Post by Boaster on Oct 9, 2008 10:41:16 GMT -6
This is the GS5R2 Reports thread for bugs, irregularities and inconsistencies.
MAKE SURE YOU ARE USING THE MOST CURRENT AND UP TO DATE GS5R2 MOD BEFORE POSTING. When you report problems as posts in this thread, please cite specific details as to the problem you're experiencing. Such details include, but are not limited to: current turn number, before/after Great Temple, artifacts equipped, dungeon level and name, spell or artifacts involved, units involved.
The GS5R2 Mod REQUIRES the PIC5R2.mpq: www.megaupload.com/?d=K65WZCB0
Note: The PIC5R2.mpq is backwards compatible with any GS5 series mod.
[NYI] = NOT YET IMPLEMENTED.
Items which arestriked through are no longer planned changes, but remain as a reference. In context, items which are striked through are no longer true.
Wish List:
· Enforce a mutual "auto-calculate" decision between human played armies while in combat.
·Enforce a limited number of pauses between human armies (3 pauses a piece, per battle).
· Create chat log in the game directory [HALF implemented].
· Modify the effects of Order and Chaos's special buildings [ACHIEVED!].
·Change experience given from combat so that non-champions at their maximum level will not take up any experience received from combat.
Notes about mod:
Auto-calculate
Factors: Highest party Attack or Ranged Attack (whichever is greater), Highest party Armor, Highest party Level, Average party Attack or Ranged Attack (whichever is greater), Average party Armor, Average party Level. More Cavalry units than enemy has Missile units (enemy must have at least 1 Missile unit, therefore you must have at least 2 Cavalry units), more Infantry units than enemy has Cavalry units and more Missile units than enemy has Infantry units.
How does a single unit party with a barter value of 700 beat a single unit party with a barter value of 800? Team points! Your Highest Attack or Ranged Attack value (whichever is greater) versus their Highest Armor value. Your Highest Armor value versus their Highest Attack or Ranged Attack value (whichever is greater). Your Highest Level versus their Highest Level value. Your Average Attack or Ranged Attack value (whichever is greater) versus their Average Armor value. Your Average Armor value versus their Average Attack or Ranged Attack value (whichever is greater). Your Average Level versus their Average Level value. Difference in army size.
When calculating Team Points, the team with the higher competing values will be like so: 1 - [Highest Enemy Armor Value / Your Highest (Ranged) Attack Value].
Your Highest Attack (30) beats their Highest armor (25): 1 - (25/30) = 0.166~. This resulting number is then added to a base multiplier of 1 (1.166~).
1.166~ * 700 = 816.
Larger armies will benefit a bonus based on army size differential. The smaller army is penalized by multiplying the accumulated team points multiplied by the quotient of the smaller army and larger army. 2.05454 (Team Points) * [4/8] (quotient of army sizes) = penalty on smaller army. If a team has not accumulated any team points, they cannot not be penalized. Then team points, plus one, is multiplied to the barter values of both armies. In this case the smaller, but tougher army, would have an overall Team Point factor of (1 + 2.05454*0.5 =) 2.02727 multiplied to the team's collective barter value.
Have a high base team barter value. Have highest attack power (melee or ranged) higher than their highest armor, have highest armor higher than their highest attack power, have the highest level, have the better average attack power better than their average armor, have your average armor better than their average attack power, have your average level better than their average level, and have the larger army. All these factors strengthen your party's power and survivability.
√
Future Updates/Changes:
Changes made to 'units\easyunit.gs' to prepare for upcoming changes which include: Unit costs based on unit level and the possible eventuality of being able to hire volunteers. Volunteers will cost twice the amount as a follower but will have no upkeep or follower cost and arrive with half the alloted experience from buildings. Currently not able to complete.
The 'do_fatality_check' function in 'gs\speltool5.gs' has been slightly modified. If the target is a unique unit type, it will have a +1 bonus for target_level, thus requiring the caster to be two full levels above the target unique unit for the spell to be fatal.
[TESTING] Working on implementing an option for players in combat to auto-calculate without returning immediately to the overland map. This would effectively run auto-calculate like it would for the first level of a multi level dungeon.
[TESTING] Working on the possibility of scaling combat abilities such that if you have over 100% critical strike, there's the possibility of doubling it's effects and thus granting the attacker X4 (Ranged) Attack. For Piercing Attacks or Negate Attacks, this would be useless for Piercing Attacks unless I wanted to possibly allow for the ability to effect Unique units beyond 100%.
Human players can no longer barter with inactive AI players (AI players not actively playing).
GS5R2 Updates:
[Download the latest update] - Unless otherwise noted.
4/7/2010
Fixed issues in new coding with Freeze, Icy Coffin, Petrify and Turn to Stone which made these spells unusable.
All offensive fire spells will now remove freeze and icy coffin from a unit. Also some defensive spells will remove the two spells.
Freeze and Icy Coffin have no effect on units standing over Lava Terrain. This may only include combat outside of dungeons.
4/6/2010
Summoning spells will now bestow experience to the summoned units equal to the caster's experience divided by (3 + difficulty level integer + amount of military units in group).
Difficulty modifiers are as followed: 0 Easy, 1 Medium, 2 Hard.
Summoning Goblins, via Summon Chaos Spirit, while on Hard Mode yields (effectively unchanged): Caster Experience / (3 + 2 + 3). If caster has exact experience for level 15, then: 112,000 / 8 = 14000, not quite enough to summon Goblins as Level 5.
The spell effectively weakens with difficulty now, but Hard Mode remains effectively unchanged.
Summon Spirit Warrior name changed to Summon Order Spirit (again).
Summon Order Spirit, which always summons as Warrior Spirit, has been slightly modified. The amount of health the Warrior Spirit comes into play with will be directly related to the caster's level.
Health of Warrior Spirit will be (percentage of max health): Random:25-50, plus 2X Caster Level.
27-52% at Level 1|45-70% at Level 10|55-80% at Level 15.
Village Trade will be disabled for multiplayer (until it can be fixed). The "Trade" button will still show in the Village dialog, but in in the trade dialog the button will never appear.
Minor fix to Sands of Sleep and combat damage. Previously Sands of Sleep would not dispel upon a unit being attacked in certain situations.
Morale is no longer a researchable spell. To gain knowledge of Moral, it must be obtained from an artifact or spell scroll. Shield of Righteousness can bestow knowledge of this spell.
Alchemy is no longer a researchable spell. To gain knowledge of Alchemy, it must be obtained from an artifact or spell scroll. Rocca's Chalice or Scroll of Alchemy can provide knowledge of this spell.
The index of Tremor has been changed. It appears farther back in the book.
Aftershock appears sooner in the spell books, although still it cannot be researched normally.
Biting, Burning and Shocking Attacks all modified.
All creatures equations consolidated. The only difference now is that it checks to see how many units are left in the group to determine what the chances are. For each military unit left in the group, that divides the chance. So a unit group, with two units, will have a lesser chance. But effectively, no change from previous. The only difference is that unit groups with multiple units don't lose their potential and can effectively double or triple their normal chances with fewer units left in the group.
Biting Attack damage is now random (1 to Attacker_Level). If the armor of the defender has 5 more Armor than the attacker has Attack, the damage is halved. Also the chance of a biting attack is halved. Damage potential is severely reduced vs higher level with 5 Armor over the biter's Attack.
Burning and Shocking Attacks will not proc if the unit has 100 or more of the factored resistance.
Electron Staff will now use the Shocking Attack equation, as opposed to it's own unique one. Also equation fixed for non-wizard wielders.
Most Legendary weapons double their chances of performing an ability versus Creatures of the opposite faith, and halved versus creatures of their own faith. While this may not effect all Legendary Artifacts, it will effect a majority.
Most Legendary Artifacts will now behave like Staff of the Unholy, and do reduced Attack or Armor versus the same faith, if it has bolstered Attack or Armor versus the opposite faith. Bonus and Penalty will be even and opposite.
Icebolt no longer has a chance to invoke Freeze on Fire Creatures. This spell, like Flame Dart, will have a 1% chance per Caster Level, to inflict an additional +1 damage.
Flame Dart coding modified. Essentially does the same thing, providing a 1% chance per caster level, to inflict an additional +1 damage to Water Creatures.
Poison will no longer proc on units with 100 or more Death resistance.
Ray of Hope will no longer proc on units with 100 or more Life Resistance.
Inferno will no longer proc on units with 200 or more Fire Resistance.
Tremor will no longer proc on units with 200 or more Earth Resistance.
Decay will now effect friendly Undead units in the area. It will heal them for 3 health, but the spell will last half as long on friendly Undead. Also will not proc on enemies with 100 or more Death Resistance.
Flame Darts now temporarily slows Water Creatures.
Inferno now temporarily slows Water Creatures.
Spark will now temporarily slow Water Creatures under the effects of the spell.
Neutralize fixed.
Inferno research cost increased to 192. Also the barter value of the spell increased accordingly.
Freeze, Icy Coffin, Petrify, and Turn to Stone now require the caster to be 1 level above the target against unique targets.
4/4/2010
Major fix regarding multiplayer: Client players can now buy potions. But as a result, one potion had to be removed to make it possible.
The Potion of Luck is no longer a purchasable potion from the village.
Right-clicking on a unit roster sprite, while in multiplayer combat will no longer center on the center military unit. This was done to help prevent desyncs in combat.
The PageUp and PageDown keys are disabled in multiplayer combat. The tilt function has been linked to desyncs in combat.
Potion of Movement cost increased. Per charge it now costs 5 crystals and 10 gold. Potion of Movement can only be purchased in increments of 2, up to 6 after turn 70. I.E. a Potion of Movement will cost 10 Crystals and 20 Gold.
3/25/2010
Fixed a minor coding error when saving scrolling configuration. Previously the 'save_config_options' functions had an 'end' at the end of the function when it should not have.
Moved the 'save_config_options' function to inside the 'save_changes' function within 'gs\dlg\ext_options.gs'.
3/23/2010
Backdraft spell fixed.
Buy potion code modified slightly ('sendcallbackmessage'). This is experimental code which is intended to alleviate multiplayer desyncs as a result of buying potions. This will either help, or not help, but has been tested in single player and shows no signs of adverse effects.
3/23/2010
Mages barter value will now be increased by what spells the mage can cast with available mana, rather than total spell knowledge multiplied by current to maximum mana capacity. Such as if a Wizard has enough mana to cast Inferno and has knowledge of that spell, Fire Mages will receive a minor boost to their barter value. However, if the Fire Mage does not have enough mana to cast an Inferno spell, the mage will not receive a barter value bonus and will thus be considered less powerful. Barter value bonus gained from spell knowledge and being able to cast the spell is multiplied by the quotient of current mana to maximum mana.
Mage barter value will now only be affected by spells which exist in the spell book.
The saved settings for scrolling speeds and logs will now only load when you select any buttons in the main menu except for Multiplayer. This will alleviate an issue with multiplayer where if two computers load their respective AND different gs5r.cfg files, the game will declare both players have different game versions.
Limitation added to Water Legendary Creature. Only 6 unit groups of Giant Arachnids can be controlled at any one time. If any one player, not including Dungeon spawns, owns a pair of Giant Arachnids, then it is included in the limitation of six and only five more can be created and in play.
Air and Life Cavalry and Earth Infantry now do +25% damage to Skeletons. Life and Order Infantry all ready had this. All of these units carry blunt weapons and should therefore cause more damage to them. Also, Rock Hurlers all ready have a +25% damage bonus vs Skeletons in ranged combat.
Tremor can no longer be researched in the Earth library. This spell can be learned from a spell scroll or from the Legendary Earth staff.
Aftershock is added to the spell book but cannot be researched normally. Knowledge of the spell can be learned from a spell scroll or from artifacts.
Touch of Death is added to the spell book, but cannot be researched normally. Knowledge of the spell can be learned from a spell scroll or from artifacts.
Stone Touch is added to the spell book, but cannot be researched normally. Knowledge of the spell can be learned from a spell scroll or from artifacts.
All detection spells, except for Life and Death's are removed from the scroll list in Hard mode. Only these two spell scrolls can be found as dungeon spoils.
Erosion, Clay Armor, Tin Armor, Iron Skin and Frozen Armor can now be found as scrolls on Hard mode.
Prismatic Hand and Hand of Fate chances changed. If the caster level is less than the target level, the base 50% is halved to 25%. The spell once again is calculated at (50 + 5X)%, except when the caster level is lower than the target level, (25 + 5X)%.
Hand of Fate now does 20% less damage to unique targets (Leaders, Heirs, Lords, Special Champions). So instead of doing 30 damage to a Lord, the spell can do at most 24 damage. This reduction takes place after resistances are factored.
Prismatic Hand changed. The spell essentially does 1X damage now, instead of 2X. Also the spell will randomly select resistance to be factored four different times. Caster Level, divided by 4, becomes the base damage and is factored three different times by randomly selected resistances and ignoring resistance completely in another pass. The result, if all selected resistances are zero, is 15 damage at level 15. Since resistance to be factored is selected three different times, there is a small possibility that the same faith could be picked all three times, or three different each time. Three resistance types selected and one resistance piercing set.
Pacify and Blind Rage can no longer exist on a unit at the same time. One will immediately dispel the other before modifications are made.
Sabre Spells can now be found as scrolls on Hard Mode.
When a unit now casts a spell on itself, it will say the spell was cast on itself!
Witch Lord is no longer killable in auto-calculate as an AI leader.
Buildings, Villages and Cities will no longer boot an army as a result of a Level zero capital in multiplayer.
The dungeon landscape in Death Caves changed.
3/15/2010
[Major Change]
Barter values now calculate a little differently. Most significantly for Mages. The Barter Value of Mages is now greatly effected by remaining mana and total spell knowledge. The more spells you know off the faith of the Wizard, the higher his Barter Value you will be. This will now bring mages up in power in the significance of barter values for auto-calculate, also for experience. This is experimental and may be tweaked over the course of the next few updates.
This is after all Lords of Magic.
Also Health Recovery values now play a minor role in barter value. Additional, Ranged units who are not Missile Troops will now take the average of their melee and ranged attack power and use that to determine their barter values.
Added Minor Fate and Change of Fate back to the spell books. However, they will not be researchable. So knowledge of these spells can only be gained through wielding an artifact or from reading a scroll.
The default in-game scroll speeds changed. World Scroll speed changed from 10 to 4. Combat scroll speed changed from 15 to 8.
"Save Options" and "Reset Options" added to 'gs\gameutil.gs'. This will localize both functions and they can be used through out the game, if necessary.
Extended Options will not save to file if you're playing a multiplayer game.
Experimental feature made to the Load Game button, and also CTRL L hotkeys. While in a multiplayer game the Load Game button and Last Save button, usable only by the Host however, should Load games from directly in the multiplayer game.
In multiplayer games only, when a player goes to end their turn it will automatically save a game called "endturn.lom." This "endturn.lom" save file gets generated BEFORE the turns switch.
3/12/2010 - Critical Update
Fixed a critical issues with creating a gs5r.cfg file if one did not exist. (Honestly not sure what changed this, but it's fixed now).
3/11/2010 - Critical Update
Frozen Armor and Erosion added back to the spell books. Both spells however Cannot be reserached. While added back to the spell books mages can once again cast these spells. Knowledge of these spells can be gained only through Artifacts or Spell scrolls.
Fire Heal can no longer be researched. While being in the spell book will allow mages to cast the spell, the knowledge of the spell can only be gained through Artifacts or Spell scrolls.
Iron Skin palette effect removed.
Feather Sword can no longer be researched. While being in the spell book will allow mages to cast the spell, the knowledge of the spell can only be gained through Artifacts or Spell scrolls.
Leeches can no longer be researched. While being in the spell book will allow mages to cast the spell, the knowledge of the spell can only be gained through Artifacts or Spell scrolls.
Fixed an issue with the "Retreat" option from the re-sync dialog in combat.
Fixed an issue with The "Re-sync" button not appearing in the resync dialog on the overland map for the host in some cases.
MAKE SURE YOU ARE USING THE MOST CURRENT AND UP TO DATE GS5R2 MOD BEFORE POSTING. When you report problems as posts in this thread, please cite specific details as to the problem you're experiencing. Such details include, but are not limited to: current turn number, before/after Great Temple, artifacts equipped, dungeon level and name, spell or artifacts involved, units involved.
The GS5R2 Mod REQUIRES the PIC5R2.mpq: www.megaupload.com/?d=K65WZCB0
Note: The PIC5R2.mpq is backwards compatible with any GS5 series mod.
[NYI] = NOT YET IMPLEMENTED.
Items which are
Wish List:
· Enforce a mutual "auto-calculate" decision between human played armies while in combat.
·
· Create chat log in the game directory [HALF implemented].
· Modify the effects of Order and Chaos's special buildings [ACHIEVED!].
·
Notes about mod:
Auto-calculate
Factors: Highest party Attack or Ranged Attack (whichever is greater), Highest party Armor, Highest party Level, Average party Attack or Ranged Attack (whichever is greater), Average party Armor, Average party Level. More Cavalry units than enemy has Missile units (enemy must have at least 1 Missile unit, therefore you must have at least 2 Cavalry units), more Infantry units than enemy has Cavalry units and more Missile units than enemy has Infantry units.
How does a single unit party with a barter value of 700 beat a single unit party with a barter value of 800? Team points! Your Highest Attack or Ranged Attack value (whichever is greater) versus their Highest Armor value. Your Highest Armor value versus their Highest Attack or Ranged Attack value (whichever is greater). Your Highest Level versus their Highest Level value. Your Average Attack or Ranged Attack value (whichever is greater) versus their Average Armor value. Your Average Armor value versus their Average Attack or Ranged Attack value (whichever is greater). Your Average Level versus their Average Level value. Difference in army size.
When calculating Team Points, the team with the higher competing values will be like so: 1 - [Highest Enemy Armor Value / Your Highest (Ranged) Attack Value].
Your Highest Attack (30) beats their Highest armor (25): 1 - (25/30) = 0.166~. This resulting number is then added to a base multiplier of 1 (1.166~).
1.166~ * 700 = 816.
Larger armies will benefit a bonus based on army size differential. The smaller army is penalized by multiplying the accumulated team points multiplied by the quotient of the smaller army and larger army. 2.05454 (Team Points) * [4/8] (quotient of army sizes) = penalty on smaller army. If a team has not accumulated any team points, they cannot not be penalized. Then team points, plus one, is multiplied to the barter values of both armies. In this case the smaller, but tougher army, would have an overall Team Point factor of (1 + 2.05454*0.5 =) 2.02727 multiplied to the team's collective barter value.
Have a high base team barter value. Have highest attack power (melee or ranged) higher than their highest armor, have highest armor higher than their highest attack power, have the highest level, have the better average attack power better than their average armor, have your average armor better than their average attack power, have your average level better than their average level, and have the larger army. All these factors strengthen your party's power and survivability.
√
Future Updates/Changes:
[TESTING] Working on implementing an option for players in combat to auto-calculate without returning immediately to the overland map. This would effectively run auto-calculate like it would for the first level of a multi level dungeon.
[TESTING] Working on the possibility of scaling combat abilities such that if you have over 100% critical strike, there's the possibility of doubling it's effects and thus granting the attacker X4 (Ranged) Attack. For Piercing Attacks or Negate Attacks, this would be useless for Piercing Attacks unless I wanted to possibly allow for the ability to effect Unique units beyond 100%.
Human players can no longer barter with inactive AI players (AI players not actively playing).
GS5R2 Updates:
[Download the latest update] - Unless otherwise noted.
4/7/2010
Fixed issues in new coding with Freeze, Icy Coffin, Petrify and Turn to Stone which made these spells unusable.
All offensive fire spells will now remove freeze and icy coffin from a unit. Also some defensive spells will remove the two spells.
Freeze and Icy Coffin have no effect on units standing over Lava Terrain. This may only include combat outside of dungeons.
4/6/2010
Summoning spells will now bestow experience to the summoned units equal to the caster's experience divided by (3 + difficulty level integer + amount of military units in group).
Difficulty modifiers are as followed: 0 Easy, 1 Medium, 2 Hard.
Summoning Goblins, via Summon Chaos Spirit, while on Hard Mode yields (effectively unchanged): Caster Experience / (3 + 2 + 3). If caster has exact experience for level 15, then: 112,000 / 8 = 14000, not quite enough to summon Goblins as Level 5.
The spell effectively weakens with difficulty now, but Hard Mode remains effectively unchanged.
Summon Spirit Warrior name changed to Summon Order Spirit (again).
Summon Order Spirit, which always summons as Warrior Spirit, has been slightly modified. The amount of health the Warrior Spirit comes into play with will be directly related to the caster's level.
Health of Warrior Spirit will be (percentage of max health): Random:25-50, plus 2X Caster Level.
27-52% at Level 1|45-70% at Level 10|55-80% at Level 15.
Village Trade will be disabled for multiplayer (until it can be fixed). The "Trade" button will still show in the Village dialog, but in in the trade dialog the button will never appear.
Minor fix to Sands of Sleep and combat damage. Previously Sands of Sleep would not dispel upon a unit being attacked in certain situations.
Morale is no longer a researchable spell. To gain knowledge of Moral, it must be obtained from an artifact or spell scroll. Shield of Righteousness can bestow knowledge of this spell.
Alchemy is no longer a researchable spell. To gain knowledge of Alchemy, it must be obtained from an artifact or spell scroll. Rocca's Chalice or Scroll of Alchemy can provide knowledge of this spell.
The index of Tremor has been changed. It appears farther back in the book.
Aftershock appears sooner in the spell books, although still it cannot be researched normally.
Biting, Burning and Shocking Attacks all modified.
All creatures equations consolidated. The only difference now is that it checks to see how many units are left in the group to determine what the chances are. For each military unit left in the group, that divides the chance. So a unit group, with two units, will have a lesser chance. But effectively, no change from previous. The only difference is that unit groups with multiple units don't lose their potential and can effectively double or triple their normal chances with fewer units left in the group.
Biting Attack damage is now random (1 to Attacker_Level). If the armor of the defender has 5 more Armor than the attacker has Attack, the damage is halved. Also the chance of a biting attack is halved. Damage potential is severely reduced vs higher level with 5 Armor over the biter's Attack.
Burning and Shocking Attacks will not proc if the unit has 100 or more of the factored resistance.
Electron Staff will now use the Shocking Attack equation, as opposed to it's own unique one. Also equation fixed for non-wizard wielders.
Most Legendary weapons double their chances of performing an ability versus Creatures of the opposite faith, and halved versus creatures of their own faith. While this may not effect all Legendary Artifacts, it will effect a majority.
Most Legendary Artifacts will now behave like Staff of the Unholy, and do reduced Attack or Armor versus the same faith, if it has bolstered Attack or Armor versus the opposite faith. Bonus and Penalty will be even and opposite.
Icebolt no longer has a chance to invoke Freeze on Fire Creatures. This spell, like Flame Dart, will have a 1% chance per Caster Level, to inflict an additional +1 damage.
Flame Dart coding modified. Essentially does the same thing, providing a 1% chance per caster level, to inflict an additional +1 damage to Water Creatures.
Poison will no longer proc on units with 100 or more Death resistance.
Ray of Hope will no longer proc on units with 100 or more Life Resistance.
Inferno will no longer proc on units with 200 or more Fire Resistance.
Tremor will no longer proc on units with 200 or more Earth Resistance.
Decay will now effect friendly Undead units in the area. It will heal them for 3 health, but the spell will last half as long on friendly Undead. Also will not proc on enemies with 100 or more Death Resistance.
Flame Darts now temporarily slows Water Creatures.
Inferno now temporarily slows Water Creatures.
Spark will now temporarily slow Water Creatures under the effects of the spell.
Neutralize fixed.
Inferno research cost increased to 192. Also the barter value of the spell increased accordingly.
Freeze, Icy Coffin, Petrify, and Turn to Stone now require the caster to be 1 level above the target against unique targets.
4/4/2010
Major fix regarding multiplayer: Client players can now buy potions. But as a result, one potion had to be removed to make it possible.
The Potion of Luck is no longer a purchasable potion from the village.
Right-clicking on a unit roster sprite, while in multiplayer combat will no longer center on the center military unit. This was done to help prevent desyncs in combat.
The PageUp and PageDown keys are disabled in multiplayer combat. The tilt function has been linked to desyncs in combat.
Potion of Movement cost increased. Per charge it now costs 5 crystals and 10 gold. Potion of Movement can only be purchased in increments of 2, up to 6 after turn 70. I.E. a Potion of Movement will cost 10 Crystals and 20 Gold.
3/25/2010
Fixed a minor coding error when saving scrolling configuration. Previously the 'save_config_options' functions had an 'end' at the end of the function when it should not have.
Moved the 'save_config_options' function to inside the 'save_changes' function within 'gs\dlg\ext_options.gs'.
3/23/2010
Backdraft spell fixed.
Buy potion code modified slightly ('sendcallbackmessage'). This is experimental code which is intended to alleviate multiplayer desyncs as a result of buying potions. This will either help, or not help, but has been tested in single player and shows no signs of adverse effects.
3/23/2010
Mages barter value will now be increased by what spells the mage can cast with available mana, rather than total spell knowledge multiplied by current to maximum mana capacity. Such as if a Wizard has enough mana to cast Inferno and has knowledge of that spell, Fire Mages will receive a minor boost to their barter value. However, if the Fire Mage does not have enough mana to cast an Inferno spell, the mage will not receive a barter value bonus and will thus be considered less powerful. Barter value bonus gained from spell knowledge and being able to cast the spell is multiplied by the quotient of current mana to maximum mana.
Mage barter value will now only be affected by spells which exist in the spell book.
The saved settings for scrolling speeds and logs will now only load when you select any buttons in the main menu except for Multiplayer. This will alleviate an issue with multiplayer where if two computers load their respective AND different gs5r.cfg files, the game will declare both players have different game versions.
Limitation added to Water Legendary Creature. Only 6 unit groups of Giant Arachnids can be controlled at any one time. If any one player, not including Dungeon spawns, owns a pair of Giant Arachnids, then it is included in the limitation of six and only five more can be created and in play.
Air and Life Cavalry and Earth Infantry now do +25% damage to Skeletons. Life and Order Infantry all ready had this. All of these units carry blunt weapons and should therefore cause more damage to them. Also, Rock Hurlers all ready have a +25% damage bonus vs Skeletons in ranged combat.
Tremor can no longer be researched in the Earth library. This spell can be learned from a spell scroll or from the Legendary Earth staff.
Aftershock is added to the spell book but cannot be researched normally. Knowledge of the spell can be learned from a spell scroll or from artifacts.
Touch of Death is added to the spell book, but cannot be researched normally. Knowledge of the spell can be learned from a spell scroll or from artifacts.
Stone Touch is added to the spell book, but cannot be researched normally. Knowledge of the spell can be learned from a spell scroll or from artifacts.
All detection spells, except for Life and Death's are removed from the scroll list in Hard mode. Only these two spell scrolls can be found as dungeon spoils.
Erosion, Clay Armor, Tin Armor, Iron Skin and Frozen Armor can now be found as scrolls on Hard mode.
Prismatic Hand and Hand of Fate chances changed. If the caster level is less than the target level, the base 50% is halved to 25%. The spell once again is calculated at (50 + 5X)%, except when the caster level is lower than the target level, (25 + 5X)%.
Hand of Fate now does 20% less damage to unique targets (Leaders, Heirs, Lords, Special Champions). So instead of doing 30 damage to a Lord, the spell can do at most 24 damage. This reduction takes place after resistances are factored.
Prismatic Hand changed. The spell essentially does 1X damage now, instead of 2X. Also the spell will randomly select resistance to be factored four different times. Caster Level, divided by 4, becomes the base damage and is factored three different times by randomly selected resistances and ignoring resistance completely in another pass. The result, if all selected resistances are zero, is 15 damage at level 15. Since resistance to be factored is selected three different times, there is a small possibility that the same faith could be picked all three times, or three different each time. Three resistance types selected and one resistance piercing set.
Pacify and Blind Rage can no longer exist on a unit at the same time. One will immediately dispel the other before modifications are made.
Sabre Spells can now be found as scrolls on Hard Mode.
When a unit now casts a spell on itself, it will say the spell was cast on itself!
Witch Lord is no longer killable in auto-calculate as an AI leader.
Buildings, Villages and Cities will no longer boot an army as a result of a Level zero capital in multiplayer.
The dungeon landscape in Death Caves changed.
3/15/2010
[Major Change]
Barter values now calculate a little differently. Most significantly for Mages. The Barter Value of Mages is now greatly effected by remaining mana and total spell knowledge. The more spells you know off the faith of the Wizard, the higher his Barter Value you will be. This will now bring mages up in power in the significance of barter values for auto-calculate, also for experience. This is experimental and may be tweaked over the course of the next few updates.
This is after all Lords of Magic.
Also Health Recovery values now play a minor role in barter value. Additional, Ranged units who are not Missile Troops will now take the average of their melee and ranged attack power and use that to determine their barter values.
Added Minor Fate and Change of Fate back to the spell books. However, they will not be researchable. So knowledge of these spells can only be gained through wielding an artifact or from reading a scroll.
The default in-game scroll speeds changed. World Scroll speed changed from 10 to 4. Combat scroll speed changed from 15 to 8.
"Save Options" and "Reset Options" added to 'gs\gameutil.gs'. This will localize both functions and they can be used through out the game, if necessary.
Extended Options will not save to file if you're playing a multiplayer game.
Experimental feature made to the Load Game button, and also CTRL L hotkeys. While in a multiplayer game the Load Game button and Last Save button, usable only by the Host however, should Load games from directly in the multiplayer game.
In multiplayer games only, when a player goes to end their turn it will automatically save a game called "endturn.lom." This "endturn.lom" save file gets generated BEFORE the turns switch.
3/12/2010 - Critical Update
Fixed a critical issues with creating a gs5r.cfg file if one did not exist. (Honestly not sure what changed this, but it's fixed now).
3/11/2010 - Critical Update
Frozen Armor and Erosion added back to the spell books. Both spells however Cannot be reserached. While added back to the spell books mages can once again cast these spells. Knowledge of these spells can be gained only through Artifacts or Spell scrolls.
Fire Heal can no longer be researched. While being in the spell book will allow mages to cast the spell, the knowledge of the spell can only be gained through Artifacts or Spell scrolls.
Iron Skin palette effect removed.
Feather Sword can no longer be researched. While being in the spell book will allow mages to cast the spell, the knowledge of the spell can only be gained through Artifacts or Spell scrolls.
Leeches can no longer be researched. While being in the spell book will allow mages to cast the spell, the knowledge of the spell can only be gained through Artifacts or Spell scrolls.
Fixed an issue with the "Retreat" option from the re-sync dialog in combat.
Fixed an issue with The "Re-sync" button not appearing in the resync dialog on the overland map for the host in some cases.