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Post by blants on Mar 22, 2020 17:52:31 GMT -6
Oh that makes sense. Is there a list of spells that shows the source(s) they come from? It would be handy to know which special buildings grant which skills, unless it's already out there and I'm missing it.
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Post by Boaster on Mar 22, 2020 18:26:25 GMT -6
Oh that makes sense. Is there a list of spells that shows the source(s) they come from? It would be handy to know which special buildings grant which skills, unless it's already out there and I'm missing it. There is no list. Only one comes from special building. Army Relocate spell of Air.
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gost
Member LVL 3
Posts: 39
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Post by gost on Apr 6, 2020 10:31:35 GMT -6
I wonder how is it possible for wizards to get more mana than their maximum? It never happened to me Wizards whose current mana is greater than twice the value of their maximum mana will degenerate 1 point of mana every 6 seconds. If a wizard has 41/20 mana, it will degenerate 1 mana. If a wizard has 40/20 mana, it will not degenerate any mana. There are only a few ways Wizards can get more mana than their maximum.
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gost
Member LVL 3
Posts: 39
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Post by gost on Apr 23, 2020 15:05:00 GMT -6
I wonder how is it possible for wizards to get more mana than their maximum? It never happened to me Wizards whose current mana is greater than twice the value of their maximum mana will degenerate 1 point of mana every 6 seconds. If a wizard has 41/20 mana, it will degenerate 1 mana. If a wizard has 40/20 mana, it will not degenerate any mana. There are only a few ways Wizards can get more mana than their maximum. No answer? Does anyone know?
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Post by lemminkainen on Apr 30, 2020 2:40:56 GMT -6
Hehe indeed you're tickling my LOMSE curiosity. I've seen mages with higher than maximum mana before, but right now I can't remember where. I'm going to investigate.
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gost
Member LVL 3
Posts: 39
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Post by gost on Jun 27, 2020 6:16:21 GMT -6
I think that artifacts which regenerates HP during battle should be rebalanced. They are Rocca's Chalice, Wave Ring, Trollhide Belt, Cloak of the Eternal Flame and Legendary - Archon Ring. Because they are completely game breaking when used by thieves. If you play even a single thief, you can win every battle and successfully clear every dungeon simply by using stealth mode and waiting for healing in the middle of battle if wounded. And all enemies will stand still without trying to detect you in battle. I suggest to set a limit of regeneratable health by these artifacts. For example, they will be able to restore not more than total maximum health of user in one battle. Elven Chain Mail, Warlord's Helmet and Legendary - Lightbringer Staff regeneration is acceptable because warriors and mages cannot use stealth You make a strong case. However, one of the benefits of being a Thief is stealth. I think it would be appropriate to limit regeneration. I will see what I can do. How's it going? Please don't forget to implement this correction, otherwise there's no reason to play as a thief when one of these artifacts is found because you become literally immortal. Also there's another way to fix it – make enemies move during battle even if you use stealth, thereby they will detect you and won't let you regenerate your health
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Post by Frodo Baggins on Aug 15, 2020 20:09:24 GMT -6
You make a strong case. However, one of the benefits of being a Thief is stealth. I think it would be appropriate to limit regeneration. I will see what I can do. How's it going? Please don't forget to implement this correction, otherwise there's no reason to play as a thief when one of these artifacts is found because you become literally immortal. Also there's another way to fix it – make enemies move during battle even if you use stealth, thereby they will detect you and won't let you regenerate your health I, too, will see about regeneration limits. Thank you for the recommendation!
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 8, 2020 9:51:47 GMT -6
So I've been playing a little bit of the new update (god forbid me I keep forgetting this mod keeps getting updates) and I find some of the new features like AI heirs pretty damn awesome. I have noticed something quite weird tho ; The windows between medium and hard are not the same for some reason. Is this intended? Like, Hard will be the dark one this mod always had so far with the yellow font, but medium difficulty will have the vanilla greyish-blueish windows with the vanilla fonts. The thing is that, on top of that, in battle in medium difficulty the space bar takes a little too much space due to how big are the fonts, and there's a similar although not as bothering problem in every other window in this difficulty, the fonts size will be slightly too big to be enjoyable.
EDIT: Nevermind about the windows differences, must have missed the change in the changelog... tho I got to the victory screen on hard and having windows overlaps each others if you get something else after defeating the dungeon (like mines or towers) makes it really awful to see anything. Could anything be done about this? Even if there gotta be a manual change in the Gs.mpq and revert the change windows wise.
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Post by Boaster on Sept 8, 2020 12:09:34 GMT -6
So I've been playing a little bit of the new update (god forbid me I keep forgetting this mod keeps getting updates) and I find some of the new features like AI heirs pretty damn awesome. I have noticed something quite weird tho ; The windows between medium and hard are not the same for some reason. Is this intended? Like, Hard will be the dark one this mod always had so far with the yellow font, but medium difficulty will have the vanilla greyish-blueish windows with the vanilla fonts. The thing is that, on top of that, in battle in medium difficulty the space bar takes a little too much space due to how big are the fonts, and there's a similar although not as bothering problem in every other window in this difficulty, the fonts size will be slightly too big to be enjoyable. EDIT: Nevermind about the windows differences, must have missed the change in the changelog... tho I got to the victory screen on hard and having windows overlaps each others if you get something else after defeating the dungeon (like mines or towers) makes it really awful to see anything. Could anything be done about this? Even if there gotta be a manual change in the Gs.mpq and revert the change windows wise. Intended. If you want to make the mod yourself, then go to 'gs/scenario/default.gs' and set 'usetransdlg?' to false for classic dialogs everywhere, or true for trans dialogs everywhere. If you want just the combat dialog switched, go to 'gs/dlg/comb_dlg5.gs' and remove references to 'usetransdlg?'.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 8, 2020 13:04:57 GMT -6
So I've been playing a little bit of the new update (god forbid me I keep forgetting this mod keeps getting updates) and I find some of the new features like AI heirs pretty damn awesome. I have noticed something quite weird tho ; The windows between medium and hard are not the same for some reason. Is this intended? Like, Hard will be the dark one this mod always had so far with the yellow font, but medium difficulty will have the vanilla greyish-blueish windows with the vanilla fonts. The thing is that, on top of that, in battle in medium difficulty the space bar takes a little too much space due to how big are the fonts, and there's a similar although not as bothering problem in every other window in this difficulty, the fonts size will be slightly too big to be enjoyable. EDIT: Nevermind about the windows differences, must have missed the change in the changelog... tho I got to the victory screen on hard and having windows overlaps each others if you get something else after defeating the dungeon (like mines or towers) makes it really awful to see anything. Could anything be done about this? Even if there gotta be a manual change in the Gs.mpq and revert the change windows wise. Intended. If you want to make the mod yourself, then go to 'gs/scenario/default.gs' and set 'usetransdlg?' to false for classic dialogs everywhere, or true for trans dialogs everywhere. If you want just the combat dialog switched, go to 'gs/dlg/comb_dlg5.gs' and remove references to 'usetransdlg?'. I think I got it, thanks... though what about the windows overlapping thing? Attached a pic to show what I'm talking about. Everything else but this is fine so far, I was wondering, the window by itself is transparent (I think), any way to make it "solid" like what vanilla has?
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Post by Boaster on Sept 8, 2020 19:17:15 GMT -6
It's popped under the combat dialog.
I will see if there's something I can do, in-game, like the way I did colorized text.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 9, 2020 9:38:15 GMT -6
It's popped under the combat dialog. I will see if there's something I can do, in-game, like the way I did colorized text. thank you.
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gost
Member LVL 3
Posts: 39
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Post by gost on Sept 22, 2020 9:51:07 GMT -6
Hi, there are so many interesting proposed changes here. I'd like to know when will the new update come out?
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Post by Boaster on Sept 24, 2020 18:58:34 GMT -6
Hi, there are so many interesting proposed changes here. I'd like to know when will the new update come out? I'm working on over complicating things. It's going to be awhile.
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gost
Member LVL 3
Posts: 39
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Post by gost on Oct 7, 2020 11:08:20 GMT -6
√ Proposed Updates/Changes: Units who are stealthed will instead have a difficulty mode (Easy/Medium/Hard) chance of receiving no health regeneration. A random value '0 to 0/1/2' is rolled; if this number is greater than or equal to 1, then the regeneration value is zero. In EASY mode games, stealthed units will always be able to regenerate health; in MEDIUM mode games, stealthed units have a 50% chance to regenerate health; in HARD mode games, stealthed units have a 33% chance to regenerate health. Most 'regen_health_functions' have a set maximum number of times they can be executed. This applies only to artifacts giving regeneration powers, not spells. In INSANE mode games, stealthed units shouldn't have any chance to regenerate health. It's like a cheat for them. Also there's a bug with barter points when choosing custom button. You can obtain endless of them by adding and removing various units/artifacts/spells etc. It should be fixed
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Post by Boaster on Oct 7, 2020 12:00:36 GMT -6
√ Proposed Updates/Changes: Units who are stealthed will instead have a difficulty mode (Easy/Medium/Hard) chance of receiving no health regeneration. A random value '0 to 0/1/2' is rolled; if this number is greater than or equal to 1, then the regeneration value is zero. In EASY mode games, stealthed units will always be able to regenerate health; in MEDIUM mode games, stealthed units have a 50% chance to regenerate health; in HARD mode games, stealthed units have a 33% chance to regenerate health. Most 'regen_health_functions' have a set maximum number of times they can be executed. This applies only to artifacts giving regeneration powers, not spells. In INSANE mode games, stealthed units shouldn't have any chance to regenerate health. It's like a cheat for them. Also there's a bug with barter points when choosing custom button. You can obtain endless of them by adding and removing various units/artifacts/spells etc. It should be fixed That's not how Insane Mode works at all. It only effects the starting conditions of the game. Insane Mode can be applied to any of the actual difficulty modes. I have adjusted regeneration for units in stealth mode in the best way possible, which is a difficulty dependent chance to receive regenerated health. If you play a solo Thief on hard mode, the game just got 66% harder if you're relying on artifact granted regeneration. This is not to say there may not be further adjustments. Thieves already have their armor effectively count for half while in Stealth mode. With regards to thieves in combat, I think I came across an issue where the detect thief ability actually did not have an effect in combat. The Lord Editor is for personal enjoyment more than anything. If you feel the need to cheat or exploit a bug, then the power is yours.
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gost
Member LVL 3
Posts: 39
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Post by gost on Oct 7, 2020 12:25:55 GMT -6
I have adjusted regeneration for units in stealth mode in the best way possible, which is a difficulty dependent chance to receive regenerated health. If you play a solo Thief on hard mode, the game just got 66% harder if you're relying on artifact granted regeneration. This is not to say there may not be further adjustments. Thieves already have their armor effectively count for half while in Stealth mode. With regards to thieves in combat, I think I came across an issue where the detect thief ability actually did not have an effect in combat. Yes, but it doesn't matter that their armor count for half because nobody will move to detect a solo thief if he/she is in stealth mode. Then it's better to make thieves completely unable to regenerate on hard difficulty, it's my opinion. And could you please explain how "detect thief" ability works during battle and on overland map? An ear appears alongside of a thief, and what's next? I never used it
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Oct 9, 2020 11:47:25 GMT -6
√ Proposed Updates/Changes: Units who are stealthed will instead have a difficulty mode (Easy/Medium/Hard) chance of receiving no health regeneration. A random value '0 to 0/1/2' is rolled; if this number is greater than or equal to 1, then the regeneration value is zero. In EASY mode games, stealthed units will always be able to regenerate health; in MEDIUM mode games, stealthed units have a 50% chance to regenerate health; in HARD mode games, stealthed units have a 33% chance to regenerate health. Most 'regen_health_functions' have a set maximum number of times they can be executed. This applies only to artifacts giving regeneration powers, not spells. In INSANE mode games, stealthed units shouldn't have any chance to regenerate health. It's like a cheat for them. Also there's a bug with barter points when choosing custom button. You can obtain endless of them by adding and removing various units/artifacts/spells etc. It should be fixed What even is INSANE mode?
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Post by Boaster on Oct 9, 2020 15:30:25 GMT -6
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Oct 9, 2020 16:41:00 GMT -6
Nice, I was actually wanting to play with everyone having all of their lords when playing as not-death. Is this something that's going to be added in the future? I see no such button on current version and there's no PIKFAITH5.gs in gs.mpq Edit: nevermind, can't read. Hopefully this is something that's going to happen soon. As I said I really love the "everyone gets each lords" thing so right now it only being available to death is kind of a shame. ALthough does that also means the two other lords from your faction will also be able to be liberated at the great temple?
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