| Magic spells and skills reshuffle | This thread is pages long: 1 2 3 4 · «PREV |
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BigPig2

 
  
Known Hero
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posted November 08, 2026 11:32 PM |
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I just did a quick test. You cant attack your own troop while it is hypnotized by the enemy. You cant cast a magic arrow on it either.
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purerogue3

 
   
Famous Hero
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posted November 09, 2026 12:13 AM |
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That's fine.
Too complicated to change the ai behaviour on this.
So >1t(fixed) duration allows for various blocking, opening gates, casting unit spells etc. maneuvers - with the same 'ending' flourish of attacking on the last turn (not sooner as small stack will be wiped by any retaliation)
I can live with this level of cheese
or can fixed 2,3t
what do you think?
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BigPig2

 
  
Known Hero
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posted November 09, 2026 10:21 AM |
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Just to be clear, this is not a matter of AI behaviour, this is the (presumably intended) mechanics of the Hypnotize spell. The unit under the influence of the spell is considered friendly by its original owner for the purposes of targetting with troops and spells. The human player cannot do it either.
When it comes to limiting the duration, I am sure that can be done, as mentioned I will be reducing the duration of all enchantment (status) spells to something like 1 + SP/8 but as that requires space for the instructions I am planning to do it when I get around to rewriting spellcasting to apply hero specialty bonuses to all enchantments rather than just the ones already existing in SoD as it is a part of the same function (SetSpellInfluence).
I believe HotA has added new enchantment spell specialties however so there is a chance they have a hook around the relevant code and you would need to find it somewhere in their dlls.
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purerogue3

 
   
Famous Hero
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posted November 09, 2026 04:42 PM |
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Ohh.. THAT's what you mean - hypnotized troops MAY NOT be attacked by the owner
which is weird.. but anyway
because they can attack you! .but you can't ?.. 
what "all enchantments"?
1+sp/8 is heavily fixed, not a bad idea
i'm a purest i'd make spells either *sp or fixed
another thing to do is rewire resistance skill to block more relevant MAGIC and 'resistance'-relevant effects rather than the six listed (see btb). Like also block unit spells, not block fear (makes no sense)
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BigPig2

 
  
Known Hero
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posted November 09, 2026 06:22 PM |
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Enchantments as in spells that give troops positive or negative statuses, haste, curse, blind, protections, all of that.
What was it that Resistance doesnt block again? I recall reading about some quirks but dont remember much detail.
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purerogue3

 
   
Famous Hero
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posted November 09, 2026 07:38 PM |
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creature procs EXCEPT thunderbird lightning strike
(tested)
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