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-   -   Info: new items in the Dom3 progress page (http://forum.shrapnelgames.com/showthread.php?t=45982)

Gandalf Parker July 24th, 2010 12:02 PM

new items in the Dom3 progress page
 
http://ulm.illwinter.com/dom3/dom3progress.html

24th July 2010
* Trying to view a non existant battle will no longer crash the game.

22nd July 2010
* Modding: Maximum number of spells increased from 1200 to 2000. This will make it possible to have more spells in mods.
* Modding: Maximum number of name types increased from 60 to 100.

15th May 2010
* Mighty Yari was incorrectly a missile weapon, fixed.
* Yogini was not a female, fixed.
* Some units got wrong type of names, fixed
* Horse Brothers had switched pictures with their commander, fixed.
* Tribal King now has a javelin instead of a sling, just like in the picture.
* Burned down lab/temple event messages while sieged now go to the sieged player.
* Battles caused by random events are now resolved at the end of the random event step. This should fix any problems with barbarians attacking a sieging army due to bad luck.
* The Blood Keep site now gives a mountain citadel instead of a swamp city.
* Many more sites can now be found in cave provinces.

25th April 2010
* Some typos fixed.

24th April 2010
* Improved performance and window resposivness of the 'AI thinking' host stage.
* Maggots spell was broken, fixed.
* It was sometimes possible to continue sacrificing slaves even if your temple had burned down, fixed.
* Two monthly Voice of Tiamat spells didn't cooperate very well, fixed.

16th March 2010
* Shields could parry some effects they shouldn't be able to, like fear. Fixed.
* Trampling could result in multiplying the target in some circumstances. Fixed.

9th March 2010
* Pulseaudio on linux used .so instead of .so.0, fixed.

19th february 2010
* Version 3.24

chrispedersen July 24th, 2010 12:14 PM

Re: new items in the Dom3 progress page
 
awesome on the caves issue.

Gandalf Parker July 24th, 2010 12:21 PM

Re: new items in the Dom3 progress page
 
As a server Im personally looking forward to this one....
"* Improved performance and window resposivness of the 'AI thinking' host stage."

Foodstamp July 24th, 2010 01:12 PM

Re: new items in the Dom3 progress page
 
Yay! More modding love.

kianduatha July 24th, 2010 01:30 PM

Re: new items in the Dom3 progress page
 
Whoah, 800 more spell slots? That opens up...so much <3

Squirrelloid July 24th, 2010 05:08 PM

Re: new items in the Dom3 progress page
 
Oh dear is fear going to be overpowered now. I mean, it was already good, and that was with it getting stealth parried? Wow.

As long as they're fixing things, how about fixing Sauromatia's broken poison archers. Or immortals routing in dominion, dying (assassination or cut retreat routs), and not resurrecting in the capital. You know, stuff that's actually broken.

I mean, don't get me wrong, the increase in #spells is awesome. But the May updates mostly looks like stuff that could be accomplished by modding, and likely already were (if anyone noticed there were problems). (The lab/temple thing is an improvement, I'll grant).

rdonj July 24th, 2010 06:07 PM

Re: new items in the Dom3 progress page
 
Quote:

Originally Posted by Squirrelloid (Post 752826)
Complaining

Actually I'm pretty happy with the new changes! Those nametype and spell number limits are HUGE for modders, and the rest have already been known about for a while. Thank you illwinter!

Valerius July 24th, 2010 10:52 PM

Re: new items in the Dom3 progress page
 
Quote:

Originally Posted by Squirrelloid (Post 752826)
Oh dear is fear going to be overpowered now. I mean, it was already good, and that was with it getting stealth parried? Wow.

As long as they're fixing things, how about fixing Sauromatia's broken poison archers. Or immortals routing in dominion, dying (assassination or cut retreat routs), and not resurrecting in the capital. You know, stuff that's actually broken.

Whether its broken or WAD I don't think the immortality mechanics should be changed. It would amount to a boost for immortal units, which don't need it. I think it's good for game balance that there are certain situations in which immortality won't save them.

But that's a good point about the change in fear mechanics and of course fixing the poison archers would be good.

In case JK reads this thread I'll lobby again for adding a Constr. 12, non-gem generating, version of blood stones so that games without gem gens can replace that earth booster. It wouldn't conflict with the manual or have any impact on unmodded games.

Gandalf Parker July 24th, 2010 11:35 PM

Re: new items in the Dom3 progress page
 
I was hoping this thread would pay the bill a bit more.

Valerius July 25th, 2010 12:32 AM

Re: new items in the Dom3 progress page
 
Trolling again, Gandalf?


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