Problems with teleport spells for Drogon and Xii !!!

Angel of War and Winter Wind not working

Dear Stardock (and anyone else reading that might have a solution or experience the same problem),

 

I just bought this game a week ago and have been loving it so far. I'm playing the campaign on hard setting and it is proving to be quite challenging. 

 

I finally got access to two, seemingly, powerful, global teleport spells that could help with covering the big map and all the quests and shard attacks, but both are not working!

 

The first ability is the Angel of War skill on Xii that should give a global teleport spell but nothing shows up in combat or in my spellbook after I chose the skill :(

 

The second ability, which I unlocked for Drogon shortly after, is Winter Wind, which does make a spell in the spellbook, but the spell does not move Drogon's army anywhere :(

 

I really hope someone can help/fix this since otherwise I'm losing interest in this campaign game. If anyone else has seen this or these spells work please let me know since it might be a bug with this specific map/game instance.

 

Thanks in advance,

Jakob

10,266 views 8 replies
Reply #1 Top

Hello Jacob,

        I was looking through the xml code for the game and noticed something weird with drogon's ability given spell, it is displayed to teleport him to locations, but the code is a teleport all code, similar to the one that is supposed to recall all of your un-stationed units to your main base. I made some changes that might allow it to work in a mod , but I have not tested it yet as my recent game have not showed me snow yet, and it can only target certain winter tiles. also I cannot guarantee my fix will be restricted to Drogon only to use it. I will test it and see if it works at all, but it might allow anyone to teleport to winter tiles.

       Okay I tested it I can cast the spell Winter Wind and make it select who will cast it, and it will work to target the icy terrains, but I cannot restrict it to only allow Drogon to cast the spell.

Xii's Teleport spell does not exist, it could be created but it currently would have the same flaw of allowing anyone to actually use the spell, also there is no information on what type of terrain should be able to be targeted.

Reply #2 Top

Hi Spencer,

Thanks for the quick reply! It would be awesome if it could be fixed like you describe it. I will just only allow Drogon to cast the spell - that is no problem. Is there any way for me to fix it in my existing campaign game (I'm about 11 hours into the game so would like to continue it)?

With respect to Xii, would it be possible to create the Angel of War spell and have it teleport Xii's army to any, empty tile regardless of terrain? It could then cost 10 mana like Cloud Walk so it would just be a more powerful version of that spell. Winter Wind costs 5 mana IIRC but that is fair I guess since it only allows travel to polar regions which is of more limited use (but would be great for me in my particular game since I have some quests in the far north and there are some juicy shard locations under attack there).

TLDR can the xml fix be used by me in my existing game?

 

Reply #3 Top

Hello Jacob,

Unfortunately no any changes to the xml's need to be in place from the start of the game, but other than that yes the skill could be fixed just without the ability to restrict it to only Drogon or Xii respectively, and since Xii's ability is also damaging I would suggest it be more expensive than cloud walk (note cloud walk only allows you to go to friendly terrain, Drogon's ability is more open on it just requires icy terrains I do not think it is even restricted to reject hostile owned. Even useful it seems in combat maybe I have not tested combat casting.).

Truthfully since its going to be a mod you can decide yourself how you want it to work and many options could be done, for Xii the transport is easy (same issue as Drogon, any character could utilize it, will power will be necessary in sticky situations not to abuse it) the damage I would need to look at since you might prefer not crisping your own unit onsite that is needing the help. Let me know how you might want it to work cost and stuff and I could work on it for you and send you the info you need to make you own patch mod file to fix these issues. The spellbook enchantments are still corrupt as all hell, maul is definitely wrong and many others are glitched and mislabeled. Even the Tinker ability that was giving you spellbooks is iffy and inconsistent 2 level 7 and 8 books for some schools and then two schools only level 8, and since they are now single use that just seems like abit of a waste of a leader ability.

Reply #4 Top

Ok - thanks for another quick reply.

I guess this game is stuck then unless they patch the game again soon. I find it a bit strange that problems like this is in a version 1.3 of a game - i.e. abilities like Angel of War having no effect at all even though it's one of the ultimate abilities of one the champions :(

I think I will just give this game a pause and see if they patch it - I just hope it won't be like the other elemental games which I bought and never really played. I think this game is a huge improvement in terms of clear graphics and core gameplay with funny quests, the Sorcerer King and the Doom Track. It also runs extremely smooth on my PC so I really just hope they fix the last, big bugs. 

I find the enchantment system too bland with the multitude of little items that can be attached to ALL items - they should reduce that and reserve some items for misc., some for weapons, and some for armor IMHO. Sometimes less is more! If it is also bugged on top of that I think I will just not use it...

If a lot of progress can be made by modding XML files that can be a solution too, so if no patch is coming soon I think you should make a post with some of the fixes you have made - that would be really cool :)

 

 

Reply #5 Top

Truthfully even if they patch the game that majority of the fixes will be done in the xmls for the problems you are observing so your current game is going too still be flawed unfortunately. Now I love the enchanting in the game because it can enhance the items especially the splintered staffs that add movement or the Midnight stone for 10% experience increase, these may seem negligable but they can add up fast if you have them on multiple items a 100% increase in experience is nice even if it is spread over multiple items, or even 10 more moves equipable on any unit. The coolest is demon horns for +1 mana per kill, if you can put 10 of them on a suit of gear, that is 10 mana for each kill the equipped unit does. In a game where getting mana is like squeezing blood from a stone; killing 6 enemies with +10 mana from each kill, 60 mana from a fight, now you can actually afford to enchant or cast spells in combat finally.

Ofcourse Tinkers can have 3 enchantment slots per item so they totally rock(mine have 4, and the other sovereigns have 2 slots, because I love the enchant mechanic). The flawed part of enchanting is only in the spellbook enchants, and since you only get to use those once each maximum if you can get them( have not seen any way you can the the spellbooks as loot and they affect your spell selections), it would not affect you much.

I personally believe you should at least be able to find spellbooks as treasure(and that is not hard to mod in the xml, just tedious because of how restricted they made the loot in the game). You will loot a ton of plate gear and shadow swords, but you have to loot leather then make leather equipment, or get iron to make chain stuff, also rare can random enchanted items seem to be things of the past you get recipes then you have to make them yourself if you can get the ingredients. The MAKERS could do a tone of fixing just from reading through the xmls and adding descriptions to items and abilities, this would allow them to make sure the description and abilities match, and that the scales are valid, I mean saying you give an item 50% chance to maul, when it actually give .5% ie no real chance at all is just careless.

Now I have a question for you do you believe Xii should be able to only teleport to friendly territory or should they be able too get to pretty much any territory you can see?

Reply #6 Top

Thank you for the clarification and I can also see now that enchanting a full XP, a full Move set or a full Mana set can be a good mechanic (I can also see a full Lifesteal set could be cool). So I guess the enchanting system is okay if they do the fix and description overhaul of the XML that you mention.

I do believe that Xii. at least in principle, should be able to teleport his army to any tile on the map that is empty, since that is what is says in the description. If we want it more thematic, we can let it be a racial theme like the Winter Wind and let him only select desert squares or whatever is most suitable for the Archons or Pariden Kingdom. Then we can let it be 5 mana and no damage and it would just be a mirror of the Drogon ability.

I guess if you can make a fix including these two teleport spells and whatever else you have found (e.g. the Maul ability) - I would be encouraged to start another game :)

Reply #7 Top

Well for Xii the damage makes sense because it is a highest level ability, since you are interested i will look into it for you, i already had my way with the spellbooks themselves, and since i hated what they did with the only one enchant from a book i toyed with a scroll that gives me more spell books and another copy of itself because there was no other way to get them so it was similar to how the books used to work but i will look into options.