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# 502 Choosing Beta 1
(01-09-2016, 03:51 PM)Jumpingfist Wrote: I ran into a sort of issue in 2nd cycle and think it could cause a problem here.

If a group has two wizards of same level and transfers a ring to the group 701.   Then wants to teleport which wizard to use?  In 2nd cycle I did not use either wizard because I did not know who would get the ring and teleporting was a priority.  

Is there a way to know who will get the ring?  First wizard listed or alphabet by name?

Those rings always go to the highest level wizard in the group. If two or more wizards are at the highest level then it's by alphabetical order.
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The new website dropdown lists have been updated and shortened whenever possible. Under the Magic menu, only spells that are allowed by wizard level will be shown. You may have to refresh your browser to pick up the latest version of the pages. Let me know if any issues.
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Made some changes for recruiting Companion brigades. Now, any brigade type (not just kingdom) will qualify. Check your kingdom setup for companion requirements and just ignore the word "Kingdom" for brigade type.

Changes were also made for improving brigade advancement:
- Higher percentages of brigade promotion across the board
- Overwhelming an opponent with 500%+ combat strength now allows brigade advancement (but not to Elite)
- Attacking a village may now promote Green and Regular brigades

I also added some new messages for the kingdom turn report in case your group doesn't get blooded enough or another condition that prevents brigade advancement for the entire group.

Brigade attrition/elimination is still under review.

The above applies for both Beta games so send those Kingdom brigades into battle!!
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Has anyone tried the new spells yet?

I would like to see if Instant Summon Phantoms absorb combat damage for your group (then disappear at end of turn). 

Summon Zombies at end of battle and watch them grow in subsequent battles (up to 15 total brigades when feeding off the dead).

Destroy Undead against a group with undead troops.

Sacrifice Leader to bump up another guy.

Convert a leader to Nazgul (undead) status.

Meteor Strike on a pc.

Project Image of a group since that spell was the most complex to code.

Let me know of any others that you may try this coming turn or two. Same for the other Beta game.
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good to see changes coming. HA caught me with my groups split trying to get promotions. Good thing is we can now see why the SA got such a low score.
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I have a question about a new spell:

Name: Ancient Intervention Spell #: 109

The wizard casting this exhausting magic is able to prevent combat between two forces
anywhere in the realm, both groups are affected and no combat takes place as a result
of this powerful spell. The Ancient Intervention spell however drains 1 power level
from the wizard but the loss may be regained normally through magic research (order
#799). Put group ID of one target group in Column "C" and the 2nd group ID in Column
"D".

Will this work only between two groups? Will this work on a group vrs pop center? Will his work on an unusual encounter?

To late to use this this turn but if anyone has a battle next turn I would like to try it out.

Matthew
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(01-10-2016, 10:34 PM)Ruingurth Wrote: I have a question about a new spell:

Name:    Ancient Intervention                     Spell #:  109

     The wizard casting this exhausting magic is able to prevent combat between two forces
     anywhere in the realm, both groups are affected and no combat takes place as a result
     of this powerful spell. The Ancient Intervention spell however drains 1 power level
     from the wizard but the loss may be regained normally through magic research (order
     #799). Put group ID of one target group in Column "C" and the 2nd group ID in Column
     "D".

Will this work only between two groups? Will this work on a group vrs pop center? Will his work on an unusual encounter?

To late to use this this turn but if anyone has a battle next turn I would like to try it out.

Matthew

This is an AN only spell it is also in 2nd cycle where it has been tested.   It only stop two groups from fighting each other then lowers your wizard level by one.
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For both 2nd and 3rd Cycle, the Oracle of the Old Gods should not be able to reference itself (quite the waste of 7000 gold). This happened to me as the Pirate this past turn.... did a #791 with it and it gave me itself as the divined artifact.
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Thanks - we knocked most of that out before but I can see how that would be a weird exception for Mike.
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(01-13-2016, 12:28 AM)IMPERIAL_TARK Wrote: For both 2nd and 3rd Cycle, the Oracle of the Old Gods should not be able to reference itself (quite the waste of 7000 gold).  This happened to me as the Pirate this past turn.... did a #791 with it and it gave me itself as the divined artifact.

Are you sure about that? Just checked all 15 turns of the Pirate and not once did the results display an artifact that was under your control (itself or otherwise). Maybe you were referencing a 2nd Cycle game...
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