gost
Member LVL 3
Posts: 39
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Post by gost on May 1, 2022 13:34:20 GMT -6
Looks like helmets and cloaks can still be equipped together in the latest build 3238
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Post by Boaster on May 1, 2022 17:36:41 GMT -6
Looks like helmets and cloaks can still be equipped together in the latest build 3238 I'll check it out.
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gost
Member LVL 3
Posts: 39
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Post by gost on May 4, 2022 8:28:47 GMT -6
Fire mages instantly get +10 health by equipping and unequipping Cloak of the Eternal Flame without return to original value
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Post by Boaster on May 4, 2022 15:39:36 GMT -6
Fire mages instantly get +10 health by equipping and unequipping Cloak of the Eternal Flame without return to original value Confirmed. I see what I did wrong. Thanks!
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gost
Member LVL 3
Posts: 39
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Post by gost on May 7, 2022 14:27:41 GMT -6
During the second battles of multi encounters any artifact that regenerates health continues to do so indefinitely, ignoring the champion's maximum value
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Post by lemminkainen on May 8, 2022 1:59:49 GMT -6
Nice find again. There's always a bug to be found in second level of multi encounters.
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kalis
Member LVL 0
Posts: 2
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Post by kalis on Jun 18, 2022 8:25:49 GMT -6
Hi Boaster,
I gave your mod a try (Hard/Insane Life Campaign), and here some things I noticed.
1. [Abuse] Potions of Health and Mana have a set 200 trade value. Consequently, you can abuse this by creating 1 crystal mana and health potions, and gifting them to other Faiths. Fixes: Potions of health/mana have a set cost (e.g. 25), like potions of str / dex / wis and power.
Consider removing health/mana potions as rewards from lairs (you can still get potions of strength/, and make their trade value 1.
2. Some spells now state they needs a "scroll, artifact, or special building" to research (Ex: Ray of Hope), but it doesn't state what building. Fix: Add this info in-game, or add building requirements to your FAQ?
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Post by Boaster on Jun 18, 2022 9:34:06 GMT -6
Hi Boaster, I gave your mod a try (Hard/Insane Life Campaign), and here some things I noticed. 1. [Abuse] Potions of Health and Mana have a set 200 trade value. Consequently, you can abuse this by creating 1 crystal mana and health potions, and gifting them to other Faiths. Fixes: Potions of health/mana have a set cost (e.g. 25), like potions of str / dex / wis and power.
Consider removing health/mana potions as rewards from lairs (you can still get potions of strength/, and make their trade value 1.
2. Some spells now state they needs a "scroll, artifact, or special building" to research (Ex: Ray of Hope), but it doesn't state what building. Fix: Add this info in-game, or add building requirements to your FAQ?
I will see what I can do in adjusting barter values of potions. I had thought at one point to have them dynamically register their barter value by the number of charges: I wasn't successful before. I may be able to work something out these days though. I will have to test. Scrolls will always provide their spell knowledge to a Wizard class champion upon consumption. Artifacts will convey knowledge, but to any wielding champion of necessary level and after enough turns have passed (i.e. a paladin may not get Crusade spell knowledge from the Legendary Crusader Blade if his [level * current turn] do not exceed the research cost of the spell). The only special building that provides any spells, like vanilla LOMSE, is the Air Faith's Army Relocation spell. Books give a generalized message as to how their spell knowledge can be obtained. It gives the player the least bit of info to at least be able to discover how it can be done. There is a mod help guide inside the game. Press CTRL M on the map, or go to the Menu > Extended Menu > Help.
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kalis
Member LVL 0
Posts: 2
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Post by kalis on Jun 23, 2022 5:24:12 GMT -6
Sounds good! Also good to know about the in-game manual
I finished my hard/insane life Campaign on turn 77.
It was an interesting mod overall. Enemy stats are ridiculously high, so the result is: - Early game army was basically: Elven warrior lord, mage, thief, and 1-6 elven archers (less archers = more XP for heroes). - Your primary source of damage is heroes. Elven warrior lord can go into defensive stance early on to tank hits. Once leveled up, he will naturally have high DEF and dish out good damage. - Mages can provide spirit arrow to wipe out high DPS enemies that can be dangerous to the warrior lord, and provides healing and resurrection to keep everyone alive.
- Late-game main army ended up running phoenix, 6 elven archers, and 2 infantry.
- Archers counterattack enemy archers, and then start firing aimed shots to kill the high defense enemies. - Infantry serve as nothing more than meatshields to temporarily protect your archers from enemies.
Notes:
- The life mage's to heal and resurrect is just so OP since you will have no downtime compared to other Faiths that have to wait a lot to heal up between fights. You also easily get cure wounds early on which is more than enough to keep the party healthy. - Resurrection was clutch in maintaining my army at full size, especially clearing out full sized enemy armies or level 8-10 lairs.
- Convert plains helped a lot in fighting death. It let me force death armies to fight on terrain where they can barely move, even at their capital! 😄
- Just a straight path towards winning. Conquered Fire, and then conquered the Death capital. Then Balkoth (he was camping inside a mage tower at a village), returned to his capital and I swarmed him down. - Balkoth battle was straightforward: First army drains all his mana. 2nd army wipes out most of his soldiers. 3rd army takes down what remains and kills Balkoth.
I kind of wish there were other maps to play. Always being around Water/Fire/Air as Life is kinda meh 😅
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Post by lemminkainen on Jun 23, 2022 10:10:10 GMT -6
Sounds good! Also good to know about the in-game manual
I finished my hard/insane life Campaign on turn 77.
It was an interesting mod overall. Enemy stats are ridiculously high, so the result is: - Early game army was basically: Elven warrior lord, mage, thief, and 1-6 elven archers (less archers = more XP for heroes). - Your primary source of damage is heroes. Elven warrior lord can go into defensive stance early on to tank hits. Once leveled up, he will naturally have high DEF and dish out good damage. - Mages can provide spirit arrow to wipe out high DPS enemies that can be dangerous to the warrior lord, and provides healing and resurrection to keep everyone alive.
- Late-game main army ended up running phoenix, 6 elven archers, and 2 infantry.
- Archers counterattack enemy archers, and then start firing aimed shots to kill the high defense enemies. - Infantry serve as nothing more than meatshields to temporarily protect your archers from enemies.
Notes:
- The life mage's to heal and resurrect is just so OP since you will have no downtime compared to other Faiths that have to wait a lot to heal up between fights. You also easily get cure wounds early on which is more than enough to keep the party healthy. - Resurrection was clutch in maintaining my army at full size, especially clearing out full sized enemy armies or level 8-10 lairs.
- Convert plains helped a lot in fighting death. It let me force death armies to fight on terrain where they can barely move, even at their capital! 😄
- Just a straight path towards winning. Conquered Fire, and then conquered the Death capital. Then Balkoth (he was camping inside a mage tower at a village), returned to his capital and I swarmed him down. - Balkoth battle was straightforward: First army drains all his mana. 2nd army wipes out most of his soldiers. 3rd army takes down what remains and kills Balkoth.
I kind of wish there were other maps to play. Always being around Water/Fire/Air as Life is kinda meh 😅
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Post by zixiang1993 on Oct 31, 2022 22:10:41 GMT -6
Hi Boaster and Community there!
I just realized there's a dedicated thread for the GS5R3 mod.
I'd like to report a bug for the Lord Editor
When I attempt to save some spells, it seems to work okay.
Then when I load, the game crashes. Previously, 3-4 spells were okay.
Now, even just 1 spell would cause the game to crash.
So, I've changed to use the artifact exploit to gain more barter points.
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Post by saronsen on Dec 6, 2022 3:48:22 GMT -6
The Shield of Righteousness with (or possibly without) the Armor of the Archons seems to cause some sort of issue with both the level of an order warrior lord and his stats/resistances. I only have a partial screenshot as I was chatting with a friend, but I didn't realize the forums were still active. Over 100 resists and EXP under level 1 (but kept gaining permanent stats each time equipping the shield) Suffice to say, he was capable of soloing a level 11 dungeon after equipping/unequipping the shield a number of times.
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Post by Boaster on Dec 6, 2022 6:34:41 GMT -6
The Shield of Righteousness with (or possibly without) the Armor of the Archons seems to cause some sort of issue with both the level of an order warrior lord and his stats/resistances. I only have a partial screenshot as I was chatting with a friend, but I didn't realize the forums were still active. Over 100 resists and EXP under level 1 (but kept gaining permanent stats each time equipping the shield) Suffice to say, he was capable of soloing a level 11 dungeon after equipping/unequipping the shield a number of times. I will check into it.
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Post by Boaster on Dec 17, 2022 15:59:48 GMT -6
The Shield of Righteousness with (or possibly without) the Armor of the Archons seems to cause some sort of issue with both the level of an order warrior lord and his stats/resistances. I only have a partial screenshot as I was chatting with a friend, but I didn't realize the forums were still active. Over 100 resists and EXP under level 1 (but kept gaining permanent stats each time equipping the shield) Suffice to say, he was capable of soloing a level 11 dungeon after equipping/unequipping the shield a number of times. I am not able to reproduce this. Are you sure you're using the most recent release from June 2022?
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Post by saronsen on Dec 28, 2022 3:41:49 GMT -6
Alright, I've figured it out in a manner that seems easy to replicate.
Start a Custom start with the order warrior, and then grab the SoR FIRST, followed by the AotA. Start game, no saving or loading necessary. Equip the AotA, and then the SoR. Remove and equip until your warrior becomes a god. I believe this makes the game think the SoR is actually another AotA? I'm not entirely certain. This might also be the case with other items and the SoR, or all items that a hero can equip both of. Here's the video!
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Post by Boaster on Dec 28, 2022 5:46:30 GMT -6
The date in the top right corner. 2021.
Update to the newest version, then see what's up. Or, keep playing the release build that you're playing and have fun.
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Post by saronsen on Dec 28, 2022 9:12:51 GMT -6
Huh, I thought I was on the most up to date. Must've found an outdated link. My mistake!
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Post by landonrivers on Nov 6, 2023 13:31:32 GMT -6
Hi there! I really like the effort that was put into this mod. I originally got it to help fill the gaps of map making, but this is where a new problem was introduced.
When making a map with only a few heroes, or even just 1 hero (for example, I make a new map and remove all heroes but life), with this mod, the game will automatically add in lords which were missing from the map. On un-modded LOMSE, this does not occur and follows my scenario setup correctly. You can have 1 lord in the map, and it will adhere to this. It helps things go faster which is nice especially for testing. I wanted to make some smaller scenarios with only a few lords, or even just a PVE scenario with one lord. Would you happen to know what might have caused this change? Was this intentional? Wondering if you would consider reverting this adjustment.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Nov 9, 2024 3:45:07 GMT -6
Say, been trying to cast shimmering veil a few times in my recent games (mostly from the elite huntress legendary artifact) and it doesn't seem to do anything. It's supposed to add armor right? It doesn't even show up as being effective at all after casting it. Just thought I'd report it because there seems to be a problem, either that or there's something I'm missing. Edit: Trying to cast the spell with a shaman in my current game plays the "spell failed to apply" sound and refund the mana to my caster. Edit2: This has been a thing going for a while apparently. Went back to a previous version from 2020, and there seems to be the same problem. Edit3: build v3204 back from 2018 didn't have this problem, spell applied properly in this version. Edit4: Found the problem. The condition is broken, current build code is : /spellcondition? { false ismyside? not{target_faith get_spell_opposite_faith eq{pop true}if}if ismyside?{target_faith get_spell_opposite_faith eq{pop false}if}if }def While the original condition is :
/spellcondition? { false ismyside? target_faith get_opposite_faith eq not and{pop true}if ismyside? not target_faith get_opposite_faith eq and{pop true}if }def I switched conditions with the latter and it works again.
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Post by Boaster on Nov 10, 2024 6:54:18 GMT -6
Nice find. Yes, there is a 'not' missing from the mix.
Proper coding would be as such:
/spellcondition? { false ismyside?{target_faith get_spell_opposite_faith eq not{pop true}if}if ismyside? not{target_faith get_spell_opposite_faith eq{pop true}if}if }def
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