(October 24th, 2010, 14:01)kyrub Wrote: - more stack movement points [robinh3213] - Demon Lords + quick walking results in slow movement [b0rsuk]
Thanks...
If I remember correctly, it is Shadow daemons, not Demon lords:
Shadow daemons (incorporeal, fly speed 1)
magic spirits (incorporeal, walk, speed 1)
Incorporeal make magic spirits walk in speed 2 for any square, while flying incorporeal unit won't get this bonus.
But, when they are stacked: I believe the program logic is as follows:
1. If no wind walker, and some unit in the stack can not fly => the whole stack is consider walking
2. If every units in the stack is incorporeal, the speed of the stack is set to 2x of the slowest speed (number) unit.
Thus Shadow daemons + magic spirits travels at effective speed of 2 for any squares.
You are right.
Also, they ignore the enchanted roads and treat them as normal terrain.
However, if you enchant a normal unit with Path Finding and Water Walking, they will ignore the enchanted roads the same way, like if they are incorporeal, but they are not. :-|
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
(April 29th, 2015, 18:54)FrancoK Wrote: However, if you enchant a normal unit with Path Finding and Water Walking, they will ignore the enchanted roads the same way, like if they are incorporeal, but they are not. :-|
Yeah, this occurs even if the path finding and water walking come from different units (for example, a unit with flying and path finding, and a unit with water walking), it just happens if the stack has both properties.
> There is no bug tracker. I didn't think it was hard to set something up with Mantis or similar.
> When Heroes with Caster are in your fortress, your skill in the Magic screen is displayed as being higher, but overland spells can not be cast sooner or instantly, and you get no extra skill in combat.
SAVE5.GAM (Size: 120.41 KB / Downloads: 0)
In this attached save, you can move some heroes into the fortress to go from ~140 wizard skill to ~210, but even if you don't cast anything for a turn, 200 cost spells still wont be instant, and if you do cast something, you wont have as much skill left as you'd expect.
I searched the thread for "casting skill", "hero skill", then just "skill" but didn't find this reported, even though it seems pretty big.
Edit: Oh, and this is with v1.4n
Edit2(much later): Apologies about the Suppress Magic in the save; I had scummed past it so many times I'd forgotten it was there. If you like, you can pile movement on the axe throwing hero and have it go kill the caster (that will end that caster's overland spells, right?).
Flying units affected by Black Sleep (tested on Gargoyles) take zero damage from any attack (normal or poison) done by units that cannot naturally attack fliers even though they can attack it. I assume this is a bug as it doesn't make sense at all, if you can attack it means they are not flying, and should take damage.
Bug 2
The AI seems to sometimes cast Drain Power and Cruel Unminding, but they have absolutely no effect on the player whatsoever.
(I tested with only one enemy wizard so it couldn't have been targeting someone else)
Edit : It seems the AI is unable to target the player with any of these spells if the player is not currently casting a spell. It goes through checks that would only make sense for Spell Blast in case of all 4 wizard targeting spells. I confirmed Cruel Unminding lowering my skill when I started casting something, but it had no effect otherwise.
fixes the bug and makes the AI always target the player with Drain Power, Subversion, and Cruel Unminding instead of dropping the spell with no effect if Spell Blast conditions are not met.
Bug 3
I have seen the AI use Raise Dead on the first turn in a sea battle, before I could have killed anything, pulling out some shamans. Do units loaded on the ship count as "dead" during sea battles if they can't fly or waterwalk? He had a full stack of 9 units, 1 ship and 8 other normal units. Speaking of which, said stack hasn't moved for several turn even though I took over the city right next to it. I have expected it to leave the ship and take back the city but it did not.
Bug 4
A hero with the Wind Walking ability (the wind mage, obviously) loses flying when equipping an accessory that has waterwalking in it, but only if it is moving alone. If any more units are added, or the accessory is removed, wind walk works as intended.
Bug 5
The AI is unable to cast Spell Binding. I looked into the code and neither the choice, nor the effect is implemented, it's outright not there at all.
(August 20th, 2015, 18:13)Nivm Wrote: > There is no bug tracker. I didn't think it was hard to set something up with Mantis or similar.
> When Heroes with Caster are in your fortress, your skill in the Magic screen is displayed as being higher, but overland spells can not be cast sooner or instantly, and you get no extra skill in combat.
In this attached save, you can move some heroes into the fortress to go from ~140 wizard skill to ~210, but even if you don't cast anything for a turn, 200 cost spells still wont be instant, and if you do cast something, you wont have as much skill left as you'd expect.
I searched the thread for "casting skill", "hero skill", then just "skill" but didn't find this reported, even though it seems pretty big.
It is not bug, it is by design, the skill will be used after the end of the turn.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
(August 28th, 2015, 02:21)Seravy Wrote: Bug 5
The AI is unable to cast Spell Binding. I looked into the code and neither the choice, nor the effect is implemented, it's outright not there at all.
Strange, I remember seeing other wizards casting SB.
However they never stole one of my enchantments. Never.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
(August 28th, 2015, 02:21)Seravy Wrote: Bug 5
The AI is unable to cast Spell Binding. I looked into the code and neither the choice, nor the effect is implemented, it's outright not there at all.
Strange, I remember seeing other wizards casting SB.
However they never stole one of my enchantments. Never.
Yep, this post is really old.
Later I found it but it wasn't working, W171 is the fix for that bug.
I was looking for it under "disjunction spells" but it was in "enchantments" or somewhere else idk. I had to move it to the correct place, casting this without making sure there is something to steal is a really bad idea.