As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Asfex mod

I know, I'm late, just downloaded, I'll be back soon with my feedback. smile
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Wow! A lot of changes. One of the most impressive mod I've seen, without changing the game. popcorn

Good job!

I'll write (PM) you about some details; so far I've played 5 games (won none alright ) but liked them all (but one).

Few things:
1. For the first time I've seen volcanoes giving a new mineral vein (silver, iron and so on) as it should be (by the manual there is a 5% chance to have it). Did you change the percent rate or did you fix the volcano creation?
2. For the first time I've found a node with no defense at all (and it gave me the Branch of magic wand). Did you change the monster's lair generation?
3. The Huge setting usually gives one land with, sometimes, very small islands. Here it never happened. Did you change the land generation? If so, how?
4. When I enter a lair the word "to" in the final sentence "Do you wish to enter?" is changed to a 2 digit number. What is it? smile
5. I like a lot to be able to recruit Settlers, but there are many offers with Settlers. What chance have the to be offered? BTW there are many offers of mervenaries. smile

I'm giving more feed backs as soon as possible. jive
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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1. i did not change the percent rate, just allow volcanoes to do that, like manual says.
2. No, i did not change the monster's lair generation. it is in magic.exe, i did not touch this file at all.
3. no. same reason. you may use magic.exe from vanilla, or insecticide. Do not choose the newest options however.
4. This is a coded reward. first digit is the spells-retort, second is the items- prisoneers.
5. the same chance like other units.
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Now that I can, I have stickied this thread.
--I like ILSe
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There is a new experimental version of my mod:
The changes :1. defence will raise from shield d10 to d7, (aprox 30%) ,include blur.
2. heavenly light and wall of darkness will gets node aura strenght 20, only attacking wizard affected.
3 . unit is bewinched by berserker will raise as undead if it is killed and owner win the battle.however, berserker overland have not this ability.
4. disrupt become a true haos spell: it gets own,not flying target unit 2 move points and ability to make additional attack (one per cast).
5. various bugfix: about poison,chaos surge, do not count berserker unit as source of expirience, and mercenary settlers come with very high price (~*20).


Attached Files
.zip   Asfex.zip (Size: 372.27 KB / Downloads: 12)
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