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#301
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***BEGIN EDIT 2014-05-11***
There is a new update available, see this thread for the changes. ***END EDIT 2014-05-11*** Now that I've just released this major update, I thought it would be a good idea to keep track of changes as I make them before I release my next update. So this list is meant to keep a running tally of changes in case you have a bug or crashing problem, you can check this post from time to time to see if your issue has been fixed or see what's coming in the next update. The first problem with ITEMS_HINT.LUA deals with the variable text for containers. You only see an error message if you're running in debug mode, but the container text doesn't show properly if you talk to an NPC in a castle and when closing the conversation they add new container items to the castle shop and you cursor over them to see their description (a natural response for new items). I'm not sure why, but the Obj Library function get_param does not work in this situation. I tried various ideas to see if I could get the information some other way, but none of them worked. So I had to brute force generate the values when get_param returns empty strings. The other changes so far deal with adding two new NPC's that will trade containers for Magic Crystals. Father Owein will trade 125 (Skeleton) Coffins for 1 Magic Crystal and Furious Paladin will trade 20 (Vampire) Carved Coffins for 1 Magic Crystal. This allows them to train their priests or recruits on actual Undead troops. Seemed like a good fit for both NPC's and it keeps them close to Greenwort. So I just have Griffin and Bone Dragon Eggs left to find NPC's that might be willing to exchange Magic Crystals for those eggs. I'll keep searching, but I might pick Carl Leanard for trading Griffin Eggs. He'll say that he's getting ready to travel and would like to bring them along to help him and Martha in their travels. I can't remember, though, if Carl is not available after a certain point in the game, so I need to check that unless someone here remembers. I'm thinking for the Bone Dragon Eggs it's probably going to be someone in the Undead lands. I need to find an NPC that still brings up the dialog before their shop. I have a couple NPC's I want to check to see if they meet this criteria - the first is the Necromancer that has you get the Red Dragon Eggs (he's going to experiment on them or something like that to make them stronger) or the Necromancer that has you get the Evil Book (same premise probably). I can't remember, though, if either bring up their dialog after you complete their quests, so I'll see... ***BEGIN EDIT 2014-05-10*** Well, it looks like both Necromancers that I mentioned above just show their shops after completing their quests. So I'm going to look for some other candidates... I may have to learn how to change NPC's from just showing their shops if I can't find anyone else. Maybe Foritop, the Dwarf in Marhan Swamp wants Bone Dragon Eggs. Hmmm... or maybe Welbewooll in Demonis. Hmmm... or maybe Dragon Atta in Verlon Forest. Hmmm... I also implemented Carl Leonard as the one to trade Griffin Eggs for Crystals, although I may still consider Harl for trading Griffin Eggs for Runes if I decide to implement Rune exchange variants for the other containers like I did with Drahha exchanging dragon eggs for Runes. We'll see... I added the capability to choose the path for the Black Dragon's Power of Fire talent, just like the AI uses! I basically used the Warriors of the North (WotN) functions and spliced the changes I had made to burn into the WotN ones as well as added a battle message to aid you in selecting your path. The reason why I added the message is that the first time I used the talent in WotN I had no idea what was going on, but then realized that I could select the path. Can you select their path in AP / CW? I don't remember, and don't have a savegame handy to check - just curious... I also made some changes to the dialogue text when you don't have enough of a container to exchange Magic Crystals so that you are reminded of the exchange rate in case you can't remember what it is. Here is the file change list in the upcoming release... Version Beta 2014-MM-DD (future date unknown, but certainly this year!)
That's it for now! If you have any issues, check this list to see if it has been fixed. If it hasn't then please post the problem or issue so that I can see if I can resolve it - thanks! ![]() /C\/C\ Last edited by MattCaspermeyer; 05-12-2014 at 03:40 AM. Reason: New update available! |
#302
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#303
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I wasn't sure if it would be weird for him to sell them and then ask for them in return, but I could have him say that there have been a lot of thefts of griffin eggs or something like that and that he'd like them returned to him for crystals. /C\/C\ |
#304
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Hi Matt! You can't select the black dragon fire path in AP/CW. But the russians have made a mod for that and I actually can't remember the last time when I played without it. I can give you a link if you think it'll help you.
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#305
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Hello Matt,
I tryed the last version with a new game, but the game crash (no message error even with the -dev ![]() The crash don't start at the begining of the battle but during. This happened near turn 3, the thorn was moving away of my nearest unit and should have fire, but crash pop between. |
#306
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***BEGIN EDIT*** Okay, I tried fighting some Thorns (both variants), but haven't had any issues so far so it might be somewhere else. I'll certainly need your savegame with instructions to be able to fix this it looks like. The only other thing I can suggest is make absolutely certain you're not running it with any other mods or you may want to go through your KB directories and ensure that you don't have any stray files that don't belong. ***END EDIT*** ***BEGIN EDIT2*** Okay, Saroumana sent me the save and I can confirm there is a crashing issue if you are using Build 35,234. This is the GoG version of the game. There are no issues with Build 35,396. I have both 35,396 and 35,234 and so I'll see what I can do to figure out the crash. For now I'm going to say that if you have Build 35,234 then you may have problems with this update. I noticed something curious that on turn 1, the first unit, Elves, showed damage as 0, although when I attacked it still killed a stack. I know that Build 35,234 cannot show all the rage abilities' damage properly as well as issues with using Logic.hero_lu_item in certain situations. I emailed GoG before about them using Build 35,234, but I never got a response, but maybe it's time for us to press the issue with them to see if they can somehow get Build 35,396. I'm not sure if emailing 1CC would help either, but I'd rather not support two different builds of the game if I can help it. Nonetheless, I will investigate this further to see if I can figure out what is going on here as maybe there is a way to fix it so that it works with both - it must be something new I've added so there may be a different way to go about doing something without sacrificing new features I've added... I'll keep you posted with respect to the progress with this issue... ***END EDIT 2*** ***BEGIN EDIT 3*** Okay, I discovered the issue and there is no easy fix. Go here for the latest updated version that provides a workaround for the issue... ***END EDIT 3*** /C\/C\ Last edited by MattCaspermeyer; 05-12-2014 at 03:42 AM. Reason: Problem is with Build 35,234... see linked post |
#307
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Thank for looking about it.
Yeah it's a shame 1c tolerate 2 versions and don't offer an update to harmonise this. But i loose faith on 1c long time ago. My version is a DVD retail (european), but it's normal you develop your mod on the last one. I don't know if we can't update the 35.324 to 35.396 by coping some files, but i doubt. Katauri make a better job with Armored princess, as far i know there only one version. |
#308
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I started a warrior with the 2014-05-11 35.234 version. In the dwarven area now, haven't encountered blue dragons yet so I'll give an opinion on them later. I'm recording the number of dragon eggs I pick up and the amount I spend on them to see how many runes I get from turning them in. I'm curious to see how many runes total I get from that vs the cost. Obviously, the comparison point is the machine that makes runes starting at 150k/rune, which scales up by 50k for each rune you buy of a particular type.
I think the Horseman's charge! skill may be subtly broken. Here's numbers from several possible attack routes (mostly attacking different enemies, so don't directly compare the damage between the different sets, except 1 and 5). All in straight lines. Equipped artifacts/kids include +1 poison damage and +1 physical damage. 2 empty hexes: Attack - 5395-7093 damage Charge! - 5094-6782 damage 3 empty hexes: Attack - 4755-6206 damage Charge! 4855-6477 damage 4 empty hexes: Attack - 5943-7771 damage Charge! - 6269-8359 damage 1 empty hex: Same enemy as 5 empty hexes Attack - 5083-6647 Charge!: 4905-6541 5 empty hexes: Same enemy as 1 empty hex Attack - 6932-9064 Charge! - 7565-9953 Supposedly, attacking in a straight line is +10% damage per hex, and charge is 15% per hex. So why does attack do more damage over 1 and 2 hexes and charge do more over 3+? |
#309
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This is just a difference in how the two attacks work...
The normal attack allows the horseman to back up to maximize distance with respect to action points, whereas charge is always in a straight line with no backing up. The horseman typical speed is 5 and here is a damage summary based on number of hexes from the enemy (this assumes the horseman has adequate room to back up): Adjacent: +20% (moves two hexes back for a total of 2 hexes away) 1 Hex: +20% (moves one hex back for a total of 2 hexes away) 2 Hexes: +30% (moves one hex back for a total of 3 hexes away) 3 Hexes: +30% (attacks from this distance) 4 Hexes: +40% (attacks from this distance) Now for charge, it is only the number of hexes away from the target that matter as the horseman does not back up (it is up to you to position them for maximum damage since they can charge even with just 1 action point left): Adjacent: not valid, must be a minimum of 1 hex away (note that you can backup manually to increase distance, more on this below) 1 Hex: +15% 2 Hexes: +30% 3 Hexes: +45% 4 Hexes: +60% ... So you can see here that there are situations where the normal attack appears to be better, but the strategy of charge is that you can manually position the horseman for a minimum of ( AP - 1 ) * 15% if you have the room. With a speed of 5, you should always do a minimum of +60% damage if you have the room or at the very least attack from the same maximum distance as the normal attack. Note that if you have higher speed for your horseman, then their normal attack will appear to be even better than the numbers above (so don't forget that you can manually position them with charge because the numbers are misleading you). /C\/C\ Quote:
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#310
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What you say makes sense, however, there was no backing up in my experiments. I just tried this again: Walking a horseman forward one hex at a time and comparing charge vs normal attack. When he was really close to the enemy, he didn't have the movement left to back up, but normal attack was superior with 1 hex empty. I launched the attack and there was no backing up movement.
In any case, charge is useful for the no retaliation and being able to cross the map with almost no movement left, so I use both still. Last edited by Kiras; 05-19-2014 at 07:29 PM. |
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