*** Released 4/23/2014 *** Features + Added the Death Blow ability- +40 attack vs opponents with less than 20 hit points. + Added the Master Archer ability- +25 crit chance when using a bow. + Added the Dragon Born ability- +1 fire attack
DerekPaxton
Fixed, thanks!
Fixed, thanks!
Fixed, thanks Primal_Savage!
Improved, thanks Primal_Savage!
Fixed, thanks Parrotmath.
Fixed, thanks Parrottmath!
Fixed, thanks.
Fixed (or improved), thanks Parrotmath!
With that change they should drop from uncommon lairs, and would be more frequent form those lairs (there are less uncommon items than common items). But the items were inteded to come from common lairs.
I put a higher value on the letters so they can be sold in shops. Thanks!
Fixed, thanks!
This is actually operating correctly. The system isn't as clean as adding the described bonus, like you may suspect. It's hard coded to look for either the Stealthy or MasterScout tag on that function. Stealthy gives it a chance to avoid, and MasterScout makes it always avoid.
This is awesome, I love your writeup! :)
Updated to your recommendations, thanks Parrottmath!
Found the problem. It will be fixed. Thanks! Essentially the AI was doing all the appropriate checking to make sure it was able to cast the spell. Then it would go find a target and it wasn't doing that last step of making sure the target was valid for the spell (which is where I added the check to make caravans invalid targets).
Interesting. Testing here shows that the code change (in code the can cast on target unit function just returns false if the victim is a caravan) is working. I will see if I can find how it is getting through. http://screencast.com/t/XtrLm0FrJf
No crash when I try this. Is anyone else able to repro it?
[quote quoting="post"] The "Brute" and "Endurance II" skills, which are on the same branch, both have "Endurance I" as a prerequisite, so it's possible to skip "Brute" and select directly "Endurance II". [/quote] Fixed, thanks
[quote who="parrottmath" reply="100" id="3419621"] * Fixed an issue where wildland bosses would leave their wildland area and attack cities (causing the area to not be able to be defeated as well as destroying early empires) ooooooo what did you do and how did you do it?[/quote] Code changes. I checked out your clever chasm trick. But at the end of the day I resorted to two big changes: 1. Put the bosses back on a leash, so they can't wan
The empty dialogs are caused by games that are started on 1.4 and then continued on 1.5. There were a bunch of new dialogs added in 1.5 and the code is attempting to call them, but since they dont exist in your save game it comes up empty.
[quote who="ser_phobos" reply="48" id="3416148"] Here's my files from a game that crashes every time I end my turn. http://pastebin.com/raw.php?i=SzW0x5m5 http://www.mediafire.com/folder/exjrnp7t6mmsu/FE_LH There's also an example of a "stuck" unit leftover from the pioneer hordes I got when I signed a couple of non-aggression pacts (those make me wish I could rip up treaties at will like the AI).[/quote] I verified that this crash does not hap
[quote who="Airond" reply="34" id="3415666"] Today instant crash save file. And crashreport. http://files.mail.ru/B81E868A5F6E46358740CC9ECAEF7413 Game was started 2 days ago, absolutely new saves[/quote] I tried this and it didn't crash for me with 1.5.
PM it to me and I'll check it out. I did update the map in monday's update. But I haven't changed it since then.