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  #1  
Old February 16th, 2004, 08:58 PM

Teleolurian Teleolurian is offline
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Default Re: patch 2.08 is out

Anybody played around with the new theme yet?
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  #2  
Old February 16th, 2004, 09:01 PM
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Default Re: patch 2.08 is out

Here's a temporary link for the linux and os x patches. I don't know why the Shrapnel one didn't work.

* Edit: It's working again. No more temporary links.
http://www.shrapnelgames.com/Illwinter/d2/6.htm

[ February 16, 2004, 19:17: Message edited by: Johan K ]
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  #3  
Old February 16th, 2004, 09:04 PM
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Default Re: patch 2.08 is out

The patches from our site should work now.
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Old February 16th, 2004, 10:04 PM
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Default Re: patch 2.08 is out

Woah, that was quick. I -just- posted that little complaint ;P Yup, and sure enough its a good link now.

Thanks for being on the case so fast!

--SD
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  #5  
Old February 16th, 2004, 10:32 PM
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Default Re: patch 2.08 is out

Quote:
Originally posted by SurvivalistMerc:
NT Jedi,

Did you ever play AD&D? Paralyzation effects effectively Lasted the entire battle in that game and, if memory serves, often had to be countered by a remove paralysis spell or some such.

I don't view paralyze's Lasting the entire battle as objectionable and in fact like this as a counter to supercombatants. Everything ought to have a counter.

There is a serious problem with paralyzation Lasting the entire battle. I will describe why:


I had one of those supercombatants which was paralyzed during battle and surrounded. Well the units which surrounded him were doing hardly any damage and my supercombatant was regenerating what little scratches were being done. Then the battle was Lasting so long... my remaining units fled... except for the supercombatant who was paralzyed. Eventually most the defenders that surrounded my supercombatant fled too because the game has units retreat after a certain period of time.
THE PROBLEM:
A few of the defenders could not flee because my paralyzed supercombatant was standing in their way. Only a few spirits and a longdead which continued to add paralyzation. Once in a blue moon they could scratch him but he would easily regenerate. Another 20 turns went by... then the game just killed him. THUS he died because every battle has a certain amount of time until all remaining attackers are just killed.

what killed him:
He died because the battle exceeded the maximum time limit. That's just wrong.

Either he should have been set free from paralyzation so he could flee off the battlefield OR he should have been automatically kicked into one of my friendly provinces.
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  #6  
Old February 16th, 2004, 10:42 PM

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Default Re: patch 2.08 is out

Quote:
Originally posted by Kristoffer O:
quote:
Originally posted by KRNVR:
Why were the witchdoctors nerfed? And why was this listed under 'bugs'?
Because huts make poor libraries and guys living in huts do not read books

It felt thematic.

Somebody living in those huts forges platemail hauberks, though... Hmmm... must be using those books in the forge.

"Makuto mighty Fire mage! Magic book... Fire!" (chucks it in the forge, and smiles proudly)

The Black Sorceror (played by John Cleese) leans in to speak to his God discretely, "This latest generation of Witch Doctors _are_ a bit dim, My Lord. But we are paying them less. We save enough on their recruitment to buy an entire unit of archers!"

"And how many in a unit?"

"Ah... _one_, Sir."

"Hrmm", growled the Lord of the Desert Sun pensively... "One, two, three, four, five becomes 1,3,6,10,15. Or what was once 75 has become 45... And five archers."

"I do not understand, Lord. These numbers, are they... a prophesy?"

"Yes. Of doom."

(OK, so I'm whining. But it's a _Classy_ whine.)

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  #7  
Old February 16th, 2004, 10:47 PM

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Default Re: patch 2.08 is out

NT Jedi,

In the AD&D system, if the only enemy left on the battlefield were paralyzed, that enemy could simply be slain in the following combat round at the discretion of the victorious party. So I don't really see anything wrong with the fact that your pretender dies.

(For those of you who are wondering why the AD&D combat system is relevant to this discussion, please see NT Jedi's prior post.)

I think it would be much cleaner to just autokill all paralyzed enemies when they don't have non-paralyzed defenders. That way folks wouldn't become unhappy about how their pretender died due to the "time out" feature. I'm not a fan of the time out feature myself and agree that nonparalyzed attackers who are berserk or otherwise unable to retreat who survive 50 rounds ought to wind up in an adjacent friendly province if such exists.
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