I haven't bought a lot of new games in a while..... but every time I see either of these I kind of want to try one of them out. So the simple question is which one would ya'll recommend?
I've loved Pins CK3 write ups, but I 100% would try at a low difficulty probably for either game.
Streamers showed off/leaked incoming runewords. We don't know if these are average, high or low rolls, that is yet to be seen.
First off the Flickering Flame in a 3socket head armor (stating the obvious in the screenshot). It looks particularly useful for a fire golem and corpse explosion user since they count as fire skills, or a fireblast throwing assassin. It uses a vex though, so it's more for capping off a farmed up character's build than for something to plan for.
One interesting part is how the displayed level 8 aura would make all minions fire immune. It could easily solve the fire nova and firestorm of Diablo killing all minions
This means that of the one handed swords only the crystal sword-dimensional blade-phaseblade comes to mind, while the two handed swords only have the great sword-executioner sword-colossus blade trio as the possible candidates. The taunt looks like it's designed for act 5 mercenaries.
The piercing, cannot be frozen and mana steal combined with mana per kill point to a thrower or a bowazon, and the runes are not exactly high. This is probably the easiest cannot be frozen choice for other two hander users and dual wielders too.
Another bowazon item, the Mist runeword for bows. It is a beefy high-end runeword using the second highest rune in the game, although it has less attack rating boost than faith, less damage, less attack speed from the aura, and no Ignore Target Defense. On the other hand it has piercing attack, more all skills, more all resists, and a bit of vitality to go with it.
Pattern is very low runeword. barely higher than Ancient's Pledge, and has all resists and a half-decent enhanced damage to top that off. It IS stronger than most rares you can shop at late normal at least, with the obvious drawback of not being able to upgrade it to exceptional. Faster Block is interesting too, although the lack of mana steal means that a nice rare may still be preferable over this in some cases. I imagine it's nice for an early game Tiger/Claw assassin that will be actually a viable way to play with the changes to charge-up skills.
Another Cham runeword, so the online item shops are probably projecting increased sales and preparing their bots for ladder start. Not much else to say. It's big, beefy, and endgame like the rest of it's kind.
Hello, I am asking if anyone here would like to take my slot in the Civforum game that is currently being planned. It looks like it will start in either late January, or early February. The game contains:
- fun new settings!
- fun new opponents!
That's not all, you also (optionally) get:
- faithful dedlurker Amicalola! Although I am also more than happy to sit out completely.
If you're interested, here are the settings:
Rules (copied from PB 89)
- Base BTS.
- There are elephants, but building is forbidden.
- Difficulty Deity, Speed Normal.
- NoDiplo: No PMs/Chat, only trade windows.
- City exchange only if it has no direct tactical impact on the war (far away from the frontline, I suppose). But the referee is welcome to decide that if he/she communicates the line as early as possible in the game.
- Siegarten: All on, but no victory resolution.
- Events on, huts off.
- If you are the first mover and declare war, you must not have been in play after the attacked player in the previous turn.
- Tech trade and exchange of course also.
- Espionage: No tech theft, no reli/government change.
"Give away units", KGs and nuclear weapons (on/off) I would like to leave open and vote on it if necessary.
And player list:
Amicalola Aristobulus Cornflakes firlefanzer + Flunky GT + Empirate Hagen0 Hubabl Jesper Portus kreutzberg Miguelito Mr. X naufragarRB Piccadilly Plemo shade TeeRohr vanguard Xist10 + Ginger
So my currnet computer is very, very bad. It plays DirectX 9... reasonably well, and pushing, hard, DirectX 11 with some degree of stability if I am doing absolutely nothing else. However, it does OpenGL fairly fine, and in all the (admitedly, not much) more graphically demanding games than CoM2, in which it is an option, I often see great improvements in stability and speed when I play with it.
So, of course, in DosBox that was an option, but how about the new engine(d) CoM2? I looked files everywhere and while I can find some configurations and mess with things, I got nothing on render method.
Now, the game is playable, specially as I play it, windowed (the archaic pixel style is very pretty, but on such a huge UI, I prefer it to be a bit on the smaller side). I am not having significant problems playing, at all. But I do get some slowdown, specially on what seems to be particle effects (spell effects, wizards presenting themselves on the mirror, etc), so any improvement I can get will be welcome.
I would like to express my opinion, that it's frustrating to play vs nature wizard at higher than average difficultly levels, it prevents you from using selected heroes and training them which is one of the main fun aspects of the game.
you hire and kill (in order that they not offer to join you again) about 10-15 heroes, until you find the heroes you want. then you train them, invest on training them. and then you face a nature wizard, which can cast crack call a number of times (also web if you have flight which in higher difficulties often you don't) and bans this hero from servicing you again (not resurrectable). all the effort you put to find the heroes you want down the drain, why would I use heroes in the first place if they just get "disappeared" and not able to join me again in after a fight vs a spearman?
This forces you to focus on not playing with heroes when playing nature wizard which in my opinion ruins the fun of the game.
This and the fact that AI don't suffer from rampaging monsters and can expand as much as he/she wants while you are forced to expand very slowly while using super defense against these super strong rampaging monsters also takes away from the fun part of the game IMO.
I would like to suggest a fix for the crack call - make the hero resurrectable, costs about 330 mana, not a cheap price.
and a fix for the monsters is that the AI also be attacked by super strong rampaging monsters going to his weakest city as well.
Pindicator wants someone who can take over his empire in PB63:
(January 10th, 2022, 10:15)pindicator Wrote: This game is not what I signed up for and this map is the exact opposite of what I was led to believe it would be. My ded-lurkers advised me to do this 30 turns ago and I should have listened to them.
Or do you play unmodded always? I'm curious of the active players who does what.
I have two versions installed always. A "clean" version for bug checking, and a "modded" version.
Things I mod:
buildings.ini -> walls and war college maint = 0. Doesn't really change the game. Walls are arguably detrimental to the defender with no back gate. Wouldn't it be cool if they had a back gate? At least this way they aren't a burden by just existing.
elevation.ini-> reduced frequency of mountains, so huge swaths of mountains are much more rare. Added more variety for more "speckled" maps overall.
herodata.ini / units.ini -> I have a lot of thoughts about heroes. They definitely took up the lion's share of testing and changing. For starters, I gave all heroes 10 more hp. Edited traits in an attempt to make no hero overpowered, but ALSO no hero a crushing disappointment to get. Even Gunnar and Brax are useful. Balancing them to be useful but not Doomstack is tricky. I found a bit more HP and support traits was a good way to go. There are exceptions to that. Gunnar has almost all of his attack in Thrown (instead of attack). Brax has an unusually high resistance and Armsman. I tore down the Champions to make the entire hero playing field much more even. The fame requirements for all heroes (79) / champion (80) are close. The spell costs are close. The slightly better heroes are still champions, but now there are 15 Champions and 20 "Heroes" for more variety. Random traits are gone; too much variance. Oh! And ALL heroes get a few sp per level, but no default spells. They cast what you can cast (even melee) but just not a whole lot without items / buffs to spell casting.
ore.ini -> volcanoes decay into hills
settler.CAS -> all settlers have 10 hp. I found it insane that troll settlers had 40 hp!
SpellCracksCall.CAS -> Cracks Call does 6 hp of damage and buries a unit, 100% of the time. Also raised cost to 50 mana. I still use this spell like this to pin webbed Djinns, for example, but it no longer one shots heroes in the AIs hands.
Units.ini -> all Spearmen got Stealth. They can give exact scouting reports for lairs & nodes. The AI of course doesn't care at all about the actual stealth part of stealth, but now spearmen have a useful job they can do!
Units.ini -> made Carracks on par with Galleys, but with Warship HP. A Warship will still take them in a fight, but at least they aren't just so so much worse than the generic Galley.
Units.ini-> Stag Beetle. Fire Breath 5 to 15. Welcome to the end game beetle friend. Note, I don't prefer this race even still.
Units.ini-> Dragon Turtle. Lightning Breath 5 to 12. Welcome to the end game turtle friend. I still don't play these races often, even after the improvement. They don't buff well. They really can't dance with other end game units.
Units.ini-> Fire Elemental. Attack 12 to 15, defense 5 to 3. I want them to lean into that weapon immunity.
Units.inii-> Ghouls. Ranged 4 to 3. They were OP for the tier. They're still one of the best early game units even so.
Units.ini-> Angels get Healer=Yes
Units.ini-> Archangels get Caster=29 to 50. Before this change an archangel could cast one Healing spell, and none of the good life buffs on itself in a lair. Demonlords were noticeably harder to clear.
Units.ini-> Sprites. Ranged 4 to 3. They were OP for the tier. Sprites SPECIFICALLY allowed an all Nature wizard to "retreat, repeat" clear every low to mid tier Sorcery node they could find with zero losses from the first turn of the game. Phantom warriors, Nagas, and Phantom Beasts are helpless against them. At least this way it takes longer. IMO it wouldn't be a bad thing for every sorcery node to have 1 water elemental in the budget then backfill with leftover balance of warriors / naga. The same way that full nodes of Wyrms always have a flyer / webber.
Units.ini-> Earth Ele. Move 1 to Move 2. Useless at move 1.
Units.ini-> Naga. Attack 5 to 6, Defense 4 to 2. Lean into that first strike / poison a bit more.
That's a large part of what I have modded. There's a bit more, but I think you get the general idea. Feel free to share your own, or be outraged at my changes to my single player game as brings you joy.
Inspired by T-Hawk starting star teams, I finally embarked on my own, softcore version, with the first one having the theme of blue or gemmed items only. This means no runewords, rares, cube-craft of the blood-safety-hitpower-caster quartet, uniques or sets. It also means that playing melee is not desired (except maybe for the barb, who has ways to reduce his multiple attribute dependency through Battlecry and Natural resistance), so casters are the order of the day here.
One of the characters is a wind druid. I figured it's (alongside a boulder-volcano-based physical fire hybrid) the simplest choice. Since I already played a fire druid and playing one without leaf to blaze through normal would feel wrong for me. Another reason is that DP101 is starting a druid of her own, and has problems with lack of offensive skills until level 24, so I figured doing it myself and writing down the experiences might help her and anyone else who is deterred by the "common wisdom" of playing as fire through normal and taking an akara respec once enough levels have been accumulated. That's not how Diablo 2 was before 1.13 anyways.
My plan for leveling was 1 point in the necessary summons, 1 point in the pre-requisites and then all into Twister, Tornado, and Hurricane. When deciding between Cyclone Armor and Twister, the deciding factor was that Hurricane gets more cold damage from twister, while Cyclone Armor grants duration, and it can be maintained even with the bare minimum of 1 point in cyclone as a pre-requisite. Besides, it's not like anything else needs casting often while dealing with the immunes that Hurricane is for. The added benefit of having an offensive spell at level 18 also looked enticing.
I should have remembered that the D2R devs specifically talked about buffing twister's damage before placing my hopes on that part.
So without further ado, let's see how it went down. I played Act 1 on players 7, act 2 on players 5, after noticing that p7 didn't make a noticeable difference to my p5 characters.
Quote:So the characters proceeded through normal difficulty on their early skills. Anyone can whack their way through act 1 with any makeshift skills and equipment, not really worth talking about. Playing a single pass through on players-7, each character reliably reached level 18 by the end of act 1 and 24 by the end of act 2, to kick in the skills at those tiers. Level-18 is the major offensive skill for several of these builds: Bone Spear, Charged Strike, Blessed Hammer. The druid and assassin had to go through act 2 with melee also until getting up to Tornado and Lightning Sentry, and the barbarian was really slow through all of the first three acts until he could finally get Whirlwind at level 30. But nothing in those acts is ever really much of any threat, particularly against the high life total of a barb and druid.
T-hawk's first star team http://dos486.com/diablo/starteam/
BlueWinds started off as one would expect, with a dinky club that I replaced with a short sword first, then a scepter once it dropped. It wasn't anything spectacular, but it got the job done. For the first levels, I just filled in pre-requisites, got myself a spirit wolf, and split the attribute points between strength and vitality. After Blood Raven I focused more on strength, and swapped my weapon to a shopped 3-socketed bardiche from Charsi. Druids have a crazy fast attack speed with polearms, and since I don't have any skill based damage at the moment, it was the perfect fit. I plugged rubies into it for later use against Andariel.
Most of act 1 went smoothly after that until the Barracks. Right at the entrance an extra strong skeleton archer pack pinned me. My scouting wolf got shot to death in two salvoes, and these archers don't like moving away. I had to chug a lot to replace my tanking wolf, and also use Arctic Blast to reduce the rate of incoming damage. The extra help from rogue arrows was invaluable. For Pitspawn, it was necessary to keep him in a doorway, and not attack his cohorts with ranged weapons. That way the shooter AI didn't activate, and I could stand behind the wolf and deal with them one at a time.
It's amazing how the non-event act can get dangerous quickly without high-octane offense and enemies getting quad health and an extra chunk of almost 40% damage.
At around level 15 I gambled a voulge. It was faster and had the same damage as my bardiche after gems, so it was a better choice.
After a murphy-grade Catacombs 2, Catacombs 3 had the stairs down next to the entrance, (there goes almost half a level of xp) so I swapped to players 3 for the final part. Dire Wolf came online, tripling the health I had to tank for me, and adding to the corpse removal capacities of my offensively challenged druid. I also had Twister by this point, but it was underwhelming even in the crowd control department. I was still hoping it'd get better with more levels, either as crowd control or as damage. Oh and I misclicked and put a point into Heart of the Wolverine by accident. Well, there goes the respec! (The fact that even after that I still had 8 unspent skill points doesn't matter. It rubbed me the wrong way and it had to be changed.)
Andariel took a while, but could be handled well enough. Even got a bunch of rares I couldn't use but would have loved on an unrestricted character.
Act 2 had me say goodbye to the rogue girl, and replace her with the ubiquitous desert mercenary. I usually pick Defiance for my normal guys, but this time I went for blessed aim, as I was still playing melee without any dexterity investment or skill-based attack rating boost. Did the usual of throwing a shopped voulge on him and then rushed out searching for the cube. It wasn't too difficult, although even with the reduced player count to 5 I ended up with slogging in some areas. Twister and arctic blast as one point wonders did their job of providing the dire wolf and merc the peace of mind to tank and kill for me, but I also provided moral support by swinging my voulge too.
Radament's skill book added to my pool of unassigned points.
With the cube I did my customary crafting of savage polearms, and hit a poleaxe and a lochaber axe, alongside a regular savage voulge. The poleaxe went for the mercenary, I used the voulge, and then started raising strength to use the poleaxe later on. As a backup i could have gambled poleaxes (level 21 onwards) for the merc.
I skipped the maggot lair as usual, and hit the claw viper temple. Arctic Blast and Carrion Vine carried me through these resurrectors, if slowly. I also had to take care with poison and charging vipers.
After a relatively simple fight with fangskin, I ran through harem 2, only stopping to fight in rooms without cold skelemages. The cellar was more doable, and for Arcane Sanctuary I was hoping that the teleporter or straight section would hold the summoner so I could get out of this chokepoint-and-ghost-infested mess without touching the areas that mess up the mercenary pathing. No such luck, and as a reward for being squeamish I ended up clearing a path through all four arms. Attempting to sprint through the optical illusion arm rewarded me with a merc resurrection bill and almost getting trapped. That was a hairy situation.
Finally in the canyon of the magi I dinged level 24. I swapped to a 3socket breastplate with sapphires in it, (1 from another character's andy drop, 1 from cubing up the chips, and 1 from upgrading a sapphire twice on the two gem shrines in act 1) for a total of +72 mana, a +17 mana belt, and a shopped drake's wand of +26 mana. Alongside a ring with +1 to energy, I ended up with 183 mana, enough to cast 18 tornadoes with an orb. And wow, did tornadoes even with 7 in twister and only the first skill point do wonders! To put it in perspective, my melee attack was doing 61-121 damage and to a single target.
Another thing to note, is how unlike Twister, which only does damage on collision, with a 25-frame delay between two damage instances, so faster cast rate does nothing, Tornado has an extra radius radius and applies damage every 15 frames with no delay preventing damage applications. This is on top of a similar collision based damage, so a tornado can either apply the listed damage twice or thrice per cast!
Oh and at skill level 8 twister has the sad damage of 24-26, with the above limitations.
* Encounters eligible for two picks' worth of special treasure no longer sometimes only yield one.
* Magical items found in treasure now use their intended value range.
* Randomly generated magical items now always have the intended amount powers.
* Encounters no longer sometimes award higher rarity spells than intended if they roll this treasure type more than once.
* Spell treasure is no longer automatically discarded if a lower rarity than what was initially rolled would still fit the remaining budget instead.
* Barbarian spearmen and swordsmen may now appear as raiders.
* The map generator can now use every available tundra tile graphic.
* Corrected a corrupt myrran tundra tile image.
* Neutral starting cities now have one more population on the Low and Normal Neutral Population customizer settings, so Normal lines up with the 1.31 values as originally intended.
* Capitals are no longer sometimes closer to each other than necessary when the No Double Towers patch feature is enabled.
* The map generator now defaults to no Continent Size Limit, as in 1.31.
* The map generator now defaults to Inland Lakes enabled, as in 1.31.
* If the Custom Worlds patch feature is off, the map generator now defaults to "legacy mode", creating the worlds in the exact same way as 1.31 (minus any bugs). That means no changes in mandatory object placement. This mode can also be triggered by the following combination of settings (any others may be adjusted freely): the Custom Worlds, Old Node Generator, and Old Tower Generator features must be enabled and, on both planes if applicable, Land Tiles have to be at least 360, Continent Size Limit and Single Continent must be off, Terrain Height must be Low or Normal, and all of Tundra Reach, Max Swamps, and Max Deserts must be 8 or lower.
* The Intro difficulty now correctly prevents Random Events from happening without affecting the global game settings.
Wizards:
* Finding the Famous retort in treasure now correctly awards its +10 Fame.
* Finding the Artificer retort in treasure now awards the corresponding item crafting spells if not known already.
* Divine Power and Infernal Power are now correctly prevented from being awarded to wizards possessing opposite spellbooks.
Units:
* Units created at the start of the game no longer occasionally have extra experience.
* The Chaos Warrior may now gain Super Arcane Power as one of his random abilities, instead of simply losing a pick whenever he rolls it.
* Heroes who don't have a ranged magical attack will never get Arcane Power as a random ability, and all Heroes that do are now eligible for it.
Spells:
* Overland spells may now be cast (or channeled Mana into) on the first game turn.
* Item crafting spells now use the correct costs when considering counters and Spell Blast.
* Spell Charges are now correctly removed when deselected during item creation.
* Finding spells in another wizard's fortress no longer corrupts memory.
* Overland spells no longer sometimes fail to clear the equipment slots of slain heroes properly, resulting in multiple references to the same item.
AI:
* Computer players no longer ignore any secondary realm that their rival Nature wizards may also be proficient in when making decisions.
* Computer players starting with 11 spellbooks in Life or Sorcery no longer begin the game with one of their spells missing.
* Computer players now always receive their intended guaranteed spells on the higher difficulties.
* Oberic may now combine his spellbooks into a single realm on higher difficulty settings, just like all other wizards.
* Computer players no longer occasionally start the game with more than 6 retorts.
* Computer players are no longer prevented from crafting magical items.
* Computer players will no longer equip staves and wands into the armor slots of their heroes.
* Computer players are no longer prevented from disbanding obsolete units for several turns when a game is loaded from the main menu.
* Computer players no longer mistarget or abort their casting of Ice Storm and Fire Storm when it completes.
* Units destroyed during the computer players' turns no longer have adverse effects on their decision-making.
Interface:
* Wizard customization may now be reset from past the spell selection screen even if there were no spells to select.
* Selecting less than 6 Retorts with long enough names during Wizard creation no longer causes them to not be displayed in the profile overview on the left.
* Trying to select the Myrran Retort with not enough picks remaining now displays the correct error message.
* The error prompts on the wizard customization screen are now consistent in their display, and no longer sometimes cause graphic glitches when clicked away.
* The Custom wizard button is now framed correctly.
* Cities can now be renamed from the City Screen.
* Cities can now be cycled through from the City Screen.
* Having exactly 12, 18, or 24 active enchantments on a city no longer prevents upward scrolling from wrapping to the last page of them.
* The food, gold, and mana income displays of the main overland view now always show accurate values.
* The quick save function no longer uses the same slot as the auto save.
* The game no longer sometimes fails to re-select a stack from which a unit used the Meld or Build (outpost) commands.
* Units selected on the plane not currently in view may no longer be moved with the keyboard.
* Units with no moves remaining can no longer be given movement orders using the opposite plane.
* Having certain combinations of units selected no longer prevents the Plane button from being used during overland spell targeting.
* Receiving a pick reward no longer prevents the last list separator from being added to the treasure text.
* Trying to issue a build order to engineers while viewing the opposite plane now automatically centers on them instead.
* Non-selected engineers no longer count into the build time prediction when planning a road, unless they are already building on the origin tile.
* The Surveyor, Cartographer, Apprentice, Historian, and Astrologer advisors, as well as the Mirror, the combat-, and the overland spellbooks may now also be closed with the same key bindings that are used to open them.
* The item creation screen now features context-based help.
* Deleting the item name during creation now always assigns a new default.
* Pressing both mouse buttons at the same time will no longer trigger inappropriate interface elements.
* The mouse pointer no longer snaps to interface elements triggered through a key binding. This behaviour is now optional instead.
* The directional keys no longer snap the mouse pointer to interface elements in the indicated direction. This behaviour is now optional instead.
* Pressing a key that can't be interpreted by the game will no longer snap the mouse pointer to inappropriate interface elements.
* Ctrl + key press combinations are no longer misinterpreted as other input.
* Interface elements with an assigned key binding are no longer ignored by the (now legacy) mouse pointer movement functionality.
* Pressing or holding a mouse button when an error is about to be shown no longer crashes the game on some screens.
* Exiting a scroll-able list selection dialog no longer crashes the game.
* Right-clicking during a confirmation dialog no longer triggers context-based help on the screen underneath the dialog (corrupting memory or causing a crash when it is closed).
* Ability help trigger areas no longer overlap in the hiring dialogs.
* The Settings screen is now multi-page, and highlights the option being moused over.
* Added setting: "Allow Duplicate Keys" - binding a key that is already in use on the same screen does not remove the previous binding.
* Added setting: "Legacy Pointer Movement" - restores mouse pointer movement to key-activated interface elements, and directional snapping to adjacent controls using the legacy bindings.
* Added setting: "Screen Edge Scrolling" - moving the mouse to an edge of the screen scrolls the main overland map in that direction.
* Added setting: "Edge Scroll Delay" - adds a short delay between moving the mouse to a screen edge and the start of scrolling.
* Added setting: "More Random Items" - half of all items are created from scratch instead of using defaults, and items created this way have access to the full range of item powers, not just attribute increases.
* Added a key binding interface. It can be reached from the Settings screen.
* All of the original non-debug hotkeys have been re-implemented as dynamic bindings, with the exceptions of the 'A' key used to accept hero offers, which has been merged into the generic Ok/Yes/Accept bindings instead; and the 'N' key used to switch planes in the Cartographer, which now uses the overland view's switch plane (Plane button) binding.
* Added key binding: "Quick Load" (overland) - loads from the quick save slot (SAVE10.GAM).
* Added key binding: "Quit Without Saving" (overland) - exits without preforming an auto / continue save.
* Added key binding: "Default Item Editor" (overland) - invokes an in-game default item editor (replaces ITEMMAKE.EXE).
* Added key bindings: "Find Next / Previous Army" (overland) - cycles the view through the player's non-garrison armies (no selection is made).
* Added key bindings: "Save / Recall Location" (overland) - stores and recalls up to 8 map locations that are also saved with the game.
* Added key bindings: "Next / Previous City" (overland) - cycles the view through the player's cities (without entering them).
* Added key bindings: "Scroll Map Up / Down / Left / Right" (overland) - scrolls the overland map in the indicated direction.
* Added key bindings: "Next / Previous Control" (interface) - cycles through the visible interface elements in a non-directional fashion (by index).
Sound:
* Playing event music or changing the background track no longer sometimes causes persistent glitches in the synthesizer.
* The Good Event and Building Complete music tracks no longer loop indefinitely.
* The negative food upkeep dialog is no longer missing its event music.
Patch Features:
* Added Patch Feature: "Life And Death" - Life and Death spellbooks are not mutually exclusive.
* Added Patch Feature: "2-Pick Myrran" - the Myrran retort costs only 2 picks.
* Added Patch Feature: "Non-11 Book Matching" - if you don't start with 11 books in the same realm, neither will the computer players.
* Added Patch Feature: "More 11-Book AIs" - increases the odds of the computer players starting with 11 books in the same realm.
* Added Patch Feature: "Strict Retort Reqs" - Computer players must obey the spellbook requirements for selecting retorts. So does treasure, however.
* Added Patch Feature: "No Snow Swimming" - Swimming units don't move cheaper across tundra tiles than ground units.
* Added Patch Feature: "No Deep Tundra" - All-surround tundra tiles have the same movement costs as all other tundra tiles.
* Added Patch Feature: "Mountains Of Grass" - Mountaineers don't suffer a movement penalty when crossing grasslands.
* Added Patch Feature: "Lesser Hero Powerup" - Some less useful heroes gain additional random abilities, the Healer and Golden One can equip staves.
* Added Patch Feature: "v1.51 Default Relations" - Starting relations are set using the 1.50/1.51 formula.
* Added Patch Feature: "Revolting Raiders" - Raiders appear more often and in greater numbers.
* Added Patch Feature: "Monsters Gone Wild" - Rampaging monsters appear earlier, more often, and in greater numbers.
* Added Patch Feature: "No Item Theming" - Removes the spellbook requirements from magical item rewards.
* Added Patch Feature: "Cheaper Misc Stats" - Attribute boost powers don't cost twice as much on miscellaneous items than on weapons and armor.
* Added Patch Feature: "Five Power Items" - Increases the number of powers that can be imbued into items to 5.
* Added Patch Feature: "Charge Any Weapon" - Allows Spell Charges to be imbued into any type of weapon, not just staves and wands.
* Added Patch Feature: "Better Failed Rewards" - Failed specials award the discarded budget's worth of treasure, failed spells and prisoners are replaced with mana and gold respectively. Finding nothing is not possible.
* Added Patch Feature: "Adamant Alchemy" - the alchemy retort costs 2 picks, but also allows using mithril and adamantium ores.
Other:
* Fixed several graphics engine bugs that had no effect on the vanilla game, but may impact modded ones.
* Slightly reduced the game's conventional memory footprint.
* ITEMMAKE.EXE is no longer supported. A feature-complete in-game editor is provided instead. However, the game will now also auto-correct all of the known bugs created by ITEMMAKE on load, so it can still be used if desired, it just won't get any updates.
* Encounters eligible for two picks' worth of special treasure no longer sometimes only yield one.
* Randomly generated magical items now always have the intended amount powers.
* Neutral starting cities gained one more population on the Low and Normal Neutral Population customizer settings, so Normal lines up with the 1.31 values as originally intended.
* Capitals are no longer sometimes closer to each other than necessary when the No Double Towers patch feature is enabled.
* Restored the 1.31 mechanics for generating Raiders and Rampaging Monsters, with the exception of an upward shift of Impossible in Difficulty-based formulae (it being replaced by Extreme). All other changes introduced in the unofficial patches have been rolled into Revolting Raiders and Monsters Gone Wild. However, do note that these are now patch features, and must be set when creating the game. They can no longer be toggled in ongoing campaigns.
* It is now possible to force the map generator into "legacy mode", where mandatory objects (nodes, towers, lairs, and starting cities) are placed using the 1.31 order, observing the original mechanics. Triggering this mode has the following requirements: the Custom Worlds, Old Node Generator, and Old Tower generator features must be enabled and, on both planes if applicable, Land Tiles have to be at least 360, Continent Size Limit must be zero, Single Continent needs to be off, Terrain Height must be Low or Normal, and all of Tundra Reach, Max Swamps, and Max Deserts have to be 8 or lower. Any other features and settings may be freely adjusted.
* Starting or loading an Easy difficulty game no longer prevents Random Events from occurring, possibly turning off the related setting globally as well.
Wizards:
* Finding the Famous retort in treasure now correctly awards its +10 Fame.
* Finding the Artificer retort in treasure now awards the corresponding item crafting spells if not known already.
* Divine Power and Infernal Power are now correctly prevented from being awarded to wizards possessing opposite spellbooks.
Spells:
* Retorts that decrease the casting cost of crafting spells no longer make those spells easier to counter.
AI:
* Computer players no longer occasionally start the game with more than 6 retorts.
* Computer players are no longer prevented from disbanding obsolete units for several turns when a game is loaded from the main menu.
Interface:
* The error prompts on the wizard customization screen are now consistent in their display, and no longer sometimes cause graphic glitches when clicked away.
* The Custom wizard button is now framed correctly.
* Cities can now be renamed from the City Screen.
* Cities can now be cycled through from the City Screen.
* Having exactly 12, 18, or 24 active enchantments on a city no longer prevents upward scrolling from wrapping to the last page of them.
* The food, gold, and mana income displays of the main overland view now always show accurate values.
* Having no units selected in the main overland view no longer causes a drop in frame rate and responsiveness in the later stages of the game.
* The quick save function no longer uses the same slot as the auto save.
* The game no longer sometimes fails to re-select a stack from which a unit used the Meld or Build (outpost) commands.
* Units with no moves remaining can no longer be given movement orders using the opposite plane.
* Clicking the Plane button during spell targeting no longer deselects the active stack, if any.
* Receiving a pick reward no longer prevents the last list separator from being added to the treasure text.
* Trying to issue a build order to engineers while viewing the opposite plane now automatically centers on them instead.
* Non-selected engineers no longer count into the build time prediction when planning a road, unless they are already building on the origin tile.
* The Surveyor, Cartographer, Apprentice, Historian, and Astrologer advisors, as well as the Mirror, the combat-, and the overland spellbooks may now also be closed with the same key bindings that are used to open them.
* The item creation screen now features context-based help.
* Deleting the item name during creation now always assigns a new default.
* Pressing both mouse buttons at the same time will no longer trigger inappropriate interface elements.
* The mouse pointer no longer snaps to interface elements triggered through a key binding. This behaviour is now optional instead.
* The directional keys no longer snap the mouse pointer to interface elements in the indicated direction. This behaviour is now optional instead.
* Pressing a key that can't be interpreted by the game will no longer snap the mouse pointer to inappropriate interface elements.
* Ctrl + key press combinations are no longer misinterpreted as other input.
* Interface elements with an assigned key binding are no longer ignored by the (now legacy) mouse pointer movement functionality.
* Right-clicking during a confirmation dialog no longer triggers context-based help on the screen behind it (causing a crash when the dialog is then closed on certain screens).
* Ability help trigger areas no longer overlap in the hiring dialogs.
* The Settings screen is now multi-page, and highlights the option being moused over.
* Restored the "End of Turn Wait" setting (removed in v1.40).
* Restored the "Auto Unit Information" setting (removed in v1.40).
* Restored the "Show Node Owners" setting (removed in v1.50).
* Reverted "Automatic Combat" to the original "Strategic Combat Only".
* The "Backup Saves" setting now has the appropriate help text.
* "Revolting Raiders" is now a Patch Feature instead of a game setting.
* "Monsters Gone Wild" is now a Patch Feature instead of a game setting.
* Added setting: "Allow Duplicate Keys" - binding a key that is already in use on the same screen does not remove the previous binding.
* Added setting: "Legacy Pointer Movement" - restores mouse pointer movement to key-activated interface elements, and directional snapping to adjacent controls using the legacy bindings.
* Added setting: "Screen Edge Scrolling" - moving the mouse to an edge of the screen scrolls the main overland map in that direction.
* Added setting: "Edge Scroll Delay" - adds a short delay between moving the mouse to a screen edge and the start of scrolling.
* Added setting: "More Random Items" - half of all items are created from scratch instead of using defaults, and items created this way have access to the full range of item powers, not just attribute increases.
* Added a key binding interface. It can be reached from the Settings screen.
* All of the original non-debug hotkeys have been re-implemented as dynamic bindings, with the exceptions of the 'A' key used to accept hero offers, which has been merged into the generic Ok/Yes/Accept bindings instead; and the 'N' key used to switch planes in the Cartographer, which now uses the overland view's switch plane (Plane button) binding.
* Added key binding: "Quick Load" (overland) - loads from the quick save slot (SAVE10.GAM).
* Added key binding: "Quit Without Saving" (overland) - exits without preforming an auto / continue save.
* Added key binding: "Default Item Editor" (overland) - invokes an in-game default item editor (replaces ITEMMAKE.EXE).
* Added key bindings: "Find Next / Previous Army" (overland) - cycles the view through the player's non-garrison armies (no selection is made).
* Added key bindings: "Save / Recall Location" (overland) - stores and recalls up to 8 map locations that are also saved with the game.
* Added key bindings: "Next / Previous City" (overland) - cycles the view through the player's cities (without entering them).
* Added key bindings: "Scroll Map Up / Down / Left / Right" (overland) - scrolls the overland map in the indicated direction.
* Added key bindings: "Next / Previous Control" (interface) - cycles through the visible interface elements in a non-directional fashion (by index).
Sound:
* Playing event music or changing the background track no longer sometimes causes persistent glitches in the synthesizer.
* The Good Event and Building Complete music tracks no longer loop indefinitely.
* The negative food upkeep dialog is no longer missing its event music.
Patch Features:
* Added Patch Feature: "Life And Death" - Life and Death spellbooks are not mutually exclusive.
* Added Patch Feature: "2-Pick Myrran" - the Myrran retort costs only 2 picks.
* Added Patch Feature: "Non-11 Book Matching" - if you don't start with 11 books in the same realm, neither will the computer players.
* Added Patch Feature: "More 11-Book AIs" - increases the odds of the computer players starting with 11 books in the same realm.
* Added Patch Feature: "Strict Retort Reqs" - Computer players must obey the spellbook requirements for selecting retorts. So does treasure, however.
* Added Patch Feature: "No Snow Swimming" - Swimming units don't move cheaper across tundra tiles than ground units.
* Added Patch Feature: "No Deep Tundra" - All-surround tundra tiles have the same movement costs as all other tundra tiles.
* Added Patch Feature: "Mountains Of Grass" - Mountaineers don't suffer a movement penalty when crossing grasslands.
* Added Patch Feature: "Lesser Hero Powerup" - Less useful heroes gain additional random abilities, the Healer and Golden One can equip staves.
* Added Patch Feature: "v1.51 Default Relations" - Starting relations are set using the 1.50/1.51 formula.
* Added Patch Feature: "Item Theming" - Restores the spellbook requirements of magical item rewards (removed in v1.40).
* Added Patch Feature: "Cheaper Misc Stats" - Attribute boost powers don't cost twice as much on miscellaneous items than on weapons and armor.
* Added Patch Feature: "Five Power Items" - Increases the number of powers that can be imbued into items to 5.
* Added Patch Feature: "Charge Any Weapon" - Allows Spell Charges to be imbued into any type of weapon, not just staves and wands.
* Added Patch Feature: "Better Failed Rewards" - Failed specials award the discarded budget's worth of treasure, failed spells and prisoners are replaced with mana and gold respectively. Finding nothing is not possible.
* Added Patch Feature: "Adamant Alchemy" - the alchemy retort costs 2 picks, but also allows using mithril and adamantium ores.
Other:
* Fixed several graphics engine bugs that had no effect on the vanilla game, but may impact modded ones.
* Slightly reduced the game's conventional memory footprint. It should now be possible to run native with sound on most Windows XP desktop computers, as well as notebooks that allow writing to base memory segment $E000 (i.e. no onboard device ROM is mapped there, or they can be disabled).
* ITEMMAKE.EXE is no longer supported. A feature-complete in-game editor is provided instead. At the same time, the game will now auto-correct all the known bugs created by ITEMMAKE on load, so it can still be used if desired, it just won't get any updates.
* The IW009, IW010, IW011, IW012, IW014, IW015, IW016, IW018, IW019, IW020, IW021, IW022, IW023, IW024, IW025, IW026, IW027, IW028, IW029, IW031, IW032, IW033, IW034, IW035, IW036, IW037, IW038, IW039, IW041, IW046, IW071, IW072, IW097, IW113, IW165, IW166, IW168, IW169, IW170, IW171, IW172, IW173, IM175, IM176, IM179, IM181, IM183, IM184, IM185, IM186, IM187, IM188, IM189, IM190, IM191, IM192, IM193, IM194, IM200, M003, M004, M005, M006, M009, M010, M012, M013, M014, M015, M016, M017, M018, M019, M020, M021, M022, M023, M024, M025, M026, M027, M031, W044, W053, W054, W134, W135, W178, W270, W325, W352, W364, M442, M475, M480, M484, W520, M521, M537, M547, M594, M659, W735, W748, W753, W756, M757, W761, M763, M768, W776, M777, M778, M779, M788, M790, M791, M800, W795, W798, HOTKEY.TXT, and TREASURE.TXT patches are now obsolete and can no longer be applied or removed. In addition, IM178, IM180, W304, M473, W473, W508, W565 and W733 are not possible to reverse anymore without editing them.
- Fixed bug: neutral cities ignore maximum population imposed by terrain.
- Rivers no longer sometimes end abruptly with no outflow tiles.
- Fixed bug: tundra adjacent to rivers have incorrect transitions if the river's tile was originally tundra.
- Fixed bug: Runemaster without Artificer reduces item crafting costs by a hidden 25%.
- Fixed bug: clicking errors away during wizard creation can cause graphic glitches.
- Fixed bug: the custom wizard button is missing its frame.
- Cities can now be renamed from the city screen.
- Fixed bug: having 12, 18, or 24 city enchantments prevents upward wrapping in their panel.
- Exiting the city screen now always centers the map on the last viewed city.
- Fixed bug: the stack is sometimes not re-selected after melding or building an outpost.
- Fixed bug: finished units can be given movement orders on the opposite plane.
- Fixed bug: the plane button deselects during spell targeting.
- Fixed bug: the last list separator is missing from the dialog if there's pick treasure.
- The build button for engineers now centers on them if they are on the opposite plane.
- Fixed bug: non-selected engineers count into the build time prediction (they still will if they are already building on the same tile).
- The item creation screen now features context-based help.
- Deleting the item name during creation now assigns a new default.
- Fixed bug: default items that have exactly the requested mana value are not eligible for rewards and AI crafting.
- AI players now consider Artificer and Aether Flux when determining the maximum value of the items they can craft.
- Failed treasure that is meant to be replaced by an item now always will be even if there are already 3 others.
- Fixed bug: clicking both mouse buttons at the same time triggers unrelated buttons or labels.
- Fixed bug: keys that can't be interpreted by the game move the mouse pointer to some random control.
- Fixed bug: Ctrl+key combinations are misinterpreted as other input.
- Fixed bug: control cycling ignores buttons and labels that have hotkey assignments.
- Fixed bug: help is not cleared during confirmation dialogs (triggering such help crashes the game e.g. on the magic screen).
- Fixed bug: ability help trigger areas overlap on the hiring screens.
- The Settings screen is now multi-page, and highlights the option being moused over.
- Restored the "End of Turn Wait" setting.
- Restored the "Show Node Owners" setting.
- Restored the "Expanding Help" setting.
- Removed the "Sluggish UI" setting.
- Fixed bug: hotkeys don't trigger the button press animations.
- New setting: "Allow Duplicate Keys" (toggles automatic duplicate key removal).
- New setting: "Legacy Pointer Movement" (toggles mouse cursor movement on hotkey presses and legacy directional control key presses).
- New setting: "Screen Edge Scrolling" (toggles screen edge scrolling).
- New setting: "Edge Scroll Delay" (adds a fixed delay to screen edge scrolling).
- New setting: "V1.40 Unit Escapes" (controls whether escape triggers wait overland / done in battle).
- The quick save function (F10 by default) no longer uses the same slot as the auto save.
- Added a key binding interface. It can be reached from the Settings screen.
- New key binding: "Quick Load" (overland) - loads from the new quick save slot (SAVE10.GAM).
- New key binding: "Quit Without Saving" (overland) - exits without preforming an auto / continue save.
- New key binding: "Default Item Editor" (overland) - invokes an in-game default item editor (replaces ITEMMAKE.EXE).
- New key bindings: "Find Next / Previous Army" (overland) - cycles the view through the player's non-garrison armies (no selection is made).
- New key bindings: "Save / Recall Location" (overland) - stores and recalls up to 8 map locations that are also saved with the game.
- New key bindings: "Next / Previous City" (overland) - cycles the view through the player's cities (without entering them).
- New key bindings: "Scroll Map Up / Down / Left / Right" (overland) - scrolls the overland map in the indicated direction.
- New key bindings: "Next / Previous Control" (interface) - cycles through the visible interface elements in a non-directional fashion (by index).
- Pressing the surveyor, cartographer, astrologer, historian, mirror or spellbook hotkeys a second time now closes these screens.
- Fixed bug: event music and background track switches load into the still playing music buffer.
- Fixed bug: the Good Event and Building Complete music tracks loop indefinitely.
- Added the missing event music for the negative food upkeep dialog.
- Fixed some graphics engine bugs that had no confirmed impact, but could have caused problems later.
- Slightly reduced the game's conventional memory footprint.
This is a report of my first CoM game, recently bought from Steam. Since my skills have grown quite rusty and I haven't played CoM before, I've picked the Normal level of difficulty. I've decided to play a largely peaceful, defensive game. Hence, I took Halflings with Guardian retort and Life books, with some Nature for flavor.
My capital soon basked in Holy Light - a nice early game power/defense spell.
Unfortunately, dungeons cut off a large part of my starting continent, which led to it being settled by High Elf followers of Tlaloc, a Peaceful Theurgist.
When I meticulously gathered Holy Armored Slingers to deal with the dungeons, their threats turned out to be largely overblown.
The Slinger force had to be used to liberate Tlaloc's elves from their evil Death master. Some of the defending elves being Wraithformed was only a minor inconvenience to the slingers.
Not even gold generously given to Tlaloc by some merchant could dissuade me.
Soon, a galley carried the slingers over to Tlaloc's continent, as War Bears protected the capital from Tlaloc's own wraithformed animals. The slingers took Tlaloc's two northern cities with few casualties.
However, an overly optimistic assault on Tlaloc's hero army resulted in some of our slingers slain, and others risen as undead in Tlaloc's army, so we had to sign peace - a thing which Tlaloc was also happy to do. The war left him with two cities remaining.
In CoM, early game passes much faster indeed, owning to early gold and per-city immediate bonus buildings like Magic Markets.
Soon, the cities taken from Tlaloc grew, forgetting their eccentric cult leader master.
Another eccentric wizard present on Arcanus was Freya, a Peaceful Militarist who was, as it later turned out, ruling a kingdom of High Men.
This stack...
announced the presence of this wizard, the chaotic militarist Sss'ra. Note that he was on Arcanus, not on Myrror, and was leading the Orcs. In this game, all four wizard opponents were on Arcanus - a thing possible on CoM Normal.
At least, some trading with him was possible.
The Altar of Peace is a very usefu spell for peaceful strategies, as Seravy's notes say. My research rate increased significanty, as my halflings sang "I want to make the world a home..."
The ruthless expansionist Sharee, who was ruling the Gnolls on the continent NW of mine, was the only truly aggressive AI in the game, as she was eager to prove.
External aggression is as good a pretext to increase taxes as any.
I like these new CoM events. The cheaper enchantments helped me to boost my Elven Lords for some more dungeoneering.
Since Sharee was at war with everyone else, too, the most notable effect of her aggression were the corrupted lands. But my halflings had Shamen to clean them.
It appears that even some of Sharee's gnoll subjects were discontent with her rule.
Nature's Cures was a useful spell to receive from Freya.
Sharee was clearly weakening. Sss'ra had been taking over her cities on the island west of her starting continent.
Sharee's only attempt to take my cities with some Orc mercenaries did not go well for her.
It was time to take the battle to her. Elven Lord in Holy Armor were a welcome sight for allies, but a fearsome sight for enemies.
Sharee also had taken a city Tlaloc had on my starting continent, which I then took from her, resulting in me finally owning my starting landmass. All these units of my putative allies were peaceful, although slightly worrying.
Sss'ra's Orc capital.
This army of Elven Lords attempted to break through a tower of Djinns and Air Elementals on my continent, but suffered deeat.
We needed exorcising Angels to break through.
This time, we were successful, entering the wizardless Myrror.
Many lairs were demolished with the help of Unicorns and Angels (sounds like a Christmas postcard)
At this point, I was the first in power production and spell power, even through Freya had a far stronger army.
With the abundant gold and early buildings providing direct per-city bonuses (unlike in the original MoM), it was easy to build up new cities on Myrror that would quickly produce a fair amount of research. In fact, I was too slow and careful in doing so (I should've done an Infinite City Sprawl strategy there).
Freya started to settle cities, too, taking over some of my nodes with Magic Spirits. Fortunately, I was able to take them back without diplomatic incidents.
She also casted Survival Instinct.
The Angels had some difficulty taking on Gorgons.
I gladly accepted the Sage hero, Zaldron, in my ranks.
Even two Archangels couldn't take on Efreets.
Four did the trick, though.
The boosted Archangels were reasonably effective.
They were even able to take on big Drakes in towers.
Meanwhile, on Myrror, Freya finally overpowered Sss'ra.
Her military power was over 9000, if you trust the historian graph.
Her capital was quite a comfortable place to live.