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  1. #21
    Member
    Join Date
    Nov 2012
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    The Candlekeep Inn
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    69
    Sorry about the lack of activity from me both on and off the Infinite Interactive Forums lately, I've been rather busy lately. I owe it to everyone to show a couple of things I've done to 1.03.25 all based off of people's responses and playtesting. Outside the source code many of the changes are to do with rebalancing units than anything else. The problems and limitations of the 1.03.25 exe are somewhat great and with no programmer to support it any more, this unofficial patch line is at a bit of a dead-end. At the moment, I'm wondering if I could help out with Patrick's mod or maybe create some sort of spin-off tweak from it (with permission ).

    Anyway, before I throw in the towel with the unofficial patch line, I'll show a changelog of 1.03.26 and can release the changes if there is still any interest.

    Temples
    - Allied Units moved from same-alignment temple to opposite alignment Temple
    - Allied Units now produce faster
    - General has been moved from Dragon Temple to same-alignment Temple
    - Same-alignment Temple now produces only the race's general, not research

    Dragons
    - Storm 40 Combat (was 20), 800 Hits (was 400), 20 Armour (was 15), 15 Speed (was 14)
    - Fire 40 Combat (was 20), 700 Hits (was 400), 20 Armour (was 15)
    - Swamp 40 Combat (was 20), 600 Hits (was 400)
    - Frost 40 Combat (was 20), 550 Hits (was 400), 25 Armour (was 15), 15 Resistance (was 20)
    - Celestial 40 Combat (was 20), 525 Hits (was 400), 25 Resistance (was 20)
    - Dragonliche 40 Combat (was 20), 500 Hits (was 400)

    Cavalry
    Name Speed
    Mercenary 27
    Elephant 16
    Dragon Knight 25
    Knight 26
    Cavalier 24
    Paladin 25
    Rider 26
    Warlord 26
    Lizard Rider 30
    Woodrider 26
    Elven Hunter 21
    Nightmare 27
    Dark Rider 24
    Wolfrider 25
    Scorpionman 24
    Scorpionpriest 15
    Skeleton Cavalry 24
    Unicorn 26
    *The increased speed could cause some balancing issues, mostly to do with their capability to chase heroes down easier than they could before. These changes aren't finished yet.

    Generals
    - Dwarf Lord 18 Combat (was 16), 290 Hits (was 280), Speed 4 (was 3), 25 Armour (was 15), 25 Resistance (was 20), Setup Point Cost 8 (was 6)
    - ALL MAGES: No Longer requires Library (this was a critical bug as the Empire were previously incapable of getting their Generals from the Temple early)
    - White Mage Cost 150 Gold 250 Crystal (was 210 Crystal) 200 Hits (was 100), 14 Combat (was 5), 30 Damage (was 20) 8 Range (was 6), Vulnerable against Piercing (was All Physical), BT 170, Setup Point Cost 6 (was 4)
    - Red Mage Cost 250 Gold 150 Crystal (was 250 Gold 100 Crystal) 200 Hits (was 100), 14 Combat (was 10), BT 170 (was 160), Setup Point Cost 7 (was 5)
    - Black Mage Cost 230 Gold 230 Crystal (was 200 Gold 200 Crystal) 220 Hits (was 200), 14 Combat (was 10) 40 Damage (was 30) BT 175 (was 160), Setup Point Cost 7 (was 5)
    - Moonguard Cost 250 Metal 150 Crystal (was 250 Metal 50 Crystal) 200 Hits (was 120), 13 Combat (was 8), 30 Damage (was 25), 12 Speed (was 10), Setup Point Cost 7 (was 6)
    - Inquisitor Cost 180 Gold 70 Metal 250 Crystal (was 80 Gold 250 Crystal) 250 Hits (was 175), Combat 16 (was 15), 50 Damage (was 40), Resistant to Electrical (was None), BT 175 (was 165), Setup Point Cost 7 (was 5)
    - Reaver Cost 175 Gold 225 Metal (was 150 Gold 200 Metal), 270 Hits (was 220), 20 Combat (was 18), BT 170 (was 155), Setup Point Cost 7 (was 6)
    - Banshee Cost 120 Gold 280 Crystal (was 100 Gold 250 Crystal) 170 Hits (was 140), BT 170 (was 160)
    - Naga Cost 110 Gold 80 Stone 210 Crystal (was 110 Gold 200 Crystal) 220 Hits (was 140), 25 Damage (was 20), BT 170 (was 165), Setup Point Cost 6 (was 5)
    - Dryad Cost 160 Stone 240 Crystal (was 240 Crystal) 190 Hits (was 110), 12 Combat (was 10), 17 Speed (was 16), Damage 30 (was 20), Resistance 25 (was 20), Vulnerable to Piercing (was All Physical), BT 170 (was 155), Setup Point Cost 7 (was 6)
    - Summoner 200 Hits (was 120), 13 Combat (was 7), Resistant to Electrical (was none), Setup Point Cost 7 (was 6)
    - Blackguard Cost 110 Gold 210 Metal 125 Crystal (was 100 Gold 150 Metal 100 Crystal) 250 Hits (was 180), 22 Combat (was 19), BT - 175 (was 170), Vulnerable to None (was Cold), Setup Point Cost 7 (was 5)
    - Bronze Golem Cost 180 Gold 300 Metal (was 100 Gold 280 Metal) 60 Damage (was 50), 30 Armour (was 20), BT 180 (was 170), Setup Point Cost 8 (was 5)
    - Giant Cost 235 Metal 190 Stone (was 200 Metal 180 Stone), 300 Hits (was 260), 17 Combat (was 16), BT 175 (was 160), Setup Point Cost 8 (was 6)
    - Plague Priest 200 Hits (was 120), 13 Combat (was 10), 45 Damage (was 40), BT 170 (was 160), Setup Point Cost 7 (was 6), now causes Disease with a strength of 15
    - Scorpionpriest Cost 110 Gold 90 Stone 245 Crystal (was 50 Stone 240 Crystal), 240 Hits (was 120), 12 Combat (was 6), 15 Speed (was 8), BT 175 (was 155), Setup Point Cost 7 (was 5)
    - Vampire Cost 190 Gold 240 Crystal (was 130 Gold 170 Crystal) 250 Hits (was 200), 20 Combat (was 16), 16 Speed (was 12), 20 Resistance (was 15), BT 175 (was 160), Setup Point Cost 7 (was 6)

    Allies, Siege and Misc
    - Air Elemental Electrical Damage (was Crushing)
    - Battering Ram Combat 3 (was 1), Speed 3 (was 1)
    - Lightning Hawks are now classed as being Neutral (was Good)
    - Unicorn Speed 26 (was 16)

    Barbarian
    - All Barbarians (including hero) are now Neutral aligned (were Good)
    - Rider Speed 26 (was 16)
    - Warlord Speed 26 (was 16), now has 4 Speech files, normally was limited to 3

    Daemon
    - Imps are now classed as being Evil instead of Neutral
    - Nightmare 27 Speed (was 17)
    - Reapers are now tagged as being Extraplanar

    Dark Dwarf
    - Firebomb Cost 30 Metal 30 Crystal (was 25 Metal 25 Crystal), BT 30 (was 25). Now classed as being Small instead of Large

    Dark Elf
    - Dark Rider Speed 24 (was 14)

    Dwarf
    - All Dwarves (including hero) are now Good aligned (were Neutral)

    Empire
    - Archers are now classed as being Empire instead of Knights
    - Elephant Speed 16 (was 11), now classed as Good Empire units instead of Neutral Monsters (mounts are always based on the rider)
    - Mercenary Speed 27 (was 17)
    - Red Mages are now classed as Good instead of Neutral. Black Mages remain Neutral however

    High Elf
    - Dragon Knight Speed 25 (was 15)

    Knight
    - Knight Champion renamed Cavalier
    - Knight Lord renamed Paladin, Damage Type Electrical (was Slashing)
    - Every single reference within the game's files have been changed to the appropriate names (including Quests, Hero Achievements etc)
    - Cavalier Speed 24 (was 14)
    - Knight Speed 26 (was 16)
    - Paladin Speed 25 (was 15)

    Orc
    - Giants are now classed as Huge just like Minotaur Kings, Dragons etc (was Large)
    - Wolfrider 25 Speed (was 15)

    Plaguelord
    - Ghouls now actually spread disease like their text box says they do (Strength 5)
    - Spore Cost 35 Stone 15 Crystal (was 30 Stone 10 Crystal), BT 30 (was 20)

    Ssrathi
    - Lizard Rider Speed 30 (was 20)

    The Swarm
    - Egg Chamber, Queen and Shrine of Melkor no longer stop defeat if these buildings are the only entities you have left
    - Hive Upgrade Research Time lowered: lvl2=20, lvl3=25, lvl4=30, lvl5=35
    - Queen Spider Cost 10 Gold 60 Crystal (was 10 Gold 60 Stone)
    - Scorpionman Speed 24 (was 14)
    - Spider Cost 30 Crystal (was 30 Stone)

    Undead
    - Dark Mithril reversed back to 500 Gold 500 Metal 500 Crystal (was 900 Gold 900 Metal 1000 Crystal)
    - Skeleton Combat 3 (was 2)
    - Skeleton Cavalry Cost 60 Gold 135 Stone (was 120 Gold 120 Stone) Speed 24 (was 14)
    - Zombie Combat 3 (was 2), 40 Hits (was 30)

    Wood Elf
    - Ancient Treants are tagged as being Huge rather than Large
    - Elven Hunter Speed 21 (was 16)
    - Elven Ranger is now classed as being Wood Elven instead of High Elven
    - Woodrider 26 Speed (was 16)
    Last edited by Joe the Bartender; 08-13-2014 at 06:19 PM.

  2. #22
    I had such discussions before but I guess not in public, so here it is for all to see. The Protectors is a mod formed by the wbc community (not just myself). The whole team (and I) will gladly share any resources with other fellow modders and we will be happy to have even modmods and support them if time allows. If you Joe, or anyone else for that matter, would like to help TPC in some kind, please drop me a PM and we'll figure it out.

    Back on topic: I would be glad to be able to play 1.03.26. RELEASE IT!
    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. #23
    I've noticed this two mods share some buildings graphics as elven keeps (both dark and light... maybe wood... i don't play wood elves though so i don't know lol). It's the Kharn Pak or something like that? (just asking out of curiosity, i'm also trying to get a global idea of which mod keeps the old vanilla graphics and which not, while playing multiple games on multiple mods...).

  4. #24
    Senior Member
    Join Date
    Jan 2013
    Posts
    120
    The "new" Dark Elven buildings were added in the official 1.03 patch.
    The High Elven ones are also official but were never actually released in any patch - they were planned for the never-made 1.04 patch. However, they were released to the modding community and thus can exist on. But of course, will only ever be seen in unofficial patches / mods.

    P.S: All "Kharn Paks" are tile pack, but there is also a Kharn Quests pack, but that must take the official file names for it to be read by the game.

  5. #25
    Wow, to think those were actually in the official patch o.O. Quite the graphic change... didn't expect it...
    Thank you, this is starting to get me a general idea of the many changes.

  6. #26
    Junior Member
    Join Date
    Sep 2014
    Posts
    1
    Hello out there. I am a fan from years ago to the Warlords Battlecry world and I just bought the game a couple months ago. I have been looking at the patches and learning everything I can from the community to enjoy the game once more. I just wanted you guys to know there is still interest out there, and I hope the next patch gets released. Thanks for all you guys have done to make this great game better.

  7. #27
    Member
    Join Date
    Nov 2012
    Location
    The Candlekeep Inn
    Posts
    69
    Thanks for the interest . So far most of the modifications have been tested. There are a couple of issues with the above modifications that may need to be tested further though, such as the new cavalry speed. At the moment, cavalry can successfully counter most archer groups, but as a side result they can potentially be used to chase down most enemy heroes too (if they're undefended anyway). In future I can see that their speed stats are probably going to get a lot of tweaking to find the best mid-ground (good against archers but preferably not too overpowering against the more fragile heroes).

  8. #28
    Senior Member
    Join Date
    Jan 2013
    Posts
    162
    I just remembered this patch when I was looking through WBC3 mods recently. Is it dead in the water at this point? I was looking forward to trying out proper cavalry.

  9. #29
    I think Joe is too caught up with balancing The Protectors mod, but perhaps we will see the said cavalry there?
    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. #30
    Senior Member
    Join Date
    Jan 2013
    Posts
    162
    Quote Originally Posted by Patrick_the_Winekiller View Post
    I think Joe is too caught up with balancing The Protectors mod, but perhaps we will see the said cavalry there?
    I wasn't aware he was doing the balancing there. Faster cavalry would be excellent to see, especially if you can somehow rework the way speed scales so it doesn't diminish so much (no idea if that's possible).

    aybe it's just me, but amassing ranged units seems to be pretty much essential in TPC what with 30-40 damage basic archers. Is there something I'm missing there? Mass sprites and imps are especially deadly because of their early flying.

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