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Future Updates/Changes:...last GSZ update uploaded to website on 3/5/2017.
GSZ Updates:[Download the latest update (3/5/2017)] - Unless other download location specified.
3/5/2017 - Build 0011 Corrections to 'gs/autocalc0.gs': Military unit team point benefits removed completely. This is where an army will receive a slight advantage in team points when he had more military units of a certain type over another, i.e. more Cavalry than the enemy army has Missile units. This should not be included, as the military unit balance system is more exclusive to the GS5, and not the GSZ which tries to stay closest to the original style of the game.
'gs/textdict0.gs' will now run from START.gs, instead of the end of 'gs/textdict.gs'. Problems were manifesting from the different placement.
2/26/2017 - Build 0010 Air's Hover Spell duration increased from 39 ticks to 390 ticks. It is doubtful that the spell has any real application with a 4 second duration.
Fire's Heat Metal spell temporary modifier changed to reducing maximum unit movement by 2 from setting maximum movement points to zero. The temporary modifiers for this spell remained permanent, which means the target cannot move on the overland map unless the spell is dispelled. At the same time, I speculate that the idea behind there being a temporary modifier with a zero duration was meant to prevent a fire wizard from spamming Heat Metal to quickly kill targets. Rather than setting max mps to zero, reduce by two.
Overland attack spells such as Meteor can only reduce a target party to 1 HP per unit (i.e. Champions may be reduced to 1 health). The effective change will now prevent Military Units such as Cavalry (who have more than one unit per set) such as Earth Riders with 3 military units remaining out of 3 can only be reduced to 3 HP. If a Military Unit group has 1 out of 3 military units remaining, it can reduce a unit group to 1 HP. Previously, this would allow for units such as Cavalry to be reduced to 1 HP on the overland map, which could potentially, and instantly kill two of the three military units when players enter combat.
For all spells being cast on the overland map, except for Teleport Artifact and Seer spells, the spell will now factor in the Caster's Sight Radius and the Range data of the spell begin cast. Both sight radius of the caster and the spell range will be added together, however, combined they will always have a range of at least 1. Ergo, if a spell has a range of a negative value (example -1), it will impact the successful range from which a spell can be cast. Sight Radius of 5 plus a spell range of -1 means the caster will have to be within 4 tiles of the target sprite or location. This actually work towards fixing the functionality of Locust, which is the only overland spell that uses a projectile missile in spell casting. This was why it would fail so often, as it did not include the proper sight radius of the caster, nor did any spell ever consider the "range" spell data.
Right-Clicking the Auto-Calculate Button in combat will do a Live Auto-calculate, where players may have the chance to cast spells before returning to the overland map (i.e. resurrection, raise skeleton, raise shade, heal).
Using the Surrender button in combat now requires three clicks of the button to execute the function. Also, the button now provides a tooltip which describes the end result of Surrender.
Dynamic titles will display in tooltip, such as "Buttmunch Heir to the Lady of Life escorting the Lady of Life." Also female Lords will bear the title of "Lady" instead of "Lord."
Thieves now have the predictive powers whence observing dungeons on the overland map and also in meet army dialogs. This will display an army's, or dungeon encounter's, collective "Barter Value" in a range of 80%-120% of it's true total. The Level of the Thief will close the gap, by raising the 80% by the Thief's Level, and lower the 120% by the Thief's level. Ergo, a Level 12 Thief Lord will have 92%-108% accuracy in guesstimating enemy party strength.
The "all artifacts" cheat code now properly works. This had to be fixed because in the original unmodded game, spell scrolls were created (as artifacts) before artifacts were generated. Also, this will no longer include quest artifacts in the generating of artifacts.
New cheat "all quest artifacts" create specifically for quest only artifacts.
12/5/2016 - Build 0009 Public Re-Release of mod. Could possibly be very buggy.
3/22/2012 - Build 0008 Lord Editor can now provide spell scrolls and Legends of Urak artifacts. Invisible artifacts or artifacts with no barter value will not be available for purchase.
2/21/2012 - Build 0007 Expanded the Lord Editor to list Wild Units.
1/2/2012 - Build 0005 Great Temple dungeon text will now display the dungeon Level of the Great Temple.
A button has been added to the Desync dialog, in which players may try to ignore the desync error in combat.
In multiplayer, while in combat, pressing Enter to close the Desync box will keep it closed for the remainder of combat for that player. In the event of a major desync, the game will freeze up as it usually does which inevitably forces both players to re-load.
Spell missiles will now release targets rendered immobile (stun, freeze, turn to stone, etc.) and allow them to die. In some cases, versus Marauders, immobile units who had less than 1 health would be restored to full health if the player chose to auto-calculate before they were to actually collapse and die.
In combat, Pegasus Riders with less than one point of health will not have their health replenished.
Combat will now 'rendermap' every 6 seconds.
Coding change made in 'gs\combat0.gs'. Just changed how the removal of some spell buffs are handled post-combat. No effective change.
In multiplayer combat, players may rotate the map to their liking before the the first unpause of combat. After unpausing the game, the hotkeys for rotating the map become disabled. Also, when the hotkeys are disabled, the pop up "tooltip" text will read different from other disabled hotkeys.
8/1/2011 - Build 0004 "Destroy Artifact" function updated. First a check to see if the Artifact is a valid artifact, then it will check a list of items: is the artifact viewer the owner?, is the artifact currently NOT wielded?, is the artifact NOT invisible?, is it a normal setting game (not legends)?, is NOT in combat?. If the list checks out, the icon to destroy the artifact will appear in the top left and it may be destroyed.
Invisible Artifacts or Artifacts presently equipped cannot be destroyed any longer.
Update made to 'gs\dlg\newbuild0.gs'. Comprehensive changes made to this document, which now control whether or not a unit appears for Summon/Train/Hire in the Building panel.
The unit's Building requirement is now checked before it can be added to the list, which now prevents units from showing up when they cannot be Summoned/Trained/Hired due to building level requirement.
A unit with no cost to build will no longer show. The game already does not allow for units that which have no cost to be Summoned/Trained/Hired. This just makes the unit not show, so people don't get the message and go ape shit because it's a free unit but they cannot make it.
Changes made to the document no longer call for work-arounds on unit text descriptions in buildings.
5/10/2011 Fixed an issue with Mercenary experience.
Fixed an issue with Volunteer resources/turn.
Fixed an issue with Creatures in the Mage Tower.
5/9/2011 Combat experience fixed for the first level of multi-level combats. First level of multi-level encounters will yield proper experience! (The problem originally had to do with counting each military unit as a whole unit by itself).
Fix made to Building Information data.
Champion names should no longer have a chance of having a double surname with no single champion name.
Some Champion names have been modified, so they will be considered "too long" to have surnames. Such names include suggested names that come with both a first and last name (namely Elbus's suggested names).
Right-clicking a Champion's name in the Information Window will now quickly grant the champion with a new randomized name.
Remove/Replace Shroud hotkey moved to F9.
Hotkey Dialog updated to reflect Shroud change from F4 to F9.
Cast Left artifact spell hotkey set to F3.
Cast Right artifact spell hotkey set to F4.
Earth's Special Building fixed. Previously had a funky error in the way coding was handled.
CTRL M hotkey will now display Paypal contributor names, in addition to Mod information.
A (hopeful) fix for multiplayer opening/closing city gates.
The auto-calc, surrender, pause, and flee buttons for combat have been re-located and made symmetrical. They appear in 2 by 2 fashion in the bottom right corner.
A button for city combat, for the defender, has been added. This should help in multi-player combat when involving a Level 3 Capitol city and opening/closing of the gates. This button should be used for opening and closing gates in combat, instead of right clicking on the gate itself in multiplayer.
Game Options menu will now close if the ESC key is hit again.
The quick change name feature, by right clicking a unit's champion name in the unit information panel adjusted so that only the properly clicked unit's name will be changed. Previously would only change the most recently opened unit information panel if more than one was open at one time.
When pressing the Space Bar on the overland map to center on your current army, it will now reset selected unit containers so that no units are presently selected.
'gs\speltool0.gs' updated to change conditions on how a spell works. First considers if the spell can accumulate. If the spell cannot accumulate, the spell will check to see if the unit is already effected. If the unit is already effected, spell fizzles. Then checks 'spellconditions?'.
Active Faiths reset to default unmodded values. However, on Hard Mode and in Multiplayer, no faith can be liberated regardless if Active naturally (already free temple) or not. It is, however, possible for Death to be liberated in multiplayer, unless you're Life.
3/20/2011 GSZ Mod released for Beta tests. Report problems here by way of reply to thread.