actual chances of that are.
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I think the chance to resist dispels is never over 100%. I am too lazy to check but my guess is that
dispelling wave at 125 cost(=dispel magic cast at 125/2 = 62.5? power) will have the chance to work vs spell lock protected by runemaster equal to
62.5/ ( 100*2.5 + 62.5)= 20%
So the chance to resist is 80%.
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(August 3rd, 2023, 03:22)Sapher Wrote: I think the chance to resist dispels is never over 100%. I am too lazy to check but my guess is that
dispelling wave at 125 cost(=dispel magic cast at 125/2 = 62.5? power) will have the chance to work vs spell lock protected by runemaster equal to
62.5/ ( 100*2.5 + 62.5)= 20%
So the chance to resist is 80%.

Well the formula for dispel is listed as :   Cost/(Dispel Cost+Cost) chance to resist

Dispel cost is in the denominator part and the spell cost is the numerator, or at least that's how it's listed here. So it couldn't be 80% at least not according to that formula.
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I trust in-game description more


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I think sapher's calculation is correct.

Cost/(Dispel Cost+Cost)

In this case... your cost is 100 * 2.5. Dispel cost is 62.5 (dispelling wave strength is half of the cost).

So 250/(62.5 + 250) chance to resist. Your cost term in the denominator needs to be also scaled by 2.5 runemaster factor.
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