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  1. #151
    Senior Member
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    Jan 2013
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    162
    Quote Originally Posted by Patrick_the_Winekiller View Post
    We are opened for suggestions. Besides random maps, you can see the Frost Dragon lairs in action in chapter 1.
    Without any knowledge of how far you can stretch the game engine;

    Temples: offer a specific bonus just for being under your control as well as a spell that costs resources (probably an equal amount of all resources for balance purposes) and effects a wide area around the temple as well as a smaller area around your hero.

    Serpent Temple: greatly increases the virulence of all poison and disease; casts a spell that severely poisons enemies.
    Infernal Temple: reduces resistance for all enemies and makes them more vulnerable to psych effects; casts a spell that causes chaos.
    Celestial Temple: increases resistance for all allies and makes them more resistant to psych effects; casts a spell that causes awe.
    Elemental Temple: doubles positive weather effects for allies and negates them for enemies, doubles negative effects for enemies and negates them for allies; casts a spell that changes the weather and summons an elemental (fine - fire, rain - water, night - earth, storm - air).

    Orb of Seeing: Grants a small area of vision around all enemy heroes and a larger vision radius around enemies' highest level keeps.

    Spire: Blasts bolts of lightning at enemies. Very long range, very high damage, and very slow rate of fire; can be garrisoned, garrisoned units provide more stats than usual and don't change tower projectile/damage type.

    Fort (WBC2 Dwarf Armory): Nearby buildings cannot be converted. Casts Earthpower (does not effect itself).

    Warrior's Guild (WBC 1-2 Arena): Increases combat and attack speed of melee units as well as attack damage and armor for your hero. Casts Battle Frenzy, sending nearby units berserk, getting them drunk, and giving a bonus to health regeneration to considerably slow berserk damage.

    Ranger's Guild (WBC 2 Fletcher): Increases attack range and attack speed of ranged units as well as movement speed for your hero (melee heroes benefit from the attack speed but don't become ranged; heroes with a ranged attack via skills or magic get bonus range). Casts Silver Arrow, causing nearby melee units to gain a ranged piercing attack.

    Mage's Guild (WBC 1 Library): Increases max mana and mana regeneration of spellcasters as well as spellcasting chance for your hero. Casts Greater Empower, Empowering the effects of all allied spells (+50% effect).

    And just for fun: Pyramid: Doubles the rewards earned from all quests.

  2. #152
    Senior Member
    Join Date
    Jan 2013
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    162
    One more thing (alright, I'll probably have more things, but still): will AI resignation be fixed? Searching for that last tower tucked away in some obscure corner of the map protecting a level 1 mine is quite tiring.

  3. #153
    Member
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    Nov 2012
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    The Candlekeep Inn
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    I imagine Pat will fix that at some point.
    Last edited by Joe the Bartender; 07-21-2015 at 09:53 PM.

  4. #154
    Quote Originally Posted by SlyGoat View Post
    One more thing (alright, I'll probably have more things, but still): will AI resignation be fixed? Searching for that last tower tucked away in some obscure corner of the map protecting a level 1 mine is quite tiring.
    AI resignation has its comeback (with new rules) in version 0.8.5, soon to come.
    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.

  5. #155
    Senior Member
    Join Date
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    162
    Quote Originally Posted by Patrick_the_Winekiller View Post
    AI resignation has its comeback (with new rules) in version 0.8.5, soon to come.
    Very nice! I hope soon is truly soon.

  6. #156
    Quote Originally Posted by SlyGoat View Post
    Very nice! I hope soon is truly soon.
    It is next week actually. We've been struggling to finish the TO DO list non-stop and we are reaching its end.
    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.

  7. #157
    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.

  8. #158

    Changelog version 0.8.5

    And here is the long list of changes:

    ******************************** Patch 0.8.5 *************************************

    GFX

    *Updated Kharn Pak - Rivers terrain tiles
    *Added the Snakeman, Snake Priest, Ssrathi Hero, Wild Barbarian, Wise Minotaur, Deathknight, Lunarion, Balora, Mashed Face, Merchant, Ssrathi Screamer, Thief, Undead Legionaire, Dead Rider, Zombie 1,2,3,4 portraits for heroes and dialogues
    *Fixed a typo in the Rock Cliffs and Kharn Pak Desert terrain tile sets
    *Fixed some campaign mercenaries images
    *Added 9 new side colors (gray, gold, cyan, brown, white, olive green, pink, orange, light blue)
    *Slightly improved loading screen 1 image
    *Added blue selection rings for allies
    *Improved army limit GUI
    *Wood Elf Hero animation speed fixed
    *Reduced movement animation speed on Iriki and Lizard Rider
    *Fixed Wyvernís north west movement animation
    *Plague Priests are more Undead-like, visually speaking
    *Imps no longer have a fast attack speed
    *Added mini editor pics for the Pyramid and Rock Roads tile sets
    *Fixed some textual errors
    *Fixed Lightning Spire 1ís attack position
    *Removed the pink strip from the campaign popup dialogs
    *Removed some minor artifacts from the Faerie Dragonís movement animation
    *Fixed a few interface issues with Gront
    *Grond avatar is now more machine-like
    *Grond, Balora, Tempest, The Forestmaster, Bane, King Lunarion and Kargoth have new selection pictures

    AI

    *Implemented RSB AI
    *AI no longer casts spells on critters
    *AI no longer casts spells on quest buildings
    *Revived and improved AI heroes seeking quests
    *Fixed bug where AI would suicide units that were attacking for a long time
    *Fixed bug where AI would try to cast Entangle on flying units
    *When the AI takes over a human player that has left the game, his AI level is of Prince (was Lord)
    *The Plaguelord AI now builds Ice Caves and Fire Caves (and produces Cryo and Pyro Hydras)
    *Warlord and Emperor AI now builds slightly less towers
    *AI now has a higher priority of filling towers with units
    *AI no longer casts spells when targets are outside of range

    Music

    *Leveled all soundtracks so that they're of same volume
    *Added 4 more music tracks for The Protectors soundtrack
    *WBC1 OST: (Re)recorded
    *Arab OST and W3ROH OST: Pan corrected to 0
    *W2D OST: edited (removed long pauses between songs).
    *All OST converted to Mp3 44.1khz, 192kbp, codec LAME 3.98 to avoid lagging on old machines
    *All TPC .wav files converted to 352kbp to avoid lagging on old machines
    *PQ OST improved
    *Increased max ambient soundtracks to 300 (was 100)
    *Non modular soundtracks now work in the editor and menus as well
    *Non modular soundtracks no longer have the death or titan built tracks
    *TPC OST intro song changed

    Quests

    *Own specific buildings quest condition now counts the number of buildings
    *Quest conditions now take allies and neutrals into consideration
    *Quests are now completed when reaching the shrine, not when closing the dialogue
    *Completing a quest instantly now displays the completion dialogue as well
    *Units gained through quests are no longer affected by training
    *Resources gained through quests, events or canceled units and researches are now stockpiled even above your storage capacity
    *Updated Quest text for all new unit changes

    SFX

    *Fixed microlagging and sound blast bugs when loading sounds
    *Reworked some sound effects
    *High Elf, Wood Elf, Dark Elf and Imperial hero avatars now have a female death scream
    *New Hellbore, spider, queen spider, wardog, wasp, dragonfly and scarab voices
    *Fixed bug where selection voice for Swamp dragon was duplicated
    *Baragorn has up to 1 deathblow, 5 select and 5 order
    *Elnaria now has 4 selects, 4 order and 1 deathblow
    *Elana up to 8 select and 8 order
    *Minos up to 1 ready, 1 deathblow, 11 order and 11 select
    *Aelfwine up to 5 select and 5 order
    *Kheldon up to 1 deathblow, 5 select and 5 order
    *Fixed some male System sounds played as female
    *TTS System improved
    *All dragon death sounds improved and updated
    *Heartbeat sound improved
    *Fixed Flame Cannon Order bug sound
    *Halcyon Phoenix has an unique voice set
    *Umbral Phoenix has an unique voice set
    *New Siege Weapon, Salamander and Fire Elemental Walk
    *Lodestar Wisp has now an unique voice set
    *White tree has a new sound (was the same as tree of life)
    *Various new Death, Attack and Walk sounds
    *Spore, Gazer and Contaminator have now monster ready sounds instead of spoken ones
    *Venerable wisp has an unique voice set
    *Wil-o-wisp has an unique voice set
    *Stygian wisp has an unique voice set
    *Critters have new sounds. Geese, Cows, Turtles and sheep have ready, select and order sounds
    *Celestial Hatchling has an unique voice set
    *Cathedral and College have got a new sound
    *Orc, Minotaur, Daemon, Undead and Ssrathi hero avatars now have a proper death scream
    *Wall of Ice and Thorns, Shipyard, healing fountain, frost dragon lair and Gravestone have sound
    *Souls have select sound (they are neutral)
    *WBC1 Menu sounds imported
    *Added more lightning sound effects
    *Contaminator has an unique voice set
    *Lamp posts, Spider Eggs, Wall of Ice and Wall of Thorns burning sound bug fixed
    *Mortars and Flame Cannons have a new attack sound
    *Sound cache size increased
    *FML0Ambient bug fixed (fire burning cutting sounds)
    *Ancient Treant has a build and canít build sound
    *Dark Elf RSB sound bug fixed
    *Reaper now has a ghostly voice (except deathblow). Recorded by Brent Wiseman
    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.

  9. #159
    Gameplay

    *Naga no longer causes fear
    *Bones, rubble and corpses last two times longer before decaying (60 seconds)
    *Damage type affecting spells now override items damage type
    *Sorcerers now cast Darkstorm at minimum level 2
    *See invisible now affects allies as well
    *All critters are now immune to psychological effects
    *Psychological effects & illnesses are now displayed on the hero portrait and lockable data area
    *Psychological effects now have an overwrite priority
    *A unit can now be both poisoned and diseased at the same time
    *Buildings now have 32 conversion range and a duration of 120 seconds
    *Dragons are now immune to psych effects
    *See invisible is only triggered inside the view radius/command radius
    *Eye of Oros can now see invisible
    *Fear tooltip now correctly displays no speed reduction
    *Missiles can now hit friendly targeted units
    *All units have been rebalanced. Manual has been updated
    *Production for all races altered
    *All Huge non-siege units are now 1x1 in size
    *Wood Elves have access to Oakmen
    *All Towers, including anti-flier ones have been reworked
    *Watcher can hit flying only
    *Lightning Spire’s damage type is now Electrical
    *Updated info text for all units - many now display the strength and range stats of their afflictions
    *New units: Halcyon Phoenix, Umbral Phoenix, Venerable Wisp, Ancient Wisp & Stygian Wisp (uses old Ancient Wisp body).
    *New Unit: Celestial Hatchling
    *Archer and Squire bodies swapped
    *Knight Champion renamed to Cavalier
    *Knight Lord renamed to Paladin
    *Hydra, Triceratops & Treants are now 2AC units
    *High Elf retinue now has Lodestar Wisps instead of Wisps
    *Dark Elf retinue now has Will o Wisps instead of Wisps
    *All elder wisps produce 0.5 crystal per second
    *Undead Slavehorde now produces Engineers instead of Thralls
    *Added the following official Infinite Interactive custom unit AI: Fallback 50, Fallback 75, Magic Fallback 50, Magic Fallback 75 and Magic Rampant.
    *Sun Temples can now stop defeat (in the absence of all other of a player’s entities)
    *Bats deal Slashing damage and Dragonflies deal Crushing
    *Ssrathi have access to Basilisk
    *Lord Bane, Lord Melkor and Lord Antharg renamed to Bane, Melkor and Antharg respectively
    *Scorpion Man renamed to Scartauri
    *Scorpion Priest renamed to Scartauri Priest
    *Swarm have access to spiders and queen spiders
    *All elite Dragons, Barbarians, Minotaur Axe Throwers, Trolls, missile Titans, (Ancient Giants), Fire Elementals and Water Elementals have had their ‘Missile’ tags removed. Their info text displays them as ‘Ranged’ units instead of ‘Missile’ units. Ranged units are missile units which receive no melee combat penalties
    *Plague Priest now tagged as Undead instead of Human
    *Magic Wells now produce 0.25 gold per second
    *Foreign Mercs now have the attitude of the Quartermaster they are produced from
    *Incubation now affects Spiders and Queen Spiders
    *Incubation now no longer affects Scartauri Priests
    *Dwarven buildings now get +1% more hit points per buildings built (was +5%)
    *Improved AI unstucking routine
    *Eye of Flame has been recolored and renamed to Contaminator
    *Contaminators now inflict permanent disease
    *Nightmares, Husks, Oakmen, Plaguepriests, Treants and Ancient Treants are now immune to poison
    *Nightmares, Husks and Plaguepriests are now immune to disease
    *Undead and Plaguelord heroes are now immune to poison and disease
    *Summon Imp now gives +1 unit per level of mastery
    *Weaponsmith, Mithril and Anthrite (Dark Mithril) no longer affects titans
    *Ancient Treant can now build with a skill of 16
    *Swarm hero avatars now have a monster death scream
    *Dark Elves have access to skeletons now (via gravestone)
    *Fletcher now gives +2 damage (was +5)
    *Bowmaster now gives +2 damage (was +5)
    *Weaponsmith 1 now gives +2 damage (was +5)
    *Weaponsmith 2 now gives +3 damage (was +5)
    *Mithril now gives +5 armor (was +15)
    *Spear of Ank now gives +5 damage (was +10)
    *Ironclad 1&2 now give +5 damage (was +10)
    *Thump now gives +5 damage (was +10)
    *Dragon Warriors now gives +5 damage (was +10)
    *Alicorn now gives +5 damage (was +10)
    *Thorns now gives +5 damage (was +10)
    *Might of Ctharos now gives +3 damage (was +5)
    *Shatter now gives +5 damage (was +10)
    *Alchemist Fire 1&2 now give +5 damage (was +10)
    *Faerie Blade now gives +3 damage (was +5)
    *Faerie Fire now gives +3 damage (was +5)
    *Shaman now gives +3 damage (was +10)
    *Acid 1&2 now give +3 damage (was +5)
    *Acid 3 now gives +4 damage (was +5)
    *Virus 1&2 now give +3 damage (was +5)
    *Virus 3 now gives +4 damage (was +5)
    *Rage 1,2&3 now give +5 damage (was +10)
    *Added new game string for Undead Slavehorde
    *Slavehorde now takes the rally point into consideration
    *Siegecraft now gives +2 range (was +4)
    *Armorer 1 now gives +2 armor (was +5)
    *Armorer 2 now gives +3 armor (was +5)
    *Order of the Dragon now gives +5 resistance (was +10)
    *Full Plate Armor now gives +15 armor (was +20)
    *Training now gives +5 xp (was +10)
    *Shield of Sartek 1 now gives +2 armor (was +5)
    *Shield of Sartek 2 now gives +3 armor (was +5)
    *Intangibility 1 now gives +2 armor (was +5)
    *Intangibility 2 now gives +3 armor (was +5)
    *Barkskin now gives +5 armor (was +10)
    *Meditation 1&2 now give +30% mana regen (was +10%)
    *Meditation 3 now gives +40% mana regen (was +10%)
    *Dragonknight 1&2 now give +1 combat (was +2)
    *Fertility now affects Spiders and Queen Spiders
    *Speed of Oros now affects Eyes of Oros as well
    *Runners renamed to Brawlers
    *Infernal and Celestial Temples renamed to Lucifus and Navarre respectively and now they produce generals depending on race and alignment
    *Daemons have access to Souls at the Gallows
    *Brawlers are no longer resistant to missiles
    *Royal Messenger now makes Brawlers resistant to missiles
    *Ancestral Hall can no longer cast summon shadow
    *Only Spores can split into 3 slimes upon death now
    *Summoning 1 now decreases production time for firebats and harpies
    *Forest Rune now affects Oakmen
    *Couatl’s Favor now only affects ssrathi during daytime
    *Titans are no longer affected by weather
    *Titans can no longer be healed or resurrected
    *Summoning 2 now affects Salamanders and Reapers
    *Panoply 1&2 now only affects fey units
    *Fertility now only affects the swarm during daytime
    *Doombat now gives Firebats immunity to weather effects
    *Eye of Oros default attitude is now Scout
    *Some units will receive special titles after reaching high experience
    *Plaguelords can research Binding now
    *Morph Health no longer affects titans
    *Summon Spirit now takes rally point into account
    *Spider Eggs, Wall of Ice and Wall of Thorns no longer burn when damaged
    *Implemented Voice of Lurinth research for Celestial Hatchlings in Dragonstone
    *Units now get healed procentually when leveling up
    *Added the new naming set: mechanical
    *Fire Elementals can float now
    *Minotaurs have access to cows at Pen
    *TPC now supports negative damage upgrades
    *All dinosaurs are affected in combat equally by day-night changes
    *The Swarm is no longer affected in combat changes by nightfall and rain causes a drop in 10 only
    *Gate 1&2 now give +5xp (was +20)
    *Petrify and Crystallize now give +50 resources (was +100)
    *Reimplemented AI resignation algorithms
    *Mind Leech now affects missile units
    *All wisps and Elder wisps are now able to float
    *Catapults and Bone Catapults now deal triple damage vs buildings
    *Shadows no longer get a combat bonus at night (was +5)
    *Arcane Rune now affects Spider Priestesses and Ice Maidens
    *Starvation is no longer possible in No Building mode
    *Merchant and Tavern seeds are now reset after any action on the world map
    *Snake Temple renamed to Dragon Temple and now produces your Race’s Dragons
    *All insects and swarm heroes are now immune to poison
    *All insects are now considered monsters
    *Slayer Knights have been renamed Dread Knights
    *Dark Riders have been renamed Slayer Knights
    *Bloodlust no longer affects Reavers

    Story

    *Updated chapter 1: Nightfall
    *Updated chapter 2: The Isle of Dawn
    *Updated chapter 3: The Rising Fire
    *Unlocked chapter 4: A Girl’s Wish
    *Redone Hint on Chapter 3: The Rising Fire
    *Esgaleth now starts with 3 points into Altruistic in Chapter 2 (was 4)
    *Fixed bug in chapter 1 when traveling to RoF would trigger the wrong ambush

    Hero

    *Mage King skill now affects all spellcasters
    *Manslayer skill now affects barbarians
    *Thievery skill now gives 5-20 resources, has a chance of +2% per point and a maximum of 40%
    *Aristocracy perk now makes your units more expensive by +5% but +7% faster to produce as well
    *Plutocracy perk now makes your units +5% cheaper but also +7% slower to produce
    *The Swarm heroes now start with Thick Hide skill instead of Manslayer
    *Bard class now has Fire Missile available at level 15 and Divination Magic at level 25 (instead of Elemental Resistance)
    *Deamonslayer class now renamed to Warlock
    *Deathknight class now has Invulnerability available at level 15 and Necromancy at level 5 (instead of Chaos)
    *Elementalist class now has Rune Magic available at level 15, Pyromancy at level 5 and Elemental Lore at level 1 (instead of Lore)
    *Implemented the new skill Convincing
    *Thief class now has Convincing available at level 15 (instead of Magic Resistance)
    *Hero's good-evil alignment is now determined by perks
    *Heroes no longer get faster conversions on level up
    *Traditionalist perk now gives: +5% spell costs, +20% spellcasting per point
    *Experimentalist perk now gives: -5% spell costs, -15% spellcasting per point
    *Mechanical units can now enter into a hero's retinue
    *Assassinations no longer reward 100 gold if performed by a hero
    *Temporary heroes mode now supports up to level 100 heroes
    *Vampirism and Leech give +0.5 hp/sp per point (was +1/+2)
    *Knight Protector now also affects Dread Knights, Doom Knights and Slayer Knights
    *Quick Fighter perk now gives +5% attack speed (was +10)
    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. #160
    Spells

    *Summon Quasit gives +5xp for every level of mastery
    *Summon Imp gives +5xp for every level of mastery
    *Soulharvest gives +5xp for every level of mastery
    *Daemongate gives +5xp for every level of mastery & +1 unit for every 3 levels of mastery
    *Call Shadow gives +5xp for every level of mastery & +1 unit for every 2 levels of mastery
    *Fire Elemental gives +5xp for every level of mastery & +1 unit for every 2 levels of mastery
    *Stone Golem spell now gives +1 unit for every 2 levels of mastery and +5xp for every 1 level, mana cost 22
    *Bronze Golem spell now gives +1 unit for every 3 levels of mastery & +5xp for every 1 level
    *Summon Wasp gives +5xp for every level of mastery
    *Call Sage spell now gives +1 unit for every 3 levels of mastery & +5xp for every 1 level
    *Ice Armor now costs 8 mana, lasts 105 seconds, has a +20 base cold resistance +10 per level of mastery
    *Ice Floe spell now has a base duration of 3 minutes
    *Summon Unicorn spell now gives +1 unit for every 2 levels of mastery and +5xp for every 1 level, mana cost of 25
    *Summon Treant spell now gives +1 unit for every 3 levels of mastery & +5xp for every 1 level
    *Elementalism spell now gives +1 unit for every 2 levels of mastery & +5xp for every 1 level, mana cost of 47
    *Call of Kargoth spell now gives +1 spider & +5xp for every level of mastery and +1 queen spider for every 2 levels of mastery
    *Guardian Shadow spell now gives +1 unit for every 3 levels of mastery & +5xp for every 1 level
    *Summon Guardian spell now has a mana cost of 20
    *Resist Missile spell now has a base duration of 90 seconds and has a mana cost of 25
    *Rune Item spell now has a mana cost of 23
    *Mutate now randomly transforms units into seals and turtles as well
    *Ring of Ice now has a radius of 6 (was 7)
    *Spells no longer take buildings under construction into consideration
    *Replaced Increase Casting with the Chaos Aura spell in the Chaos Magic spell sphere
    *Added new spell: Chaos Aura
    *Invisibility now has a mana cost of 18 (was 30)
    *Illusions now have normal stats but always miss
    *Stoneskin now has an AOE, a base duration of 1 minute and 30 seconds and an increase of armor of +10 per level
    *Resist Magic now has an AOE, gives +30 resistance to magic and elemental damage and +30 resistance per level of mastery
    *Darkstorm level 1 now brings night-time fine (was day-rain)
    *If the limit of spell targets is exceeded, targets will now be picked randomly
    *Increased the limit of maximum units affected by a spell to 64 (was 24)
    *Raise Wraith now has a mana cost of 15 (was 20)
    *Ice Floe now lasts 3 minutes +1 minute per mastery level (was 1min 30secs + 30 secs per level of mastery)
    *Raise Champion now gives 2 shadows or liches +1 per level mastery or 1 vampire or doomknight +0.5 per level of mastery and +5xp per level of mastery

    Editor

    *Editor events are no longer triggered by critters unless they are special characters
    *Give some armies event now works on water too
    *Implemented the new NIS command ResetGame. Documentation updated
    *The Terrain NIS command now auto-kills/destroys any units and buildings on the respective tile
    *Increased NIS optional variable number to 20 (was 10)
    *Implemented the new custom chapter feature
    *Added The Duernothian Cult custom chapter
    *Implemented the new custom campaign feature
    *Added The Hero of Etheria custom campaign
    *All in-game Hero of Etheria speeches now start in pause mode
    *Implemented the new MAP side attribute "nostarvation"
    *Added the "fixed" attribute for crown reward tags
    *When processing NIS commands, the cursor turns to the wait cursor
    *Implemented the new NIS command GameSpeed. Documentation updated
    *Pressing CTRL+X in the editor now also resets events (applies looped loading bug fix)
    *Added poisonattack campaign bonus type
    *Dirt rocks and the larger grass rocks now show up on the mini-map with their own icons
    *Some of the imported tree features now show up on the mini-map (the medium sized ones still don’t)

    Items

    *Fixed Eye of the Infinite and Crael's Lunacy items
    *Fixed The K'Oulis Axe item
    *Item chests will now open only if the hero is standing directly on them
    *Added 2 new items: Carapace Shield, Poison Dagger

    Misc

    *Added subtitles for chapter intros and outros (translatable)
    *New Hero Manual with information on Hero RSB, Proficiency, Classes and Perks
    *Wall of Thorns is now classified as a wooden structure for the purpose of debris spawned upon destruction and sounds played when attacked
    *Tips updated
    *Hero Creation Quiz updated
    *Added new button strings for RSB and Undead Slavehorde

    Scenarios

    *Miriade.scn tile bug fixed; TowerDefense.scn and TheDarkPath.scn bugs fixed
    *Added 19 new Scenarios: Iron Hills, Horseshoe Bay, Okeanos, Onibilis, Twin Lakes, Winding Paths, Elduin Vale, Mushroom River, Shaped by Magma, Wet Dry World (to name a few)
    *Updated Gobi’s Valley and renamed it to Beach Brawl
    *Reworked most of Joe the Bartender and Zeto’s scenarios
    *Battle of Serenthgur turned into a Skirmish mission
    *Updated Lost City to reflect recent tile ID changes
    *Updated Red Canyon
    *Updated A Land Divided
    *Skirmish and multiplayer matches now support up to 100 army setup points
    *Scenario Collection updated with Ctrl+x (ALL Skirmishes, Campaigns and Chapters)
    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.

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