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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series

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  #1  
Old 11-03-2012, 09:10 AM
Hagbard Hagbard is offline
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Quote:
Originally Posted by camelotcrusade View Post
@Zechnophone, got it.

Two questions for the patch users out there:

1. Do rune mages have no ranged penalty now? I forgot I bundled that in with their other bugs so if they still have a ranged penalty I need to put that part back on the list.
Seems like they still have this range penalty however just if the target is 8 tiles or more away. (was it that way even before the patch? i didnt have the unit before) So they do have a higher range than usual range classes but not sure if this is working as intended. Weird...
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Old 11-03-2012, 09:17 AM
Handel Handel is offline
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Is there a buff which instantly reloads the unit's abilities? Because I just made a battle with an orc squad using the song which casts random buffs/debuffs (with the unofficial fix) and my soothsayers were able to cast the Loki's touch 2 times in 2 successive turns. And yes - I am absolutely sure of it.
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Old 11-03-2012, 09:22 AM
tiberiu tiberiu is offline
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Quote:
Originally Posted by Handel View Post
Is there a buff which instantly reloads the unit's abilities? Because I just made a battle with an orc squad using the song which casts random buffs/debuffs (with the unofficial fix) and my soothsayers were able to cast the Loki's touch 2 times in 2 successive turns. And yes - I am absolutely sure of it.
The spell GIFT does that.
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Old 11-03-2012, 09:44 AM
Nevar Nevar is offline
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Quote:
Originally Posted by Handel View Post
Is there a buff which instantly reloads the unit's abilities? Because I just made a battle with an orc squad using the song which casts random buffs/debuffs (with the unofficial fix) and my soothsayers were able to cast the Loki's touch 2 times in 2 successive turns. And yes - I am absolutely sure of it.
I've encountered this with Loki's Touch, too, but I have no idea what causes it. I didn't use that song.
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  #5  
Old 11-03-2012, 08:00 PM
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Zechnophobe Zechnophobe is offline
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Oh, I just remembered another bug I witnessed. If an AI Royal Griffon has no space to summon a Celestial Guard stack, it will still try a few times before doing something else. Each time it tries, you'll get an error message "There is no valid target for that spell" or some such.

Luckily it does not infinitely try or it would hang.
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  #6  
Old 11-04-2012, 07:32 PM
MattCaspermeyer MattCaspermeyer is offline
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Default Looks like this one was fixed.

My UNIT_SPECIAL_ATTACKS.LUA dated 11/1/2012 (first official patch) has the fix you specified.

/C\/C\

Quote:
Originally Posted by camelotcrusade View Post
Units & Unit Abilities[*]Soothsayer Ice Storm only freezes center: Players are reporting that while they have seen the center hex become frozen they have never seen it freeze enemies outside of this hex. Shouldn't it be able to freeze any of the targets? -->Unofficial Fix!

@tiberiu I added soothsayer's ice storm problem yesterday (it's in the list) but forgot to mention it in the updates. We have a fix now, too.
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  #7  
Old 11-05-2012, 01:54 PM
torquemada torquemada is offline
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For some reason there is now trotting sound when walking on the lighthouse island on the first island. Is it just me?
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  #8  
Old 11-06-2012, 12:34 AM
Bhruic Bhruic is offline
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Quote:
Originally Posted by camelotcrusade View Post
Orc Hunters render units unattackable with Control Animal: If the target of control animals survives it can become unattackable by melee and must be ranged to be defeated.
I'm not sure if this is still true or not, but it overlooks a bigger issue - that the ability as described isn't supposed to control animals. The tooltip for their only ability is "Training", and the description for it is that it allows the Orc Hunter to summon a unit of animals. If, in fact it only allows you to control animals (and I'm pretty sure it does), then the bigger point is that the tooltip is completely wrong.

edit: Also, despite their description claiming they are, Witch Hunters are not immune to mind spells.

edit x2: Magic Shackles won't work on Necromancers: No information on Magic Shackles or on Necromancers explains why it doesn't work on them (it works on all other undead). It won't even work on a single necromancer, so it's not a leadership issue. Please allow it to work or make clear which feature prevents magic shackle.

It's definitely Mind immunity that prevents Magic Shackles from applying. That's still a bug, as there's nothing indicating that in the description, but it not working appears to be WAI.

Last edited by Bhruic; 11-06-2012 at 12:54 AM.
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  #9  
Old 11-06-2012, 02:19 AM
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camelotcrusade camelotcrusade is offline
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Thanks for the insights. I've modified the Orc Hunter entry and also added your fix for Hilda's arrows (thanks). For the Necromancer entry, I think you're saying the problem is they have a hidden mind immunity, not that magic shackles doesn't work on them. I updated that too and moved it to the units section.

If anybody has a fight handy where they can try other mind magic on necromancers it would be good to confirm their mind immunity extends to all mind spells to validate our diagnosis.
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  #10  
Old 11-06-2012, 02:27 AM
Bhruic Bhruic is offline
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It's definitely the case, it's stated plainly in the necromant.atom file.

The problem is twofold: First that Necromancers aren't listed as being immune to mind spells, and second that Magic Shackle isn't listed as being a mind spell. It definitely wasn't in AP.

Don't forget the Witch Hunters not having the mind immunity that they are listed as having.
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