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June 25th, 2010, 05:59 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Bug Thread: Discussion
It looks like forts created with spells have def at 0 on the turn they are constructed, as attacking them on same turn works like casting Crumble first - defense is at 0 + whatever you can repair.
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June 26th, 2010, 02:01 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
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Thanked 60 Times in 35 Posts
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Re: Bug Thread: Discussion
Heh, good to know. I will now use that knowledge against you.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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June 26th, 2010, 03:27 AM
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First Lieutenant
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Join Date: May 2005
Posts: 660
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Thanked 75 Times in 31 Posts
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Re: Bug Thread: Discussion
I already used it unintentionally against Zeldor, that's why he knows it
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June 26th, 2010, 01:04 PM
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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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Thanked 695 Times in 267 Posts
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Re: Bug Thread: Discussion
Quote:
Originally Posted by Stavis_L
Unit 2070, the Sibyl of Hermon, a hero unit for Gath, does not have either healer abilities or fortunetelling ability, both of which she should have according to her description.
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Known, been on the shortlist for months.
The fort bug probably needs to be added, I had no idea about that one.
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June 26th, 2010, 11:28 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Bug Thread: Discussion
Quote:
Originally Posted by Edi
Quote:
Originally Posted by Stavis_L
Unit 2070, the Sibyl of Hermon, a hero unit for Gath, does not have either healer abilities or fortunetelling ability, both of which she should have according to her description.
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Known, been on the shortlist for months.
The fort bug probably needs to be added, I had no idea about that one.
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I don't really see that as a bug - more a mostly unknown facet.
If the defense increases the way forts usually do I think thats fine.
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July 4th, 2010, 03:17 AM
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Corporal
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Join Date: Nov 2009
Posts: 59
Thanks: 7
Thanked 2 Times in 2 Posts
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Re: Bug Thread: Discussion
In one of my MP game I give my tart cyclops a shroud of battle saint for the benefit of my high bless, and when he cast iron will on himself, the "blessed" status just gone, along with all the bonus. So I made some test:
It seems the "blessed" status(as well as sacred status and all blessed bonus) given by item like shroud of the battle saint(armor nbr 54) and armor of virtue(armor nbr 110)will be negated by multiple spells, like all mr increasing spell(resist magic, iron will, anti magic, army of lead)and some other spell, according to my test, spell like personal luck, phoenix power or weapon of sharpness will end "blessed" condition, while mist form, pheonix pyre or iron skin will not affect. It's just spell I tested, I believe there will be more spell that will negate it. Innately sacred creature will not be affected, though.
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July 4th, 2010, 03:54 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Bug Thread: Discussion
Quote:
Originally Posted by Sajuuk
In one of my MP game I give my tart cyclops a shroud of battle saint for the benefit of my high bless, and when he cast iron will on himself, the "blessed" status just gone, along with all the bonus. So I made some test:
It seems the "blessed" status(as well as sacred status and all blessed bonus) given by item like shroud of the battle saint(armor nbr 54) and armor of virtue(armor nbr 110)will be negated by multiple spells, like all mr increasing spell(resist magic, iron will, anti magic, army of lead)and some other spell, according to my test, spell like personal luck, phoenix power or weapon of sharpness will end "blessed" condition, while mist form, pheonix pyre or iron skin will not affect. It's just spell I tested, I believe there will be more spell that will negate it. Innately sacred creature will not be affected, though.
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Known issue.
It is tied up in the sacredness of a unit, so it seems that anything that affects an attribute that can in some way be gained from being blessed will negate the blessing from the shroud. This is probably because the spells in question needs must check for the presence of blessed status and then the stat increases etc must be factored according to that. Blessing requires being sacred in the normal mechanics, so when that is checked, the loaned bless from the shroud goes poof.
That's my hypothesis on how it works, but I obviously don't know for sure. Debug logs would help a lot in narrowing it down, you just need someone to decipher them and I'm not too good at that.
If you do have debug logs, this could be sent to Johan and he could check it out.
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July 5th, 2010, 07:36 AM
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Corporal
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Join Date: Nov 2009
Posts: 59
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Re: Bug Thread: Discussion
It seems differ from creature to creature——test on blue-robed starspawns turns out that non of the spell listed above affect "blessed" status, unlike tarts.
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July 5th, 2010, 04:32 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: Bug Thread: Discussion
Quote:
Originally Posted by Sajuuk
It seems differ from creature to creature——test on blue-robed starspawns turns out that non of the spell listed above affect "blessed" status, unlike tarts.
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Blessing can't raise MR beyond 18 and they have native 18 MR, so there is no effect or flag to overwrite from Iron Will, for example.
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July 5th, 2010, 11:10 PM
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Corporal
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Join Date: Nov 2009
Posts: 59
Thanks: 7
Thanked 2 Times in 2 Posts
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Re: Bug Thread: Discussion
Tartarian cyclops/titans have nature 18MR, and starspawn have 20, non of them should be benefit on blessing......
Beside, that does not explain why personal luck negate blessing on tarts but not on starspawns, and twisted fate does not negate both, yet air shield negate tarts' blessing
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