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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: cloak of distraction and other things
Thread: cloak of distraction and other things
splat
splat


Adventuring Hero
posted May 22, 2003 09:17 PM bonus applied.
Edited By: Lich_King on 31 May 2003

cloak of distraction and other things

I think that the cloak of distraction does nothing.
I tried to shoot in combat with a enemy creature in front of me: impossible (he had some ranged attack power yes, my hero).
I tried to step into the yellow area of a neutral guarding army: I was attacked, even if there was nothing in my army besides the hero with the cloak.
I tried to dash through the yellow area, not allowed, the path was the same circle around that army as usual.

Maybe the test case was not good, there was some blocking landscape to the left of that army, and a little space on its right and then a blocking tree again.
But I suspect it does nothing, that cloak.

I also discovered that necromancy ward (lev3 nature) banishes any raised undead stacks. Cancellation and dispel are not capable of that.

I tried some of the bone-dragon-first-strike strategy. It should make your bone dragon stack undefeatable, as it strikes the enemy first before the enemy can attack, and then the enemy's attack is cancelled because he runs away in fear. It seems to work quite well, you only have to watch out for multiple stacks, good morale, and the standstill-evade-first-strike bug.

I found out that power drain and magic leech can work together to triple the cost of spells for the enemy. And then, half the triple value is leeched, so you leech 150% of the original spell cost, rounded down.
I tried this against some water elementals. I also summoned some imps. The WE could cast only two spells. I noticed that when he had just 7 mana left (not enough for another spell), my imps stopped leeching. Bug?

I have seen a special popup message when an army of mine, consisting of just 1 berserker, was attacked by an enemy, not a neatral: "The situation looks dire. Do you want to surrender for 20 gold and flee to..."

+Qp applied for good posts this month !
Thank you !


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silx87
silx87


Supreme Hero
posted June 01, 2003 01:22 AM

Yes,the cloak is a pain!When I first got it I was so thrilled cuz it looked good and it should've worked good too,but it did nothing!

One thing:the circlet of whats its name? that causes all spells to be cast with 33% less mana cost is a great thing!I had some nightmares split in two groups and a powerful sorcerer,I had the sorcerer cast mana flare and my nightmares could both cast terror 3 times!the artifact reduces the cost by 1/3 to 4 and the flare reduces it by another 2,to 2!that means 3*2=6 times I could cast terror in each combat!

Everyone knows it anyway,but why don't sorcerers start with sorcery?and why don't necromancers start with necromancy?

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splat
splat


Adventuring Hero
posted June 01, 2003 02:45 PM

The circlet of wisdom gives you 10 mana + 2 mana growth per turn. The thing that gives creatures 33% discount is the magic amplifier, isn't it?

I'm playing a new game now, and it seems like the threat areas are a lot bigger in the beginning, when you are still weak. I haven't found the cloak of distraction yet, of course. I could try a test map with the cloak in front of my home castle...

Moderator, thank you for the QP!

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Dread_Knight
Dread_Knight


Known Hero
Converting Vegetarians
posted June 04, 2003 02:36 PM

Yep... It's the magic amplifier.
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RexHomini
RexHomini


Hired Hero
posted June 05, 2003 02:12 PM

another thing resembling to this one

I had a hero with grandmaster stealth and Nature magic.
I was using it without any army so I can benefit from the stealth thingie.
The probelm appeared when I gave this hero basic summoning.
So this guy summoned each day a sprite or a wolf etc.
Of course I needed to dismiss those creatures in order to be able to use my stealth.
And this is where a bug cam up.
If you set the movment path to a place near a monster on the map , so that path lines that the hero is going to follow appear on the map, and then dismiss the creatures summoned in your army, if you continue to go on the previously set path, the monster will attak you, even if you have grandmaster stelth and no army.
The workaround is to cancel the previously set path by choosing another and then comming back to the old one.
It was quite annoying as it had to be done very often.
Anybody else noticed that?
Thanks

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CountZero
CountZero


Adventuring Hero
posted June 06, 2003 05:53 AM

Quote:
I had a hero with grandmaster stealth and Nature magic.
I was using it without any army so I can benefit from the stealth thingie.
The probelm appeared when I gave this hero basic summoning.
So this guy summoned each day a sprite or a wolf etc.
Of course I needed to dismiss those creatures in order to be able to use my stealth.
And this is where a bug cam up.
If you set the movment path to a place near a monster on the map , so that path lines that the hero is going to follow appear on the map, and then dismiss the creatures summoned in your army, if you continue to go on the previously set path, the monster will attak you, even if you have grandmaster stelth and no army.
The workaround is to cancel the previously set path by choosing another and then comming back to the old one.
It was quite annoying as it had to be done very often.
Anybody else noticed that?
Thanks



After reading your post I am sure that is what was happening to my hero. Thank you for providing a workaround.

BTW isn't summoning a nuisance when you want a solo hero? I find that on numerous occasions I neglect to dismiss the creatures before a battle.

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dale
dale


Known Hero
posted June 06, 2003 07:58 AM

Quote:
I had a hero with grandmaster stealth and Nature magic.
I was using it without any army so I can benefit from the stealth thingie.


I have noticed the exact same thing, and similar workaround.  Another annoying thing about GM Stealth is that if you send the hero on a path to a destination through a fog of war, and if there is a stack (neutral or enemy) exactly on the stack, then the hero will crash into them and attack.

 For that reason, I always keep a close eye on my Thief when he travels long distances.

 Similar effects to the summoning problem when your stealth character gets necromancy.  These two problems are why I develop my thieves with scouting first (until they have GM Stealth at least), then combat, and then magic such as order/chaos/life -- but avoid death and nature magic.
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RexHomini
RexHomini


Hired Hero
posted June 06, 2003 10:07 AM

thieves .. thieves

Well , yes, you are welcome for the workaround.
Thanks for confirming, I thought it had to do only with my settings or something.
As regarding summoning and necromancy, you are very right, ti is quite a bummer to have on thieves.
It would be nice though, if this option could be disabled somehow when the player choses so.
For example, if you get this skill by mistake on a thief, you should be able to disable this skills.
Also at high levels 5 tigers /day (summoning) is quite anooying when you have over 50 faeries etc in you army and you do not have tigers.Again a place where this enable disable summoning thing can be usefull.
On the other hand it is good that you can actually get GM nature magic without haveing summoning and the same happenes with death magic necromancy.
So yes, as Dale said better keep an eye on the thief and do not get him necromancy or summoning
'appy gaming !!
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whinie_the_b...
whinie_the_behemoth


Adventuring Hero
grrrrr!
posted June 06, 2003 10:36 AM

about the cloak of distraction:
I think it`s only supposed to let you walk close to other creatures, but it won`t prevent them from attacking you if you get really close. And I don`t think it`s supposed to work in battle. So it basically lets you walk on otherwise impassable guarded terain but at your own risk.

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GrunanCross
GrunanCross


Famous Hero
King of the Underdark
posted June 06, 2003 11:23 AM

Yeah that sound right, but I never really use those artiys so I don;t know about the actual bonus of the cloak...but I think as bout as much as thiefs or what not...
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splat
splat


Adventuring Hero
posted June 11, 2003 02:34 PM

I have tested the cloak again and it really doesn't do anytning, it seems. I will put it on the artifact bugs list.

Today I realized and verified that disintegrate works on heroes, also. It prevents the immortality potion from working, and the divine intervention spell. A good spell then. It's a shame that the computer doesn't use immortality potions.

I also noticed that divine intervention doesn't resurrect gravestones on the adventure map. But it does show up as an adventure map spell like mire, pathfinding, summon boat etc. So I guess that is a bug also. At least I would find it a nice feature if you can use DI instead of towns/sanctuaries to get your heroes back on the adv map.

I played with the hideous mask some time, and it seems if you have first strike, then, just like with bone dragons, you are invulnerable if you fight against one melee stack. If you take some things into account, like watch out for morale, the no-walk-evades-first-strike bug, some creatures are immune to fear, etc.

If you are a gravestone, and you attack a town, you gain experience! I already knew that if you attack or defend a town and you die in the battle, but you win anyway, that you gain XP then. I could expect it, because the resurrections at the temple are done before the dealing of XP.

A prophet (gets spiritual armor) and an assassin (gets haste) see the bonus icon among their beneficial spells.
I saw that the monk (chaos ward) and the paladdin (death ward) don't have their ward icon in the beneficial spells listing. I thought, maybe it's a bug and the wards don't work at all, but they work. It's just the icons.

I found out that fireball, inferno and armageddon never hit the caster, but chain lightning can hit the caster.

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