Quote:
Originally Posted by Sombre
This doesn't cause any errors (unless the mods refer to spells by number rather than name) other than forcing you to redo your scripts.
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No, it's not that easy. Every patch that adds new spells breaks national modded spells and makes them unusable for at least one hosting and forces you to redo your scripts on every mage you have after the hosting with the new version.
The problem is that the player's spell books are written during hosting and are then fixed for that current turn. Even if you updated and the mod uses up new spell IDs, you won't be able to update your scripts for those new spell IDs unless the spell books are being rewritten during the next host.
That's why I've made this insane workaround in our last mod nations game, if you can remember. I had to change the mod so that it overwrites the newly added spells by ID, which were national ones and not used by our "mod nations only" game, so the IDs for the new patch version and old patch version were the same. It's a big hassle and very cumbersome to deal with how the game treats this.
I already wanted to bring attention to this after the last patch, but forgot about it. Thanks for bringing it up again.
Quote:
Originally Posted by Edi
There are 5 new spells in the 3.23/3.23b patch
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Small correction, there's 8 new spells that got added. A couple of summons and the 5 sign spells.
Quote:
Originally Posted by deadboi
I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui.
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I can reproduce this on 32 bit Linux. It segfaults as soon as one tries to change the resolution.