One magic spirit attacks another magic spirit. I have over 100 combat casting skill. My opponent is banished. My spirit reliably dies every time, without me spending any mana.
Won the battle the first time I tried, but lost the next 7. Weird.
Let's see...
Skill left in combat for Raven is 0. That is correct.
Skill left in combat for your wizard is 125. Seems correct as well.
No invisible units in the battle.
Enemy spirit is 6 ATK, 5 Def, 10 HP, 0 To Hit, 9 Resistance.
Your spirit is 6 ATK, -3 To Hit, 1 Def, 5 Resistance, 10 HP.
Your spirit is a Death creature. His is not. So there still is a Death Ward effect coming from somewhere. Let's see... "City Enchantments" all set to 0 correctly.
Oh, I see. I added loading enchantment data to the wrong place. It's done after unit stats are already calculated.
So it's the same old bug.
Uploaded CasterEXP8 which should fix it, this time correctly, and also has the new Guardian Spirit functionality.
That doesn't explain why I'm not spending any mana in the battle though. I should be spending mana on the first turn - unless he's killing me before mana can be spent?
(May 13th, 2017, 06:41)Nelphine Wrote: That doesn't explain why I'm not spending any mana in the battle though. I should be spending mana on the first turn - unless he's killing me before mana can be spent?
Interesting, mana spending on both sides is simultaneous so that shouldn't be possible. I have to investigate.
My first guess was that due to him being banished I couldn't cast mana. But in other combats (take the rest of that stack and attack the cockatrice), I still spend mana. So I'm not sure why the magic spirit duel isn't letting me use mana.
...Cannot reproduce, after fixing the bug, I spend mana every time. Even if I disable the fix, I still spend mana.
No idea why but it must have been caused by the city enchantment data being loaded at the wrong place somehow.
Do any of the city enchantments prevent spellcasting of certain schools? Maybe there was a life and a death ward in place, so I couldn't spend mana. (Though I had no idea strategic combat would even pick that up. If that's the case, that's actually pretty awesome.)
I think I know what happened. Your army strength was zero so there weren't any turns in the first place - you lost before fighting.
At -3 To Hit, the unit literally has an attack rating of zero and a side with below 10 attack rating is considered dead.
As a reflection on another comment, I have decided I am extremely glad that the AI does not build effective stacks for treasure hunting. In fact its awful at this. Since strategic combat is virtually non random when there are a fair number of units on both sides, the AI could easily win every single battle against neutrals/lairs.
However, since it will attack with a measly 75% of the strategic value, and since that number (in cases where the defender is 6+ units) can be reached with literally multiple units less than the target, the AI will often reach that 75% mark, without coming close to the 100% mark.
Against the human, this is fine - spells are much much more swingy in tactical combat, and attrition is a very viable tactic against the human.
In strategic combat, until the AI reaches 100+ casting skill, its spells will mostly never make up that 25% gap. And for larger fights, it can take 250+ casting skill to make up that gap.
Which means the AI is holding back immensely when it comes to treasure hunting (and even when attacking other AI.)
I think this is probably a good thing. AI, even on hard, could clear a huge chunk of the map of lairs if they actually focused on it before the human had a hope of trying in tactical combat.