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April 21st, 2010, 09:34 PM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: Maggots
Hrm...well, the latest patch did indicate that there was a change to the *description* of Maggots...perhaps an unintended change crept in alongside?
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April 21st, 2010, 09:53 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Maggots
True, there were a bunch of visual and other changes to spells in that patch.
That's it. I just tried it with the previous patch, which I still had lying around.
Did with the Debug mod to avoid research time. Maggots worked as I remembered it.
Opened it with the new version and the battle replay showed the weirdness.
Definite 3.24 bug.
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April 21st, 2010, 10:16 PM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
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Re: Maggots
Heyyy. I guess this means Maggots is actually a new spell (for now), and I can use it as such on my next turns!
Thanks for checking.
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April 22nd, 2010, 04:21 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Maggots
Quote:
Originally Posted by Bananadine
Heyyy. I guess this means Maggots is actually a new spell (for now), and I can use it as such on my next turns!
Thanks for checking.
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This is a pretty odd bug and could really be a nasty suprise to someone who *really* needs to counter that Prince of Death or something.
The following mod code fixes the spell to work like it used to and I have tested it. (I'll be sure to add it to CPCS):
Code:
#selectspell "Maggots"
#effect 7
#spec 67125376 -- AN, Always hits, only hits UD
#damage 50
#end
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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April 22nd, 2010, 08:07 AM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Maggots
Nice. I was wondering if a fix could be modded in, but I don't know enough about spell effect modding.
I'd like to see this added to the current version of CBM, since that's the most used mod.
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April 22nd, 2010, 08:44 AM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: Maggots
Quote:
Originally Posted by Burnsaber
The following mod code fixes the spell to work like it used to and I have tested it. (I'll be sure to add it to CPCS):
Code:
#selectspell "Maggots"
#effect 7
#spec 67125376 -- AN, Always hits, only hits UD
#damage 50
#end
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Quote:
Originally Posted by thejeff
Nice. I was wondering if a fix could be modded in, but I don't know enough about spell effect modding.
I'd like to see this added to the current version of CBM, since that's the most used mod.
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Hrm...wouldn't it be better to make it a standalone "maggot fix" mod, rather than rolling it into either of the aforementioned omnibus mods? The reasoning being that if the effect does get officially fixed by Illwinter, then the change would be at best redundant.
Also, no offense Burnsaber, but the CPCS would be a lot to add if all you were looking for was a maggot spell fix.
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April 22nd, 2010, 09:18 AM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Maggots
I was hoping a CBM change could be added to the existing version, so that the fix could be applied to ongoing games.
You can't add a new mod to an existing game, but changes to mods that are already in use will work.
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April 22nd, 2010, 10:00 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Maggots
Well, the best part would be to add it to CBM, but I think that CBM 1.7 is likely at least 6 months away.
I'll make it a stand-alone quickfix mod sometime this evening to the modding subforum.
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April 22nd, 2010, 10:37 AM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Maggots
It would be better to have a new stand alone mod than to include it in CBM 1.7.
I was suggesting a quick fix to CBM 1.6 to provide a fix for existing games.
I'll suggest it in the CBM thread.
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April 22nd, 2010, 02:13 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Maggots
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The Following User Says Thank You to Burnsaber For This Useful Post:
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