|
|
|
|
|
July 4th, 2008, 05:50 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Bug thread
Comedy of this value shall not be punished even if it does take the thread a bit OT.
|
July 4th, 2008, 06:05 AM
|
|
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Bug thread
> We do need to work on Kris' morale though. Kris, you need to rely on your Awe aura, and just outlast them, I am sure you're not routing long before they would have. What happened to that Horror Helm we gave you? That should make them fail checks sooner in your lecture, resulting in a successful defense of the classroom with 0 Commanders killed.
The problem is I have morale, and my students don't. Some are mindless and unaffected by awe.
I did wear a high hat during a lesson the other day. It actually worked. They were impressed into obedience (or rather, were caught by the spirit of the time and produced good results).
I should deck myself up with more items.
|
July 4th, 2008, 06:08 AM
|
General
|
|
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
|
|
Re: Bug thread
Take Gift of Kurgi next time Or send a group of sucide scouts with Slave Collars...
|
July 6th, 2008, 08:14 AM
|
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
|
|
Re: Bug thread
"Never-healing" magic beings not only heal when they come to friendly lab (as intended) but also when they siege an enemy castle with lab in it.
|
July 6th, 2008, 08:34 AM
|
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
|
|
Re: Bug thread
If Machakan spider rider is killed by poison and there's some poison remained, the spider itself will continue receiving poison damage even despite it is poison immune.
|
July 6th, 2008, 08:53 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Bug thread
Quote:
ano said:
"Never-healing" magic beings not only heal when they come to friendly lab (as intended) but also when they siege an enemy castle with lab in it.
|
That's interesting, but I doubt there is much that can be done about it. *sigh*
|
July 7th, 2008, 03:45 PM
|
|
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
Re: Bug thread
__________________
There can be only one.
|
July 11th, 2008, 03:23 PM
|
|
Lieutenant General
|
|
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
|
|
Re: Bug thread
Nature magic (on pretender specifically, have not checked other casters) does not boost pre-existing regeneration as it is stated it should.
I can't see which category this should go under, so it's a dirty report.
|
July 11th, 2008, 03:26 PM
|
First Lieutenant
|
|
Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
|
|
Re: Bug thread
Indirect Magic (page 85 manual):
Nature: Supply Bonus +10, Magic Leadership +5
So no regeneration boost.
Do you mean the nature bless from N4 up? This isn't a bonus for your pretender.
|
July 11th, 2008, 04:06 PM
|
|
Lieutenant General
|
|
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
|
|
Re: Bug thread
No. During pretender creation, it specifically reads:
"A mage of this path can feed 10 troops per level of Nature magic, and any regenerative powers of the mage will be boosted."
Currently, it only gives the caster a bonus to regen if it is from a spell/item, not if it is pre-existing.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|