Have some questions:
Does Axe to hit work for ranged bow/magic attacks? You said it works on thrown.
If you have a weapon with death and you attack unit with death immunity will you do damage? There was such bug before.
If you have a weapon with illusion and you attack unit with illusion immunity will you do damage? There was such bug before.
(April 12th, 2016, 02:51)Seravy Wrote: It's certainly strong, although you have Death and Vampiric in the same realm which are also quite good.
These are only good on weaker heroes IMO. I'd like to know about the mechanics of vampiric though I've found it to be pretty weak on weapons and Ravashack before. Only worked well on Wraiths and Death Knights.
(April 12th, 2016, 02:51)Seravy Wrote: It's also worth mentioning it does not work on heroes who have other types of ranged attacks, so it can't be always used.
I think it has a very stable niche as it is now. Paladin, Black Knight and any other might enabled melee hero you might want to keep. I used to cast chaos channels on those just for a chance to enable them to attack fliers.
(April 12th, 2016, 05:50)Drax Wrote: Have some questions:
Does Axe to hit work for ranged bow/magic attacks? You said it works on thrown.
No, only thrown.
(April 12th, 2016, 05:50)Drax Wrote: If you have a weapon with death and you attack unit with death immunity will you do damage? There was such bug before.
Yes, it will only stop the ability from working.
(April 12th, 2016, 05:50)Drax Wrote: If you have a weapon with illusion and you attack unit with illusion immunity will you do damage? There was such bug before.
Yes, but it will not ignore enemy shields.
(April 12th, 2016, 05:50)Drax Wrote:
(April 12th, 2016, 02:51)Seravy Wrote: It's certainly strong, although you have Death and Vampiric in the same realm which are also quite good.
These are only good on weaker heroes IMO. I'd like to know about the mechanics of vampiric though I've found it to be pretty weak on weapons and Ravashack before. Only worked well on Wraiths and Death Knights.
Vampiric does a resistance roll with no save modifier. For each point the unit fails the roll, it deals 1 damage and heals 1 on the unit attacking. Other units have their own modifier for the ability (visible on the unit in the mod, Ravashack was improved as far as I remember).
All touch attacks including Death and Vampiric are executed once per attacking figure. So a unit of Wraiths is 4 times as effective as a hero with a Vampiric weapon, but considering the difference in save modifier, the actual effectiveness gap is even larger.
However, due to how the mod reduces the resistance stat of many (especially normal) units, it's more likely to do reasonable damage with the ability. You can improve your chances by using Black Prayer, Eternal Night or Mind Storm, or fighting during Bad Moon.
A unit with haste and thrown with a vampiric axe will use it 4 times, which is as good as a Wraith or Death Knight (but they still do not have the save modifier).
(April 14th, 2016, 20:48)HaNd_SoLo Wrote: Is it possible to have Change Terrain reset the movement cost of the tile to that of the new terrain type? This seems to work for Raise Volcano.
I don't think I can do that since the cost of movement varies for each terrain type created and for each movement type.
I'm not sure if Raise Volcano even does that at all, I'll check later, need to sleep now.
I just downloaded 2.0 and it opens DosBox and immediately closes. Is there anything else I need to do besides copying and overwriting to the MoM folder? I've been playing 1.42 with cores=dynamic and cycles=100000 for a while now with no problems.
(April 15th, 2016, 09:37)HaNd_SoLo Wrote: I just downloaded 2.0 and it opens DosBox and immediately closes. Is there anything else I need to do besides copying and overwriting to the MoM folder? I've been playing 1.42 with cores=dynamic and cycles=100000 for a while now with no problems.
Nothing different from previous versions. Download again, and maybe try a fresh MoM 1.31 (or 1.40), a file might be corrupted somehow.
If everything else fails, I'm planning to upload 2.1 later today.
This version increases the global unit limits and adds a new scoring system.
Due to this, previous save game files are not compatible.
Installing this version of the mod will overwrite all existing save files and the magic.set configuration file. If you want to keep save game files, make a backup, or install this version in a separate directory.
Main changes :
-Fixed a severe AI overland movement bug that caused stacks to not get used and not board ships.
-New scoring system
-Hall of Fame now stores the main two spell realms you started your game with.
-Some adjustments to how maps are generated (land, sea, swamps)
2.1
-Changed some of the landmass generation parameters to result in more varied maps (continent sizes and number of continents are more random)
-In the optional portrait files, the Illusionist hero's unit sprites have been redrawn to match the character name and portrait. More heroes might be changed one at a time, as this is a very time consuming process.
-Wizard's name and spells appear on the side they start the battle on instead of the player being forced to the left, the AI to the right even if they are not fighting on that side.
-Fixed bug : Dispelling Supreme Light, Terror, Warp Reality shows wrong spell name (and uses wrong mana cost)
-Stoning costs 200 instead of 150 for items.
-Fixed bug : AI targeting with Corruption and Raise Volcano targets otherwise invalid spots if an ore is present (allied cities, etc)
-Increased the maximal number of overland units to 2000. Note : This changes the save game format, meaning they are no longer compatible with other versions of the game!
-New scoring system!
-AI will now move into towers to change plane even if the continent on the other side contain mixed towns of enemies and allies.
-New formula for node monster pool : (Node Aura Tiles-3)*50*(3+random(5)), meaning 200-400 points for each additional tile.
-Arcanus strong lairs are now 300-3250 points of monsters, Myrror lairs are 300-3750.
-Fixed bug : Focus Magic has unintended interaction with magical/mithril/admantium weapons on the overland map.
-In the optional portrait files, the Thief hero's unit sprites have been redrawn to match the character name and portrait.
-Wizard names can be up to 16 characters long instead of 10.
-Hall of Fame now stores and displays the two primary realms of the player for each stored score. Note that this information is only displayed if the Hall of Fame is accessed from the main menu, not when displayed after the end of a game. Note that realms do not get updated during the game if new books are found. It will always display what you started the game with. This is unlike races, where casing Move Fortress will make the race displayed change.
-Fixed bug : The player's secondary realm is incorrectly set to nature when the primary realm is nature, or the wizard has only one type of book. This value is used on the new hall of fame screen and by AI.
-Fixed Fire Giants, Gargoyles not having the updated casting cost.
-Fixed bug : Divine Protection items display an additional, buggy icon on heroes.
-Fixed bug : Lucky is cumulative with itself (when a hero has the hero ability and gains the unit ability from a Diving Protection item, the bonus is applied twice)
-Fixed bug : Chaos Channels cannot grant Flight (introduced in 2.0)
-The AI is now allowed to split a stack of any size if it's idle to send unit for building a new stack. (was restricted to below 6 units previously). This should help the better units to concentrate into a single doom stack instead of being stuck with a stack of 6 swordsmen. If the stack was idle, that means there was nothing weak enough to attack using the stack anyway.
-The AI no longer skips the “is there a valid path to the destination” check when sending armies to targets. This could potentially cause the AI to repeatedly send a stack to an invalid target, and as only one stack can go for each target at a time, preventing all others from ever reaching it. This could also prevent the AI from marking the continent “uninteresting” if there was no direct path towards possible targets (like a strong node cutting the continent into half)
-Fixed major AI bug introudced a few updates ago that caused some overland stacks to not move (especially not board ships).
-Fixed (hopefully) all flying ship moving on land related bugs, including “stack cannot move”, “Unit not beloning to stack teleports into battle” and “flying ship consumes double movement points on land.”
-Lakes and seas entirely surrounded by land are now filed up with land at the time of map generation. Such inland water bodies acted as a trap where AI ships got stuck, potentially crippling the entire empire's naval capacity by all ships ending up in the lake. Even worse, units attempting to leave the continent by boarding the ship were most likely waiting for the ship to pick them up at the lake!
-The tiles of land for Large and Huge has been decreased by 50/100 to make up for the additional land generated by filling up the lakes. (Which is a random amount, so the exact number of tiles now varies a little. Inland water generally only takes 2-10 tiles per lake but I've seen huge lakes of 50-100 tiles as well.)
-Swamp terrain can now be generated anywhere instead of being limited to areas that would otherwise be forests.
-Fixed bug : Variable that tracks spell realms available to the enemy for AI decisions is not reset between battles.
(April 15th, 2016, 09:37)HaNd_SoLo Wrote: I just downloaded 2.0 and it opens DosBox and immediately closes. Is there anything else I need to do besides copying and overwriting to the MoM folder? I've been playing 1.42 with cores=dynamic and cycles=100000 for a while now with no problems.
Nothing different from previous versions. Download again, and maybe try a fresh MoM 1.31 (or 1.40), a file might be corrupted somehow.
If everything else fails, I'm planning to upload 2.1 later today.
I just tried a fresh install and it started right up. After installing 2.1, same issue again. Is there a way to make DosBox not close so I can see what is happening?
(April 15th, 2016, 09:37)HaNd_SoLo Wrote: I just downloaded 2.0 and it opens DosBox and immediately closes. Is there anything else I need to do besides copying and overwriting to the MoM folder? I've been playing 1.42 with cores=dynamic and cycles=100000 for a while now with no problems.
Nothing different from previous versions. Download again, and maybe try a fresh MoM 1.31 (or 1.40), a file might be corrupted somehow.
If everything else fails, I'm planning to upload 2.1 later today.
I just tried a fresh install and it started right up. After installing 2.1, same issue again. Is there a way to make DosBox not close so I can see what is happening?
If you are running it through the dosboxmom.conf file, check if all settings in there are compatible with your computer, as those are my settings. Or you can delete the file and replace it with the original, and set the 100k cycles manually.
If you want Dosbox to not close, you can run Dosbox.exe and start the game the normal way as though it was in Dos.
Edit : I tested a fresh install (also Gog version) to make sure no files are missing and it works.
You should run install.exe and check your music settings and make sure they are compatible with your dosboxmom.conf file (meaning the type of sound you selected is actually emulated).