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Patch 2.13 available now
The new patch can be downloaded from Shrapnel Games' Dominions II page.
http://www.shrapnelgames.com/Illwinter/d2/6.htm |
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I say Big thx!!!!
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Several nice little changes.
On a related note in one game I can hire a "Keeper of the Tombs" from a captured C'tis capital & that is also presumably a bug Pickles |
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Woohoo! The Great Warlock is back! Hooray!
Edi |
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Mmm... Great Warlock has funny dagger http://forum.shrapnelgames.com/images/smilies/happy.gif
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omg crystal amazons now exist, it looks like :p
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thank you
good play Liga |
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ehh, what am i going to do about my large stockpile of burning pearls? can I get a rebate please? http://forum.shrapnelgames.com/image...ies/tongue.gif
Mosehansen games will now be able to be created w/out score graphs and w/ mods, once esben incorporates this into his pages. very nice Illwinter. |
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i apreciate especially these 2 changes : Quote:
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a question to this because i never paid attention there : if i give a leader with e.g. 50% lightning resistence a copper plate does he still have 50% lightning resistence or 100% then ? or do i need to use e.g. a elemental armor to get 100% lightning resistence ? |
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neither.
he should have 150% http://forum.shrapnelgames.com/image...ies/tongue.gif copper plate gives full immunity. |
Re: Patch 2.13 available now
For those who are agonizing over updates, you can usually copy the dom2.exe to something like dom2v212.exe before updating. Then if you have something like a multiplayer game sticking to the old Version simply make a new icon to call the dom2v212.exe instead of the dom2.exe
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uhh, you probably don't want to install the patch until you are sure that your games are going to be doing so immediately boron...
I'd suggest reinstalling, then applying 2.12, renaming it, then applying 2.13 so that you have access to both. Unless you are sure all your games are updating before their next turn... |
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or which files were patched together ? if it is only the exe +1-2 small files transfering it from a friend via icq/irc or email would be much quicker than reinstalling i think and should work too . any serious concerns against this approach ? hopefully not since i will be busy to find my dominioncd in my hundreds of cd cases otherwise probably 1 hour http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/Sick.gif |
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50% natural FR + 50% FR from burning pearl should add to 100% http://forum.shrapnelgames.com/images/smilies/laugh.gif a harbinger thug should be almost as costeffective as a bane lord but have slightly higher att-rating since he gets +4 from burning pearl while the banelord won't use burning pearl anymore probably http://forum.shrapnelgames.com/images/smilies/smile.gif hmmm the more i think of it harbingers + arch angels could replace the bane lords as standard thugs with this change . makes clamhording more useful midgame too since you don't need to convert your clamincome http://forum.shrapnelgames.com/images/smilies/happy.gif |
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yah just getting the 2.12 .exe from a friend should be fine.
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>> Basic Magic Item modding implemented.
How do I use this? Modding.pdf doesn't say anything about it. |
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Hm... One thing not in the patch that I was hoping to see. The game still does not seem to keep track of exactly how many resources are available when you partially built a guy on the previous turn. Looks like you still have to keep track of this manually...
But there sure were some nice improvements in this patch. The greyed out thing when you are under seige is nice and this will no longer confuse the heck out of the newbies! I also agree about the burning pearl. It was much too strong for the price. It is still stong, of course, and will still be built anyway. But, Arch, feel free to send your excess pearls to me! http://forum.shrapnelgames.com/images/smilies/laugh.gif |
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Eh... is the linux patch borked? The patch didn't seem to work, giving med the 2.12 Version again, as far as I could determine. So I unpacked patch 2.12 and 2.13 in separate dirs, which I ingeniusly called 212 and 213, and ran diff:
<font class="small">Code:</font><hr /><pre>esben@musvit dtmp $ diff -ru 212 213 Only in 213: army4.trs Only in 212/doc: modding.pdf</pre><hr /> Not to complain, but I think this can't be right... except for these 2 new files, the patches are identical(!) |
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Half borked??
I tried rehiring some mercenaries in a game and it starts with half the initial price, as stated in the 213 changelog. |
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I'm seeing a new bug with the new patch - I'll post the details in the bug thread, but basically if tab out and tab back in occasionally the rendering is kinda hosed.
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Although I like nation specific pretenders, I still dont find the Great Warlock for Abysia and Skratti for Jotuns to be viable choices, despite their slight advantage over similar human pretenders. But maybe thats becuase I find rainbow pretenders are only really effective finding gems that your national mages and their summons can use, and that I also tend to use site searching spells. However, more choices are always better http://forum.shrapnelgames.com/images/smilies/wink.gif
Thanks for the continued Dominions II support! Edit: Why doesn't the Skratti have any water (cold) magic? I'd have removed the frost father and replaced it with the Skratti. |
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I haven't seen anything in the details for the patch... but has anyone noticed any improvements with the AI??
examples= more aggressive, more heavy troop-types, more researching, etc??? If not... then maybe that can be the focus of the next patch. |
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..would be great if it at least would build forts now.
Does it? Nothin' about it in the readme... http://forum.shrapnelgames.com/images/smilies/frown.gif |
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The Great Warlock is not really any better than any of the other nation-specific rainbow mages. He simply has heat and fire resistance, so he fits with other Abysians, and a point of blood, but 1 point of magic is not a big difference on a human(oid).
The Skratti, on the other hand, is great. He is tougher than a Virtue, and people use the Virtue as a SC. Now, granted the Virtue's lightning resistance is better than the Skratti's cold resistance, and the Virtue also flies, and can give you an air blessing. On the other hand, the Skratti will have a much easier time gaining access to water/earth/nature magic for buffing, and of course, he's a *rainbow mage*, not just an SC. Easily top of the heap as humanoid pretenders go, and maybe even in the top half overall. His only real downside is bad dominion, as with all rainbows. |
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The dragons and their human forms arent high on the pretender scale but the fact that the dragons are supposed to make it unclear which form you chose is part of their theme. |
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As Mosehansen pointed out the linux patch is no good. It only containts files from 2.12 due to some bad archiving. http://forum.shrapnelgames.com/images/smilies/Sick.gif
New linux patches are on the way. |
Re: Patch 2.13 available now
Good patch Johan, thanks a lot! Many good changes and bug fixing. I especailly like improved cheat detection, if it prevents gem/castle cheats that was described in several threads recently. Item moding is also great.
The only big thing that I failed to find in that patch is that old lifedraining and Mirror Image bug. http://forum.shrapnelgames.com/images/smilies/frown.gif Currently Mirror image does not work at all vs Lifedraining (you can and will be lifedrained for fatique, while your mirror image stay in place.) At the very least it does not work, or it may actually make you *more* prone to be lifedrained. Any chance that it'll be fixed? IMHO lifedraining weapons are a bit owerpowered as it is atm, based upon simple fact that 90%-95% of SCs in MP games uses them. This bug gives them another boost, something that they don't really need. Anyway, thank you for all your hardwork and continious support for the game! |
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The new patch appears to have broken my existing single player game. Anytime I try ending the turn I get the error: kv_c:bad mt0
I believe it's somehow related with a golem using the Amon Hotep helm. Anytime I try changing his command from the mummification spell I get what appears to be a related error: rho:bad mt0 Anyplace where I can download the previous dom2.exe ?? that might not fix it... but worth a chance =============== UPDATE =============== Restarted the turn from the beginning and reproduced the error instantly by giving the golem the mummification command after switching to another commander then coming back to change the golems command the same error. Problem is definitely either with the Golem creature itself or the Amon Hotep helm. =============== UPDATE_2 =============== The bug definitely appears to be with the 'mummification' summoning command. I was able to continue my game as long as I don't use this spell. Also when setting combat commands I noticed 'mummification' was also listed here which must be part of the bug since this is not suppose to be a battle spell. geo981010 was able to find another related with my bug discovery as well... nice work. |
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It isn't just Amon Hotep - I get the same problem when I select the "Summon Djin" with the Magic Lamp if I try to anyway alter the command after giving the summon order or if I try to alter the commander's orders or if I try to execute the turn with the summon command.
I can use the Vine Crown and the Wolfstone no problem, need to try Gatestone and Kurgi's Gift next... cheat protection was on btw, so I wonder if this related to that? |
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NTJedi, your first bug is related to the cheat detection and will not appear if you disable it. The second one only happens if you remove the order. So if you make sure to not remove that order and disable cheat protection it will be possible to make mummies. But on the other hand you can't disable the cheat detection in ongoing games.
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An information on patching a running game:
The correct order to patch is: - patch the host - host the turn - sent trn to players - patch the players - players make and send the 2h or: - sent trn to players - patch the players - players make and send the 2h - patch the host - host the turn Thank you very much |
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I noticed you fixed the Mother of Tuatha's stealth. Thanks, I'll try some more things with her.
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if you let you send the exe by a friend who hasn't patched yet it should work but is the cd - key in the exe stored ? that would be rather bad then http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Patch 2.13 available now
The cdkey is stored in a plain text file appropriately named "key". Replacing the .exe shouldn't do anything to the cdkey.
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