View Full Version : Anyone else excited about the next patch?
Foodstamp
November 18th, 2007, 04:44 PM
I had to pinch myself to make sure I was not dreaming...
18th nov
* Increased maximum nbr of descriptions for modding.
* New monster mod command: #onebattlespell.
* New item modding commands: #newitem, #descr, #weapon, #armor, #type, #name, #copyspr.
17th nov
* Bug preventing more than a hundred sprites or so in mods has been squashed.
* New monster mod command: #patrolbonus.
* New spell mod command: #nextspell.
* Several statfixes from the shortlist.
* Some site fixes from the shortlist.
* Scathach got her magic and flight.
* Hydra sacred all the way.
* Most sites on the shortlist enabled in caves.
* Dance of the morrigans fixed.
Nice work on these patches. This game has been well worth the investment, and just when I think I am going to get bored with it, Illwinter prepares another incredible patch.
Zylithan
November 18th, 2007, 05:17 PM
nice!
quantum_mechani
November 18th, 2007, 05:27 PM
If #onebattlespell does what I think it does, that alone is going to make this an amazing patch.
Shovah32
November 18th, 2007, 05:29 PM
What do you think #onebattlespell will do then?
Juzza
November 18th, 2007, 05:42 PM
Do a spell like howl or something at the start of battle would be my guess, or darkness! or firestorm!!!! bwhahaha!!
Edi
November 18th, 2007, 06:22 PM
That's great news! http://forum.shrapnelgames.com/images/smilies/happy.gif
I need to compile my list of mod/map wishes (mostly convenience stuff that makes armor and item handling in mods and maps easier) soon.
llamabeast
November 18th, 2007, 06:52 PM
Oh wow I had missed this, that looks absolutely amazing!
DrPraetorious
November 18th, 2007, 07:30 PM
YES! Ahem, I mean, yes, I am rather looking forward to it.
On the other hand, I can envisage my productivty at work declining precipitously http://forum.shrapnelgames.com/images/smilies/happy.gif
Sombre
November 18th, 2007, 09:08 PM
#onebattlespell might be the single most important mod command out there. I really hope it can be used with any spell - the possibilities there are crazy.
Foodstamp
November 18th, 2007, 09:18 PM
I have no idea what #onebattlespell does. My guess is that you can assign a spell to a creature and it will be able to cast that spell no matter its picks, and will spam it?
Sombre
November 18th, 2007, 09:32 PM
Well I'm hoping it's the #entryspell idea that I was talking about before and it allows you to replicate the ability used by mandahas casting darkness, pythium communicants casting communion slave etc when they first enter combat.
If we were able to assign any non ritual spell to that, we could do some really cool stuff. For example:
Commanders that enter battle and summon something at the start.
Commanders that auto berserk.
Commanders which bring enchantments in, like DV assassins autocasting darkness, a Morrigan hero autocasting dance of the morrigans etc
Commanders that autobuff your army with a powerful buff spell.
Commanders that use the spell to gain an ability we don't have a tag for, like charge body, mossbody, phoenix pyre, hell you could even have them blink at the start of battle.
That's just off the top of my head. It would be such a useful tag, if that's what it did, that it could essentially replace the need for a load of other tags. I mean how cool would it be to have commanders who cast hell power whether you like it or not? Or who can't fly outside of combat, but in combat cast flight prebattle? Loads of possibilities.
Maraxus
November 19th, 2007, 05:41 AM
#onebattlespell seams cool, but if #nextspell means a secondary effect, this will be even greater!
Item Modding is starting - nice. Now, hopefully there will further come two commands: #effectalwaysactive and #effectuse, then we have another new step in possibilities.
NTJedi
November 19th, 2007, 11:34 AM
Foodstamp said:
I have no idea what #onebattlespell does. My guess is that you can assign a spell to a creature and it will be able to cast that spell no matter its picks, and will spam it?
I believe it has the creature cast a spell at the start of battle... for example one of the kindly ones casts darkness at the start of battle.
Morkilus
November 19th, 2007, 02:14 PM
I love that attention is being paid towards modding. Thanks a ton!
Burnsaber
November 19th, 2007, 03:14 PM
This much thing is awesome so , that affects sentence it structure my.
Edi
November 19th, 2007, 03:28 PM
Aaarrrggghh! Bad Burnsaber! The English language is not capable of the sentence structure contortions Finnish is! The butchery, it hurts my eyes!
*kills Burnsaber*
Ah, much better, the atrocity hath been cleansed with blood! http://forum.shrapnelgames.com/images/smilies/tongue.gif
VedalkenBear
November 19th, 2007, 03:47 PM
Maa, nihongo de mo sonna bunpoo ga nai kedo, sonna ni mezurasiku nai to omou, na?
Sore de mo, ato no pacchu ga totemo omosiroi to omou. Mazu moddo no hoka no sikata mo attara, boku no moddo no tukuri o modoru.
http://forum.shrapnelgames.com/images/smilies/wink.gif
Lazy_Perfectionist
November 19th, 2007, 06:14 PM
Cultists of R'yleh! Aaah!
*LP runs screaming from the people talking in tongues.*
VedalkenBear
November 19th, 2007, 06:33 PM
*LOL* It's just Japanese. http://forum.shrapnelgames.com/images/smilies/wink.gif To translate:
'Well, you don't have that kind of grammar in Japanese either, but it's not that uncommon, no?
Even with that, I think the next patch is very interesting. Perhaps if other modding methods were there, I would start to work on my mod again.'
(Not that I expect anyone to remember it.)
lch
November 19th, 2007, 06:46 PM
*calls vfb to destroy your wapanese gibberish*
VedalkenBear
November 19th, 2007, 07:20 PM
Okay, Mr. Fudd. Though I hear that the Gibbers don't like to be hunted. :p
Boron
November 19th, 2007, 09:26 PM
Wow, dominions 3 slowly becomes the perfect dominions i hoped for. Awesome http://forum.shrapnelgames.com/images/smilies/happy.gif.
Amos
November 19th, 2007, 10:53 PM
Nihon-go dekimasen http://forum.shrapnelgames.com/images/smilies/wink.gif
Is it just basic item modding? What can we use the commands for?
VedalkenBear
November 20th, 2007, 01:55 PM
Amos: tasika, 'nihongo _wa_ dekimasen' to itte tigawanai hoo da na?
In other news, I'd like several different item mods. If some explanation of these new commands would be forthcoming, I know we'd all appreciate it.
Endoperez
November 20th, 2007, 05:18 PM
Amos said:Is it just basic item modding? What can we use the commands for?
We can make new weapons and armors, and make them forgeable. Not very useful for armors (except possibly to create armor-version of The Summit or other armors without magical qualities), but if we can make a new weapon and make a new item that can be equipped as that weapon... new forgeable bows, crossbows, javelins, slings, mornginstars, flails, clubs, maces, staves etc. Adding more of the same doesn't sound that special, but descriptions go a long way, and there's an insane amount of weapon effects.
Morkilus
November 20th, 2007, 07:19 PM
The ability to make an item that has item-castable spells would rock. So, would the One Ring have Master Enslave?
Amos
November 20th, 2007, 09:49 PM
* New item modding commands: #newitem, #descr, #weapon, #armor, #type, #name, #copyspr.
I dont see a command to add special effects or copy from existing items. Even if we get copyitem that would be awesome.
Amos: tasika, 'nihongo _wa_ dekimasen' to itte tigawanai hoo da na?
Chotto mate! Nandeska? Wakarimasen.
Whats the level before the beginners level? Thats my level of Japanese. So your Romaji is completely lost on me.
Sombre
November 21st, 2007, 01:42 AM
I just realised that #onebattlespell might not be the really cool unit tag it appeared to be. It might actually be an item modding tag which allows the item to cast a spell over and over again. That's still cool, but nowhere near as useful as the #entryspell thing I thought it was.
Lazy_Perfectionist
November 21st, 2007, 02:47 AM
Before beginners? JapaN00b?
I'd definetly make a small mod for my beloved Agartha if I can forge a darkness autocasting item. I might have to keep it singleplayer... or maybe I could make those cave provinces dark again.
If it had to be units, I could summon an immobile commander, I suppose. I remember hearing about the 'Insectoid' mod and how it had interesting buildings. Even if its simply setting a unit to cast only one available spell I could have a Death 8 unit cast darkness and nothing else...
Or, imagine a unit that casts fire flies - national turret?
DrPraetorious
November 21st, 2007, 03:55 AM
I think fire flies could be done as a weapon. Just give it a high rate of fire.
Things I'm particularly looking forward to:
* Spells with side-effects. My Voudoun-themed LA Machaka needs to have negative side-effects to their mass-buffs.
* I assume that I can also get the computer to downward adjust ages with a side-effect; or maybe this will not be needed.
* Blood and fire! I can't even decide what all side-effects to give people.
vfb
November 21st, 2007, 03:56 AM
Lazy_Perfectionist said:
Or, imagine a unit that casts fire flies - national turret?
Sounds like a Watcher.
But after you said "turret", I got visions of trampling tanks rolling across the battlefield...
Amos
November 21st, 2007, 05:49 AM
I made such a turret in my Commonwealth mod. It fires lightning.
VedalkenBear
November 21st, 2007, 07:10 AM
Amos: tasika, 'nihongo _wa_ dekimasen' to itte tigawanai hoo da na?
Chotto mate! Nandeska? Wakarimasen.
Whats the level before the beginners level? Thats my level of Japanese. So your Romaji is completely lost on me.
[/quote]
I see. Not a problem. http://forum.shrapnelgames.com/images/smilies/happy.gif What I said was, "IIRC, 'nihongo wa dekimasen' is the correct way, right?" (literally, 'is not the wrong way...').
And LOL @ JapaN00b.
Hm. I guess item modding has to start somewhere. Any idea if we can restrict them?
Kristoffer O
November 21st, 2007, 02:55 PM
#onebattlespell is a tag that makes a commander cast a spell in the beginning of a battle. Storm, darkness, summon wolves, etc.
Wyatt Hebert
November 21st, 2007, 03:04 PM
KO: Does it only actually do something for a commander, or could you put it on a unit (to autocast Air Shield, for example)? Also, does the unit gain fatigue for the spell cast, and, if so, is it 5 like for an item spell, or the normal fatigue?
Kristoffer O
November 21st, 2007, 03:15 PM
Unfortunately it only works on commanders. Tke kuro oni was originally supposed to summon wolves. Now only oni generals does this. I've had other similar experiences. If you need the feature post some cakes. I wouldn't mind getting access to spell effects on non-commanders as well http://forum.shrapnelgames.com/images/smilies/happy.gif
No fatigue as far as I know.
Foodstamp
November 21st, 2007, 08:50 PM
Sombre is going to be excited http://forum.shrapnelgames.com/images/smilies/happy.gif
Lazy_Perfectionist
November 21st, 2007, 10:25 PM
"Post some cakes."
????
Well, here goes nothing. A Boston Cream Pie, to be exact. I'd love to forge a darkness casting artifact.
http://xs221.xs.to/xs221/07474/23280587.jpg (http://xs.to)
If you were in Florida some time, I could buy you some really good cake. As it is, I can only recommend an excellent frozen Boston Cream Pie and to die for Bavarian Cream Eclairs.
Sombre
November 22nd, 2007, 12:16 AM
YAY!
Oh man that's awesome. I know other people aren't as excited about this as me, but this adds so much stuff we can do. I'm not really interested in having it in troops (can you imagine all the troops on a battlefield casting their spell one by one at the start of the battle?) but having it on commanders will be great.
Maraxus
November 22nd, 2007, 05:41 AM
Hm, it would be really nice to have that on troops.
I have made a mod about Githzerai (it's hanging in the void waiting for completion at the moment) and this means: Kick (and punch)-*** Monks. And if they had the ability do deflect arrows, this would be even cooler.
Burnsaber
November 22nd, 2007, 06:31 AM
Maraxus said:
Hm, it would be really nice to have that on troops.
I have made a mod about Githzerai (it's hanging in the void waiting for completion at the moment) and this means: Kick (and punch)-*** Monks. And if they had the ability do deflect arrows, this would be even cooler.
That's easy. Give them a prot 0 shield with parry 10 called "Monk Dodge" or something. That should make them pretty much immune to arrows without affecting melee at all. (the unit screen will display obscene defense, but just make note of it in the unit discription so that the plaeyr isn't misled).
I used this trick in my Alugra, City of Wonders nation (see sig)
Maraxus
November 22nd, 2007, 07:58 PM
As far as I see read it, Ranged combat has "shield hits", too. Am I wrong here?
Sombre
November 22nd, 2007, 08:15 PM
No, in ranged combat if the parry check is passed, the projectile is stopped no matter what the protection value of the shield is.
Hide shields can parry jotun boulders no problem.
Kristoffer O
November 23rd, 2007, 02:27 PM
I think boulders and ballistae ignore shields. But that might have changed now that the flail effect is no longer bypassing shields, just adding +2.
Burnsaber
November 23rd, 2007, 02:46 PM
Kristoffer O said:
I think boulders and ballistae ignore shields. But that might have changed now that the flail effect is no longer bypassing shields, just adding +2.
If this is true, you could use #flail on ranged weapons to ignore shields? That would be unbelieably awesome. Sombre had problems with his Warpfire throwers because the Warpfire was constantly parried by shields.
You can bypass it with #secondaryeffectalways, but that "fix" has its problems..
lch
November 23rd, 2007, 09:35 PM
Burnsaber said:
Kristoffer O said:
... But that might have changed now that the flail effect is no longer bypassing shields, just adding +2.
If this is true, you could use #flail on ranged weapons to ignore shields?
Uh... Did you read what KO wrote? It's no longer bypassing them, just increasing the attack rating.
Sombre
November 23rd, 2007, 10:18 PM
And I don't have any problems with warpfire throwers, it was warplightning throwers.
What problems does the 'fix' present anyway? I can't think of any.
vfb
November 23rd, 2007, 10:34 PM
AoE weapons bypass shields too ... but then you're hitting 3 units instead of 1. I suppose a big boulder could do that anyway!
lch
November 23rd, 2007, 10:44 PM
vfb said:
AoE weapons bypass shields too ...
Ranged AoE attacks or melee? Because I'm not so sure about melee.
Sombre
November 23rd, 2007, 11:50 PM
Melee aoe does.
But all you have to do to bypass shields is use #secondaryeffectalways without aoe and assign the 'real' weapon to that, while keeping the original capped at 1 stun damage or something.
Lazy_Perfectionist
November 23rd, 2007, 11:52 PM
What about the always hit tag?
If its what allow lit bolts to bypass shields, it's probably whats on the Piercer and Visions Foe. Could use that on other weapons... Probably. Too bad I don't know anything else.
Sombre
November 24th, 2007, 12:12 AM
There's no tag to use always hits in modding.
DrPraetorious
November 24th, 2007, 12:29 AM
Such a tag exists for spells (it's in the #spec field), but not for weapons, at least not AFAIK.
Twan
December 7th, 2007, 12:29 PM
Has the dom 3 progress page location changed ? (tried 2 or 3 times in the last week, the ulm.illwinter page linked in the shortlist is down, or not work for me at least, as all ulm.illwinter site it seems).
Kristoffer O
December 7th, 2007, 01:33 PM
It is my LAN that has broken down. I hope it is about to come back.
The vanishing scales are probably fixed.
Scouts and spies without leadership have recieved increased and differentiated stealth values.
A new LA nation will appear as well.
llamabeast
December 7th, 2007, 01:48 PM
A new LA nation?! Wow Kristoffer, how do you do it? You're a machine.
Right, time for guessing what they are I suppose. What were these Gish/Gath or whatever they were things which were meant to have a slot?
Kristoffer O
December 7th, 2007, 02:13 PM
Actually this nation is not made by me. The graphics are made by the Illwinter interm Gabriella. She is finished now and the units will be given stats by me the upcoming days.
The nation is a slav-inspired nation under the name Bogarus.
The MA predecessor Vanarus will appear at a later date.
DrPraetorious
December 7th, 2007, 03:38 PM
Gath is presumably going to be middle eastern.
I am now triply excited:
a) Patch
b) Russians
c) a girl who does art for videogames? OMG is she hot?
National spells for russians.... they should make stuff out of bone, although death magic pretty well lets you do that already. I'm not sure what summoning a house on chicken feet could do.... hmm...
Panpiper
December 7th, 2007, 05:17 PM
DrPraetorious said:
a girl who does art for videogames? OMG is she hot?
Err... She does art for video games. By definition she's hot. ;-)
Burnsaber
December 7th, 2007, 05:52 PM
Guys, no offense. But;
http://xkcd.com/322/
Panpiper
December 7th, 2007, 06:30 PM
Burnsaber, DrPraetorious was joking. I ran with the joke stipulating that nerdy activity defines 'hotness'. In no way does this equate to the two of us asking her for dirty pictures. I feel people should be able to joke about things without being called out for being insufficiently politically correct.
DigitalSin
December 7th, 2007, 08:13 PM
Burnsaber said:
Guys, no offense. But;
http://xkcd.com/322/
Well said, Burnsaber, well said.
DrPraetorious
December 7th, 2007, 08:22 PM
I'm sorry, are you nasty puritans saying that interns can't post sexy pictures of themselves, if they want? Why not make them wear burkhas?
You sexist bastards make me sick.
Lazy_Perfectionist
December 7th, 2007, 08:36 PM
...
...
...
...
...
It'll be interesting to see how much I recognize from a slavic-based nation, me being a big fan of myths as child, from many areas. I've read a few of those slavic myths, but my favorite myths have to do with 'meat needs salt' and norse mythology, true to original Aladdin, not the disney variety, and sinbad the sailer. Those are all over the place different cultures and all, but I'm still eager to see some slavic legends.
Foodstamp
December 7th, 2007, 08:38 PM
I found a couple of relevant references to this riveting discussion on Women and the Internet;
source 1 (http://www.m-w.com/dictionary/off)
source 2 (http://www.m-w.com/dictionary/topic)
I hope the above links help http://forum.shrapnelgames.com/images/smilies/wink.gif
DigitalSin
December 7th, 2007, 09:10 PM
Haha, point taken. Every patch seems like a free expansion!
Sombre
December 8th, 2007, 12:16 AM
You just missed a ripe chance to take credit for some poor intern's slavish slav work.
You'll never make it to the big time like this.
Zeldor
December 8th, 2007, 01:39 AM
Ha! Mine and borsuk's laziness paid off at last! We wanted to make a slavian nation but decided to wait and let someone else do it for us!
Burnsaber
December 8th, 2007, 09:16 AM
I'm sorry to go into a tangent like this, but I can now see how one could see my comment as offensive, and I feel that I need to clarify my previous statement.
I recognize that Dr.P and Panpiper were joking. It wasn't even that much of a politically incorrect joke. It was the type of the joke itself. Even as I'm typing this message, in some forum/IrC channel, this happens:
Person A: reveals that some internet personality is female in RL.
Person B: joke of sexual nature concerning the female personality.
I just find it extremely cliche, lame and overused as joke (along the lines of "knock, knock" - jokes). It happens every freaking time there's a opening for it. It's just not funny for me anymore, and when you remove the funny from jokes like that, they're just incredibly lame. I know, it's supposed to be joke about how internet is composed of horny male teenagers, but when you see the same joke for the thousandht time it stops being clever.
As a closing statement, I agree that the comic descripts a situation of completely different magnitude and perhaps I bit of over-reacted by posting it, but this is just one of my pet-peeves I can't leave to rest. I'm not in any way against Dr.P or Panpiper, just this whole "OMG is she hot?"-joke thing.
But, ehh.. Going back on topic.
Damn that new patch looks good. Just #onebattlespell suddenly makes dozens of different commander types possible. When you put the sprite limit and scale bug fixes on top of that.. I really wish I wouldn't have to go to military service in one month, just stay home and mod/play dom3..
B0rsuk
December 8th, 2007, 09:35 AM
Zeldor said:
Ha! Mine and borsuk's laziness paid off at last! We wanted to make a slavian nation but decided to wait and let someone else do it for us!
More less. As for me, it's more the fact that very little is known about ancient Slavs' warfare. They were supposed to be able to forge iron weapons, they used shields, spears, axes, bows. Mostly no armor. Proffesional warriors could afford swords and (if I recall) chain mail, but that's it. Without some inventions, it's very boring military. I couldn't think of any way to make military interesting.
Magic side is very interesting, though. I'll be offended if there are less than national summons.
Wait, you mean LA ?
Foodstamp
December 9th, 2007, 04:27 PM
Just a heads up, the patch progress report is back up. With some new goodies that has me pretty excited, and I am sure you will be excited as well http://forum.shrapnelgames.com/images/smilies/happy.gif Here is the link :
progress report (http://ulm.illwinter.com/dom3/dom3progress.html)
Crossing my fingers that unique names for heroes and the ability to create new sites with recruitable units makes its way into the patch http://forum.shrapnelgames.com/images/smilies/wink.gif
DrPraetorious
December 9th, 2007, 05:01 PM
I'm gonna guess that forestshape is a shapechanging command that takes effect in forests, for use by Bogarus?
This means that I won't need to pool nations for my megamod, which certainly has me excited, although I will still need to balance them.
WraithLord
December 9th, 2007, 05:07 PM
Any idea what the following means?
"Version 3.12 Score graphs from old games will disappear with new version due to added nation nbrs"
Any idea what the new nation nbrs are?- I'm concerned this will break my status client.
Edi
December 9th, 2007, 05:15 PM
WraithLord said:
Any idea what the following means?
"Version 3.12 Score graphs from old games will disappear with new version due to added nation nbrs"
Any idea what the new nation nbrs are?- I'm concerned this will break my status client.
Probably that it will be impossible to disålay score graphs because the range of nation numbers has been extended. Just how many new numbers we get is unknown, but I'd peg that as the reason.
WraithLord
December 9th, 2007, 06:20 PM
In that case no harm is expected to come to my client http://forum.shrapnelgames.com/images/smilies/happy.gif
Thanks Edi.
Kristoffer O
December 9th, 2007, 06:47 PM
Nation numbers have increased to 94
New nation slots have an effect on the save files, meaning all graphs in ongoing games will be wiped and start anew from the update on.
Twan
December 10th, 2007, 07:22 AM
This patch will really be great for modders (in addition to all the limits pushed, even things nobody asked for since dominion 3.0... like complete item modding with new items creation !). Thanks a lot.
Like Foodstamp I think the last missing thing is a way to create non national recruit sites (and/or a command to add/change poptypes eventually), then we can say "all is moddable in dominions". http://forum.shrapnelgames.com/images/smilies/happy.gif
Edi
December 10th, 2007, 07:34 AM
Twan said:
This patch will really be great for modders (in addition to all the limits pushed, even things nobody asked for since dominion 3.0... like complete item modding with new items creation !). Thanks a lot.
Like Foodstamp I think the last missing thing is a way to create non national recruit sites (and/or a command to add/change poptypes eventually), then we can say "all is moddable in dominions". http://forum.shrapnelgames.com/images/smilies/happy.gif
We might actually get the site recruitables if IW is feeling generous. I hope so. http://forum.shrapnelgames.com/images/smilies/happy.gif
The poptype modding would be trickier, since it would involve making previously completely inaccessible things moddable whereas adding recruitables to sites would be a matter of opening already existing (and basically moddable) site functionality by adding #recunit and #reccom for sites
Sombre
December 10th, 2007, 09:07 AM
I'm not fussed about the number of nation slots, I just want the description limit increased.
llamabeast
December 10th, 2007, 09:38 AM
Well, happily we have both!
Sombre
December 10th, 2007, 11:19 AM
Indeed. I just looked at the progress page and there's a LOT of good stuff there. #darkvision is always nice, for instance.
Beorne
December 10th, 2007, 04:31 PM
* Dominion sometimes spread in incorrect ways, fixed.
Does this mean the "BHV Dominion Spread" bug?
Edi
December 10th, 2007, 05:09 PM
Not necessarily. It refers to the Vanishing Scales bug and GUI Battle Marker on 1st Turn bug. The BHV Dominion Spread bug may be caused by a different mechanic, in which case the patch would not affect it. If it is caused by essentially the same mechanic, then it may be fixed.
lch
December 10th, 2007, 08:19 PM
It's probably too late for me to bring this up, but when starting a new game from the command line for a dedicated server there always end up victory points in the map, even if you didn't touch those settings and even if there is no VP victory in the game. Is this supposed to be WAD? Is it possible to turn this off? I'm not that sure if I managed to.
Zeldor
December 11th, 2007, 02:35 AM
Any estimated time on that patch? It would be nice to know it for all MP games that are going to start...
Edi
December 11th, 2007, 03:02 AM
lch said:
It's probably too late for me to bring this up, but when starting a new game from the command line for a dedicated server there always end up victory points in the map, even if you didn't touch those settings and even if there is no VP victory in the game. Is this supposed to be WAD? Is it possible to turn this off? I'm not that sure if I managed to.
Yay, more red flag issues that I only learn about now. Or if this has been common knowledge, either I missed the reports or nobody saw fit to inform me. It's going into the SYS category of bugs, stat.
Foodstamp
December 11th, 2007, 03:55 AM
Are you talking about how the random map gen still displays the crowns? I think in non VP games they just generate dominion correct?
Edi
December 11th, 2007, 04:59 AM
Yes, in non-VP games they are free, immobile prophets. That's still a bug. If no VPs are specified, they should not appear.
lch
December 11th, 2007, 08:29 AM
Edi said:
Yay, more red flag issues that I only learn about now. Or if this has been common knowledge, either I missed the reports or nobody saw fit to inform me. It's going into the SYS category of bugs, stat.
I've been reporting this at least once on the forums, might even have been up to three times now. But good that it's added now, at least. http://forum.shrapnelgames.com/images/smilies/happy.gif
Endoperez
December 11th, 2007, 11:02 AM
As far as what there is to be excited about...
* Forest shape
I take this is like the Siren ability to automatically change forms between land/sea? Well, it's nice and all, but VERY, VERY annoying for modders because they can't use it in their mods. Not that I'm doing a forest-themed mod at the moment, nosiree, not at all. I wouldn't even think of requesting features spesifically for my mod, at all. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Any way, this could play out in so many ways. Basic troops that have higher defense in forests? Cavalry that has lower stats in forests? Units that are sacred, but only in forests? Any special ability is interesting if you have to take terrain into account... What about one-use, one-shot ranged weapons called "ambush"? So many ideas...
SlipperyJim
December 11th, 2007, 12:21 PM
Sombre said:
Indeed. I just looked at the progress page and there's a LOT of good stuff there. #darkvision is always nice, for instance.
I'm quite eagerly anticipating #darkvision. Right now, my current mod is copystatting Agarthan Cave Captains to get darkvision. http://forum.shrapnelgames.com/images/smilies/happy.gif
Panpiper
December 11th, 2007, 01:57 PM
I want to create a magic 'torch' item that can help counter the effects of darkness. Something that confers say, a darkvision 50 to all units in a small area around the item carrier. I have no idea if it will be possible with the new mod functions, but it might well be. It's a reasonable item that can help fight the otherwise utterly devastating effect of darkness upon some races.
Sombre
December 11th, 2007, 02:06 PM
I doubt the new mod commands would allow that.
vfb
December 11th, 2007, 08:38 PM
Well, there's always the Forbidden Light, it'll take care of Darkness on an army-wide scale. Better have good MR though, and something godly to wield it.
Darkvision on items would cool idea for another misc eye though, I think. Rip out yer eyeball and plug in the Eye of Night Vision, get 50% darkvision, but lose precision as normal for a missing eye.
SlipperyJim
December 11th, 2007, 10:45 PM
Ears of Elvenkind
Cursed -- cannot be removed
Grants wearer 100% nightvision and immunity to all sleep & charm spells
Also makes wearer into a prancing twit http://forum.shrapnelgames.com/images/smilies/wink.gif
Construction 4; N3S1 to forge
Morkilus
January 4th, 2008, 01:32 PM
Anybody else have trouble looking at the progress page? http://forum.shrapnelgames.com/images/smilies/frown.gif
Endoperez
January 4th, 2008, 01:36 PM
Yeah, it's been down for some time.
NTJedi
January 5th, 2008, 05:50 AM
Endoperez said:
Yeah, it's been down for some time.
True... progress page is down. Maybe Illwinter is secretly fixing some of the MAJOR bugs from the bug thread! http://forum.shrapnelgames.com/images/smilies/happy.gif
Endoperez
January 5th, 2008, 12:41 PM
They'd just not update the progress page, then. It's more likely that they forgot to pay some server bill. http://forum.shrapnelgames.com/images/smilies/wink.gif
Edi
January 10th, 2008, 06:32 PM
It's probably down due to them being off on the Christmas/New Year holidays and all (or some) of their stuff being switched off. The progress page would be down in that case due to where it resides.
Foodstamp
January 10th, 2008, 06:34 PM
Happy birthday http://forum.shrapnelgames.com/images/smilies/happy.gif
Endoperez
January 20th, 2008, 02:09 AM
17th jan
* New monster modding commands: #darkpower, #firepower, #coldpower, #stormpower, #fallpower, #winterpower, #summerpower, #springpower.
* MR bless bonus was sometimes displayed incorrectly, fixed.
MKDELTA
January 20th, 2008, 09:19 AM
Yay, it's back online!
And yes, I am excited about this patch. http://forum.shrapnelgames.com/images/smilies/happy.gif
Kristoffer O
January 20th, 2008, 11:08 AM
My internet connection and router is working again. Patch is around the corner.
Zylithan
January 20th, 2008, 11:37 AM
yay!
Foodstamp
January 20th, 2008, 02:40 PM
Yay http://forum.shrapnelgames.com/images/smilies/happy.gif. I have a whole bunch of modding just waiting for this patch to be completed!
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