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  1. #131
    Senior Member
    Join Date
    Jan 2013
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    119
    Do you have an in-depth changelog? I enjoy reading those for some reason.

  2. #132
    Other than the changelogs provided at the beginning of this topic, no. You can read the news though, if you haven't already: http://www.moddb.com/games/the-protectors/news

    EDIT: Oh, I didn't post the changelog of 0.8.4 on this forum. It's a rather long read, but here it is:
    EDIT2: If you wish to view the ENTIRE changelog from version 0.5 upwards, you can check this link. It's constantly updated.

    ******************************** Patch 0.8.4 *************************************

    *Replaced hero rankings with original ones
    *Updated unofficial items pack
    *Fixed some high resolution control panel bugs
    *Fixed shop at campaign start
    *Updated Baragon, Elnaria, Huge Dragon, Paridian voice files
    *Inquisitor is now produced at Shrine of the Sword
    *Shrine of the Sword now requires Keep level 4
    *Cathedral now requires Keep level 5
    *Added 9 new skirmish maps (New Illuria, Why Not, The Hot Spot, Dwarven Hills, Baptism of Fire, Battle of Serenthgur, Naval Wars, Violent Meetings, The White Night)
    *Modified morph costs for undead
    *Lightning Hawks are no longer produced at Fortress
    *Externalised four more strings for translated versions
    *Added Manticore, Wisp, Ancient Wisp speech files
    *Added siege, elephant, insectoid, wardog death speech files
    *Updated dark elf, high elf, minotaur tower speech files
    *Added Air, Water, Fire, Earth Elemental ready speech files
    *Doomknight is now available for Undead
    *Doomknight no longer requires Barrow
    *Ogres and Goblin Chiefs are now available for Orcs
    *Fixed Summon Dancing Swords spell bug
    *Improved Undead AI. Now morphs skulls and liches
    *Improved AI. No longer picks on animals
    *Fixed bug not deleting save game when pressing continue
    *Fixed The Dark Path scenario popup
    *Fixed bug where AI would produce too many builders
    *Fixed Ambient4.mp3 file. No more screeching sounds
    *Assasin, Dryad, Spider Priestess, Queen Spider and Ice Maidens are now available for elves
    *Removed 1 skirmish map (Lands Divided)
    *Improved some SFX, including weather sounds
    *Added daemonic and draconian death speech files
    *Fixed Increase Casting spell. Now correctly adds +0.5 to casting in a random spell sphere
    *Fixed text pop up for Stables
    *Fixed wood-elf hero avatar fidget rate
    *Fixed bug where Salamanders would be produced at an unfinished pit
    *Fixed bug where dwarf berserker would be tagged as cavalry
    *Fixed bug where Call Sage, Raise Champion, Summon Animal and Elementalism spells would use mana during starvation
    *Fixed bug where Plague Priest would try to cast chaos plague on buildings
    *Fixed bug where higher levels of Summon Animal would spawn units away from the caster
    *AI heroes only cast Darkstorm when in need of healing and of undead, dark elf or daemon race
    *Implemented modular music. Each race has its own set of tracks
    *Added new soundtrack: TPC OST
    *Improved modular music. Titan built, Hero dies, Character dies, Travel
    *T-Rex now causes Fear
    *Naga no longer causes Fear
    *Spore and Flamer are now available for Plaguelords
    *Spores, Gazers and Flamers now spawn 3 Slimes on death
    *Virus researches are now available for Plaguelords
    *PlaguePiles now give a build radius of 20x30 (like Hall of Plague)
    *Added the new Kharn Pak - Caverns terrain tiles
    *Improved transition between hero level up tabs
    *Improved the perks system. Now adjustable via sliders. Heroes reset
    *Improved perk descriptions
    *Fixed pat pack 1 terrain tile bug
    *Food deposits are now affected by keep level
    *Reaper and Succubus are now available for Daemons
    *Balora is now built at the keep
    *Imp is now available at keep level 3
    *Nightmare is now available at keep level 4
    *RSB activation text now stays on screen longer
    *Halberdier is now available for The Empire
    *Halberdier now gives +1 morale
    *Fixed bug where barbarian AI would get pegasi out of retinue
    *Added new Grimnir speech files
    *Added new death speech files for each dragon type
    *Added new death speech files for imperial hero, dark elf hero, high elf hero and wood elf hero
    *Added new death speech files for swordsman, imperial archer, woodrider, knight, runelord, black mage, blackguard, dragon knight and more
    *Added Eye of Oros speech files
    *Added EagleCantBuild, GhoulDeathblow and InquisitorDeathblow speech files
    *Fixed bug where AI would suicide slow converting units
    *Fixed bug where AI would use invisibility on chameleons without having Blending researched
    *Improved AI. Now uses WhiteWard, Immunity, ResistMagic, ResistMissile spells before risking to be affected (like FireResistance)
    *Improved AI. Now uses Immunity, ResistMagic, ResistMissile, ResistFire spells when threatened by buildings as well
    *Rebalanced most units. Documentation updated
    *Added new T-Rex and Triceratops speech files
    *Improved sound FX and speech files
    *Implemented the new Editor command ResetAllStats (CTRL+X in the menu)
    *Reseted all stats of released chapters & campaign scenarios. Chapters reset
    *Fixed bug where pausing the game would kill inactive units
    *AI heroes now have perks as well
    *Perks can now be seen in info area
    *Decreased difficulty in Chapter 2: The Isle of Dawn
    *Eye of Oros now produced at Temple of Eyes
    *Scorpion now available at level 1 keep for The Swarm
    *Fixed Ghould Ambush in Chapter 3: The Rising Fire
    *Fixed bug where Duskshroud could travel after entering the pyramid in Chapter 1: Nightfall
    *Fixed bug where viewing the Journal would cause a crash in Prologue
    *Fixed the Enter Herueth scenario in Prologue
    *Slightly increased soundcache size
    *Air Elementals now deal electrical damage
    *Earth Elementals are now vulnerable to cold and resistant to electricity
    *Frost Dragons are now resistant to cold
    *Storm Dragons are now resistant to electricity
    *Fixed minor dialogue bugs in the campaign
    *Hero avatars now influence starting damage type
    *AI heroes now have random voices matching avatars
    *AI heroes no longer have guaranteed boots of speed and "funky" items
    *AI heroes can now wear 7 items
    *Fixed bug where AI heroes would wear duplicate item types (two banners, two necklaces, etc.)
    *AI heroes now have their damage type influenced by weapon item
    *AI heroes now wear more items
    *Implemented the new NIS command "Music". Documentation updated
    *Decreased cost of Virus researches to 300 gold + 100 per level (was 600 + 100)
    *All hydras have the dragon tag and are affected by dragon-targeted skills&spells
    *Implemented the new campaign cross-reference system. AI heroes are loaded from chapters (Esgaleth)
    *Implemented the new .MAP additions for cross-referenced AI heroes
    *Esgaleth now starts with +10 levels in the campaign
    *Added a hint in the campaign
    *Fixed bug where Warcry would cast RSB as well
    *Fixed bug where reseting chapters would keep old retinue
    *All morale skills give +1 morale (was +2)
    *Constitution gives +15 hit points (was +10)
    *All Seeing Aye, Slimemaster, Guardian Oak, Golem Master now give +3xp (was +5)
    *Runic Lore, Griffon Master, Guild Master, Dragon Master, Undead Legion now give +3x (was +10)
    *Elemental Lore now gives +4xp (was +10)
    *Knight Protector now gives +3xp (was +4)
    *Life Rune, Forest Rune, Death Rune now gives +10hp (was +5%)
    *Magic Resistance now gives +7 resitance per point (was +4)
    *Memories now gives +1.5xp per point (was +3)
    *AI attack priority for tower is now 300 (same as units)
    *Catapults can now pick camels and hurl them
    *Trolls can now pick up penguins, seals & turtles and hurl them
    *Added new skills: Diplomacy, Thievery, Fire Missile, Swiftness
    *Added new class: Monk
    *Externalised 10 more strings for translated versions
    *Thief class now has Thievery skill
    *Assassin class now has Swiftness skill
    *Bard, Merchant classes now have Diplomacy skill
    *Tinker class now has Gem Cutting skill
    *Knight Protector now affects Dragon Knights as well
    *Updated help text
    *Updated WBC2 Terrain Pack
    *Fixed replayable mission at Chapter 2: The Isle of Dawn start
    *Corrected Dark Infantry, Black Mage, White Mage, Stone Golem and Wyvern animation frames
    *Added more speech files for Robert, Kaari, Setroth and Gront
    *War Cry now costs 25 mana (was 20)
    *Increased maximum number of speech files per unit to 11 (was 4)
    *All newly created heroes start with neutral perks (level 0)
    *Reave skill now correctly affects only large creatures (and not huge as well)
    *Fixed spell indexes
    *Implemented the new spell timer system
    (continued on next post)
    Last edited by Patrick_the_Winekiller; 03-17-2015 at 04:01 PM.
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  3. #133
    *Charm now gives 4 base merchant skill (was 2)
    *Spellforge now costs 60 mana (was 70)
    *Corruption now has 40% base chance of converting a unit (was 30%)
    *Dispel now costs 16 mana (was 32)
    *Empower now costs 50 mana (was 60)
    *Destruction now costs 80 mana (was 100)
    *Drain mana now costs 16 mana (was 24)
    *Morph resources now costs 20 mana (was 30)
    *Wildfire now deals 70 base damage (was 50)
    *Elemental lore now gives +5 resistance per level
    *Defense lore now gives +5 armor per level
    *See Invisible now has 5 minute base duration
    *Comprehension now has a reduction of +3% per level (was +5%)
    *Mind Leech now has a 2 minute base duration (was 1)
    *Psychic Blast now has a 8 second base duration (was 5)
    *Blessing now has a 3 minute base duration (was 1) and a 3 base morale bonus (was 2)
    *Invigorate now has a 4 base speed bonus (was 2) and a cap of 10 (was 5)
    *Purify now has 70 base damage (was 50) and gives +30 damage per level (was 20)
    *Hand of Ice now has 30 base damage (was 20)
    *Calm now costs 4 mana (was 10)
    *Ring of Ice now costs 20 mana (was 30) and +30 damage per level (was +25)
    *Freeze now costs 14 mana (was 24)
    *Wall of Ice now costs 5 mana (was 8)
    *Shadowform now has 2 minute base duration (was 1)
    *Mutate now has a base affected level of 1-3 (was 1-2)
    *Transform now costs 65 mana (was 70)
    *Summon Sprite now costs 11 mana (was 10)
    *Gemberry now costs 7 mana (was 12)
    *Shillelagh now has 10 base combat (was 5)
    *Wall of Thorns now costs 5 mana (was 8)
    *Call Lightning now costs 30 mana (was 35), has a 80 base damage (was 70) and +40 per level (was +70)
    *Strip Flesh now has a base affected level of 1-3 (was 1-2)
    *Summon Wasp now costs 8 mana (was 5)
    *Antidote now costs 8 mana (was 10)
    *Venom Touch now has a base duration of 3 minutes (was 1)
    *Poison Gate now has a base duration of 2 minutes (was 1)
    *Spray Poison now costs 16 mana (was 30) and deals +12 damage per level (was +10)
    *Rot now costs 40 mana (was 45) and has a base affected level of 1-3 (was 1-2)
    *Hand of Flame now has a base damage of 30 (was 20)
    *Ring of Fire now costs 22 mana (was 30) and deal +30 damage per level (was +25)
    *Firebreath now has a base duration of 1 minute and 30 seconds (was 1 minute)
    *Dig now has a base duration of 3 minutes (was 2)
    *Doomstones now has a base damage of 55 (was 30)
    *Stonecall now costs 40 mana (was 50)
    *Vigor now has a base duration of 1 minute (was 30 seconds) and has a base speed increase of 6 (was 3)
    *Life now has a base duration of 1 minute (was 30 seconds)
    *Foresight now has a base duration of 1 minute (was 30 seconds)
    *Springtime now has a base damage of 5 (was 6), increases it by +5 per level (was +3) and has a base duration of 1 minute (was 30 seconds)
    *Decrepify now costs 18 mana (was 36)
    *Wisdom of Age now has a base decrease of 25% (was 20%), 1 minute 30 seconds base duration (was 30 seconds) and gains +1 minute per level (was +30 seconds)
    *Whispers of Time now costs 40 mana (was 46)
    *Overwork now has a base duration of 1 minute (was 30 seconds) and +1 minute per level (was +30 seconds)
    *Implemented the new AddUnit NIS attribute "number". Documentation updated
    *Added one more scenario in Chapter 3: The Rising Fire
    *Your quest is about to expire notification now only activates at 99 seconds remaining
    *You have too many men notification should be less frequent
    *Burning units no longer regenerate their hit points
    *Fixed bug where attitude would reset for units under the burning effect
    *Units burning take 10% damage of the inflictor's damage, per second (but only 1 if berserked)
    *Fixed bug where critical slash affected allies
    *Stun effects are dependant on victim's combat
    *Stats now cost 2 AP (was 1)
    *Skills are now capped by your hero's level
    *Reset chapter heroes
    *Implemented the new skill Cowardslayer
    *Orcs now gain the Cowardslayer skill instead of Elfslayer
    *Corrected some item effects
    *Rangers now gain the Fire Missile skill instead of Orcslayer
    *Rangers now get Running, Nature Magic, Fire Missile skills in this order
    *Implemented the new skill Witch Hunter
    *Daemonslayers now gain the Witch Hunter skill instead of Daemonslayer
    *Paladins now gain the Witch Hunter skill instead of Deathslayer
    *Lichelords now gain the Witch Hunter skill instead of Elfslayer
    *Summoners now gain the Energy skill instead of Elfslayer
    *Deathknights now gain the Cowardslayer skill instead of Manslayer
    *Elemental Lore and Defense Lore now affect units in command radius as well
    *Implemented the new Item Loading Screen
    *Low morale can no longer bring extra food consumption
    *Corrected some graphical glitches on items
    *Implemented the new CrossVar nis command. Documentation updated
    *Added 20 cross variables per hero. Heroes reset
    *Implemented the new nis conditions melvincleggpayed, melvingcleggnopayed, melvincleggignored. Documentation updated
    *Captain Clegg asks for more crowns in chapter 3 based on prologue decision
    *Fixed bug where making a choice would trigger the set-to-easy dialog box
    *Fixed bug where units were not being produced in late late game
    *Increased army memory limit to 10000 (was 5000) - fixes crash/bug in late game and allows more units to be added in the editor
    *Increased building memory limit to 10000 (was 2500) - fixes crash/bug in late game and allows more buildings to be added in the editor
    *Increased feature memory limit to 10000 (was 5000) - fixes random huge map bug and allows more features to be added in the editor
    *Increased item memory limit to 10000 (was 1000) - fixes crash/bug in chest-heavy game and allows more chests to be added in the editor
    *Fixed bug where ssrathi ambush could not progress in dragon's maze campaign

    ******************************** Patch 0.8.4a *************************************

    *Fixed critical burn bug
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  4. #134
    Senior Member
    Join Date
    Sep 2012
    Location
    I am not somewhere, nor nowhere. I just am...
    Posts
    178
    Quote Originally Posted by Patrick_the_Winekiller View Post
    *Increased army memory limit to 10000 (was 5000) - fixes crash/bug in late game and allows more units to be added in the editor
    *Increased building memory limit to 10000 (was 2500) - fixes crash/bug in late game and allows more buildings to be added in the editor
    Can't you make a check, when the limit is reached, that runs through all the armies and disposes of these dead and not on the map, and not in any retinue?

    It would make much more sense than increasing the limit.

  5. #135
    I believe I did just that for the units, but more testing is required.
    *Fixed bug where units were not being produced in late late game
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  6. #136
    Funny enough it was my brother, Snoop Baron, that first fixed the bug where games would crash once too many buildings/units/etc were created.

  7. #137
    Junior Member
    Join Date
    Jul 2013
    Location
    Portugal
    Posts
    2
    Nice job im installing the latest version right now.
    Whos making this mods? more than one people? nothing involving infinite interactive team? they know about this?
    Looking forward to play it, and also for wbc4!

    Regards from Portugal

  8. #138
    Hey man, do you want to play sometime? if you have steam, add me on there: The_spaniard14

  9. #139
    We are working on fixing pesky bugs, a great number from vanilla. If you know any other unmentioned bugs or just want to join the chat, go to TPC forum: http://the-protectors.forumstopic.com/f1-bugs-reporting
    With the import tools in WBC3, we can do it in under 5 minutes... but how to use the tools properly is secret known only to myself, Janeen, and a few ancient monks cloistered in cave somewhere in northern Latvia

    Cheers

    Steve
    I always had something of a monk in me. Now I know.

  10. #140
    Senior Member
    Join Date
    Jan 2013
    Posts
    162
    Shifting to this thread from the 10325 one: I have a bone to pick with this early game unit buffing. For one thing, any kind of warrior hero I make just dies constantly to crits from the most basic infantry and just generally doesn't feel very heroic at all. For another, it makes teching up overall less rewarding because while units are cheaper, the tech and time to get there is still costly. This especially seems to make races who thrive on early game balls of death too strong, most notably plague or any race who can get powerful tier 2 ranged elemental units (snakepriests, guardian skulls, etc.) and then just bust mines and bases (and most units) super efficiently. Also makes ranged units more powerful in general when they already were too strong.

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