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Post by Boaster on Jul 8, 2011 11:37:12 GMT -6
Sent out another update.
Should be ALL good now.
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Post by captaintrek on Jul 10, 2011 3:11:59 GMT -6
It is. Great job! I must say, the dedication you demonstrate torwards this mod is truly glorious to behold. EDIT: Hokay, I'm running through a game properly now as an Earth thief on Hard, and I ran into a spot of bother with Polymorph Other. Earlyish on, I took my party (which included my lord and the two champions rescued from the Great Temple) into a 4th level 2-floor building and encountered a witch on the second floor. She cast Polymorph Other on both my Lord (which, according to the description of Polymorph Other that's up on your website, isn't supposed to be possible), turning her into a Shambler with really good stats, and then cast it again on my warrior, turning him into a water elemental (who I had to have break from the main melee as his armour stat had gone down a fair bit after the transformation). I won the fight, only to find that both my lord and the warrior were gone when I returned to the overland map only to find that it was game over, with both my lord and the warrior mysteriously dead, even though neither died after being transformed during the battle (indeed, my lord, as this powerful Shambler, actually kicked vast amounts of ass). Reloading the game, I was able to get around this by only taking my military units and summonded creatures down to the second floor, whereupon the witch cast what I believe was Cone of Cold instead of Polymorph Other. I still won the fight, however, so this odd little piece of happenstance didn't prove that big of a deal in the long run, but frankly, Polymorph Other having the ability to effectively insta-kill Lords several levels above the level of the caster (I can't remember the exact levels, but the witch was a lower level than my Burglar Lord) strikes me as being rather overpowered, though I do have to assume this is a glitch, as the way that witch used the spell when I fought her didn't match the description on your site, which, again, specifically singles out Lords as being unaffected by the spell. Oh and by the way, funny story, when I tried to take the Great Temple, it was too powerful and I had to reload and hire mercs. The defenders present were changing with each reload and by the time I tried hiring two Magicians and something else (axe throwers and I think something else), the game decided to give the Temple a Thunder Drake to defend it. I rolled my eyes and was able to hit the autocalc button when I remembered the magic resistances and wound up knocking the Drake clean out of the sky with just four castings of Rocksling (two each from this pair of 2nd level Magician mercs) and winning the battle. Unlike the above issue, I wouldn't call this a "problem" as such, but it was incredibly amusing to watch two Rocksling shots strike home and releave the Drake of half its health. The way you've done magic resistances in this mod is a lot of fun in the way it allows for wacky hijinks like that to ensue. Likin' it.
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Post by aguestos on Aug 14, 2011 10:05:29 GMT -6
version: 3.02.3063 download date: 08/01/2011
a unit with max experience has written "min level" instead of "max level" under its experience bar. i tried this with several saved games as well as new games, for which i used the max power-cheat.
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Post by Boaster on Aug 14, 2011 13:32:26 GMT -6
version: 3.02.3063 download date: 08/01/2011 a unit with max experience has written "min level" instead of "max level" under its experience bar. i tried this with several saved games as well as new games, for which i used the max power-cheat. I noticed. It's a planned fix for the next update. Had to do with the change awhile back of fixing the /min and /max functions, cuz the makers had them reversed originally.
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Post by Boaster on Aug 26, 2011 20:21:24 GMT -6
It is. Great job! I must say, the dedication you demonstrate torwards this mod is truly glorious to behold. EDIT: Hokay, I'm running through a game properly now as an Earth thief on Hard, and I ran into a spot of bother with Polymorph Other. Earlyish on, I took my party (which included my lord and the two champions rescued from the Great Temple) into a 4th level 2-floor building and encountered a witch on the second floor. She cast Polymorph Other on both my Lord (which, according to the description of Polymorph Other that's up on your website, isn't supposed to be possible), turning her into a Shambler with really good stats, and then cast it again on my warrior, turning him into a water elemental (who I had to have break from the main melee as his armour stat had gone down a fair bit after the transformation). I won the fight, only to find that both my lord and the warrior were gone when I returned to the overland map only to find that it was game over, with both my lord and the warrior mysteriously dead, even though neither died after being transformed during the battle (indeed, my lord, as this powerful Shambler, actually kicked vast amounts of ass). Reloading the game, I was able to get around this by only taking my military units and summonded creatures down to the second floor, whereupon the witch cast what I believe was Cone of Cold instead of Polymorph Other. I still won the fight, however, so this odd little piece of happenstance didn't prove that big of a deal in the long run, but frankly, Polymorph Other having the ability to effectively insta-kill Lords several levels above the level of the caster (I can't remember the exact levels, but the witch was a lower level than my Burglar Lord) strikes me as being rather overpowered, though I do have to assume this is a glitch, as the way that witch used the spell when I fought her didn't match the description on your site, which, again, specifically singles out Lords as being unaffected by the spell. Oh and by the way, funny story, when I tried to take the Great Temple, it was too powerful and I had to reload and hire mercs. The defenders present were changing with each reload and by the time I tried hiring two Magicians and something else (axe throwers and I think something else), the game decided to give the Temple a Thunder Drake to defend it. I rolled my eyes and was able to hit the autocalc button when I remembered the magic resistances and wound up knocking the Drake clean out of the sky with just four castings of Rocksling (two each from this pair of 2nd level Magician mercs) and winning the battle. Unlike the above issue, I wouldn't call this a "problem" as such, but it was incredibly amusing to watch two Rocksling shots strike home and releave the Drake of half its health. The way you've done magic resistances in this mod is a lot of fun in the way it allows for wacky hijinks like that to ensue. Likin' it. While Polymorph can be used on Unique targets now, the spell duration is significantly less based upon a coupe of factors. Polymorph Other will last 30 seconds. Duration is halved if the target level is greater than the caster level. If the target is a Unique unit, then the duration is halved if the target level +1 is greater than the caster level. Additionally, if the target is a Unique unit, then the duration is halved. From 30, to 15, to 7.5 seconds vs Lords who are stronger than the caster in terms of levels. So at most, this spell will have lasted a very short period of time on your Lord. If the caster's level is pretty low and the target's level is pretty high, the chances of you getting a weak transformation are pretty low. Additionally, no matter what form a target is Polymorphed into, they will have no less than 25% physical resistance. Additionally, it helps to tell me what version and build of the GS5R3 mod you were using. The website data may not be 100% up to date, and I'm sure it needs to be updated soon enough.
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hety
Member LVL 0
Posts: 1
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Post by hety on Oct 23, 2011 13:38:30 GMT -6
Can download latest build. Looks like its not there.
I can provide alternative donload location and give you full control over it if it will help.
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Post by Boaster on Oct 23, 2011 19:30:15 GMT -6
Megaupload link now available.
Thanks for reporting this issue. Looks like the webserver is down for some reason.
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Magog
Member LVL 0
Posts: 1
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Post by Magog on Nov 7, 2011 16:21:01 GMT -6
So I decided to play LoM again and found this mod. So far I must say it's absolutely great job I think I found a bug. Chalice of Life was giving me ale as in the description, but some time after that I found another artifact producing ale (Rocca Chalice). Then I tired giving Chalice of Life to another leader but it started subtracting from my ale as in the picture. Tried giving it to other leaders but nothing worker, I think it started after I found and equipped Rocca Chalice but maybe it's a coincidence. I have the 29/10/11 version.
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Post by Boaster on Nov 7, 2011 16:42:22 GMT -6
So I decided to play LoM again and found this mod. So far I must say it's absolutely great job I think I found a bug. Chalice of Life was giving me ale as in the description, but some time after that I found another artifact producing ale (Rocca Chalice). Then I tired giving Chalice of Life to another leader but it started subtracting from my ale as in the picture. Tried giving it to other leaders but nothing worker, I think it started after I found and equipped Rocca Chalice but maybe it's a coincidence. I have the 29/10/11 version. Fixed. Mod has been updated.
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Post by quentinak on Nov 15, 2011 19:09:08 GMT -6
Hey Boaster, it's been a while.
Couple of things I noticed. I can't cast Bless with the Chalice of Life as the button for casting it during battle is missing.
Also, when I was up against an Earth mage while playing as an Air mage, I used Swiftness to counter Sands of Sleep. The unit is freed by the Swiftness spell. But once the spell wears off, the unit stays frozen. What's worse, the unit remains frozen in all future battles (although it doesn't say "Sands of Sleep" on the unit's status. I would have to use Swiftness to free it again.
I am using the 11/7/11 build.
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Post by Boaster on Nov 15, 2011 19:27:00 GMT -6
Hey Boaster, it's been a while. Couple of things I noticed. I can't cast Bless with the Chalice of Life as the button for casting it during battle is missing. Also, when I was up against an Earth mage while playing as an Air mage, I used Swiftness to counter Sands of Sleep. The unit is freed by the Swiftness spell. But once the spell wears off, the unit stays frozen. What's worse, the unit remains frozen in all future battles (although it doesn't say "Sands of Sleep" on the unit's status. I would have to use Swiftness to free it again. I am using the 11/7/11 build. The Chalice thing I have set for the next update. The Sands of Sleep and the Swifness will be a little more complicated.
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Post by kendaric on Feb 11, 2012 17:15:58 GMT -6
Version: 3.02.3083
I was playing as death and as i was exploring and what not i noticed that the entire air base failed to load. Then again as i was playing Order the fire base failed to load. It seems the only thing that did spawn for those races was the great temples and the lords, this also does not happen every time i play just once in awhile. I was just wondering if this was something that has happened to anyone else or just me.
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Post by krennson on Apr 26, 2012 16:44:31 GMT -6
I'm playing Life with the GS5 mod dated 4/22/2012
When I encounter enemy phoenixes in caves and such, their armor value is about right.
However, when i summoned a phoenix from the great temple, it's armor value was listed on the world map as a NEGATIVE 52. (-52). In combat, my phoenix is only showing a armor of value of "-/-"
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Post by Boaster on Apr 26, 2012 19:25:18 GMT -6
I'm playing Life with the GS5 mod dated 4/22/2012 When I encounter enemy phoenixes in caves and such, their armor value is about right. However, when i summoned a phoenix from the great temple, it's armor value was listed on the world map as a NEGATIVE 52. (-52). In combat, my phoenix is only showing a armor of value of "-/-" Could you post a saved game with details on how to reproduce the issue? Thanks.
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Post by krennson on Apr 27, 2012 0:45:59 GMT -6
I'm trying to duplicate the problem now. I mistakenly assumed that it was just a sign error on the token or something, but I just created a new game, and the phoenix is fine. This is the original save game where i noticed the problem: The phoenix, my mage lord, and a water mage merc are all in the life great temple. I didn't notice it until now, but if the phoenix enters combat, it's listed as being under the effect of a minor rust spell, even though i haven't faced water units in dozens of turns. Also, it's water resistance is in the negative 800 or so. If i cast dispel magic on the phoenix, the minor rust goes away, and it's armor goes back to normal. download link for savegame file is here: www.2shared.com/file/fC4E2ZB9/Phoenix_armor.htmlI didn't see a way to upload directly to the forums. I think i must have sent the phoenix into combat with something that has a rust attack several turns ago, the rust spell was mistakenly allowed to stack, and then it didn't dispel at the end of combat. The good news is that it's apparently an isolated and fixable problem, so i'm no longer as worried: at first, i thought all phoenixes had that problem.
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Post by Boaster on Apr 27, 2012 8:47:01 GMT -6
Sounds like you got into it with a bunch of Water Elementals.
Minor Rust's immediate in-combat effects are: -10% Armor (or -1) (limit zero) and -10 Water Resistance (limit -100).
In addition Minor Rusted units suffer -1 Armor and -1 Water Resistance each turn (no limit).
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Post by aguestos on May 29, 2012 4:18:40 GMT -6
www.2shared.com/file/8r_Bp-OJ/AirMage280512.htmlI played this game recently. I believe my air elemental inside the brewery south of the chaos capitol is bugged. its animation is not playing, and it cannot be moved, even after waiting a turn. I came across this problem after the fight for the brewery, in which the air elemental (one of its 2 units, that is) was turned to stone. after some time in combat, the elemental was able to move and attack again, but was still grey. as far as i know, turn to stone should not have an out of combat effect should it? v 3.02.3086 dl-date 25.05.2012 edit: The elemental moves again, both the animation and actually, when other units join it. if they leave, it freezes again. edit: www.2shared.com/file/of-n1jfD/Arthur130612.htmlHere the same thing happened to the legendary knight Tristram in the forest in the south-west. He was stoned during combat as well.
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Post by Boaster on Aug 2, 2012 23:48:19 GMT -6
www.2shared.com/file/8r_Bp-OJ/AirMage280512.htmlI played this game recently. I believe my air elemental inside the brewery south of the chaos capitol is bugged. its animation is not playing, and it cannot be moved, even after waiting a turn. I came across this problem after the fight for the brewery, in which the air elemental (one of its 2 units, that is) was turned to stone. after some time in combat, the elemental was able to move and attack again, but was still grey. as far as i know, turn to stone should not have an out of combat effect should it? v 3.02.3086 dl-date 25.05.2012 edit: The elemental moves again, both the animation and actually, when other units join it. if they leave, it freezes again. edit: www.2shared.com/file/of-n1jfD/Arthur130612.htmlHere the same thing happened to the legendary knight Tristram in the forest in the south-west. He was stoned during combat as well. Confirmed. There may be an issue with multi-cast of Turn to Stone, or the spell may be failing to remove the immobility flag.
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Post by Boaster on Aug 10, 2012 18:16:03 GMT -6
I have been working on making updates and fixes to the mod.
Both artifacts have been added to the game and the new sword will change its Enchant Weapon spell to the opposite of the current player's faith. Meaning, the sword will cast Holy Sabre on Death's turn, Lava Sabre on Water's turn, etc.
Trying to fix up the spells which cause a "frozen" effect, where a unit is rendered completely immobile. Spells such as Icy Coffin, Freeze, Petrify, Turn to Stone, Stun, Entangle, Locust Swarm.
Adjusting these spells so that multi-casts of the same spell do not dispel previous casts, but one spell will dispel and override another. For example, Freeze removing Turn to Stone, but Turn to Stone not being canceled and re-cast on a target. This would be a problem because some artifacts may cast Turn to Stone on attacking.
Also, presently, Locust Swarm will unfreeze targets when they run out of life as I intend it. But some how, this got changed and I'm trying to reverse that change.
I hope to have an update out by Monday.
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pardo
Member LVL 1
Posts: 10
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Post by pardo on Dec 6, 2012 7:23:15 GMT -6
Hello, first I want to congratulate the excellent mod. One thing I noticed is that these latest updates, when changing shift, more or less by turning 60 at the end of the game freezes for several seconds and ends only after turning the day. I also wonder if it is possible to cause the death of the AI to build more large armies. Hugs.
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