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Changelog for upcoming versions

Why legacy mountains in modding in give different mountains from legacy tileset? How could I mixed legacy tileset's mountains mixed with current tile set?
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How far game is from able to cast combat enchantment or other spells by script?
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The game is crashing on this save file when I do the next turn. By the way, the first post looks like version 1.4.5 but my version is 1.04.07. GOG says it doesn't have any updates.


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Ugh, sorry, I was looking at both threads (this and bug reports) and posted in the wrong one. duh
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Out of curiosity, will the next update support making new spells that damage all enemy units in a stack, whether in combat or overworld? I think that's one of the more glaring omissions so far.
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Probably not, that pretty much requires supporting "custom special spells" in other words spells that can be anything at all. I considered it for a very long time but it's way too much work and requires adding spell targeting types and AI scripts for each type on top of the (planned to be added) custom spell animations.

While it's already possible to script pretty much any spell effect so a workaround of using a spell type that has the desired way of targeting might already be possible, the problem is without AI scripts these spells would be mis-used by the AI completely.

Maybe removing global damage spells from the "other" SpellTypeGroup and giving them their own internal type(s) could be worth it though. One for combat "all enemy damage" spell, one for combat "all enemy save of die" spells, and one for overland "damage to stack" spells. But that pretty much only allows damage and save or die spells so you still can't do anything else, like curse all enemies or heal all friendly units. No, I don't think this is the correct solution either.
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I see, that's unfortunate. Hopefully somewhere down the line then.
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(May 10th, 2023, 21:50)Fringe Wrote: The game is crashing on this save file when I do the next turn. By the way, the first post looks like version 1.4.5 but my version is 1.04.07. GOG says it doesn't have any updates.

Confirmed.
The crash seems to be caused by combat on a tile with no enemy units. I'll need to investigate further how that can happen as it should not be possible.

Edit : This was caused by a unit changing planes without clearing the destination coordinates so it tried to move outside the map as plane 2 was smaller. Under normal circumstances this isn't a problem - normal units don't "remember" their destination and will always get new move orders from the AI instead of reusing the leftover one. However Settlers are an exception. Still, if the Settler targeted the tower, it has no destination set when using it (it arrived at the destination already) so this probably only happens when a settler steps on the tower by accident while moving to a target location and then changes planes as part of a larger stack.
I will fix this by making plane changes always force resetting the destination otherwise similar problems might get triggered by the Plane Shift spell if cast on a moving unit.

PS : the bug is on the settler stack owned by Ariel at 2,107,63 (tower, myrran side). If you can't kill it, it's probably best to wait for the update and continue from the save file a turn before this one (as this already has the invalid coordinates).
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Pardon me if I'm asking too many questions, but will the next update allow modders to cast spells via scripts? Right now we can't do things like have Blazing March cast via a city enchantment at the start of the battle, or Black Prayer at the start via a global enchantment etc.
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That sounds like something that could be solved by a "beginning of combat" script.
Do we have a script command for setting combat global enchantments?
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