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  #1  
Old 06-13-2012, 07:52 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Default Critical Update V2012-06-12

Hope everyone is having a great summer!

This update provides many updates, but primarily fixes the locking up problem with "Armorer" babies that had the wrong template name. This issue has been fixed.

The full update list is provided below, but here are some notable changes / additions:
  • Royal Thorn now has the Entangle Ability
  • Ancient Ent now uses Greater Entangle
  • The Entangle ability now also halves the affected unit's initiative and no longer affects soaring units (i.e. Dryads, Dragonflies, Ghosts, etc.)
  • Your starting hero's army and spell list are randomly generated from a list that is specified in HERO.TXT
  • When your hero loses in combat, the army he gets is randomly generated and the number of units is selected from either the hero's current leadership or a leadership limit, whichever is smaller
  • The Paladin and Warrior have had their starting leadership and leadership upgrades swapped so that the Paladin how will be able to lead the largest army. I'm pretty sure this will just affect your subsequent leadership levelups and so you should still be able to continue your game without issue.
  • Babies that are Planewalkers, have the Scouting ability, or the Navigation ability have had their stats updated
  • Fixed issue with the Spell Healing when it was used on the Undead it was doing more damage than specified
We're at the point where this mod is starting to become more mature and we can start working on isolating and finding inconsistencies (like the last item listed above).

I'm continuing to play my Mage game, but he's only at level 10, which shows you how much I've played King's Bounty since the last update.

I'm pretty much done with my home remodeling and so expect to be able to work more on this as well as the AP / CW port in the next few months.

The mod version now appears on the opening screen after the King's Bounty version number: H3B: BYYYY-MM-DD. Where: B stands for beta, YYYY is the release year, MM the month, and DD the day. This way you can determine exactly which version you are playing and check this post for whether you have the latest version or not.

The link to the new download is provided below and once again the previous link has been removed - thanks for playing and trying my mod. I hope you enjoy it as much as I enjoyed creating it!

Here's the change list (lots of changes):

Version: Beta 2012-06-12
  • mod_homm3_babies.kfs
    • *.ATOM
      • ENT.ATOM - added level=4 to custom parameters for its post-entangle effect
      • ENT2.ATOM
        • Added level=5 to custom parameters for its post-entangle effect
        • Increased chance of entangle to 75%
      • KINGTHORN.ATOM - added new Entangle ability
    • TEMPLATES.LNG
      • Updated "Planeswalker" baby templates
      • Added new colors for combat log skill bonuses at the start of the round
      • Changed "Armor" template to "Armorer" so that is is now consistent with all other skill names matching their templates as well as now prevents the game from locking up if you move your mouse cursor over one of these babies - thanks to @Zepdog for this one!
    • *.LUA
      • ARENA.LUA
        • Added capability for AI to use new Royal Thorn Entangle ability
        • Frenzy now increases the hero rage every round during combat (similar to Concentration for mana)
        • Each class now has a base mana and / or rage gain per round bonus
        • New logs for skill round bonuses
      • ITEMS_HINT.LUA
        • Fixed issues with "Planeswalker" babies elemental skill generator text
        • Finally discovered how to get a unit's level outside of combat (i.e. use Logic.cp_level) instead of having it hard coded.
      • LOGIC_HERO.LUA
        • The starting and rebirth hero army is now randomly generated from a possible list in HERO.TXT
        • The starting spells and scrolls are now randomly generated from a possible list in HERO.TXT
      • SKILLS.LUA - added new function for showing the combat rounds that the mana (Concentration) and rage (Frenzy) regeneration occur over
      • SPELLS.LUA - fixed bug where the Spell Healing damage to the Undead used the wrong bonus system
      • SPELL_EFFECTS.LUA - updated Entangle so that it also halves a unit's initiative
      • SPELLS_COMMON.LUA - added new unit selector for Royal Thorn Entangle ability
      • UNIT_FEATURES.LUA - updated Entangle ability not to apply to floating (soaring) units
    • *.TXT
      • DIANA_BABIES.TXT
        • Updated "Planeswalker" babies:
          • Kalt (Ice Elemental) bonus is now Physical & Poison Damage / Resistance
          • Lacus (Water Elemental) bonus is now Poison Damage / Resistance
        • Updated "Scouting" babies:
          • Piquedram's Scouting bonus is now +Rage% and +Slower% Rage Drain on Map
          • Shiva's Scouting bonus is now +Rage Inflow% and +Rage per Round
      • EFFECTS.TXT - updated Entangle ability to exclude plants as potential targets
      • FEANORA_BABIES.TXT
        • Updated "Scouting" babies:
          • Broghild's Scouting bonus is now +Rage% and +Slower% Rage
            Drain on Map
        • Voy "Navigation" baby - added Poison Resistance
      • GERDA_BABIES.TXT
        • Updated "Planeswalker" babies:
          • Thunar (Earth Elemental) bonus is now Physical Damage / Resistance
        • Updated "Scouting" babies:
          • Lorelei's Scouting bonus is now +Rage% and +Slower% Rage Drain on Map
      • HERO.TXT
        • Paladin's and Warrior's starting leadership and level-up values have been swapped such that the Paladin now leads the most troops - thanks to @Fatt_Shade for this request!
        • Now have a random army generation list for both starting and rebirthing (after they lose a combat)
        • Now have the cabability to randomly generate spells and scrolls based on percentages you can specify
        • Starting scroll limits updated
      • LOGIC.TXT - added new parameter for the max leadership to randomly select units when your hero loses in combat
      • MIRABELLA_BABIES.TXT
        • Leadership babies restored to previous values (i.e. Leadership Morale +1, minus one level to other skill):
          • Edric
          • Orrin
          • Sylvia
          • Haart
          • Valeska
          • Christian
          • Sorsha
          • Tyris
        • Sylvia, "Navigation" baby - added poison resistance
      • NEOKA_BABIES.TXT
        • Updated "Planeswalker" babies
          • Monere (Magic Elemental) bonus is now Magic Damage / Resistance
          • Pasis (Psychic Elemental) bonus is now Magic & Poison Damage / Resistance
        • Updated "Scouting" babies:
          • Aeris's Scouting bonus is now +Rage% and +Slower% Rage Drain on Map
      • ORCELYN_BABIES.TXT
        • Updated "Planeswalker" babies
          • Erdamon (Magma Elemental) bonus is now Physical & Fire Damage / Resistance
      • RINA_BABIES.TXT - added missing Necro Call bonus to Thant (thanks again to @Fatt_Shade!)
      • SKILLS.TXT - Frenzy now adds rage per round
      • SPECIAL_PARAMS.TXT - added new rage gain per round item bonus
      • XEONA_BABIES.TXT
        • Updated "Planeswalker" babies:
          • Fiur (Energy Elemental) bonus is now Magic & Fire Damage / Resistance
          • Ignissa (Fire Elemental) bonus is now Fire Damage / Resistance
        • Updated "Scouting" babies:
          • Calh's Scouting bonus is now +Rage% and +Slower% Rage Drain on Map
          • Fiona's Scouting bonus is now +Rage%, +Slower% Rage Drain on Map, +Rage Inflow%, and +Rage per Round (she has Scouting Level 2)
          • Deemer's Scouting bonus is now +Rage%, +Rage Inflow%, and +Rage per Round (level 2) (he has Scouting Level 2)
  • mod_homm3_babies_en(g)_lng.kfs
    • EN(G)_BATTLE.LNG - new log templates for combat abilities at the start of the round
    • EN(G)_HOMM3_BABIES_XXX.LNG (where XXX is for each wife)
      • Updated "Planeswalker" baby generator if this wife had one of these babies
      • Updated "Armorer" baby generator to match the word (rather than just armor) so that it is consistent with all other generator names
      • Updated "Scouting" baby templates
      • Updated "Navigation" baby templates (Voy & Sylvia)
      • Updated Mirabella's "Leadership" baby templates
      • Fixed lower case names in Xeona's baby file: Deemer, Malekith
    • EN(G)_SPELLS.LNG - updated Entangle description
    • EN(G)_UNITS_FEATURES.LNG
      • Updated Entangle description
      • Added "Greater Entangle" for Ancient Ent's entangle ability (affects unit levels 1-5 with a 75% chance)
    • EN(G)_UNITS_SPECIALS.LNG - updated Entangle description
    • EN(G)_WINDOWS.LNG
      • Each class now has a base mana and / or rage generation rate
      • Mod version now appears to the right of the King's Bounty version
    • EN(G)_WIVES.LNG - added new generator label
  • mod_homm3_portraits.kfs
    • TEX334.DAT - updated to include new ability small pictures (i.e. Royal Thorn Entangle)
    • TEX335.DAT - updated to include new ability pictures (i.e. Royal Thorn Entangle)
    • TEX334.DDS - updated to include new ability small pictures (i.e. Royal Thorn Entangle)
    • TEX335.DDS - updated to include new ability pictures (i.e. Royal Thorn Entangle)

Okay - that's it! If you have any issues with this mod version, please let me know.

/C\/C\

The download link is either in the first or last post.

Last edited by MattCaspermeyer; 06-16-2012 at 11:19 AM. Reason: Removed link because of new update
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  #2  
Old 06-16-2012, 11:17 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Default Critical Update V2012-06-16

I found an error where I accidentally introduced a typo into Gerda's baby Lorelei causing the game to crash when Gerda had babies.

The download link is either in the first or last post.

Last edited by MattCaspermeyer; 06-22-2012 at 06:03 AM. Reason: Removed link because of new update
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  #3  
Old 06-22-2012, 06:02 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Default Errata Update V2012-06-21

Frenzy level 2 and higher was adding too much rage per round to your hero - this has been fixed.

The download link is either in the first or last post.

Last edited by MattCaspermeyer; 12-03-2012 at 07:32 AM. Reason: Removed Link Due to New Update
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  #4  
Old 12-03-2012, 07:31 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Exclamation Critical Update V2012-12-01

This is a critical update that fixes an issue with Orcelyn having babies as well as makes many fixes, adds new features, and implements ideas that will also be going into my H3T mod for AP / CW.

The download link is at the bottom of this post - feel free to go down there if you don't want to read the change list.

Here are the main changes from an idea / implementation standpoint:
  • Archive
    • There is now just a single KFS file (mod_h3b.kfs) that you need to extract to the data\mods folder. Included in it are all the files needed to play my mod and includes both English variants (i.e. EN_ and ENG_) of the localization files. This greatly simplifies installation and uninstallation of the mod.
  • Spirits
    • Spirit abilities now start with low rest and usually increase rest as the ability becomes stronger. I think this makes for a lot better start with using your Spirits' beginning abilities and makes choices more strategic as the ability becomes more powerful, but requires more rest. There are still rest reduction upgrades just like before.
    • Lina's Ice Thorn now damages units where a Thorn would go and Ice Thorns also damage attackers and have an area of affect damage when they explode. Essentially they work the same as before, except that if a unit is where the Thorn would go, then that unit suffers damage. An Ice Thorn now has a limited lifetime that is a random duration from 1 to the number of rounds specified. If a unit attacks an Ice Thorn, then the Thorn returns a certain percentage of damage (i.e. "thorns" damage). Also, if the Ice Thorn expires, then it does area of effect damage to all hexes around the Ice Thorn (not including other Ice Thorns), whether they be friend or foe. I really like this change to Lina's Ice Thorns ability as it gives her a direct damage spell to add in leveling her as well as it simply feels right to me. You can still use them to block your enemies, but now they are far more useful.
  • Units - There are many subtle changes to certain units that I feel adds more flavor to their use / attacking them, including:
    • Dwarves
      • Have the unit feature (with a few exceptions) "Likes Dungeons", giving them +25% Attack in Dungeons.
      • Have the unit feature (with a few exceptions) "Sea Sick", giving them -2 Morale at Sea.
      • Giants now have the "Resistant to Cold" unit feature
    • Elves
      • Have the unit feature "Loves the Forest", giving them +50% Attack in Forests.
      • Have the unit feature (with a few exceptions) "Dislikes Dungeons", giving them -1 Morale in Dungeons.
    • Neutrals
      • Bears, Ancient Bears, and Graywolves have the unit feature "Likes the Forest", giving them +25% Attack in Forests.
      • Cyclops' Ranged Attack now Stuns and knocks units Unconscious.
      • Spiders (Fire and Venomous) now have the unit feature "Underground", which both Undead and Spiders had. Fire Spiders also have the same Demon Arena bonuses and penalties (had forgotten to include this before).
      • Thorns - Have the unit feature "Tasty Soil", giving them +25% Health in Forests.
    • Orcs - Shamans
      • Life and Death Totem's Health are now a percent of the Shaman's Total Health and have had their Health increased.
      • Life and Death Totem's now have increasing Initiative based on the strength of the totem.
    • Undead
      • Changed the +1 Morale in Cemeteries to +50% Defense since the AI units gain no benefits from Morale.
      • Bone Dragons now have the unit feature "Dread", which decreases enemy unit Morale -3 for units of level 1-2, -2 for units of level 3-4, and -1 for units of level 5.
      • Ancient Vampire's Death's Deception now only works 50% of the time.
  • Hero
    • The hero's attack now increases the maximum damage cap and a unit's chance to critically strike its targets for a certain divisor of attack (i.e. for every 7 attack).
    • The hero's defense now decreases the minimum damage cap and a unit's resistance to all for a certain divisor of defense (i.e. for every 7 defense).
    • Implemented Leadership Reduction limits (only applies to a new game) so that you can't get too high of a Leadership Reduction for a unit when combining certain, skills, items, and babies (Leadership Reduction limit is set to -50%).
    • For determining the enemy unit Attack / Defense bonuses, there was no way that I could find to get the enemy hero Attack / Defense (if someone knows a way, then please let me know). So these bonuses are taken from the unit's base statistic subtracted from its current statistic after the difficulty level bonus is applied at the beginning of combat (before round 1). This makes fighting enemy units on harder difficulty levels harder.
    • ***CRITICAL*** Fixed misspelling of "spell_dispell" for Paladin and Mage heroes starting spell possibility. I'm pretty sure the game would crash if you got the misspelled spell.
  • Skills
    • Destroyer now increases chance of effect by value specified (i.e. burn, poison, etc.).
  • Spells / Specials
    • Battle Cry now increases Morale instead of Initiative.
    • Haste now also increases Initiative and chance for a Critical Hit.
    • Slow now also decreases Initiative and increases susceptibility to a Critical Hit.
    • Stone Skin is now mass at level 3 (mana, crystals, etc. changed to accommodate).
    • Sleeping and Unconscious units always receive Critical Damage.
    • Entangled units chance to receive a Critical Hit is doubled.
    • Giant's Quake no longer damages Archdemons and Demonesses, since they have wings and should be able to momentarily fly to avoid damage. Note that since Giants are Male Humanoids, this would sometimes engage the Demonesses' Beauty feature, but now it is no longer needed.
    • Freeze Immnue units now have a greater possible chance of not being Frozen.
    • Fire Immune and Demon units how have a greater change of being Frozen.
    • Fixed missing Sprites from Skeleton reanimate list for Necromancy Spell.
    • Lowered some of the infliction chances so that it takes a higher level character to get them to 100% (Trap, Fire Arrow, and Poison Skull).
  • Wives / Babies / Items:
    • ***CRITICAL*** Fixed error in Gretchen's bonus list that prevented the other babies in Orcelyn's baby file from being valid babies. This was causing the game to crash when Orcelyn was having babies.
    • Orcelyn's Leadership Reduction now includes Shamans.
    • Tyraxor's bonuses now include Shamans.
    • Fixed lower case "zubin" -> "Zubin".
    • Babies and items with bonuses to spells that have an effect (i.e. Fire Arrow with Burn) now also increase the chance of that effect happening.
  • Hints
    • When mousing over the Hero's Attack, Defense, or Intellect, the hint slows the base and current bonuses.
    • If spell / effect duration is affected by the target's resistance, then it is mentioned in the battle log.
    • Shaman Totems ability hint now specifies the Titan Energy used to increase their Health as well as showing their Total Health and Initiative.
    • Right clicking on an Ice Thorn will show how much Thorns damage it does to Attackers and when it explodes.
    • Geyser's Freeze and Stun chances are listed individually.
    • Chance of Effect (Infliction) bonuses are now listed.
    • Haste and Slow now include the Initiative and Critical Hit bonuses / penalties
    • Battle Cry now properly shows Morale change.
  • UI
    • Spirit upgrade UI expanded to handle more text for upgrades.
  • AI
    • Updated to include changes to Battle Cry, Haste, and Slow.
Okay, that is most of the changes, but here is the detailed file-by-file change list:

Version: Beta 2012-12-01
  • All files have been combined into a single KFS file to make installation / unintstallation easier.
  • mod_h3b.kfs - new combined archive with all files
    • *.ATOM
      • BONEDRAGON.ATOM
        • Bone Dragon's now have the Dread feature, which decreases enemy morale based on level.
          • Level 1-2: -3 Morale
          • Level 3-4: -2 Morale
          • Level 5: -1 Morale
      • CYCLOP.ATOM
        • Ranged attack now stuns and knocks units unconscious
      • DEATH.ATOM - Ability rest values now start low and increase as the ability gets more powerful
      • DEVATRON.ATOM - Ice thorns now have a thorns ability that damages attackers and units surrounding the thorn when it explodes
      • DEVATRON_THROW.ATOM - A variant of the devatron atom for attack purposes
      • LINA.ATOM
        • Ability rest values now start low and increase as the ability gets more powerful
        • Ice Thorns
          • Now damage enemies where a thorn would go
          • Now have a random life from 1 to duration turns, after which the thorn explodes doing area of effect damage around the thorn
          • Damage attackers
          • Thorn returned damage is now a certain percentage of the thorn damage and applies to both attackers and area of effect damage
      • SHAMAN.ATOM
        • Death Totem health is now percent of Shaman health (40%)
        • Life Totem health is now percent of Shaman health (50%)
        • New parameter, init_den (for both totems), increases the totem's initiative by it's health divided by this parameter
      • SLIME.ATOM - Ability rest values now start low and increase as the ability gets more powerful
      • SPIDER_FIRE.ATOM - added the Demon arena_bonuses section since I changed them to Demons and forgot to do this previously
      • THEROCK.ATOM - Ability rest values now start low and increase as the ability gets more powerful
      • TOTEM_DEATH.ATOM - Totem damage doubled
      • TOTEM_LIFE.ATOM
        • Totem cure doubled
        • Removed nfeatures: plant, golem, undead - cure now affects these creatures as well
      • Dwarf ATOMs: ALCHEMIST, CANNONER, DWARF, GIANT, MINER
        • +25% Attack (except Giants and Miners) in Dungeon environments, note that Miners receive +50% Attack in Dungeons due to their Night Sight
        • -2 Morale (except Cannoneers and Giants) at Sea
        • Added the appropriate headers / hints
      • Elf ATOMs: DRUID, DRYAD, ELF, ELF2, ENT, ENT2, SPRITE, SPRITE_LAKE, UNICORN, UNICORN2, WEREWOLF, WOLF
        • +50% Attack in Forest environments
        • -1 Morale (except Black Unicorn, Werewolf, and Werewolf Elf) in Dungeon environments
        • Added the appropriate headers / hints
      • ATOMs that like the forest: BEAR, BEAR2, GRAYWOLF - +25% Attack in Forest environments
      • Resistant to Cold ATOMs: BEAR2, GIANT
        • GIANTS now have the Resistant to Cold feature
        • BEAR2 had Resistanct to Cold arena bonuses (the bonus hint did not mention this), but I think that was a mistake so it has been removed
      • Thorn ATOMs: KINGTHORN, THORN, THORN_WARRIOR - Tasty Soil: +25% Health in Forest environments
      • Undead ATOMs: ARCHER, BAT, BAT2, BLACKKNIGHT, BONEDRAGON, NECROMANT, SKELETON, VAMPIRE, VAMPIRE2, ZOMBIE, ZOMBIE2 - +50% Defense in cemeteries (was +1 morale, but I changed it since morale does not affect the computer controlled units)
      • Underground ATOMs: SPIDER_FIRE, SPIDER_VENOM - SPIDER_FIRE and SPIDER_VENOM now have the Underground feature (Undead Spiders get this bonus from being Undead)
    • *.LNG
      • EN(G)_BATTLE.LNG - Added new battle log labels for when spell duration is increased / decreased due to unit's resistance
      • EN(G)_HERO.LNG
        • Changed Attack hint to include:
          • Amount of attack needed to increase max damage cap and critical hit
          • Critical Hit increase per attack
          • Max Damage Cap increase per attack
          • Total Critical Hit increase
          • Max Damage Cap
        • Changed Defense hint to include:
          • Amount of defense needed to decrease min damage cap and increase resist all
          • Resist all increase per defense
          • Min Damage Cap decrease per defense
          • Total Resist all increase
        • Changed Intellect hint to include:
          • Amount of intellect needed to increase spell power and duration
          • Amount of power increase per intellect
          • Amount of duration increase per intellect
          • Total power increase
          • Total duration increase
      • EN(G)_HOMM3_BABIES_ORCELYN.LNG
        • Changed Tyraxor's bonuses to include Shamans
        • Fixed lower case "zubin"
      • EN(G)_SKILLS.LNG - Destoyer now also increases chance of infliction (i.e. burn, poison, etc.)
      • EN(G)_SPELLS.LNG
        • Sleeping and Unconscious units always receive critical damage
        • Entangled units chance to receive a critical hit is doubled
        • Battle Cry now increases unit's morale instead of initiative
        • Haste now also increases a unit's initiative and chance to critically strike its target
        • Slow now also decreases a unit's initiative and increase its susceptibility to critical strikes
        • Stone Skin is now mass at level 3
        • Added new infliction bonus labels
        • Geyser hint now includes freeze chance
      • EN(G)_SPIRITS.LNG
        • Updated Ice Thorns description to include its new abilities
        • Added rest increases to spirit abilities where appropriate
        • Added new labels for Ice Thorns new features
        • Removed abbreviations for Orb level-up since UI now has more room
        • Added new Ice Thorn labels
        • Changed Ice Thorn levelups
      • EN(G)_UNITS.LNG
        • Updated Ice Thorns arena description
        • Updated Elf Race description
        • Updated Dwarf Race description
        • Updated Undead Race description
        • Updated Demon Race description
        • Updated Ice Thorn right-click hint to include Thorns damage and new hint
        • Added new Bone Dragon Dread morale penalty hint
      • EN(G)_UNITS_FEATURES.LNG
        • Updated Ancient Vampire's Death's Deception so that it only works 50% of the time
        • Added new Cyclops features
        • Updated Dwarf units so that they include the "Likes Dungeons" feature (with a few exceptions)
        • Updated Dwarf units so that they include the "Sea Sick" feature (with a few exceptions)
        • Updated Elf units so that they include the "Loves Forests" feature
        • Updated Elf units so that they include the "Dislikes Dungeons" feature (with a few exceptions)
        • Updated Bone Dragon to include new Dread feature
        • Removed Night Sight from Undead Spider feature list since it was redundant with their Undead feature
        • Added Underground feature to Fire Spiders and Venomous Spiders
        • Added "Likes the Forest" feature to Graywolves, Bears, and Ancient Bears
        • Added the "Tasty Soil" feature to Royal Thorns, Thorns, and Thorn Warriors
        • Added the "Throws Stones" feature to Cyclopses
        • Updated Giant Attack hint
        • Updated Ogre Attack hint
        • Added new Bone Dragon Dread hint
        • Updated Undead hint so that they gain +50% Defense in cemeteries instead of +1 Morale (since it didn't effect AI units anyway)
        • Updated Marine hint to include exact Morale increase
        • Added new Tasty Soil hint
        • Added new Likes Dungeons hint
        • Added new Likes the Forest hint
        • Added new Loves the Forest hint
        • Added new Dislikes Dungeons hint
        • Added new Sea Sick hint
      • EN(G)_UNITS_SPECIALS.LNG
        • Updated Shaman Totem hints to include Titan Energy for health and new initative parameter
        • Added new Titan Energy labels
      • EN(G)_WINDOWS.LNG - updated version number
      • TEMPLATES.LNG
        • Added new "damage" macro to hint_t0 template for displaying the Ice Thorns' "thorns" damage to attackers and for area of effect damage
        • Added the following macros to the left_t macro for displaying the new attack, defense, and intellect bonuses to the hero screen:
          • att_den - this is the amount of attack needed to increase maximum damage and unit critical hit
          • krit_inc - this is the critical hit increase per att_den attack
          • att_cap_inc - this is the maximum damage increase per att_den attack
          • att_krit - this is the total critical hit increase per hero attack
          • def_den - this is the amount of defense needed to decrease unit damage and increase unit resistance to all
          • res_inc - this is the resist all increase per def_den defense
          • def_res - this is the the actual resist all increase based on the hero's defense
          • def_dec - this is the actual damage decrease based on the hero's defense
          • int_den - this is the amount of intellect needed to increase the power of spells
          • power_inc - this is the increase in spell power per int_den
          • dur_den - this is the amount of intellect needed to increase the duration of spells
          • dur_inc - this is the increase in spell duration per dur_den
          • int_power - this is the total spell power increase based on the hero's intellect
          • int_dur - this is the total spell duration increase based on the hero's intellect
        • Added the following macros to the special_t template:
          • health_totem - lists the health of the totem, including the increase due to Titan Energy
          • health% - lists the percent of totem health based on the Shaman's health
          • titan_energy - lists how much Titan Energy is being used to increase the health of the unit
          • init_totem - lists the totem's initiative
        • Added the following macros to the int_spr_Lvlup_tAD template:
          • freeze - for the new Ice Thorns' freeze chance
          • thorns - for the new Ice Thorns' "thorns" damage
          • duration - for the new Ice Thorns' max random duration
          • freezeOld, freezeNew - for leveling up the ability
          • thornsOld, thornsNew - for leveling up the ability
        • Added the following macros to the int_spr_th0 template:
          • freeze - the freeze chance
          • thorns - the thorns percentage
        • Added the following macros to the blog_td0 template:
          • durold, durnew - new macros for the label that states when a spell / effect duration has been increased / decreased due to the target's resistance
          • restype - new macro that displays the resistance that caused the spell / effect duration to increase / decrease
        • Added the following macros to the spells_tSpell template:
          • DS04_Krit - new critical Hit increase for Haste spell
          • DS05_Krit - new Critical Hit susceptibility for Slow spell
          • DS18_Freeze - new Geyser freeze chance
    • *.LUA
      • Fixed Game.Random( 100 ) errors so that the proper probability is used, files effected: ARENA.LUA, BOSS.LUA, PAWN.LUA, SPECIAL_ATTACKS.LUA, SPELLS.LUA, SPIRIT_LINA.LUA, UNIT_FEATURES.LUA
      • ARENA.LUA
        • Sleeping and Unconscious units always receive critical damage
        • Entangled units chance to receive a critical hit is doubled
        • Ancient Vampire's Death's Deception now only works 50% of the time
        • Slow now increases the chance of a unit receiving a critical strike from its attacker
        • The hero's attack now affects the attacker's critical hit
        • The hero's defense now affects the receiver's resistance
        • The hero's attack and defense now affect the maximum and minimum damage caps (i.e. 300% and 1/3) scaled by the attack-defence difference
        • For enemy units:
          • Since there appears to be no way of getting the enemy hero attack / defense, the enemy hero's attack / defense is computed at the beginning of combat based on the unit's current and base attack / defense after the difficulty bonus is applied.
          • If anyone knows how to get the enemy hero's attack / defense then let me know (there is a way to get the hero's intellect, but that is a special Logic library function).
          • This means that enemy units not led by an enemy hero can still potentially get:
            • Increased Critical Hit
            • Increased Maximum Damage Cap
            • Decreased Minimum Damage Cap
            • Increased Resistances
            • Even if the unit is led by an enemy hero, the computed enemy hero attack / defense values can be quite a bit greater than the enemy hero's actual attack / defense
            • This makes the game harder at the harder difficulty levels as the enemy units get better bonuses
        • Updated spell AI to accommodate changes to Battle Cry, Haste, and Slow
      • LOGIC_HERO.LUA - Leadership Reduction counters are now limited to the lr_limit value specified in CONFIG.TXT when starting a new game
      • SPECIAL_ATTACKS.LUA
        • Shaman Totem health is now a percent of the Shaman's total health
        • Shaman Totem initiative is now the same as the Shaman's base initiative + the Totem's health divided by its init_den (specified in SHAMAN.ATOM)
        • Giant Quake no longer damages Archdemons and Demonesses since they have wings (their "special" / "avoid" animations are played, respectively, instead). Note that since Giants are male humanoids that the Demoness's Beauty feature used to come into play, but now it is not needed.
      • SPECIAL_HINT.LUA
        • Updated Shaman Totem Health hint to include the Titan Energy stored on the Shaman
        • Added Shaman Totem Initiative hint
      • SPELLS.LUA
        • Freeze Immune units now have a greater possible chance of not being frozen with the Ice Snake and Geyser spells
        • Fire Immune and Demon units now have a greater possible chance of being frozen with the Ice Snake and Geyser spells
        • Ice Snake and Geyser now use a common function for determining whether units are frozen
        • Battle Cry (spell_reaction) now increases unit morale instead of initiative
        • Haste now also increases a unit's initiative and chance to critically strike its target
        • Slow now also decreases a unit's initiative and increases its susceptibility to critical strikes
        • Stone Skin is now mass at level 3
      • SPELLS_HINT.LUA
        • Updated Slow hint to include initiative reduction and increased susceptibility to critical hits
        • Updated Haste hint to include initiative increase and increased chance of critical hits
        • Added Geyser Freeze probably to hint
      • SPELLS_POWER.LUA
        • Added new dur_inc parameter
        • Added capability to show the spell / effect duration log due to the target's resistance
        • Power Slow now returns critical hit susceptibility value
        • Power Haste now returns critical hit increase value
        • Power Geyser now returns freeze chance
        • Changed how I was computing the infliction increase
      • SPIRIT_LINA.LUA - Implemented new functions for the Ice Thorn
      • TEXTGEN.LUA - Added new function to provide number descriptions to the attack, defense, and intellect tips
      • UNIT_FEATURES.LUA
        • Mind Immune createres cannot be knocked unconscious by the Giant's attack
        • The Undead can be stunned by the Ogre's attack and the Undead and Mind Immune creatures cannot be knocked unconscious
        • The Cyclop's throw attack can now stun and knock units unconscious
        • The Bone Dragon now decreases morale based on unit level
    • *.PNG
      • LEVELUP_BG2_EXTENDED.PNG - New picture that allows for more room in the spirit upgrade description boxes
      • SPIRIT_LEVELUP_BUTTON_NORMAL_EXTENDED.PNG - New picture for the larger spirit upgrade description
      • SPIRIT_LEVELUP_BUTTON_ONMOUSE_EXTENDED.PNG - New picture for the larger spirit upgrade description
      • SPIRIT_LEVELUP_BUTTON_ONPRESS_EXTENDED.PNG - New picture for the larger spirit upgrade description
    • *.TXT
      • CONFIG.TXT
        • New attack_config parameters
          • den - this is the hero attack divisor for computing max damage cap increase and critical hit increase
          • krit_inc - this is the amount of critical hit increase per den
          • cap_inc - this is the amount of max damage cap increase per den
        • New defense_config parameters
          • den - this is the hero defense divsor for computing min damage cap increase and resistance increase
          • res_inc - this is the increase in resist all per den
        • New hero_leadership_reduction parameter: lr_limit - this is the maximum leadership reduction counter for all units
      • HERO.TXT - ***CRITICAL*** Fixed misspelling of "spell_dispell" for Paladin and Mage heroes
      • ITEMS.TXT
        • Added sp_gain_infliction_burn to "flame_necklace" and "storm_necklace"
        • Added sp_gain_infliction_shock to "adept_staff" and "arhmage_staff" (note that it is really spelled that way)
      • ORCELYN_BABIES.TXT
        • Added Shamans to Tyraxor's bonuses
        • ***CRITICAL*** - Fixed error in Gretchen's bonus list that was causing the game to crash when Orcelyn was having babies
      • SPECIAL_PARAMS.TXT
        • Changed individual add and gain spell infliction bonuses to general effect bonuses (i.e. ..infliction_fire_arrow -> ..infliction_burn)
        • This effects bonuses in ITEMS.TXT, DIANA_BABIES.TXT, MIRABELLA_BABIES.TXT, NEOKA_BABIES.TXT, RINA_BABIES.TXT, XEONA_BABIES.TXT
      • SPELL.TXT
        • Necromancy - Added missing Sprites to Skeleton reanimate list
        • Battle Cry (spell_reaction) now increases unit morale instead of initiative
        • Haste now also increases a unit's initiative and chance to critically strike its target
        • Slow now also decreases a unit's initiative and increase its susceptibility to critical strikes
        • Stone Skin is now mass at level 3 (mana, crystals, etc. adjusted accordingly)
        • Reduced Trap base poison infliction percent to 25 (was 35)
        • Geyser now has a specified freeze chance, and increased stun chance from 10 to 15
        • Fire Arrow now has a burn chance of 20 (was 25)
        • Poison Skull now has a poison chance of 20 (was 25)
      • WIFES.TXT - Added Shaman to Orcelyn's Leadership Requirement bonus
    • *.UI
      • SP_LEVEL_UP.UI - Increases the size of the spirit levelup dialog to handle more text

That's a lot of changes, but they also serve as a preview of the features that I'd like to implement in my H3T mod for AP / CW.

Please see the first or last post for the download link - thanks!

/C\/C\

Last edited by MattCaspermeyer; 01-27-2013 at 05:28 AM. Reason: Removed Link Due to New Update
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  #5  
Old 12-03-2012, 08:28 AM
Fatt_Shade Fatt_Shade is offline
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Spirits :
- nice idea to make rest/lvlup change. It was hard to use spirits early when you have only 1 skill and rest like 4 turns
- Lina ice thorns is from WotN, also nice touch. At least now she have some bonus for exp, not like before when you needed 100 battles to get her to lvlup.

Units :
- nice racial bonuses for dwarf/elf ... why would only demon/undead have area bonuses.
- maybe give undead +25% on cemetery, because moral gives +stats for att,def,crit%. How about +25% for att/def , instead +50%def ?

Hero :
- bonus for every 7 points in att/def it`s great you implemented this here. Intellect had to much bonuses compared to att/def before.
- spell_dispel , who would figure this out if crashes started
- why limit lds reduction ? i loved my 28 lds griffins (Eddric , glory , griffin banner)

Spells/specials :
- it`ll take some testing to see will it work all

Wives :
- great for Orcelin, and including shamans.

Will this changes go into Ap/Cw version also ?
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  #6  
Old 12-03-2012, 05:54 PM
MattCaspermeyer MattCaspermeyer is offline
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Quote:
Originally Posted by Fatt_Shade View Post
Spirits :
- nice idea to make rest/lvlup change. It was hard to use spirits early when you have only 1 skill and rest like 4 turns
Yah - it never felt right to me, now this is much better!

Quote:
Originally Posted by Fatt_Shade View Post
- Lina ice thorns is from WotN, also nice touch. At least now she have some bonus for exp, not like before when you needed 100 battles to get her to lvlup.
Yah, I had been thinking about implementing Ice Thorns damage and thorns damage before WotN came out, but then once I saw the thorns damage in action, I *had* to implement it then. The exploding Ice Thorns are awesome, too (WotN doesn't have that)! Yah - Lina is easier to keep up with the other spirits now...

Quote:
Originally Posted by Fatt_Shade View Post
Units :
- nice racial bonuses for dwarf/elf ... why would only demon/undead have area bonuses.
- maybe give undead +25% on cemetery, because moral gives +stats for att,def,crit%. How about +25% for att/def , instead +50%def ?
Believe it or not, I tried that with the Undead and guess what? Only 1 bonus is allowed per arena bonus! That kinda sucked, so I had to choose just 1 and so defense @+50% seemed to be the way to go (seemed like they'd be pretty defensive when you came to the cemetery...). I'll have to check if this is true in AP / CW, but I was a little taken aback by it because I was also going to give Demons +1 / -1 Morale in Lava / Cold in addition to the other bonus, but it wouldn't work! Had similar ideas with Elves so I had to make due...

Quote:
Originally Posted by Fatt_Shade View Post
Hero :
- bonus for every 7 points in att/def it`s great you implemented this here. Intellect had to much bonuses compared to att/def before.
- spell_dispel , who would figure this out if crashes started
- why limit lds reduction ? i loved my 28 lds griffins (Eddric , glory , griffin banner)
You know, I never saw a crash on the "spell_dispel" oops, but when I was implementing the feature in AP / CW, I noticed it and thought "uh-oh". Better to fix it than have it causing problems...

The Leadership Reduction Limit is specified in CONFIG.TXT and so is easily changed (although you'd have to restart). I thought 50% was a good start, but I'm thinking that maybe 75% would be a better limit. I needed something, though since it was theoretically possible to exceed it with Undead units, even though it was virtually impossible. I don't know what would happen actually (would the game crash?), but thought it best to prevent the possibility. I had actually forgotten about the counter limits (that's how the rage and mana limits work).

Let's see, with Edric, you get a total of -58% (18 + 10 + 30) so I'm clipping it 8%. Yah, I'll put that on the list of things to think about for the next update (I still need to check out mass Stone Skin more as well)...

Quote:
Originally Posted by Fatt_Shade View Post
Spells/specials :
- it`ll take some testing to see will it work all

Wives :
- great for Orcelin, and including shamans.
It's funny how I spaced the Shamans when it came to their wife / baby bonuses - go figure.

Quote:
Originally Posted by Fatt_Shade View Post
Will this changes go into Ap/Cw version also ?
That's the idea - we'll see if there is any change on the arena bonuses (that's kind of a bummer with being able to implement only 1 bonus / penalty per area).

I haven't quite tested everything out, here, but wanted to get this update out since there were a lot of changes...

The AP / CW modding is taking a lot longer because I'm unifying the common areas of the mod between both games. I think this will work better (and keep me saner) for the future and if I ever wanted to try to implement things in WotN (although it seems like a mod for that is light-years away, if at all).

/C\/C\
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  #7  
Old 12-08-2012, 07:18 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation H3B - Beta 2012-12-01 Bug List

As I've been playing the new beta, I've noticed some bugs that I'll be working on fixing in the near future:
  1. Diplomacy is meant to give +1 Morale to Humans, Dwarves, and Elves at Level 1; +1 Morale to Neutrals and Orcs at Level 2; and +1 Morale to Demons at Level 3. Unfortunately, I have an error in which it adds an additional +1 Morale to Humans, Dwarves, and Elves at Level 2 and an additional +1 Morale to Humans, Dwarves, Elves, Neutrals, and Orcs at Level 3. So Humans, Dwarves, and Elves end up getting +3 Morale and Neutrals and Orcs +2 Morale at Diplomacy Level 3. This was not the intent and so I've already made the fix to MORALE.TXT and will be providing it in the next update.
  2. Spiders will use their web on Ents even though they've become rooted (no sense in wasting their web since the Ents can't move anyway). I'll need to update the logic in ARENA.LUA to fix this issue.
  3. When using the Thorn's / Thorn Warrior's Gift of Life, I did not account for the possibility of having a stack divided and so the hint will not display properly that you could actually being going over the maximum leadership. I'll have to fix the hint to account for this - this is in COMBAT_LOG.LUA.
Here are some potential improvements that I may also be working on in the near future:

  1. I'll most likely be increasing the Max Leadership Reduction Limit from 50 to 75% in CONFIG.TXT.
  2. I may change the Max Leadership Reduction code such that it runs every time you level up so that you don't have to restart your game for it to take affect. This is in LOGIC_HERO.LUA.
  3. Various Spirit abilities do not show damage when you use them: 1) Rage Drain, 2) Evil Shoal, and 3) The new change to Ice Thorns. There seems to be a limitation on showing the damage hints with TL, but I'll see if there is a way to show the damage hint properly for these abilities.
Okay, I think that's about it - if anyone has any issues or problems, please let me know - thanks!

/C\/C\
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  #8  
Old 01-27-2013, 05:25 AM
MattCaspermeyer MattCaspermeyer is offline
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Default Critical Update V2013-01-26

This is a critical update that fixes quite a few bugs thanks to playing the game in Windows 8 with the -dev switch. There were quite a few things that I thought were working before, but apparently weren't. I've now fixed every issue I've discovered. I'm going to keep playing with the -dev switch until I finish my current Paladin play through (he's only level 6 so I got a ways to go).

I've also gone through the *.LOC files and increased the probability of getting rare units as well as added the possibility of being able to buy certain containers (i.e. eggs, seeds, etc.) at various shops. I've just started playing a new game and so far the extra variability gives you an opportunity to get some more varied units early in the game to try them out. For example, Druids are now much more of a possibility in Darion. You also now should be able to find Royal Thorns and Ancient Ents in your game, whereas before you could have a game without these units. NOTE: If you want to take advantage of the changes to the *.LOC files you must restart since the game engine only uses them when you start a new game and stores their information in your save game file.

I've also implemented variability to the containers so that there is a possibility of getting all variants of a unit type from a container. For example, Spider Eggs now have a chance to produce Cave Spiders, Venomous Spiders, Undead Spiders, or Fire Spiders; Snake Eggs now have a chance to produce Snakes, Swamp Snakes, or Royal Snakes. Also, certain containers now have the possibility to produce their higher level variant after acquiring a certain amount. For example, Thorn Seeds now have a chance to produce a Royal Thorn if you have 47-76 seeds. The probability increases until you have 76 seeds, at which point you'll always produce 1 Royal Thorn for every 76 seeds you use (technically it is a random number of seeds between 47-76 so it is possible to get 2 Royal Thorns with 94 seeds if you're lucky or 152 seeds if you're unlucky). You can still produce Thorns / Thorn Warriors, but you have to use fewer than 47 seeds at a time when you do. This gives quite a bit of variability to these containers, plus since you can resupply your troops without a shop, there now is a slight advantage to using units that you can replenish with a container. NOTE: You must either 1) collect or buy another of these items or 2) restart if no more are available for the change to take effect.

I removed the Leadership Reduction counter limits since they cannot be implemented.

I improved the AI of certain unit abilities like the Royal Thorn Entangle, the Furious Goblin Throw Axe, and Web, for example.

I've made some improvements to some animations here and there (like the Ent / Ancient Ent Summon Plant when summoning Ents / Ancient Ents).

Ice Thorns now are treated like enemies and so ranged units cannot use their ranged attack when adjacent to one.

The download link is at the bottom of the post - thanks for trying out my mod!

I'll keep working on fixing the bugs as I find them, but to my knowledge there are no known crashing issues.

Here is the detailed list of changes:

Version: Beta 2013-01-26
  • ATOM
    • ALCHEMIST.ATOM
      • Holy Water charges changed to a reload of 3
      • Fire Potion Charges changed to a reload of 4
      • Poison Potion Charges changed to a reload of 5
    • DEATH.ATOM - Rage Gain set to display a damage hint
    • Demon ATOM's: ARCHDEMON, CERBERUS, DEMON, DEMONESS, IMP, IMP2, SPIDER_FIRE
      • Now generate twice as much rage when attacking / defending
    • DEVATRON.ATOM - set the isenemy flag to true such that ranged units cannot use their ranged ability when adjacent to an Ice Thorn
    • EVILBOOK ATOM's: EVILBOOK1 - 3
      • Now are Mages (and subject to Zerock's Attacks)
      • Have the feature other mages have (denoted below) to convert damage to mana
    • ENT.ATOM
      • Added "special" animation for Summon Plant
      • Added sound for "special" animation
      • Added particle for "special" animation
    • GOBLIN2.ATOM - Throw Axe now reloads every 3 rounds
    • Mage ATOM's: ARCHMAGE, BEHOLDER, BEHOLDER2, NECROMANT, PRIEST, PRIEST2, SHAMAN
      • Now have a feature that has a chance of converting damage into mana for their hero
      • The chance is related to the total leadership of the stack
    • Orc ATOM's: CATAPULT, GOBLIN, GOBLIN2, OGRE, ORC, ORC2, SHAMAN
      • Now generate 1.5 times as much rage when attacking / defending
    • ROBBER.ATOM - removed from mod and returned to default (the only change here was them having 8 charges on their longattack)
    • ROBBER2.ATOM - removed from mod and returned to default (the only change here was them having 8 charges on their longattack)
    • SLIME.ATOM
      • rage1 now has a level 4 requirement (was 3) and a spirit level requirement of 9 (didn't have one before)
      • rage2 now has a level 6 requirement (was 5) and a spirit level requirement of 14 (didn't have one before)
    • SPIDER_FIRE.ATOM - Added the missing demon feature
    • THEROCK.ATOM - Added level requirements to Wall TTL upgrades since it was possible to be offered it without even having the ability
  • 1594798170.CHAT - Maria now exchanges 1 dragonfly wing for 3 crystals
  • *.DAT
    • ITEXTURES.DAT - added include for tex338.dat
    • TEX338.DAT - new DDS data file for the new Tolerance Skill pictures
  • TEX338.DDS - new pictures for the Tolerance Skill (Level 0 and 1, Levels 2 and 3 are the same)
  • *.LNG
    • EN(G)_ACTORS.LNG - Changed Carl Leonar to Leonard
    • EN(G)_BATTLE.LNG - added Totem Dispel log label
    • EN(G)_CHAT_0013319904_1594798170.LNG - Maria now exchanges 1 dragonfly wing for 3 crystals
    • EN(G)_ITEMS.LNG - added [egg] macro for generating container unit possibilities for certain containers (i.e. eggs, seeds, etc.)
    • EN(G)_ITEMS_BASE - added new labels for the egg macro for container hints
    • EN(G)_SKILLS.LNG - added Tolerance Level 3
    • EN(G)_SPELLS.LNG
      • Clarified Entangle Critical Hit verbiage
      • Added description to Freeze about Shock chance doubling
      • Added description to stun and blind about double chance of being struck critically
    • EN(G)_UNITS.LNG
      • Death Totem now also randomly removes 1 bonus spell from each target
      • Life Totem now also randomly removes 1 penalty spell from each target
      • Updated Orcs and Demons to include Rage bonuses.
      • Added Critical Hit labels and macro
      • Added Level to the end of the Evil Book unit names
      • Added new Elf / Dwarf Tolerance label
    • EN(G)_UNITS_FEATURES.LNG
      • Updated Soul Drain description to include units not affected by it
      • Added new regenerates_mana header and hint
      • Changed description of Team Spirit to include changes listed below
      • Updated holy_attack_header to include changes listed below
    • EN(G)_UNITS_SPECIALS.LNG
      • Web now also doubles the chance of the target being struck critically
      • Death Totem now also randomly removes 1 bonus spell from each target
      • Life Totem now also randomly removes 1 penalty spell from each target
    • TEMPLATES.LNG
      • Added "egg" macro to generate the unit possibility hints
      • Changed "allmages1" macro to include Beholders, Evil Beholders, and Evil Books since they are Mages (Beholders were given the mage feature a while back and Evil Books in this update)
      • Fixed group macros to use the proper bonuses since they were wrong
      • Added Critical Hit macro definition
      • Added dragonfly_wings macro to show the number of Dragon Fly Wings you have when selling them to Maria.
  • *.LUA
    • ARENA.LUA
      • Targets with blind, unconscious, or sleep have their can_attack flag set to false if the duration left is greater than 1
      • Web:
        • The criteria for the AI deciding to web a unit is now:
          • Cannot be webbed, entangled, sleeping, unconscious, blinded, or rooted
          • The ratio of the target's speed to the webber's speed
          • The ratio of the target's power to the webber's power
      • Entangle - AI now considers targets viable if they can attack an ally, not just the caster
      • Rooted:
        • AI now just considers whether the caster needs healing or resurrection as entry criteria
        • Probability is now 5 times higher if the caster is burning
      • Units that have been webbed now have twice the chance of being struck critically
      • Units that have been blinded now have twice the chance of being struck critically
      • Units that have been stunned now have twice the chance of being struck critically
      • Furious Goblin's Throw Axe ability AI improved
      • Spell AI
        • If a pawn is a valid target then its score is 1/10 (Gremlin Towers liked to target Ice Thorns with Fire Ball / Rain)
        • Targets with blind, unconscious, or sleep have their can_attack_units flag set to false if the duration left is greater than 1
      • ***BUG*** Fixed error with Frenzy giving too much of an Attack bonus after killing enemy troop
      • ***BUG*** Fixed error with Towers and "book_times" (thanks Windows 8!)
    • COMBAT_LOG.LUA
      • If you have a split stack, Gift of Life now correctly displays the correct hint for whether or not your stack will cause you to go over your Hero's Leadership
      • Rage Gain now shows the damage tooltip
    • ITEMS_HINT.LUA
      • Added new "gen_egg_param" function to list the probability and variants of units coming out of certain containers
      • Fixed unit bonus generators to properly compute the unit group bonus macros
      • Scholar is now sp_power_inc / den_scholar
    • ITEM_USE.LUA - Updated "objuse_spawn_troop" to handle an alternate set of units to produce from the object (see ITEMS_MONSTER.TXT)
    • LOGIC_HERO.LUA
      • Removed Leadership Reduction Limit code since you can't clamp leadership limit bonuses
      • Tweak to Paladin's Rune Level-ups: Now 24.4, 51.2, and 24.4% Might, Mind, and Magic Rune split
      • Tweak to Mage's Rune Level-ups: Now 13.3, 26.7, and 60% Might, Mind, and Magic Rune split
    • PAWN.LUA
      • Death Totem now removes 1 random bonus spell from each enemy target in the radius
      • Life Totem now removes 1 random penalty spell from each ally target in the radius
    • SKILLS.LUA
      • Explorer now also increases the Hero's Search Radius
      • Added check to skill_power to set param to 1 if the input value is nil
    • SPECIAL_ATTACKS.LUA - Improved Ent Summon Plant animation for when Ents are summoned
    • SPELLS.LUA
      • Mass spells now have a random time shift for the mass effect
      • If a unit is frozen, then their chance of shock doubles
      • The intellegence spell power bonuses (int_pwr and sp_power_int) are now multiplicative of total intelligence bonus not simply intelligence (i.e. instead of ( 1 + int * bonuses ) it is ( 1 + int / 100 ) * bonuses. This is so that if you have, for example, 28 intellect then you get +40% intellect power or ( 1 + int / 100 ) * 1.4 rather than a 40% increase in intellect ( 1 + int * 1.4 / 100 ) like how I had it implemented before in which the 40% bonus did not equate to +40% power bonus like the intellect description states.
      • ***BUG*** Fixed bug with spells that were determining if the caster was human or computer (thanks Windows 8!)
    • SPELLS_COMMON.LUA
      • ***BUG*** Added check for corpse_cell not nil to calccells_all_phoenix_sacrifice (thanks Windows 8!)
      • ***BUG*** Fixed error with Towers and the Necromancy Spell using calccells_all_corpse2 (thanks Windows 8!)
    • SPELLS_EFFECTS.LUA
      • Bless / Weakness now have a random time shift
      • ***BUG*** Added check for nil target in apply_hero_duration_bonus (thanks Windows 8!)
      • ***BUG*** Fixed error with " defense" in effect_holy_attack (thanks Windows 8!)
    • SPELLS_POWER.LUA
      • Fixed "holy" bonus to be "sp_holy" to prevent conflict with "holy" affliction chance
      • The sp_power_inc bonus is now divided by den_scholar
      • ***BUG*** Added check to ensure targets are not nil in res_dur (thanks Windows 8!)
      • See the change to intelligence spell power bonuses in SPELLS.LUA
    • SPIRIT_LINA.LUA
      • Updated Gizmo AI to be a merging of H3B and H3T logic
      • Improved Ice Thorns animation sequence of displaying damage numbers
    • TEXTGEN.LUA
      • Fixed "int_power" calculation to accurately calculate the bonus with item bonuses
      • The total Scholar spell power increase is now sp_power_inc / den_scholar
      • Added new gen_unit_krit function to generate the unit's Critical Hit chance
    • UNIT_FEATURES.LUA
      • The Ghost / Cursed Ghost Soul Drain ability no longer works on Holy units
      • If a unit is frozen, then their chance of shock doubles
      • Fixed Orc's Ill-Tempered from executing when the Orc troop is killed
      • ***BUG*** Added check for sleep not nil to features_giant_attack (thanks Windows 8!)
      • ***BUG*** Added check for stun not nil to features_ogre_attack (thanks Windows 8!)
      • ***BUG*** Added check for chance not nil to features_bonedragon_attack (thanks Windows 8!)
      • ***BUG*** Added check for entangle not nil to features_entangle (thanks Windows 8!)
      • ***BUG*** Fixed issues with post_spell_last_hero not returning damage and addrage properly (thanks Windows 8!)
      • ***BUG*** Fixed issues with possibility of nil parameters when getting custom parameters (thanks Windows 8!)
      • Priests and Inquisitors now have a chance to affect the Undead with Holy Power, decreasing their combat ability
      • Peasant's Team Spirit bonus is now a function of the square root of the number of troops and no longer has a restriction on how high the bonus may go.
      • ***BUG*** Fixed error in features_bleeding (target -> receiver) (thanks Windows 8!)
  • *.TXT
    • CONFIG.TXT - Leadership Reduction Limit is no longer used since you can't clamp the leadership reduction bonus counters
    • DIANA_BABIES.TXT
      • Added Beholders and Evil Book Level 1 (Level 3), Evil Beholders and Evil Book Level 2 (Level 4), and Evil Book Level 3 (Level 5) to Dracon's Mage bonuses
      • Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Aine (thanks Windows 8!)
    • GERDA_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Grindan, Mutare, and Thunar (thanks Windows 8!)
    • HERO.TXT - removed wolf from the starting army lists, since I guess you can't technically buy any in that state throughout the game
    • ITEMS_MONSTER.TXT
      • For all the changes below, you need to collect (or buy) another container for these changes to take affect
      • "snake_egg" now has a chance to generate all snakes
      • "spider_egg" now has a chance to generate all spiders
      • "dfly_egg" now has a chance to generate all dragonflies (equal probability)
      • "skeleton_grave" now has a chance to generate all skeletons (almost equal probability)
      • "vampire_grave" now has a chance to generate all vampires
      • "thorn_seed"
        • Now has a chance to also generate Thorn Warriors (equal probability between Thorns and Thorn Warrios)
        • If the number of seeds exceed a certain random range (47-76 seeds) also will produce (always) Royal Thorns for each 47-76 seeds
      • "ent_seed" now always produces Ancient Ents if 4-5 seeds or more are used (1 for each 4-5 seeds)
      • There is now a slight chance of a griffin egg producing twins (but only when used individually)!
      • There is now a slight chance of all dragon eggs producing twins (but only when used individually)!
    • MIRABELLA_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Cuthbert, Caitlin, and Haart (thanks Windows 8!)
    • MORALE.TXT
      • Fixed issue with giving Humans, Dwarves, and Elves +1 Morale for each level of Diplomacy (should be just +1 Morale @Level 1)
      • Fixed issue with giving Neutrals and Orcs +1 Morale for level 2 and 3 Diplomacy (should be just +1 Morale @Level 2)
      • Now Tolerance Level 1 removes the Elf / Dwarf Morale penalty
      • Undead Morale penalty now is removed @ Tolerance Level 2 (was 1)
      • Demon Morale penalty now is removed @ Tolerance Level 3 (was 2)
    • NEOKA_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Jenova, Gelare, and Kendal (thanks Windows 8!)
    • ORCELYN_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Erdamon (thanks Windows 8!)
    • RINA_BABIES.TXT
      • Removed sp_lead_unit_bat and sp_lead_unit_bat2 from Isra, Sandro, Xsi, Finneas, Clavius, Vidomina, and Death Haart (these counters don't exist)
      • Changed sp_lead_unit_vampire3 to sp_lead_unit_vampire2 for Sandro, Xsi, Finneas, and Clavius (how'd that get there???)
      • Removed duplicate sp_lead_unit_bonedragon from Vidomina (thanks to Fatt_Shade for pointing this one out!)
      • Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Nagash and Clavius (thanks Windows 8!)
    • SKILLS.TXT
      • Explorer now increases the Hero's Search Radius by +1 for each level
      • Tolerance:
        • Now has 3 levels:
          • Elves & Dwarves @ Level 1
          • Undead @ Level 2
          • Demons @ Level 3
        • Resist All is now +2, 4, and 6% (was +2 and +5%)
    • SPELLS.TXT
      • Had not realized that I had doubled up on the "holy" parameter using it for both the holy affliction chance and the sp_spell_holy bonus. Spells affected by sp_spell_holy now have an sp_holy parameter (instead of just holy), reserving holy for the chance of inflicting Holy Power on the Undead.
      • Had not realized that I had weakened Stone Skin when I made it mass - set the values to allow twice as much power as Divine Armor
    • WIFES.TXT - Removed sp_lead_unit_bat, sp_lead_unit_bat2, from Zombie Rina since these counters don't exist (sp_lead_unit_vampire, sp_lead_unit_vampire2 are the valid ones)
    • XEONA_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Octavia and Mutare Drake (thanks Windows 8!)
  • *.LOC - ***CHANGES TO LOC FILES ONLY AFFECT NEW GAMES***
    • Increased chance of:
      • Getting rare units
      • Unit generators (i.e. seeds, eggs, etc.)
      • Unit variability here and there.
    • If not specified then the ranges were not changed.
    • DARION_1_EMBRYOS.LOC (Greenwort)
      • Ghost Ship:
        • Now has a 25% chance to sell Skeleton Graves (3:10)
        • Now has a 10% chance to sell Vampire Coffins (1:3)
      • Pet Shop:
        • Now has a 50% chance to sell Dragon Fly Eggs (10:25)
        • Now has a 25% chance to sell Spider Eggs (3:10)
        • Now has a 10% chance to sell Snake Eggs (1:3)
        • Now has a 10% chance to sell Griffin Eggs (1:3)
        • Has the same probabilities of the above generators after finishing quest
      • Royal Thorn Shop:
        • Now has a chance to sell more (sometimes fewer) Thorn Seeds (100 -> 70:5:140)
        • Now has a 10% chance to sell Royal Thorns (1:2)
      • Milk Woman Shop now has a 10% chance to sell Royal Thorns (1)
      • Forester Shop:
        • Now has a 10% chance to sell Thorn Seeds (10:25)
        • Now has a 10% chance to sell Spider Eggs (5:15)
        • Now has a 10% chance to sell Druids (5:15)
        • Now has a 20% chance to sell Thorn Seeds (20:5:50) after finishing quest
        • Now has a 20% chance to sell Spider Eggs (10:30) after finishing quest
        • Now has a 20% chance to sell Druids (10:30) after finishing quest
        • Now has a 20% chance to sell Royal Thorns (1:2) after finishing quest
      • Robber Shop:
        • Now has a 50% chance to sell Spider Eggs (6:20)
        • Now has a 25% chance to sell Snake Eggs (2:6)
        • Now has a 25% chance to sell Griffin Eggs (2:6)
        • Now has a 50% chance to sell either Pirates (50:100) or Sea Dogs (25:50)
      • Aron's Temple:
        • Now sells Inquisitors (20:40) after becoming a Baron
        • Now sells Inquisitors (75:5:150) after becoming an Earl
        • Now sells Inquisitors (400:50:800) after becoming a Lord
    • DARION_1_DUNGEON_1.EMBRYOS.LOC - Snake Trader now sells Snake Eggs (10:30)
    • DARION_2_EMBRYOS.LOC (Verlon Forest)
      • Shop at entrance to Verlon Forest:
        • Now has a 25% chance to sell Dragon Fly Eggs (50:5:125)
        • Now has a 20% chance to sell Thorn Seeds (25:5:75)
        • Now has a 10% chance to sell Griffin Eggs (1:5)
        • Now has a 10% chance to sell Royal Thorns (1:2)
        • Now has a chance to sell more Griffins (5:10 -> 10:20)
      • River Farm:
        • Now has a 50% chance to sell Dragon Fly Eggs (100:10:250)
        • Now has a 50% chance to sell Thorn Seeds (50:10:150)
        • Now has a 20% chance to sell Griffin Eggs (2:10)
        • Now has a 50% chance to sell Thorns and Thorn Warriors
        • Now has a 25% chance to sell a Level 1 Elf troop (Sprites or Lake Faeries) (75:5:150)
        • Now has a 20% chance to sell Royal Thorns (was 16.7%)
        • Now has a chance to sell more Royal Thorns (1 -> 2:4)
      • Dragon's Castle:
        • Now has a 50% chance to sell Dragon Fly Eggs (50:10:150)
        • Now has a 50% chance to sell Spider Eggs (20:40)
        • Now has a 20% chance to sell Griffin Eggs (5:10)
      • Druid's Shop:
        • Now sells Thorn Seeds (100:10:200)
        • Now has a 25% chance to sell Griffin Eggs (5:20)
        • Has a 10% Chance to sell Ent Seeds (1:3)
        • Now sells Druids (40:5:100)
        • Now sells either:
          • Sprites: 250:50:500
          • Lake Faeries: 250:50:500
          • Dryads: 100:25:250
        • Now has a 40% chance to sell either Griffins (20:5:100) or Royal Thorns (1:5)
      • Robber House:
        • Now has a 75% chance to sell Spider Eggs (50:5:100)
        • Now has a 20% chance to sell Griffin Eggs (5:10)
        • Now has a 10% chance to sell Skeleton Graves (5:20)
      • Viking Ship
        • Now has a 25% chance to sell Griffin Eggs (5:15)
        • Now has a 25% chance to sell Griffins (10:5:50)
        • Now has a 10% chance to sell Druids (10:5:50) or Royal Thorns (2:5)
    • DARION_3_EMBRYOS.LOC (Marshan Swamp)
      • Tavern - now has a chance to sell more knights (2:5 -> 4:10)
      • Robber House:
        • Now has a 25% chance to sell Skeleton Graves (15:30)
        • Now has a 10% chance to sell Vampire Coffins (5:10)
      • Tomb (03):
        • Now has a 40% chance to sell Skeleton Graves (30:5:60)
        • Now has a 20% chance to sell Vampire Coffins (10:20)
        • Now has a 33.3% chance to sell Undead Spiders (250:25:400)
      • Tomb (01):
        • Now has a 40% chance to sell Skeleton Graves (30:5:60)
        • Now has a 20% chance to sell Vampire Coffins (10:20)
        • Now sells more Spider Eggs (10 -> 10:5:50)
        • Now has a 16.7% chance to sell Undead Spiders (250:25:400)
        • Now has a 25% chance to sell Cursed Zombies (50:5:100)
        • Now has a 25% chance to sell Cursed Ghosts (50:5:100)
      • Frogus Castle:
        • Now has a 10% chance to sell Thorn Seeds (25:5:75)
        • Now has a 50% chance to sell Spider Eggs (30:5:60)
        • Now has a 25% chance to sell Snake Eggs (10:30)
        • Now has a 22.2% chance to sell Royal Thorns (3:10)
        • Now has a 20% chance to sell Thorn Seeds (50:10:150) after completing quest
        • Now sells Spider Eggs (60:10:120) after completing quest
        • Now has a 50% chance to sell Snake Eggs (20:5:60) after completing quest
      • Bagaba Castle:
        • Now has a 60% chance to sell Spider Eggs (45:5:75)
        • Now has a 30% chance to sell Snake Eggs (15:5:45)
        • Now sells Spider Eggs (90:10:150) after completing quest
        • Now has a 60% chance to sell Snake Eggs (30:5:90) after completing quest
      • Furious Paladin:
        • Now has an 80% chance to sell Skeleton Graves (50:5:150) when dead
        • Now has a 40% chance to sell Vampire Coffins (20:40) when dead
        • Undead Spiders (33% chance) moved to group of Skeleton Archers and Skeletons when dead
        • Cursed Ghosts (25% chance) added to second group (50:5:100) when dead
      • Witches (Martha's) Hut (01):
        • Now has a 20% chance to sell Thorn Seeds (50:10:150)
        • Now has a 10% chance to sell Snake Eggs (10:30)
        • Now has a 33% chance of selling Royal Thorns (2:4)
      • Emenem's Castle:
        • Now has a 50% chance to sell Skeleton Graves (10:5:40)
        • Now has a 25% chance to sell Vampire Coffins (2:10)
        • Now has a 10% chance to sell a Level 4 Undead Troop (10:20)
      • Witches (Chavakha's) Hut (03):
        • Now has a 20% chance to sell Spider Eggs (45:5:90)
        • Now has a 10% chance to sell Snake Eggs (15:5:45)
    • DARION_4_EMBRYOS.LOC (Arlania)
      • Castle:
        • Now has a 25% chance to sell Dragon Fly Eggs (40:80)
        • Now has a 20% chance to sell Thorn Seeds (50:5:100)
        • Now has a 10% chance to sell Griffin Eggs (2:10)
        • Now has a 60% chance to sell Dragon Fly Eggs (80:5:160) after finishing quest
        • Now has a 50% chance to sell Thorn Seeds (100:10:200) after finishing quest
        • Now has a 25% chance to sell Griffin Eggs (4:15) after finishing quest
      • Tavern
        • Now has a 20% chance to sell Griffin Eggs (5:20)
        • Increased level 4 unit count by 5 times (i.e. 2:4 -> 10:20, 1:2 -> 5:10)
      • Viking Ship
        • Now has a 25% chance to sell Griffin Eggs (5:25)
        • Now has a 30% chance to sell Griffins (25:5:100)
        • Now has a 25% chance to sell Either Druids (20:50) or Royal Thorns (2:5)
      • Harl:
        • Now has a 25% chance to sell Dragon Fly Eggs (50:5:250)
        • Now has a chance to sell more Griffin Eggs (10 -> 10:30)
        • Now has a 50% chance to sell Dragon Fly Eggs (100:10:500) after finishing quest
        • Now has a chance to sell more Griffin Eggs (30 -> 30:5:90) after finishing quest
      • Ghost Ship:
        • Now has a 25% chance to sell Skeleton Graves (25:5:75)
        • Now has a 10% chance to sell Vampire Coffins (5:10)
        • Now has a 10% chance to sell Vampires (10:30)
    • DEMON_1_EMBRYOS.LOC (Demonis)
      • Demon Tower (02) increase max of Level 3, 4 Demons (200 -> 400)
      • Baal's Castle:
        • Fire Spiders are now available (9999)
        • Scoffer Imps are now available (9999)
        • Cerberi and Demonesses are now separated and have a 75% chance of being available
        • Demons and Archdemons are now separated and have a 75% chance of being available
        • There is a 75% chance of getting a Level 2-4 Demon trooop (200:10:500)
        • There is another 75% chance of getting a Level 2-4 Demon trooop (200:10:500)
        • There is now a 50% chance of getting 10:30 more Archdemons
      • Building Demon (05)
        • There is now a 25% chance of getting 2:4 Level 5 Demon troops in the first slot
        • There is now a 7.7% chance of getting 2:4 Level 5 Demon troops in the second slot
      • Xeona's Castle:
        • Now has a 50% chance to sell Red Dragons Eggs (1:2)
        • Now always sells Red Dragons Eggs (2:4) after defeating Xeona
        • Scoffer Imps, Cerberi, and Demons broken out and have a 75% chance of being available after defeating Xeona
        • Fire Spiders and Imps have a 75% chance of being available (500:5:1000) after defeating Xeona
        • Now has a 50% chance to sell an additional Level 2-4 Demon troop (150:5:300) after defeating Xeona
        • Now has a 50% chance to sell Archdemons (5:15) after defeating Xeona
        • Now has a 25% chance to sell Red Dragons (5:15) after defeating Xeona
      • Wizard Tower - Priests changed to Inquisitors
    • ELLINIA_1_EMBRYOS.LOC (Magic Valley)
      • Vermeus's Shop:
        • Now has a 50% chance to sell Ent Seeds (10:30)
        • Priests changed to Inquisitors
        • Now has an 80% chance to sell Druids (200:5:300)
      • Dryad Shop:
        • Now has a 50% chance to sell Sprites (500:100:2000)
        • Now has a 50% chance to sell Lake Faeries (500:100:2000)
        • Griffins changed to Ancient Ents (5:20)
      • Flower (01) Shop:
        • Increased number of possible Thorn Seeds (30:50 -> 250:125:750)
        • Always sells Dryads
        • Has a chance to sell either Druids & Werewolf Elves (instead of Dryads and Werewolf Elves)
      • Snake Trader - increased Snake Eggs (50 -> 50:5:200)
      • Werewolf Shop:
        • Increased Thorn Seeds (100:200 -> 200:50:500)
        • Now has a 50% chance to sell Ent Seeds (5:10)
        • Now has a 50% chance to sell Gray Wolves (2000:500:9000)
      • Mushroom Shop:
        • Snake Eggs increased (10 -> 25:5:50)
        • Spider Eggs increased (10 -> 50:10:100)
        • Thorn Seeds increased (50:100 -> 125:5:250)
        • Now has a 50% chance to sell Royal Thorns (20:5:60)
      • Unicorn Shop:
        • Now sells Thorn Seeds (125:25:750)
        • Now has a 50% chance to sell either Sprites or Lake Faeries (500:100:2000)
      • Water Lily:
        • Now has a 50% chance to sell Sprites
        • Now always sells Lake Faeries
        • Now has a 50% chance to sell either Dragonflies (Lake & Fire), Sprites (both), or Thorns (both) (500:25:1500)
        • Now has a 50% to sell Dryads and Ents (was a 50% chance to sell either Dryads or Ents)
      • Dragonfly Farm:
        • Now has a 50% chance to sell Dragon Fly Eggs (150:25:400)
        • Now has a 50% chance to sell Thorn Seeds (250:25:750)
        • Now has a 50% chance to sell Ent Seeds (5:10)
        • Now always sells Lake Dragon Flies
        • Now always sells Fire Dragon Flies
        • Alternate slot is now between Sprites and Lake Faeries (removed Lake Dragon Flies)
        • Now has a 50% chance to sell Royal Thorns (15:5:45)
        • Now has a 50% chance to sell either Ents (15:5:45) or Ancient Ents (5:10)
    • ELLINIA_1_LABIRINT_1.EMBRYOS.LOC
      • Werewolf Shop:
        • Now has a 50% chance to sell Snake Eggs (100:50:400)
        • Now has a 50% chance to sell Spider Eggs (200:25:1000)
      • Dragon Shop:
        • Now has a 25% chance to sell Green Dragon Eggs (2:10)
        • Now has a 25% chance to sell Red Dragon Eggs (2:10)
        • Now has a 25% chance to sell Black Dragon Eggs (2:10)
        • Now has a 25% chance to sell Bone Dragon Eggs (2:10)
    • ELLINIA_1_LABIRINT_2.EMBRYOS.LOC
      • Tomb (03) Shop:
        • Now has a 75% chance to sell Skeleton Graves (500:50:2500)
        • Now has a 50% chance to sell Vampire Coffins (100:25:250)
        • Now sells either Necromancers (100:40:300) or Black Knights (100:40:300)
      • Skaar's Shop:
        • Now has a 50% chance to sell Green Dragon Eggs (1:5)
        • Now has a 50% chance to sell Red Dragon Eggs (1:5)
        • Now has a 50% chance to sell Black Dragon Eggs (1:5)
      • Unicorn Shop:
        • Now has a 50% change to sell Snake Eggs (400:25:800)
        • Now has a 50% change to sell Griffin Eggs (100:25:500)
        • Now has a 25% chance to sell Green Dragon Eggs (2:4)
      • Mushroom Shop:
        • Now has a 50% chance to sell Thorn Seeds (1000:250:4000)
        • Now has a 40% chance to sell Spider Eggs (500:50:2500)
        • Now has a 30% chance to sell Snake Eggs (250:25:1000)
        • Now has a 25% chance to sell Ent Seeds (25:5:100)
        • Now always sells Royal Thorns (75:10:300)
      • Pirate Shop - Footman changed to equal chance of Robbers and Marauders (600:30:1200)
      • Demon Shop:
        • Now has a 20% chance to sell Fire Spiders (1000:40:2000)
        • Now has a 20% chance to sell Imps (1000:40:2000)
        • Now has a 20% chance to sell Scoffer Imps (1000:40:2000)
        • Now has a 20% chance to sell Cerberi (750:25:1500)
        • Now has a 75% chance to sell Demons (400:20:1200)
        • Now has a 75% chance to sell Archdemons (40:5:120)
      • Giant Shop:
        • Now has a 50% chance to sell Dragon Fly Eggs (500:125:2500)
        • Now has a 50% chance to sell Green Dragon Eggs (2:5)
        • Now has a 50% chance to sell Red Dragon Eggs (2:5)
        • Now has a 50% chance to sell Black Dragon Eggs (2:5)
    • ELLINIA_1_LABIRINT_3.EMBRYOS.LOC
      • Dragon Shop:
        • Now has a 25% chance to sell Green Dragon Eggs (1:5)
        • Now has a 25% chance to sell Red Dragon Eggs (1:5)
        • Now has a 25% chance to sell Black Dragon Eggs (1:5)
        • Now has a 25% chance to sell Bone Dragon Eggs (1:5)
      • Dryad Shop:
        • Now has a 20% chance to sell Green Dragon Eggs (1:2)
        • Now has a 75% chance to sell Sprites (1200:200:4800)
        • Now has a 75% chance to sell Lake Faeries (1200:200:4800)
        • Now always sells Dryads (400:80:800)
        • Now has a 50% chance of selling another Level 3 to 4 Elf Troop (200:40:400)
    • ELLINIA_2_EMBRYOS.LOC (Great Forest)
      • Neoka's Castle:
        • Now has a 50% chance to sell Ent Seeds (5:10)
        • Now has a 50% chance to sell Ent Seeds (10:25) after marrying Neoka
        • Now has a 50% chance to sell Sprites (2000:500:5000) after marrying Neoka
        • Now has a 50% chance to sell Lake Faeries (2000:500:5000) after marrying Neoka
        • Now has a 50% chance to sell Dryads (500:250:2500) after marrying Neoka
        • Now has a 50% chance to sell Druids (400:200:2000) after marrying Neoka
        • Now has a 50% chance to sell Elves (200:100:1000) after marrying Neoka
        • Now has a 50% chance to sell Hunters (100:50:500) after marrying Neoka
        • Now has a 50% chance to sell Unicorns (100:50:500) after marrying Neoka
        • Now has a 50% chance to sell Ents (50:25:250) after marrying Neoka
        • Now has a 50% chance to sell Ancient Ents (5:25) after marrying Neoka
      • Druid Shop:
        • Now has a 75% chance to sell Thorn Seeds (500:100:2000)
        • Now has a 50% chance to sell Ent Seeds (5:20)
        • Now always sells Druids (100:5:200)
        • Chance to sell Druids is now chance to sell Dryads (100:5:200)
        • Now has a 50% chance to sell Royal Thorns (50:5:100)
      • Mushroom Shop:
        • Now has a 50% chance to sell Thorn Seeds (250:125:1500)
        • Now has a 25% chance to sell Ent Seeds (10:20)
        • Increased number of possible Ents (40:60 -> 60:5:120)
      • Werewolf Shop:
        • Now always sells Gray Wolves (200:5:500), Bears (150:5:400), or Ancient Bears (100:5:300)
        • Now has a 50% chance to sell Werewolf Elves
        • Added additional unit slot that has a 50% chance to sell either Druids or Dryads (250:5:500)
      • Dryad Shop:
        • Now has a 50% chance to sell Ent Seeds (5:20)
        • Now has a 50% chance to sell Sprites (400:10:800)
        • Now has a 50% chance to sell Lake Faeries (400:10:800)
        • Now always sells Dryads (200:5:400)
        • Chance of Elves replaced with Druids (200:5:400)
        • Griffins replaced with Ents (10:25)
    • ELLINIA_3_EMBRYOS.LOC (Valley of a Thousand Rivers)
      • Castle:
        • Now has a 75% chance to sell Ent Seeds (5:10)
        • Chance of either Sprites, Lake Faeries, or Dryads is now a 75% chance to sell all 3
        • Now has a 75% chance to sell Druids (300:50:700)
        • Now always sells Ent Seeds (50:100) after killing Karador
        • Now always sells max Sprites, Lake Faeries, and Dryads (9999) after killing Karador
        • Chance of either Druids or Werewolf Elves is now always sell both after killing Karador
        • Chance of either Ents, Ancient Ents, or Unicorns is now always sell all 3 after killing Karador
      • Robber Shop - now has a 25% chance to sell Griffin Eggs (50:5:200)
      • Pirate House
        • Now has a 50% chance to sell Thorn Seeds (500:50:1000)
        • Replaced Thorn with Royal Thorn (15:5:30)
      • Water Lily Shop:
        • Now has a 75% chance to sell Thorn Seeds (250:50:1000)
        • Now has a 25% chance to sell Ent Seeds (5:30)
        • Now always sells Sprites
        • Now has a 75% chance to sell Lake Fearies
        • Now has a 75% chance to sell either Dragonflies (Lake & Fire), Sprites (both), or Thorns (both) (500:25:1500)
        • Now has a 50% chance to sell Dryads
        • Chance of Griffin replaced with Ancient Ent
        • Doubled number of possible Royal Thorns (10:15 -> 20:30)
        • Added chance of Druids (200:50:500)
      • Dryad Shop:
        • Now has a 75% chance to sell Thorn Seeds (500:50:1000)
        • Now has a 25% chance to sell Ent Seeds (10:30)
        • Now has a 50% chance to sell Sprites
        • Now has a 50% chance to sell Lake Faeries
        • Now always sells Dryads
        • Chance of Dryad replaced with Druid
        • Chance of Lake Faery replaced with Lake Dragon Fly
      • Flower Shop:
        • Now has a 75% chance to sell Thorn Seeds (500:50:1000)
        • Now has a 25% chance to sell Ent Seeds (10:30)
        • Added additional 50% chance of getting either Royal Thorns (75:5:250), Ents (50:5:200), or Ancient Ents (25:50)
      • Green Dragon Shop now sells Green Dragon Eggs (15:30)
      • Unicorn Shop:
        • Now has a 50% chance to sell Thorn Seeds (200:40:800)
        • Now has a 25% chance to sell Ent Seeds (5:20)
        • Now has a 66.7% chance to sell Druids (300:50:700)
      • Elf Shop:
        • Now has an 80% chance to sell Thorn Seeds (250:50:1000)
        • Now has a 40% chance to sell Griffin Eggs (50:100)
        • Now has a 20% chance to sell Green Dragon Eggs (5:10)
        • Chance of Bowmen changed to Druids and number halved (1000:50:3000 -> 500:25:1500)
        • Chance of Footmen changed to Sprites
        • Chance of Robbers changed to Lake Faeries
      • Druid Shop:
        • Now always sells Druids
        • Chance of Druid changed to Dryad (100:10:300)
        • Added Lake Faeries to chance of unit list (1000:50:3000)
      • Elunium's Unicorn Shop:
        • Now has a 50% chance to sell Thorn Seeds (200:50:1000)
        • Now has a 25% chance to sell Ent Seeds (10:40)
        • Now always sells Unicorns (300:50:1500)
        • Now has a 50% chance to either sell Dryads or Druids (300:50:1500)
        • Now has a 50% chance to either sell Ents (30:5:150) or Ancient Ents (5:30)
      • Beaulla's Shop:
        • Now has a 40% chance to sell Thorn Seeds (200:50:800)
        • Now has a 20% chance to sell Ent Seeds (5:20)
        • Now always sells Sprites and Lake Faeries (250:5:500)
        • Now always sells Dryads (100:25:400)
        • Now has an 80% chance to sell Thorn Seeds (400:100:1600) after finishing quest
        • Now has a 40% chance to sell Ent Seeds (10:2:40) after finishing quest
        • Now always sells Sprites and Lake Faeries (1000:5:2500) after finishing quest
        • Now always sells Dryads (800:100:1600) after finishing quest
        • Now has a 25% chance to sell Level 5 Elf (Ancient Ents) troop (5:25) after finishing quest
    • ISLAND_1_EMBRYOS.LOC (Western Islands)
      • Pirate House Shop - now has a 15% chance to sell Griffin Eggs (5:10)
      • Orc Embassy
        • Now has a 20% chance to sell Griffin Eggs (20:40)
        • Now has a 40% chance to sell Griffin Eggs (40:5:80) after finishing quest
        • Now has a 25% chance to sell Level 5 Orc troops (5:10) after finishing quest
      • Thorny Dog's Shop - now has a 20% chance to sell Griffin Eggs (5:15)
      • Pirate House (3 #1) Shop:
        • Now has a 20% chance to sell Thorn Seeds (50:25:200)
        • Now has a 10% chance to sell Griffin Eggs (5:10)
        • Now has a 22.2% chance to sell Royal Thorns (3:5)
      • Pirate House (3 #2) Shop - now has a 15% chance to sell Griffin Eggs (5:10)
      • Pirate House (3 #3) Shop - now has a 15% chance to sell Griffin Eggs (4:8 )
      • Pirate House (3 #4) Shop:
        • Now has a 10% chance to sell Griffin Eggs (4:12)
        • Now has a 20% chance to sell Griffin Eggs (5:15) after finishing quest
      • Pirate House (4) Shop:
        • Now has a 15% chance to sell Griffin Eggs (5:15)
        • Now has a 30% chance to sell Griffin Eggs (5:20) after finishing quest
      • Pirate House (3 #5) Shop
        • Now has a 10% chance to sell Griffin Eggs (5:10)
        • Now has a 20% chance to sell Griffin Eggs (5:20) after finishing quest
      • Pirate House Shop
        • Increased number of possible Knights (3:5 -> 15:25)
        • Now has a 20% chance to sell Griffin Eggs (5:20)
      • Governer Thompson's Castle:
        • Now has a 40% chance to sell Thorn Seeds (100:50:200)
        • Now has a 20% chance to sell Griffin Eggs (5:25)
        • Chance for Thorns changed to Royal Thorns (3:10)
        • Now has a 60% chance to sell Thorn Seeds (100:50:400) after completing quest
        • Now has a 40% chance to sell Griffin Eggs (10:50) after completing quest
        • Now sells max Robbers (9999) after completing quest
        • Now sells max Marauders (9999) after completing quest
        • Now has a 50% chance to sell Griffins (100:25:300) after completing quest
      • House Shop (03)
        • Now has a 25% chance to sell Griffin Eggs (5:30)
        • Increased numbers of Knights (2:4 -> 10:20), Polar Bears (2:5 -> 10:25), and Griffins (15:40 -> 45:120)
    • ISLAND_2_EMBRYOS.LOC (Eastern Islands)
      • Cursed Pirate Shop - now has a 25% chance to sell Griffin Eggs (5:25)
      • Duke's Castle:
        • Now has a 20% chance to sell Griffin Eggs (5:20)
        • Now has a 40% chance to sell Griffin Eggs (10:40) after killing Duke
        • Now has a 50% chance to sell Griffins (50:5:100) after killing Duke
      • Pirate House (3) Shop - now has a 15% chance to sell Griffin Eggs (5:15)
      • Barbarian Shop - now has a 40% chance to sell Griffins (25:5:150)
      • Ghost Ship:
        • Now has a 50% chance to sell Skeleton Graves (50:10:150)
        • Now has a 20% chance to sell Vampire Coffins (10:20)
        • Now has a chance to sell Undead Spiders (300:50:600)
        • Now sells an additional Level 2-3 Undead unit (50:10:300)
      • Underwater Ship:
        • Now has a 75% chance to sell Skeleton Graves (100:10:300)
        • Now has a 30% chance to sell Vampire Coffins (20:40)
        • Now has a chance to sell Undead Spiders (100:10:200)
        • Now sells an additional Level 1 Undead troop (200:20:400)
        • Now has a 50% chance to sell an additional Level 3-4 Undead troop (25:5:100)
        • Now has a 50% chance to sell an additional Level 3 Undead troop (50:10:200)
        • Now has a 50% chance to sell an additional Level 4 Undead troop (25:5:100)
      • Viking Ship (01)
        • Now has a 30% chance to sell Griffin Eggs (10:25)
        • Now has a chance to sell Royal Thorns (3:20)
        • Now has a 75% chance to sell either Druids (100:25:250) or Griffins (100:25:250)
      • Pirate Shop - now has a 15% chance to sell Griffin Eggs (5:15)
      • Pirate Shop (03 #1) - now has a 15% chance to sell Griffin Eggs (6:18 )
      • Pirate Shop (03 #2)
        • Now has a 60% chance to sell Griffin Eggs (10:40)
        • Increased Knight (2:4 -> 10:20), Unicorn (3:5 -> 15:25), Griffin (30:150 -> 60:300), and Royal Thorns (2:5 -> 4:10)
    • KORDAR_DEMONROAD.EMBRYOS.LOC (Road to Demonis)
      • Dwarf Shop
        • Now has a 20% chance to sell Thorn Seeds (200:50:2500)
        • Added chance of Royal Thorns (20:30)
    • KORDAR_DUNGEON_1.EMBRYOS.LOC (Lower Hadar)
      • Dwarf Tavern - now has a 50% chance to sell Spider Eggs (100:25:400)
    • MUROK_1.EMBRYOS.LOC
      • Orc (01) Shop - Now has a 20% chance to sell Black Dragon Eggs (2:8 )
      • Odium Shop:
        • Now has a 25% chance to sell Green Dragon Eggs (5:10)
        • Now has a 25% chance to sell Red Dragon Eggs (5:10)
        • Now has a 25% chance to sell Black Dragon Eggs (5:10)
    • UNDEAD_1.EMBRYOS.LOC
      • Vampire Shop:
        • Now has a 75% chance to sell Skeleton Graves (200:20:400)
        • Now has a 50% chance to sell Vampire Graves (50:10:100)
        • Now has a 20% chance to sell Bone Dragon Eggs (1:2)
        • Now has a 66.7% chance to sell either Black Knights or Necromancers (20:10:100)
      • Tomb (03):
        • Now has a 60% chance to sell Skeleton Graves (250:25:500)
        • Now has a 40% chance to sell Vampire Graves (20:5:50)
        • Now has a 20% chance to sell Bone Dragon Eggs (1:2)
      • Tomb (01):
        • Now has a 50% chance to sell Skeleton Graves (200:50:600)
        • Now has a 30% chance to sell Vampire Graves (25:5:60)
        • Now has a 10% chance to sell Bone Dragon Eggs (1:2)
      • Black Tower:
        • Now has a 90% chance to sell Skeleton Graves (100:50:800)
        • Now has a 75% chance to sell Vampire Graves (60:5:120)
        • Now has a 50% chance to sell Bone Dragon Eggs (2:5)
      • Dead House (02):
        • Now has a 50% chance to sell Skeleton Graves (40:10:160)
        • Now has a 25% chance to sell Vampire Graves (10:2:40)
        • Now has a 10% chance to sell Bone Dragon Eggs (1:2)
      • Dead Temple (01):
        • Now has a 60% chance to sell Skeleton Graves (80:10:200)
        • Now has a 40% chance to sell Vampire Graves (20:5:50)
        • Now has a 10% chance to sell Bone Dragon Eggs (1:2)
      • Ghost Ship:
        • Now has a 50% chance to sell Skeleton Graves (50:5:150)
        • Now has a 25% chance to sell Vampire Graves (20:2:60)
        • Now has a 10% chance to sell Bone Dragon Eggs (1:2)
      • Barbarian Shop - now has a 25% chance to sell Skeleton Graves (20:5:100)
    • UNDEAD_2.EMBRYOS.LOC
      • Karador's Castle:
        • Now sells Skeleton Graves (400:100:1600)
        • Now has a 75% chance to sell Vampire Graves (100:10:200)
        • Now has a 25% chance to sell Bone Dragon Eggs (10:25)
        • Chance for Skeleton Archers, Cursed Ghosts, and Cursed Zombies is to always sell those troops
        • Chance for Bone Dragons or Black Knights is to always sell those troops
        • Now has a 75% chance to sell Skeletons (1000:100:9000)
        • Now has a 75% chance to sell Undead Spiders (1000:100:9000)
        • Now has a 75% chance to sell Zombies (1000:100:9000)
        • Now has a 75% chance to sell Ghosts (1000:100:9000)
        • Now has a 75% chance to sell Vampires (500:50:2500)
        • Now has a 75% chance to sell Ancient Vampires (150:30:400)
        • Now has a 75% chance to sell Necromancers (150:30:400)
      • Werewolf Shop - now has a 66.7% chance to sell Gray Wolves (1000:100:9000)
      • Zelbarra's Shop:
        • Now has an 80% chance to sell Skeleton Graves (150:50:600)
        • Now has a 40% chance to sell Vampire Graves (50:5:100)
        • Now has a 20% chance to sell Bone Dragon Eggs (1:3)
      • Dead House (02):
        • Now has a 50% chance to sell Skeleton Graves (80:10:160)
        • Now has a 25% chance to sell Vampire Graves (15:5:80)
        • Now has a 10% chance to sell Bone Dragon Eggs (1:2)
      • Vampire Shop:
        • Now has a 90% chance to sell Skeleton Graves (200:50:700)
        • Now has a 50% chance to sell Vampire Graves (50:10:150)
        • Now has a 25% chance to sell Bone Dragon Eggs (2:4)
        • Now has a 66.7% chance to sell Necromancers (40:20:200)
Whew! Long list!

If you have any problems playing this update, please let me know and thanks for trying out my mod!

/C\/C\

Please see the first or last post for the download link - thanks!

Last edited by MattCaspermeyer; 01-27-2013 at 06:19 PM. Reason: Removed Link Due to New Update
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