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  #31  
Old April 28th, 2005, 11:55 AM
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Default Re: List of known issues

After more sleep, I conclude I was probably wrong about the prophet's blessing issue -- likely confused due to playing when I should have been sleeping. An enslaved prophet does lose his priestly magic, 'tho, if he wasn't a priest (because magic is re-rolled based on the unit type, including holy/unholy) but the prophet flag still remains (even when a unit pre-GoR), and hp/etc vary based on owner's dominion. I don't have the saved game with me at the moment, but I think it also retained a 'sacred' flag, which might have interesting (ab)uses in a multiplayer game. And the unit was a Black Lord, not something normally sacred, IIRC.

Haven't checked to see whether one can grab an 'unholy' flag as well. If so, hm, could one get both Unholy and Holy on the same unit (enslave an unholy prophet, make him your own holy prophet?). Athematic if possible.

Other bits do seem real, 'tho (e.g. why are Tartarian Spirits amphib but Titans not? Are Titans considered to be fleshy bane/wight-types or Soulless?)

Regarding scouts, IIRC units with 0 leadership get special treatment. I once had a 0-leadership assassin-type get a Heroic General-type ability he wasn't allowed to use, but it's been a lot of patches ago and I don't know if this is still possible.

Another bit that strikes me as odd: the AI seems to rarely, if ever, attempt to cast Dispel -- unless it's simply not reporting it when the Dispel fails and it's consistently undershooting.

I'm a bit tempted to think that the Soulstone of the Wolves is too good for the price, because the sheer number and placement of wolves gives a huge number of very distracting targets, even during a castle storming battle; and if the user casts army buffs after a few turns (Wolves with Antimagic, Marble Warriors and Battle Fortune? Or Haunted Forest?) or if the flanks are unprotected they can be far more than a distraction. Needs to be considered in the context of whether Nature magic and Cons-8 are reasonable overall, however.
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  #32  
Old April 28th, 2005, 12:13 PM

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Default Re: List of known issues

I don't know about the prophet issues, but I do know that mind-enslaved sacred units remain sacred for their new owner. That is rather anti-thematic, but it may be too deeply ingrained in how units are represented for them to be able to do much about it.

The specific example is from an MP game. I (as Pythium) enslaved a bunch of Black Hunters. The hunters kept their sacred attribute. They showed no signs that they kept the regen part of their previous blessing (N9 - the regen symbol appears when they get the nature blessing and it did not appear when they were blessed by Pythian priests). Instead, they did clearly get the increased prot from the Pythium E10 blessing. More buggy (though I have not tried to reproduce the effect) was that the regular Pythium sacred units seemed to acquire the berserker part of the N9 blessing, even when there were no former Machaka units in the battle. After having enslaved the hunters, I regularly had Theurgs go berserk (I suppose there could be some other explanation for that, but if so, I am not aware of it).
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  #33  
Old April 28th, 2005, 12:22 PM

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Default Re: List of known issues

Nature mages have the annoying habbit of casting berserk on archers or fellow mages.
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  #34  
Old April 28th, 2005, 04:12 PM
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Default Re: List of known issues

Nothing like watching your old and dignified colleague run amok and make an *** of himself. It will also make those long hours in the lab bearable with all the grumpy old guys gone.
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  #35  
Old April 28th, 2005, 05:57 PM

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Default Re: List of known issues

Quote:
Kristoffer O said:
Nothing like watching your old and dignified colleague run amok and make an *** of himself. It will also make those long hours in the lab bearable with all the grumpy old guys gone.
Huh, I've refrained from replying to Morog "ain't a bug, rather a prank-feature put by the devs" , indeed I was right !
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  #36  
Old April 29th, 2005, 05:46 AM
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Default Re: List of known issues

Under 2.15 and 2.16, a R'lyeh player has run into the infamous scales disappearing after turn 1 (in the capital). Two slightly different Pretenders have been used, to the same effect. Does anyone know how to avoid this problem? I think I have only heard of scales skipping town with oceanic nations, but that could be just coincidence.
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  #37  
Old April 29th, 2005, 06:09 AM
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Default Re: List of known issues

Quote:
Alneyan said:I think I have only heard of scales skipping town with oceanic nations, but that could be just coincidence.
No, I am playing Vanheim in one of the Shepherds games and had the same problem of some of my scales resetting to +-0 immediately after the first turn. I cannot remember which scales where affected, but I do remember my anger of loosing the Order+3 scale!
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  #38  
Old April 29th, 2005, 04:36 PM
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Default Re: List of known issues

BTW, is Cthgul the Stargazer supposed to have feet slots? Unless he's a rebellious, trend-setting illithid... the fact that he does just seems to break the trend of footwear-averse Starspawn, that's all.

Idle note: If you start construction of a fortification, and during construction you discover a magical site which provides a fortification, you don't seem to get the magical site castle; in some cases it'd be advantageous to abandon construction and switch. I haven't checked to see whether you can get it if you finish construction and then tear it down, however.

'Flight' still seems to be bugged. I Earth Attacked an enemy air mage, who promptly cast Flight... on the Earth Elemental, because apparently you still can't cast flight on yourself and there was nobody else to cast it on. Arguably an Air Mage should also not cast Air Shield when there are no missile troops on either side? Nethgul spell targeting is also a bit odd, although perhaps that's deliberate; e.g. sometimes it tries to Mind Hunt or Horror Mark its owner, I think. Maybe it doesn't like being a brain in a (Mi-Go?) jar. *shrug* (...muses about Nethgul being given control of a Golem body...)

Another correction re: enslaved prophet. No Sacred flag, but Blessed flag is still there. So no simul sacred/unholy here.
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  #39  
Old April 29th, 2005, 10:01 PM

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Default Re: List of known issues

One really minor thing I just found: I created a pretender with so many long titles that part of the last one got cut off.
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  #40  
Old April 29th, 2005, 10:24 PM
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Default Re: List of known issues

Quote:
Taqwus said:
Arguably an Air Mage should also not cast Air Shield when there are no missile troops on either side?
I'd rather have them cast a useless air shield than their current behaviour of casting a single false horror. You stand a good chance of losing air based SCs if you put air shield in their buff list.
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