Just tried it with a new game re-set on 1.08b. No spells are hitting.Then, restarted again, this time without a custom soverign. Still no luck hitting with spells. Includes Flame Dart, Lightning Strike, and Fireball.
Medium world. All normal difficulty.
I'd be curious to hear more from those of you who are having success with combat spells: which are you hitting with?
I rely pretty heavily on combat spells in the early game to keep an edge over the creatures, so this pretty much breaks the game for me.
In the game I finished up last night, magic worked very well, I hit 98% with flame dart, fireball,firesorm, hurl boulder. I had a few misses with firestorm over an area against some units. I did not check its stat, figured it had a very good defense. My magic worked very well (I had one of the fire shards), the problem I had was I was up against new units I'd never seen before (riduculous difficulty, large map, max # AI, no mods): 10-man catapult squads with 800 hp, 100atk, 10def and deukallion (something like that) a Rothkar empire recruited monster with 1,120 hp, 24 atk, 24 defense. I used dozens of fireballs & firestorm from 3 channelers and was only able to reduce hps by 30/40% at best before my mana ran out .. very obviously a new "magic soaking" monster (was not in the hiergamenor & I've never seen it before in any other game).
By the way, units are moving *much* faster in tactical combat on my system (windows 7 64 bit, 8gb ram) in the 1.08 patch, kudos for that. I only had one out-of-memory crash that whole game. The only real problem I had was the AI attacked a couple of my cities in the course of the game and not all my units were appearing for defense, in each case I had no more than 5 units, so they should've all appeared on the tactical battlefield. I was able to creativly "block" pioneers, from a friendly AI that I had an alliance, from settling areas I wanted by positioning useless single man scouts in such a way that the pioneer could not pass .. perhaps alliance units (and your own units for that matter) should be allowed to pass over other friendly units on the strategic map. The friendly AI just kept spawning new pioneers when the others got blocked.
By the way, my fire using giant was able to use his spells & mana well too, but those things always have such little mana that I've never been able to cast more than one fireball from a fire giant in any one battle, so I generally don't understand the complaints that giants are "too powerful" since they're always just a one-shot deal. I rely on them more for combat power in the early game when you need that, which is probably the designers intent.