Tatical battle abort sequence... If you go to tatical battle the options button is still in the upper right hand corner. Click that and then push escape. It will bring you back to the main map. (Note: in tatical battles the escape key is disabled) It also makes the game unstable after this happens.
parrottmath
Out of curiousity, what effect does beguile have on a character, if that character is by themselves? I was shooting the Black Widow with Lady Irane's cheap bow, when the Black Widow advanced towards me slowly and stopped within striking distance to cast beguile on me. First off the description for beguile talkes only about melee attacks attacking someone randomly 50% of the time. I have a bow (no melee). Secondly, if I attack randomly somebody else 50% of the time and I
Also, I believe this event is also exploitable for free XP. Accept the quest (+3 xp), but decline the fight with the ruffians. Quest restarts: accept the quest (+3 xp), but decline the fight with ruffians. Quest restarts: accept the quest (+3 xp) ... etc The fix is easy, instead of sending it back to objective 0, send it back to objective 1.
So, loaded up a random map and found the following floating waterfall. From another angle:
Running in Admin mode should fix this problem. For future reference if you change any of the core files (for a mod) you will also need to run the game in admin mode as well, for the game to detect the change.
Nevermind... its up right now :)
It does and there are few other graphical glitches like Procipinee dress shows through her cloak from time to time and some other things that I don't know if there is a good fix for all these graphical problems. I do agree that at least the portraits should be fixed at the very least.
So what you are saying is that this delay was because of the pony ;)
nope... looks like it will be a .99 release I'm guessing tuesday
I think he wants to hoarde the statistics all to himself. Show me the math...
did I understand the post correctly... The AI will use these spells?
[quote who="Mistwraithe" reply="15" id="3250341"]Excellent. That's one key item off my list of important issues I would like to see solved before release. However will it use the players mana in autoresolve? Ideally there would be two autoresolve buttons, one for using mana one without, but failing that I would prefer that autoresolve didn't use any of the players mana on the basis that it is often a precious resource for me and usually the battles I autoresolve are the small one
I've seen this in .983 It only happens when I'm in range to attack and then adjust to attack to a different spot. It moves then auto attacks instead.
I like the idea of an animation here. The shield shines up, but I think adding that effect will be too much at this point. Let us see for an expansion or layter patch.
doesn't despair act this way?
Looking at the changelog of .984 recently there is a change to the raise and lower land cost. People are saying that at the low low price of 5 mana changing the landscape is too low a cost for the power. But some people think that 50 mana is too high a price. The argument for the price change to be lower is the fact that when you cast lower / raise land it usually isn't once it is several times in a row in order to do anything useful with the spell. For example a land bridge to ge
I've seen the wild-lands leave the wild-lands before anybody has visited them (I can gaurantee this because I spawned next to one and saw them killing a few monster lairs there. But you are absolutely right about the big monsters being released and wrecking havok across the land 20-30 tiles away. But I think this is being addressed in the next update on Monday.
I'm liking the vids. I know when a champion falls in battle (even when you win) they get an injury. But it doesn't cost any mana when the sovereign falls in battle and you win... I think it should cost maybe 1 / 2 of what it usual costs when you lose. Or does it already?
Its a shame that the report doesn't specify in at the end the type and number of spells cast (just not when).
I've been meaning to post this here as well. I can't fathom a reason why it would not be there, unless you consider not cluttering up the main menu screen a reason (which is a good reason not to, I might add).
[quote who="seanw3" reply="274" id="3249939"]I made Eyes of the Eagle reveal a 12 tile radius and have Book of Wind always available, with a higher tech cost. The mana cost for the spell is around 100, but it shows you everything you need to know if you choose to invest in it. Later on I have 3rd Book of the Magi unlock a reveal map spell, which is almost a necessity IMO. [/quote] Exactly this :)
I rather like the system as it currently stands. The ability to change the output of a shard goes against what constitutes a shard. The change between life and death shard is that they are the same shard, using two different sides of the shard. I understand your pain and the request you ask is by my understanding of the xml in the game is not that hard to make a mod to do exactly what you are suggesting. The reason I wouldn't change the current system is because this force
[quote who="GFireflyE" reply="268" id="3249705"]That, and having a spell like Eagle Eye would make scouts even MORE useless than they already are...[/quote] A scout is an early unit builder. You build it in the beginning of the game when you scout out your territory. The eagle eye spell is something I would add to mid-later game, when as you put it scouts are pretty useless and the intent is that the AI is preventing you from seeing some important items on the map. Also, the when I re
You right that master scouts trait needs to be updated to say the mundane monsters won't attack your units. There is an exemption with the Wild-land denizens. So, I would say that we should update the description of Master Scouts to say Mundane monster won't attack units. No movement penalties in Forests, Swamps, Hills or Rivers. Or what ever word works best for Mundane to represent that your normal monsters won't attack, but special monsters like the Wild-land den
I'm like how your tatical play and your autoresolve match up pretty well. I understand not showing all the buff and stuff, but at least you noticed that there was something fishy going on with the code and it seems you fixed it. I'll sleep good tonight knowing on monday I'll get myself destroyed either way I play (tatical or auto-resolve). Can't wait to face you (AI) in battle...whos that at the door...