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Thanks for the patch! I always used to love this game, and thanks to GOG I'm playing it again. But I remember a few bugs and will be happier playing without them (both those I knew about and those I didn't).

One question: has the "magic galley" been fixed? Used to be that late in some games a galley would appear which seemed to have every magic enhancement imaginable on it. I guess the 3.1 patch might have fixed that; I don't remember.

My wife is sorry to learn that her super-slingers aren't supposed to be so super. And the game will be harder for me now that Prayer has been fixed.

I'm wondering what the problem with Confusion was. It was always a favorite spell of mine that I'd use to take over early-game towns with nothing but a Magic Spirit.
I think the magic galley is fixed, but even so, there is a simple fix. Once that galley appears in game, exit the game and restart, the bug will go away. That corruption of memory occurs after long play sessions of the game.

I believe confusion will still work just fine to the end that you were using it.
Great work, thanks! People like you really help keep old school games alive.
Not sure if this is the place to put this, but in my opinion, insecticide impossible difficulty is too difficult.

Their production bonuses are fun because more targets are fun. But if they cast good spells in combat, they are unbeatable too often. Revert the changes to enemy wizard combat spellcating AI.

I think the only impossible insecticide game I've won was against Tlaloc Myrran, because he had death magic, which was a severe hindrance for him.
Post edited June 23, 2013 by SamKuker101
I'm still using the patch after two years of using it.

Good stuff :).
Evil Omens appears to be broken. Kali casted it against me 4 times in a game and it never became a global enchantment. She had 30k mana each time.
The link appears to be dead, does anyone have a mirror?
I'd check the Insecticide forum on Realms Beyond:

http://realmsbeyond.net/forums/forumdisplay.php?fid=52
Hey guys I have a couple questions if you could help me out it would be great.

1. The -# Spell Saves does NOT work will all spells that check the targets resistance in Vanilla. For example the Life Spell Dispel Evil or it's counterpart Word of Death DO work with -# Spell Save on artifacts. However their Mass versions, Holy Word & Death Spell, apparently do NOT. Also Life Drain does not work with them either.

Was this fixed in the Mod?

2. Have they taken away the ability to WEB Teleporting units like Unicorns, Great Wyrms and Dijin?

3. Are Chaos Channeled Units able to gain normal exp? In Vanilla if you do this the unit only gains 1 exp per turn no matter how many guys it kills.

4. I am not sure why but if I web a rampaging monster when it attacks one of my cities and just hit done for 4 turns the battle ends in a win for me. Only works on Rampaging guys but it really helps especially when I play a Arcanus race on the Myran side at the start like I love todo.

So does this trick still work?
Also was the Angels Dispel Evil ability fixed at all?
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EvilLoynis: Also was the Angels Dispel Evil ability fixed at all?
Here's full readme for the patch (could not copy&paste as it's too long).
Post edited January 16, 2014 by Petrell
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EvilLoynis: Also was the Angels Dispel Evil ability fixed at all?
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Petrell: Here's full readme for the patch (could not copy&paste as it's too long).
Ok thanks found some of the answers.

A1 - Spell Saves now work for the 3 spells Holy Word, Life Drain and Death Spell. V1.3e

A3 - Chaos Channeled Units now apparently gain exp during Combat like normal. Also they apparently fixed it making THROWN disappear because of Fire Breathing. Not sure if both work at same time though. V1.4a

A2 - No info
A4 - No info
A5 - No Info

I DON'T like that they apparently made Great Wyrms Immune to Cracks Call. Sheesh it was one of the few ways to kill them esp when they appeared in Nodes without flying guys. They were basically Immune to all Gaze type attacks because they had so much resistance. Thus any instant kill no longer works on them either. Not to mention any curses that check resistance.

God the only weakness Great Wyrms have now is their inability to hit fliers which is not that big a deal since when computer has them usually has at least 1 spider to web or with AI they have Web Spell.

A5 -
I DON'T like that they apparently made Great Wyrms Immune to Cracks Call.
Bahahah. But it's a burrowing creature, why would getting swallowed by the earth kill it? :D
I finally decided to download and try the mod and noticed something quite odd during startup.

They changed the auto picks it defaults to when you pick 2 or more spell books in a given realm.

For instance 2 Life Books it auto selects Just Cause now as before it chose Heroism. 2 Nature starts with Water Walk where before it was War Bears.

The choices do not seem to follow any logic now either just as before.

Small thing but just wondered why they wasted time changing it.
Oh, um, Loynis, about that chaos channeled experience thing: I have the insecticide patch and I checked my chaos-channeled units after I read you posting that. They aren't gaining any experience from kills; just 1 per turn. Maybe I don't have the latest version of the patch.