Post by Boaster on Dec 23, 2009 13:08:14 GMT -6
An update has been made to the GS5R2 mod. It includes two exciting new additions: modified special building effects.
[Download this update]
Chaos Special building will now provide +2 Maximum Health and adds half the experience needed to reach the next level for any Chaos Warrior or Military unit, including Orcs. In order to use the building, the party must be rested and have health equal to or greater than half their maximum health. As a result of combat in the arena, each unit loses half it's current health.
Complete list of changes in this update are as follows.
GS5R2 Updates:
12/23/2009 - Enjoy Christmas with this update.
Arrow key hotkeys will no longer work in multiplayer combat. In single player, these hotkeys may still work but cannot be used while the game is paused. The Arrow keys may still be used on the overland map, without restriction.
The Home hotkey for centering on the leader tweaked. In combat, it will now check if the leader is in combat. If the leader is in combat, it will center on him. Also the Home hotkey in combat is disabled for combat observers.
The PageUp/PageDown keys adjusted in combat. The keys are disabled for combat observers.
Changes made to 'gs\dlg\lib_dlg.gs'. Text changes. Also, spells which have the 'CANNOT_RESEARCH' tag in the dictionary '/mode' now cannot be researched. This will be used for certain spells for which the spell knowledge can only be obtained by a scroll, artifact or by constructing a Special Building.
The list of spells which cannot be researched may include, but are not limited to:
Relocate Army, Alchemy, Regenerate Army, Tremor, Neutralize, Body and Spirit, Unturn Undead, Drowning.
Hand of Fate's resistance factor changed back to Chaos only.
New Chaos spell, Prismatic Hand. This spell is the same as Hand of Fate, but will use a randomized faith for which resistances will be factored. This will be an Artifact/Scroll only spell.
'gs5_globals.gs' added to the game. This is an experimental data file which will will add to, replace or supplement global variables or functions in the game. This will in effect be similar to the variables found in the EXE. Variables or functions in this file will add to, replace or supplement existing EXE variables and/or functions.
Creature on-hit ability chances have been modified.
Equations in the cases of defensive spells being cast on the defender, if the defender has half health or less, the chance is doubled.
Equations in the case of defensive spells being cast on the defender, if the attacker has half health or less, the chance is halved.
Equations in the case of defensive spells being cast on the attacker, if the attacker has half health or less, the chance is doubled.
Equations in the case of defensive spells being cast on the attacker, if the defender has half health or less, the chance is halved.
Equations in the case of offensive spells being cast on the defender, if the attacker has half health or less, the chance is halved.
Equations in the case of offensive spells being cast on the defender, if the defender has half health or less, the chance is halved.
In all cases, if the attacker level is less than the defender level, the chance is halved. Defensively, there will be little need for a stronger defender to be buffed versus a weaker unit. Offensively, it's obscene for a weaker attacker to have a fair or better chance at invoking an offensive spell (i.e. Poison from Shades) on the defender when he, the attacker, is weaker or less experienced.
Equations and damage calculations for Biting Attacks changed.
Chance to do a biting attack is halved when the attacker has less than half health.
Chance to do biting attack is halved when the defender is less than half health.
Chance to do biting attack is halved when the attacker level is less than the defender level.
Biting Attack damage is equal to [Attacker Level / random(1-2)].
If the attacker has less than half health, Biting Attack damage is halved.
Biting Attacks now calculate melee resistance collectively in 'gs\combat5.gs'. Biting Attack values will be converted to integers after melee resistance is calculated. This will allow fractional/decimal values up until the last moment before damage is inflicted, which in some cases will help weaker Biting units possibly get in at least 1 point of damage. Attackers must have calculated one point through the biting attack damage equation for any damage to be inflicted from a biting attack (doing zero bite damage will result in NOT doing a biting attack, even if the chance was successful).
The above also applies to Burning and Shocking attacks, in the chance to execute ability.
New function added to 'gs\gameutil.gs': 'invoke_spell'. Invoke spell will call for: source_army_id, source_unit_num, spell index number, army_id, unit_num. Values must be in this order before executing the 'invoke_spell' function. (i.e. defender 0 spelldict /stone_skin get defender 0 invoke_spell). Defender 0 wants to cast stone_skin on Defender 0, invoke_spell.
The 'hasspellbuff?' function in 'gs\gameutil.gs' has been modified. It will also include the spell buff in question plus the temporary modifiers it would supply. Previously only checked for permanent modifiers. So now it checks for both permanent and temporary modifiers.
On-Attack spells (i.e. Stone Touch, Touch of Death) equations modified.
On-Defend spells (i.e. Reflection Shield, Burning Skin) spell buff checks updated.
Casting Freeze, Icy Coffin, Turn to Stone or Petrify on a unit who already has one of these buffs will completely remove the previous buff and then apply the buffs of the spell being cast. Therefore, a unit can no longer have all four of these buffs at once.
When the post-combat cleanups ('cleanup_spells_at_end_of_combat') run after combat is concluded, it will now only consider armies that participated in battle. Previously was performing the function on all armies.
Auto-calculating combat from the map will now properly perform the 'cleanup_spells_at_end_of_combat' function.
Order Special building will now provide +2 Wisdom to Knights, Footmen and Paladins. Additionally, Knights advance to Level 6 and Order Warriors advance one level, unless they are maximum level already.
Chaos Special building will now provide +2 Maximum Health and adds half the experience needed to reach the next level for any Chaos Warrior or Military unit, including Orcs. In order to use the building, the party must be rested and have health equal to or greater than half their maximum health. As a result of combat in the arena, each unit loses half it's current health.
I hope the community is as excited as I am with these new and exciting addition to the mod.
[Download this update]
[Download this update]
Order Special building will now provide +2 Wisdom to Knights, Footmen and Paladins. Additionally, Knights advance to Level 6 and Order Warriors advance one level, unless they are maximum level already.
Chaos Special building will now provide +2 Maximum Health and adds half the experience needed to reach the next level for any Chaos Warrior or Military unit, including Orcs. In order to use the building, the party must be rested and have health equal to or greater than half their maximum health. As a result of combat in the arena, each unit loses half it's current health.
Complete list of changes in this update are as follows.
GS5R2 Updates:
12/23/2009 - Enjoy Christmas with this update.
Arrow key hotkeys will no longer work in multiplayer combat. In single player, these hotkeys may still work but cannot be used while the game is paused. The Arrow keys may still be used on the overland map, without restriction.
The Home hotkey for centering on the leader tweaked. In combat, it will now check if the leader is in combat. If the leader is in combat, it will center on him. Also the Home hotkey in combat is disabled for combat observers.
The PageUp/PageDown keys adjusted in combat. The keys are disabled for combat observers.
Changes made to 'gs\dlg\lib_dlg.gs'. Text changes. Also, spells which have the 'CANNOT_RESEARCH' tag in the dictionary '/mode' now cannot be researched. This will be used for certain spells for which the spell knowledge can only be obtained by a scroll, artifact or by constructing a Special Building.
The list of spells which cannot be researched may include, but are not limited to:
Relocate Army, Alchemy, Regenerate Army, Tremor, Neutralize, Body and Spirit, Unturn Undead, Drowning.
Hand of Fate's resistance factor changed back to Chaos only.
New Chaos spell, Prismatic Hand. This spell is the same as Hand of Fate, but will use a randomized faith for which resistances will be factored. This will be an Artifact/Scroll only spell.
'gs5_globals.gs' added to the game. This is an experimental data file which will will add to, replace or supplement global variables or functions in the game. This will in effect be similar to the variables found in the EXE. Variables or functions in this file will add to, replace or supplement existing EXE variables and/or functions.
Creature on-hit ability chances have been modified.
Equations in the cases of defensive spells being cast on the defender, if the defender has half health or less, the chance is doubled.
Equations in the case of defensive spells being cast on the defender, if the attacker has half health or less, the chance is halved.
Equations in the case of defensive spells being cast on the attacker, if the attacker has half health or less, the chance is doubled.
Equations in the case of defensive spells being cast on the attacker, if the defender has half health or less, the chance is halved.
Equations in the case of offensive spells being cast on the defender, if the attacker has half health or less, the chance is halved.
Equations in the case of offensive spells being cast on the defender, if the defender has half health or less, the chance is halved.
In all cases, if the attacker level is less than the defender level, the chance is halved. Defensively, there will be little need for a stronger defender to be buffed versus a weaker unit. Offensively, it's obscene for a weaker attacker to have a fair or better chance at invoking an offensive spell (i.e. Poison from Shades) on the defender when he, the attacker, is weaker or less experienced.
Equations and damage calculations for Biting Attacks changed.
Chance to do a biting attack is halved when the attacker has less than half health.
Chance to do biting attack is halved when the defender is less than half health.
Chance to do biting attack is halved when the attacker level is less than the defender level.
Biting Attack damage is equal to [Attacker Level / random(1-2)].
If the attacker has less than half health, Biting Attack damage is halved.
Biting Attacks now calculate melee resistance collectively in 'gs\combat5.gs'. Biting Attack values will be converted to integers after melee resistance is calculated. This will allow fractional/decimal values up until the last moment before damage is inflicted, which in some cases will help weaker Biting units possibly get in at least 1 point of damage. Attackers must have calculated one point through the biting attack damage equation for any damage to be inflicted from a biting attack (doing zero bite damage will result in NOT doing a biting attack, even if the chance was successful).
The above also applies to Burning and Shocking attacks, in the chance to execute ability.
New function added to 'gs\gameutil.gs': 'invoke_spell'. Invoke spell will call for: source_army_id, source_unit_num, spell index number, army_id, unit_num. Values must be in this order before executing the 'invoke_spell' function. (i.e. defender 0 spelldict /stone_skin get defender 0 invoke_spell). Defender 0 wants to cast stone_skin on Defender 0, invoke_spell.
The 'hasspellbuff?' function in 'gs\gameutil.gs' has been modified. It will also include the spell buff in question plus the temporary modifiers it would supply. Previously only checked for permanent modifiers. So now it checks for both permanent and temporary modifiers.
On-Attack spells (i.e. Stone Touch, Touch of Death) equations modified.
On-Defend spells (i.e. Reflection Shield, Burning Skin) spell buff checks updated.
Casting Freeze, Icy Coffin, Turn to Stone or Petrify on a unit who already has one of these buffs will completely remove the previous buff and then apply the buffs of the spell being cast. Therefore, a unit can no longer have all four of these buffs at once.
When the post-combat cleanups ('cleanup_spells_at_end_of_combat') run after combat is concluded, it will now only consider armies that participated in battle. Previously was performing the function on all armies.
Auto-calculating combat from the map will now properly perform the 'cleanup_spells_at_end_of_combat' function.
Order Special building will now provide +2 Wisdom to Knights, Footmen and Paladins. Additionally, Knights advance to Level 6 and Order Warriors advance one level, unless they are maximum level already.
Chaos Special building will now provide +2 Maximum Health and adds half the experience needed to reach the next level for any Chaos Warrior or Military unit, including Orcs. In order to use the building, the party must be rested and have health equal to or greater than half their maximum health. As a result of combat in the arena, each unit loses half it's current health.
I hope the community is as excited as I am with these new and exciting addition to the mod.
[Download this update]