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As a result, the fight went from insanely difficult to literally impossible. Second, the Ill Blood (frenzy) move doesn't work on enemies that are not adjacent to anyone (in the past, this would keep the enemy from moving for 2 turns). First, Mark of Consumption doesn't actually increase ensuing fire damage. The Azkaal Inferno fight became impossible thanks to what I assume are bugs.
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So in this case wait gives one extra move. Not sure about if last one being regular, only happened few times. Cleave+morale+wait: if stack gets morale bonus, and with the second action gets a kill that activates cleave, then issuing the wait command will give the stack 2 more actions afterwards (total 4 actions in 1 turn: regular->half power->regular->regular. Inferno campaign, map 2: Increasing magic power levels does not increase damage for magic-damage based troops, nor does it increase damage for spells (possible solution: it seems unlikely, but this is also the only campaign I chose to start with the dynasty trait "fanatic") Do not know about city version - need to check it. On map wasting grounds decreases health and damage not for all enemy creatures, but also for yours too, if they're not undead. Hourglass of Asha (special of Nec town) gave a -15 ini penalty to both teams, in field battle in AoC. Buffs after wait command: general weird behavior - buffs expire differently in some cases, like buff->action won't have the same result as wait->buff->action. bonuses from visiting weekly shrines are often lost on reloading a saved game Sometimes, for no apparent reason, heroes simply stop earning reputation points. Save the game and when you load it again, the difficulty is "normal" instead of "custom". Set a game with "Aggressive AI", for example. "Anathema" (blood skill -haven might) instead of LOWERING enemy damage, actually RAISES it. Souldrinker's Lifeforce (or whatever it's called, gives +3% to health) works for both sides (not only for weapon holder, but also for his opponents). improving scouting levels does not improve scouting range to any apparent extent.
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I assume it was fixed for the normal campaigns, but not the expansions? Pathfinding skill is still broken (actually adds movement PENALTY, instead of bonus on hard terrain!). Interestingly, this does NOT apply when I am facing off against an enemy hero, in those battles, regardless of faction, luck values work normally. When playing inferno, the description often shows me values of luck over 60% for my troops, yet if I am facing a group of neutrals with luck values of say, 7%, then that is what my troops will act with - I have measured this over 100 combats now. When I play WITH inferno against other neutrals, my Inferno troops take on the luck value of the NEUTRALS, and are not anywhere close to the luck value stated in their description.
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When I am not playing Inferno, and I have a combat against inferno neutrals, they act with the value of luck MY troops have, not based on the luck value in their descriptions. It looks as though luck with Infernal is really bugged almost like they take on the reverse of whatever luck they should have. In the barbarian campain on map 2 it gets to month two and mid week the game crashes (solution: finish map quickly!) occasional bug: if you unequip and re-equip a set-artifact then the set-bonus stacks up So, on the first day it was 22, the second, 16, the third 12, 4th 9, 5th 6! Restarting the mission without using Batu's Totem does not result in the strange gradual reduction of earth skills. In the 4th map of the stronghold campaign, in the first week, Airini's earth elemental spell produces fewer elementals when cast each successive day. ruined two characters like that, and had to restart an entire campaign to fix it This is hidden you won't see it in your stats sheet when you look at your magic power, but you WILL see it in how much damage your magic troops do, and how much damage your spells do (also affects summoning!). otherwise, when you reload/start a new turn, it will PERMANENTLY SUBTRACT 5 points from your effective magic power for every day you leave it equipped. "- unequip any staff with a magic school affinity before you either save your game, or end your turn.