gost
Member LVL 3
Posts: 39
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Post by gost on May 15, 2021 15:12:07 GMT -6
1. Chalice of Chaos should be nerfed. You can gain +5 attack, armor, strength, dexterity and wisdom bonuses by equipping and unequipping it many times until it gives the highest values. It can also give bonuses to magic resistance, extra physical resistance, luck, hit and attack recovery. But that's not all, the wearer holding it regenerates during battle and restores full health after combat. I think this is the most powerful artifact which can even turn a weak mage into a real warrior
2. Obsidian Plate and Warlord's Helmet both can be equipped but Obsidian Plate and Helmet of Stone cannot be used together, it should be fixed. Also it looks strange that, for example, Obsidian Plate and Dragonscale Armor can be equipped together
3. Common encounters always drain 4 movement points but multi encounters with next entrances drain only 2 movement points, I guess it should be changed to 4 as well
4. I'm not sure if Inferno spell does even work in GSZ mod, no one gets hurt after using it
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Post by Boaster on May 15, 2021 19:32:46 GMT -6
1. Chalice of Chaos should be nerfed. You can gain +5 attack, armor, strength, dexterity and wisdom bonuses by equipping and unequipping it many times until it gives the highest values. It can also give bonuses to magic resistance, extra physical resistance, luck, hit and attack recovery. But that's not all, the wearer holding it regenerates during battle and restores full health after combat. I think this is the most powerful artifact which can even turn a weak mage into a real warrior 2. Obsidian Plate and Warlord's Helmet both can be equipped but Obsidian Plate and Helmet of Stone cannot be used together, it should be fixed. Also it looks strange that, for example, Obsidian Plate and Dragonscale Armor can be equipped together 3. Common encounters always drain 4 movement points but multi encounters with next entrances drain only 2 movement points, I guess it should be changed to 4 as well 4. I'm not sure if Inferno spell does even work in GSZ mod, no one gets hurt after using it 1. I will take it under consideration. Update: Considering the chalice provides bonuses on a random basis, I do not intend to change anything at this time. Yes, a player may choose to unequip and re-equip it until they get the satisfactory results, but that's only after the human player puts forth the effort to do so. Consider that while the chalice may yield tremendous power, it often comes at a price and if a player chooses to wrestle with the artifact, then so be it. Additionally, the randomization is reset each turn. So, if a player chooses to wrestle for absolute perfect stats, that player will have to do it all over against the next turn. One nitpicky detail though: It's not as simple as you make it to be. Observe. /rand_primary{-3 3 gamerand currentturn 3 mod add}def /rand_secondary{-2 2 gamerand currentturn 4 mod add}def /rand_tertiary{-1 1 gamerand currentturn 3 mod mul}def /rand_mana{-2 2 gamerand 2 mul}def /rand_resist{-4 4 gamerand 5 mul}def /rand_luck{0 2 gamerand}def 2. I'll look at it. 3. Ok. I'll take a look. 4. Ok. I'll take a look. I'm a busy guy. Don't expect regular updates as I've done in the past. I'm busy 7 days a week.
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Post by lemminkainen on May 16, 2021 13:16:50 GMT -6
Well, the problem with the Chalice of Chaos is that the player gets rewarded for spammming clicks and punished for not doing so, which is quite the opposite of what we expect from a turn-based game. Could it be made possible that the randoms stats are generated at the beginning of the fight only ? It would prevent the player from having to equip unequip? Or maybe make the stats fixed for a given day? Anything to prevent huge amount of clicks. There are some mechanics like that in LOMSE that get annoying, like the 2 mana heals when your lord gets level 15 and you have high HP units... You have to click like 100 times to heal your army.
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Post by Boaster on May 16, 2021 13:23:28 GMT -6
Well, the problem with the Chalice of Chaos is that the player gets rewarded for spammming clicks and punished for not doing so, which is quite the opposite of what we expect from a turn-based game. Could it be made possible that the randoms stats are generated at the beginning of the fight only ? It would prevent the player from having to equip unequip? Or maybe make the stats fixed for a given day? Anything to prevent huge amount of clicks. There are some mechanics like that in LOMSE that get annoying, like the 2 mana heals when your lord gets level 15 and you have high HP units... You have to click like 100 times to heal your army. The time you want to invest in the change you want to see is a just reward. Oh, it apparently also does a "refresh" after combat, so stats should be re-rolled after combat. It's supposed to, but maybe it isn't. I'd much rather use the dozens of health potions to heal my army. Clears inventory and heals them up.
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Post by Boaster on Jun 8, 2021 14:01:53 GMT -6
3. Common encounters always drain 4 movement points but multi encounters with next entrances drain only 2 movement points, I guess it should be changed to 4 as well I have found where movement is modified following combat encounters, however, there is very strange behavior regarding multi encounters that I cannot seem to rectify. So, typically an encounter will drain 4 movement points from all combat participants. However, in multi level encounters, movement points seem to be replenished to units who cross the "doorway" to the next level of the encounter. Just at this time, I have not been able to accomplish a fix. I cannot find where or how the movement points get added back to units after crossing through the doorway. Unless I can find a way to undo the doorway movement points, it may never be fixed. I will try to do some experimenting, should I get the the time, motivation and opportunity. Just FYI, at this time and until next year, my life schedule is school, work, home. I will have some time around July 4th holiday.
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Post by omgabc on Aug 8, 2021 12:50:13 GMT -6
Hello, long time fan of this game and I recently discovered your mod, it's wonderful! I had a quick question about how to enable the training/hiring of "Wild- Men" Units from unit production buildings/villages. Going through the update notes, it seems like I just need to enable an Orc Warlord/Witch Lord as my Leader. I quickly tried this by starting a custom Chaos Warrior game, buying an Orc Warlord with the given points and turning my Orc into the leader (by clicking the Heir flag to make him the Leader). I also took the great temple (and even a witch popped out as one of the 2 temple companions, cool!). The barracks/thieves guild/mage tower didn't seem to have changed their unit offerings. I also took over a village barracks (chaos) and that didn't seem to be different either. I also saved/reloaded before and after checking if the unit offerings changed. I also suicided my original lord (Chaos Warrior) so that I had no heirs and only the Orc Warlord as my leader. Was there a different way I was supposed to enable/start the game with an Orc Warlord/Witch Lord? Thank you!
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Post by Boaster on Aug 9, 2021 10:29:31 GMT -6
Hello, long time fan of this game and I recently discovered your mod, it's wonderful! I had a quick question about how to enable the training/hiring of "Wild- Men" Units from unit production buildings/villages. Going through the update notes, it seems like I just need to enable an Orc Warlord/Witch Lord as my Leader. I quickly tried this by starting a custom Chaos Warrior game, buying an Orc Warlord with the given points and turning my Orc into the leader (by clicking the Heir flag to make him the Leader). I also took the great temple (and even a witch popped out as one of the 2 temple companions, cool!). The barracks/thieves guild/mage tower didn't seem to have changed their unit offerings. I also took over a village barracks (chaos) and that didn't seem to be different either. I also saved/reloaded before and after checking if the unit offerings changed. I also suicided my original lord (Chaos Warrior) so that I had no heirs and only the Orc Warlord as my leader. Was there a different way I was supposed to enable/start the game with an Orc Warlord/Witch Lord? Thank you! Not quite the right thread for this, but that's fine. I will end up cleaning things up later on. The "Wild Men" units are exclusively trained to Witch Lord and Orc Warlord, if these are the current Lord. If the current Lord is not one of these two, then Wild Men can only be hired (not trained) from village satellite buildings. So erect a building around a village for this purpose. Wild Men creatures can be summoned. Wild Men units from the Guild and Barracks will have modified costs/requirements, depending on the Lord and hire/train location. Wild Men Mercs cost most to hire at village. Wild Men trained units at city buildings require level 1 building, at Village they will require level 2 building. Multiplayer and Hard Mode games, Wild Men can only be hired as Mercs at village satellites. On Easy Mode or Medium mode in single play can Train from Villages (or it may just be Easy mode). There are also other stipulations on using Mercs at City buildings. Hard Mode doesn't allow hiring Mercs, unless your Capital is less than Level 1. Sometimes if a leader change happens, it may require a save and re-load of the game. I think I may have remedied this in a previous update, so just make sure you're using the most current release update. To start a game as a Witch Lord or Orc Warlord, you must select the correct Lord and name it appropriately.
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Post by omgabc on Aug 12, 2021 1:33:51 GMT -6
Woops! Sorry about that then! Thanks for the help! I didn't realize I could just name the starting lord the special type I wanted it to be, nice! Along the same lines as previous above messages, the Legendary Axe of Annihilation can be equipped and unequipped for infinite experience!
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Post by Boaster on Aug 12, 2021 6:05:44 GMT -6
Woops! Sorry about that then! Thanks for the help! I didn't realize I could just name the starting lord the special type I wanted it to be, nice! Along the same lines as previous above messages, the Legendary Axe of Annihilation can be equipped and unequipped for infinite experience! That will be addressed.
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Post by Boaster on Sept 1, 2021 15:16:57 GMT -6
I was going to put an update out today, but there appears to be some issues with the xorgate webserver. I am unable to connect to make the update happen.
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Post by lemminkainen on Sept 3, 2021 3:37:29 GMT -6
I'm curious to see what's new.
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Post by Boaster on Sept 3, 2021 6:30:05 GMT -6
Usually it's listed in the second post at the start of this thread.
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gost
Member LVL 3
Posts: 39
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Post by gost on Sept 9, 2021 11:36:48 GMT -6
Are you still unable to upload the update?
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Post by juscurt on Oct 8, 2021 18:28:18 GMT -6
Next one, I just cannot explain. I have no idea how Order could get their hands on an Amazon Matron. Even more suspicious, they had no name. I really don't remember them freeing Water temple and making them their heir, if you're looking you can notice they're not even their heir, just a "normal" champion. I am experiencing the EXACT same thing on Hard + Insane mode. The Order leader in this game is "Siegfried". As you can see, I have both a Amazon Princess and Life Matriarch Thief. And no, the Thief isn't mine from the start. Note that they are both missing the common "L" or "H" signs that mark them as Leaders. The Order Faith is definitely spawning these heroes from somewhere, and I've obviously traded twice here. They also lack upkeep or "V" signs. I'm not against the magical spawns with Siegfried here, but the worst part is that these units can't provide experience to their respective areas. Edit: I can also confirm that they were given to me with no names. I hit "randomize" on both so they wouldn't be blank. Edit #2: Tried the cheat "set heir" to see if the change would trigger training in the military building. No luck.
Edit 3: After some more digging, turns out these units do impart experience like everyone else. To test, I simply demolished the military building, built a exp-clear level 1, and placed the Matriarch Thief inside. I am now a happy camper.
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Post by Boaster on Oct 9, 2021 6:29:09 GMT -6
I'm not sure why these units would be spawning. I'll have to investigate at some point.
In all the times I've played, I've never noticed Lord-class spawns in my games. I typically play on Hard mode though.
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Post by juscurt on Oct 9, 2021 9:19:28 GMT -6
Suggestion to make this permanent and call it "Avengers" mode lmao
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gost
Member LVL 3
Posts: 39
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Post by gost on Dec 31, 2021 3:58:02 GMT -6
A year has passed since the last update came out. Time passes quickly
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Post by Boaster on Dec 31, 2021 9:26:58 GMT -6
A year has passed since the last update came out. Time passes quickly The xorgate issue has not yet been resolved. I am without one job right now, and I've mainly just been taking time off during this 'holiday season'. I will make an effort to find a temporary upload location.
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Post by lemminkainen on Jan 2, 2022 3:56:05 GMT -6
Thanks for the new update! My kids will be gone during one week, which means a lot of time on LOM and probably another topic full of bug reports and suggested changes from me.
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Post by Boaster on Jan 28, 2022 12:48:24 GMT -6
I was able to post the update to xorgate, but only in a local fashion. Remote connections are still not resolved.
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