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Changelog for upcoming versions

(September 13th, 2021, 16:11)Seravy Wrote: In theory all three should come online at the same time every update.

Seravy,
I want to take this opportunity to thank you for the amazing work you have been doing (for years, but even more so in the latest few months).

It's incredible to see how quickly you react to feedback, and how quickly bug fixes and QoL improvements make it into the latest version.

I also can't wait to try the new 1.2.

Thanks again.
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Seems that the 1.2 is taking a bit of time (a bit longer than usual) to be released on GOG.

Seravy, do you have an update from Slitherine?

Thanks
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I've confirmed the files in the installer work correctly on Monday.
Usually it shows up online the next day, so no idea.
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(September 22nd, 2021, 07:26)Seravy Wrote: I've confirmed the files in the installer work correctly on Monday.
Usually it shows up online the next day, so no idea.

Thanks anyway. Can't wait for 1.2 to try it out.

Is there somewhere a good summary of the new modding options introduced in 1.2? I get a bit lost given how much options there are right now (which is a good thing!).
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The changelog in the first post?
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Do you have plan for modding of unit/city/global enchantment spell's effect?

Is it possible for me to mod blazing march to give movement bonus?
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On long term, probably yes. Within the next 3-6 months, no. I need a break before adding more features.
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(November 8th, 2021, 10:45)Seravy Wrote: On long term, probably yes. Within the next 3-6 months, no. I need a break before adding more features.

Thank you.
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(November 8th, 2021, 12:25)Suppanut Wrote:
(November 8th, 2021, 10:45)Seravy Wrote: On long term, probably yes. Within the next 3-6 months, no. I need a break before adding more features.

Thank you.

Aha. Big thanks to you, Seravy, once again! The last update was - again - impressive and a lot of fun. Super-useful "Fog of war" for the first time! ... For a while it looked like we were headed for a final version 1.31 ;p  But who knows what the future will look like. So far I don't see much modding activity. Maybe that is also deceptive and something like that takes time. There may well be a need for a main "Mods and Modding" thread in the future.
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I add many spells as spell charge on units such as disrupt on engineer and weakness on witchdoctor. But I found that their icon display missing. How could I add custom made icons of those ability for them?

And even for spell which not missing, I add them more than 1 charge but they don't display number of charge available. I would suggest for number of charge display on browser too.

Is there any way to remove resistance check from spell?

Weakness debuff effect could not be modded?
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