Is that character a variant? (I just love getting asked that in channel.) - Charis

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MoM bugs reports (to do list)

See attached savegame. Switch to Myrror, use Shuri's stack (including the 2 Longbowmen units and Paladins) to attack the Sorcery node next to Shuri.

There are 8 Sky Drakes and 1 Djinn. The Djinn will usually cast Guardian Wind on the Sky Drakes. Dispelling the Guardian Wind, whether with Dispel Magic True or Disenchant True, removes the Guardian Wind icon and the blue spell outline, but the protection persists.

The longbowmen are heavily enchanted and will take out a standard Sky Drake with one shot. With Guardian Wind active, they do almost no damage, as expected. But after dispelling Guardian Wind, they STILL do almost no damage. Aargh.
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Very good. I had this reported with no proof.
(Right now I'm working on Catnip, but with some patience this work is going to pay off).
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See attached game. Switch to Myrror, then use Shuri by herself to attack the magic spirit 6 squares to the southeast. Sss'ra will cast Dispel Magic True, dispelling Magic Immunity. But Magic Immunity is conferred by the bow that Shuri is carrying so it should not be dispellable. Instead, next turn Shuri is given a free enchantment of Magic Immunity. After the combat, she is still carrying the Magic Immunity enchantment - and paying the mana upkeep.

I don't remember this bug in vanilla, so either the bug was introduced somewhere in Insecticide, or there were other bugs in vanilla which cancelled this bug.huh
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See savegame in post #223 (20 Sep 19:13). Magic Spirit is listed as 23MP cost, 25% discount from the standard 30MP. But Summon Hero is still shown as 300MP instead of 225MP, and Summon Champion is still shown as 750MP instead of 558MP.
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See attached savegame. Switch to Myrror, use Shuri's stack to attack the adjacent sorcery node. It is guarded by only 1 Djinn and 3 Nagas, but the treasure is 2 books/retorts. I reloaded a few times, each time I got the same treasure, which is way too powerful. Unless it was previously guarded by 5 Djinns and enemy wizards killed the other 4? Is there a way to check what the initial monster load was?

Anyway even if it was 5 Djinns initially it doesn't seem to be worth 2 books/retorts. Under vanilla the only way to get 2 books/retorts from a sorcery node was to fight a whole bunch of Sky Drakes, usually at least 4. Or do 5 Djinns/3 Nagas use enough mana points to qualify for 2 books/retorts?

As an aside, it seems relatively easy to get single retorts as treasures now, sometimes I fight semi-powerful lairs (a few basilisks etc) and I get either an OK item or a retort, but never a spell book. Are retorts counted differently from spell books now? Under vanilla it was always a challenge to get the retort I wanted using save-reload, since I often got spell books, but now under Insecticide some lairs seem to either give retorts or items, never books.
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http://www.mediafire.com/?8irmev3trnh22ur

UI interface bug : Clicking on Denislin in the cities screen without adjusting the slider brings you to another city instead.

Also the conjurer -50% maintainence costs for summoned creatures isnt factored into the unit display(but the correct mana is being deducted).

Stone skin and iron skin dont stack, not sure if its a bug.

Leadership doesnt affect summoned creatures.
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Stone/iron skin - not a bug if I remember (OSG)
Leadership + creatures - not a bug either? Not sure. (Should be changed in Catnip?)
Conjurer / Summon Hero - Not seems to be a bug, although I would like to have some sort of OSG confirmation.

Others - will look into them. I doubt the node rewards have changed in Insecticide, btw.
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kyrub Wrote:Stone/iron skin - not a bug if I remember (OSG)
Leadership + creatures - not a bug either? Not sure. (Should be changed in Catnip?)
Conjurer / Summon Hero - Not seems to be a bug, although I would like to have some sort of OSG confirmation.

Others - will look into them. I doubt the node rewards have changed in Insecticide, btw.

For Conjurer, page 11 of the OSG says (verbatim, typo error "percent cheaper percent" included):

"If mana won't be a problem for you, consider the Conjurer skill. This makes researching and casting summoning spells 25 percent cheaper percent and reduces the upkeep costs of summoned creatures by 25 percent. Conjurer makes it easy for you to create and maintain huge armies of fantastic units. Consider combining this skill with Chaos Mastery (since their discounts are additive)."

The wording suggests that Summon Hero and Summon Champion should receive the discount. Magic Spirit receives the casting discount for sure (23 vs 30) but not Summon Hero/Champion.

However page 70 of the OSG only says for Summon Hero:

"If you feel it is worth the time and mana required to cast this spell (less if you are a Runemaster, see Chapter 4), when completed you will be rewarded with a hero - sort of."

There is no mention of a Conjurer discount. Reading page 11 and 70 together it would suggest that Summon Hero/Champion should get a discount as Conjurer does not explicitly exclude Summon Hero/Champion.

Also, Incarnation does not get the discount either - a Conjurer still pays 500 mana to cast it, not 375. However there IS a discount on Torin's upkeep - a Conjurer pays 9 mana in upkeep instead of the standard 12.

My personal view is that Summon Hero/Champion and Incarnation should qualify for the Conjurer research and casting discounts.

Comments?
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The OSG states on page 421 that:

Divine Power won't go to wizards with Death magic.
Infernal Power won't go to wizards with Life magic.

See attached save game. I have 4 life books... and Infernal Power. It was awarded from a sorcery node on Myrror, the same node that I was complaining about earlier (1 Djinn and 3 Nagas giving 2 specials as treasure).
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I also noticed that the AI seems to enjoy attacking cities with sucidal stacks if they happen to be on a road and the stack is trying to use that road. Instead of going around the city (or if the road is blockaded by a stack), they charge blindly into combat and die.

Most common with engineer units although i have seen the AI charge 3 great wyrms with 4 cavalry unis.

Also AI with death spell books keep spammig unboosted life drain in combat....
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