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Originally Posted by Sirlancelot
Yep. It textually says "the higher the rage, the higher the chance of a critical".
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Oh, okay - I guess I just didn't remember that. I'll have to look into it in the future...
Quote:
Originally Posted by Sirlancelot
Heheh. Yeah, perhaps some of them would swear. However eventually, everybody who install your mod is looking for new challenges and emotions, so it should pay off.
The turn limit is an interesting concept. Moreover, probably complementary with your current penalties approach. First time I saw the penalties in action I really like the concept and how it was implemented, by the way. It makes sense the troops get fatigued over time.
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Good points there.
Quote:
Originally Posted by Sirlancelot
To name a few:
Minor bugs:
- Polar bears critical percent chance bonus derived from Barbarian presence is apparently not applied. The morale bonus shows up/is displayed, and as a consequence attack and defence are improved, but the critical percent remains the same.
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Okay - I'll have to check that in the future...
Quote:
Originally Posted by Sirlancelot
Rockfall can frighten instead of stun. It feels ok, though. Watch meteors falling from the sky must be quite scary.
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Really? That's not right! Not sure what happened there - I must have broke something...
Quote:
Originally Posted by Sirlancelot
A typo:
- All bleeding creatures show up as attacked by a werewolf. I mean, when you place the cursor over their claw icon, the description always point to the lupines, regardless the source of the damage.
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I guess I didn't realize that the bleeding text was so specific to werewolves. I'll have to fix that in the future...
Okay, sorry for the late reply - so many other things going on for me right now...
I have no plans to fix any of this stuff in the near term, but hopefully once my schedule frees up I'll get back to this stuff...
Matt