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View Full Version : Patch 2.13 available now


Johan K
August 31st, 2004, 08:58 AM
The new patch can be downloaded from Shrapnel Games' Dominions II page.

http://www.shrapnelgames.com/Illwinter/d2/6.htm

Chazar
August 31st, 2004, 09:13 AM
Bows could be used after one arm was lost.



Uh, oh, that means good bye to my cute brave 3-star-experienced and one-armed blizzard warrior in one of my on going games... (caelian archer) http://forum.shrapnelgames.com/images/smilies/Injured.gif http://forum.shrapnelgames.com/images/smilies/tongue.gif http://forum.shrapnelgames.com/images/smilies/smirk.gif

Lepakko
August 31st, 2004, 09:14 AM
I say Big thx!!!!

deccan
August 31st, 2004, 09:14 AM
Main screen commander scrolling works in full rows only to make it easier to keep track of individual commanders when there are many in the same province.

Wow, I was just going to make a post asking for something similar. Thanks for being a mindreader! http://forum.shrapnelgames.com/images/smilies/smile.gif

Pickles
August 31st, 2004, 09:43 AM
Several nice little changes.
On a related note in one game I can hire a "Keeper of the Tombs" from a captured C'tis capital & that is also presumably a bug

Pickles

Edi
August 31st, 2004, 10:52 AM
Woohoo! The Great Warlock is back! Hooray!

Edi

Lepakko
August 31st, 2004, 10:58 AM
Mmm... Great Warlock has funny dagger http://forum.shrapnelgames.com/images/smilies/happy.gif

archaeolept
August 31st, 2004, 10:59 AM
omg crystal amazons now exist, it looks like :p

liga
August 31st, 2004, 11:07 AM
thank you

good play
Liga

atul
August 31st, 2004, 11:16 AM
Couatl can now wear helmet.


...and this happens just after I've had a Couatl cast several subsequent Transformations in order to get a mage with base astral-3 and a head slot... Hey guys, shouldn't a Chimeira get a head slot too, after all it has three of 'em? http://forum.shrapnelgames.com/images/smilies/tongue.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif

archaeolept
August 31st, 2004, 11:40 AM
ehh, what am i going to do about my large stockpile of burning pearls? can I get a rebate please? http://forum.shrapnelgames.com/images/smilies/tongue.gif

Mosehansen games will now be able to be created w/out score graphs and w/ mods, once esben incorporates this into his pages. very nice Illwinter.

Boron
August 31st, 2004, 11:41 AM
Pickles said:
Several nice little changes.
Pickles



i agree http://forum.shrapnelgames.com/images/smilies/happy.gif

i apreciate especially these 2 changes :


Burning pearl fire res 100 -> 50.


makes the burning pearl no longer the nobrainer for fire resistence http://forum.shrapnelgames.com/images/smilies/biggrin.gif



Possible to combine more 50% fire/cold resistance items to gain full immunity.



makes things like the elemental armor more useful again so more useful magic items http://forum.shrapnelgames.com/images/smilies/smile.gif

Boron
August 31st, 2004, 11:47 AM
Possible to combine more 50% fire/cold resistance items to gain full immunity.




a question to this because i never paid attention there :

if i give a leader with e.g. 50% lightning resistence a copper plate does he still have 50% lightning resistence or 100% then ?
or do i need to use e.g. a elemental armor to get 100% lightning resistence ?

archaeolept
August 31st, 2004, 11:59 AM
neither.

he should have 150% http://forum.shrapnelgames.com/images/smilies/tongue.gif

copper plate gives full immunity.

Gandalf Parker
August 31st, 2004, 12:00 PM
For those who are agonizing over updates, you can usually copy the dom2.exe to something like dom2v212.exe before updating. Then if you have something like a multiplayer game sticking to the old Version simply make a new icon to call the dom2v212.exe instead of the dom2.exe

Boron
August 31st, 2004, 12:01 PM
Gandalf Parker said:
For those who are agonizing over updates, you can usually copy the dom2.exe to something like dom2v212.exe before updating. Then if you have something like a multiplayer game sticking to the old Version simply make a new icon to call the dom2v212.exe instead of the dom2.exe


damn that is really helpful but comes 1 hour to late http://forum.shrapnelgames.com/images/smilies/frown.gif

archaeolept
August 31st, 2004, 12:11 PM
uhh, you probably don't want to install the patch until you are sure that your games are going to be doing so immediately boron...

I'd suggest reinstalling, then applying 2.12, renaming it, then applying 2.13 so that you have access to both. Unless you are sure all your games are updating before their next turn...

Boron
August 31st, 2004, 12:18 PM
archaeolept said:
uhh, you probably don't want to install the patch until you are sure that your games are going to be doing so immediately boron...

I'd suggest reinstalling, then applying 2.12, renaming it, then applying 2.13 so that you have access to both. Unless you are sure all your games are updating before their next turn...



hm getting ones else 2.12 exe would that be ok too ?
or which files were patched together ?

if it is only the exe +1-2 small files transfering it from a friend via icq/irc or email would be much quicker than reinstalling i think and should work too .
any serious concerns against this approach ?

hopefully not since i will be busy to find my dominioncd in my hundreds of cd cases otherwise probably 1 hour http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/Sick.gif

Boron
August 31st, 2004, 12:22 PM
archaeolept said:
ehh, what am i going to do about my large stockpile of burning pearls? can I get a rebate please? http://forum.shrapnelgames.com/images/smilies/tongue.gif




you could make arch angel / harbinger thugs http://forum.shrapnelgames.com/images/smilies/happy.gif

50% natural FR + 50% FR from burning pearl should add to 100% http://forum.shrapnelgames.com/images/smilies/laugh.gif

a harbinger thug should be almost as costeffective as a bane lord but have slightly higher att-rating since he gets +4 from burning pearl while the banelord won't use burning pearl anymore probably http://forum.shrapnelgames.com/images/smilies/smile.gif


hmmm the more i think of it harbingers + arch angels could replace the bane lords as standard thugs with this change .
makes clamhording more useful midgame too since you don't need to convert your clamincome http://forum.shrapnelgames.com/images/smilies/happy.gif

archaeolept
August 31st, 2004, 12:31 PM
yah just getting the 2.12 .exe from a friend should be fine.

Thufir
August 31st, 2004, 01:29 PM
from patch notes:
Roc ate too many elephants.




Ya know - I always hated it when that happened!

Johan K
August 31st, 2004, 01:51 PM
archaeolept said:
uhh, you probably don't want to install the patch until you are sure that your games are going to be doing so immediately boron...




This time it doesn't matter much if you use the wrong Version. Battle replays will be incorrect, but everything else will work when you mix Version 2.12 and 2.13.

Thufir
August 31st, 2004, 01:54 PM
Edi said:
Woohoo! The Great Warlock is back! Hooray!
Edi



What is the "Great Warlock" - a pretender? If so, for who?

tka
August 31st, 2004, 01:55 PM
>> Basic Magic Item modding implemented.

How do I use this?
Modding.pdf doesn't say anything about it.

Thufir
August 31st, 2004, 01:55 PM
deccan said:
Main screen commander scrolling works in full rows only to make it easier to keep track of individual commanders when there are many in the same province.

Wow, I was just going to make a post asking for something similar. Thanks for being a mindreader! http://forum.shrapnelgames.com/images/smilies/smile.gif



I've never been able to make commander scrolling hotkeys do anything visible - what screen do I use it on and what does it do?

Johan K
August 31st, 2004, 02:01 PM
tka said:
>> Basic Magic Item modding implemented.

How do I use this?
Modding.pdf doesn't say anything about it.



Psitticine /threads/images/Graemlins/icon39.gif (who edited the manual) is working on updating the modding manual. It will hopefully be finished soon.

atul
August 31st, 2004, 02:12 PM
Thufir said:
I've never been able to make commander scrolling hotkeys do anything visible - what screen do I use it on and what does it do?


If I understood correctly it is the scrolling of visible commanders in map view if you have more than 28 commanders in a province. If so, it's a very joy-joy thing to change, was getting frustrated with provinces harboring 40+ mages. http://forum.shrapnelgames.com/images/smilies/laugh.gif

The Panther
August 31st, 2004, 02:33 PM
Hm... One thing not in the patch that I was hoping to see. The game still does not seem to keep track of exactly how many resources are available when you partially built a guy on the previous turn. Looks like you still have to keep track of this manually...

But there sure were some nice improvements in this patch. The greyed out thing when you are under seige is nice and this will no longer confuse the heck out of the newbies!

I also agree about the burning pearl. It was much too strong for the price. It is still stong, of course, and will still be built anyway. But, Arch, feel free to send your excess pearls to me! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Thufir
August 31st, 2004, 02:38 PM
The Panther said:
Hm... One thing not in the patch that I was hoping to see. The game still does not seem to keep track of exactly how many resources are available when you partially built a guy on the previous turn. Looks like you still have to keep track of this manually...




that would be a great one for 2.14!

Esben Mose Hansen
August 31st, 2004, 03:01 PM
Eh... is the linux patch borked? The patch didn't seem to work, giving med the 2.12 Version again, as far as I could determine. So I unpacked patch 2.12 and 2.13 in separate dirs, which I ingeniusly called 212 and 213, and ran diff:
<font class="small">Code:</font><hr /><pre>esben@musvit dtmp $ diff -ru 212 213
Only in 213: army4.trs
Only in 212/doc: modding.pdf</pre><hr />
Not to complain, but I think this can't be right... except for these 2 new files, the patches are identical(!)

lebarjack
August 31st, 2004, 03:37 PM
Half borked??
I tried rehiring some mercenaries in a game and it starts with half the initial price, as stated in the 213 changelog.

Thufir
August 31st, 2004, 04:08 PM
I'm seeing a new bug with the new patch - I'll post the details in the bug thread, but basically if tab out and tab back in occasionally the rendering is kinda hosed.

DeathDaemon
August 31st, 2004, 05:08 PM
Although I like nation specific pretenders, I still dont find the Great Warlock for Abysia and Skratti for Jotuns to be viable choices, despite their slight advantage over similar human pretenders. But maybe thats becuase I find rainbow pretenders are only really effective finding gems that your national mages and their summons can use, and that I also tend to use site searching spells. However, more choices are always better http://forum.shrapnelgames.com/images/smilies/wink.gif

Thanks for the continued Dominions II support!

Edit: Why doesn't the Skratti have any water (cold) magic? I'd have removed the frost father and replaced it with the Skratti.

NTJedi
August 31st, 2004, 05:35 PM
I haven't seen anything in the details for the patch... but has anyone noticed any improvements with the AI??

examples= more aggressive, more heavy troop-types, more researching, etc???


If not... then maybe that can be the focus of the next patch.

Arralen
August 31st, 2004, 05:53 PM
..would be great if it at least would build forts now.
Does it?

Nothin' about it in the readme... http://forum.shrapnelgames.com/images/smilies/frown.gif

Sheap
August 31st, 2004, 06:30 PM
The Great Warlock is not really any better than any of the other nation-specific rainbow mages. He simply has heat and fire resistance, so he fits with other Abysians, and a point of blood, but 1 point of magic is not a big difference on a human(oid).

The Skratti, on the other hand, is great. He is tougher than a Virtue, and people use the Virtue as a SC. Now, granted the Virtue's lightning resistance is better than the Skratti's cold resistance, and the Virtue also flies, and can give you an air blessing. On the other hand, the Skratti will have a much easier time gaining access to water/earth/nature magic for buffing, and of course, he's a *rainbow mage*, not just an SC. Easily top of the heap as humanoid pretenders go, and maybe even in the top half overall. His only real downside is bad dominion, as with all rainbows.

Gandalf Parker
August 31st, 2004, 06:40 PM
NTJedi said:
I haven't seen anything in the details for the patch... but has anyone noticed any improvements with the AI??

examples= more aggressive, more heavy troop-types, more researching, etc???


If not... then maybe that can be the focus of the next patch.



Or not depending on who you play. Well maybe more research but only if it can be tied into the AI settings which Im guessing would be a Dom3 thing.

Gandalf Parker
August 31st, 2004, 06:43 PM
DeathDaemon said:

Edit: Why doesn't the Skratti have any water (cold) magic? I'd have removed the frost father and replaced it with the Skratti.



The Frost Father is one of the forms which must be there in support of Dragons. The 3 human forms have to be there.
The dragons and their human forms arent high on the pretender scale but the fact that the dragons are supposed to make it unclear which form you chose is part of their theme.

Johan K
August 31st, 2004, 06:45 PM
As Mosehansen pointed out the linux patch is no good. It only containts files from 2.12 due to some bad archiving. http://forum.shrapnelgames.com/images/smilies/Sick.gif

New linux patches are on the way.

Stormbinder
August 31st, 2004, 06:54 PM
Good patch Johan, thanks a lot! Many good changes and bug fixing. I especailly like improved cheat detection, if it prevents gem/castle cheats that was described in several threads recently. Item moding is also great.


The only big thing that I failed to find in that patch is that old lifedraining and Mirror Image bug. http://forum.shrapnelgames.com/images/smilies/frown.gif Currently Mirror image does not work at all vs Lifedraining (you can and will be lifedrained for fatique, while your mirror image stay in place.) At the very least it does not work, or it may actually make you *more* prone to be lifedrained. Any chance that it'll be fixed? IMHO lifedraining weapons are a bit owerpowered as it is atm, based upon simple fact that 90%-95% of SCs in MP games uses them. This bug gives them another boost, something that they don't really need.

Anyway, thank you for all your hardwork and continious support for the game!

PhilD
August 31st, 2004, 06:59 PM
Johan K said:
As Mosehansen pointed out the linux patch is no good. It only containts files from 2.12 due to some bad archiving. http://forum.shrapnelgames.com/images/smilies/Sick.gif

New linux patches are on the way.



Good news. I'd hate to be basically unable to play in my MP games because everybody ran to use 2.13, and I'm still stuck with 2.12 (and yes, being unable to view correct battle replays is a big deal for me).

NTJedi
August 31st, 2004, 11:11 PM
The new patch appears to have broken my existing single player game. Anytime I try ending the turn I get the error: kv_c:bad mt0

I believe it's somehow related with a golem using the Amon Hotep helm. Anytime I try changing his command from the mummification spell I get what appears to be a related error: rho:bad mt0

Anyplace where I can download the previous dom2.exe ?? that might not fix it... but worth a chance


===============
UPDATE
===============
Restarted the turn from the beginning and reproduced the error instantly by giving the golem the mummification command after switching to another commander then coming back to change the golems command the same error. Problem is definitely either with the Golem creature itself or the Amon Hotep helm.

===============
UPDATE_2
===============

The bug definitely appears to be with the 'mummification' summoning command. I was able to continue my game as long as I don't use this spell. Also when setting combat commands I noticed 'mummification' was also listed here which must be part of the bug since this is not suppose to be a battle spell.
geo981010 was able to find another related with my bug discovery as well... nice work.

geo981010
August 31st, 2004, 11:56 PM
It isn't just Amon Hotep - I get the same problem when I select the "Summon Djin" with the Magic Lamp if I try to anyway alter the command after giving the summon order or if I try to alter the commander's orders or if I try to execute the turn with the summon command.

I can use the Vine Crown and the Wolfstone no problem, need to try Gatestone and Kurgi's Gift next... cheat protection was on btw, so I wonder if this related to that?

Thilock_Dominus
September 1st, 2004, 04:34 AM
Johan K said:
As Mosehansen pointed out the linux patch is no good. It only containts files from 2.12 due to some bad archiving. http://forum.shrapnelgames.com/images/smilies/Sick.gif

New linux patches are on the way.



Yeah, it seems that the 'Dom2' execuable file is missing.

Johan K
September 1st, 2004, 05:02 AM
NTJedi, your first bug is related to the cheat detection and will not appear if you disable it. The second one only happens if you remove the order. So if you make sure to not remove that order and disable cheat protection it will be possible to make mummies. But on the other hand you can't disable the cheat detection in ongoing games.

Beorne
September 1st, 2004, 06:00 AM
An information on patching a running game:

The correct order to patch is:
- patch the host
- host the turn
- sent trn to players
- patch the players
- players make and send the 2h

or:
- sent trn to players
- patch the players
- players make and send the 2h
- patch the host
- host the turn


Thank you very much

Ozymandias
September 1st, 2004, 07:06 AM
I noticed you fixed the Mother of Tuatha's stealth. Thanks, I'll try some more things with her.

Boron
September 1st, 2004, 07:57 AM
NTJedi said:
Anyplace where I can download the previous dom2.exe ?? that might not fix it... but worth a chance




where is the cd - key stored ?
if you let you send the exe by a friend who hasn't patched yet it should work but is the cd - key in the exe stored ?
that would be rather bad then http://forum.shrapnelgames.com/images/smilies/frown.gif

reverend
September 1st, 2004, 08:04 AM
The cdkey is stored in a plain text file appropriately named "key". Replacing the .exe shouldn't do anything to the cdkey.

deccan
September 1st, 2004, 08:07 AM
Boron said:
where is the cd - key stored ?




I believe that the cd key is stored in a simple text file in your dom2 directory called "key".

Boron
September 1st, 2004, 08:29 AM
deccan said:

Boron said:
where is the cd - key stored ?




I believe that the cd key is stored in a simple text file in your dom2 directory called "key".


correct .
good news thnxs http://forum.shrapnelgames.com/images/smilies/happy.gif

Edi
September 1st, 2004, 09:38 AM
Some issues that have not been fixed, at least according to the list of what has and has not been repaired:

Units:
Demonbred (121): Unit is Demonbred (87) turned into prophet. 87 has base undead ldr 25; 121 has base undead ldr 0

Captain (293): Unit should be mounted, not infantry (graphic is mounted, but the unit is not, has feet slot for items)

Holy Deep One (1009): Unit should have Magic leadership or Mad Deep Ones will self-destruct, rendering underwater Imprint Souls useless.

Johan K
September 1st, 2004, 10:40 AM
A new working Linux patch for 2.13 can be downloaded now (same place and filename as old non working one).

Esben Mose Hansen
September 1st, 2004, 01:09 PM
What is the status of the Artifact bug mentioned above?

Johan K
September 1st, 2004, 02:07 PM
Esben, the host will crash if anyone tries to summon a mummy or djinn when the cheat detection is on.

geo981010
September 1st, 2004, 02:11 PM
EMH-
Far as I can tell, you at least cannot use the following artifacts free spells with cheat detection on:
Amon Hotep
Magic Lamp

If you have cheat detection on, they fail when the turn is processed. Even if you don't (haven't checked this but this is what I gather from JK's post) and definitely if you do have it on, you get an error if you try to edit a commander's orders who is casting those spells. The edit error happens immediately, so you will lose all orders for the current turn (argh). Since JK confirmed the bug and more or less stated this, I guess this will be an issue until the next patch http://forum.shrapnelgames.com/images/smilies/frown.gif

The good news is that JK confirmed that this is because of the cheat detection code. So the cheat protection was changed, though that isn't in the patch notes so it's a free bonus. Since the turn won't process, I guess this means that the server is doing at least some checks for valid orders but it doesn't like the unique item spells? How much did the cheat detection change, and do we have a dabbler in the black arts who can try some of the posted (but then deleted) 2h hacks and see if they are caught?

Next - any way known to turn detection off for an existing game? For MP this might be a bitter pill unless everyone is very trusted, but for SP the cheat detection for existing games is a real PITA now.

Esben Mose Hansen
September 1st, 2004, 02:16 PM
Thanks, Johan. I'll ask in the server thread if the public opinion says upgrade or don't upgrade http://forum.shrapnelgames.com/images/smilies/happy.gif (That was an advertisement http://forum.shrapnelgames.com/images/smilies/happy.gif )

Endoperez
September 1st, 2004, 03:13 PM
Edi said:
Some issues that have not been fixed, at least according to the list of what has and has not been repaired:

Units:
Demonbred (121): Unit is Demonbred (87) turned into prophet. 87 has base undead ldr 25; 121 has base undead ldr 0




#selectmonster 121
#poormagicleader
#end



Captain (293): Unit should be mounted, not infantry (graphic is mounted, but the unit is not, has feet slot for items)




#selectmonster 293
#mounted
#end



Holy Deep One (1009): Unit should have Magic leadership or Mad Deep Ones will self-destruct, rendering underwater Imprint Souls useless.



#selectmonster 121
#poormagicleader
#end



Does anyone else remember Saber Cherry pre-
(or was it post-?) patch-fix that changed things like these, but in a larger scale? Official quick-fix mod would be a nice thing, but someone should do it and we can't just put it for the developers. And as Zen and SC have both left the field it might not be the best idea to give it someone like Gandalf who are too important to risk leaving... I were going to make one, few months ago. It didn't come to be. http://forum.shrapnelgames.com/images/smilies/frown.gif

Arryn
September 2nd, 2004, 03:03 AM
The fix that prevents one-armed troops from using two-handed weapons is great! It's amusing to see one of my 3-star Caelumite archers go charging on foot after the routing enemy. I can picture him shouting and shaking his (sole remaining) fist, in fine Monty Python fashion, "Come back ye heathen swine! Cowards!" http://forum.shrapnelgames.com/images/smilies/Injured.gif

Absolutely priceless! /threads/images/Graemlins/icon09.gif

Now what I can't figure out is why he just didn't fly over to the beggars to try to pummel them with his (not-so-)mighty fist?

Kristoffer O
September 2nd, 2004, 03:54 AM
Arryn said:
The fix that prevents one-armed troops from using two-handed weapons is great! It's amusing to see one of my 3-star Caelumite archers go charging on foot after the routing enemy. I can picture him shouting and shaking his (sole remaining) fist, in fine Monty Python fashion, "Come back ye heathen swine! Cowards!" http://forum.shrapnelgames.com/images/smilies/Injured.gif

Absolutely priceless! /threads/images/Graemlins/icon09.gif

Now what I can't figure out is why he just didn't fly over to the beggars to try to pummel them with his (not-so-)mighty fist?



http://forum.shrapnelgames.com/images/smilies/biggrin.gif
If he had flown, he would come uncomfortably close to the enemies. There is a minimum range to taunts and boasts of courage http://forum.shrapnelgames.com/images/smilies/happy.gif

geo981010
September 2nd, 2004, 10:40 AM
All of this talk on flying taunts from the disabled reminds me - there isn't a broken wing affliction, is there? It'd be cool for flying units to be able to lose their flight ability if they had their wings hurt.

fahdiz
September 2nd, 2004, 11:14 AM
Thank you, Illwinter.

Arryn
September 2nd, 2004, 11:36 AM
geo981010 said:
there isn't a broken wing affliction, is there? It'd be cool for flying units to be able to lose their flight ability if they had their wings hurt.

AFAIK, there's no "broken leg" affliction either, immobilizing or severely slowing down non-flyers. Ditto "broken tail" for swimmers. Let's not single out the flyers for special treatment just because they can fly, please.

von_Schmidt
September 2nd, 2004, 11:45 AM
"AFAIK, there's no "broken leg" affliction either, immobilizing or severely slowing down non-flyers. Ditto "broken tail" for swimmers. Let's not single out the flyers for special treatment just because they can fly, please. "

Crippled.

Arryn
September 2nd, 2004, 11:51 AM
von_Schmidt said:
Crippled.

Is this one of the new afflictions that were introduced a patch or two ago? I've yet to see it.

Thufir
September 2nd, 2004, 11:59 AM
Arryn said:

geo981010 said:
there isn't a broken wing affliction, is there? It'd be cool for flying units to be able to lose their flight ability if they had their wings hurt.

AFAIK, there's no "broken leg" affliction either, immobilizing or severely slowing down non-flyers. Ditto "broken tail" for swimmers. Let's not single out the flyers for special treatment just because they can fly, please.



How about "Limp", that's -4AP. At least on most infantry troops, that's a pretty severe AP reduction.

von_Schmidt
September 2nd, 2004, 12:32 PM
'Limp' is the one I meant - not 'crippled'. My bad.

Don't know if it affects stratmove though.

archaeolept
September 2nd, 2004, 12:39 PM
no, "crippled" is an old affliction. you've no doubt seen it but forgotten about it, arryn. It is, in fact, notoriously useful, as crippled units set at the back on hold and attack generally prevent pretender routs

:p

Gandalf Parker
September 2nd, 2004, 12:43 PM
fahdiz said:
Thank you, Illwinter.



I love to see Posts that show that some people still remember how to "pay" for free things. Please and ThankYou go a long way in everything that is beyond the initial purchase disc (patches, mods, maps, 3rd party programs)

Boron
September 2nd, 2004, 02:55 PM
geo981010 said:

The good news is that JK confirmed that this is because of the cheat detection code. So the cheat protection was changed, though that isn't in the patch notes so it's a free bonus. Since the turn won't process, I guess this means that the server is doing at least some checks for valid orders but it doesn't like the unique item spells? How much did the cheat detection change, and do we have a dabbler in the black arts who can try some of the posted (but then deleted) 2h hacks and see if they are caught?




could you perhaps update the patch description and include improvements in cheat detection and other changes too ?

i personally love always to know all changes http://forum.shrapnelgames.com/images/smilies/happy.gif
with paradoxgames this is sometimes a 10 pages long list but this way i just feel better informed http://forum.shrapnelgames.com/images/smilies/happy.gif


finally 1 small question related to this :
got the cheatdetection fixed with using an alchemist stone and then removing it to the lab for taking another item again e.g. still result in triggering cheat detection ?


since you changed better stacking of different 50% resist items do you plan to further improve the system on the following ?
if an archangel e.g. with 50% lightning resistence wants 100% lightning resistence he can't take a ring of lightning resistence or a copper plate .

so i suggest that 50% + 100% just result in 100% resistence .
because the 50% lightning resistence of the arch angel e.g. was surely not intended as a curse but atm it is .
the only nonunique item is the Scutata Volturnus if zens miqr is still correct .

Endoperez
September 2nd, 2004, 03:14 PM
I thought that 50% + 100% is 150%, and that would work just as well as 100%. How does this 'curse' you mention come to play? Don't the the protections stack at all?

Arryn
September 2nd, 2004, 11:56 PM
archaeolept said:
no, "crippled" is an old affliction. you've no doubt seen it but forgotten about it, arryn. It is, in fact, notoriously useful, as crippled units set at the back on hold and attack generally prevent pretender routs

You are no doubt correct about it being old and having slipped my mind. It also doesn't help my memory that I typically put up GoH as soon as I can, which tends to fix such things before I might take notice of them. It's only when I play nations who aren't strong in Nature that things like afflictions and supply impinge on my consciousness.

Thanks for the reply ... and the useful hint. http://forum.shrapnelgames.com/images/smilies/redface.gif

Zapmeister
September 3rd, 2004, 12:43 AM
Heck, there's a heap of cool afflictions that haven't been implemented. Insulted, married, quadraplegic and believing that professional wrestling is real, all spring to mind. But you've got to draw the line somewhere. http://forum.shrapnelgames.com/images/smilies/wink.gif

Thufir
September 3rd, 2004, 12:46 AM
Zapmeister said:
...
believing that professional wrestling is real, all spring to mind.
...




whadya mean, guy, professional wrestling is real! they wouldn't fake that! (right?)

Arryn
September 3rd, 2004, 02:09 AM
Zapmeister said:
Heck, there's a heap of cool afflictions that haven't been implemented.

You left out "alcoholic" (-2 to all attributes), "gambler" (costs double upkeep), and "apostate" (inability to receive blessings of any sort). And let's not forget the phobias. "Acrophobia" (cannot be given items of flying), and "arachnophobia" (suffers +10 fear vs. spiders) come easily to mind. There's a veritable cornucopia of amusing afflictions one can create from phobias. /threads/images/Graemlins/Poison.gif

Leif_-
September 3rd, 2004, 09:26 AM
Zapmeister said:
Heck, there's a heap of cool afflictions that haven't been implemented. Insulted, married, quadraplegic and believing that professional wrestling is real, all spring to mind. But you've got to draw the line somewhere. http://forum.shrapnelgames.com/images/smilies/wink.gif



Maybe an "impotent" or "castrated" afflictino that gives penalties to morale; but on the other hand makes the unit immune to succubi? http://forum.shrapnelgames.com/images/smilies/tongue.gif

Thufir
September 3rd, 2004, 09:30 AM
Leif_- said:
Maybe an "impotent" or "castrated" afflictino that gives penalties to morale; but on the other hand makes the unit immune to succubi? http://forum.shrapnelgames.com/images/smilies/tongue.gif


Ya know, there's a point where excess realism in games makes me kinda queasy...

Leif_-
September 3rd, 2004, 10:30 AM
Thufir said:
Ya know, there's a point where excess realism in games makes me kinda queasy...



And you call yourself a mentat. For shame! Here, have some Saphu juice.

NTJedi
September 3rd, 2004, 10:41 AM
Leif_- said:
Maybe an "impotent" or "castrated" afflictino that gives penalties to morale; but on the other hand makes the unit immune to succubi? http://forum.shrapnelgames.com/images/smilies/tongue.gif



I've noticed dark vines (blood summoning spell) can get blinded... odd since plants shouldn't have eyes.

Thufir
September 3rd, 2004, 10:50 AM
Leif_- said:

Thufir said:
Ya know, there's a point where excess realism in games makes me kinda queasy...



And you call yourself a mentat. For shame! Here, have some Saphu juice.



lol - slipped out of character, for a moment. ok, i'm back http://forum.shrapnelgames.com/images/smilies/wink.gif

Endoperez
September 3rd, 2004, 07:25 PM
Thank you! I haven't had time to d'load this before, but I ahve been drooling for the changes... They are great, once again!

All Hail Illwinter!

Endoperez
September 3rd, 2004, 07:25 PM
Thank you! I haven't had time to d'load this before, but I ahve been drooling for the changes... They are great, once again!

All Hail Illwinter!