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#1
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A minor bug here. The dialogue always shows zero wings available when selling, but she still trades 3 crystal for one wing.
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#2
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***EDIT***
Okay, I checked to see if I updated all the EN*.LNG files and all their dates and times match the ENG*.LNG files, so that's not it. ***EDIT*** Quote:
I have not had any problem with this in a new game, but I have not tried an old game. Hmmm... you know, does your version use EN for the *.LNG files? I'm going to have to check to ensure that I created a new EN for each ENG that I edited. I do this manually, but need to come up with a way to do this automatically. It's possible I forgot to include the corresponding EN for an updated ENG LNG file... /C\/C\ Last edited by MattCaspermeyer; 02-01-2013 at 07:24 AM. Reason: Checked and things seem to be okay with EN(G)*.LNG |
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#3
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Okay, I've been continuing to playtest and have started to accumulate a list of errors that I need to fix:
Quote:
I've also been experimenting more with the containers and I've changed the code to use a different randomizer as I think the one I was using wasn't totally random. Here is the list of changes for an upcoming release: Version: Beta 2013-MM-DD
Thanks again for trying out my mod and I hope you're enjoying it as much as I enjoyed creating it! /C\/C\ Last edited by MattCaspermeyer; 02-06-2013 at 06:00 AM. Reason: Updated change list |
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#4
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***UPDATE***
I forgot to include DEVATRON.ATOM so please download this version (2013-02-10.1) if downloaded 2013-02-10 or your Ice Thorns are being destroyed by Zerock's Quake. ***UPDATE*** I've been continuing to playtest and have found a critical bug with V2013-01-27 that causes the game to crash when you marry Neoka. The error is that I specified "druids" instead of "druid" in the unit list when you marry her. The work around is provided in the V2013-01-27 post and the fix for new games directly here. Basically you just need to copy DRUID.ATOM and call it DRUIDS.ATOM and place it into the mods folder. If you do this, then you can marry Neoka and continue your game. Don't buy the DRUIDS.ATOM units - their picture will be blank. I needed to use this work around in my current game and it works okay. If you start a new game with this version, then you won't need that file (and hence it is not included in the KFS file for this version). I've also added some experimental code for showing the Spirit Experience in the Hero screen and during combat. This is mostly an aid to show you which abilities generate the most experience. It uses the CW code (EXP_PET_HINT.LUA), but as it turns out, the algorithm is slightly different than the CW code / the information supplied in the fan manual (i.e. sometimes the experience is off by 1 for abilities that don't damage units). As such, I provide a range of experience for certain abilities and for those that damage units directly there is no way to know how much damage you're going to do to units (except for mass attack ones) and so instead an experience range is specified. It's not perfect, but the algorithm is hidden from me since it is apparently in the C code (i.e. Attack.add_exp library). I've also fixed the issue with Critical Hit (and Attack and Defense for that matter) not dropping properly during long combats (as well as the Bone Dragon's Dread ability) - thanks to Gza for pointing this out! I've also switched to using a different random function for generating the container units. We'll see how this goes, but my initial tests showed that this provided random results in line with what is mentioned in the hint. I've also added hints to show you how many victories until your wife's next child. So now you don't have to keep track of the number of battles you've fought mentally as well as can see which fights count towards that (i.e. suppressing items doesn't count). This version also includes some more bug fixes thanks to playing in Windows 8 and some slight tweaks here and there. I'm now level 21 in my current game and just married Xeona, my last wife. So far I've fixed every bug that I've come across. I've been playing no loss impossible, but I couldn't beat Xeona no loss at that level (I was level 20 when I fought her and in fact I barely survived the battle with Neoka using Elves: Ancient Ents, Hunters, Elves, and Druids - susceptible to fire, ouch!). It could possibly be done with different units (i.e. Cyclops might work really well as well as Giants) or waiting until my hero was higher level, but I always play the minimum number of battles to get each wife and have all the children and then move to the next wife so I can check for bugs. There's one thing that's been bugging me about the AI that I might see if I can fix and that is the fact that thrower units always attack the enemy unit adjacent to them when they run away with their base throw attack. It'd be nice to have them reset and attack a different unit optimizing damage when they run away (basically Cannoneers do this with their triple shot). We'll see how it goes... Okay, here's the detailed list of changes: Version: Beta 2013-02-10 - CRITICAL UPDATE
Hopefully I've found all the critical crashing bugs, but I'll just have to keep play testing to be certain. Once again thanks for trying out my mod and provided feedback! ***UPDATE*** I forgot to include DEVATRON.ATOM so please download this version (2013-02-10.1) if downloaded 2013-02-10 or your Ice Thorns are being destroyed by Zerock's Quake. ***UPDATE*** Please see either the first or last post to get the latest version... Last edited by MattCaspermeyer; 02-24-2013 at 10:02 PM. Reason: Removed Link Due to New Update |
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#5
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Okay, I'm continuing to playtest and fix bugs as I find them.
Once again I'll work on a list and update it periodically and then release an update in a week or two depending on how many bugs I fix and their severity. I've found a new bug with respect to how I attempt to compute the enemy hero's attack and defense (there is no "normal" way to do this in the game) and it is possible to get values less than 0 which could possibly cause division by zero errors (in which case an attack will one shot a stack no matter how large they are). I'll provide this fix in a future update, but here is the current fix list for V2013-02-10.1: Version: Beta 2013-MM-DD
/C\/C\ Last edited by MattCaspermeyer; 02-13-2013 at 07:13 AM. Reason: Updated Bug Fix List |
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#6
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Please find attached a new release with just a couple of bug fixes and some slight tweaking to the Spirit ability rest pacing as well as an increase of Spirit levels to level 51 (50 is the max attainable).
Each Spirit had 4 new rest levels added to their abilities (see the detailed list below). I also doubled Spirit Experience for non-damaging Spirit Abilities (see below) so that using these abilities doesn't result in such a pain-stakingly slow experience gain (i.e. Lina now doesn't have to only use Ice Thorns to get her level up any more). I think this will result in a better Spirit leveling experience and with the rest level pacing changed, you won't have to be in a rut with respect to certain abilities having long rest times when they are at their first level. Here is the detailed list of changes: Version: Beta 2013-02-24
Thanks for playing my mod and providing comments! /C\/C\ Please see the first or last post for the latest version - thanks! Last edited by MattCaspermeyer; 03-04-2013 at 05:05 AM. Reason: Removed Link Due to New Update |
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#7
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I was playing and I wasn't getting any rest decreases for my Spirits so I investigated and realized that I had botched the implementation of the rest level-ups and so that's why they weren't being offered.
I also noticed that I had issues with both the Stone Wall and Cloud of Poison time increases and fixed those as well. I also introduced a bug when I got Dispel to work with Last Hero properly that caused it not to work normally (it was Dispelling your enemy's Penalty spells for instance). This bug has been fixed also. So please download this update to fix these issues - here is the detailed list of changes. Version: Beta 2013-03-03
Please see the first or last post to download the latest update... Last edited by MattCaspermeyer; 04-20-2013 at 09:12 PM. Reason: Removed Link Due to New Update |
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#8
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Quote:
Anybody know why the GoG version is not the latest build? I've got all the spirit ability hints working in V1.7 Build 35,396 (this is the Gamer's Gate version that I've had ever since the beginning) with the current unreleased version of the mod I'm working on, but they don't work in V1.7 Build 35,234. The problem with the Maria dialog is that the Logic.hero_lu_item library function does not work properly. In Build 35,234 it outputs 0 (even though I have 7 wings); whereas, loading the same game in Build 35,396 it shows 7. Note that the code to display that message correctly detects that I have more than 0 dragonfly wings (as it will not display the message if you don't have any wings) and so that aspect is the same in both builds. So if you're not using Build 35,396, then it is possible that my mod won't work as intended with your version. Matt /C\/C\ |
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#9
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Thanks for all your hard work. |
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#10
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Quote:
I never paid attention to the build number before, just the version number, until I saw this issue with my mod. Now I know that the build number is just as important as the version number. I'm actually really happy with getting all the damage hints working on the spirit abilities in the latest version of the mod I've been working on (Evil Shoal, Ice Thorns, Ice Ball, and Poison Cloud), but it is too bad that build 35,234 does not support the features that I'm using. There is an "always_hint" flag that you can set to 1 on a spirit ability and it will then always execute the hint functions in COMBAT_LOG.LUA, but this is not implemented in that build for whatever reason and so the spirit abilities will not execute the damage hint code that I added. There's also the bug with the hero_lu_item function in the Logic library I mentioned above, but hopefully there are no other issues with build 35,234. I basically am playing two TL games right now - Warrior on 234 and Paladin on 396 and so I get to now see what is different between the two builds and my mod. It is easy to pass the save game back and forth between them and double check if something not working on 234 works on 396, which has been the case so far with the issues I've mentioned. /C\/C\ |
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