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Everything posted by raics

  1. Thanks for the feedback, there's a lot of people that love this game and thought of modding it but the process is kinda awkward without any tools, maybe one day we will have some available. I've included a fair bit of the changes based on community feedback but it's ultimately done according to the way I think the game should work, it shouldn't be hard to tweak to your liking but you should obviously wait for some kind of a finished version as things are prone to changing, items and skills shifting places would especially make it tricky to keep up. About the feedback, it probably isn't possible to give magic a smooth powerup curve, weapons come in many tiers and magic typically has four or even just two, that meant it powers up in rather large steps and tends to flag a bit right before the next upgrade. That can be fixed by having only one spell of each kind and scaling it by stats alone but that eliminates the RT control and simplifies the mana management aspect that make mages more interesting than other ranged attackers. That said, compared to archers, mages are probably having more consistent damage output and are a natural counter to beasts which are fairly vulnerable to spells and don't TP from getting hit by them like normal attacks, if we add their other tricks it's kinda hard to directly compare mages to other classes. The game also uses a damage formula that makes it really sensitive to tampering with stats, in several previous patches magic resistance was just a notch lower and it made mages disgustingly oppressive. It's true that some classes lack a fallback action, but in this game it isn't a serious drawback because it doesn't tempt you into wasting RT on unnecessary actions, so a berserker or a dragoon are classes that are very focused on doing their thing as opposed to those like spellblades or warlocks that can always find something to do. The damage scaling is probably a bit off currently because VIT is too high, I'm trying some things with it to release in a minor patch this week and if it all falls into place it should make berserker more effective indirectly. I'll likely get rid of racial skills altogether, even if they level easier you'd just never use anything other than anatomy because of the enemy composition and that can't really be fixed without turning this into monster tactics, there are way too many racial types in the game and the rank system means they can't function even as a situational equip because you have to invest hard into a possibility to maybe use it sometimes, and that never worked out in any game. It doesn't really add anything to the game and will also solve a few other minor problems so it should be a good thing in the long run. I'f you'd like to chat a bit about the game you can join the discord too
  2. Sure, generics start at c59aa and the race template table is 64 fields wide, on that address and the following one is the base HP amount, then you got the base MP amount, then growth for HP and growth for MP. After that you have the eight main stats in their usual order, first the base amount and then growth for each one, and after that is RT. All generic races have four templates and are listed in this order, human male, human female, hawkman, lizardman, lamia, orc, skeleton male, skeleton female, ghost male, ghost female, faerie, gremlin, pumpkinhead, dragon, hydra, gryphon, cockatrice, octopus, cyclops, golem. All unique and named characters have separate racial table entries.
  3. Borderlands Yogurt An obscure drink found in (to my knowledge) only a tiny and sparsely populated region in Central Balkans, it is rarely made today because of very involved preparation process so to find the recipe you have to find an old granny that still remembers it because it's unlikely she passed it onto her daughters and granddaughters. The original recipe came from my great-grandmother but it was never passed on fully so I had to reconstruct it from fragments, however, we won't use that here because it's way too time consuming, we will cheat a bit to make the process more suited for today's style of living but the taste is 95% identical. Ingredients: 1/2 of a large cup (0,33l) of coarse white maize flour (might be real easy or real hard to find, depends where you live) 2 large cups of water 1,5l of whole full fat milk (even better raw milk if you can get it) two table spoons of active yogurt (preferably kefir as the taste is similar) 1. Dilute the flour in two cups of water and leave it covered overnight. 2. Cook the mixture until it thickens into a porridge of sorts, roughly 15 minutes, it burns easily so stir vigorously. 3. Add milk but very, very slowly. As it's likely cold and the mixture is hot it will clump instantly, stir hard and add it in a small trickle at first. Once it has cooled down a bit you can pour faster, add about half of the milk. 4. Heat it up again until it boils, with an occasional stir. Add the remaining milk and bring it to a boil again. 5. Wait until it cools down to a bit above your body temperature and the skin forms on top, it can't be too hot or the bacteria will die. Stir the yogurt in but be careful not to disturb the skin too much or it will partially dissolve and you may get lumps in the drink which might be unpleasant. In the original recipe you'd wait a few days until it sours naturally or use the leftovers from last time, there's no need to wait if you got a readily obtainable starter culture. 6. Cover with a clean cloth and let it sit for around 12h, depending on room temperature, until it thickens almost to a sour cream consistency. Carefully remove the skin on top and discard or eat it, then dilute it with a bit of water or milk until it can be drank but it should stay fairly thick, then bottle and refrigerate. If it thickens just dilute it again, it's a self-propagating drink of sorts.
  4. The mod was meant to make the vanilla game more interesting while keeping it accessible to newcomers so this isn't really a difficulty mod even though it is somewhat harder. Those videos are typically made by people with hundreds of hours in vanilla and modded game so something would be wrong if they had much trouble with it.
  5. Right you are, most likely it's because the skill level is considered to be 0 when used from an item. It isn't a problem for most other skills because they still have some chance to work or some range even if their level is zero but recruit skills are based on a non-standard formula that's hardcoded into the effect (the chance to hit field lists 100%) instead of called from the formula list so there isn't much I can do about that at the moment, regretfully.
  6. Buff and status spell cost is standardized currently so I probably won't reduce it but it might become multi target. Hover is a pretty decent status, though, you're getting movement over all surfaces and +1 jump. Shutdown status effects are so powerful it borders on abuse and statuses are much more common in the mod, due to the way spell accuracy scales they tend to become more accurate in late game so the opportunity cost for using them is lower too. Therefore, status removal had to become more accessible too, and for everyone or it wouldn't be fair, it's good if status effects are situational now because I've seen a full field of bewitched units fighting one another or deep in sleep nobody can wake them up from.
  7. Seafood Moussaka Ingredients: - 5-6 big cloves of garlic - Some parsley, basil or origano, anything you’re used to seeing on seafood. - A bit of salt and pepper. - Some olive oil preferably, but nothing wrong with using another kind. - (optional) A bit of lemon peel, if you like it. - 6-7-8 large potatoes, depends on how big your pan is. - A few fillets of any kind of saltwater fish, hake, mackerel or whatever you can get, you can also use shrimps or squid, anything you find in the freezer really, it only affects cooking time - (optional) A cup of white rice or any kind that cooks fast (I just like rice in this, not a must). - An onion. - (optional) An egg and some sour cream 1. Wash the rice As it says, wash the rice and leave it a bit to soak, you probably want to use the long grain rice, but any kind really works, skip if you don’t want to use rice. 2. Prepare the sauce Finely chop the garlic or use a press, add herb(s) of choice, salt, pepper, lemon peel, olive oil and set aside. 3. Boil the potatoes until you can stick a toothpick or a fork in them somewhat easily. You ideally don’t want to cook them fully so they don’t fall apart while cutting and they finish the cooking in the oven anyway, but it’s no disaster if you do overcook them a bit, just use a sharper knife later on. 4. Cut the onion into thin slices or rings. 5. Peel the potatoes and cut them into thick slices, oil the pan a bit and cover the bottom with half the potatoes. 6. Drain the rice and spread it over the bottom potato layer along with half the onion, then sprinkle everything with half of the sauce. 7. Spread the seafood and the rest of the onions, use the rest of the sauce to season the fish chunks. 8. Cover everything with the second layer of potatoes and sprinkle with half the glass of water, milk or yogurt. Usually you would beat up an egg, add some sour cream to it and spread over the whole thing but you don’t really have to if it’s too much of a hassle. 9. Bake on 180°C (360°F) for around 20-30 minutes depending on what kind of seafood you used (and was it frozen or not). Fish halves will take longer than fillets and shrimps will take less to cook.
  8. Just siege bows, that way they have the range advantage only when shooting uphill, it's intended.
  9. You should be getting consumable crafting recipe first as of last patch (though it will say ars magna), that's why they ended up reverted which will be fixed in next patch, whichever that one is. When I get to editing encounters you won't be getting ars magna from a story battle and will only be able to buy it from deneb in postgame, you can't use those spells before their level anyway and the cost won't be overly high so there's no hurry to fix it.
  10. Yeah, they're somewhat out of date, it's a bit of a hassle so I haven't been updating them. It isn't a terribly important information anyway and you can see it ingame too. Lord's stats start at 83c7a and go like this 3c 4b 14 19 12 16 12 16 12 16 12 16 12 16 12 16 12 16 12 16 1e 0c 03 08 02 3c is the HP base for the class, and 4b is growth per level divided by 10, so lord class has 60 HP at level 1 and gets 7,5 per level. Then you have base and growth for MP, STR and the rest of the stats in the usual order, after that 1e is RT, 0c is base ATK and 03 is growth, so lord has 12 + 0,3/lev, then you got the same for DEF. Movement range is on 83c9f and it goes up and down by 4, not 1, so 19 is movement range of 5 and 15 is range of 4.
  11. Thanks, I forgot to switch the places of their names and descriptions too.
  12. I suppose it might help as a band-aid if it did a bit of damage upfront too, the way gravity flux does. Not percentage, though, a fixed amount of non-resistable damage + a low scaleable non-elemental base so it might do something in endgame. Also, if I shift that fixed damage upfront it will make the AI treat it as just another damage spell and will use it whenever a regular AoE spell does less damage, which will usually happen on tough units where poison is the most useful.
  13. Poison lasts a long time so it adds up, if you poisoned 4 enemies with the cloud and it ran its full duration it's 600 total damage which isn't too bad even in endgame. But yeah, the urgency to remove it isn't really there and I would have reworked it a long time ago if it didn't require digging through assembly, meaning it will have to wait, better to do the easy stuff first.
  14. Yeah, enemies like poison a lot, unfortunately there's isn't much I can do about that except remove the spells altogether, the fix I released recently helped a bit by reverting them to normal accuracy instead of 100%. There are very few buffs that the AI is set to use, because they typically won't do anything else as long as even one unbuffed unit is nearby. The problem with empty skills and fans is one and the same, they're equipped manually for that battle so until I get to doing a pass over battle tables and remove them myself it won't be fixed. Clerics aren't really a problem when levelling new classes, if you stick a low level class in a high level team it will syphon most of the xp anyway and level fast enough, units also get to the point where they won't get oneshot anymore earlier because level stat difference is lower. Strong healing is intentionally a necessity, you could get by without it in vanilla because very few enemies did any damage beyond a certain point and I like the way it changes the battle dynamic. There's probably no need to give monsters the ability to level attacks, they're pretty strong at all stages of the game, especially later on and grow well enough naturally. Good to hear you're enjoying it overall, there's a loot of room for improvements but the game isn't always cooperating and my options are still pretty limited.
  15. It won't crash or anything but there are potential issues to be aware of. If you played before 0.89 your characters will be wearing different (potentially incompatible) gear so you will have to check each one, if it was even further back some of your characters might be having slightly higher base stats than they should or have incompatible skills equipped. So, nothing gamebreaking and might not even be too inconvenient unless you're suffering of ocd. Just make sure to load a real save after you update the iso, not a saved state if playing on emulator.
  16. Yeah, you aren't the first one to notice it doesn't make sense for the garrison to fall apart in siege battles as long as their liege is alive and kicking, I've made leaders considerably more durable (or more dangerous if they were already durable enough) but yeah, for some battles it still isn't enough to make them challenging. All kinds of things should become possible once I find the battle tables, but that will probably take a while so I've been putting it off until other things more or less fall into place.
  17. Canopus is a disc one nuke of sorts so you have to be careful there or he makes the entire early game a cakewalk. In vanilla winged race is only marginally weaker than humans which doesn't properly offset their incredibly valuable flying ability, in the mod hawkmen are considerably weaker so Canopus and Iuria are actually really strong for a winged and probably on par with a normal human. On a unit with no STR/DEX bias, the weeb sword doesn't outdamage a 2H sword in general case scenario, only when hitting squishies (like mages or archers), which is probably the way it should work. The additional TP hit on katana is useful but in early game the extra chance to hit on swords is probably more valuable, I might take a small snip or two at it it in future but there isn't anything too broken currently.
  18. AI is kinda funny, ever since I raised the chance to 100% they just love poison spells. When I find those encounter tables I'll probably be able to set immunities, unless they just use that death ward thingy, in which case not much can be done.
  19. Berserker isn't really something you can just leave on the frontlines and forget about him, right, he needs support from a healer, a knight or maybe earth buff user to shield him so that part works as intended. He doesn't exactly shine early on but in late game when a lot of damage comes from stat scaling and you raise your skills he can do very high damage and has the tools to throw TP around like dirt. There's only so much I can do with my current access to the game's innards so passive bonuses you suggested would be a no go. Dragoon pretty much does as advertised, kills beasts well and does ok otherwise, he shouldn't be able to beat a warrior, swordmaster or berserker straight up but he doesn't lose too badly either, around the level of terror knight and he got a few new tricks. He's stronger than spellblade but can't match him in support role, you can't use 2h crossbows but 1h ranged weapons are much more usable here so it isn't that much of a loss.
  20. Sure will, thanks.
  21. Sure, I'll get around to it these days
  22. They should be affected, but it's more of the way those effects work than spells themselves. To see any benefit from bonuses that affect the stat overhead (like strengthen or elemental averse) you have to pass the stat threshold first and units that can use draconic damage spells tend to have lowish attack stats, augments add to the stat total, but if you didn't pass the threshold you won't see any effect either. There's a damage calc table in the first post if you want to know more in detail. Thanks for the report on those two, forgot to set the crafting recipe for dynamo and the Steadfast requirement was Knockback 1, which got removed.
  23. Thanks for the feedback. The main idea was to make mages very oppressive and powerful but also very squishy. It's kinda tricky to finetune so it will take a bit, but both of those aspects will be moderated slightly in next patch. There's less things to spend points on now so I wasn't planning of any introducing any method to boost skill point gain. There isn't a quick solution either and it couldn't be done with an item, I'd have to tamper with SP gain formula and that isn't something I'm able to do right now. I suppose there's still the sp gain multiplier cwcheat if you're looking to save on some farming time.
  24. Those bombs aren't really doing much on the grand scale and they're kinda cheap, I'll see what to do with those. Maybe the simplest thing would be to make them single target so only using them with lobber makes sense, which is what they are intended for.
  25. Don't worry, this is a feedback thread, not a praise thread so it all helps. I already adjusted unit resistance and endgame spell scaling a bit for next patch and I'm planing to raise the RT values of spells in general, as part of the problem is mages being way too fast compared to other ranged units when they stick to low level spells. If they aren't able to nuke to opposition instantly anymore they won't benefit much from extended movement because there will be a high chance they will get bopped if you get too greedy and break the line. Berserker does have two abilities that sacrifice his HP, one of them shouldn't be able to kill him because it removes half of current HP and the other does only 5% of max so the chance of boss killing himself with it isn't high. I can just switch the latter to 10% of current HP and remove the other one from bosses when I get to doing that. Some of those ranked skills are very strong so going from 30% to 100% is a huge power upgrade, yes, I'll likely switch some to a mid-way fixed percentage like 60% and scale range with rank on some of them instead.