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  #1061  
Old June 19th, 2007, 12:01 AM

DireAussie DireAussie is offline
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Default 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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  #1062  
Old June 19th, 2007, 12:02 AM

sum1lost sum1lost is offline
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Default 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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  #1063  
Old June 19th, 2007, 08:52 AM
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Default 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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  #1064  
Old June 20th, 2007, 03:59 PM
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Default 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.
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  #1065  
Old June 20th, 2007, 06:17 PM
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Default Re: Feebleminded mages get their skills back

Known and reported.
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  #1066  
Old June 20th, 2007, 07:03 PM

Micah Micah is offline
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Default 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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  #1067  
Old June 23rd, 2007, 05:06 PM

JaghataiKhan JaghataiKhan is offline
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Default 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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  #1068  
Old June 24th, 2007, 03:10 AM
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Default 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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  #1069  
Old June 24th, 2007, 01:55 PM

JaghataiKhan JaghataiKhan is offline
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Default 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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  #1070  
Old June 25th, 2007, 03:46 PM
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Default 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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