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  #61  
Old October 9th, 2007, 09:34 AM
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Default Re: Mod: Stigian Corruption

Fixed the wing weapon on Bengehenom.
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  #62  
Old October 9th, 2007, 09:43 AM
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Default Re: Mod: Stigian Corruption

Hi Amos, could you please confirm that your mods are 3.10 compatible? Thanks in advance!
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  #63  
Old October 9th, 2007, 05:00 PM
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Default Re: Mod: Stigian Corruption

Should be ok. I've checked if they all work and they do.
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  #64  
Old October 12th, 2007, 07:51 AM
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Default Re: Mod: Stigian Corruption

Drastically dropped prices on Lord Arbiter and Lord Judge. The nation was useless as an AI opponent because of the high costs.
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  #65  
Old November 22nd, 2007, 05:50 AM
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Default Re: Mod: Stigian Corruption

Version 0.35

- Despoiler is inanimate and capital only now;
- Neophyte, N. Sentinel and Nomad Warrior lost berserker (Sentinel will get patrol bonus after the next patch);
- Neophyte and N. Sentinel lost pillage and stealth.

I'm working on new ME Stygia mod. Thats where all those changes come from.
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  #66  
Old January 29th, 2008, 12:52 PM
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Default Re: Mod: Stigian Corruption

Version 0.36

- Fixed "Demonic Roar" weapon;
- Guardian's hp and blood cost raised;
- Bengehenom's blood cost raised;
- Stygian, Shadow Emperor, Neophyte, Neophyte Sentinel, Despoiler and Overlord given darkvision;
- Changed inventories.
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  #67  
Old February 1st, 2008, 04:56 PM
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Default Re: Mod: Stigian Corruption

Lowered numbers of local defense force.
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  #68  
Old February 2nd, 2008, 10:47 PM
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Default Re: Mod: Stigian Corruption

Fixed "Dark Archon" inventory.
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  #69  
Old February 4th, 2008, 03:05 AM
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Default Re: Mod: Stigian Corruption

Added a new spell "Unholy Heart". The spell summons "Child of Darkness", an alternative to Seraph as a SC (summoning of an angel in an anti-angel nation wasnt very thematic).
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  #70  
Old February 5th, 2008, 05:57 AM
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Default Re: Mod: Stigian Corruption

Raised blood cost for "Unholy Heart" and "Call Bengehenom" spells.

With the right equipment the Child is virtually unstoppable.
- One possibility is making him a unique. His counterpart the Seraph is not a unique though;
- or removing his ability to use items of any kind;
- or removing his ability to fly (probably together with items so he couldnt fly with them);
- or leaving him as is (he certainly costs enough).
I havent decided yet. Any of the first three choices will reintroduce the Seraph back as an endgame SC.
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