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  #1  
Old January 12th, 2004, 01:27 PM

johan osterman johan osterman is offline
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Default patch 2.06 out

In case you haven't visited the shrapnel front page, the patch 2.06 is out. Make sure all players participating in MP's update the same turn or the host will crash.
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  #2  
Old January 12th, 2004, 01:43 PM
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Wauthan Wauthan is offline
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Default Re: patch 2.06 out

Thanks for the tip. My only bookmark is this forum so I would propably have been clueless until the Posts started mentioning the patch.
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  #3  
Old January 12th, 2004, 01:57 PM

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Default Re: patch 2.06 out

thanks a lot!!!

copy of the readme :

New Features / Game Balance Changes:

Modding possible for monsters, nations and scales.
New theme for Marignon, Conquerors of the Sea.
New theme for Ulm, Black Forest.
Master password.
Two new gods, Divine Glyph and Carrion Dragon.
(Mis)fortune affects event frequency with 5% per step.
Order/Turmoil affects event frequency with 5% per step.
New Divine Titles.
New magic sites.
Pressing 'I' on unit info shows monster/weapon/armor numbers.
Fires of the Faith is more powerful against enemy dominions.
Num Pad can be used to enter numbers too.
Symbol for recuperation.
Map screen speedup.
Three new independent sea provinces.
Bonus resources for the difficult AIs now depends on the game richness setting.
Master Alchemist -> 50 DP
Black Bone -> pirate captain
Improved cheat detection
Pangaea has different start units.
New environment variables for maps and mods directories (DOM2_MAPS & DOM2_MODS).
Can now hold 5 times as many maps.
Added one more resolution setting.
New Sauromancer for desert tombs nature-> fire
Warning before deleting server game.
Fatal error Messages are sent to stderr.
Queen of the Lake can no longer summon allies.



Bug Fixes:

Bug left the highest resolutions permanently greyed out.
Crystal Heart never expired.
It was possible to appoint the god as prophet.
Some afflictions couldn't heal when recalling god.
Fires from Afar affected too many targets.
-p works properly now.
Send Horror works properly now.
Fire susceptibility wasn't displayed correctly.
Fixed temp file error with long (>500) temp dir path.
One Comander of Ulm, strat move 1 -> 2.
Error message if old Dominions I file is present in maps folder.
When casting wish you didn't see what you typed.
Niefelheim could recruit Gygjas in underwater forts.
Fixed minor network memory leak.
Serpent King snake form was sacred.
Knight of avalon, hoof -> alicorn.
Arch Censor doesn't eat any longer.
Twin spear has serpent kryss stats, fixed.
No more random hill forts in the sea.
No longer possible to drown mercs by recruiting then in underwater provinces.
Incorrect stealth value was displayed sometimes.
Couldn't be immune to bog beast poison.
Arcane Domination is now an alteration spell.
Carrion Reanimation didn't work correctly.
Raven Feast didn't bring any death gems.
Some humanbreds had wrong equipment and movement rate.
It was possible to bid a negative amount of money on mercs, fixed.
Revenant no longer eats.
Sharks had too many item slots.
Dancing Trident resulted in attack skill reduction.
Naga had wrong path cost.
Fixed an error when changing victory condition.
Fixed potential memory screw up.
Some popups were wrong when under siege.
Routed unit has -4 def after combat, fixed.
Black Sorcerer doesn't change back if hit by global, fixed.
New Era Pan had wrong weapon.
Many typos corrected
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  #4  
Old January 12th, 2004, 03:01 PM

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Default Re: patch 2.06 out

does the AI logic has been improved in some ways? (thinking mostly of more castles and less light units)
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  #5  
Old January 12th, 2004, 03:01 PM

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Default Re: patch 2.06 out

That means that Order 1 -5% Events, Turmoil 1 +5 Events.

And Fortune, Misfortune affect +5% per scale.

So now if you take Order 3, Misfortune 3, you will even out to the standard.

While if you take Turmoil 3, Fortune 3, you will have 30% Increase in events, with 80% of the time them being good.

Whether or not this 'balances' out Order/Turmoil we'll have to see. I didn't see anything about changing the weight of the events, but I actually haven't seen a bad event with Order/Misfortune 3 yet with Black Forest, but that may be because of the fortune tellers.
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  #6  
Old January 12th, 2004, 03:23 PM

johan osterman johan osterman is offline
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Default Re: patch 2.06 out

Quote:
Originally posted by Pocus:
does the AI logic has been improved in some ways? (thinking mostly of more castles and less light units)
No, but the resource boost on high difficulty should result in a greater proportion heavily armored and hometown units when those difficulties are used.

[ January 12, 2004, 13:53: Message edited by: johan osterman ]
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  #7  
Old January 12th, 2004, 03:50 PM

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Default Re: patch 2.06 out

ok, I hope that I will get an excruciatingly (sp?) painful and slow death from the hands of impossible AI in the game I just launched
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  #8  
Old January 12th, 2004, 03:52 PM

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Default Re: patch 2.06 out

Damn. Now I'll get nothing done all week. ;-(
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  #9  
Old January 12th, 2004, 04:29 PM
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Default Re: patch 2.06 out

Are the demos in the Shrapnel's site 2.02 or 2.06? Will they be updated? If yes, when are Version 2.06 demos coming out?
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  #10  
Old January 12th, 2004, 04:46 PM
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Default Re: patch 2.06 out

Questions now that I have looked at the patch:

#1 Ulm [Black Forest] produces death gems and has an undead troop. Yet has no death mage. Only one mage with blood-1 (undead leadership-5). I get the feeling there is supposed to be a death mage, otherwise how are we supposed to use the death gems or lead the ghoul troops? Am I missing something?

#2 In the MOD tools - Is there a way to allow units to create/summon allies? Or produce gems?

#3 In the MOD tools - Is there a way to add/remove the "allies in combat" ability? Lets say for example (heh...) I wanted to take the free imps away from the Moloch.

#4 In the MOD tools - I see how I can edit a nation. What if I wanted to leave the nation, but add a theme? Can we make or even edit themes?

#5 In the MOD tools - If I wanted to do work on pretender units, how would I designate the costs of magic paths (such as: Fire:3 Air:2 costs 30 to start a new path).
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