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  #21  
Old January 2nd, 2011, 08:04 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: update on progress page

Yes it definitely would be more useful in the CBM thread than the games Patch/Upgrade thread
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  #22  
Old January 2nd, 2011, 08:14 PM

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Default Re: update on progress page

Where may these update notes be found?
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  #23  
Old January 2nd, 2011, 08:15 PM

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Default Re: update on progress page

Oh I was able to Google it: http://ulm.illwinter.com/dom3/dom3progress.html
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  #24  
Old January 3rd, 2011, 09:19 AM
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Default Re: update on progress page

Quote:
Originally Posted by Baalz View Post
Oh I doubt that. There are plenty of chasises that are effective enough with a frost brand and vine shield or something similarly priced, and a smaller number that can get away with just a good shield if you're clever about it. 15 gems (plus the cost of the chasis) is a very reasonable price for something that can reliably clear PD out as a raider, and not *that* far from the 10 it'd cost you with hammers. Heck, you'd have to outfit three thugs thusly to break even for the cost of your first hammer, and assuming you were making multiple hammers before its not much of a stretch at all to say you could easily outfit 10+ light thugs with the same number of gems you were doing your first 10 thugs using hammers. Thing is, most people tend to go overboard and use 50 gems worth of equipment when 15 would work. Know what you want to accomplish, and use just enough resources to reliably do that.
This is probably true in and of it self. Never had any luck with light thugs against the AI though.

There is still, however, the problem of psychology. If you have a hammer, then you are going to use that hammer every turn, even if there is not anything you want with it. That way you wind up with equipment that you would otherwise not have. Witch you might as well summon some bane lords to wear. Without hammers, people will not make thugs in the same wanton manner.
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  #25  
Old January 3rd, 2011, 08:38 PM

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Default Re: update on progress page

Any idea when the patch is due?
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  #26  
Old January 4th, 2011, 03:11 PM
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Default Re: update on progress page

A patch never comes late, nor does it appear early. It arrives at precisely the right time.

In other words, we don't know. The latest one has been in development for months, since Illwinter is working primarily on their new project.

I'm happy that something is happening, but the most definite mark of an imminent patch is when I start getting email from Illwinter with instruction on what new modding commands do so that the modding manual can be updated.
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  #27  
Old January 4th, 2011, 04:11 PM

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Default Re: update on progress page

Quote:
Originally Posted by Edi View Post
A patch never comes late, nor does it appear early. It arrives at precisely the right time.
Hmmph. Fool of a Took!
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  #28  
Old January 4th, 2011, 04:48 PM
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Default Re: update on progress page



I'm currently in the process of watching the fellowship movie ( a fragment every day when possible).

Hopefully the patch would bring with it some nice surprises like Gandalf so often does
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  #29  
Old January 5th, 2011, 10:31 AM
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Default Re: update on progress page

PATCH HAS BEEN GIVEN A VERSION NUMBER
which means it has been released to the Beta Group for testing before making it downloadable
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  #30  
Old January 5th, 2011, 11:51 AM
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Default Re: update on progress page

Content of new patch is real nice:

5th January 2011
* Version 3.25
* popkill now works for non commanders as well.

2nd January 2011
* --nonationinfo is now implemented.

1st January 2011
* Modding: New commands for underwater recruiting #uwcom1 ... #uwcom5 and #uwunit1 ... #uwunit5.

31st December 2010
* Modding: Gift of reason is subject to spec limitations on target unit.

1st August 2010
* Fixed crash during turn generation.

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.
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