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June 19th, 2007, 12:01 AM
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Corporal
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Join Date: Oct 2006
Posts: 67
Thanks: 0
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Feebleminded mages get their skills back
I'm not sure if this is a bug or a feature. I'm playing Machaka and 2 of my black sorcerers got feeblemind. Afterwards I set them on the front lines with attack orders. As you may realise black sorcerers turn into great spiders when they 'die'. When this happened to both of my feebleminded sorcerers and they got all their magic skills back! They were able to cast during the same battle, then once the battle had finished and they reverted back to their normal human form, they had lost feeblemind and had all their magic skills.
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June 19th, 2007, 12:02 AM
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First Lieutenant
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Join Date: May 2007
Posts: 674
Thanks: 7
Thanked 15 Times in 10 Posts
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Re: Feebleminded mages get their skills back
Transformation often cures afflictions. I put my hurt jaguar warriors as arrow catchers for this reason.
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June 19th, 2007, 08:52 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Feebleminded mages get their skills back
Eyes of God has otehr strange behavior too. It doesn't go down when the nation that has it up dies, so it could be related to that. Johan has a savegame of the latter instance, so he is likely looking into it. If solved, it might take care of the "persistent global enchantments" (BHV SPELL Globals) bug.
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June 20th, 2007, 03:59 PM
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Sergeant
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Join Date: Sep 2006
Location: The Hidden Grove
Posts: 377
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Re: Feebleminded mages get their skills back
Horticulturalists (Hoburg Mages) are armed with sticks and firebrands. I am just guessing here, but they probably should not have firebrands.
__________________
Learn about Lizard Chariots and Serpent Dancers in the Guide to EA C'tis
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June 20th, 2007, 06:17 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Feebleminded mages get their skills back
Known and reported.
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June 20th, 2007, 07:03 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Feebleminded mages get their skills back
Boots of youth don't protect fully against Burden of Time. Unsure if there is partial protection or not, it's hard to tell. Might be intentional, but it doesn't seem unreasonable to let a construction 6 item stop a level 5 global, especially given how devastating Burden is for certain nations.
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June 23rd, 2007, 05:06 PM
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Corporal
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Join Date: Jun 2007
Posts: 145
Thanks: 3
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Re: Feebleminded mages get their skills back
Undead unit Mictlan EA hero has "old age" stuff on it. This is a bit quaint to affect him. He is just a fricking mummy.
Random event monsters MIX. Barbarian horde merged with Caspar's Troglodytes with Vampire count with a Vinemen horde is... strange. Though fun to rip apart if you have a good elite unit bunch and level 5 blood and fire mix.
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June 24th, 2007, 03:10 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Feebleminded mages get their skills back
JaghataiKhan, that is not a bug per se, but a function of the aging mechanics. Lifeless beings gain maxage boost from earth magic, not death magic, even if they are undead, and mummies are lifeless. The game looks up aging mechanics in he order of lifeless, undead, demon, other. It considers the first condition it finds and ignores all following triggers, which results in this problem with lifeless undead and death magic.
I've reported that, but perhaps it is time to take it up with the devs again.
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June 24th, 2007, 01:55 PM
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Corporal
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Join Date: Jun 2007
Posts: 145
Thanks: 3
Thanked 1 Time in 1 Post
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Re: Feebleminded mages get their skills back
Don't forget the piling indies. Let them fight each other if a barbarian horde attacks the province of a vampire count.
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June 25th, 2007, 03:46 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Feebleminded mages get their skills back
Known problem, but there is very little that can be done due to nation mechanics. I suppose if barbarian hordes, vampire counts etc should be handled as one of the two special monster nations instead of the nation of independents, it could work, but then the events would still pile up after they whacked the indie defenders.
No matter which way you fix it, it would give you similar sort of complications in certain situations (such as Ghost Riders not working, for example), depending on the method used.
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