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Everything posted by raics

  1. Feedback and Suggestions

    That's because of lamias, they're also reptilians and they have access to wizard class, when I get to tweaking class accessibility I'll sort some of those out. The alternative is removing racial skills altogether and this is probably the lesser evil, also gives humanoid and monster classes a nice selling point as you can make them into manhunters/maneaters. Didn't expect the game not to have the terror knight sprite loaded at that point, when it does it works fine as you can see below, I'll have to check what can be done about it.
  2. Feedback and Suggestions

    The new version is up, we'll see how it's going to work out.
  3. Feedback and Suggestions

    I'll test it out and see what the feedback looks like. I respect attempts at role playing, but the issue is that for most players it isn't customization, it boils down to slap anatomy on, watch it rank up and become ridiculously effective against most enemies, never consider anything else.
  4. Feedback and Suggestions

    I've been careful not to move anything for that very reason so most, if not all codes will work.
  5. Feedback and Suggestions

    You didn't read the PM I sent?
  6. Feedback and Suggestions

    Sure, just update it properly and there should be zero issues, you can even update from vanilla to the mod and the save will still work, special units will just have higher stats and everyone will have different gear equipped because it moved around.
  7. Feedback and Suggestions

    I can look it up later, all of them are together except for the cursed one. To make them available to a class you need to see in which one of those five entries is the class and which is the number you should add, for instance, white knight is in field 5 and you should add 4 to it to enable the item, for a shaman it would be 8.
  8. Feedback and Suggestions

    Right, the RT advantage is almost cosmetic in the mod with 6 being the most a unique can have over a generic, with ~150 on the counter every turn once the battle starts and some classes getting close to 200 it isn't really a significant factor but it's probably worth tinkering with if you want to level the field even more. As for the weapon accessibility the game does both, every class has a number for the equipment set it uses (some sets are shared) and every item has five entries with 8 sets each that mark which ones it belongs to. I gave it some damage up front for the next patch, that will probably deter the AI from casting it so much as it does less than aoe spells. The removal of racial skills means I can do some tweaks to the recruitments, for one the skill will show its actual range because racials gave it a miniscule chance to work outside of it. Books will provide a +2 bonus which means they will have visibly extended range and higher chance to work, and I also removed the limitation of one recruitment skill per character, so you can have a mediator of sorts with every one of them if you wish. Which version are you using? The trap crash should have been fixed in 0.90a. The only thing a patriarch can't do is healing, they're a jack of all trades among casters and can even take a few hits so the tradeoff was lack of access to top tier stuff.
  9. Feedback and Suggestions

    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
  10. Feedback and Suggestions

    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.
  11. New Grub Plus

    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.
  12. difficulty levels?

    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.
  13. Feedback and Suggestions

    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.
  14. Feedback and Suggestions

    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.
  15. New Grub Plus

    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.
  16. Feedback and Suggestions

    Just siege bows, that way they have the range advantage only when shooting uphill, it's intended.
  17. Feedback and Suggestions

    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.
  18. Feedback and Suggestions

    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.
  19. Feedback and Suggestions

    Thanks, I forgot to switch the places of their names and descriptions too.
  20. Feedback and Suggestions

    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.
  21. Feedback and Suggestions

    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.
  22. Feedback and Suggestions

    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.
  23. 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.
  24. Defeat Leader v Defeat All

    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.
  25. Feedback and Suggestions

    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.