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May 13th, 2008, 06:53 PM
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BANNED USER
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Guess I should have put it here:
I was looking at Patala, and it seems to have bugged morale for the Yogi, the S1 mage. His morale is 7. Seven????? Is there any mage in the game with a morale of 7 besides him? Also, the Brahmin priest, who I know is useless, also seems to have a morale of 7. It doesn't matter, but shouldn't a priest have a higher morale?
A morale of 7 is lower than militia! Is an S1 mage really more of a coward than an untrained farmer? I guess he really doesn't care what he is 'reborn' as, because given his courage, it's going to be a Markata.
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May 22nd, 2008, 04:49 PM
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General
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Re: Guess I should have put it here:
[img]/threads/images/Graemlins/Bug.gif[/img]
When casting the spell "Rain" everything works as expected with the spell, however when highlighting the icon on the top right there's a TYPO.
It reads: Natuaral Rain
Should be: Natural Rain
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May 22nd, 2008, 05:06 PM
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Lieutenant Colonel
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Re: Guess I should have put it here:
Quote:
NTJedi said:
[img]/threads/images/Graemlins/Bug.gif[/img]
When casting the spell "Rain" everything works as expected with the spell, however when highlighting the icon on the top right there's a TYPO.
It reads: Natuaral Rain
Should be: Natural Rain
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Shouldn't it be "Magical Rain", actually?
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May 22nd, 2008, 05:23 PM
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National Security Advisor
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Re: Guess I should have put it here:
Rain typo is known, I've been collecting a list of things which have typos. May not be fixed for the 3.17/3.18 patch that is due out soon but the one after that.
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May 22nd, 2008, 09:45 PM
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Captain
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Re: Guess I should have put it here:
Burden of Time
Mages with twiceborn killed by the unnatural aging (note youth items don't work to stop BoT aging, but it may be WAD) come back as diseased wight mages with 1hp.
Wight mages and other diseased undeads seem to suffer when BoT is in effect, they gain new afflictions and never heal (but don't lose their last hp at least)
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May 23rd, 2008, 05:41 PM
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Corporal
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Re: Abysian Commander
Abysian Commander (M992) is armed with an Axe, although the sprite shows the commander using a Battleaxe.
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May 24th, 2008, 12:22 AM
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Major General
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Re: Abysian Commander
Contrary to KO's specifications, spellcasters can blow more than one "extra" gem to reduce fatigue. This is almost invariably uneconomical. Example here.
-Max
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May 24th, 2008, 07:01 PM
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Captain
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Re: Guess I should have put it here:
Quote:
Twan said:
Burden of Time
(...)
Wight mages and other diseased undeads seem to suffer when BoT is in effect, they gain new afflictions and never heal (but don't lose their last hp at least)
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It's even stranger than that.
turn x -> my mage (who had already never healing wound) dies due to BoT effect and become a 1hp wight (with disease +nhw)
turn x+1 -> the wight still has 1hp and gain crippled affliction (no battle nor event so BoT can be the only cause)
turn x+2 -> the wight suddenly has 18hp, no new affliction
My best guess is : each time an unit is selected to take the extra aging from BoT, disease cause afflictions even affecting undeads, and natural healing doesn't occur (but the last hp isn't lost by undeads). But only a limited number of units are affected by BoT (number shown in BoT messsage) each turn, and the others will heal if undead.
EDIT : in fact any twiceborned mage dying from disease (even when BoT isn't in effect) become a wight mage with 1hp (but heal the next turn).
BoT seem to make undeads continue to suffer from their disease and not heal in some cases (not always).
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May 25th, 2008, 10:47 AM
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General
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Re: Abysian Commander
Quote:
MaxWilson said:
Contrary to KO's specifications, spellcasters can blow more than one "extra" gem to reduce fatigue. This is almost invariably uneconomical. Example here.
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KO just didn't understand how it works then. It's all in the manual. A mage can use as many gems for a spell as his magic level is. This includes the gem cost for the spell. If he has a magic level of 5, then he can use 5 gems. If the spell costs 3 gems, then he can use 2 gems to reduce fatigue. Additionally, he can use exactly one (1) gem to increase his magic level to cast a spell that's higher than his current level. Since he'll be casting a spell over his magic level, he'll receive additional fatigue by this, it's exactly the reverse to using gems for reducing fatigue. Here are a couple of examples how it works:
Magic level 1, wants to cast spell level 2 which takes no gems: works with 1 additional gem
Magic level 2, wants to cast spell level 3 which takes 2 gems: doesn't work, since he needs 2 gems for the spell, nothing left to raise his path
Magic level 1, wants to cast spell level 2 which takes 1+ gems: doesn't work, since he can only use one gem and needs at least two
Magic level 5, wants to cast spell level 7: doesn't work, since he can only use one gem to raise his path
Magic level 0, wants to cast spell level 1 which takes no gems: doesn't work, since he can only use 0 gems = no gems
Magic level 5, wants to cast spell with level <= 5 which takes 2 gems: works, and he has 3 gems left to reduce fatigue
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May 25th, 2008, 10:58 AM
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General
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Seduction / retreat
Quote:
BHV Corrupt/Seduce Retreat: Non-amphibian commanders and victims may retreat to a sea province after a successful seduction attempt, which results in both of them drowning.
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This is marked as fixed in the manual, but it still isn't done properly. Attached is a game where I tested it. The proper test should work like this: If seducer and seduced can enter UW provinces (because they're both amphibian/low amphib/aquatic or have items which give that to them, or the global is up etc.) then include UW provinces as viable retreat targets for the seduction. Otherwise don't. So, just apply the same logic as during movement for this. Or only check for the attribute on the seducer and let the damn idiot that got seduced drown. But not the other way around.
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