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  #1  
Old March 5th, 2011, 09:07 AM

llamabeast llamabeast is offline
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Default Conceptual Balance Mod 1.83 released!

I have been having a bash at bug-hunting in CB1.82, and qm has kindly given me permission to go ahead with a release. Hopefully this will be a nice stable version.

Here is the change list:

I noted down the first few bug fixes individually:
- Cleansing bell now 5 damage AOE 6 (was 10 damage AOE 6)
- Fixed Shield of Valor bug
- Paths fixed for Forest of a Thousand Eyes
- Paths fixed for Drain Magic
- Foul Sacrifice is now Thaum 1, makes 4 spiders and is not better for more powerful casters
- All "kill caster" spells now try to kill the caster twice, so shape changing, elixir of life etc are no protection
- Niklatu gained reinvigoration from his Rainbow Armor
- Niklatu now has no body slots
- Fixed typos spotted by Wraithlord
- Kohen Gadol 400 gold (was 40)
- Cleansing Bell does 5 AN damage, AOE 6
- Icicle Mail encumbrance 1 (was 2)
- Paralyzing Poison (blowpipes) no longer #magic and can be countered by poison resistance
Then my thoroughness in noting things down diminished:
- Fixed all bugs in the CB 1.82 bug thread on the dom3mods forum

Also:
- Tartarian Monstrum gained tail spines to be in line with Manticore (I went wild and made this change on my own so qm may undo it in future)
- All diversity summons upgraded to (not-yet-released!) EDM 1.2. This was actually already in CB1.82 but was not in the changelog. I'll release EDM 1.2 in the next day or so and put the changelog there.
- Diversity summons are included in the zip again.
Attached Files
File Type: zip Conceptual Balance Mod v1.83.zip (760.9 KB, 2937 views)
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Last edited by llamabeast; March 6th, 2011 at 02:09 PM..
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  #2  
Old March 6th, 2011, 10:53 AM

llamabeast llamabeast is offline
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Default Re: Conceptual Balance Mod 1.83 released!

Uploaded a slightly modified version:
- After a lot of faffing with the "Kill self" effects of Possession etc, I'd managed to upload a version that didn't work when cast by non-immortal casters (because I'd been testing on immortals). Fixed.
- Ice weapons now consistently give "freeze" effect. It was inconsistent before. This constitutes a slight buff to LA Atlantis via freezing Ice Glaives.
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Old March 6th, 2011, 02:10 PM

llamabeast llamabeast is offline
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Default Re: Conceptual Balance Mod 1.83 released!

Ahem, just uploaded another update. The kill-self spells were bugged again, embarrassingly.

I will try not to upload any more new versions without changing the version number, as it's obviously a bit unhelpful.
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  #4  
Old March 6th, 2011, 05:06 PM

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Default Re: Conceptual Balance Mod 1.83 released!

A small bug, originally in vanilla, but Gath's Iassacharite Sybils do not have the female tag (they can be seduced).
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Old March 6th, 2011, 05:07 PM

militarist militarist is offline
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Default Re: Conceptual Balance Mod 1.83 released!

Pretender (crone, mother of serpents) still just gets affliction and doesn't die.
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Old March 9th, 2011, 09:08 AM

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Default Re: Conceptual Balance Mod 1.83 released!

CBM 1.81 and later include an updated version of the Endgame Diversity Mod, which I still haven't released as a standalone mod (I will do soon but I need to move all the monster IDs around). However I forgot to publish the EDM changelog, so here it is:

-- Changes already present in CBM but previously not in EDM (these are changes that qm made when he integrated EDM into CBM):

Roc now has "Roc beak" attack which is armour piercing
Zmey much cheaper: 25 gems (was 35)
Mechanical giant cost increase to 20 gems (16)
Cyclops cost increase to 35 gems (30)
Grendelkin cost decrease to 35 gems (40)
Asynja randoms reduced from 210% AEDB to 160% AEDB

-- New changes:

Roc gained powerful one-use AOE 1 "Aerial Dive" attack.
Treant: cost reduced to 30 (40). Research level to 7 (8)
Ettin: Cost reduced to 14 (18). Research level to 5 (7).
Ettins gained 50% shock resistance, cold resistance and poison resistance.
Asynjas gained good Enchanted Sword and Weightless Shield items.
Kraken magic: Previously was W3E1B1 in EDM, W1, 150% WEN in CBM. Now W2B1 + 50% W + 50% E + 50% N in both.
Kraken: Cost 30 gems in EDM, 16 in CBM. Now costs 20.
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  #7  
Old March 14th, 2011, 04:01 AM

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Default Re: Conceptual Balance Mod 1.83 released!

Grendelkin are WAY TOOOO cheap....Basically a standard SC like adon with 30+ protection can not stand before a duel-wielding grendelkin for more than two turns.......
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Old March 14th, 2011, 08:01 AM

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Default Re: Conceptual Balance Mod 1.83 released!

Well, lots of people tell me they're too weak too. I guess that's a good sign!

Basically, like most summons, they are situational. If your opponent has a good counter, they're terrible. If not, they're awesome.
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Old March 14th, 2011, 11:39 AM

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Default Re: Conceptual Balance Mod 1.83 released!

Hardly anything can counter a grendelkin...maybe multiple ghost riders can, but it can be solved be following another "standard sc" or just a S mage buff ethereal.

grendelkin combine 3 of 5 most deadly feature for a sc:High protection that make normal units attack useless, tons of HP to undertake massive AP or AN damage like duel wielding quickened dusk blade, and high strength that make sure no normal enemy can stand long enough to kill it——now all it need is take attack value increase item, extra attack items include a brand so that can deal with chaffs too. I tried duelwield quickened axes of hate, yet still can not kill it before it kill mine.

Actually in one of my game, a blinded duel wielding grendelkin can still crush 40+ashdod pd given by events.

And besides, considering there's hardly any use of W gems other than this and water bottle, grendelkin can be much more in number than Ember lords. Wendigos are great as D4 mages, but not even close to grendelkin as sc, not to mention only some nation can and willig to summon it.
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Old March 14th, 2011, 12:38 PM

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Default Re: Conceptual Balance Mod 1.83 released!

Well, they're hard to counter with troops or SCs sure. But they lack native elemental resistances, so are hard to cover completely. No magic means everything they need has to come from items.
I don't care how much Prot or HP they have, if they lack 100% resistance, Incinerate, Frozen Heart or lightning spam will bring them down. If you don't also boost their MR through the roof, they'll Soul slay easy enough.
And they'll need reinvig to, because crits will get through their protection.

And still probably vulnerable to the Vine whip/AN attack trick.

Leech and Life for a Life do unblockable damage. You'll need a few cast to get through the hp.

If all that fails, "Infernal prison" or "Claws of Kokytos".


They are tough. But hardly unstoppable.
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