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Next test game?

I'm done with the updates for the new version so it's time for testing. (as usual 1-3 weeks of playing a few hours every day, then I'll send the update to the publisher)

Any recommendations what realm, race, score modifiers or strategy to play? Anything that might have balance issues or undiscovered bugs? I can't really think of anything in particular, as far as I remember though I mostly played Chaos before the previous few updates so definitely not that.

Maybe Sorcery and flying boats? That's the only specific thing in the update that's not AI related or generic. Perhaps combined with another realm like Life or Nature?

(the current changelog)
Code:
1.4.7
Bug fixes, gameplay, general
-Holding the SHIFT key while targeting an overland unit enchantment spell will automatically start casting the same unit enchantment spell again.
-Added new option "Stand Still" to the combat auto menu. When selected, all units will pass their turn without acting.
-NEW GAMEPLAY FEATURE : The city curses of banished wizards have half the normal dispel resistance.
-NEW GAMEPLAY FEATURE : During wizard's pacts and alliances, AI players will cancel their own city curses that have been cast on the treaty partner's cities over time.
-Fixed bug : Visibility wasn't immediately updated when the human player's city produced a building such as an Oracle.
-The AI will not cast Transmute on city resources if the city is unable to use Mithil or Adamantium (disallowed Library or Alchemist Guild and no access to Philosopher's Stone)
-Fixed bug : The AI sometimes fails to mark an unmelded node as a reason to summon additional Magic Spirits.
-Fixed a bug in the AI's target priority formula on the Mislead spell.
-The AI's combat casting priority of Wall spells in combat decreses based on the percentage of the AI's units outside the city tiles protected by the wall.
-Fixed bug : Frozen status is not removed from units when casting Raise Dead
-Fixed bug : Dead units were not skipped when calculating the visibility of overland tiles.
-Fixed bug : When Nightshade removed a city curse from an AI city, an incomplete message was shown in the monthly report.
-Fixed bug : Clairvoyance failed to grant Forester to non-fantastic units.
-Implemented Raise Volcano animation for the Legacy Tileset setting.
-Added a sound effect when the human player casts Disjunction.
-Each AI player will now use different hero names for their heroes.
-Vials of Noble will no longer appear in treasure after turn 120.
-Fixed bug : Warrior Leader type heroes were able to roll Mage hero abilities as random abilities instead of Warrior Mage type heroes.
-Fixed bug : Dispel report windows show 1 fewer spells being dispelled than they should.
-Fixed bug : Normal units gained +3 MP instead of +5 MP at Elite and higher level.
-Adjusted cloud terrain area size in naval combat involving a flying transport
-When flying and non-flying ships enter the battle together, up to 4 of the non-flying ships will be placed behind the cloud area instead of on top of it.
-Fixed bug : Guardian Spirit fails to provide the bonus combat stats for the defender.
-Updated the Intro animation (thanks, Suppanut!)

Modding
-Added DResist.CAS, this script calculates the dispel resistance of spells.
-Removed the spell specific dispel resistance settings from Modding.INI, these can now be changed in DResist.CAS
-Added DPower.CAS, this script calculates the dispel power modifier of spells.
-Added ToDefend stat to Levelbonus.INI
-NoHealing is no longer a hardcoded effect, but a proper unit flag available in Units.INI.
-GetStat and Setstat can now read/write the NoHealing flag.
-GetStat and Setstat can now read/write the maximal figure count of a unit.
-Added GetDamage() Script function to check how much damage is already on a unit.
-The amount and probability of cancelling a city curse during a pact or alliance can be changed in Modding.INI
-It's also possible to enable cancelling city curses during a peace treaty the same way.
-Hero names are now read from Heronames.INI to provide 14 different names for each hero, however, if the file does not exists, the old heronames.txt file will be used.
-Added GetHeAb() script function to check for a hero having a specific hero ability and the amount of bonus granted by it.
-Added SetHeAb script command to grant/remove a hero ability from a hero.
-Added Heroabi.INI file to modify hero abilities.
-It is now possible to define an earliest and a latest turn count for finding vials of certain abilities.
-The amount of hero abilities can be changed in Modding.INI. It is now possible to add new hero abilities.
-Minimal required food for starting capitals is now adjustable in Terrain.INI.
-Maximal ore quality allowed for starting capitals is now adjustable in Terrain.INI.
-Custom unit abilities can now be added to units in Units.INI by adding the line CustomX=Yes where X is the ID of the ability (1-20).
-AI priorities for settler destination selection are now available in Modding.INI.
Reply

(January 4th, 2023, 19:28)Seravy Wrote: I'm done with the updates for the new version so it's time for testing. (as usual 1-3 weeks of playing a few hours every day, then I'll send the update to the publisher)

Any recommendations what realm, race, score modifiers or strategy to play? Anything that might have balance issues or undiscovered bugs? I can't really think of anything in particular, as far as I remember though I mostly played Chaos before the previous few updates so definitely not that.

Maybe Sorcery and flying boats? That's the only specific thing in the update that's not AI related or generic. Perhaps combined with another realm like Life or Nature?

(the current changelog)
Code:
1.4.7
Bug fixes, gameplay, general
-Holding the SHIFT key while targeting an overland unit enchantment spell will automatically start casting the same unit enchantment spell again.
-Added new option "Stand Still" to the combat auto menu. When selected, all units will pass their turn without acting.
-NEW GAMEPLAY FEATURE : The city curses of banished wizards have half the normal dispel resistance.
-NEW GAMEPLAY FEATURE : During wizard's pacts and alliances, AI players will cancel their own city curses that have been cast on the treaty partner's cities over time.
-Fixed bug : Visibility wasn't immediately updated when the human player's city produced a building such as an Oracle.
-The AI will not cast Transmute on city resources if the city is unable to use Mithil or Adamantium (disallowed Library or Alchemist Guild and no access to Philosopher's Stone)
-Fixed bug : The AI sometimes fails to mark an unmelded node as a reason to summon additional Magic Spirits.
-Fixed a bug in the AI's target priority formula on the Mislead spell.
-The AI's combat casting priority of Wall spells in combat decreses based on the percentage of the AI's units outside the city tiles protected by the wall.
-Fixed bug : Frozen status is not removed from units when casting Raise Dead
-Fixed bug : Dead units were not skipped when calculating the visibility of overland tiles.
-Fixed bug : When Nightshade removed a city curse from an AI city, an incomplete message was shown in the monthly report.
-Fixed bug : Clairvoyance failed to grant Forester to non-fantastic units.
-Implemented Raise Volcano animation for the Legacy Tileset setting.
-Added a sound effect when the human player casts Disjunction.
-Each AI player will now use different hero names for their heroes.
-Vials of Noble will no longer appear in treasure after turn 120.
-Fixed bug : Warrior Leader type heroes were able to roll Mage hero abilities as random abilities instead of Warrior Mage type heroes.
-Fixed bug : Dispel report windows show 1 fewer spells being dispelled than they should.
-Fixed bug : Normal units gained +3 MP instead of +5 MP at Elite and higher level.
-Adjusted cloud terrain area size in naval combat involving a flying transport
-When flying and non-flying ships enter the battle together, up to 4 of the non-flying ships will be placed behind the cloud area instead of on top of it.
-Fixed bug : Guardian Spirit fails to provide the bonus combat stats for the defender.
-Updated the Intro animation (thanks, Suppanut!)

Modding
-Added DResist.CAS, this script calculates the dispel resistance of spells.
-Removed the spell specific dispel resistance settings from Modding.INI, these can now be changed in DResist.CAS
-Added DPower.CAS, this script calculates the dispel power modifier of spells.
-Added ToDefend stat to Levelbonus.INI
-NoHealing is no longer a hardcoded effect, but a proper unit flag available in Units.INI.
-GetStat and Setstat can now read/write the NoHealing flag.
-GetStat and Setstat can now read/write the maximal figure count of a unit.
-Added GetDamage() Script function to check how much damage is already on a unit.
-The amount and probability of cancelling a city curse during a pact or alliance can be changed in Modding.INI
-It's also possible to enable cancelling city curses during a peace treaty the same way.
-Hero names are now read from Heronames.INI to provide 14 different names for each hero, however, if the file does not exists, the old heronames.txt file will be used.
-Added GetHeAb() script function to check for a hero having a specific hero ability and the amount of bonus granted by it.
-Added SetHeAb script command to grant/remove a hero ability from a hero.
-Added Heroabi.INI file to modify hero abilities.
-It is now possible to define an earliest and a latest turn count for finding vials of certain abilities.
-The amount of hero abilities can be changed in Modding.INI. It is now possible to add new hero abilities.
-Minimal required food for starting capitals is now adjustable in Terrain.INI.
-Maximal ore quality allowed for starting capitals is now adjustable in Terrain.INI.
-Custom unit abilities can now be added to units in Units.INI by adding the line CustomX=Yes where X is the ID of the ability (1-20).
-AI priorities for settler destination selection are now available in Modding.INI.

Woot, thanks!
Reply

You should thank Slingers for intro animation too. It is his original design while I fix its graphic defects.

And if hero name list happens to include my name (Suppanut, as in Slinger's version) please replace it with something else, I don't feel comfortable for it to be there.

Also, which file is where I define custom unit ability id to display ability?
Reply

(January 4th, 2023, 21:19)Suppanut Wrote: You should thank Slingers for intro animation too. It is his original design while I fix its graphic defects.

And if hero name list happens to include my name (as in Slinger's version) please replace it with something else, I don't feel comfortable for it to be there.

Also, which file is where I define custom unit ability id to display ability?

DisAbil.CAS

For example
IF GETSTAT(U,103,1)>0 THEN {
AddAbilityLine 0,157,"Expanding","Expanding";
}

Will display "Expanding" as the ability name for the 4th ability (Custom4=Yes in units.ini).

I'm pretty sure I've removed any hero name that I recognized as a real person.
Reply

(January 4th, 2023, 22:49)Seravy Wrote:
(January 4th, 2023, 21:19)Suppanut Wrote: You should thank Slingers for intro animation too. It is his original design while I fix its graphic defects.

And if hero name list happens to include my name (as in Slinger's version) please replace it with something else, I don't feel comfortable for it to be there.

Also, which file is where I define custom unit ability id to display ability?

DisAbil.CAS

For example
IF GETSTAT(U,103,1)>0 THEN {
AddAbilityLine 0,157,"Expanding","Expanding";
}

Will display "Expanding" as the ability name for the 4th ability (Custom4=Yes in units.ini).

I'm pretty sure I've removed any hero name that I recognized as a real person.

Thank you.
Reply

It looks like another great update is coming soon! 

I read the changelog and it says:
"- Fixed bug : Warrior Leader type heroes were able to roll Mage hero abilities as random abilities instead of Warrior Mage type heroes."

If hero abilities are intended to be class/type specific, shouldn't that affect the applicability of vials as well? For example, the attached image shows a Warrior with Soullinker (a Mage Leader ability) and a Mage with Blademaster (a Warrior ability).


Attached Files Thumbnail(s)
   
Reply

No, vials can be freely used.
The classes mainly exists for distributing random abilities at the start of the game in a way that makes sense and results in decent heroes.
Like, you generally don't want your Warlock hero to start the game with Might, etc.

But if you already hired the Warlock and for some reason want to use them in melee anyway, you're free to do so, it's not like it breaks the game or anything.
Reply

(January 5th, 2023, 14:39)Seravy Wrote: No, vials can be freely used.
The classes mainly exists for distributing random abilities at the start of the game in a way that makes sense and results in decent heroes.
Like, you generally don't want your Warlock hero to start the game with Might, etc.

But if you already hired the Warlock and for some reason want to use them in melee anyway, you're free to do so, it's not like it breaks the game or anything.

I have to write that into my personal manual, otherwise I'll be surprised again and again. ;p
 
@Test game: "... Anything that might have balance issues ..."

How about this: 
Alchemy/Channeler/Astrologer/4D/4S, Skeletons, Black Sleep, Wraith Form, Confusion.
Lair monsters and neutrals cannot dispel. Gnolls have the fastest Spearmen.


Edit: Non-ranged heroes cannot use Arcane Power or Capacity vials, but can use a Powershot vial, which does nothing ... until Focus Magic is used! But how is it now with the first 2? 

See attached image with Level 3 (Captain) Brax & Ranged: 10 !


Attached Files Thumbnail(s)
   
Reply

(January 5th, 2023, 16:29)Slingers Wrote:
(January 5th, 2023, 14:39)Seravy Wrote: No, vials can be freely used.
The classes mainly exists for distributing random abilities at the start of the game in a way that makes sense and results in decent heroes.
Like, you generally don't want your Warlock hero to start the game with Might, etc.

But if you already hired the Warlock and for some reason want to use them in melee anyway, you're free to do so, it's not like it breaks the game or anything.

I have to write that into my personal manual, otherwise I'll be surprised again and again. ;p
 
@Test game: "... Anything that might have balance issues ..."

How about this: 
Alchemy/Channeler/Astrologer/4D/4S, Skeletons, Black Sleep, Wraith Form, Confusion.
Lair monsters and neutrals cannot dispel. Gnolls have the fastest Spearmen.


Edit: Non-ranged heroes cannot use Arcane Power or Capacity vials, but can use a Powershot vial, which does nothing.

Bug, I'll fix that immediately. Powershot was addedin an update quite a while after vials were implemented and I forgot about that detail.

I've started my test game with 5 sorcery, 4 life, 3 nature and High men for now.
Next game I'll try that then, albeit I'm pretty sure we did test that sort of strategy in the DOS version a few years ago.
Reply

(January 4th, 2023, 19:28)Seravy Wrote: I'm done with the updates for the new version so it's time for testing. (as usual 1-3 weeks of playing a few hours every day, then I'll send the update to the publisher)

Any recommendations what realm, race, score modifiers or strategy to play? Anything that might have balance issues or undiscovered bugs? I can't really think of anything in particular, as far as I remember though I mostly played Chaos before the previous few updates so definitely not that.

Maybe Sorcery and flying boats? That's the only specific thing in the update that's not AI related or generic. Perhaps combined with another realm like Life or Nature?

(the current changelog)
Code:
1.4.7
Bug fixes, gameplay, general
-Holding the SHIFT key while targeting an overland unit enchantment spell will automatically start casting the same unit enchantment spell again.
-Added new option "Stand Still" to the combat auto menu. When selected, all units will pass their turn without acting.
-NEW GAMEPLAY FEATURE : The city curses of banished wizards have half the normal dispel resistance.
-NEW GAMEPLAY FEATURE : During wizard's pacts and alliances, AI players will cancel their own city curses that have been cast on the treaty partner's cities over time.
-Fixed bug : Visibility wasn't immediately updated when the human player's city produced a building such as an Oracle.
-The AI will not cast Transmute on city resources if the city is unable to use Mithil or Adamantium (disallowed Library or Alchemist Guild and no access to Philosopher's Stone)
-Fixed bug : The AI sometimes fails to mark an unmelded node as a reason to summon additional Magic Spirits.
-Fixed a bug in the AI's target priority formula on the Mislead spell.
-The AI's combat casting priority of Wall spells in combat decreses based on the percentage of the AI's units outside the city tiles protected by the wall.
-Fixed bug : Frozen status is not removed from units when casting Raise Dead
-Fixed bug : Dead units were not skipped when calculating the visibility of overland tiles.
-Fixed bug : When Nightshade removed a city curse from an AI city, an incomplete message was shown in the monthly report.
-Fixed bug : Clairvoyance failed to grant Forester to non-fantastic units.
-Implemented Raise Volcano animation for the Legacy Tileset setting.
-Added a sound effect when the human player casts Disjunction.
-Each AI player will now use different hero names for their heroes.
-Vials of Noble will no longer appear in treasure after turn 120.
-Fixed bug : Warrior Leader type heroes were able to roll Mage hero abilities as random abilities instead of Warrior Mage type heroes.
-Fixed bug : Dispel report windows show 1 fewer spells being dispelled than they should.
-Fixed bug : Normal units gained +3 MP instead of +5 MP at Elite and higher level.
-Adjusted cloud terrain area size in naval combat involving a flying transport
-When flying and non-flying ships enter the battle together, up to 4 of the non-flying ships will be placed behind the cloud area instead of on top of it.
-Fixed bug : Guardian Spirit fails to provide the bonus combat stats for the defender.
-Updated the Intro animation (thanks, Suppanut!)

Modding
-Added DResist.CAS, this script calculates the dispel resistance of spells.
-Removed the spell specific dispel resistance settings from Modding.INI, these can now be changed in DResist.CAS
-Added DPower.CAS, this script calculates the dispel power modifier of spells.
-Added ToDefend stat to Levelbonus.INI
-NoHealing is no longer a hardcoded effect, but a proper unit flag available in Units.INI.
-GetStat and Setstat can now read/write the NoHealing flag.
-GetStat and Setstat can now read/write the maximal figure count of a unit.
-Added GetDamage() Script function to check how much damage is already on a unit.
-The amount and probability of cancelling a city curse during a pact or alliance can be changed in Modding.INI
-It's also possible to enable cancelling city curses during a peace treaty the same way.
-Hero names are now read from Heronames.INI to provide 14 different names for each hero, however, if the file does not exists, the old heronames.txt file will be used.
-Added GetHeAb() script function to check for a hero having a specific hero ability and the amount of bonus granted by it.
-Added SetHeAb script command to grant/remove a hero ability from a hero.
-Added Heroabi.INI file to modify hero abilities.
-It is now possible to define an earliest and a latest turn count for finding vials of certain abilities.
-The amount of hero abilities can be changed in Modding.INI. It is now possible to add new hero abilities.
-Minimal required food for starting capitals is now adjustable in Terrain.INI.
-Maximal ore quality allowed for starting capitals is now adjustable in Terrain.INI.
-Custom unit abilities can now be added to units in Units.INI by adding the line CustomX=Yes where X is the ID of the ability (1-20).
-AI priorities for settler destination selection are now available in Modding.INI.
Awesome!!

Code:
-NEW GAMEPLAY FEATURE : During wizard's pacts and alliances, AI players will cancel their own city curses that have been cast on the treaty partner's cities over time.
I remember talking about this and this is a good solution. What happens with the human player's city curses on former enemy cities though? Would they automatically go away too, or would it be under the player's discretion to cancel them? There should be reciprocity I guess... I never play death, rarely chaos usually, don't think I ever cast a curse on an enemy city so I have no idea how that affects relationship, etc.
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