GS5: History/Updates 2/23/2010 Fix made to the X10 inc/dec Heal Party in city Temple. Will no longer attempt to heal beyond the limit and will decrease to zero by way of the X10. Shades and Demons no longer have higher than usual stats. This was a result of changes last made to 'gs\levlmods5.gs' in adding unit codes into the mix. On-attack abilities for Creatures, as well as Physical Impairment spells, now use short hand data with the "invoke_spell" shorthand function. No effective changes to how the spells are invoked. Artifact data fixes and changes for Orc Axe, Crown of Kings, and Witch Staff. No effective changes. Cleaner data. New shorthand checks added to 'gs\gameutil.gs': isorc?, istroll?, iscentaur?, isgoblin?, isanimal?. Data for 'isundead?' check in 'gs\gameutil.gs' changed: now looks directly at unittype data and no longer includes Bats as Undead units. Also will not consider Frozen Shades as Undead either. Blind Rage changed. Will no longer provide max physical resistance for Ogres when the Ogre is the caster and target of the spell. Physical resistances remain unchanged with Blind Rage. Neutralize, Clay Armor, Iron Skin and Trick are added to the Spell Book. However, these spells can only be learned through Artifacts or Spell Scrolls. Adding them to the book allows mages to cast these spells, but they will only ever be able to cast these spells if knowledge of the spell was gained through artifacts or spell scrolls. 2/11/2010 - [color=Pink]This update makes the mod compatible with GameRanger multiplayer service.[/color] Interface changes. Main menu screen, Multiplay Screen and Multiplayer game listings reverted to older appearances. This now allows the mod to be compatible with GameRanger multiplayer service. 2/10/2010 - [color=Pink]This update fixes a Critical Flaw in the GS5R2 mod (desync issue).[/color] "Fail to load map" on re-sync fixed. Option to Auto-calculate battles added to desync dialog. Varying texts in desync dialog between battle, overland map, host and clients. Over all appearance updated. Village Trade available resources changed. The options for trade will show at least two types of resource exchanges on the table on most turns. Unchanging is turns divisible by 7, which provide all resources at the same rate. Village Trade dialog updated. Each quadrant where resources are displayed are all displayed dynamically. Within each quadrant, each resource displayed are displayed dynamically. Should I choose to remove a specific resource (for example Ale for Gold), there won't be a large gap between sets of resource exchanges. Resources will always align to the top. Fix made in Buy Potion dialog. Previously was preventing players from purchasing potions if they had the exact amount of resources just to buy the potion. Now, if you have exactly 30 Ale to buy a 3 charge Strength Potion (or any potion and it's respective resource cost) you will be able to make the purchase. 1/25/2010 Amulet of Spirits extra armor versus Order creatures fixed. Combat ability equations (Critical, Deadly, Crushing, Piercing) have been modified. Each ability will now use it's Prime Stat, plus Wisdom (if the unit is a Wizard, but not Balkoth, or has Wisdom Potion buff) and then divide by ten. Previous the Prime stat would be divided by 10, then Wisdom divided by 10 were added. This change can potentially allow for units with 11 Strength and 9 Wisdom to have a +2 bonus to doing the combat ability instead of +1 as before where each stat was divided by 10 individually and separately added. Leech variable data cleaned up. No effective changes. Stone Hands and Stone Skin modified. Instead of dividing Earth Creature attack or hit recovery, respectively, by 3, the spell will divied by 2 (making them slower) and then adds 3. For example a Golem has 30 attack recovery. (30 / 2) + 3 is slower than (30 / 3) + 3. 18 attack recovery is slower than 13 attack recovery. So, while the Earth Creatures will attack faster than normal with the buff, it it's effects were toned down. Negate Attack equation fixed. This equation was previously calling for the Attacker's data, when really it should've been dependent on the Defender's data Lesser Scroll of Experience will now provide one quarter level of experience or +1000 experience, whichever is greater. Scroll of Experience will now provide one third level of experience or +2000 experience, whichever is greater. Greater Scroll of Experience will now provide one half level of experience or +3000 experience, whichever is greater. Ultimate Scroll of experience will now provide one full level of experience or +4000 experience, whichever is greater. The barter value of this artifact is now 4000, down from 5000. Special building effect text updated for Fire. It will now display how many turns before the effects will completely wear off and it will dynamically update what the effects are even when they degenerate. In the Earth Special Building, the buttons for teleporting to a Great Temple will not appear unless you are the owner of that Great Temple. Also, the buttons will be dynamically displayed. Minor fix to the way the game remaps building text to faith specific palettes. 1/20/2010 - [color=Yellow]This update may be incompatible with previously saved games. Load saved games with caution.[/color] New unit type: CHLD2. Uses LD2 code, but WZ2 small_doodad. Unit is called "Witch Lord." Designed to be as a Lord to the Witch (like how the Shaman Queen is to the Shaman champion). Follows the same rules as other Wizard Champions to their respective Lords, in terms of stat differences. CHWZ2 stats changed. May no longer obtain up to level 15, but rather maximum is level 10. The Witch does not start at level 3 experience, rather level 1. Axe of the Orcs and Maiden Spear's stat bonuses all changed to +1/4. Transforming a Necromancer into a Lich now properly takes away the appropriate resources. Previously, summoning a Lich would require you to have the resources to transform him, but would not deduct them. AI controlled Chaos with an Orc Warlord or Witch Lord as a leader will utilize Orc Warriors and Witches over Beast Riders and Shamans. Orc Warrior and Witch Lord experience scale follows the same as Lord experienced (which is less) instead of Special Champion experiences. Both start as Level 1, may reach Level 10 and follow the same experience scale of Lords. The Orc Warlord and Witch Lord start at out as Level 3, may reach Level 15, and follow the experience scale of Special Champions. 1/19/2010 - [color=Yellow]This update may be incompatible with previously saved games. Load saved games with caution.[/color] Implementing new feature in 'give_level_experience' to allow for decimal places. The decimal places will allow for partial level experience. For instance, Level 2.5 experience for a Lord equals 2000 experience points. Level 2.9 experience for a Lord equals 2800 experience points. Level 3 experience for a Lord is 3001. This will allow for better control using this function for giving experience to starting parties. This also means that since it uses experience dynamically with what is in the unit's stats, if experience should ever be changed in the future I will not have need to change every starting party's experience individually. All starting party experiences updated in 'gs\leader.gs' using the new 'give_level_experience' function. Easy mode Lords will start at Level 4.75; Medium mode Lords will start at Level 3.50; Hard mode Lords will start at Level 2.25. Each Lord's entourage will start at: Level 3.25 on Easy; Level 2.75 on Medium; Level 2.25 on Hard. Changes made to 'gs\levlmods5.gs': Added checks to specifically look for a unit's code to pick up level modifiers. Also renamed some "dummy" calls with names more appropriate to what they're calling. Unit level mod look up priority, if known: unit type, unit code, champion type, unit class. SHP, CR1, CR2, CR3, CR4, CR5 now use unit code look ups. Change made in 'gs\levlmods5.gs' that now will add a palette effect to Special Champions who are either Leaders or Heirs. This effect is much the same as what was previously set up in 'gs\scenario.gs' for players whose Leader was changed to a Special Champion unit. Change made in 'gs\scenario.gs': removed palette adjustments on Special Champions as leaders. These are now controlled in 'gs\levlmods5.gs'. Unit stats of Orc Warlord modified. Prime stats now start at 18/18/4. Attack and Armor adjusted. Max Level Attack/Armor is 32/28, instead of 33/29. Health Recovery adjusted to 5/5/10 from 4/4/8. Missile Resistance reduced to 25, from 33. Orc Warlord changed from unittypedict chwmf to chld1. Orc Warrior added as unittypedict chwmf. New unit type: chld1. Uses LD1 code, but WMF small_doodad. Unit is called "Orc Warrior." Designed to be as a Champion to the Orc Warlord (like how the Beast Rider is to the Conqueror). Follows the same rules as other Warrior Champions to their respective Lords, in terms of stat differences. CHWMF and CHLD1 switched around completely, stat-wise. CHWMF is the Champion Orc and CHLD1 is the Orc Warlord. CHWMF is made the Champion because it already exists in the game and will be easier to implement changes. CHWMF is no longer acknowledged as a Special Champion. It is simply a champion. CHLD1 is now known as a Special Champion. The entourage of a Witch Lord or Orc Warlord will now be permanently polymorphed to Orc or Goblin minions. If the one of the Lord's entourage is a Beast Rider, he will be changed to an Orc Warrior. Berserkers become Orc Spearmen. Raiders become Wolfriders. Stickthrowers become Goblin Archers. Axe of the Orcs now provides +X/5 Attack, down from +X/3. 1/14/2010 - Critical Update Critical Fix: Change made in 'gs\combat5.gs' that properly identifies attacker and defender in spell cleanups. Previous potion users would not have the potion buffs stripped after combat. The spell clean up will surely target only the armies and units in combat. Siegfried will now evolve to his next stage in a normal game. Fixed a problem to the code of Blind Rage. Made changes to 'gs\combatai.gs' by moving Blind Rage to the end of all spell lists. Spell priority is best put first to spells with highest mana cost to lowest mana cost. Change made to 'gs\dlg\infopan5.gs' which disables the changing of champion portraits. This would cause the game to desynchronize. 1/13/2010 Change made in how right clicking the champion portrait changes the portrait. Change made in how the game loads up 'gs5r.cfg' from the game directory. The game will now also create it, if it does not exist. 1/9/2010 Added a 'iscomputer?' check to 'gs\gameutil.gs' that would run an equation to check to see if the player in question is AI controlled or not. Made changes to 'gs\scenario.gs' and 'gs\dlg\pikfaith.gs' to allow for the placing a 1 to 15 value, in place of experience. Values between 1 and 15 can make the unit being called from 'gs\leader.gs' be automatically set to a certain level. Such that if experience is set to 5, the unit will be given the necessary experience, plus one, for that unit to be level 5. However, if you set the value to 2000, the unit will be generated on the map with 2000 experience. Subsequently, a problem was fixed where selecting a unit multiple times would cause the unit's experience to increase in the interface. However, when the game started the Lord was given proper experience always. Change made in 'gs\scenario.gs': AI Player Leader levels will be set as followed: Easy, 7; Medium, 11; Hard, 15. Also, the Leader's entourage (aka starting army) will all be the following levels: Easy, 3; Medium, 4; Hard, 5. Changes made in 'gs\scenario.gs': AI players opposite to human players in faith, will have 10 times the resources as normal. AI Player starting resources changed to: Easy, 100; Medium, 150; Hard, 250. Death will always start with 2500 of each resource. In multiplayer, non-active AI players (Great Temple not liberated) will have their resources halved. Changes made in 'gs\scenario.gs': In multiplayer, the political status between Human players and active (has Great Temples liberated) AI players is set to Aversion. Political status between all Human players are also Neutral. Political status between Non-active/unliberated AI Players is set Neutral with everyone. In multiplayer, on Easy mode, Death is a non-active/unliberated faith. It may be possible for a player to liberate their great temple and inherit the Lord of Death as an heir. Fix made in 'gs\combat\creature_abilities.gs': corrected the target and caster in the case of Stag and Spirit Warrior casting Righteous Cause. Changes and updates made to Reincarnation coding. Attempting to reduce the chance of Reincarnating as the same exact faith or unit type. Fix made in 'gs\combat5.gs' regarding the spell clean up function: I thought I fixed this to only clean up spells from defender and attacker army from combat. [NYI] Changes made to 'gs\dlg\infopan5.gs': Two more artifact inventory slots. Changes made to 'gs\autocalc5.gs': cleaned up calcuations. Also, determining Average Ranged Attack will only count units who can hurl projectiles. Army Statistics window will display Average Ranged Attack among only those who can hurl projectiles instead of the entire army. 12/24/2009 - [color=LimeGreen]Enjoy Christmas with this update.[/color] Correction made in 'gs\gameutil.gs'. Fixed the 'invoke_spell' function. When changing the spell with the Scroll of Sages, it will replenish current charges and set the maximum charges to the same rate of normal spell scrolls. Fix made to Order Spell Body and Spirit. Fix made in 'gs\dlg\newbuild5.gs': removed a condition from Life Special building effect check that should not have been there. Fix made to Stone Hands. Incorrect stat being called. Also the spells effects on Earth Creatures changed. The spell will reduce their Attack Recovery by 66%, and then adds 3. Stone Skin changed. Hit Recovery for Earth Creatures reduced by 66%, and then adds 3. Fix made in 'gs\combat\creature_abilities.gs': corrected a bad spelling of ifelse statement. Demon's Ranged Attack increased to 14 from 10. 12/23/2009 Fix made to 'gs\spells.gs'. The file being called for 'Prismatic Hand' was incorrectly named, as it was missing ".gs" from the file name. 12/23/2009 Arrow key hotkeys will no longer work in multiplayer combat. In single player, these hotkeys may still work but cannot be used while the game is paused. The Arrow keys may still be used on the overland map, without restriction. The Home hotkey for centering on the leader tweaked. In combat, it will now check if the leader is in combat. If the leader is in combat, it will center on him. Also the Home hotkey in combat is disabled for combat observers. The PageUp/PageDown keys adjusted in combat. The keys are disabled for combat observers. Changes made to 'gs\dlg\lib_dlg.gs'. Text changes. Also, spells which have the 'CANNOT_RESEARCH' tag in the dictionary '/mode' now cannot be researched. This will be used for certain spells for which the spell knowledge can only be obtained by a scroll, artifact or by constructing a Special Building. The list of spells which cannot be researched may include, but are not limited to: Relocate Army, Alchemy, Regenerate Army, Tremor, Neutralize, Body and Spirit, Unturn Undead, Drowning. Hand of Fate's resistance factor changed back to Chaos only. New Chaos spell, Prismatic Hand. This spell is the same as Hand of Fate, but will use a randomized faith for which resistances will be factored. This will be an Artifact/Scroll only spell. 'gs5_globals.gs' added to the game. This is an experimental data file which will will add to, replace or supplement global variables or functions in the game. This will in effect be similar to the variables found in the EXE. Variables or functions in this file will add to, replace or supplement existing EXE variables and/or functions. Creature on-hit ability chances have been modified. Equations in the cases of defensive spells being cast on the defender, if the defender has half health or less, the chance is doubled. Equations in the case of defensive spells being cast on the defender, if the attacker has half health or less, the chance is halved. Equations in the case of defensive spells being cast on the attacker, if the attacker has half health or less, the chance is doubled. Equations in the case of defensive spells being cast on the attacker, if the defender has half health or less, the chance is halved. Equations in the case of offensive spells being cast on the defender, if the attacker has half health or less, the chance is halved. Equations in the case of offensive spells being cast on the defender, if the defender has half health or less, the chance is halved. In all cases, if the attacker level is less than the defender level, the chance is halved. Defensively, there will be little need for a stronger defender to be buffed versus a weaker unit. Offensively, it's obscene for a weaker attacker to have a fair or better chance at invoking an offensive spell (i.e. Poison from Shades) on the defender when he, the attacker, is weaker or less experienced. Equations and damage calculations for Biting Attacks changed. Chance to do a biting attack is halved when the attacker has less than half health. Chance to do biting attack is halved when the defender is less than half health. Chance to do biting attack is halved when the attacker level is less than the defender level. Biting Attack damage is equal to [Attacker Level / random(1-2)]. If the attacker has less than half health, Biting Attack damage is halved. Biting Attacks now calculate melee resistance collectively in 'gs\combat5.gs'. Biting Attack values will be converted to integers after melee resistance is calculated. This will allow fractional/decimal values up until the last moment before damage is inflicted, which in some cases will help weaker Biting units possibly get in at least 1 point of damage. Attackers must have calculated one point through the biting attack damage equation for any damage to be inflicted from a biting attack (doing zero bite damage will result in NOT doing a biting attack, even if the chance was successful). The above also applies to Burning and Shocking attacks, in the chance to execute ability. New function added to 'gs\gameutil.gs': 'invoke_spell'. Invoke spell will call for: source_army_id, source_unit_num, spell index number, army_id, unit_num. Values must be in this order before executing the 'invoke_spell' function. (i.e. defender 0 spelldict /stone_skin get defender 0 invoke_spell). Defender 0 wants to cast stone_skin on Defender 0, invoke_spell. The 'hasspellbuff?' function in 'gs\gameutil.gs' has been modified. It will also include the spell buff in question plus the temporary modifiers it would supply. Previously only checked for permanent modifiers. So now it checks for both permanent and temporary modifiers. On-Attack spells (i.e. Stone Touch, Touch of Death) equations modified. On-Defend spells (i.e. Reflection Shield, Burning Skin) spell buff checks updated. Casting Freeze, Icy Coffin, Turn to Stone or Petrify on a unit who already has one of these buffs will completely remove the previous buff and then apply the buffs of the spell being cast. Therefore, a unit can no longer have all four of these buffs at once. When the post-combat cleanups ('cleanup_spells_at_end_of_combat') run after combat is concluded, it will now only consider armies that participated in battle. Previously was performing the function on all armies. Auto-calculating combat from the map will now properly perform the 'cleanup_spells_at_end_of_combat' function. Order Special building will now provide +2 Wisdom to Knights, Footmen and Paladins. Additionally, Knights advance to Level 6 and Order Warriors advance one level, unless they are maximum level already. Chaos Special building will now provide +2 Maximum Health and adds half the experience needed to reach the next level for any Chaos Warrior or Military unit, including Orcs. In order to use the building, the party must be rested and have health equal to or greater than half their maximum health. As a result of combat in the arena, each unit loses half it's current health. 11/28/2009 Golgoth's Gift now costs 8 mana, up from 4. Golgoth's Gift infect properties fixed (a test I forgot to undo apparently was the cause of it). Amulet of Poison spell cast limitation. The artifact has three charges but may only cast Gologth's Gift once in a turn. It's recharge rate is 1_on_3. Axe of the Orcs chance to cast the Anything Spell modified. Of the base 5 chance: if the attacker (the wielder) is under level 10, chance is halved; if the defender is unique (Lord Class, Special Class, leader or heir), the chance is halved. Then luck is added. The wielder must be an Orc Warlord. Axe of Orcs limitation implemented. The artifact can cast Chaos Bolt and has a maximum of 3 charges, but may only cast the spell once per turn. The artifact will replenish 1 charge every 3 turns. Maiden Spear's chance to cast Icy Coffin on striking tweaked. Of the 5% base chance to cast Icy Coffin: if the attack is missile, chance is halved; if the target is unique, chance is halved; if the wielder level is less than 10, chance is halved. Staff of Quality limitation implemented. The artifact can cast Righteous Bolt and has a maximum of 3 charges, but may only cast the spell once per turn. The artifact will replenish 1 charge every 3 turns. Balkoth Scythe on attack tweaked. Of the base 2% chance to do a vorpal attack (unique targets get stunned instead): if the attack is missile, chance is halved; if the defenderis unique, chance is halved; if the attacker level is less than 10, chance is halved. Then luck is added. Wicked Staff on-attack tweaked. Of the 5% base chance to Polymorph Other: if the defender is unique, chance is halved; if the attack is missile, chance is halved (in the case of the attacker having been polymorphed); if the attacker level is less than 10, chance is halved. Then luck is added. Unique units can now be polymorphed, it's just not very likely to happen. Balkoth Shield tweaked slightly. In combat only, the shield provides an armor penalty of 5 when being attacked by Undead units. Watch out for Vampires! Artifact description slightly tweaked. The wielder must be an Arch Demon. Also the shield's chance of casting Golgoth's Gift tweaked. Polymorph Self modified. The spell costs 4 mana, down from 6 mana. Also if the caster's original form is the same as its randomly determined form it will choose another form. Spell duration is still 30 seconds. Polymorph will now begin to flash to warn the player when the unit is about to revert form at the last 4 seconds of the spell, up from 2 seconds. The color the unit flashes now is determined by the original faith of the polymorphed unit. So if it's naturally an Earth unit, the unit will flash a dark green 10 times in the last 4 seconds of the spell before reverting the unit. Polymorph Other modified. Changed the equation for randomly selecting a new type of unit. Also cleaned up data. The spell can now be cast upon your own army, but it cannot be cast upon the caster. Polymorph Other can potentially be beneficial to your army. Also will flash in the last 4 seconds, and will flash in the color of the faith of the original unit type. Polymorph Other can now target unique units, but enemy unique units will have a 15 second duration. Polymorph Other and Polymorph Self will now revert the unit to it's original type, even after death. Previously if a unit died while Polymorphed, it would remain polymorphed permanently. So now even after combat, you'll gain the proper experience for having slayed the unit's new form but gain the experience of the original form. Polymorph Other and Polymorph Self will not proc if a unit has either buff already. Added two new checks to 'gs\gameutil.gs': 'isleaderfemale?' and 'isfemale?'. Basically compares the unit in question to all female champions. If there is a match then it returns true. The 'female_check' removed from 'gs\cursor.gs'. Effectively replaced by 'isfemale?' from 'gs\gameutil.gs'. Change made in 'gs\cursor.gs': The 'isleaderfemale?' is put to use. When the leader of a faith is being escorted, it will now say "escorting the Lady" or "escorting the Lord" instead of "escorting the Leader". A new check added to 'gs\gameutil.gs': 'hasspellbuff?'. This will check if the unit has the spell buff of a particular spell. Proper way to use this is [(Army_ID) (Unit_Num) (Spell being called) hasspellbuff?]. This spell check effectively replaces any previous ways of checking for spell buffs. However, it will only check one spell buff at a time. 'attacker_already_modified?' and 'defender_already_modified?' effectively removed from 'gs\combat5.gs' in favor of 'hasspellbuff?'. 11/26/2009 - Happy Thanksgiving Body and Spirit will now affect Thieves differently. The spell will now convert 1/4 Wisdom to Strength and 2/4 Wisdom to Dexterity. Warriors and Wizards will convert 2/4 Wisdom to Strength and 1/4 Wisdom to Dexterity. Amulet of Poison will now drain (0 to 1) Health every 12 seconds, instead of 10 seconds. Combat Results Dialog will now display each unit's actual individual experience gains after Wisdom bonus. Also combat result dialog displays collective experience gains for the party, before Wisdom bonuses, but after difficulty multiplier. When Blind Rage is cast upon a Unique enemy unit, the caster must be one level above the target. Otherwise, the caster must be equal in level to the target. When Pacify is cast upon a Unique enemy unit, the caster must be one level above the target. If the target enemy is not unique, no level check will be made since it is a passive spell. Also, the spell will no longer temporarily reduce mana to zero for enemy mages. Air spell Lightning index name changed from 'lightning' to 'lightning_bolt'. There was an elusive problem in the game when trying to call for the 'lightning' spell index number. The variable 'lightning' was already a preset variable in the executable. Air Spell Lightning II index name changed from 'lightning2' to 'lightning_bolt2'. Chaos Bolt spell may now cast Lightning Bolt (again) as a possible random spell choice. It should be noted that since Earth followers cannot generate lightning bolt animations they will not be able to cast Lightning as a spell choice. Updated and corrected some Library spell descriptions regarding mana and effects of spells. The AI player will no longer use WM1, WM2, WM3, CR5, CR4 or CR3 units as Mercenaries from city buildings. The AI player can no longer produce Mercenaries from buildings of which they do not own the parent building. The (Chaos) AI player, whenever it controls a Witch or Orc Warlord as a leader, will have a heavy bias to hire/train Orc Spearmen, Orc Raiders and Goblin Archers over Raiders, Berserkers and Stick Throwers. In combat, Ogres chance of Blind Rage on self is halved when the attacker level is less than the Ogre's level. This way weaker units cannot take advantage of this occurrence. Also if a unique unit who is polymorphed into an Ogre, it will cast Shimmering Veil upon itself instead of Blind Rage. Blind Rage slightly modified. If the target and caster of Blind Rage is an Ogre, it will improve their Physical Resistance to 75 (highest allowed). In any other case, no change is made to physical resistance. Blind Rage now will not (temporarily) reduce an enemy mage's mana (to zero) unless the caster is one full level above the targeted mage. Players will now be alerted when a village under their control has been taken by another player. Any time a Village, Great Temple or Resource producing building changes control by another player seizing control, it will now center on the location of that building for the player losing control. Pressing the Space Bar on the overland map will no longer cause other human players to center on your currently selected army. Only the owner of the army will center in on the location of the selected army. 11/16/2009 Mercenaries can be hired from city buildings in Easy or Medium mode, regardless the capital city's level. Multiplayer mode or Hard mode are restricted to only hiring mercenaries from city buildings when a capital city is level zero. Some spell tooltips have been updated: Heat Metal, Swiftness and Quick Silver. Replace the word "Causes" with "Inflicts" on spells that deal damage. Blessed Armor, Heat Metal, Stone Skin, Stone Armor, Fire Giant Strength, Unholy Strength and Righteous Cause coding updated. Stone Skin and Stone Hands will now provide improved attack and hit recovery for Earth Creatures only, at double the amount. Fire Giant Strength will provide Ranged Attack for missile units and Attack for all others, in addition to a Strength Bonus. Fix made to Tin Armor, regarding it's effects on armor. Tin Armor will now provide physical resistance equal to twice the armor taken from the unit. The spell reduces a target's armor by 20% in exchange for fastest hit recovery (1 tick). For each point of armor reduced in this manner, the spell will provide +2% to physical resistance. This is a minor secondary bonus to supplement the spell's benefits. A spell condition is now in place, where the spell will fizzle and return mana if the unit does not have at least 1 armor. The unit must be capable of losing 1 armor (having 0 armor after spell procs). The units that typically still benefit the most from this spell are units with low armor or enough armor to sacrifice, as a fast hit recovery can yield more attacks in big battles. This spell will not reduce a target's armor by more than 5. Minor fix to Rust and Minor Rust. A spell condition is now in place for bot spells, where the spell will fizzle and return mana if the unit does not have at least 1 armor. The unit must be capable of losing 1 armor (having 0 armor after spell procs). Resurrect will now properly deplete an additional (Target Level)/2 mana from the wizard casting, unless it is cast from an artifact. Gift of Life will now properly mana burn a wizard if it has negative mana after a resulting cast of the spell. Fix made to Reincarnation. Lord class fighters will no longer only reincarnate as an Air Warlord. Added shorthand 'has_spell_mod?' to 'gs\gameutil.gs'. Added shorthand check 'isspellsabre?' to 'gs\spells.gs'. This will check specifically for spell mods from Sabre spells. Added shorthand check 'isspellmovement?' to 'gs\spells.gs'. This will check specifically for spell mods from Overland movement spells. Added shorthand check 'isspellpotion?' to 'gs\spells.gs'. This will check specifically for spell effects from Potion spells. The 'spellcondition?' can now be utilized within each spell. If the 'spellcondition?' equation does not exist in a spell file's data, then the spell will proceed as if all conditions are met. This is basically for coding use, so that each spell can be given an individual set of conditions without the need for a whole set of data for the targeting_procedure. Added two new functions in 'gs\speltool5.gs': 'pre_mods' and 'post_mods'. The 'pre_mods' will execute data before the spell actually effects the unit and the 'post_mods' will execute data after the spell actually effects the unit. These functions have not been enabled as of yet, but their addition is noted. 11/12/2009 Minor changes to the way Mercenary costs are handled. Rather than looking to each player's native capital to determine Mercenary costs, it will always look to the capital to which the building belongs. In the case of villages, it will simply look at the building level and not capital level. Corrections made to 'gs\speltool5.gs'. Spells will properly not attempt to target mana unless the target of a spell is a wizard. Change made in 'gs\speltool5.gs': Spells will not attempt to change missile_range, ranged_attack or missile_speed (not alterable with buffs anyway) if the unit is NOT a missile launching unit. Non-missile units could have these stats altered anyway. Blind Rage no longer generates coding errors. Pacify no longer generates coding errors. Fix made to 'gs\autocalc5.gs': will now properly use the greatest attack power of the army (ranged or melee attack) for calculating additional team points in auto-calcuations. Was previously only factoring melee attack in some situations. Also, printed data is more organized displaying the pre_barter_value of both armies and the resulting values after multiplied by resulting team points. The 'isspellphysical?' check has n 12:21 AM 9/25/2007 Update (Scout Experience) Experience per level for scouts has changed from 5000 & 10000 to 2500 & 7500. 6:01 AM 9/22/2007 (Update: Fixes) Fixes and adjustments have been made across the board. The quit game dialog now appears as transparent dialogs. The "Center Movement On/Off" button now appears as the large button. Minor adjustments have been made to story.gs reguarding the in-game dialog message boxes now being the transparent ones. Coding added to stone.gs and buttons.gs for transparent buttons/graphics. GS\dlg\newdlg.gs updated and fixed. Some "if" statements were left in that did not belong. Many starting artifacts which adjusted real values based on levels (current HP, movement, mana, etc.) have been fixed in their coding. Many problems still exist within the mod up to this point. I highly recommend restarting LOMSE when switching from a Legends of Urak Quest to a normal game. I'm currently investigating data and documents which may be related to this problem. Report any bugs on the message board. /////BEGIN CONSOLIDATED UPDATE 9:45 PM 9/20/2007 (Update: Dialogs/Artifacts/Fixes) Adjustments made to story.gs reguarding the transparent dialogs. Previously, buttons were not showing up in Legends of Urak quests. However, due to unsolved errors in other parts of the mod, buttons and dialogs will not show up for new Legends of Urak games. Also, sometimes the list of Custom Maps will not scroll down. Hrunting stat modifiers fixed. Nagling now appropriately grants extra attack versus Orcs. 4:26 PM 9/19/2007 Minor fixes to some artifacts involving the recent change of the attackismissile? to a boolean value. 1:46 AM 9/17/2007 A lot is being worked on again. I realized that a lot of the game has minor errors in many segments of the game. A lot of progress has been made and more will be made in the coming days and weeks. /////END CONSOLIDATED UPDATE 4:11 PM 9/17/2007 (Critical Update) This update fixes some existing bugs and coding errors (generated by my edits). This update should correct most of the highly significant ones. More minor errors in code still exist and I am working to fix them. This update may not be compatable with games saved with any previous GS5 update. /////BEGIN CONSOLIDATED UPDATE 8:12 PM 9/15/2007 This update will prove unstable with saved games which used any previous updates of the GS5. It is advised to start new games when using this update. 9:10 AM 9/15/2007 Infantry and Cavalry have switched hit points per level. Also, starting HP has been adjusted appropriately. Infantry will still end up with more HP at Level 5. This does not include Trolls, Orcs or Centaurs. Also, the Tiger has been improved to 17 attack, from 16. Experience per Levels have once again changed for military units, however, Cavalry go unchanged from the previous edits. They are as follows: Infantry: 250 750 2250 5500 Cavalry: 500 1000 2000 5000 (unchanged) Missile: 300 900 1800 4600 Marauder Units: Infantry Level 6: 11000 Cavalry Level 6: 10000 Missile Level 6: 9600 8:14 AM 9/15/2007 Barter Value limitations will be enforced to a maximum of 1000 barter points per level. This limitation becomes significant for Lords and Special Champions, who at higher levels, can sometimes have unusually high barter values. Thieves also recieve minor reductions in barter values reguarding attack and ranged attack values, since they previously recieved generous benefits from both. Level modifiers for Water and Order Cavalry fixed. Also, Water and Order Cavalry start with 7 attack and 7 armor, rather than 6 attack and 8 armor. Their level modifiers now vary slightly but they end up with the same 14 attack and armor at Level 5. Level modifiers for a sixth level have been removed for many units. They were unnecessary, but I did have them in place for future edits. Those future edits never materialized. Order Guild text descriptions fixed. Water Guild building description modified. 9:06 PM 9/13/2007 Luckstone has been toned down. Warriors will recieve up to 1/3 Strength, 1/5 Dexterity and 1/5 Wisdom. Thieves will receive up to 1/5 Strength, 1/3 Dexterity and 1/5 Wisdom. Wizards will receive up to 1/5 Strength and Dexterity and 1/3 Wisdom. Also, the attack rate or rate of attack gained with the luckstone now progresses at +2 Attack rate every 3 Levels (2/3X). Every 3 Levels equals +2 Attack Rate. A minimum of +1 attack rate will be enforced. 8:10 PM 9/13/2007 Additional artifacts to be removed. The stat boosting scrolls (both greater and lesser) have been consolidated into a single scroll. The stat boosting scrolls will have varrying effects among champions. Such as Scroll of Strength will provide +2 Strength to Warriors but only +1 Strength for Thieves or Wizards. Scroll of Dexterity will provide +2 Dexterity for Thieves but only +1 Warriors and Wizards. You get the picture. Scroll of Diplomacy tweaked slightly, to make the minimum diplomatic level value 10 (which is still in the range of Loathing). Basically, this has no effect, but is more of an editor note. Three types of experience scroll remain, while the fourth one was removed (Ultimate Scroll of Experience). Scroll of Movement has been changed from a Fire Scroll to an Air scroll. This scroll benefits thieves more, as it will provide them with +4 movement whereas other champions will recieve +2. Scroll of Health provides +2 health, but +4 for Warriors. Scroll of Resistance provides +25% resistance to a randomly determined faith. Scroll of Power provides +1 Strength, Dexterity and Wisdom, and +2 movement, health and mana (only if Wizard). 11:39 PM 9/12/2007 Wave Blade will no longer cast Rust on attack, but rather Icy Coffin. Also, the Electron Staff, Staff of Turmoil, Staff of Drowning and Staff of Incineration will update the artifact stat icons, when equipped, automatically with updated data reflecting the stat gains. 9:15 PM 9/12/2007 Changed the attackismissile? in combat.gs from a integer to a boolean true-false value. Attacks that are missile attacks will appear as an attackismissile? condition in artifacts, and attacks that are not missile attacks will appear as an attackismissile? not condition. 2:07 PM 9/12/2007 Unit information panels will now display standard barter values below unit portraits. Also heirs can no longer be dismissed in the unit info panels. 4:49 AM 9/11/2007 "gs\levlmods.gs" has minor reconstruction. Rather than cycling through each faith for the military and summoned units, it just cycles through one list for level up modifiers. Long ago, I adjusted all level up modifiers for champions, infantry, cavalry, missile and summoned class units to be equal across the board. Only two military units are unique from the rest. Eagles recieve only 3 HP per Level and Chaos Raiders improve ranged attack when leveling. This is really just an editors note. Also, Ships no longer recieve level up modifiers. Previously, they did and they obtained unintended values since they were classified as Missile Class units. 1:50 AM 9/11/2007 Leaders or Heirs cannot be subdued. Targeting Leaders or Heirs will result in automatic failure for thieves. This will prevent cheesing victories over enemy leaders or prospective leaders. 12:52 AM 9/11/2007 Some dungeon texts have been changed and some new strings of text exist. The water cave, labeled as "Hut" is now labeled "Water House." In old LOM (not LOMSE) water cave encounters were called "Oceanic Shrines." Water House is versatile because it accurately describes the little out post and the oceanic shrine. 5:16 AM 9/10/2007 Toggling followers in the capital is return to incriments of 1, rather than increase by 5 and decrease by 3 (with enough followers). However, I've increased the sensitivty of the arrows which toggle followers. 3:04 AM 9/10/2007 Military unit experiences modified slightly. Infantry: 250 500 1500 5500 Cavalry: 500 1000 2000 5000 Missile: 300 600 1600 4500 6:48 PM 9/9/2007 Leaders or Heirs can never be taken prisoner when failing to steal, spy, or free a prisoner. Instead Leaders or Heirs will be forced into combat upon failing. When stealing, spying, or freeing a prisoner a thief's level and dexterity play a bigger role. A value from 0 to 19 is rolled, and depending on where this 20 number range rolled depends on the success. Value of 19+ is an automatic success. Values between 16 & 18 will recheck success, with little difficulty. Values between 5 & 15 will recheck success, with added difficulty. Values between 3 & 4 equal failure and results in going battle. Values between 0 & 2 equal failure and results in being taken prisoner. However, Thieves may now directly effect the 20 number range. 1/10 of the Thief's Dexterity, rounded down, is applied to the 20 number range. Taking natural data from the Faerie Lord: Level 15 Thief. Dexterity of 27. 27 / 10 = 2.7 2.7 rounded down is 2. Therefore a 2 point bonus is added to the resulting roll. The new effective number range becomes 2 to 21, instead of 0 to 19. With that in mind, 2 being his minimum roll, he has a 3 in 20 chance of automatic failure and a 3 in 20 chance of automatic success. 5:09 PM 9/6/2007 Spells/Artifacts removed Dungeon Encounters (i.e. Golgothan Castle) will grant +1 initiate and will always provide at least 5X Fame and Gold as spoils, where X equals the Level of the Encounter. Tower Encounters will always provide at least 2.5X Gold as spoils, where X equals the Level of the Encounter. Breweries, Gold Mines and Crystal Mines will provide X/2 of their respective resource per turn; X equals the level of the building. However, every 7 turns the production rate will increase by 0.5. A Level 5 Brewery will produce 2.5 ale per turn and 3.5 ale after turn 14. Breweries will provide spoils with at least 2X ale. A level 5 Brewery will provide, at the very least, 10 ale as spoils. Gold Mines will provide spoils with at least 2X gold. A level 5 Gold Mine will provide, at the very least, 10 gold as spoils. Crystal Mines will provide spoils with at least 2X crystals. A level 5 Crystal Mine will provide, at the very least, 10 crystals as spoils. Short hand codes for artifacts/combat and spells have replaced many of the long hand codes. Fame recieved after battles have been returned to their default values. Many updates ago I changed battles to bestow more fame. Another update in the future may change things again to cause the loser of a battle to lose substantial amounts of fame, reguardless of comparative army size. Spells and Artifacts to be removed: Erosion Frozen Armor Balkoths Leeches Touch of Death Crush Petrify Scald Resist Magic (Air) Resist Magic (Fire) Invigorate Lower Resistance (Life) Valor Mind Control Blades of Fury (again) Chalice of Chaos Helmet of Stone Ultimate Scroll of Experience (4) Death Touch Artifact Stone Touch Artifact Troll Regenerate Artifact Regenerate Artifact Degenerate Artifact Siegfried Artifact Although the Siegfried Artifact has been removed, in normal games (not quest games) Siegfried will achieve his next form if he is Level 15 in his current form and the battle is fought. Battles cannot be auto-calculated inside combat, or outside combat. /////END CONSOLIDATED UPDATE 2:03 PM 8/28/2007 Update (Additions) The Options Menu now looks different with the "Legends of Urak" button graphics. Also the same applies for all encounter dialogs in addition to a few others, with the translucent background and darker buttons. The Map Editor now has a new button called buildings. Within this button a user will find that Special Buildings from each faith are placeable. Unfortunately due to limitations in the game I could only add one strip of placeable buildings, otherwise the Save/Load dialogs in the Map Editor will fail to show up. My plan was to add all of the levels of every building type (Barracks, Guild, Mage Tower, etc.). A dream it was and a dream it will remain for now. The update to the Map Editor should NOT effect any existing maps created with the GS5, but it's always a good thing to check. Speaking of Maps, I have created a new one called "Corlis" and added it to the Maps Archive. Corlis is an official map of the GS5. 10:40 PM 8/25/2007 Update (Fixes and Additions) The artifact created by touch of death has been fixed and now correctly stuns Lords or Special Champions for 3 seconds, rather than stunning them and glitching the game casting random spells. Added two short hand codes in "gs/combat.gs" for the attacker/defender level. attacker_level defender_level These two will now replace the long hand version (i.e. attacker 0 getunitlevel). 12:29 AM 8/25/2007 Update (Fixes) An adjustment was made to Locust Swarm. In a previous update that allowed spell modifiers for Locust Swarm to accumulate, the spell would permanently cause units to freeze after two volleys of the spell were shot before the duration of the first volley expires. A new hotkey was added. In combat, pressing 'H' will order a unit to hold possition at a location. On the overland map, the 'H' key will "halt" or stop the selected army, if it is traveling to a location. 12:41 AM 8/23/2007 Update (Fixes) Fixed a display problem with the text for Dwarven Barracks. A new combat hotkey has been added. CTRL + F will order all selected units to flee from combat. The button in combat orders all units you control to flee combat. 5:44 PM 8/22/2007 Update (Spells and Units) The "ismilitary?" shorthand has been changed to be more efficient. Heat Metal will always do a minimum of one damage reguardless of how much armor a target has. Heat Metal has a cap of (caster level) damage. The "do_fatality" check shorthand has been updated. Targets now get the benefit if the target and caster are equal level. If caster and target are equal level, then the target cannot be reduced below 1 point of life. When the caster level is greater than the target level (i.e. Level 10 caster versus Level 9 target) the spell can be fatal (can reduce life below 1 point). Added a shorthand "do_fizzle" for spells. Do_fizzle will simple play the casting failed sound. The shorthand is not currently being used, but will be in future edits. Flying units no longer experience terrain penalties in battle or on the overland map, but also do not experience any terrain bonuses for overland movement. Flying Units move over all terrain types equally, as if it were neutral terrain (including roads). This applies to any non-champion unit that can fly. Earth units now have a friendly terrain once again, the neutral faceless (rough) terrain. Once upon a time this terrain was given to the Earth units, but a flaw was discovered, as earth units would never run out of movement points on it. This has been fixed and now Earth has a movement beneficial terrain. Any unit of the Water faith will treat the aquatic terrain type as if they were roads for movement. However, land based Water units will only use aquatic coastal regions and streams or rivers. Swimming, or aquatic units such as Ships, Water Elementals, Spiders, Krakens and Sea Serpents. Water Elementals and Spiders double as land and water units and will benefit from water terrain at any turn. All of the Overland Movement spells have been updated. For each respective spell for each faith, the spell will improve the movement of all units in the party for their own terrain. For example, if a Chaos unit benefited from Forced March, that Chaos Unit will move over Plain terrain with no penalty or delay. Trail Blaze will grant targeted units freedom from any penalty AND bonuses over all terrain types, but will recieve movement bonuses over faceless terrain (Rough Lands, not impassable terrain). All Spells will grant movement bonuses over roads to the best possible movement rate. These spells are especially beneficial for military units, who require more movement points than champions or creatures to move the same distance. Funeral March - Grants movement bonuses over swamps. Wind Walk - Grants movement bonuses over Snow/Ice. Flying units will move over all terrains with the best movement possible. Forced March - Grants movement bonuses over Plains. Invirgoate/Nature Walk - Grants movement bonuses over Plains. Trailblaze - Grants walking units neutrality over all terrains and movement bonuses over faceless terrain. Wildfire - Grants movement bonuses over Lava and neutrality over Desert. Riptide - Grants movement bonuses over Water. Wanderlust - Grants movement bonuses over Mountains. With Trailblaze, flying and swimming units will still recieve a movement bonus. So if you're a Death Party and you get ahold of an artifact or scroll that lets you cast Nature Walk or Invigorate, your movement speed on Meadows will be the same. Or even if you're a Life Party with some Death units, your army won't be weakened so long as they have a Life Movement buff. While the movement buffs have new abilities they will still cut a unit's maximum movement in half, so it's movement on the next turn will be limited. Using these spell buffs should be done in emergency escapes or right before outside battles. Every movement spell, except for Trailblaze can potentialy grant flying units better movement on the overland map. However, Wind Walk grants flying units the best possible movement over ALL terrain types, except for impassable, where they will move over it as if it were neutral. This is quite a big update. Though many things changed the game isn't too radically different. 7:51 PM 8/19/2007 Update (Artifacts Fix) A fixed was made to Artifact Stat Icons. The Health Recovery stat icon was not displaying properly. 12:21 AM 8/19/2007 Update (Spell data) Poison Cloud now reduces sight radius (really does nothing) and missile range by one-quarter. Inferno no longer has a chance of failure. However, if any unit in combat has a level greater than or equal to the caster's level, Inferno will not reduce that unit's health below X, where X equals the level of the target. So a Level 15 unit will not be reduced below 15 hit points. However, if a Level 15 unit has 14 hit points or less and his level is greater than or equal to the caster's level, he can be reduced to 1 health. If the caster's level is ever greater than a target's level then the spell is considered fatal for that target. Tremor also functions this way. Locust Swarm, Flame Arrows, Ray of Hope, Cone of Cold, Inferno, Tremor and Aftershock are all mass damage spells with stat modifiers. Previously if multiple mages casted these spells only one would hit. Now these spells effects can stack, albeit they have short durations. Tremor and Ray of Hope last longest at 8 seconds. Regenerate, Fire Heal and Regenerate Army can now stack effects. Thus a mage can cast Regenerate on a single unit more than once and have it regain health faster. Regenerate Army can be casted multiple times for stacked effects. Potions of Healing now function in a new way. On the World Map, the Potion of Healing will instantly heal the selected target normally. However, in combat, Potions of Healing will instantly heal the selected target for half the total heal amount, then heal the second half of the total amount over time, every 3 seconds. Potions with odd healing values will favor healing over time rather than healing instantly. So a Potion of Healing purchased to heal 1 HP will heal the 1 HP after 3 seconds in combat. Another example with Healing Potion at 17 points. 8 Health will be restored instantly while 9 hit points will be healed over time, healing 1 HP every 3 seconds. So 27 seconds later, the remaining 9 HP will be filled in. Poison Cloud, Infeno, Tremor, Aftershock and Drowning will display modification auras only when effects are taking place. Heal, Cure Wounds and Regenerate work at doubled effectiveness for Life Creatures. Golems now have a 10% chance to cast Stone Hands when attacking and a 10% chance of recieving Stone Skin when hit. That's all for now. Enjoy this nice big update. 2:51 PM 8/18/2007 Update (Combat & Artifacts) Some coding added to "gs/combat.gs" while other coding was shortened. Some of the added coding can be used to carve through enemy physical resistances or even affecting attack and hit recovery rates without modifying the actual stat. Further testing on the attack and hit recovery rates will be taking place to confirm they function correctly. Coding that was shortened will allow artifacts and other parts of the game to benefit from these shortened codes. Axe of Chaos and Warlords Helmet modified. Both artifacts only grant +1000 experience and bonuses (or penalties) to their stats occur on each attack. Both artifacts have been toned down. Previously when the two items were equipped together, the wearer was virtually unkillable in hand-to-hand combat. And at that point, that same champion could only be killed by spells. This was sort of a hidden synergy between the two, in a manner fo speaking. The change to both artifacts drops the artifacts back into a more chaotic existence where they can hurt or help. 12:21 AM 8/18/2007 Update (New Content & Text Changes) New Hotkey added. By pressing the Home Key, the player is automatically centered to the location to their leader (but does not select the party with the leader in it). Unit description texts updated. Also extra content from the 301 patch added to the archive, but none are implemented into the game. 2:14 PM 8/11/2007 Update (Fix) Fixed some bad code with a CD check removal involving the Create button for multiplayer games. 1:49 AM 8/11/2007 Update (Unit Info Panels) The Unit Information Panels have been completely redone. The coding for the unit info panels was carefully organized and the data entered carefully. Visually, everything will look the same, in game. Also, many GS files in this update have been tweaked with their "dict" sizes, or dictionary sizing. Sometimes when a file has a very large dict size, it will sometimes interfere with other parts of the game thus causing glitches. The Map Editor glitching, as mentioned in the previous update, still has not been solved. However, I am working to locate the problem. 2:36 PM 8/10/2007 Update (Lord Editor) The Lord Editor has been cleaned up. Also, more units will be available in the Lord Editor. Some Legendary Creatures, but not all, will show up on the screen. In addition, units in the Lord Editor will appear 2 by 7, rather than 2 by 5, thus meaning the units are clustered closer together. Also, I've fixed it up so all of the faiths display their units clustered together so that Lords will not appear in the next row with the following faith. Also, experience point returns on units should occur normally with leveled up units who have been removed from the custom army. This update is allowing me to gradually clean up minor glitches in other parts of the game. With other future updates, and with allowance from the game, I will get most of these glitches created by my edits fixed up. My ultimate goal is to fix the Map Editor dialog windows which refuse to appear if a game had been played previously. So if you load a game and then decide to use the Map Editor, you'll encounter glitches. 7:44 PM 8/7/2007 Update (Artifacts/Spell Scrolls) Another icon glitch fixed for artifacts. Spell data updated with a Maintenance integer. This integer was previously unused within the game but now is used for Spell Scrolls. For each spell in the game I set the integer to the number of maximum charges I would want a spell scroll to use. So now, when you recieve a Spell Scroll it comes with the maximum number of charges. Spells Scroll that cast a spell that costs more than 5 mana will only recharge once every third turn. The update for Spell Scrolls is likely only to apply to newly created games. 6:12 PM 8/7/2007 Update (Artifacts) Fixed the icon glitch for artifacts. Potion of Healing and Mana now display stat icons. 10:04 PM 8/6/2007 Update (Villages) Minor update for a minor problem. The "Buy Potion" button will now appear if the village has already created a Barracks, Guild or Mage Tower. Previously, the data for the button was placed in an area that was set to disappear after one of those three buildings was created. 5:35 PM 8/6/2007 Update (Buildings) Villages now sell all Potion types (Healing, Mana, Strength, Dexterity)! One more reason to conquer villages. Unlike the Barracks or Thieves Guild, which must be Level 3 to purchase potions, purchasing potions from villages can be done at any time without restrictions or requirements. Ofcourse Potions still cost resources. All potion types will appear in one single "Buy Potion" panel. Dexterity Potions now cost Gold rather than Crystals. In the future, Wisdom Potions may be added to the game, which will require Crystals to purchase. Building Text is aligned closer to the top and Picture Graphics are aligned closer to the top left corner of the building information panels. Text for Fire Villages now appears properly. This update took a lot of time and effort to pull off. I hope you all enjoy it. 4:22 PM 8/2/2007 Update (Fix) The Page Up/Down hotkeys fixed. Previously the Page Down key would cause doodads to disappear from the map and eventually even crash the game. On a side note, I've tried working on a way to make the "Home" Key automatically select and center on your Leader. So far, no possitive results have yielded. 7:22 PM 7/31/2007 Update (Fixes & Text) Minor text organization done to "gs\textdict.gs." Fixes made to dungeons which still contained "restore_life_artifact" and/or "restore_mana_artifact" artifacts. They have been properly replaced with the "restore_artifact" artifact. Also, an update has been made to the hotkeys. The map rotation has been improved. Rather than using the L key to rotate the map, PGUP and PGDN (Page Up & Page Down) will now rotate the map in opposite directions. Pressing Page Up will rotate the map 90° counter clockwise and Page Down will rotate 90° clockwise. 7:23 PM 7/30/2007 Update (Artifacts) Axe of Chaos will grant the wielder up to 45 attack, down from 50. At the begining of the wielder's next turn, if he has more than 35 attack it will be reduced by one third of it's current value. Warlord's Helmet will grant the wearer up to 35 armor (remains the same). At the begining of the wearer's next turn, if he has more than 25 armor it will be reduced by one third of it's current value. Also, the wearer will regenerate 1 HP every 18 seconds, up from 12 seconds. So both artifacts have the potential to raise a Chaos Warlord's Attack and Armor 10 over their Level 15 base stats (35/25 attack/armor), which is more than most artifacts can boast. However, these great artifacts can provide peril when they're first equipped and some peril just a turn later. 10:27 PM 7/28/2007 Critical Update (Artifact & Units) It is suggested to start a new game with this update and not load from previously saved games. Fixed a problem where Spell Scrolls were not allowing Champions to cast the spell off of them. Military Unit experiences changed to the following: Infantry: 250 1000 3500 6500 Cavalry: 500 1500 3000 5000 Missile: 300 900 2100 4500 The experience changes may cause problems in dungeons with previously saved games. It is suggested to start a new game with this update. Added a new artifact called "Combat Stat Bonus" which may be used in the future to bolster the prowess of marauder champions in strong dungeons. 4:15 PM 7/20/2007 Update (Artifact Data & Spell Scrolls) The Crusader Blade and Wave Blade have recieved minor changes in text and ability. Both of these weapons have a 1 in 4 chance to convert up to 25% of their damage to their life. In plain English, these artifacts have a 25% chance of random 0 to 25% life steal. Damage / 4, then randomized between 0. 8 damage / 4 = 2. Life recieved will be between 0 & 2. So it can be 0, 1, or 2 points of life added to the attacker. And remember, there is only a 25% chance this will happen for these two weapons. The Soul Stealer and Knife of Life Stealing have a 100% chance of stealing life, however, both will also give a random life return. Spell Scroll recharges updated and changed. Spell Scrolls which cast spells that use 2 mana or less will recharge 1 charge per turn up to a maximum of 3 charges. Spell Scrolls which cast spells that use between 3 or 4 mana will recharge 1 charge per turn up to a maximum of 2 charges. Spells scrolls which cast spells that use 5 mana or more will recharge 1 charge per 3 turns, with a maximum of 1 charge. This is all for now. Enjoy the update. 8:43 PM 6/7/2007 Update (Artifact Text & Data) This update may prove unstable with previously saved games. When using this version of the GS5, it is advised to start a new game. When using the "Siegfried" code to make your Leader become the Siegfried character, he will always start as the Yeoman Lord. The Cavalier has been removed as a random possibility in conjunction with this code. However, users must remember that when the Yeoman reaches his maximum level in a normal game, he will automatically become the Cavalier Lord. Text and Icon changes have occured in some artifacts with some minor change to coding. The artifacts Combat_Strength, Combat_Dexterity, Combat_Wisdom have been removed from the game. These artifacts were never used nor implemented. The artifacts Restore_Life_Artifact and Restore_Mana_Artifact have been removed, but replaced by Restore_Artifact. Restore_Artifact is the artifact given to champions in high level encounters to prevent cheesing them with mages or scouts to drain marauder mana points. Remember, because some artifacts were removed from the game, previously saved games may prove unstable or unplayable. It is advised to start entirely new games with this update. 7:56 PM 6/6/2007 Update (Artifact Data/Dialogs) Artifact Dialogs now display a 375x300 window rather than a 325x325 window. Also, Artifact Dialogs will always display 20 pixels away from the top and left sides of the screen. Currently investigating a method of allowing users to open additional artifact dialogs. All Artifacts have been updated to include the blank stat icons, rather than displaying an empty space. Several artifacts have recieved text changes. Changes were made to the index names of the "artifact displaying icons." This has no effect on the game, but rather is an editor's note. Tooltips for Artifact Icons have been modified. This is all for now, enjoy the update. 1:20 PM 5/19/2007 Update (Buildings/Artifacts) Barracks and Thief Guilds will now sell potions! At Level 3 each building will produce one type of potion. The Barracks provides the Potion of Strength (costs 30 Ale, provides +3 Strength) and the Guild provides the Potion of Dexterity (costs 30 Crystals--might change this to Gold--and provides +3 Dexterity). Barter value of the standard +12 Healing/Mana potions raised to 120 from 100. This is a very exciting update for me. 2:44 PM 5/18/2007 Update (Sound Effects) Implemented additional index names for SFX in "gs/soundfx.gs" for combat abilities. Sound for Crushing Blow changed from wamatk3.wav to armor.wav. Added SFX for mana burn attacks. Added SFX known as "level_up_wav" which is not yet implemented. 12:54 PM 5/18/2007 Update (Combat) Wizards who obtain Piercing Attacks, Critical Strike, Deadly Strike or Crushing Blow through an Artifact will now recieve bonuses to their chance to do so based on 1/10 of their Wisdom. Since most Champion Wizards have 30 wisdom or so at Level 10, their increased chance to proc a combat ability is raised by 3%. Most Level 15 Wizard Lords have 40 Wisdom, so their combat ability would be raised by 4%. Most Wizards, of any kind, do not have more than 20 natural strength. Wizards do not naturally have any of these Combat Abilities. They must recieve the abilities by wielding an artifact (only if the artifacts grant the ability). And ofcourse any unit with one of these combat abilities has a natural 1% chance before any bonuses from stats are applied. Balkoth is the only Wizard who will not benefit from this new addition, since his unique artifacts bestow him a "Luck" modifier, which already improve his chances of procing his artifact abilities. 12:33 PM 5/18/2007 Update (Spell Data, Artifacts) Artifact Potions were updated with adjusted index and file names. They are more appropriately named. Potion of Strength and Dexterity now correctly add Strength and Dexterity in combat. Previously, Strength and Dexterity added by the Potions of the Spell had no effect, but now that it is working correctly I no longer have to create a psuedo Strength and Dexterity effects. Strength and Dexterity potions have, by default, 3 charges. The Spell Effects for both potions are directly influenced by the number of charges each individual potion has. Therefore each Potion will add +3 to the respective stat of that potion. The Spell Effects for both potions can now stack. This means you can consume two of the same potions and get twice the effects. Since a Strength Potion will add +3 Strength to the user, it is now possible to gain +6 Strength by using two Potions of Strength. The same applies for the Potion of Dexterity. Currently, the only method of obtaining either potion is by using the Air spell Alchemy. I will look into expanding this to the buildings, possibly Strength Potion in Level 3 Barracks and Dexterity Potion in Level 3 Guild. 10:16 PM 5/10/2007 Update (Combat Data) Life Warriors, Yeoman and Cavalier no longer have a natural Melee Deadly Strike attack. These Warriors now have a natural Melee Crushing Blow attack instead. Staff of Life will sound off for piercing attacks when striking an Undead defender. 11:43 AM 5/10/2007 Update (Spell data) Added a shorthand for spells to "gs/speltool.gs" called "isundead?" which checks to see if the target of the spell is a Death Creature or Lich. There is also "target_is_undead?" shorthand, but it has not been removed. Locust Swarm radius of effect now reflects the caster's level more. Radius in tiles is now half the caster's level, with an enforced minimum of 1 and an enforced maximum of 5. Primal Fear adjusted. Effects are more spread out based on affected target levels. Level 1 and 2 get the worst combat penalties versus the spell, while the effects diminish against higher levels. The loss of Death resistance still follows the old coding. Level 1 & 2: -4 Combat stats. Level 3 & 4: -3 Combat stats. Level 5 & 6: -2 Combat stats. Level 7: -1 Combat stats. Levels 1 to 3: -50% Death Resistance. Levels 4 to 6: -25% Death Resistance. Levels 7: No Death Resistance penalty. 5:15 PM 5/8/2007 Update (Artifacts, Info Panel) The champion's name and title are now correctly aligned to the middle of the unit information panel. A correction has been made to "gs/placedng.gs" where secondary artifacts were found from the Life Temple, rather than a starter artifact. The Generic Artifact, Urakian Armor, is now a temple only spoil. This will apply to new games only. Great Temples provide a random array of artifacts, based on the difficulty setting. Easy or Medium, there is a list of 5 different artifacts you can obtain, three of which are experience scrolls (Lesser, Regular, Greater). On Hard mode, there are 3 possible artifacts you can recieve (starter artifact of the same faith, urakian armor, lesser experience scroll). 3:42 PM 5/7/2007 Update (Spells, Graphics, Text) Text added to the main game menu. This displays the website, game name and acknowledges the game is GS5 enhanced. The main game menu background has been changed to the "circle of life." Before Legends of Urak movie plays, the music will stop immediately rather than fade out. Buttons in the main menu widened slightly. Text in gs/textdict.gs for "Custom Game" changed to Custom Map. This appears in the game's main menu. Now rather than just saying "Custom" with "Game" cut off, it displays "Custom Map." Death's Lower Resistance spell has been replaced with Touch of Death. Touch of Death, in conjunction with an artifact, will grant an allied target a vorpal attack. The attacker will have a 1X% chance of doing a Vorpal Attack, but will lose 1 HP per attack. The effects of the spell wear off after 60 attempts (attacks). Touch of Death (spell) has a 10% Failure Rate upon casting, which will instantly kill the target. If the target is a Lord or Special Champion, then the target is reduced to one point of health. 6:53 PM 3/28/2007 Update (Spells) Fixes made to Ray of Hope and Tremor. These spells allowed negative repeat mod counts, which caused infinite repetitions. 5:21 PM 3/28/2007 Update (Spells) Cone of Cold mana cost fixed (8 mana). Spell books and tooltips updated. Also cone of cold now deals 4 + 1/4X damage to targets, down from 5 + 1/5X damage. 7:17 PM 3/19/2007 Update (Spells) Cone of Cold research cost changed to 128 and updated barter value. Mana cost increased to 8, from 6. Spell radius changed to (Caster Level)/3, with a set minimum of 3. The maximum radius is 5, given the caster is 15th Level. 1:56 PM 3/18/2007 Update (Multiplayer Fix) The Create Button for Local Area Network games now appears once again. In the previous update for the removal of the CD checks, some data in "gs\dlg\NetGmDlg.gs" was accidentally deleted which removed the button all together. 4:13 PM 3/13/2007 Update (Spells and Artifacts) Ring of Concentration now adds +4 Dexterity, but no longer provides +2000 bonus experience for the wearer. Amulet of Poison chances reduced. Attackers risk being Poisoned at 10%, while defenders risk being Poisoned at 25%. Amulet of Poison also provides a 5% chance to increase the wearer's health by 1 point on attacking. Legendary Artifact barter values raised to 3000. from 2000 Since Hard Mode grants only 2500 barter points, these items will not be available to players (unless they use loaded custom lords). Secondary Artifact barter values raised to 1500 from 1000. However, some secondary artifacts barter values are a little bit higher. Change of Fate tweaked slightly with a reduction to coding length. The spell still works relatively the same. 4:00 PM 3/11/2007 Update CD Check is now completely removed. 6:13 PM 3/10/2007 Update (Spells and Artifacts) All starting artifacts have a barter value of 200. These are the artifacts you can purchase in the Lord Editor. All Spells now have updated Research Costs and Barter Values. Research costs vary by the power or ability of the spell. The barter values of spells (and spell scrolls) are all equal to 10 times the research cost of the spell. A spell with a research cost of 8 (takes 8 days to research it) will have a barter value of 80. Artifact barter values rescaled. All Legendary Artifacts are worth 2000 barter points. Secondary Artifacts range from 750 to 1500. Other artifacts vary on their abilities and spells. Most artifact barter values will not be less than the barter value of the spell they use. For example, an artifact with Confusion will cost as much or more than a spell scroll or the spell alone. Minor text changes to some spells. Shield of Righteousness no longer heals the wearer after combat. Flame Sword and Heat Shield have switched places in the spell book. Confusion and Summon Wolves have switched places in the spell book. 2:01 AM 3/10/2007 Minor Update (Artifacts) Flint Dagger, Faerie Dagger, Huntress Dagger and Light Dagger use charges now. 11:58 PM 3/9/2007 Minor Update (Artifact) Ring of Marksmanship can now be equipped to either hand. 4:16 PM 3/6/2007 Important Update Experience requirements for each level has been changed for Champions, Special Champions and Lords. This may cause slight alterations to existing games. Starting with Level 1, at Zero Experience Necessary. Champion Experience Requirements: 0 250 500 750 1500 2500 5000 7500 12500 17500 Special Champion Experience Requirements: 0 1000 2000 3000 5000 7500 10000 15000 25000 50000 75000 100000 125000 150000 200000 Lord Experience Requirements: 0 300 600 900 1500 3000 5000 10000 15000 25000 50000 75000 100000 125000 175000 Experience for Champions and Lords updated on the GS5 Unit Information pages. Lancelot and the Lich naturally start at Level 8. Since both start at such a high level, the experience required to reach Level 15 is 300,000. The Valkyrie, Orc Warlord and Witch have a minimum level of 3, but achieve experience normally after the 3rd level. Yeoman base armor increased by 2. The Yeoman Lord has a minimum level of 5. Experience necessary for him to reach level 15 is 50,000. Yeoman now has 25% melee resistance and 0% missile resistance, rather than 50% and -25%. Attack and Recovery Rate now advances by 1 point every 2 levels, rather than 1 point ever level. Level up stat bonuses for Cavalier Lord changed slightly. He advances his Strength a level earlier, but maintains the same pattern of +1 Strength every 2 levels. The experience necessary for the Cavalier Lord to reach Level 15 is 100,000. He has a minimum level of 3. The Kreuzritter (final Siegfried form) has -2 base attack from before. Experience for him to reach Level 15 is normal for Special Champions (200,000). As you advance with Siegfried in the Quest and in a Single or Multiplayer campaign, each new stage in his evolution will require more experience to reach higher levels. Village Security Forces have been altered. Changes only affect new games. The Strength of the marauder forces that spawn near villages now varies on the level of difficulty. Easy mode will generate a party equal to a Level 2 or 3 dungeon. Medium mode will generate Level 4 or 5. Hard mode will generate a single party equal to a Level 6 or 7 dungeon. Level for each difficult is randomized between the two mentioned numbers. 5:43 PM 3/4/2007 Minor update (Artifact charges) Aqua Dagger, Crown of Kings, Helmet of Stone, Ring of the Worm and Silver Dagger will replenish 1 charge at the begining of the turn, rather than replenishing 3 charges on every third turn. 11:31 PM 3/3/2007 Update (Dungeon Spoils, Spells, Artifacts) This update will probably not affect existing games. Rust can not reduce a target's armor by more than 4. Erosion cannot reduce a target's armor by more than 8. Coral Shield and Wave Blade text descriptions updated. More Artifacts converted to the charges system. Some artifacts will regain multiple charges on every third turn. Changes made to "gs/placedng.gs" which now change how artifacts spawn. Great Temple artifact spoils remain the same for their difficulties. Artifacts which spawn through regular encounters and Great Temple encounters are now seperate. Also, like Legendary Artifacts, Secondary Artifacts will spawn from the second "strongest" dungeon in each faith's region and spawn a spell scroll in addition. This makes Legendary Artifacts and Secondary Artifacts a little predictable in where they show up if all encounters are on a pre-placed map. At the same time, this makes Secondary Artifacts accessible in your region and may require Lords to be of a relatively high level with an army of considerable size. 1:57 AM 2/27/2007 Update (Spells) Tweaked the durations for the following spells: Stun Entangle Turn to Stone Freeze Petrify Icy Coffin Sands of Sleep Each of these spells has been modified to have reduced durations versus Lords and Special Champions. All spells factor in resistances into their durations. A maximum duration and a minimum duration for the spells have been set. Inferno chance redone. Inferno now has a natural 80% chance, +1% chance per level of the caster, +1% for each point of Luck. 9:43 PM 2/26/2007 Update (Buildings & Mercenaries) Mercenaries initial costs now depend on the current level of your Capital City. Mercenary costs are initially cut in half. A Level 2 Capital will offset the price reduction. A Level 3 Capital will make the over all cost increased above the normal training cost. So the base cost and upkeep are higher than normal. And to find the cost of a Mercenary coming out of a level 3 building, divide all costs by 2 then multiple by 3. Panthers are now purchasable at a Level 2 Life Mages' Tower and Bears are now purchasable at a Level 3 Life Mages' Tower. Marauder units have been completely disabled from multiplayer. This means Bears, Tigers, Sprites, Panthers, Zombies, Grendels, Lions, Wolves, Trolls, Rock Trolls, Centaurs, Orcs and Goblin Archers cannot be trained or hired at all. 11:16 PM 2/25/2007 Update (Fixes/Changes) Grendel Encounter fixed at higher levels (I think its fixed now). Rust now subtracts 1 armor for every 8 armor the target has. This is an improvement, from every 10 armor. Flood's now subtracts 1 armor for every 8 armor the targets have. This is an improvement, from every 10 armor. 10:59 PM 2/19/2007 Update (Artifacts fixes/changes) Artifacts which grants physical resistances have been updated with some new code to further insure that no combination of artifacts with any champion can exceed 75. Ring of the Worm resistances fixed. 8:15 PM 2/19/2007 Update (Artifact fixes) Fixed text description for the Scythe of Balkoth. Fixed Dark Sword, Peacemaker and Healthbringer to allow them to cast their new abilities. 4:17 PM 2/18/2007 Update (Unit change) The Kraken's stats have undergone some changes. Attack is 20, Armor is 8, Health is 30, Attack Rate is 16, Recover Rate is 8. Previous Attack was 22, Armor was 4, Health was 25, Attack Rate was 14, Recover Rate was 7. The Aimed Missile command button was replaced with the Berserk command button. 8:36 PM 2/15/2007 Update (Fixes and Changes) Heat Metal code reworked. Also Heat Metal will now include Ranged Troops in it's effectiveness. Heat Metal grants a +25% armor bonus to friendly Fire Warriors and Military units. It also heals them a random amount based on the target and caster level. Heat Metal will grant a miminum of 3 armor and a maximum of 5 armor. Heat Metal will reduce an enemy Non-Fire Warrior or Military unit's armor and they will suffer damage equal to 25% or 50% of their armor value. Minimum penalty of -3 armor for Water units. Minimum penalty of -1 armor for Non-Water and Non-Fire units. A shared maximum penalty of -5 armor for both. Heat Metal now performs a "fatality check." The caster's level must be equal or greater than the target's level for it to be fatal. Erosion will now reduce Water Resistance by 1 each turn it remains on a unit. Flame Dart will no longer invoke Scald on Water units. However, Flame Dart will now invoke Heat Metal on Warriors and Military units. This will happen at a rate of 1% chance per level of the caster. Ice Bolt will now only invoke Freeze on Fire Creatures. This will happen at a rate of 1% chance per level of the caster. Krakens can no longer join or be a member of a party. Their attack has been raised to 22, from 14 and armor has been reduced from 8 to 4. Hit points increased to 25, from 10. Melee resistance increased to 33% from 25% and Missile Resistance increased to 66% from 25%. The role of Krakens are to be a strong melee water-only unit. Previously ships would cream Krakens in combat. Not allowing Krakens to combine with other units will prevent them from being overpowering versus passing boats. Also not allowing Krakens to join parties will also keep the AI's armies from sitting around with Krakens anchoring the party. Krakens will be easy to hit with missiles from boats, however they will take reduced damage from them. They will also be easy to hit in melee, but boats do not attack very fast. Krakens have been granted a high attack to allow it to make contact and pose as a serious threat. Three boats vs one Kraken should mean victory for the boats. But one boat vs one Kraken should mean victory for the Kraken. One Kraken versus One Sea Serpent will end in favor of the Serpent, no question. Some spell book texts have been fixed. Some normal words were replaced with spell index names, which had no effect other than looking bad. Sea Serpent and Kraken health recoveries adjusted uniquely. Neither unit can rest indoors, so their outside healing rate was boosted while their inside healing rate was reduced to zero. Light Rain's slowing effect has been reduced verus Lords and Special Champions, even though there are no Special Champions belonging to Fire. Slow and Headwind slowing effects are reduced versus Lords and Special Champions. 8:15 PM 2/13/2007 Update (Spell Fixes/Changes) The Dispell Magic spells have been fixed. They were unable to dispell summons. However, a change to the Dispell Magic spells which now allows them to cause damage equal to half of their maximum HP. So if a Level 3 Unicorn is summoned directly into combat, which has 35 maximum HP, it will lose 18 health to a Dispell Magic spell. If you cast Dispell Magic on a creature summoned into combat, it will not take damage. This only applies to enemy units summoned directly into combat. Guardian of the Waves no longer grants an armor bonus. The spell's mana cost is reduced to 4 mana, from 6 mana. It also lasts 90 seconds, down from 120 seconds. This was done because Water units could gain an extremely large amount of armor from combining Guardian of the Waves, Frozen Armor and Cloud of Steam (+3 from Each). 11:31 PM 2/12/2007 Update (Artifact/Scroll fixes) Minor fixes to artifacts. Some artifacts were recharging in a manner that was not intended. Scrolls were not recharging at all, due to the absence of some code. 1:12 AM 2/12/2007 Update (Artifact fixes/changes, Spell index) The index name for the spell Riptide has been changed from "rip_tide" to "riptide". Artifacts have been updated. Many text fixes regarding typos and incorrect data. Some starting artifacts have had spell changes. Many artifacts changed to use Artifact Charges rather than Artifact Mana. Coding fixed for some artifacts regarding replenishing charges. Most Artifacts will replenish 1 charge every 3rd turn. Some artifacts will replenish 1 charge each turn. Some other artifacts will replenish more than 1 charge on any given turn. Dark Blade, Cold Sword, Sword of Quality and Peacemaker now have Movement spells as artifact spells. These artifacts will also cast their respective detect spells at the begining of the wielder's turn. The Healthbringer can cast Commune with Nature. This artifact will also cast Detect Death at the beginning of the turn. The Shadowstaff can cast Purge Wounds. This artifact will also cast Detect Life at the begining of the turn. Other artifact changes and fixes are neglegible. 8:10 PM 2/7/2007 Update (Names, Artifacts, Scrolls) Some Champion names have been replaced. Marauder dialogs updated. A couple of messages have been shortened or rewritten. The Legendary Thunder Blade now stuns for six seconds, but only three seconds versus Lords and Special Champions. The Legendary Sword of Flames chance to cast sparks on attack increased to 20% from 10%. Spell Scrolls will replenish a single charge every turn now. However, depending on how much mana the spell on the spell scroll uses will determine if it gain have two charges. Spells which use 4 mana or less will be able to achieve a maximum of 2 charges. Spells with more than 4 mana will regain charges only on turns divisible by their mana costs. Such as Tremor or Inferno will recharge on turns divisible by 12 (turns 12, 24, 36, etc.). Spell scrolls will only recharge if they are equipped to a champion. 10:22 AM 1/19/2007 Update (Dungeon Spoils, Mercenaries, Names) The scroll list for Dungeon Spoils has been relisted to reflect the recent change of spell index names. Some names were not changed and some had minor spelling errors. Also, this was done for the grouping of spells because some faiths would recieve only one particular type of spell (Bolt spells, Dispelling spells, Teleport Artifact spells, Health recovery spells, etc.). Mercenaries are hirable in Multiplayer again. However, I have limited them greatly. Mercenaries can only be hired when your Capital Building is Level Zero. AI controlled players will always start with a Level 1 Capital, so players cannot possibly abuse Mercenaries in any way, during multiplayer. The Destroy Artifact icon should now appear after loading a saved multiplayer game. Names can now be approximately 21 characters long when you first initially name your Leader. This does not apply to names in the Lord Editor, however you can easily rename your Leader after the game begins. 7:12 PM 1/17/2007 Update (Spell changes, Subdue, Artifacts) Primal Fear is now more level specific on what units are affected. Changes are listed in the GS5 Spells page. Subdue modified slightly. Life and Mana Steal (invisible) artifacts removed. Two new artifacts take their place: Stone Touch Artifact and Death Touch Artifact. Both artifacts are designed for future modifications. 2:12 PM 1/15/2007 Update (Artifact Fixes) Fixed the Air resistance on Amulet of Persuasion. Fixed the 1(X)% Resistance on Amulet of the Wisp. Added the remod codes to the remaining starter artifacts. Also adjusted existing coding on artifacts which already had the remod codes. The remod codes will re-apply modifiers after combat and at the begining of the turn, which means re-equipting artifacts may not be necessary to gain updated stats after you level up. 3:28 AM 1/10/2007 Update (Artifact fixes) Fixed Crusader Blade coding. Since reindexing most of the artifacts, this artifact contained a reference to an old artifact index name. Chaos Chalice will now update stats every turn. Stats given by this artifact are random when equipted and will now suffle your stats each turn. Other artifacts will now udate their stats to the wielder after combat and when the player's turn begins or ends. 5:29 AM 1/9/2007 Update (Spells and Auto-calc) All AI Controlled Leaders are now unkillable by Human players using auto-calculate combat feature. However, I am not sure if this also applies for computer vs computer auto-calculated battles. Overland Attack spells updated data: All overland attack spells will only further reduce mana if it is a possitive value. Blizzard will only reduce movement in half if current movement is above 0. The spell will never reduce a unit's permanent movement points below 1 (if it ever gets that low). Locusts will reduce hit points each turn after the initial cast by 10% of the unit's maximum hit point value. In this manner, the HP will never drop below 25% of the maximum value. Flood now reduces the armor of the party by 10%, rather than just -1 armor. Flame Arrow, Justice, Locust Swarm, Tremor, Inferno, Lightning2, Chain Lightning, Ray of Hope and Destruction now follow the fatality check. Locust Swarm will now heal friendly Undead units and exceed their maximum hit points in this manner. Current hit points will be limited to twice their maximum value. 2:30 PM 1/7/2007 Update (Spell fix) Fixed the "do_fatality_check" equation. Previously, the fatality check was doing the opposite of what it should. Rather than being fatal to unit's weaker than the caster, it was not; a caster with a lower level than the targets wouldn't survive. Also, I'm not sure if it's just on my computer but since I've renamed index and file names, the game appears to be sluggish. Let me know if I'm not the only one who has been experiecing this issue. 12:25 PM 1/6/2007 Update (Spells and Combat) Deadly Strike fixed once again for ranged combat. Immolation now grants +3 attack for Fire units, +2 attack for neutral units, and -2 attack for Water units. 11:22 AM 1/3/2007 Update (Spells) I've finished renaming all of the index and file names for all spells. Let me know if any problems arise as a result of this update. 4:58 AM 1/3/2007 Update (Spells and Arifacts/Combat) Deadly Strikes in ranged combat now function. The Deadly Strike modifier for Knife of Life Stealing in ranged combat now works. The index names for all Life and Air spells have been changed. I am working on the rest, but I am making this update in mid-progress. If anyone finds a problem or a mistake, please contact me using the email form as provided in the "Email Mantera" link in the left frame. Some spells have new names: Sand Storm is now Blizzard. Protect is now Missile Protection. Ice or Glacier (terraform) is now called Snow. "Wind Mills" is now Windmills. Again, notify me if something is wrong. I appreciate it. 9:58 AM 12/31/2006 Update (Artifacts) The artifact index and file names are now updated and display their unique name. This should have no overall effect on the game, but if any problems arrise as a result of starting new games, let me know. Save games *might* have a problem, but they should be okay. At any rate, alert me of any problem as a direct result of this update. 1:48 AM 12/31/2006 Update (Spells and Artifacts) The Rusted Dagger's index name is now "rusted_dagger" instead "ring_of_entanglement." Rusted Dagger fixed cast Entangle chance and attack_proc. Previously the artifact had false data. But the dagger now works at 10% and allows for only Death Thieves to cast Entangle in ranged combat. All other Thieves are limited to casting Entangle in melee combat. Fire Heal is slightly changed (for the better). This spell now offers an immediate health bonus equal to the caster's level and additional HP equal to the caster's level every two seconds after. In future updates, I will be working on replacing and adjusting the index and file names of other artifacts as well. This mainly applies to artifacts that were originally in the game. I will also be doing the same for spell index and file names. 1:34 AM 12/29/2006 Update (Artifacts and Combat Abilities) The combat abilities (Deadly Strike, Crushing Blow, Piercing and Critical Strike) are now controllable through artifacts. Artifacts and Spells are now organized in the MPQ archive in folders, represented by their respective faiths. Crusader Blade and Soul Stealer no longer have a chance of Vorpal attacks. Instead, the artifacts grant a +5% Deadly Strike bonus. Knife of Life Stealing no longer does Vorpal attacks, but instead enables the Deadly Strike ability for the wielding thief. However, only Death Thieves wielding the Knife may do Deadly Strike in range. The Knife comes with a 5% Deadly Strike bonus. Axe of the Orcs, Maiden Spear, Wicked Staff and Staff of Quality combat abilities toned down to 10% chances. Also these artifacts use the new controlled combat ability coding. Silver Dagger also uses the new combat ability coding. Deadly Strike: doubles damage. Crushing Blow: adds 25% target current HP as damage. Piercing Attack: ignores target armor (zero armor). Critical Strike: doubles attack, or ranged attack, value. 11:13 PM 12/18/2006 Update (Mercenaries) Reverted Mercenary costs back to their original values. Previously, Mercenaries costs were not registering. Also, Mercenaries can no longer be used in Multiplayer at all. 3:49 PM 12/16/2006 Update (Scrolls) Scrolls have been ignoring the commands to increase maximum charges, so the method of which scrolls will regain charges has been changed again. Scrolls start with a natural maximum charge count of 1. Then, if the value of the current turn is greater than or equal to the research cost of the spell, then 2 charges can be obtained. So spells such as Tremor or inferno will be limited to 1 charge for a long long time. Also, Scrolls will recharge only on turns which are divisible by the spell's mana cost. For example, Possession costs 10 mana. Every turn divisible by 10, with a remainder of zero, the scroll will recharge. Turns 10, 20, 30, 40, etc. is when it would recharge. When scrolls do recharge, they will recharge 1 charge on any given turn. 4:55 PM 12/15/2006 Update (Combat) Rock Hurlers no longer have the ability to perform Piercing Attacks. Rock Hurlers instead do Crushing Blow Attacks. In melee, Crushing Blow adds 1/4 of the defender's current health value to the attack. In missile, Crushing Blow adds 1/8 of the defender's current health value to the attack. Chaos' Raiders have picked up the ability to perform Crushing Blow in missile attacks. Crushing Blow only applies when the unit does more than 1 naturul point of damage. 7:26 PM 12/14/2006 Update (Artifacts) Quest Artifacts now appear in their own folder. The Destroy Artifact button will no longer appear in Legend Quests. 6:30 PM 12/14/2006 Update (Spells) Spell Tooltips changed for Multi-Shot spells and for the Detect "Faith" spells. The detecting spells actually reveal parties within the caster's sight radius, plus five, tiles away from the caster. The spell books text descriptions for the detect spells have been updated, but the detect spells are no longer used as spell books. Just keeping them up to date. The functions of the detection spells altered some. Life and Order detect only detect the opposite faith. Chaos will detect Order parties, and other parties at random. The elemental detection spells will reveal parties of the opposite faith, plus their neutral opposite. Such as Water's detect spell will reveal Earth and Fire units. All spell data, including the data of any unused spells, is now located in folders; all Earth spells are clustered in "gs/spells/EARTH/". This grants easy access to the spells of a particular faith. The "XTRA" folder contains the spell data from the 301 patch. These spells were unused in the actual beta patch. 4:15 PM 12/13/2006 Update (Features) Artifacts now have an icon/button which can be LEFT-CLICKED to destroy the artifact. Upon destroying the artifact, it cannot be retrieved. This is helpful for an over abundance of Healing or Mana potions. Attempting to Destroy Artifacts in the Lord Editor will do nothing. The dialog will close and the artifact will continue to be in the list. However, if you wield the artifact in the Lord editor, then choose to destroy it, you might not regain barter points. In a future update, I would like to modify the Intelligence Report artifact list, to allow players to easily destroy any artifacts in their possession. 4:56 PM 12/12/2006 Update (Features) Mercenaries are once again hirable in multiplayer, but also mercenaries now have new effective costs. Equation will be as follows: Base Cost / 2 Level / 10, + 1 Multiply the two quotients. Example: Base cost of 100. Level 5. 100 / 2 = 50. 5 / 10 = 0.5, 0.5 + 1.0 = 1.5. 50 * 1.5 = 75, the new base cost of Mercenaries. Effectively, Level 10 Mercenaries will cost the same as any Level of Trained units, and have a high upkeep to as well. So is that 1 follower worth it? A good example is a Chaos Warrior, whose base cost is only 100 Ale. Level 10 Mercenary Beast Rider will cost 100 Ale and have an upkeep of 10 Ale per turn. Lords purchased in the Lord Editor will now be your heirs! So if you chose your leader type as a Warrior, you could buy a Thief and Mage Lord of the same faith and they'll take over if your Lord is killed. Ofcourse, you can have only 1 Leader at a time, so one of the two will become the honorary leader. Also, if any editors out there use my mod and modify it, or use components of it, you will find that I have established the same rule for games started without the Lord Editor. Special Champions will not recieve the status of being an heir. A minor text change for Lords and Ladies. When the ruler of a faith is being "escorted," the text will read "escorting the Leader of..." because previous changes would cause adverse effects. Such as, when a female character is escorting a male Lord, the text would read "escorting the Lady of..." which is insulting, heheh. 8:42 PM 12/5/2006 Update (Fixes and Improvements) Spell scrolls changed slightly. Spell Scrolls which have a spell whose natural mana cost is greater than or equal to 8 will not recieve an increase of maximum charges until later in the game. Spells with mana less than 8 can increase maximum charges on every 7th turn, if wielded. These scrolls can reach up to three potential maximum charges. Back to scrolls with a natural mana cost of 8 or more. These spell scrolls can increase in maximum charges if the following condition is met: The current turn must be greater than or equal to the spell's natural research cost. After this condition is met, the turn must also be divisible by seven. When both are met, an additional maximum charge can be recieved. Spells Scrolls that have eight or more mana will be limited to two potential maximum charges. I may change it so that spells with a mana cost of 6 or more function this way. Comments added to "gs/artftool.gs". Fixes made to artifacts with charges, correcting a minor code defect. That is all for now. 1:42 PM 12/4/2006 Update (Artifacts, Spells, Coding) Editors note: back up copies have been removed. Lightning Charge, Burning Skin, Cloud of Steam and Reflection Shield have been changed. With recent implements of charges and limiting artifact abilities, each of these spells and their respective artifacts now have limitations. Also, the discovery on how to make the game determine between melee and ranged attacks was vital to some changes. Reflection Shield detects to see whether the attack made was missile or not. So even if the unit can launch missile attacks, the spell now only cares if the attack itself was a melee or ranged attack. Reflection Shield will only proc when the attack made was a ranged attack. Burning Skin, Cloud of Steam and Lightning Charge can only cause up to 300 damage! Each spell deals a random amount of damage when an attacker strikes, however the end results will all be the same. Also, these spell effects will last an infinite amount of time in combat, unless the 300 damage limit has been met or exceeded. Once the limit has been met, or exceeded, the spell will automatically dispell (via the artifact). In "gs/speltool.gs" the reflect_damage and multi_shot_damage variables have been modified to check if the original attack was stealthed or not. If target is stealthed when the spell makes contact, only half of the target's armor will be effective in damage calculations. On another note, boht reflect_damage and multi_shot_damage will calculate between 0 and X, where X equals the unit's calculated damage. Unmentioned changes in previous update: FIXED. Icebolt has a new special ability, which has a (caster level)% chance of freezing target Fire units. In the previous update, a mistake was made in the code which caused the spell to randomly freeze any unit and never deal any damage. The spell is working as intended. Flame Dart and Flame Arrow have an added special ability. Each will have a (caster level)% chance of scalding target Fire units. Spell Scald changed. Deals 4 base damage to water units, and 2 base damage for non-water units. Offensive stats for water units reduced by 4, and 2 on non-water units. Also temporarily reduces target water unit's Fire resistance by 25. The spell lasts only 6 seconds. Legendary Artifact Amulet of Fate and Shield of Righteousness now cast their spells with charges. Each has 3 maximum charges and regains one charge every 3rd turn. Comments added to "gs/missile.gs" displaying the index number for each projectile. I guess that's all for now. Check back for more updates in the coming weeks. 2:53 PM 12/3/2006 Update (Artifacts) Cloak of Justice and all Thief Legendary Weapons, including Chakram (which is not a legendary) all have set limited charges. Most of these artifacts have 3 charges, where some have less than 3. Spitfire and Cloak of Justice have only 1 charge. Balkoth's Scythe also has one charge. Remember, each equipted artifact will restore 1 charge on every 3rd turn. Some items may recharge more than 1 charge in this manner. Also, Electron Staff display icons and numbers fixed with correct figures and icons when equipted. 12:24 AM 12/3/2006 Update (Artifacts) Back when some of the old artifacts were re-added, I forgot to insert the artifacts which previously replaced the old ones. So now the former replacements are back in as new artifacts, essentially. This may cause previously saved games to switch artifacts around. The Legendary Artifacts for Warriors no longer have their "synergy" effects. These effects were minor bonuses for a Champion wearing a Legendary Weapon and a respective armor of the same faith. Luckstone and Silver Dagger have updated and improved coding reguarding Attack Recovery Rates. Also, I should mention that many artifacts which effect Attack Recovery Rates may automatically unwield themselves if the Champion wielding them drops below a value of 1. This is to help prevent crashes in the game, where if a unit has Less than 1 Attack Recovery, autocalculated battles will result in an automatic loss and victories can result in extreme loss of resources (primarily fame). All Legendary staves can be wielded by Life Warriors, Yeoman Lord and Cavalier Lord. However, if the staff does not allow a particular faith to wield it, then this will not apply. All Wizard and Warrior Legendary weapons use Artifact Charges now, rather than Artifact Mana. Most artifacts with an offensive spell are likely to have only 1 maximum charge, where artifacts with a defensive spell may have up to 3 maximum charges. For Legendary artifacts, they will recharge one charge *every 3rd turn. The Axe of Chaos, which has 10 maximum charges will recharge 3 charges *every 3rd turn. ********Every 3rd turn means any turn divisible by 3. Examples: turns 3, 6, 9, 18, 30, 60, 90, or 120. The artifacts will only recharge on the 3rd turn if they are equipted. Why was this done to the artifacts? To limit the abilities of artifacts. Some artifacts have powerful spells which can be used turn after turn, but now they can only be used once about every three turns. This change also adds to the flavor for Legendary Artifacts. Players will have to consider when and where to use their artifacts' spell abilities. It was easy to take advantage of many artifacts, knowing they will always regain their abilities on their next turn. However, not all artifacts have been changed in this manner, though many more will follow in future updates. The Artifact Icon for Artifact Charges is now the same as Artifact Mana. However, when the cursor is over either icon, they will display two different tooltips. This can be key in telling if the artifact uses charges or artifact mana. This is it for now. Check back for more updates! 7:02 PM 12/1/2006 Update (Rally Tweak) Okay, so scratch the last Rally update. It's a little better. Rally no longer looks at the target's current attack or armor values. 0.5 is the base for rally's bonus, but the Rally bonus will always be 1.0 at the least. 0.5 + (Champion Wisdom / 10) = Rally bonus. 15 wisdom / 10 = 1.5 1.5 + 0.5 = 2.0. Rally bonus is 2.0. Maximum rally bonus allowed is 2. Wizards that have Rally can now grant bonuses to any creature type, but only effects creatures. Balkoth is currently the only Wizard with Rally. Warriors effect military units. Thieves with Rally only effect Missile Units. In the future, Thieves may have scouts added to the list of units they can rally, but Scouts are currently under the Wizard's rally group. Everything else is working as intended! Have fun! 6:03 PM 12/1/2006 Update (Tweak and New Feature) The problem was apparently not fixed in the last update. I did some minor tweaking to the last fix. Adjusted some code in Light Rain spell and completely removed two dictionary references from "gs/gameutil.gs." Wisdom now positively effects Rally. Rally works like so: Target Attack * 0.10 = effective bonus Effective bonus + (Champion Wisdom/10) = Rally bonus The rally bonus cannot be less than 1 or greater than 2. Example: Champion wisdom = 15 (Crusader, Level 15) Wisdom bonus: 15 / 10 = 1.5 (Footman, Level 5) Target Attack value = 18 18 * 0.1 = 1.8 1.8 + 1.5 = 3.3 Rally Bonus Bonus cannot be greater than 2. Rally bonus reduced to 2. New attack = 20. Target Armor value = 5 5 * 0.1 = 0.5 0.5 + 1.5 = 2.0 Rally Bonus New armor = 7. Go from (18 and 5) to (20 and 7). Remember that Rally is only effective when the Champion is a higher than the military unit's in his group. Now Warriors have a reason to have higher wisdom. 4:27 PM 12/1/2006 Update (Fix) Some code was removed from "gs/gameutil.gs" which caused random parts of the game to have minor problems. Most notable of these problems is the game giving you the dialog as if the current dungeon was a multi-leveled one. Also, comments added to this document. A minor changes made to "gs\barterai.gs" changing code which refer to the Legendary Creatures and Special Champions. The data that decides what the AI players will ask for in barter. This is so they will not nag you about Legendary units and Special Champions. Also, comments added to this document. 11:26 PM 11/24/2006 Update (Spell Scroll tweak) Spell scrolls changed slightly. If a spell scroll has zero charges remaining, it will regain one charge at the begining of the next turn (only if equipt). Every 7th turn, one additional charge is added to the Spell Scroll (only if equipt). Spell scrolls cannot exceed 4 charges in this manner. 6:29 PM 11/23/2006 Update (Tweaks) In combat, Current and Maximum movement points, and Combat Speed are now displayed in the bottom left corner of the screen. Previously, current movement points and Combat Speed were not displayed. Also, a minor tweak to Unit Information Panels for the game. Maximum movement points between 0 and 9 will display an extra zero. So numbers will appear 00, 01, 02, 03, etc. 5:12 PM 11/22/2006 Update (New Feature) Spell Scrolls have been changed. Spell scrolls can now be wielded by any Champion and have 1 initial charge. On every 7th turn, the scroll will recharge automatically (if equipped). Spell scrolls are consumed only by Mages of the same faith. When consumed, the player gains knowledge of the spell. In addition, the consuming mage also recharges mana and recieves a +500 experience bonus. Mages who wield scrolls as they recharge will be granted X/5 charges, with a minimum of 1 charge and maximum of 3 charges possible. Warriors and Thieves can only recharge up to 1 maximum charge. Charges do not use mana and can only be replenished when wielded by a Champion on a turn divisible by 7. Scrolls which recharge beyond 1 charge MAY be reduced to one charge at the begining of the player's next turn. This is not yet certain. 5:43 PM 11/21/2006 Update (Tweaks) Javelineers now have 18 movement, which brings them up to par with the rest of the race having 2 more than the universal standard. Life units share this racial bonus as well. Lich resistance modified. Earth Resistance stands at 25%, down from 50%. Fire Resistance stands at -50%, down from -25%. 10:31 PM 11/18/2006 Update (Fix) Amulet of Congruence resistances now show up. 7:35 PM 11/18/2006 Update (Tweak) The artifact codes which reload the stats on some artifacts have been broken down and simplified. Skeleton and Zombie resistances have been changed. 4:19 PM 11/18/2006 Update (Tweaks) It's now possible for Creatures to take the "dup # give_level_exp" code in dungeon documents. The Warrior starting artifacts have added code, which should automatically re-apply stats after combat. So if you're Warrior has an artifact which gives +X/3 to a stat, and goes from Level 5 to 6, the artifact will automatically adjust your stats rather than a player removing and reapplying the artifact manually. For now this is just test code. If it proves not to be a problem, more artifacts will use this. 4:50 PM 11/8/2006 Update (Tweaks and Comments) Artifact Spell Buttons will now display the Spell's name rather than the Artifact's name. And I have added a bunch of comments to various documents to help would-be editors. I hope you appreciate them. 1:25 PM 11/6/2006 Update (Tweaks) Re-adjusted some coding which re-allows Marauders to destroy buildings, but not villages. Some previous tweaks to "gs\scenario\default.gs" and "gs\gameutil.gs" caused Marauders to not demolish or raze anything. The AI players will no longer bother asking another player to put up their Legendary Creatures for trade. Although at this time, the AI players might ask for non-Leader Special Champions (such as Lancelot or Lich). Amulet of the Wisp now grants +3 armor instead of +1/3(X) and grants +1/2(X) Sight instead of +1/3(X), in addition to 1X% Magic Resistance. Lower Resistances (Death and Life) have a casting time and recovery time of 10 ticks. 8:12 PM 11/4/2006 Update (Artifact Fixes) Silver Dagger in combination with other artifacts was allowing Thieves to obtain 100% resistance to either physical or melee damage. This is now corrected and has new coding implementing the "dup" command (duplicate). Using the "dup" command shortens the code by copying a long portion. 1:16 PM 11/1/2006 Update (Artifact Fixes) Fire and Chaos Thieves could not wield certain daggers. They can now wield these artifacts. 10:28 PM 10/31/2006 Update (Fix) More fixes, regarding spells. Some spells wouldn't show up in combat. Also, Chaos Mages will start with Blink Spell since Minor Fate was removed. 9:41 PM 10/31/2006 Update (Fix) Fixed a problem with recent edits to Turn to Stone. 5:02 PM 10/31/2006 Update (Tweaks) All spells now have "Levels" applied to them. The Levels feature for spell has not yet been implemented. Sand Storm is now "Ice Storm." Icy Coffin, Petrify and Turn to Stone have been tweaked slightly. 11:27 AM 10/31/2006 Update (Tweaks and Artifact re-additions) Spell scrolls which do not belong to a specific book (i.e. spells labeled as Artifact Spells) will no be consumable. Before, I used a bit more primitive coding but I have since improved. So rather than checking to see if it is less than the 170th spell in the list, I have set the game to check if it belongs to a spell book or not. Amulet of Control has returned to the artifacts list, in it's normal place. However, it is now known as "Amulet of Congruence." Congruent means even. So can you guess what spell it casts??? Neutralize! Ring of Concentration and Amulet of Congruence are similar in effects and both cast Neutralize. Amulet Congruence grants +3 stength, dexterity, wisdom, +25% magic and physical resistance. Ring of Mazes is now back, and has slightly improved stats from it's original coding. The ring casts Confusion once per day. I'm planning on changing this artifact to have a limited number of charges, so once the spell is cast X amount of times, the spell will no longer be available to cast. Cloak of Justice is no longer replaces Amulet of Control and is now it's own artifact. The same goes for the Ring of the Wild. With the re-addition of old artifacts and the re-addition of the new artifacts, previously saved games might encounter problems or the artifacts in your saved game might appear differently or entirely replaced by the other artifacts. 4:42 PM 10/29/2006 Update (Minor but Important fix) When removing Grace of the Phoenix for the second time, the Library Book data remained. You may have noticed from the update just before this that if you went to your library, books appeared blank and would crash the game one click after opening a book. This is now fixed. 2:34 PM 10/29/2006 Update (Spells, Combat) Crushing Blow now launches a different sound effect, rather than one that is identical to the Footman's attack sound. It now uses the AIWM3 attack sound, which to this point is unused. Grace of the Phoenix removed completely now. Prior to this update, I said I removed it but I was mistaken. Now it is removed. 3:36 PM 10/28/2006 Update (Artifacts, Combat, Panels) The Options Menu no longer displays the "Reset Help" button, which becomes an annoyance. I think everyone only wants to go through these things just once and that's it. Reed Bow Sight Bonus is now 1/5x instead of 1/3x. Knife of Life Stealing will only grant non-Death Thieves a Life Stealing bonus in melee. Death Thieves will have Life Stealing in melee and ranged combat. However, Ranged Combat will only convert 1/8 damage to health for Death Thieves. Melee converts 1/4 damage to Health. Also fixed minor coding error for the Scythe of Balkoth and Knife of Life Stealing. An extra "and" comment was left in there which could've caused the Vampyric Attack to proc even against Undead Creatures. 5:11 PM 10/27/2006 Update (Feature) When looking through artifacts in your Unit Information Panel, you can scroll through your current artifacts at a rate of two artifacts per click. This will decrease time consumed when you are looking for that one artifact in your inventory. 1:38 PM 10/22/2006 Update (Artifacts and Combat) I have devised a successful way to have artifacts hold their own "missile attack only" attacks. And by that I mean, a Legendary Bow with Multi Shot ability is now capable of holding its own data while only allowing Multi-shots to proc if the attack was a missile attack. So, if a Thief attacks in melee, multi-shots will never fire. This basically means that spells launched from artifacts, upon attacking or defending, can be isolated to work only in melee or missile combat. Crushing Blow is improved. Crushing Blow will do normal damage PLUS 1/4 target HP. So if you do 6 damage and the target has 20 HP, then you successfully role a Crushing Blow then your total damage output is 11. Crushing Blow damage: 20/4 = 5 damage. Crushing Blow is 1/4 defender HP in melee, and 1/8 defender HP by missile. Piercing Attacks will no longer involve the defender's luck in the equation. Piercing Equation: (Attack Dexterity - Defender Dexterity) / 10, + (Attacker Luck) Piercing Attacks ignore target armor, as if the target's armor was zero. Piercing Attacks will never proc versus Lords and Special Champions. Axe of Mauling now has a flat 2% chance to cause Aftershocks on attack, rather than a random (1 to 10)% chance. 2:56 PM 10/21/2006 Update (Unit Data) I corrected Chaos Warrior and Warlord resistances. The Champion should have -25% life resistance, -25% order resistance, and +25% death resistance. The Warlord should have had +25% death resistance. Also, just a little reminder, mmong all Chaos champions, only Chaos Warriors will have a natural +25% Elemental Resistance. Then the -25% order and life resistance, with +25% death resistance. All units in the game have resistance versus the magic of their own faith. All Water and Earth units no longer share a mutual -25% resistance versus each other. I didn't really like making this change at first, but I thought I should since Fire and Air shared a mutual -25% resistance versus each other. That one made sense, but I just did the Water/Earth resistances just to even it up. Now I am undoing this. 7:35 PM 10/20/2006 Fix (Artifacts and Spell Books) A minor fix to the Shield artifacts. Some Thieves were able to wear them, when the Valkyrie is supposed to be the only Thief to wield it. Balkoth is the only age that may wield shields. Yeoman and Cavalier cannot wield shields or swords. Also a minor fix to the spell books. There was still a minor problem remaining where some text would not appear, however this did not cause the game to crash. It's all fixed now though. 12:44 AM 10/20/2006 Fix (Important) Corrected a problem with Library books showing up blank and causing the game to crash when trying to look through the book. Also fame from actions toned down a little bit. I think this was necessary since the overall fame from victories was increased if your army is weaker than the army you're killing. 4:35 PM 10/18/2006 Update (Security Testing) I have re-added the Security Forces for the Capitals and Great Temples. However, I have added a stipulation. Both the Capital and Great Temple security forces should only spawn on Hard Mode in Single Player. Prior to this update and since I had restarted the "gs/scenario.gs" from scratch, the "gs/scenario.gs" has not caused the game to freeze up during the loading process. So, if you do find the game to freeze up as a result of this update only, please report it to me as soon as you can. I have only encountered one instance of this in several attempts. Also, the title of the Amazon Princess (Amazon Warlord) is now "Lady" instead of "Lord." I thought I had this one placed in there, but I was wrong. 5:39 PM 10/15/2006 Update Minor spell corrections. 1:17 PM 10/13/2006 Update (Spells) Several spells have been removed from the game. Minor Fate Essence of the Wisp Minor Rust Create Rocks Firestorm These spells which were removed have other spells which take their places in the spell book. For instance, Tremor was brought from far down in the list to the last spell in the offensive category, but before the defensive spells. This means Tremor is purchasable through the Lord Editor. The removal of Minor Fate has allowed "Call of the Wild" to be placed earlier in the research of offensive spells. After Hand of Fate and before Confusion. The removal of Essence of the Wisp has allowed the "Summon Sprites" spells to appear earlier in the book, after Stun but before Cone of Cold. The removeal of Firestorm has allowed the "Path of Fire" spell to appear earlier in the book, between Flame Arrows and Inferno. Some spells had their code tweaked (most were minor corrections). Rust now reduces armor by 10% and reduce's the target's Water Resistance based on the caster and target level. Effects are temporary. Erosion now reduces armor by 25% and reduce's the target's Water Resistance based on the caster and target level. Effects are permanent until dispelled. Change of Fate will now subtract stats from enemy armies at higher levels, rather than add stats. Water Elementals cast Rust on attack, since Minor Rust was removed. Tidal Blade now has a 5% chance to cast Light Rain only upon Fire Creatures. Coral Shield will only cause attacker's to rust. Before it would cause Minor Rust and Rust. I will be working towards combining all of the "Projectile Spells" into one dynamic projectile spell so that the number of spells in the game is reduced. This will allow future spells to be added or readded to the game without causing other parts of the game to glitch. Currently, there is a hard coded 255 spell limit. This might not be changable unless someone figures out how to edit the LOMSE executable. 5:08 PM 10/12/2006 Update! Female Leaders (Enchantress, Shaman, Priestess, etc) will now display the title of "Lady" rather than "Lord" on the overland map! This was achieved through the "gs/cursors.gs" file, which controls most of the cursor highlighting. Highlighting with the cursor will often provide tooltips, or balloon text boxes. This is something I have been wanting to do for some time and just discovered how to do. Even this late into my MPQ Editing, I once again discover something new and exciting. Check it out! 11:57 PM 10/11/2006 Update Fixed a problem where Custom Lords were not producing the Banner Artifact to display the Dragon Banner. Games generated on Hard Mode will once again produce two marauder armies to Villages, so they're extra hard to conquer. Switched some spells around in "gs/spells.gs". I am starting to add comments to the documents that I edit. So far, inserting comments has proved not to be a problem. Staff of Quality and the Siegfried morphing artifact will no longer spawn in the Siegfried Quest. 4:14 PM 10/10/2006 Fixes (thanks l'Ancien) Death Dagger will now grant it's appropriate Ranged Attack for Death thieves. I made a simple mistake: Renamed Staff of Ressurection to "Spirit Staff" when Chaos' is also "Spirit Staff." Both now have completely different names. Lightbringer for the Life Staff. Staff of Turmoil for Chaos. Spelling error corrected with Crash spell description. Grace of the Phoenix removed. The spell had good use, but there are enough Life granting spells. Being revived after combat was just too much. My original intent for the spell was to automatically revive whence killed, but this did not work properly. In the future, I may be removing additional spells and changing old ones, or completely replaced old spells with new ones. For example, I'm considering removing or replacing Rust entirely with Erosion. More updates to come. 8:59 PM 10/8/2006 Fix I started from scratch with a new "gs/scenario.gs" in an attempt to fix the problem with the game freezing just short of loading through the game. This update should help with that, if it doesn't then I'll be pissed. But the tests I have done were all good signs that the problem was fixed. Let me know if otherwise. 7:49 PM 9/30/2006 Fix (Critical Update) Fixed a problem which would occur for some users. Some users would experience a "freeze" when approaching Great Temples in some situations. This has been fixed (as far as I know, I've tested quite a few times). This would be considered an important update. 6:54 PM 9/12/2006 Fixes and Adjustments Frost Dragon Lair is now placeable. Other new encounters have been adjusted slightly. 3:29 PM 9/10/2006 New Encounters, Encounter Changes Sprite Encounter, Demon Encounter, Grendel Encounter, Frost Dragon Lair and Undead Encounter added to the game. Dragon's Lair has been changed to Fire Dragon Lair. Minor in-game text changes involving encounter descriptions. 11:23 PM 9/7/2006 Fixes and Changes The cheat which grants the Crown of Kings artifact has been fixed. Artifacts will now grant spell knowledge to the player under two stipulations. First, the Spell faith must match the wielder's faith. For example, Ring of Giants casts Cure Wounds (a Life spell); Ring of Giants is an Air Artifact, but when a Life Champion equips the artifact, the spell knowledge is gained. When any non-Life Champion wears that artifact, spell knowledge is not granted. Secondly, the current turn, the spell's research cost and level of the wielder play a vital role. If the research cost of the spell is 100 and the champion is level 2, then the current turn must be 50 if you are going to gain the spell knowledge from that artifact. I know some of you think that this is a good idea, but a better idea would have the artifact be worn over time before the champion gains the spell knowledge. While this is indeed a better idea, I have not discovered a method to implement this at the current point in time. Xorgate is still down at this moment in time. 3:19 PM 9/4/2006 Game Changes Artifact cheats will now bestow the aritfact to the first person in the party, rather than one for each champion. Max Power cheat bestows 200,001 exp to each unit in the party. Also, the level modifications are updated right away. 200,001 is enough to grant Special Champions their maximum level. Lords require 160,001 experience for Level 15. Normal Champions require 17,500 for Level 10. Powerup and Powerdown cheats will also update level modifications right away. Armor of Inspiration's +5 HP at the end of the turn fixed. The artifact now properly adds +5 HP *and* no longer exceeds the maximum. 12:14 AM 9/4/2006 Game Changes Default map when choosing the "Lords of Magic" button from the main menu now opens "maps/UrakPartII.scn" rather than "maps/Urak.scn". I just did this for the hell of it. In single player, for Human players only, players are able to select faiths which do not have a placed capital. However, a Leader for that particular faith must be placed. Multiplayer maps still require all faiths to be present for the map to be playable. This just allows a player to test their abilities without having a capital in single player. In multiplayer, mercenaries cannot be hired by a human player if the level of the building selected to produce the units is greater than 1. Therefore, a Level 2 Barracks cannot produce Mercenaries whereas a Level 1 would be able to. This would force any player who uses Mercenaries in a cheap manner to train his or her Mercenaries from a low level building. This also promotes the usage of followers to fight battles. To abuse Mercenaries would require time spent on training them from a Level 1 building, which yields only a 10% rate of conferred experience. In single player, mercenaries can be hired at any time and with any building level. Inferno no longer temporarily reduces Luck, however, it reduces the maximum hit points of the affected units for the duration of the spell (4 seconds). A shorthand of coding called "do_fatality_check" was added to "gs\speltool.gs". Basically, it checks if the caster's level is greater than or equal to the target's level. If the caster's level is not greater than or equal to the target's level, the target's life cannot be reduced to zero. If the level of caster matches or exceeds the level of the target, then the target's life can be reduced to zero. Another shorthand of coding called "target_isundead?" was also added to gs\speltool.gs". Basically looks to see if the target is an undead unit. Both will reduce the over all complication in spell editing. Restructured coding in "gs/scenario.gs" to eliminate freezing/crashing during loading. Hopefully this has remedied the problem. Also, computer controlled Death Leaders will no longer start with their default starting artifacts (on hard mode). In an update long ago, I've set them to start with their Legendaries, however at the time I didn't know how to prevent them from spawning with their defaults. Artifacts will now grant knowledge of the spell which it uses. Xorgate is still not up, but I am documenting changes as best I can during my progress of updating the mod. 5:19 PM 8/30/2006 Unit and Spell changes Fire units and Earth units now share a mutual 25% resistance versus each other. However some units, i.e. shamblers, will not partake of the mutual resistances. Water units and Air units now share a mutual 25% resistance versus each other. Earth units and Water units no longer share a mutual 25% resistance. Like Fire units and Air units, Earth units and Water units now share a mutual penalty of 25% resistance versus each other. These changes were done in part, to make the average resistances at least around zero for most non-creature units. Also in accordance with the manual, Dwarves came from the same flame that the fire giants did. Page 178, paragraph 2: "The dwarves and gnomes, born of fire, were a sturdy lot prone to hot tempers and loud brawling. They lived in caves near the mountains that oozed the liquid rock..." Chain Lightning and Lightning II now have a level based radius. (Level/3) radius for both spells, with a minimum of a 1 tile radius. Lower Resistance (Death and Life) casting time reduced to 10 ticks (1 second), and recovery time increased to 20 ticks (2 seconds). Most defensive spells (i.e. Righteous Cause, Protect, Blessing, Unholy Word, Stone Hands) will now boost creatures' maximum and current health by 2. This is an incentive for creatures to be used in conjunction with magic. Even though this update has been made during Xorgate's down time, I want the update to be documented. 8:30 PM 8/13/2006 Fix Corrected the Lightning II spell, which will now properly target units. 3:53 PM 8/11/2006 Fixes This update corrects the display of Spell Book texts. 6:13 PM 8/9/2006 Major Update The whole "fail to cast spell" feature has been removed completely. This became more complicated than necessary. Unintended affects such as artifacts which casted spell effects (on attack/defend) would fail to cast. The idea was nice, but didn't float very well.
A new spell graphic has been implemented! This new spell graphic is located in the downloads page inside a new ZIP file called "GS5 Image Pack.zip". Both the "Command" Icons and "Spell Icons" have been updated. Any person who does not import the new graphics to pic.mpq will see blank icons in place of the new ones. Or perhaps will see graphics which do not match. SPELLS: Dark Shadows removed. Shock/Areastun removed. Aspyhxiate removed. Zap Radius removed. Regen 3 removed. Regen 7 removed. Bureaucracy removed. Chain Lightning (New version) added. Lightning II added (complementary to new Chain Lightning). Neutralize (Order) added. Nature Walk (Life) added. Lower Resistance (Death) added. Lower Resistance (Life) added. Icons for Strength Potion, Dexterity Potion and Rejuvenation Potion changed. This relates to the new change in spell graphics. Ring of Concentration now casts Neutralize, rather than Righteous Cause. Staff of Resurrection renamed to Spirit Staff, which now casts Lower Resistance (Life). Staff of the Unholy now casts Lower Resistance (Death). Staff of Asphyxiation now casts Lightning II, since Asphyxiate is removed. I hope these new changes and additions are welcomed. Send me some feedback through the forum. 1:52 PM 8/8/2006 Fixes Fixed a minor problem with the new Combat Abilities. In melee, any champion with an equipted artifact was granted the chance to do a Critical Strike. Fixing a minor problem with Spells and the chance to fail casting spells. The equation has been changed slightly, but works to the same effect. Also, spells which target your side, the other side, both sides or everyone were previously rolling chances to fail casting for each unit affected. I believe this update should make it an all or nothing scenario as intended. Spell Failure sound changed once again. This time to a completely new sound. 12:00 PM 8/1/2006 Graphics Implemented and Updated Info Panels The GS5 will now implement the new "Action" buttons. To install the new graphic for these buttons, proceed to the Downloads page and look for "GS5 Actions". Not installing the Graphic will not cause critical errors when playing with someone who does have them installed. Not installing the new graphic will show many units attack icons as Blank Icons. The Unit Information Panel has been improved and re-arranged for two new stats. Stealth Factor and Average Magic Resistance. Stealth Factor determines how easily or difficult you are to be spotted while in stealth mode. Average Magic Resistance is simply the average value of all your magic resistances. To test the "Average Magic Resistance" stat, add up all of your faith based resistances and divide by eight. 6:41 PM 7/31/2006 Major Update Saved games using this update of the GS5 may prove to be incompatable with previous version. This is due to the re-arrangement of some units in "gs/unittype.gs". Legendary Creatures are not visible in the Custom Lord Editor, because they have been moved down the list to not be present in the Lord Editor This was done since all Legendary Creatures were not visible since the last arrangement. Now however, some of the Marauder-type creatures are available (Panther, Bear, something else?). Desperation bonus: when a unit has 10% of their maximum life points, or 1 life point left, the Champion gains +(Level)% chance to proc Combat Abilities. I.E. a Level 10 Warrior will increase combat abilities by 10%. Combat abilities added for Warriors and Thieves. Thieves Critical Strike is a little more elaborate. Thieves will enhance their chances of making a Critical Strike with the old equation, which depending on the old 0 to 39 equation and adding the value of the unit's facing (where if the unit's back was turned to the Thief, the chances of a critical strike will go up). The new critical strike equation is between 0 and 99 and depends on Dexterity and Luck of the attacker. The old equation still remains, but this just increases the chance of Critical Strike in the new equation. The old equation adds 2X (Ranged) Attack value to the new Critical Strike equation if it rolls. So if the Thief has 22 Ranged Attack and successfully rolls in the old equation, a 44% increase is added to the new equation. (Dexterity / 10) + (Luck / 10), rounded down. Then add additional Critical Strike bonuses and the desperation bonus. Out of 0 to 99, a number lower than to final calculated number must be rolled. Warriors now have Deadly Strike. Deadly Strike doubles the calculated damage dealt by the Warrior. A Warrior must successfully hit a target, successfully roll a Deadly Strike and deal more than 0 points of damage. The chance of doing a Deadly Strike is based on Strength and Luck values. (Strength / 10) + (Luck / 10), rounded down. Add any Deadly Strike bonuses and the desperation bonus. Out of 0 to 99, a number lower than the final calculated number must be rolled. For most Warriors, their total calculated number without additional modifiers is 2 or 3. Add 1 to the final calculated number, and that is the actual chance of dealing a Deadly Strike. 0 is 1%, 1 is 2%, 2 is 3%. Infantry and Cavalry now have Crushing Blow. Crushing Blow will set the attacker's damage to 1/4 of the defender's life points, unless the natural rolled damage is higher. A unit with 20 life will lose 20/4 life from a Crushing Blow. If the Cavalry or Infantry unit does more than 20/4 life to that unit, a Crushing Blow will not proc and normal damage will be done. Missile Troops now have Piercing Attacks in melee and missile attacks. Piercing Attack will not work versus Lords or Special Champions, at any time. Piercing Attacks reduce the defender's armor to Zero. (Attacker Dexterity + Attacker Luck) - (Defender Dexterity + Defender Luck) Divide the above number by 10. Round down. Between 0 and 99, a number lower than the above calculated number must be rolled. To avoid a Piercing Attack, the defender must have at least 2x more than the calculated Dexterity and Luck of the attacker. I.E. Attacker Dexterity is 10 Attacker Luck is 0 Defender Dexterity is 20 Defender Luck is 0 (10 + 0) - (20 + 0) = -10 -10 / 10 = -1 -1 is not within the range of (0 to 99), and thus Piercing Attacks are impossible. Silver Dagger, Spirit Bow, Staff of Quality, Wicked Staff, Maiden Spear and Axe of Orcs now all play their Combat Abilities through the new combat equations. Spells that fail now make a Fizzle sound, instead of a Buzzing sound. Spying and the Lord Editor now properly display unit resistances. 5:49 PM 7/18/2006 Fixes and Updates Artifacts that grant the wearer life steal or "life absorb" will no longer reset the unit's health to maximum on striking when the unit has more than max life. Basically, your unit won't have it's health reduced. Recently, the Soul Stealer artifact's spell ability was changed from Primal Fear to Embrace of Golgoth. Embrace will give life (and mana if the caster is a mage) and then you would attack and all the extra life would be gone. As of now, all spells have a natural chance to fail based on the Champion's wisdom. Creatures which have the natural abilities to cast spells on attacking or defending will not be affected by this. Random 0 to 99 This randomly generated number must be greater than: One divided by the (Caster's Wisdom), then multiplied by 100. Example: caster with 5 wisdom. 1 / 5 = 0.20, 0.20 * 100 = 20. 20% = the failure rate. Anything 20 or less will cause spell failure. Anything higher than 20 will allow the spell to continue. Spells that fail will make a buzz noise. Hand of Fate and Inferno do not follow this. Those two spells have their own unique failure rates based on the caster's level, rather than Wisdom. The Executioner's "casting aura" is returned to normal. The unit information panels have all been adjusted slightly. There are now two pixels between every icon box, rather than 2 horizontally and 3 vertically. In a future update, I plan to display the unit's "barter values" and possibly their "stealth factors". 1:51 PM 7/14/2006 Update New Hotkeys (mainly for combat). CTRL-D: will order the selected unit to parry. With military groups, only the first unit in the group will be ordered to parry. Each other unit will have to be ordered to parry inidividually. B: will order a unit to Berserk, if that unit has the ability to. So Missile Units will not get the command. However, it is possible that they will if they are selected with a group that can use Berserk command. T: will toggle Stealth for units that have it. CTRL-A: will order a selected missile group to use an Aimed Attack. The Intelligence Report dialogs, which are accessable with the "I" hotkey, or through your magistrate will now display your current resources and upkeeps without decimal places from now on. Fame gained or lost from battle has been slightly changed through "gs/comb_res.gs". If your army is the attacking army, and is stronger than the defending army and you lose, you will lose Estimate Value*(10%) fame. So if your party has an estimated worth of 7000 combined barter points, and you lose to a weaker army... that's a lot of fame lost (700). If you are the attacking army, and you're stronger than the defending army, and you win, you'll gain the estimated value of their army, multiplied by 0.05. So if their army's worth is 5000, you'll gain 250 fame. 11:38 PM 7/10/2006 Important Update Fixed problems which occured from the recent changes to "gs/textdict.gs". The AI will now use Ether Gauze for recovering spells; "Ice" for overland terraforming; Pestilence as a teraform spell, rather than the computer attempting to use that as a damaging spell; Sandstorm and Flood as overland attack spells. 1:23 PM 7/9/2006 Fixes/Changes I have made a change to "gs/Enc_tool.gs" which is where the Temple/Statue fame stuff is located. I have made a change that no longer "rounds" the number gained on the seventh turn. I have discovered the usefulness of "cvi" or "convert to integer." Using cvi will conver the number shown to a whole number. I'm not sure if this rounds up or down just yet. Also, I have used the cvi code to make changes to the Unit Information Panels. With the last change to make the experience values display as "big_yellow_numbers" sometimes browsing through your artifacts would cause the game to display decimal values. And the image "lbm/numfonts.lbm" does not have a period/decimal point, the number would display as if the unit had 10x or 100x more experience. 6:53 PM 7/8/2006 Fixes and Changes The Water Spitter will no longer launch Death's Multi-shot ability. Clay Earth will change the land based on the targeted terrain type. Mountains will change to Plains, Plains will change to Mountain, any other terrain will be changed to the neutral grounds. Also, the Poison spell's damage output is relative to it's duration. And in accordance with this, the unit's resistance will effect the duration of the spell rather than the actually 1 point of damage dealt every 3 seconds. 12:45 PM 7/7/2006 Fixes and Changes The Detect "Insert Faith" spells will now only play that little "detect" sound if one of the targeted units is hit. Previously, this annoying spell would sound off for any unit in the area, however it would only reveal the flags of the targeted units. Another change made to the Great Temple/Statue Fame every week deal. After turn 70, the equation changes slightly for Great Temples and after turn 350 (hah! not likely) the equation changes slightly for Statues. This is all in an attempt to solve the display problem which sometimes occurs. The prices and requirements of "Lord class" units has been altered. In some cases, the computer was actually able to Train "Lord class" units, they just wouldn't be heirs or Leaders. I'm hoping that with this change, it will disappear. 6:02 PM 7/4/2006 Tweaks and Changes The Dispell Magic will no longer drain additional mana when dispelling a creature. For some reason, non-Lords would be drained an additional 24 or so mana. Why this is, I have no idea. Great Temple fame over time adjusted. Still looking towards fixing it's displaying problems. Also, overland health recovery spells are twice as effective for Creatures of the same faith. All other units recieve health recovery bonus as normal. 8:54 AM 7/4/2006 Update I am experimenting with Temple fame display in multiplayer mode. I have experience some minor problems. Also includes experimental code, allowing players to play with Multiplayer without other Human players. So you can create a LAN game, and play by yourself using multiplayer options. 7:06 PM 7/3/2006 Fixes and Adjustment I have fixed a couple of the Encounters. In some cases, more than one champion was spawning in an area and or the difficulty of an encounter would be one level higher than it should be. Fixes made to Temple difficulty. I had accidently reverted the temple difficulties to the default. So the Temple strength rules apply once more. Statues and Great Temples should display Fame at higher turn numbers now. This should last up to about turn 693 (has anyone really ever gone that high anyways?). 11:03 AM 7/3/2006 Spell Fix Mind Control will work vs Active AI Lords, Inactive AI Lords, but not Human Played Lords. The spell will now play the Fizzle sound on failure to proc and return mana. 11:26 AM 7/1/2006 Spell fixes Chain Lightning was re-renamed to Zap Radius. Cone of Cold radius fixed to be a minimum of 3 tiles, rather than a maximum of 3 tiles. 1:46 PM 6/29/2006 Fix Corrected Balkoth's Scythe Vorpal attack. There was an extra "and" comment in the artifact code which caused the artifact to always proc the Vorpal attack. 1:50 PM 6/27/2006 Minor Changes Minor Rust changed to do -1 armor for every 10 armor the target has, and also halves the current water resistance of the target. Rust will now do -3 armor to any non-Water unit and reduced the Water Resistance of Fire units by 25%. Aftershock has an effec on Attack and Hit Recovery Rates now. Lasts for four seconds. Also, the effects of Aftershock has on hitpoints are instant, rather than over time (however, it's damage over time was dealt in less than one second anyways). Light Rain now only harms enemy units. Enemy Fire units lose life and combat speed, as well as resistances. All other non-water enemy units lose Fire and Water resistance. Friendly Non-Fire units gain Fire and Water Resistance. Friendly Water creatures gain 1X Caster Level Life points. Earth Bind will affect flying units and All Air Faith units. Both will have their combat speeds reduced, but only Air worshippers will recieve 3 points of damage and reduced Earth Resistance. The "Banner Artifact" which allows players to have Dragon Banners for their Lords now has a secondary effect which will negate the resources used by Lords such as Lancelot or the Lich. A bug with Mind Control fixed. Slight change in code to make the corrections. In previous versions, Mind Control will remove the entire army from existance after combat. Fix to Dispell Magic and dispelling summoned creatures. This was working closely to how the Mind Control bug was working. Destruction spell is now fatal to Lords only if the caster is of a greater level. Spell Tooltips modified and updated. Spell Book passages and descriptions updated to reflect changes in the mod. Also a fix to the Turn to Stone icon. 11:03 PM 6/25/2006 Fixes Gamble was giving -1 to +1 missile resistance, rather than +(0 to 15)% Missile resistance. Fixed now. 6:13 PM 6/24/2006 Minor Changes Righteous Bolt and Spirit Arrow damages changed, to be a little more unique. Now Two Bolt spells are 3 + 1/3, Three are 2 + 1/2, one is 4 + 1/4 and one is 5 + 1/5. Righteous Bolt is now 3 + 1/3. Spirit Arrow is now 4 + 1/4. Torniquet (Chaos) spell code simplified. Stun now enforces the caster's level to be greater, and will not work on units level 10 or greater. The duration of Stun vs Lords is 10 seconds at the base, 30 seconds vs non-special champions or lords. Stun's duration cannot be reduced to less than 5 seconds vs Lords and Special Champions through resistances. Stun cannot be reduced to less than 10 seconds versus non-Lords or Special champions through resistances. Entangle now has a reduced duration versus Lords and Special Champions. Entangle enforces the same duration protocols as Stun. Windwalk will now benefit Flying units to +30% movement and non-flying units will remain with just +15% movement bonus. Flying unit maximum allowed movement is 34, rather than 32. Riptide will now benefit Swimming units with +40% movement and their maximum is 34. Other units will only recieve +25% movement with a 32 maxmium. Trailblaze will now benefit Non-Flying and Non-Swimming units with +33% movement and 34 maximum. Flying units and Swimming unist will only receive +25% movement and a 32 maximum. 8:52 PM 6/23/2006 Minor Changes Light Rain will only harm enemy units (resistances, damage, combat speed). Immolation (under used) has been slightly buffed. The spell does -2 armor, up from -4 armor and does -3 attack to Water units. Added shortcut references for spells only (myside? islife? isdeath? etc.). Added spell coding shortcut "return_mana" which can be used to return magic to the caster if the spell has fizzled. Pacify will now force the target to parry. 6:54 PM 6/21/2006 Fixed Fixed the Petrify spell, which was recently broken down for easier viewing. Also the Strength Potion and Dexterity potion artifacts and spells were changed in a previous update. They have fewer effects. 4:43 PM 6/15/2006 Fixes Hopefully this update will remedy the AI from destroying villages, but still being allowed to destroy normal buildings. 3:22 PM 6/13/2006 Fixes Fixed code with the Grendel's abilities. His attack and defend icons should show properly. Fixed barting with the AI: they could put your Lord on the table! Great Temples and Statues will now give their respective fame bonuses every turn up to the 7th turn. So at turn 6, the bonus is Zero, but through turns 7 to 13, it will give +1 fame for Great Temples and 0.5 fame for Statues. 11:35 AM 6/11/2006 Fixes and Modifications The Dispell Magic spells will now work correctly. The index name of the "Summon Golem" spell was changed from golem to "earth_element" due to its ability to potentially summon a Rock Troll instead of a Golem. The Unit Information panels have been slightly modified. The experience points text is now displayed in big yellow numbers and no longer carries the decimal places. 10:25 PM 6/8/2006 Final Release (Spell Orders) The orders of some spells have been re-arranged. This is the final GS5 update. Further updates to the GS5B will not be content patches, only fixes or necessary changes. Look forward to GS6B, with all new graphics! 11:35 AM 6/11/2006 Fixes and Modifications The Dispell Magic spells will now work correctly. The index name of the "Summon Golem" spell was changed from golem to "earth_element" due to its ability to potentially summon a Rock Troll instead of a Golem. The Unit Information panels have been slightly modified. The experience points text is now displayed in big yellow numbers and no longer carries the decimal places. 10:25 PM 6/8/2006 Final Release (Spell Orders) The orders of some spells have been re-arranged. This is the final GS5 update. Further updates to the GS5B will not be content patches, only fixes or necessary changes. Look forward to GS6B, with all new graphics! 10:25 PM 6/8/2006 Final Release (Spell Orders) The orders of some spells have been re-arranged. This is the final GS5 update. Look forward to GS6B, with all new graphics! 5:00 PM 6/1/2006 Minor Update (Combat/Life Steal) I'm working on fixing some minor errors involving Artifacts, Combat and Life Steal. I'm hoping this update is a remedy. More testing will continue. 4:17 PM 6/1/2006 Minor Update (Units) Earth Infantry will no longer gain armor from levels, as intended. 9:04 AM 6/1/2006 Minor Update (Spell Changes) The Shock spell's duration reduced to 10, from 20. Also I am testing a change with Lightning bolt spells, changing the maximum number of bolts from 20 to 30. 3:42 PM 5/31/2006 Major Update (Unit, Artifact, Spell and Dungeon Changes) First of all, may changes have occured. This update will cause previously saved games to be unplayable or cause problems. The Lord Editor now display more units, since the order of many units was changed. Many of the Marauder Military units are available to purchase, but most of the Legendary creatures (Code CR5) are no longer purchasable. The unit changes are currently displayed on the GS5B Unit Information pages. Cavalry, Infantry and Missile Troops are no longer affected by Strength, Dexterity or Wisdom. This has also been done to Creatures in a previous update. This allows for better creative management with editing non-Champion units. Most of the Military Units have changed. Eagles gain +3 (9) HP per level, rather than +5 per level like most infantry. Eagles are now 2 attack stronger at level 5, with 12/8, up from 10/8. However, Eagles now start at 4/8, down from 6/8. Their starting HP is 10 each, 30 combined, up from 6 (18). Knights, Heavy Cavalry, Riders and Dark Riders gain +2 attack per level. They gain no armor at level 2, but began gaining +2 armor at level 3 and continue to gain +2 armor each level thereafter. Wind Riders, Elven Riders, Raiders and Flame Raiders gain +2 attack per level and +1 armor per level. Knights have 2 sight, up from 1 and Holy Knights have 4 sight, up from 3. Chaos Warriors now only have +25% elemental resistances, rather than +25% all magic resistances. The Conqueror now longer has Order magic penalties. Also, Chaos Warriors do not recieve the +25% Death Resistance bonus nor the -25% Life Resistance penalties. Chaos Warriors can survive the Elements and Chaos, but not the ways of Life, Death, or Order. Some spells have added effects. Locust Swarm will stun enemy units for two seconds. Cone of Cold will slow units, much like Headwind, for four seconds. Firestorm will reduce maximum HP by 2 for five seconds. Tremor will reduce Attack and Hit recovery eight seconds. Inferno will reduce the luck of affected units by 2 for four seconds. Ray of Hope will reduce the sight radius of affected units to zero, up to eight seconds. Embrace of Golgoth will not give mana to non-Wizard units (which effectively makes this an artifact friendly spell). Non-Wizards who use Embrace of Golgoth will gain convert all of the target's hit points into the caster's hit points. Artifacts which grant a Multi Shot attack will no longer fire in melee. To achieve this, the multi shot triggers were moved into Combat.gs. The Spirit Bow's critical strike will no longer proc in melee. The triggers for this ability was also moved to combat gs. Silver Dagger's critical strike was also moved to combat.gs. Knife of Life Stealing has two kinds of Life Steal. Ranged Attacks will provide 12.5% life steal, while melee attacks will provide 25% life steal. Only Balkoth's ranged attacks will do life steal with the Scythe of Balkoth. However, any unit that wield's the Scythe of Balkoth gains life steal in melee. These triggers were also moved to combat.gs. Marauders found in the Air Cave encounter were slightly adjusted. Capital City initiate placement increases by 5 and decreases by 3. The increase and decrease will be set to 1 if initiates are less than 5 when increasing, or less than 3 when decreasing the placement of initiates. Crusader Blade and Wave Blade life steal slightly changed in it's chance to steal life. These two blades have a natural 25% chance to do 20% life steal, down from a 50% chance. The chance to steal life is now determined out of 100 numbers, rather than two. The Soul Stealer casts Embrace of Golgoth now, rather than Primal Fear. 4:39 PM 5/21/2006 Update (Spell change) Dark Shadows changed to (2X Target Level) damage. 3:51 PM 5/19/2006 Major Update (Creature Changes and Spell Tweaks) Previously Saved Games may prove to be unusable, unstable, or present very difficult dungeons with creatures who have more than normal stats. The stats of all creatures are no longer affected by Strength, Dexterity or Wisdom. This means Strength will not boost their Attack power, etc. I have done this to provide myself with more control over the stats of creature units. However, all Attack and Armor values are the same as they were before this change. A few creatures now start at a level higher than 1, and can achieve additional levels. For example, the Wisp starts out as a Level 3 unit and may progress to Level 5 with experience. Each additional Level the Wisp will gain stats. However, unlike some other creatures the wisp will gain +2 HP per level, rather than +4. Other creatures such as the Stag and the Unicorn will start at Level 3 and may progress up to Level 6. The Stag and the Unicorn will gain +5 HP per level, as well as other stats. However, for their final level (Level 6) the will gain +2 attack, -2 attack rate and +5 HP. Dryads stats have changed slightly. Rather than starting with 10 ranged attack and missile range, they start with 8 each. When they reach Level 5, they'll practically be the same as before the change while at Level 5. Goblins (as seen in the Chaos Tower) have had an HP reduction. Scouts will gain +2 HP per level, rather than +4. They will also gain attack, armor and attack rate and hit recovery bonuses. Wolves are now 8 attack and armor, from 9/8. Sprites are now 8 attack and armor, from 6/7. Grendel is now 18 attack and 14 armor, from 20/12. Tiger is now 16 attack and 10 armor, from 15/11. The Legendary Spiders are now 22 HP (66 combined), from 20 HP. The Summon Golem spell, depending on the experience points of the Caster, may potentially summon a Rock Troll to the field. With 20,000 or more experience, and with a 50/50 chance, a Rock Troll can be summoned to the field when casting Summon Golem. Golems now have a 5% chance to cast Turn to Stone on defenders. Raise Skeleton will now grant experience to the newly summoned Skeletons, based on the experience of the caster. The Caster's Experience points divided by 30 is the amount of experience the Raised Skeleton will recieve. The Caster does not lose experience in this fashion. Summon Unicorn and Golem will bestow experience to the summoned unit, based on the Level of the Caster. The amount of experience the Summoned unit recieves is (Caster Level * 1000) plus an additional (Caster Level) points of experience. Golems require 10,000 experience to reach Level 6. Unicorns requires 10,000 experience to reach Level 6 as well. Raise Zombie spell fixed. Now, the target corpse will no longer be targetable for multiple casts. So you cannot raise two or more zombies from one corpse. And as a final note, all changes from this update are displayed on the GS5B Unit Information pages. 12:23 PM 5/17/2006 Update (Unit Tweaks) Yeoman, Cavalier, and Kreuzritter health recoveries fixed. 1:51 PM 5/16/2006 Update (Unit Tweaks) The Health Recovery Rates of a few faiths have been readjusted. > Chaos follows a 1:1:2 ratio (Inside/Outside/Moved). > Order follows a 2:1:1 ratio. > Water follows a 2:1:1/2 ratio. > Fire follows a 1:2:1 ratio. > Life still follows a 1:1:1 ratio. > Earth and Air still follow a 2:2:1 ratio. > Death still follows a 1:1:1/2 ratio. Death Lords however don't exactly follow. The cost of most Scout Units (Creature type 4) have been adjusted and effectively lowered. All stat changes have already been made to the GS5B Unit Information Pages. 11:10 AM 5/13/2006 Update (Unit Tweaks) The Life Champions and Lords Health Recovery types adjusted to reflect their racial identity, which is set to 1/1/1 (i.e. Life Warrior Lord: 8 inside, 8 outside, 8 moved). Goblins (Chaos Creature 1) have had their physical resistances adjusted. They now only have +33% Melee resistance. Their old physical resistance used to be 25% versus melee and missile attacks. Yeoman now has a natural minimum level of 5, up from 3. Yeoman is weaker than most Warrior Lords, this should help balance things out. Rock Troll rate of attack changed, to maintain the 2/1 attack recovery to hit recovery ratio. Before level modifiers, the attack recovery is 16 and the hit recovery is 8 for the Rock Troll. 7:11 PM 5/5/2006 Update (Units, Artifact Synergies, Dungeons) Cave Encounters, up to level 3, now randomly generate more kinds of units than before, including more champions. Lode Axe/Obsidian Plate synergy added. Thunderblade/Feather Chainmail synergy added. Sword of Flames/Dragon Scale armor synergy added. Fixed the starting levels for some Special Champions, it was intended for them to naturally start at level 3, not level 4. 3:24 PM 5/3/2006 Update (Artifact Fixes and Enhancements) Elven Chainmail resistances fixed. Warlord's Helmet/Axe of Chaos synergy added. Staff of Light/Elven Chainmail synergy added. 8:25 PM 4/29/2006 Update (Artifact Adjustments) Two new artifacy synergies: Wave Blade/Coral Shield and Soul Stealer/Ebony Plate of the Void. Stealer/Ebony Plate of the Void provides +2 health recovery inside, +3 outside, +4 moved and provides +2 luck. Wave Blade/Coral Shield provides +2 Luck, +2 Sight Radius and +2 Ale per turn. The coding for synergies will now remove both artifacts if one is removed, after the synergies are applied. So if you remove the Crusader Blade when you have it and the Armor of Inspiration equipped, both artifacts will be removed. This is precautionary code to avoid problems with stats potentially remaining after one artifact is removed. Chaos Chalice coding enhanced to provide random stats all the time. 12:21 PM 4/29/2006 Update (Unit Adjustments, Artifact Improvements) Golem now has 18 attack and 10 armor, instead of 20 attack and 8 armor. Earth and Air Health Recovery Rates follow a 2/2/1 pattern. For instance, 8 health recovery inside, 8 health recovery outside, 4 health recovery moved. Order unit health recovery rates improved and follow a 1/1/2 pattern. For example, Lancelot has 8 health recovery moved, 4 health recovery inside and 4 health recovery outside. All Missile Military units' and many Creature's Health Recovery Rates changed to better reflect their faith's pattern of health recovery rates. Ice Drake and Fafnir Health Recovery Rates increased to 15 for each type. Phoenix Health Recovery Rates increased to 30 each. All unit adjustments can be seen in the GS5B Units pages. The Crusader Blade and Armor of Inspiration are now complementary. When both are equipted, the wearer gains an addition +2 Strength, Dexterity and Wisdom. I call this "Artifact Synergy." When either Artifact is unequipted, the complementary synergy bonus is lost. For now, this only exists with those two artifacts. 11:51 AM 4/28/2006 Update (Spell Change) Inferno was reverted back to only being fatal versus any units but Lords or Special Champions. Now, Inferno is a chance of spell failure based on the caster's level. A random number between 1 and 100 is generated. If the number is less than or equal to 50 + (caster_level * 3), the spell will successfully fire. If the spell fails to fire, the spell will fizzle and your mana was wasted. At Level 15 there is a 95% chance of success, while at level 1 there is a 53% chance of success. Level 10 provides an 80% chance of success. 1:29 PM 4/27/2006 Major Update (Display Fixes, Scrolls, Lord Editor) Previously saved games may prove unstable or unusable with this update. Also, Lord Editor files which contain Champions wielding artifacts will cause slight problems. The Lord will keep the modifiers from the artifact but the artifacts might now show up as Scrolls. Fixed the problem in the Lord editor, when a unit sprite is double-clicked to view their stats, the window would display cut off at the bottom. However, at this time resistance values are not shown. More than 161 (original number of spells) scrolls can be found now. The new exact number is 208. Every spell scroll beyond 170 is equipted normally for mages. This means, equipting a Blades of Fury scroll on a Chaos Mage will not cause the scroll to disappear, will not grant you spell knowledge, nor will it grant the 500 experience bonus. A Chaos Mage will be able to use the scroll like any other Mage of a different faith. Since Chaos Mages no longer have Blades of Fury in the spell book, it is not in their natural selection. If the scroll were then consumable, the spellknowledge and experience bonus would be gained, but the spell would not be usable. Long story short, you can use newly added scrolls. The significance of this update was to allow new spells scrolls be able to be generated, and wieldable but not destroyed. 12:28 PM 4/24/2006 Update (Spell Changes) Flame Arrow, Justice, Ray of Hope, Locust Swarm, Tremor, Cone of Cold, Chain Lightning and Shock have all recieved changes in code. Each of these spells will not reduce the target's life below 1 unless the caster's level is one level higher than the target. So these spells are now fatal to any unit, including Lords, only if the caster's level is higher. Inferno remains unchanged in this manner. Ray of Hope was changed to a damage over time spell, but has no further extravagant changes. Polymorph Other and Polymorph self icons switched. 1:09 PM 4/23/2006 Update (Artifact Fixes/Changes, Unit Changes) Yeoman, Cavalier, Orc Warlord, Witch, Arch Demon and Valkyrie all will naturally begin at Level 3. Lich and Lancelot both still naturally start at Level 8. Staff of Quality will automatically unequip itself when the Cavalier becomes the Kreuzritter. Armor of Inspiration now grants +10% all magic resistances. Shield of Quality, Shield of Righteousness and Coral Shield will automatically unequipt other shields when equipted. So if you're currently wearing Shield of Quality and decide to put the Coral Shield onto the same champion, the Shield of Quality will come right off, even though Shield of Quality and the Coral Shield are equipped to different hands. This just means, no two shields can be worn at the same time. Yeoman, Cavalier and Kreuzritter have had their resistances adjusted so they have the Order Resistance of an Order Lord, but also the negative resistances an Order Champion would have (-25% Chaos and Death Magic, +25% Life Resistance, +75% Order Resistance). 10:02 AM 4/23/2006 Update (Artifact Fixes and Changes) Silver Dagger will now grant its proper physical resistances. Axe of Chaos' minimum of 50 attack versus Order creatures fixed. Warlords Helmet Order resistance increased from (10/3)x to (10/2)x, or (5/1)x. 12:40 PM 4/22/2006 Update (Spell Changes) Inferno is now "potentially" fatal to allies. If the caster has hit points less than or equal to twice their level, they risk being killed. With each point less than twice the caster's level, the risk of fatality increases for all units on the caster's side. Tremor now inforces a minimum of zero hit points for non-lord non-special champion units. So this really just stops them from showing negative hit point values. This does nothing significant. Gift of Life now heals the target for 2X Caster Level. Golgoth's Gift mana reduced to 4, from 5. 10:14 PM 4/21/2006 Update (Spell Changes) Inferno spell is now fatal to allies, but not enemies. This helps to tone the spell down. Also it's casting time and recovery time were increased. Golem, Unicorn, Demon, Spirit Warrior and Summon Serpent spells have all had their casting times boosted to no less than 30 ticks (3 seconds real time). Call Serpent now only costs 10 mana and 10 life, down from 12. Tremor spell casting time increased slightly. 4:30 PM 4/21/2006 Update (Spell Fix) Inferno spell fixed. 9:09 PM 4/20/2006 Update (Artifact Fix, Spell Changes) Amulet of Persuation will now give the magic resistance. Pixies changed. Will reduce sight and missile range by (caster level - target level), and casters with a lower level than the target will not boost their site or missile range with negative values. Inferno code updated to represent the "islord?" and "isspecialchampion?" short codes. Also, the caster will suffer fatality from the spell. 1:39 PM 4/20/2006 Update (New and Changed Artifacts, New Cheat) Brand new artifact "Scroll of Diplomacy." This scroll improves the political relations between yourself and other faiths by means of diplomacy. The effects of the scroll are not in full effect until your next turn. Cheat: Scroll of Diplomacy, which adds 1 Scroll of Diplomacy to every champion of the selected party. 4:32 PM 4/19/2006 Update (Artifact Fixes) More adjustments have been made involving my prefered placement of icons in the Artifact Display Panels. Ring of the Archons, aka Archon Ring, now grants the wearer's army the movement bonus. However, to avoid potential abuse of the item, the item grants the movement bonus at the begining of the wearer's turn and only provides the bonuses to Current Movement, rather than both Current and Maximum movement. Armor of Inspiration works much the same way with its Health Recovery bonus. 8:26 PM 4/18/2006 Update (Artifact Fixes, Artifact Panels/Display) Artifact icon reference "mana_a" added as Artifact Maximum Mana. Fixed the number displays for icons in the 9th and 10th slot. Artifact displays updated for many artifacts to reflect the addition of the two slots (going from 8 to 10 slots). 11:02 PM 4/17/2006 Major Update (Artifact Fixes, Artifact Panels) Helmet of Stone code fixed, as it was missing a comment. Artifacts now support up to 10 icons! The Stealth Factor icon now appears in the artifact panels! New icon references added: blankl blankd resist_air resist_chaos resist_death resist_earth resist_fire resist_life resist_order resist_water Now proper magic resistances can be shown. Also, the general "resistance" reference is still available to indicate "resistance to all magic." Artifact text descriptions inside the icons are now a smaller font, to allow for more numbers or characters to be visible (i.e. with experience, or fractions). 7:05 PM 4/17/2006 Update (Artifact Fixes) More artifact fixes. Some of the new "Custom" artifacts were not showing due to an error in gs/artifact.gs. 6:14 PM 4/17/2006 Minor Update (Artifact Fixes) Fixed icon display for some aritfacts. Artifact name corrected for Flint Dagger. 3:58 PM 4/17/2006 Major Update (Artifact Additions and Changes) The following update may prove to cause problems to existing saved game files. Many older artifacts from the original game were returned while new ones and ones that once replaced them were added as new. New artifact names include: Faerie Dagger, Huntress Dagger, Chalice of Chaos, Helmet of Stone and Flint Dagger. Artifact that once replaced other artifacts, that are now added as new artifacts are: Silver Dagger, Aqua Dagger, Crown of Kings, Energy Stone, Ring of the Worm and Light Dagger. 5:04 PM 4/16/2006 Fixed Load game hotkey. 1:07 PM 4/16/2006 Update AI playbook changed. 10:36 AM 4/16/2006 Ring of Giants is now wearable by any faith but Death and Earth. 2:22 PM 4/15/2006 Update (Changes and Tweaks) Starting Building Experience values for computer owned capitals has been randomized and adjusted according to the difficulty of play. Also, Death will start with 99 initiates in their capital, rather than the standard 25. Also, Human players on Hard Mode will have 1 Follower available for use in their Level Zero capital (use it wisely). The starting resource values for Death (as a computer player) have been adjusted to about 6500. And finally, when you start a game on Hard Mode Villages will be twice as stronger than on Easy or Medium. 12:55 PM 4/15/2006 Update (Artifact Fix, AI Combat Spells) Ring of the Worm magic resistances fixed. AI spell usage in combat tweaked. 12:08 PM 4/14/2006 Update (Spell Tweaks) Sands of Sleep code for Lords and Special Champions simplified. Wanderlust and Torniquet random spell values now distribute the same value for the entire army. This means if the spell generates +4 bonus for health recovery, every unit in that party will recieve that bonus rather than scattered +1's, +2's, +3's, etc. Primal Fear now only affects units sixth level or lower, down from affecting any unit under 8. Change of Fate will no longer affect frienly Order units, nor will it affect enemy Chaos units. Friendly Chaos Creatures will recieve an over all +1 bonus to stats in its random combat stats generation. Where normal units would recieve -1 to +1 stats, Chaos creatures recieve 0 to +1 stats. Or if its 0 to +1 combat stats for normal units, Chaos creatures recieve 0 to +2 combat stats. Order creatures will recieve slightly greater penalties than other non-chaos enemy units. Summon Serpent and Summon Golem casting times tweaked. Summon Golem casting time reduced, while recovery time was increased. Summon Serpent casting time increased, while recovery time was reduced. The AI's pool for selecting situational spells has been adjusted. This may potentially mean the AI will make better use of their spells based on their spell knowledge and remaining mana. 10:39 AM 4/14/2006 Update (Fixes and Changes) Fixes involving the recent Hotkeys. Testing multiplayer desync messages by removing the following code: disablehotkeys clearmessages CURSORS_POINTER_INVALID setcursortype Testing a change to gs/combat.gs by removing the following code: true suppressnetworkmessages 15 randomcombatterrainsprites false suppressnetworkmessages A fix involving Temple fame production. The temples will (or should?) properly produce an additional fame every 7 turns. The increased fame production for statues and temples occurs on every 7th turn and lasts for that turn only. The amount of increase fame is equal to the "currentturn 7 div" which translates to (turn number) / 7. So on turn 21, great temples will produce +3 extra fame while statues will produce +1.5 extra fame. Statue additional fame production is one-half the rate of Great Temples. Polymorph Self now lasts longer during combat. The spell now lasts 100 seconds, up from 50 seconds. 2:45 PM 4/13/2006 Minor Update (Unit Info Panels) The location of the yellow experience bar was adjusted to correctly fit into the experience bar container. 8:47 AM 4/13/2006 Update (Fix? and Additions) Once again I have made a change to the gs/combat.gs file, in hopes of fixing a particular problem. I'm not 100% sure, but the original change for Thieves doing critical strikes where the "isthief?" comment was adding may have caused problems. A couple of new hotkeys added. CTRL O: Opens up game menu in multiplayer. CTRL Z: Opens save game dialogue for multiplayer & single. CTRL S: Opens save game dialogue for multiplayer & single. 5:43 PM 4/12/2006 Update (Fix?) There may have been problems with combat data in the previous versions. I'm hoping a revert plus a re-edit may solve this particular problem. 1:21 PM 4/11/2006 Minor Update (Statue/Temple Fame Production) The statue and great temple fame had to be adjusted. The fame production would not carry over on saved games, so you had to pass a turn that was divisible by 30 (30, 60, 90, 120, etc). I've changed this to 7 turns now, and it does sort of keep track. So if you're on turn 20, save the game and reload it, your previous fame bonus will not be there anymore, but when you reach turn 21, your temple will have +3 fame production added. 11:15 PM 4/9/2006 Update (Additions, Fixes) Crusader Blade, Wave Blade, Soul Stealer, Knife of Life Stealing and Balkoth's Scythe life steal coding fixed. Previously they were able to regain life from damaging undead units. Combat equation updated. The armor of any Thief while in stealth mode is half as affective as normal. So if you're a thief with 10 armor and get hit while in stealth mode your effective armor value is 5. 2:16 PM 4/9/2006 Minor Update (Water Statue) The data for Water statues has been adjusted to make the inside terrain of a Water Statue look more like a building rather than a cave. 5:46 PM 4/8/2006 Update (Combat Data) Rather than just Thief Champions, any Thief (Lord, Special Champion, or Champion) is now eligable for double attack calculations. There is a 1 in 40 chance Thieves have to make a critical strike (as I call it) on ranged or melee attacks. In addition, the facing of the defending unit affects bonuses to this 1 in 4 chance. Defenders who have their backs turned to the attacking thief will grant a +5 bonus to the random 0 to 39 chance to do the Critical Strike. This would mean if a Thief rolled a 34 and the units back was turned, that 34 would become a 39, thus activating a critical strike. If you would like you may investigate this by opening gs/combat.gs and doing a text search for "isthief?" in this recent update. 12:27 PM 4/8/2006 Update (Spell changes) Tremor code updated. The spell has had no changes, other than simplified coding. Light Rain mana reduced to 2. Fire Lords affected by Light Rain cannot have their Life reduced below (Target Level). Fire creatures take 2 X (Caster Level) damage. Non-Lord and Non-Creature Fire units can be killed through Light Rain by suffering (Caster Level) damage. Any fire unit affected by Light Rain will be slowed and will take reduced resistances. 12:14 AM 4/8/2006 Minor Update! (Artifact change) The Crusder Blade +1 Dexterity bonus removed. 4:40 PM 4/7/2006 VERY IMPORTANT! (Fixes) Fixed a problem involving the new Fame Production function. This would cause minor errors throughout the game (most noteable pauses before attacks make contact). Also the Ring of Flames movement fixed. 1:17 PM 4/7/2006 Major Update! (Fixes) Fixed an existing problem involving Thieves, Stealth and Multi-shot spells. Thieves who attack and then enter Stealth mode will no longer trigger their multi-shot abilities from stealth mode. 6:42 PM 4/6/2006 Major Update! (Fixes, Additions, Changes) New spell data references: caster_armor, caster_attack, caster_ranged_attack, target_attack, target_armor, target_raged_attack, target_melee_resistance, target_missile_resistance, caster_melee_resistance, caster_missile_resistance, melee_vulnerability_factor, missile_vulnerability_factor, multi_shot_damage and reflect_damage. Soul Stealer, Wave Blade, Crusader Blade, Scythe of Balkoth and Knife of Lifestealing will now steal life relative to the actual damage they deal. Previously, the wielders of those artifacts would heal the attacker for up to 2 points of health, regardless if the defender was actually damaged. Soul Stealer heals the wielder for 25% attack damage, Wave Blade has a 50% chance to heal the wearer for 20% attack damage, Crusader Blade has a 50% chance to heal the wielder for 20% attack damage, and Scythe of Balkoth and Knife of Lifestealing heals the wielder 12% ranged attack damage (12% since they are ranged). Some minor spelling errors in spell descriptions fixed. Dagger of Life ranged attack for Death Thieves fixed and working. Great Temples will increase fame production by +1 every 30 turns. Statues will increase fame production by +0.5 every 30 turns as well. Other resource buildings remain unchanged. Multi-shot spells now consider missile resistances and share the same damage equation as physical combat. This means that the ranged attack value and level of the caster matter, in addition to the missile resistance, armor, and level of the target. The Reflection spell also considers missile resistances with reflected projectiles and uses the same equation for damage which is used for physical combat. However, the level of the original ranged attacker will have little or no effect. Damage recieved from a reflected object will deal damage relative to the attacking target's ranged attack value, armor value and missile resistance value. Hard Difficulty, rather than Easy Difficulty, will provide a spell scroll in addition to a regular temple artifact. Captives retrieved from the Great Temple now start with experience relative to the difficulty and relative to the level of the great temple. 4:59 PM 10/13/2005 Update: Reincarnaton reworked. This spell now works on Lord units, as well as Legendaries and other units. Lords will always be reincarnated as Lords, Champions as Champions, Creatures as Creatures, Scouts as Scouts. Giant Spiders will always reincarnate as Giant Spiders. Krakens and Sea Serpents are not an option of Recinarnation. Gargoyles reduced back to 75% Order resistance. All Tier 3 (Temple) Creatures have 125% resistances versus their own faiths, whereas Legendary Creatures have 150% resistance versus their own faiths. 6:23 PM 10/12/2005 Update: An issue with Great Temples generated on fresh new maps has been fixed. The Great Temples no longer need replacing, unless a different level temple is desired. All data concerning the Level of Great Temples and the dungeon strength of Great Temples is resolved. 5:36 PM 10/12/2005 Update: Gift of Life fixed. Grace of the Phoenix was added. This spell revives a unit in combat, if slain or gives a living unit a token to be revived after combat if slain. 4:03 PM 10/11/2005 Update: Bless Spell deals (Target Level x 2) damage to Undead units. 12:26 PM 10/9/2005 Update: Minor artifact and spell changes. The Bless Spell's tooltip display fixed, as it was too long and caused the game to read it funny. Bless now also gives friendly Non-Death units a bonus to attack and armor. Sword of Flames now casts Spark on attacks, and makes a fireball impact sound upon attacking. Spark changed to dealing a random (1 to 5) damage, rather than a random [1 to (caster level)]. 1:47 PM 10/8/2005 Update: Lich Castle and Witch Tower have more champions at later levels, and each Champion in those buildings has the restore mana/health artifacts to prevent cheesing dungeons with scouts. These two encounters are the first dungeons to take these artifacts. 9:17 PM 10/7/2005 Update: Fixed some faulty code with Raise Shade. Two new artifacts added for future use. Restore Health and Mana artifacts. These will be placed into the hands of Champions inside encounters such as Towers, Dungeons, and special dungeons such as Dragon Lair and Lich Castle. 4:23 PM 10/7/2005 Update: Made some adjustments to Vortex, Fury Fire, and Blades of Fury. These spells will no longer sound off when they strike dead units. This may also improve multiplayer games by staying in sync. 10:54 PM 10/6/2005 Update: Spells which grant buffs to single units, such as Righteous Cause or Unholy Word have had duration adjustments. The duration of the spells now depend on whether or not the targeted unit is in your party. If the targeted unit belongs to your side of the field, the duration will be a fixed amount. If the targeted unit does not belong to your army, the duration will be the same fixed ammount, but will consider resistances. Also, negative resistances increase the duration. Some durations have an establish minimum duration and maximum duration. Just as an example spell is entangle, which will last 10 seconds regardless of resistances. Holy Visit, Bless, and Blessing spells have been re-coded and/or re-worked. Blessing will now affect Undead units negatively to a greater extent than non-Undead Death units. Death units will recieve an armor penalty with the following formula: -(Caster Level) (Target Level) max reduction. So if the casting unit is level 10, and the targeted unit is level 5, the targeted unit will lose 5 armor. If the caster is level 3 and the target is level 5, the unit will lose 3 armor. So Undead units will not recieve an armor penalty greater than its level. Vampires and Liches will experience the most loss. Erosion has been re-worked to do the same thing with any Fire unit, but the equation for non-Fire units is Half the caster's level. The target's armor will not be reduced below 1. Rust spell re-worked. -4 armor to fire units, -2 armor to water units, -3 armor to other units. 11:51 PM 10/5/2005 Major Update: Many changes. Some code re-written and/or cleaned up. Unholy Word (Death Spell) now gives missile units ranged attack, and non-missile units melee attack. Stone Skin now provides bonuses to hit recovery for non-Air units. Light Rain damage calculations changed; Fire creatures take 2x Caster Level damage, Lord units take 1x Caster Level damage, and their life cannot be reduced below 1, and other units take 1x Caster Level damage. Lightning Changes cannot be cast upon Earth units, grants an attack bonus, at 6 mana. Cloud of Steam cannot be cast upon Fire units, and now grants an armor bonus, at 6 mana. Burning Skin cannot be cast upon water units, and now grants an armor bonus, at 6 mana. Those three spells only damage non-missile attackers. Reflection Shield cannot be cast upon Chaos units. Only damages missile attackers. Raise Skeleton and Raise Zombie now cost 2 mana. Embrace of Golgoth and Golgoth's Gift icons switched around. Golgoth's Gift is now the "ring" graphic (formerly ring of leaches), while Embrace of Golgoth is what it originally was. Golgoth's Gift no longer requires the caster to be of a greater level. Locust spell now works as designed, damaging units for 3 damage each turn. Regeneration now heals 1 life every 3 seconds for 30 seconds, up from 20. Erosion reduces armor differently. Wild Animals, such as Wolves, Lions, Bears now have slower attack rates and hit recoveries. 5:13 PM 10/5/2005 Update: Revenge.gs re-added to the game. So once again, if you kill someone's Lord his left over units will track you down. Gift of Life changed. Kills an enemy Fire creature, or revives a friendly non-fire creature unit. Costs 8 initial mana. If the target is a live, the caster loses 4 life and regains 4 mana. If the target is slain, the caster loses 8 life and the unit is revived. The targeted unit will always recieve (Caster Level) Healing. To kill an enemy fire creature, the caster must be 1 level higher than the target. Turn Undead changed. Deals a random (1 to 3)x Caster Level damage to enemy Undead units. Bless spell changed. Reduces enemy undead unit life points by a random (25 to 50)%. 5:17 PM 10/3/2005 Update: Cheat added. General update to artifact descriptions, data and location of display graphics. Computer AI Temple and Capitol garrisons removed completely. "Mercenary" artifact removed. 4:21 PM 10/2/2005 Update: Fixed a piece of data with Air and Fire Warrior starter artifacts. 11:00 AM 10/2/2005 Update: New non-usable artifact created. It is called the Mercenary Artifact, and its function is to prevent the trading of certain units. This artifact was implemented because of multiplayer, where players could trade for Legendary and other high level units. The mercenary artifact is used as a work around for a lack of better change to code. 11:08 AM 10/1/2005 Update: Made tweaks to the Air and Fire Warrior starter artifacts, as they proved to have faulty integer values. 3:31 PM 9/30/2005 Update: Bad coding with Heat Metal fixed. 9:12 AM 9/30/2005 Update: Entangle no longer affects flying units. Heat Metal mana increased to 3 mana, from 2 mana. Heat Metal deals damage relative to the target's armor now (rather than caster level), and non-water and non-fire units lose a random 1 to 3 armor. 3:08 PM 9/29/2005 Update: Grace of the Phoenix temporarily removed, as it was not functioning properly. Added some new utility reference data to "gs/gameultil.gs." Staff of Incineration may now cast Backdraft beyond the first cast, but will draw mana from the caster for each cast beyond the first. 4:25 PM 9/28/2005 Update: Slay Living has been replaced with Grace of the Phoenix, which revives a unit after combat. Heat Metal spell data changed, but will be reworked in the next update. Some new reference code added to "gs/gameultil.gs". 8:21 PM 9/24/2005 Lightning Charge, Burning Skin, and Cloud of Steam no longer affect ranged units, such as Thieves, Missile Troops, or Ice Drake, or Dragon, or Spirit Warrior, or Demon. They will not recieve damage. Guardian Waves spell fixed. The spell was not granting armor bonuses before, and has now been fixed. As a result, I have also return the mana cost to 8, from 6. The spell also grants Fire Resistance to Non-Fire units. 7:09 PM 9/23/2005 Major updates: First and foremost, any offensive damage spells have a limit on how much they will heal units with more than 100% resistance. The life points recieved through offensive damage spells is capped to twice the unit's maximum life. So if a unit with 20 life is immune to a given magic, that unit will recieve up to 40 life points. The important changes: Two new spell targeting procs; target_any_in_radius and target_friends_in_radius. They do exactly as they say. Spells which have target_any_in_radius will affect any unit in the given area in which the spell has been targeted for casting. So both your army and the enemy army will recieve buffs, debuffs, or damage. Both of these were added for advanced spell casting. Drowning now affects any unit. Friendly Water units will recieve 1 life point every second, up to 20 seconds. Friendly non-water units go unaffected. Enemy units, who are not water units, will recieve 1 damage every second, up to 20 seconds. Locust Swarm now affects any unit. Friendy Undead units recieve 1 life point for each level of the caster. Non-Undead friendly units go unaffected. Enemy units, who are not Undead units, will recieve 1 damage for each level of the caster. Asphyxiation changed. Deals 2 damage every 3 seconds, up to 30 seconds (20 damage), to Non-Air units. Affected Air units will recieve 1 damage every 3 seconds, up to 30 seconds (10 damage). 3:30 PM 9/16/2005 Update: Amulet of Poison and the Degen-ifact changed. After combat, the wearer's health remains untouched from these artifacts. 8:59 AM 9/16/2005 Update: Amulet of Poison sets the wearer's health to a random (50 to 100)% at the start of combat, and after the start of combat. This is sort of an improvement from just being 50% after combat, and 100% before combat. 1:32 AM 9/16/2005 Update: Ring of Mazes changed to Ring of Wolves, wearable to any but Order Champions; casts Summon Wolves. All starting artifacts that grant mana to the wielder based on their level now affects the current mana of the wearer. Same goes for starting artifacts that give movement based on the wielder's level; they too provide the bonuses to the current movement. Golden Rod, Dark Blade, Flameshaft, and Ring of Protection have had their movement bonuses changed to a level based amount: +(Level/3). Amulet of Revelation now wearable by all clases, but not wearable by Death champions. Ring of Arcanna now casts Purify Wounds instead of Dispell Magic. 7:08 PM 9/15/2005 Update: Three new spells, Path of Fire, Summon Golem, Summon Unicorn, and Summon Wolves. Each of the new summon spells will kill the unit summoned after combat except for Summon Wolves. Summon Wolves will add up to three wolves to 1 unit group. 5:21 PM 9/15/2005 Update: Fixed a problem involving spells and temple dispell. The spells should now dispell properly in the capital's temple. Also, Locust, Meteor, Earthquake, Flood, and Sandstorm have been added to the list of dispellable buffs in the city's temple. 9:10 PM 9/14/2005 Update: Problems surrounding Warrior Armors or Shields has been corrected. Respawn Cave improved/changed: Infests the cave with units of the same faith as the caster. If you are Earth, you will see many Earth units, followed by the murauders Orcs, Goblins, or Trolls. Change of Fate now affects enemy units in addition to friendly units. If the caster's level is 6 or lower, enemy units will have a random +1 to -1 combat stats. If the caster's level is 7 or more, enemy units will have a random 0 to -1 change in combat stats. 3:55 PM 9/14/2005 Update: Tower and Cave encounters now have a level 12 potential. Also, the murauder units inside those two encounter types have been changed and randomized. The Crusader Blade now has +1 Dexterity on it, and Armor of Inspiration no longer does. Also a slight fix to the Urakian Armor. 8:57 PM 9/13/2005 Update: I have successfully modified the Earth Meld spell to draw additional mana from the casteer. Earth Meld, costs 1 initial mana, targets a friendly unit: the unit instantly flees from combat. After the spell is cast, the spell drains an additional mana equal to Half the Target's Level. So if this mage is the only unit left in combat, you should use it. However, if the mage is persued in any further encounters that mage will have more than just 1 mana point missing. 10:45 PM 9/12/2005 Update: A few updates. Degen-ifact and Amulet of Poison now set the wearer's HP to half of their full life after combat. Overland attack spells will no longer heal units with less than 50% of their full HP. 2:28 AM 9/12/2005 Update: A few changes made. A new artifact added, Reviv-ifact. Its function is to revive a unit once during combat, and the artifact be destroyed afterwards. Also a Troll Regen-ifact which will likely be used in the future. This artifact restores 3 life points every 30 seconds. Ring of Mazes now grants +5 defense versus Missiles. Amulet of Indecision now casts Hand of Fate once per turn, and has a change to cast the Anything spell 10% of the time in combat. Mind Control removed from the Order books, as it has proven buggy whence used on Leaders. It only worked properly when a murauder inside a dungeon had Mind Control cast upon it. 6:46 PM 9/5/2005 Update: Water Wizards and Water Elementals have improved healing rates. Sea Serpent costs and upkeeps tweaked. 3:05 PM 9/5/2005 Update: Numerous additional changes made to the GS5B. Paladins now start with 16 strength, and 14 dexterity, and have had their stats adjusted to maintain attack/armor values at level 1 and 15. Updates to the Order Barracks page will take place shortly. Many artifact changes. Crusader Blade, Wave Blade, Soul Stealer, Sword of Flames, Thunderblade, Armor of Inspiration, Coral Shield, and Feather Chain Mail have all experienced tweaks to their stats. 1:50 PM 9/5/2005 Update: A few graphical changes with artifact stat displays. 10:17 PM 9/3/2005 Update: Improved Burglar Champion missile range by 2, to put it on par with the Burglar Lord's. Missile Ranges between Lords and Champions should equal each other, however other stats will vary. 1:06 AM 9/3/2005 Update: Maximum movement of Archers improved to 18. 2:36 PM 9/2/2005 Update: More minor changes. Tweaked some Infantry and Cavalry attack and hit recovery rates. 11:01 PM 9/1/2005 Update: Minor changes. Some unit movement values tweaked slightly. 12:36 AM 8/31/2005 Update: Major changes. Military unit level up modifiers changed. All Infantry start with 1 less attack value, but effectively get the same stats at level 5. Cavalry and Missile troops do not recieve hit recovery improvements, but now recieve improved attack rate modifiers at every level. Missile troops with an attack rate less than 25 have been increased by 2. All missile troop hit recoveries are 10. Updates to the faith pages must now be made to display the new changes. 10:46 PM 8/28/2005 Update: Overland attack spells now have added effects. All overland attack spells still cost a minimum of 16 mana, but cost an additional 1 mana for each unit in the targeted party. Locust spell reduces an army's overland health recovery to -1. Meteor Shower causes each unit the targeted party to have an additional upkeep of 1 ale. Flood causes each unit in the targeted party to have -1 armor than normal. Sandstorm reduces the targeted army's base overland movement by half. Each of these spells effects last only 3 turns. Two new artifacts, but not yet implemented. Regenerate Artifact, and Degenerate Artifact. Another two new artifacts, they are implemented. Scroll of Lesser Resistance (+25) and Scroll of Greater Resistance (+50). The champion which uses the scroll will recieve the resistance to one randomly determined faith. 4:55 PM 8/28/2005 Update: A recent change to Stun was made, concerning durations. A problem was spotted and fixed. 1:10 PM 8/28/2005 Update: Staff of Asphyxiation and Drowning changed. The first cast of their respective spells is paid for at the expenses of the artifact, but additional castsw will consume the wizard's mana. Asphyxiation over all duration reduced. Asphyxiation is now as powerful as decay, but with a larger radius. Does 1 damage to Air units over time, but 3 damage to other faiths and ignores Air resistances. Drowning deals 1 damage a second over a period of 30 seconds. Drowning is a bit faster acting with less damage, considers resistances, and heals affected water units. 2:19 AM 8/28/2005 Update: Stat scrolls, Scroll of Faith, Scroll of Power, and Scrolls of Experience changed. Scrolls of Experience, over all, grant less experience than they once did. Stat scrolls now display how much stats they give. Scrolls that give +2 now give +2 always, rather than a 50/50 chance of getting +1 or +2. Scroll of Faith now works as designed. All stat scrolls, including scroll of power, have had their descriptions changed. Scroll of Power will now actually spawn as a random dungeon spoil, as intended. If I failed to mention before, Great Temples will now provide (Spell Scrolls) in addition to (starting artifacts or experience scrolls). Over all, I'd say this update is important. 1:26 PM 8/26/2005 Update: Several changes. One important change is some dungeon data with Water Breweries, which caused the dungeon description text not to appear. All cave encounters have been updated with new units. All cave encounters now feature a random combinaton of units. A few new artifacts; Scroll of Power, Scrolls of Strength, Scrolls of Dexterity, Scrolls of Wisdom, Scroll of Movement, Scroll of Recovery, Scroll of Health, Scroll of Mana. All of these "scroll artifacts" disapear upon being equipt and add permanent stats to the wielder. Strength, Dexterity, Wisdom, have a second scroll which give a random (1 to 2) of the particular stat. Scroll of Power gives Str, Dex, Wis, Health, Mana, and movement. You have a 50/50 chance of getting any of those attributes, if you're extremely lucky you can get a bonus to all of those. And finally the "Scroll of Faith" which will change the faith of the wielding champion. All of these scrolls can be found in dungeons. 9:11 PM 8/24/2005 Update: Four new in game artifacts. Shield of Balkoth, is wearable only by mage, and has no description. Three Experience Scrolls: Lesser, Average, Greater. Experience Scrolls add a random amount of experience to the wearer. The experience scrolls once equipted become a permanent addition to your champion's stats. Also, the Great Temples (depending on difficulty) will give a random chance to either get an artifact or experience scroll. Easy and Medium have a chance to get any of the 3 scrolls or a starting artifact. On hard mode there is a 50/50 chance to get a starting artifact or a lesser experience scroll. Soon to come: Mana, Health, Movement, Strength, Dexterity, Wisdom, Health Recovery Scrolls, and Polymorphing Scrolls???? 6:04 PM 8/23/2005 Important Update: Creatures that gain levels, such as Skeletons or Goblins, can now be given experience through the Lord Editor. Before this was not possible, but from recent inspection of the dlg/charedit.gs (I was attempting to look for some way to edit the Chaos Arena), I found a few "iscreature? not" statements and replaced them with some other code, and voila. This code that was placed in the Lord Editor seemed unnecessary as creature units who start out at a certain level cannot gain or lose experience through the editor. I consider this a very important update. 1:38 PM 8/20/2005 Update: Many new cheats added to the game. Still they are hidden, so you can test for some yourself and you might find some. 9:29 PM 8/19/2005 Update: New artifact added to the game, Shield of Quality. This artifact was with all of the original data, but was not added to the game. This shield is similar to Sword of Quality, but in a defensive manner. When Lancelot is Summoned from the Great Temple he will be wearing the Shield of Quality. This sort of gives Lancelot a unique artifact for himself whenever he is summoned. Armor of Inspiration's Chaos resistance for the entire army was replaced with Health Recovery for the wearer's entire armor. Armor of Inspiration now gives the wearer's entire army +5 Health regeneration, even if that army has moved. This further bolster's Order's ability to recover on the move. As I may have stated before, Order's identity is strength, and recovering during travel and they are not quick fighters. 7:35 PM 8/18/2005 Update: Necromancer Lord's name changed to Warlock. Aqua Ring Missile Range stat display fixed. Tooltip message for Missile Range changed. Life Dagger now grants Death Thieves +(Level/5) Ranged Attack. 2:10 PM 8/17/2005 Update: New Artifact display graphic for Magic Resistance. The graphic was originally designed for "Artifact Mana" but that was never used (by me or the programmers). So for artifact data, you will see a ring with a light blasting through it. You will now recognize this as Magic Resistance. Water's Rejuvenation Potion increased to 50 gold and limited to one existing potion at a time. Rejuvenation Potions were very abusable in pairs, even though they could not be transfered. All Legendary Creatures, except Lancelot (at this time), and Scouts now have an Innate "Transfer Artifact" ability. Originally this spell would only transfer items within 3 tiles, but this was changed to 20 tiles. This will help the trading of artifacts between players. Its no use trading for an artifact only for it to be stuck far away on a scout. 12:24 AM 8/17/2005 Update: Fireball will no longer hit any unit in its path, because the fireball dies after hitting one unit. 8:12 PM 8/16/2005 Update: Fix to Map Editor placement of Life Towers. The text key for Life Towers was "Life Cafe." Heat Metal coding cleaned up and functionality tweaked. Morale now affects all units on the battle field. Non-Chaos friendly units will gain +1 to stats and only enemy Chaos units will take -1 to stats. Leadership will not affect Chaos units in your party. Protection will not affect Chaos units in your party. Crusade's mana cost was reduced to 6 from 10. Crusade does nothing for Chaos units, +2 to stats for Order units, and +1 to Non-Order--Non-Chaos units. 6:32 PM 8/15/2005 Update: Thunder Blade now casts Feather Sword, and Stuns targets 10% of the time. Sword of Flames now has a 10% chance to cast Flame Darts on attack. Demons and Fire Elementals have a 25% chance to inflict random damage between 1 and their own level. So Demons will inflict random 1 to 8 damage. Demons now have a 1 in 50 chance to deal an extra 1 to 3 damage on it's whipping attack. Wisps will deal random 1 to 2 damage on attack 10% of the time. Air Elementals have a 4% chance to cast Swiftness on themselves when attacking. Gargoyles and Stags have a 10% chance to will deal 1 to 2 physical damage on attack now, rather than casting Crush. 4:03 PM 8/15/2005 Update: Many type 1 and 2 creatures now have 25% all resistances, but -50% or more versus the opposite faith as well as their additional magic resistance bonuses and penalties versus other faiths. Military Troops, Infantry, Cavalry, and Missile have had their attack and hit recovery rates changed. All Missile units now have 10 starting hit recovery. On another note, Slingers attack recovery increased to 25 from 23 (2 ticks slower). Infantry and Cavalry attack and recovery rates all recieved a general increase. Even though some Infantry and Cavalry may share the same attack and recovery rates, Infantry recieve bonuses at each level, rather than the every 2 levels Cavalry/Missile troops face. Every Infantry and Cavalry have have a starting Hit recovery equal to half their starting attack recovery, with the exception of Footmen (who are 15 attack recovery, 5 hit recovery). Light Rain damage formula changed. 6:34 PM 8/12/2005 Update: Shades have a 4% chance to Poison living units when throwing their missiles. Dryads have a 4% chance to cast Regenerate on Undead units when shooting their balls of light. Archers have a 1% chance to fire multiple arrows. Sea Serpent will now cast Erosion 4% of the time when shooting it's big blue balls of water. 6:24 PM 8/11/2005 Update: Lord Experience values changed once again: 300 600 900 1500 3000 6000 9000 15000 24000 36000 50000 80000 120000 160000. After Level 4 the Lord and Champion experiences were equal. That is not what I was planning for and I have changed the values as shown above. Armor of Inspiration no longer reduces an attacker's life below 1. Dragonscale armor is now wearable by Chaos Warrior, but they recieve Fame penalties. Dragonscale armor now functions like Armor of Inspiration, which damages attackers and will not reduce life below 1. Dragonscale armor resistance values are more level based now. Obsidian Plate no longer casts "Crush" on attackers, but does offer a chance to damage attackers in the same way Armor of Inspiration does and will not reduce attacker's life below 1. Feather Chain Mail's resistance values are now more level based. Chaos Warriors may also wear feather Chain Mail, but lose Fame for doing so. Air Warriors may now wear the Warlord's Helmet. Poison Cloud now functions as intended. Poison Cloud deals 1 damage every 1.5 seconds, but does not reduce life below a value equal to the target's level. Poison Cloud also will not bump the Life points of a unit up to the value equal to their level. If a unit is level 8, that unit's life will not drop below 8. 6:58 PM 8/9/2005 Update: Spells such as Cloud of Steam, Lightning Charge, and Burning Skin will no longer reduce a unit's life below 1. This strategy, albeit helpful, is not a fair strategy. Burning Skin reduce's attackers life by a random: 0 to 5; Cloud of Steam: 0 to 3; Lightning Charge 0 to 2. These spells now make sounds whenever the unit with the spell cast upon it is attacked. Also, these spells will no longer carry over to second levels in multi level dungeons. Gift of Life spell reworked. Spell cost is 8 Life and Mana. This spell targets a unit, and the unit restores (Caster Level + Target Level) health. If this spell targets a slain unit, it will live again! However, there is a 50% chance if you have 8 life or less you will die, but there is also a 50% chance if you have 8 life or less you will only be reduced to 1 hit point. Heal Self mana cost increased to 4, from 2. This spell completely heals the caster. Legendary Spiders costs increased to 100 ale, 75 crystals, and 25 gold. Spiders also have an upkeep of 2 ale, crystal and gold per turn. The cost and upkeep of the Bronze Knight now matches the values in his data file. To fix this I had to make appropriate adjustments to "gs/dlg/newbuild.gs". 7:44 PM 8/8/2005 Update: Legendary Artifacts, including Balkoth's Scythe, with Life Steal will not work versus Undead units; you won't be able to restore life upon attacking Undead creatures. Gorgan Staff fixed. It was giving +10 mana upon wielding, and only taking away 5 when removing. Both should be 5. Ebony Plate of the Void and Amulet of Poison will not proc Poison when Undead units are attacking. However, if living units are attacking you they still have a chance to be poisoned. Amulet of Poison now has a chance to poison attackers 50% of the time; it now has a 50% chance to cast Poison on attack and 50% chance to cast Poison on attackers. 6:43 PM 8/6/2005 Update: Scythe of Balkoth improved, but for Balkoth only. He gains a 25% bonus to his offenses. Also, Locust Swarm is fixed. This spell was intended to damage Death units, but heal Undead units. The spell is now working as intended. 2:22 PM 8/6/2005 Update: Axe of Chaos and Warlord's Helmet have been improved. Chaos Axe will only reduce attack by 25% if it is greater than 35 after combat. Warlord's Helmet will only reduce armor by 25% if it is greater than 25 after combat. 35/25 is a Chaos Warlord's level 15 attack/armor values. But don't be caught with 36 attack after combat, or it'll go down below 35. Also since Warlord's Helmet has no spells cast upon being attacked and Chaos Warriors are now extreme physical fighters, it regenerate's the wearer 1 health every 10 seconds. Aramoug's Amulet fixed. It has only half the mana necessary to cast Shock. Turn Undead spell fixed. It was showing up on the overland map as an attack spell. This is the original coding for Turn Undead, and only lord knows why it was put that way. 9:45 AM 8/4/2005 Update: Zombies hit recovery time increased from 5 to 10. Also, Zombie armor reduced to 8 from 10. 4:33 PM 8/3/2005 Update: Staff of Polymorph changed to Spirit Staff. Spirit Staff now has a 25% chance to cast a random spell (Balkoth's Worth, Petrify, Hand of Fate, Leeches, Icy Coffin, Fireball) in melee. The Staff casts Polymorph Self now, rather than Polymorph Other. Some other starting artifacts now have additional bonuses, specific towards certain creature types. Also, Amulet of Chance and Ring of Protection have a nice little bonus. Each offers 1% all magic resistance per level1. Amulet of Chance is now wearable by any champion type. Stun spell cost reduced to 3 mana, duration reduced to 300 and no longer requires the caster to be of a greater level. It is now basically an Air version of Entangle, but slightly better I suppose (since it completely immbolizes). 9:47 AM 8/3/2005 Update: Experience values for Lords, as well as Balkoth, Lancelot, Lich, Witch, and Orc Warlord. Lords now progress more evenly through Levels. Lancelot now starts with 5000 experience, and at level 8. It takes up 10,000 experience to attain level 9. Users may use the Cathedral to bump him up, or save it. Lich takes only 1 experience point to obtain level 8, but to attain level 9 both Lich and Lancelot require 10,000 experience points. Since both are Champions and Legendary creatures, they should have some bonus or starting experience, so they are half the level of a normal legendary creature. 4:12 PM 8/2/2005 Update: Another update with some fixes to the recently changed spells. Also, Entangle was only lasting a maximum of 10 seconds rather than a minimum of 10 seconds. Sometimes coding can be confusing folks. 7:00 AM 8/2/2005 Update: Another quick update. Since all Warrior Armors restore full life after combat, I have decided to remove that text. Also, I have removed the word "Artifact" from all of the Legendary Artifact names. Wind Wake bow has been renamed to Tornado Bow. Obsidian Plate now has a chance to cast Earth meld 25% of the time when the wearer has less than 5 life points. So 1 in 4 hits, while the wearer has 5 or less health, will have Earth Meld cast upon him or her. Also changed resistances. Warlord's Helmet text and resistances tweaked slightly. Axe of Chaos also improved again slightly. When the wielder has 10 health or less, the attack power of the wearer doubles up to a maximum of 75. Armor of Inspiration now improves the army of the wearer's chaos resistance by 50%, up from 25%. This now effectively gives an order army 25% over all resistance to chaos magic. 6:17 AM 8/2/2005 Update: Contains spell changes. Heavy Area spells, such as Justice, Flame Arrows, Cone of Cold, Ray of Hope, Chain Lightning, Destruction, Locust Swarm, Tremor, Inferno and Backdraft will no longer reduce the life points of Lord units below 1. Some of these spells will have a random chance to reduce below zero, or not reduce below zero. This makes these spells more multiplayer friendly, even though multiplayer is rare. 6:28 PM 8/1/2005 Update: Contains artifact and spell changes. Visage of Horror now reduces enemy party maximum life by 2, as well as reducing current life by 2. This affect is not permanent. Axe of Chaos reworked. It now reduces the user's attack to 1, but the wielder recieves +1 to his attack (up to a maximum of 50) for each swing using the axe. After combat is over the user's attack value is reduced by 25%, obligating the wielder to leap into the fray and engage in another combat. Warlord's Helmet also works in the same fashion, but with one change. Instead of the wearer's armor being reduced to 1, it is merely cut in half. There is a 1 in 7 chance that the wielder, when attacked, will recieve +1 armor (up to a maximum of 35). After combat, the wearer's armor is reduced by 25%. The Helmet still grants full healing after combat, as well as magical and physical resistances, except now the resistances are more level based. The Life Stealing Blade is now usable by any Thief, except Life Thieves. However, only Death Thieves benefit the +3 Ranged Attack and Missile Range. The artifact now casts Visage oF Horror. Guardian Sword, Soul Stealer Sword, and Tidal Blade Sword are now less helpful for their non-respective faiths. For instance, Guardian will give Order wearer's a total of +6 attack, but other users +4. Soul Stealer will grant Death users +3 Strength and Dexterity, but other users will only gain +2. The Crush spell now deals 2 damage versus Air units, and still 1 damage versus other faiths. 10:00 AM 8/1/2005 Update: Contains artifact changes. Guardian, Tidal Blade, and Soul Stealer will not auto-matically kill the unit if it is a Lord type, or Legendary Champion. Other artifacts, such as Ring of Azz'taruth, Amulet of Poison and Ring of Leeches now give Life magic resistance based on the level of the weilder. Both of these items cannot be worn by Life units. Other mage relics now grant resistances based on the level of the wielder, rather than a flat bonus. However, at level 10, a champion will recieve the same resistance prior to the change. So these artifacts with the resistance changes don't really affect level 10 champions. Also, some of the other starting artifacts have +1 specific bonuses for the wearer. Faerie Ring grants +1 armor versus Orcs Goblins and Trolls. Reed Bow adds +1 ranged attack to the same units. Aqua Ring adds +1 armor versus Fire creatures. Death Dagger adds +1 attack versus life creatures. 3:00 PM 7/31/2005 Update: Contains some hit recovery changes to murauder military units. Also the health recovery rates have been tweaked for some Order and Life units. 7:22 PM 7/29/2005 Update: Health regeneration for Order follows tweaked. Order followers will always regenerate a fair amount of health even if they moved, and most will benefit a little bit from resting inside buildings. My reason behind such a change is that Order troops are often forced to move on even when tired, as their improved endurance. 5:38 PM 7/29/2005 Update: A couple other text files included in the GS5 Zip. Also, GS5B updated with new/improved health regeneration system. Life Elves were improved greatly, as they should've been. Chaos and Life now heal the best of all faiths, but Chaos still leads (they don't cost a butt-load of ale for nothing ;). 3:00 PM 7/29/2005 Update: A text file with Installation information has been added to the GS5B.zip. Also, basics text was updated, informing users that Lords as well as some other units may obtain a maximum level of 15. 10:35 AM 7/25/2005 Update: Recent update includes dozens of fixes with spell tooltips, coding, etc. Minor Rust, which is castable upon attacking for Water Elementals, will now spread to other units that join the infected unit's party. It will only spread to units with a level lower than the infected unit. Minor Rust does -1 armor and (-5 x Target Level) Water Resistance. 11:11 PM 7/19/2005 Update: Dungeon experience tweaked. Dungeon experience is given and divided evenly among your army by the following values: 100 300 600 900 1200 2000 3000 5000 7000 10000 12000 15000. I should also mention that the final number is added for the special and scary level 12 dungeons, where you must face legendary creatures among regular monsters. Level 11 and 12 dungeon experiences added. Before, Level 11 Dungeons would grant you the experience amount equal to a level 10 dungeon. Tidal Blade and the Guardian Legendary weapons have been tweaked. They no longer leech +1 life on every hit. These weapons now have a 50% chance to leech life, rather than 100%. Soul Stealer works similar to this. The soul stealer has a 50% chance to leech +2 life, and a 50% chance to leech +1 life. So the Soul Stealer gives a minimum of +1 life steal, and a maximum of +2 life steal. Axe of Chaos, Chaos Legendary Weapon, now has leeches among the spells that are randomly cast. Tower and Great Temple prisoners and their base experiences have been changed. Prisoner experience, by difficulty: Hard 300; Medium 600; Easy 900. Tower Prisoners randomly spawn a champion from your faith, the opposite faith, or a neutral faith of the same axis of power. For example, if you are Life and free a captive from a Tower Encounter, the captive will be Life, Order, or Death; if you are Death the captive will be Death, Chaos, or Life; if you are Air the captive will be Air, Water, or Earth. This is all for the moment. 8:10 PM 7/14/2005 Update: All Champion and Lord class (Except Lancelot, Lich, Balkoth) have all had their hit recoveries changed. Warrior and Wizard Class's starting hit recoveries are now half of their attack recoveries. In most casses, this means they are slower to recover. Amazon Warrior changed, as well as her respective artifacts. She now has one less attack and armor, but her Legendary Weapon now grants an additional +1 dexterity while her shield/armor grants an additional +1 strength. Great Temples in medium difficulty will now have a maximum level of 6, and level 3 for easy difficulty. Only ZIP'ed up copies of the GS mods will be available. GS5B will now include important text files with important information. GS5B will now include at this time, Map Editing information on how to fix buggy maps create while using the mod. This is all for now. A few more updates may still remain before final release. 2:53 AM 5/29/2005 Update: Tremor and Aftershock spells reworked. Tremor's formula works like so: 10 vulnerability_factor mul caster_level gamerand This means that the resistance of the affected units will determine a unit's min/max health loss. So if a unit with 50% Earth Resistance is hit with Tremor from a Level 15 caster, the unit will take random damage between 5 and 15. If a unit with 100% Earth resistance is hit with Tremor from a level 15 caster, it will recieve a random 0 to 15 damage. If a unit with 200% Earth Resistance is hit with Tremor from a level 15 caster, it will have a greater chance of taking 0 damage and will not have a chance to benefit from the spell. But the actual range would be -10 to 15. So the more Earth Resistance a person has beyond 100%, the greater chance that unit will have of not recieving any damage. This spell will now kill units, rather than not reducing life below 1. Units with negative Earth Resistance increases the damage probability. For example, if a unit with -25% Earth Resistance will take random damage between 12.5 and (Caster Level). Having -50% resistance would result in random damage between 15 and (Caster Level). Casters under level 10 have a maximum damage potential of 10. Casters above level 10 have a minimum damage potential of 10. Aftershock is relatively the same. Repeat count is now 1 2 gamerand, from 1 4 gamerand. Damage dealt is now 1 2 gamerand, from just 1. This is all for now. More updates may come. 5:09 PM 5/27/2005 Update: Fixed bad coding with Death Cave encounters, now all monsters will spawn appropriately. Now in all Cave Encounters, there will be at least 1 unit group of the opposite faith only up to fourth level encounters. Originally only Life encounters were like this, but it added such an intersting blend I did this for all Cave encounters. Water Encounters changed. The inside of the Water "Huts" now actually look like a building, rather than a cave. Inferno has been changed for the final time. This spell deals 2 x Caster Level damage up to a maximum of 30 damage per unit, per cast. Now inferno only factors in half of the unit's fire resistance when determining damage. That is all for now. I will continue to make small tweaks and updates as necessary. The GS5 is creeping closer to its final release. 7:00 PM 5/25/2005 Update: Holy Visit and Bless now only give friendly units bonuses, and enemy units penalties. Both spells give -2 combat stat penalties to Undead units. Holy Visit gives -1 combat stats to any enemy unit. Bless only gives -1 combat stats to enemy Death units. Also, Holy Visit now only heals Non-Death units on your side of the field. Embrace of Golgoth is different now. This spell kills a unit, and the targeted unit's life points are distributed evenly between the caster's health and mana. So if a unit has 20 life, the caster will gain +10 life, and +10 mana (-4 mana for the cost of Embrace). And this spell now only costs 4 mana. Leeches and Balkoth's leeches will no longer work on units with less than 1 HP. This was set to prevent abuse of the spell. Lightning, Flame Dart, Righteous Bolt, and Spirit Arrow now improve their radius every 7 levels, rather than every 10. This means at levels 7 and 14, a Mage will be able to hit more units with their bolt spells. It was set to 7 so that Lords will be able to improve their bolt spells beyond 1 additional radius. These are your changes for now. Some may still yet follow before the final release. 5:03 PM 5/24/2005 Update: Order, Life, Death, Chaos all gain respective resistances versus each other. Life: +25% Order Resistance. Order: +25% Life Resistance. Why? They are both apart of the same axis of powers; both are living and orderly; even peaceful. Death: +25% Chaos Resistance. Chaos: +25% Death Resistance. Why? They are both apart of the same axis of powers; Chaos units survive death to become stronger; the "(Chaos) spirits" seldomly effect the lifeless. Shadowstaff now casts Purgewounds, rather than Raise Skeleton. When casting Purgewounds with Shadowstaff charge the artifact 4 mana and the wielder 4 mana once each turn. However, the Mage may still cast Purgewounds additional times but it will cost the mage the full mana amount. Crystalmight is now the Energy Stone. Energy Stone is wearable only by mages, which grants combat regeneration (1 life/10 seconds), and full health and mana are restored after combat. This artifact also allows the wearer to cast Crush. For the first 6 mana the artifact will be charged for the mana, after 6 mana it begins charging the wearer for the mana. Lich Cloak now casts Purgewounds once per day. Orb of Wind casts Resist Magic (Air version) rather than the Seer spell. Eternal Flame now casts Resist Magic (Fire version) rather than Immolation. Amulet of Illusions is renamed to Amulet of the Spirits. Regenerate Army is now a spell in the Life Library Defense Book. This spell heals the caster's army for 1 hp every 3 seconds, with a total life regenerated equal to the (Caster Level). Undead units apart of the casting army will suffer 2 hp damage every 3 seconds for a total damage of (2 x Caster Level). Inferno now deals [(3 x Caster Level) - (Target Level)] damage, and does not reduce life below 1. Fire Storm mana cost reduced to 3 from 4. Icy Coffin, Freeze, Turn to Stone, Petrify, Entangle, and Sands of Sleep now factor in resistances into their duration. All of these spells has a minimum duration of 10 seconds, regardless of resistance. If a mage has enough mana to cast Regeneration or Leeches at the end of combat, it will ask the player if they want to cast spells. This will allow the player to get in some combat spell only healing. The GS5B is coming closer and closer to a close. 3:23 PM 5/23/2005 Sight Radius of all Champions tweaked. Fire and Air Warlord were switched to melee resistance from missile resistance. 3:23 AM 5/23/2005 Update: Fixed some simple coding errors. 12:04 AM 5/23/2005 Updates: Rusted Dagger now replaces Ring of Entanglement, and Ring of the Worm now replaces the Stone Ring. So in other words, the Earth Thief no longer has 4 artifacts and the Earth mage no longer has 2. Amulet of Poison is now usable by all but Life champions. This relic has a 50% chance to cast Poison victims, but this item degenerates the users life by 1 point every 10 seconds, and will not reduce the wielder's life below 1. The user will regenerate full health after combat. Ring of the Four winds improved slightly. Grants all mages +3 armor (+5 for Air mages), +5 mana, +25% magic resistances, +25% missile resistance, and may cast Ether Gauze. Chaos Warriors can now wear Obsidian Plate or Armor of Inspiration, but lose 3x to 5x Fame/level/turn for doing so. Armor is shunned among Chaos people, so they will hate you for wearing it ;) Obsidian Plate now casts Cripple, a single targeting slow spell. Unlike Slow, which now targets units in a radius, will not grant bonuses to Earth units who have been affected by the spell. Cripple costs 1 mana, slows a single unit for 30 seconds. Obsidian Plate may also cast Crush, which deals 1 damages ignoring Earth resistances. Ring of the Worm allows the wearer to cast Aftershock, first using the artifact's mana, then using the mages mana for each time thereafter. The ring grants +2 Attack, +2 Armor, +2 Mana, +25% Physical resistance, and +25% magic resistance with an additional 25% Air resistance. Crystalmight will allow a mage to cast Crush, using up to 6 mana on the artifact then every cast after 6 mana will begin charging the mage's mana points. Grants +5 mana, +100 experience, and +3 crystals/level/turn. Pixie Dust artifact is now wearable by Air, Life, Order or Water thieves. It grants the wearer the ability to cast Pixies twice, and a 2% chance to cast Pixies on attack. Pixies spell changed, now targets an area of units and reduces their ranged attack and missile range by one half. Amulet of Illusions no longer casts Confusion, but allows the wearer to cast Tourniquet instead. Ring of the Elements now allows the wearer to cast Cleanse Wounds. Summon Spirit Warrior, Sea Serpent, or Shade now randomly spawns the unit with 50% to 75% of the unit's maximum hit points. Amulet of Infestation is now wearable by all, but Life Champions. The Eternal Flame artifact now benefits Fire followers with: +5 Armor, +10 life, +3000 experience, life regeneration during combat, full health after combat, and the ability to cast Imolation. Ultimately, this artifact in one way allows a Fire follower to benefit from Imolation while actually gaining 1 armor point. The Dragon Banner in the Order quest now casts Morale, and rather than having charges the artifact has limited mana use per day. Lots of changes, a few more to come. 12:54 PM 5/17/2005 Remaining faith units will no longer "seek revenge" for their slain lords. This was removed because it would often kill other faith AI. However, now that they do not seek vengeance they will continue to occupy their current location, even if it is a building. So its kind of like, "My Lord may be dead, but we're still holding down the fort pal!" 11:37 PM 5/16/2005 I have finally fixed the parley always saying "Loathing" problem. I had to revert to original file names for artifacts, and reference names. 9:36 PM 5/11/2005 Attempting to fix an error within coding, no luck yet. There is a bug in the current version of my GS5B mod that will not change relations through bartering and will display "Loathing" messages in any situation with trades. If you have the GS5B before the Temple difficulties were made, please email it to me at mantera@dbzmail.com. It is important. 7:14 PM 5/11/2005 Invigorate is now functioning as intended. All movement spells will give a minimum of 1 movement point, regardless. 4:37 PM 5/11/2005 Update: The computer will now have a random chance of having up to 5 different Lords: Warrior, Thief, and Wizard Lords, Lich, or Balkoth. However, when a player picks Death, they will still recieve the Lord they picked. 9:15 PM 5/9/2005 Fixed bad coding related to Air Towers. 7:54 PM 5/5/2005 Great Temple difficulty now reflects the level it was placed as depending on the game's difficulty setting. 6:23 PM 5/4/2005 Update: Leeches mana cost fixed. 1:59 PM 5/1/2005 Update: Dungeons are now placable as level 12, which contain all legendary creatures of its respective faith Dungeon. Also, Level 12 Animal Encounters, feature all 8 legendary creatures. 2:25 PM 4/30/2005 Update: Tweaked the unit stats and level up mods for Orc Cavalry and Infantry, and Centaur Swordsmen. Now their Level 6 stats will not be OVERpowering, just slightly better than a level 5 would be. 1:19 PM 4/30/2005 Update: Fixed some bad data with some encounters. Cave encounters slightly stronger at lower levels (they were actually too weak for their own good). 12:57 AM 4/30/2005 Update: Amazon Warrior Artifacts have been tweaked (-1 str on shield and -1 dex on weapon). Amazon Warrior also loses 1 attack, but gains 2 life points. 2:45 PM 4/29/2005 Minor fix to the Death Dungeon, which was apparently spawning "dummy" artifacts. I'm not really quite sure how I fixed it either. 7:03 PM 4/28/2005 Update: New Dungeons, Towers, and Caves are complete. The difficulty of such dungeons have been improved at all levels. Players will now face more faith based creatures, infantry, missile, and cavalry units. 1:23 AM 4/28/2005 Update: One minor spell fix with Spark. "Cave" Encounters are slightly changed (they include less "npc" units and more normal units). Order and Death Dungeon increased in difficulty, others will soon follow in near future updates. 10:07 PM 4/27/2005 Update: Minor text fixes. Custom caves and towers now spawn more unique creatures than before. 1:53 AM 4/27/2005 Update: Includes artifact tweaks, creature unit tweaks, and text tweaks. 3:31 PM 4/22/2005 The chances of creatures casting spells when attacking, or being atacked, have been reduced to roughly 1 in 50 chances, which translates to a 2% chance. However, some creatures such as Earth Worms, Shades, Ogres, Stags, Gargoyles, Dyrads, and Unicorns have slightly better odds and procing their spell when attacking. Ogres 1 in 10 (when hit). Earth Worm 1 in 25 (attacking). Shade 1 in 10 (attacking, melee only). Stags/Gargs 1 in 10 (attacking). Unicorn 1 in 20 (when hit). Dryads 1 in 20(when hit). 9:30 PM 4/21/2005 Many creatures now cast spells upon attacking, or being attacked. 1 in 2 = 50% 1 in 3 = 33% 1 in 4 = 25% 1 in 5 = 20% 1 in 10 = 10% 1 in 20 = 5% 1 in 25 = 4% 1 in 30 = 3.33% 1 in 40 = 2.5% 1 in 50 = 2% 1 in 100 = 1% Fire Elementals and Demons have a 1 in 20 chance to cast Scald upon attacking. Water Elementals have a 1 in 20 chance to cast Minor Rust upon attacking. Shamblers have a 1 in 20 chance to cast Entangle upon attacking. Golems have a 1 in 30 chance to cast Slow upon defending. Ogres have a 1 in 3 chance to have Blind Rage cast upon himself when attacked. Shades have a 1 in 5 chance to Poison a unit in melee when attacking. Air Elementals have a 1 in 20 chance to cast Stun upon attacking. Will'o Wisps have a 1 in 20 chance to cast Lightning upon attacking (might not work). Stags and Gargoyles have a 1 in 5 chance to cast Crush upon attacking. Earth Worms have a 1 in 25 chance of casting Aftershock upon attacking. Dryads, when attacked, have a 1 in 20 chance to cast Pacify upon the attacker. Unicorns have a 1 in 20 chance to cast Blessing upon itself when attacked. Sea Serpents have a 1 in 50 chance to cast Freeze upon attacking. 3:52 PM 4/21/2005 Update: Spell and Artifact tweaks and fixes. Reflection Shield will now reflect Javelineer attacks properly. Amulet of Poison will now cast its poison attacks. 9:22 PM 4/18/2005 Update: Minor artifact tweaks and fixes. Lightning charged fixed. This spell now grants Non-Earth units +3 attack the lightning charge effect; Earth units take -3 attack only. 12:07 PM 4/17/2005 Fixed a general error; misplaced spell data. 12:01 PM 4/16/2005 Heal (Life) Spell has been fixed. Feather Sword added to the Air Library. Seigfried Lord stats and experience table have been re-established. 10:43 PM 4/14/2005 Updates: Pacify added to the Life Libarary. This spell costs 2 mana, doubles the defense value of a targeted unit, and their attack value becomes zero. Also, as an added bonus this spell increases the hit recovery of the unit to its fastest. Fire and Air Warrior Lords are no longer dubbed Patriarchs, but are now returned to their original name: Fire/Air Warlord. 11:07 AM 4/14/2005 Updates: Poison Spell and Slay Living added to the game. Poison (Death) costs 2 mana and its a single-target ONLY degeneration spell. 1 damage every 3 seconds, for a total of 10 damage. This spell replaced the decay spell on the Amulet of Poison, and now any Thief using that artifact has a chance to Poisoning its targets. Slay Living costs 4 mana, and targets a Non-Legendary creature unit. If the caster's level is higher than the target, it dies instantly. Otherwise it deals 1X or 2X Caster Level damage to the creature. Amulet of Persuasion file name and source names have been completely changed to Aqua Dagger. Aqua Dagger has replaced the Amulet of Persuation since I started getting more involved in artifact editing. Other artifacts will follow in these changes. Aqua Dagger and Silver Dagger will once again be usable by Fire and Chaos Thieves. Coming soon, Pacify spell. Pacify (Life) will reduce target's attack to zero and double its defense. A reverse Blind Rage spell. It can be used offensively or defensively. And as always, more to come. 11:59 AM 4/13/2005 Updates made, but no time to give a decription. Time is short, and I will make an update later on in the day. Some new spells: Poison and Slay Living. 4:26 PM 4/5/2005 Update: Spell tooltip updated. Primal Fear changed. It has a 1 in 3 chance to reduce combat stats of units under level 8 by 4, and a 2 in 3 chance to reduce combat stats of units under level 8 by 2. Also, for non-death units under level 8, the spell has a 1 in 3 chance to reduce death resistance by 50%, and a 2 in 3 chance to reduce death resistance by 25%. 12:17 AM 4/4/2005 Update: General changes and fixes made. Creatures that level up will generally be a little weaker than before, but they're still good nonetheless. Some of the names of Lords have been changed. Dwarven Thief Lord - Punisher Fire Warlord - Fire Patriarch Fire Sorceress - Sorceress Queen Amazon Warlord - Amazon Princess Priestess Lord - High Priestess Magician Lord - Grand Magician Wizard Lord - Arch Wizard Ranger - Grand Ranger Paladin Lord - Crusader Beast Lord - Chieftan Shaman Lord - Shaman Queen Dark Warlord - Death Bringer Elven Warlord - Elven Patriarch Elven Thief Lord - Matron Archer (?) Enchantress Lord - Elven Matriarch (?) Storm Warlord - Storm Patriarch Storm Lord - Storm King Spell Tweak for Reflection Shield has been made. Before, it was not reflecting shade attacks, but the appropriate coding for that has been added. In addition, the formula for the reflected damage has been changed. Damage dealt to the source is a Random:[(Target_Level / 2) Target_Level]. So if the attacking unit is a Level 8 Spirit Warrior, so the damage he will recieve is no less than 4 damage, but no more than 8 damage, and it can take 5, 6, or 7 damage. The Heal spell has been fixed. Before it was adding a Buff on the overland map, which would not allow the unit to be healed more than once per turn. Therefore it was reverted back to its original spell, but slightly different coding for better results. The spell will not target enemy units, so it will not harm Undead units like the tooltip says. More updates are likly to come in the future as changes are made and more additions are added. 5:57 PM 4/1/2005 Update: Ring of Marksmanship file renamed, and appropriate changes made in other data files. Level up mods for creatures and missile units made. Creature and Missile unit data altered to maintain their unit data with the new level up mods. Missile units do not gain armor through leveling up, however they do gain armor from Dexterity. So a missile group may get 1 to 3 armor, depending on the unit. 11:57 PM 3/30/2005 Update: Some artifact and spell tweaks were made. Purge Wounds reduced to +1 HP/turn, still costs 8 mana, but lasts 8 turns. All overland heal spells such as Purge Wounds and Cleanse Wounds, or Cauterize Wounds now instantly heal units by a random amount of hit points from 1 to X, where X equals the amount it heals over time. So Purge Wounds will heal for a random 1 to 1 hit point. Cleanse Wounds will heal for a random 1 to 3 hit points. 6:03 PM 3/27/2005 Update: Multi-Shot radii increased. Air Thief and Thief Lord range increased by two, which reverses the change I made previously. 5:39 PM 3/27/2005 Update: Artifact tweaks and fixes. 2:08 PM 3/27/2005 Update: Each of the Legendary Thief weapons chance to do a multi shot has been improved, as well as the random radius and damage. Damage is more loosely based on the Thief's level. Also, Faerie Thief and Lord have had a ranged attack and missile range nerf. 10:00 PM 3/26/2005 New breakthrough coding. Each Thief Legendary weapon was been given a chance to do a multi-missile attack. Radius is a random variation between 0 and some number, depending on the faith of the thief. Also, a brand new version of the Order spell Reflection Shield has been implemented. This spell will now reflect missile attacks back to the source and damage the attacker. This will only work with missile attacking units, including those creatures who have missile attacks. The damage dealt to the attackers is a random number between zero and some number, where the maximum value is no greater than 7, and minimum value is no less than 2. The spell's mana cost was increased 6 due to its improved nature. And finally, some Death spells have had their icons changed. Decay now has the Golgoth's Gift icon, Leeches and Balkoth's Leeches now have the Decay icon, Golgoth's Gift now has the Embrace of Golgoth icon, and Embrace of Golgoth now has the Ring of Leeches icon. 4:55 PM 3/25/2005 Update: Minor spell tweaks. Morale, Leadership, and Protection will have a 50/50 chance of decreasing friendly Chaos units stats by 1, or none. Other spells have improved neutral faith stat bonuses and/or code was re-written for simplicity. 2:45 PM 3/25/2005 Update: The Lode Axe's special on-attack ability, cast Aftershock, was not procing due to incorrect data. It is supposed to proc when the random value hits 10 or 30, it was set to 1 and 30. A random number cannot be two numbers at the same time. 7:04 PM 3/24/2005 Update: Warrior Champions and Lords have been tweaked. Also, some artifacts have been tweaked. 2:40 AM 3/24/2005 Update: New cheats have been added! A number of new cheats have been added to my GS5B mod, and their functions are to create artifacts! When the cheat code is entered, it creates an artifact for every unit in the party. For now, I will reveal one such code. The code is "generic". Punch it in an try it! Also, it is advisable to only use this with a single champion for a party. The more unit groups or champions you have, the more artifact of that type will be created. So I advise only using the code with just a single unit. 12:42 AM 3/24/2005 Update: The Artifact spoils, and Lord Editor spell purchasing has been fixed, but at the cost of losing the research order I wanted my mod to have =\ 9:09 PM 3/22/2005 Update: Some spells and artifacts fixed or tweaked. 1:55 PM 3/20/2005 Update: All Water units have +25% Earth Resistance. All Earth units have +25% Water Resistance. Sea Serpent and Kraken have been tweaked due to recent changes to Ships. Despite high combat values of ships, they are still very vulnerable to Kraken and Sea Serpents because Ships attack and recovery very very slow, slowest of all units in the game. Ex. A Sea Serpent has an attack recovery rate of 1 attack every 5 ticks. A Barge (Earth Ship) has an attack rate of 1 attack every 50 ticks. Krakens are now 15/10 attack/armor. 1 Kraken vs 1 Ship is not an ideal choice, but 2 Krakens can certainly rock a ship. Also, Water Legendary Spiders have had their attack and armor reduced by 1 point, setting them to 16/16. Also, their life points are 30 each (60 net hit points). They still come in groups of two. Zombies were re-worked. Zombies once again come in groups of 3, but now have +50% melee resistance, and -50% missile resistance, 10/10 attack/armor, and each Zombie has 20 hit points (60 net hit points). Bless (Life Spell) will now reduce Undead unit attack and armor by 2, but non-Undead Death units will have their attack and armor reduced by 1. Turn Undead still reduces Undead attack by 2, and Holy Visit still reduces all combat stats of Undead units by 2. Ray of Hope increased to 5 + (1/3 Caster Level), up from 5 + (1/4 Caster Level). 3:30 PM 3/17/2005 Update: All ships have had their combat values increased by 10 points, except for missile range. 9:42 PM 3/16/2005 Update: Legendary Staves now give better stats when worn, as well as minor bonuses for other faiths. The Wave Blade now casts Errosion on striking, rather than a permanent armor loss to a unit. 9:09 PM 3/16/2005 Update: Water has three new spells: Erosion, Frozen Armor, and Call of the Waves. Erosion permanently reduces Water resistance and armor, until dispelled. Frozen Armor adds +3 armor to water units, -2 to fire units, and +2 to other units. Call of the Waves summons a Sea Serpent into combat. 2:29 PM 3/16/2005 Update: Major bug fixed. I somehow created a bug that would allow certain legendary artifacts to spawn as low level dungeon spoils. 10:24 PM 3/15/2005 Update: Minor spell fixes or changes. Righteous Cause now adds +3 ranged attack ONLY to Thieves, and Missile units (not creatures or others), +3 attack to non-Thief and non-missile units, and +3 armor to any unit for Order units. So the spell adds either +3 attack, or +3 ranged attack, and then +3 armor if casted on an Order unit and depends on the unit's "code." Guardian of Winds and Waves coding re-written and simplified. Lord Editor fixed. Was misdisplaying artifacts. 8:02 PM 3/15/2005 Update: All scrolls findable on Easy mode. On medium, no new scrolls or artifact spells may be found. On hard, no new scrolls, artifact spells, or any big ticket spells may be found. 3:25 PM 3/15/2005 Update: MPQ Artifacts reorganized. Potions are now in their own folder, quest items now in their own folder, special artifacts are in their own folder, artifacts created from spells are now in their own folder, and all the rest are just in the root directory of the artifact folder. 1:37 AM 3/14/2005 Update: Fixed bad artifact data, some artifacts updated or improved. Warlord and Warrior attack and hit recovery rates are changed. Attack recoveries are now back to their original value before the 1:23 PM 3/6/2005 change. The change made then was to compensate for bad artifact data conflicting with the Water Warlord. Hit recovieries were increased to better fit the specific unit types. Example: Order Warriors have the worst hit recovery (7/8 Lord/Champion). However, an Order Warlord at level 14 and 15 will accumulate -7 hit recovery ticks, so Order Warlords will eventually even out. Unfortunately, the Order Champion Warriors at level 9 and 10 will only get -5 hit recovery ticks, and will experience delays when hit. Life Warriors have the best hit recovery, followed by Fire Warriors, then Air. Also, the hit recovery increases to all Warriors will effectively give Thieves a bit more of an edge on hit recoveries and will tone down the power potential of solo Warlords. Fixed names for Invoke Fate and Minor Fate. The spell names were crossed. Bureaucracy was changed to effect a target capital's resources per turn, rather than directly removing resources. 9:02 PM 3/13/2005 Update: Minor artifact changes. Amazon Blowgun improves attack speed now. Staff of Incineration adds +5 armor to Fire Mages, and non-Fire mages gain a small boost to resistances. Also had its text updated to make it accurate with the artifact bonuses. 3:24 PM 3/12/2005 Update: Minor changes. Tooltip for spells update. Poison Cloud tooltip text was not accurate. Spell Book for Decay and Poison Cloud updated. 3:25 AM 3/12/2005 Update: All scrolls should be findable now. But the difficulty of the game may be a factor in which scrolls you find. 9:00 PM 3/11/2005 Update: Fixed some text related issues among other things. 9:40 PM 3/8/2005 Update: Possession is restored to its original ability, except the caster only needs to be +2 levels over the target, rather than +3. Also, I added a new version of possession called Mind Control, which costs 16 mana and permanently possesses a unit, but the caster must be +5 levels over the target. Added a Chaos Spell called Destruction, which works like Justice or Flame Arrows. This gives Chaos a more direct damage spell. This will hit any units in the spells path until it reaches its target. BE CAREFUL. Fireball now hits any target in it's path like it was originally designed to. Backdraft also works this way... so be careful with that! 8:47 PM 3/8/2005 Update: Heroic Demise is now back in the game, and Heroism is now known as Hero's Bane. Its essentially the same as Heroic Demise but does not kill the unit and lasts only 15 seconds in combat. 6:59 PM 3/8/2005 Update: Dark Shadow spell is now back in the game, and Locust Swarm was added as a new spell. 12:16 AM 3/7/2005 Update: Some file names of spells were changed so that they can be more easily identified. Some other minor spell tweaks dealing with tooltip info, as well as some research costs and barter values. 1:23 PM 3/6/2005 Update: Warrior Lords had a global "nerf" to their attack recovery rates. Most, if not all, Lord's were increased 2 points. They were all systematically rebalanced. Then, all Warrior Champions received a "buff" to their attack recovery rates, so they now have +2 the attack rate of the lords, rather than +5. The lower the values for attack recovery and hit recovery, the faster they attack/defend. So now, Champions are only 2 points behind Lords in attack speed. 1:13 AM 3/6/2005 Updated: Whisper of the Waves is now back in the game and costs only 1 mana. Flood is still in the game, but as a new spell instead of replacing Whisper of the Waves. ALSO, Zombies only come in groups of 2 rather than 3. Their attack was reduced by 1, and their melee resistance was improved to 33% from 25%, and their missile resistance reduced to -33% from -25%. Turns out they're more trouble than they are worth experience. And finally, Decay spell fixed. Recent change in coding allowed all Death units to be healed, rather than just Undead units like Zombies and Skeletons. 6:28 PM 3/5/2005 Updated: Minor Fate is back, but its called a Touch of Chance. Invoke Fate now functions normally, but is tweaked. Change of Fate was added as a new spell rather than replacing a spell currently in the game. 12:18 PM 3/5/2005 Updated: Hand of Fate now factors in some Chaos resistance. Hand of Fate will always deal damage equal to (1 x Caster Level), but if the unit has 0% Chaos resistance, he will take another (1 x Caster Level) in damage. If the unit has 100% Chaos resistance, the target will only take (1 x Caster Level) damage. Also, the success rate of the spell has been modified. The spell has a 50% + 5% for each level of the caster to deal damage. If the spell was unsuccessful, it damages the caster as ussual. So, in conclusion, this spell will deal a minimum damage of (1 x Caster Level), and a maximum of (2 x Caster Level). However, if the target happens to have 200% chaos resistance, they will take no damage. 6:00 PM 3/4/2005 Updated: All Lords and Champions recieved a hit recovery nerf. Their new hit recovery rates are now impacted by level up mods. Before, many champions or lords went uneffected because their recovery rates were fastest possible. 6:39 PM 3/3/2005 Updated: Centaur Encounters were functioning like that of version 300. Centaur Encounters may now exceed level 3. 6:25 PM 3/2/2005 Updated: Blind Rage improved some more. Blind Rage effects a unit like so: double melee attack, armor set to zero, current mana temporarily set to zero, missile range set to zero, ranged attack and attack speed set to one, and hit recovery value set to the value of the caster's level. Basically improves the spell versus mages and thieves. 9:58 PM 3/1/2005 Updated: Life Warrior and Warlord lose two armor. Many artifacts tweaked to prevent auto-calc glitches. Some spells tweaked or fixed. 2:38 AM 2/28/2005 Updated: Fixed some bad data with the Warlord's Helmet. In addition to fixing bad data with that artifact, it was also tweaked. Axe of Chaos was also tweaked. 7:29 PM 2/27/2005 Updated: All spells now have a tooltip description. Every one of them! 8:23 PM 2/25/2005 Updated: New spells and spell tooltip descriptions updated! New Spells: · Crush, Earth spell, costs 1 mana, deals 1 damage. · Magic Resistance, Air/Fire/Order spell, costs 4 mana, grants 50% resistance to all magic for their own faith, 25% resistance to neutral faiths, and -25% resistance for units of the opposite faith. Chaos resistances vary. 11:17 PM 2/22/2005 Updated: Lord Editor now contains more spells. Also some spell tweaks regarding research times of some spells. 6:03 PM 2/22/2005 Updated: Spell tweaks. · The cap of overland movement spells has been raised to 32 from 30, for the sake of Air Elementals. · Necromancers have +2 bonus movement (20). · Halberdiers have +2 bonus movement (18). 4:41 PM 2/19/2005 Added missing artifact data for some starting artifacts. 5:12 PM 2/17/2005 Updated: Spell tweaks, library data updated, spell tooltip updated. · Righteous Cause now does: >> +3 attack, ranged attack and +2 armor for Order units. >> +2 attack, ranged attack and +1 armor for Neutral units. >> -2 attack, ranged attack and -1 armor for Chaos units. · Heat Metal changed: >> Only effects Warriors, Cavalry, and Infantry. >> +25% Fire resistance and +3 armor to Fire units. >> -25% Fire resistance and -3 armor to Water units. >> Damages non-Fire units based on the caster's level, and the value of the target's armor. · Morale now lasts as long as Crusade (2200 ticks). · The coding of some spells have been simplified. · Library spell information was updated for many spells. · Spell tooltip is up to date with everything as it is now. 1:39 AM 2/17/2005 Updated: Many changes and fixes! · All Wizard (Except Lich, Witch, and Balkoth) base mana reduced by 5. Lords now have a base of 5, and Champions a base of Zero. Some level 1 wizards start with only 2 mana, and others start with 7 mana. Some lords start with 7 mana, and other lords start with 12 mana. · Magician and Storm Sorcerer wisdom reduced to 15, from 20. · Priestess movement set to 18, from 16. · Lich, Vampire, and Bat all have natural life stealing. The amount of life stolen is equal to the damage inflicted divided by 4. · Corrected problems in coding that allowed random units to gain natural life stealing. · Tremor mana cost reduce to 12, from 16. Casting time and recover time reduced to 25 and 50. · Inferno mana cost reduced to 12, from 24. Casting time and recover time reduced to 15 and 30. · Flood mana cost reduced to 20, from 24. · Make Land mana cost reduced to 1, from 4. Land created is now "rough" (neutral to all). · Overland attack spells now cost a minimum of 16 mana, and then costs and additional 16 mana whether the wizard has it or not (it will give the wizard negative mana). This is to prevent spamming of overland attack spells. Overland attack spells still will not reduce the life of a party below half of its maximum life points. · Lode Axe (Axe of Mauling) edited to compensate for Tremor's mana cost. · Spell tooltip updated. · Duration of level dependant spells set to a defined number. · Life Infantry max out at 14/8, and they have increased attack speed and recovery to compensate. · Life Cavalry max out at 14/10, and they have increased attack speed and recovery to compensate. 9:08 PM 2/15/2005 Updated: Unit movement points were inconsistent with each other. Non-mounted champions, with few exceptions, are to have 18 movement while their respective lords have 2 more movement points. However, Thieves have 4 more movement points than their respective Lords. Also, the Lich now has natural Vampiric attacks like Vampires. 1:46 AM 2/14/2005 Updated: File size reduced about 0.18 MB. 9:04 PM 2/7/2005 Updated: · Chaos and Fire infantry lose 1 armor, since they have superior overland hit point recovery. · Some Champions did not have he appropriate HP difference between Champions. Warriors have 5 less HP than their Lord type. Thieves and Wizards have 2 less than their Lord types. 7:18 PM 2/5/2005 Updated: · Chaos and Fire Cavalry lose 2 armor, since they have superior overland hit point recovery. · Chaos Cavalry gain the ability to throw axes. Their range is only 3, and their starting ranged attack is 7, and ends at 9. This provides improved tactical strategy for the barbarian army. · Life Infantry lose 2 attack, gain 2 armor, and gain 2 overland movement points. · All Cavalry, Infantry, and Missile Troops had their costs changed. Not all barracks units cost just gold and ale, but always ale. Not all guild units cost just gold and crystals, but always crystals. · Asphyxiate and Drowning cannot reduce life below 1. · Starting party experience tweaked, due to the tweak of Lord and Champion experience from before (Lord Experience: Easy, 1250; Medium, 750; Hard, 500). · Scouts can now achieve level 2, but require ¡5000! experience to achieve the second level. 6:46 PM 1/31/2005 Updated: Overland attack and movement spells, decay, and poison cloud. · All movement spells (funeral march, trail blaze, wind walk, etc.) now have: >>30 movement point cap; a unit cannot gain more than the level cap by any means. If the unit has over 30 movement, its movement is reduced to 30. >>The spell reduces the unit's base movement points by 1/2, which will effect the unit's movement points for the next turn. · All overland attack spells (locust, sand storm, meteor, and earth quake) have: >>A minimum cost of 16 mana. >>Removes remaining mana (and then some to prevent potion abuse). >>Cannot reduce a party's hit points below half of their maximum hit points: if a champion is hit with Locusts, and has 30 hit points, the most hit points he can possibly lose is 15. · Decay was slightly tweaked. >>Deals 3 hp damage every 6-8 seconds >>Maximum of 30 hp damage. >>Cannot reduce HP below 1. · Poison Cloud was slightly tweaked. >>Deals 1 hp damage every 2-4 seconds. >>Maximum of 20 hp damage. >>Cannot reduce the HP below X; X = target level. >>Effective spell radius is 1/3 caster level. 5:55 AM 1/24/2005 Updated: Added the Fame portion of the "bingo" cheat. It was not present in previous versions. 8:05 AM 1/23/2005 Okay, the GS5 Beta is updated now. Last time I didn't quite update it and the Obsidian Plate was still producing 50 ale at all levels. Also, discovered an unchangable bug in the game with Mercenaries and items that give resources. If a Warrior mecenary is handed an item that gives ale production, strangely enough it will no longer require a gold upkeep. Its neat kind of. Also, Blind Rage was tweaked a little bit. For a duration equal to the caster's level, it doubles the attack of affected unit, but reduces the armor to zero. 7:00 PM 1/13/2005 Updated: Slight change. Obsidian Plate ale production gain fixed. It was giving +50 at all levels. It now correctly gives +2 ale per level of the wielder. 6:40 PM 1/12/2005 Updated: Contains numerous changes to spells. >> All terraform spells (land altering) have been increased in mana cost. Winds of Change and Clay Earth have not had their mana cost altered. >> Flood now costs 24 mana. >> Pestilence is now a terraform spell rather than an outside army damaging spell. >> Locust spell was increased 1 base damage. >> Tremor has been changed to do the following: Mana Cost 18, Damage dealt = random number between the target and the caster's unit levels. Damage dealt over time is a random 1 to 5 ticks. Tremor cannot reduce life below 1. >> Carrion Swarm cannot reduce life below 1. >> Inferno now costs 24 mana, and cannot reduce life below 1. >> Vision spells such as Ranger's Vision, Falcon's Eye, and Commune with Nature no longer remove remaining movement points, but rather cut them in half. >> Change of Fate (Chaos Spell) costs 5 mana, down from 10. Also the spells effects have been improved slightly. >> Sandstorm (Air overland attack spell) mana cost increased to 8, from 4. 7:06 PM 1/11/2005 Tremor was untweaked, due to a game bug. If a unit has so many spells casted upon himself, it will not reveal his level which can have odd effects on casting times and cast recover times when they are level dependant. 2:56 AM 1/11/2005 Updated: Fixed all Great Temple garrisons, some still had 3 legendary creatures at greater difficulties from the GS4. Also, Tremor slightly tweaked, but at level 15 remains the same. 5:55 AM 1/10/2005 Updated: Completely fixed up artifacts involving attack recovery. When certain combinations of artifacts were used (and equipted in a certain order) would cause defects inside the game which would effect the results of auto-calculated battles. I am 100% sure I have fixed this in every possible manner. I also managed to reduce the file size of the GS.mpq by 0.01 MB. 7:12 PM 1/9/2005 Updated: Made changes to many items involving attack recovery to prevent certain combinations of items that would cause the problems inside the game. (i.e. Thunderblade or Sword of Flames with Luckstone). Also, some items were tweaked slightly. 2:40 PM 1/9/2005 Updated: Corrected a small error in Freeze. 4:15 AM 1/9/2005 GS5Beta Updated: >> Many spells fixed (resistances and neutral faith bonuses). >> Confusion reworked, requires the caster to be 2 levels higher than the target, and costs 12 mana. >> Balkoth has 1 less missile range. >> All Air units are 25% more vulnerable to Fire Magic. >> All Fire units are 25% more vulnerable to Air Magic. >> Curse II changes to Carrion Swarm. Carrion Swarm does damage equal to the caster's level, and now functions like Inferno and Tremor (quick degeneration of life). Also, this spell HEALS UNDEAD types (Zombie, Lich, Shade, Vampire, Skeleton) for the same amount. Cannot target your own army. >> Heat Metal returned to normal, though it does not set movement (perm) points to zero after combat. >> Frenzy re-worked. Frenzy adds attack = a random number between the caster's level, and the target's level, then divided by two [i.e. (target_level caster_level gamerand)/2]. This does the exact opposite for Water followers. Armor and Ranged Attack have a divisor of 3 instead of 2. Only lasts for the duration of combat. Mana increased to 4 mana. >> Light Rain grants Non-Fire units bonuses to Water and Fire Resistance, and Fire units lose resistances to both Water and Fire, in addition to being damaged and slowed down. >> Rust reduces Water resistance to Fire followers in addition to -6 Armor. If a Water unit has rust cast on it, it gains Water resistance and a loss of 1 armor. Other units get -3 armor. >> Freeze grants non-fire units immunity to Water. All units who are frozen receive and extreme vulnerability to fire magic. Fire units lose both fire and water resistance. >> Turn to Stone grants non-air units full immunity to Earth Magic, but unlike Freeze grants no physical immunity. >> Morale was moved to the General Spell Book. It was previously in the Defensive, after Crusade. >> Sandstorm changed to (3 + 1/3 caster level) damage from (2 +1/2 caster level) damage. >> Commune with nature now adds sight = caster's level. >> All spells that grant a physical resistance will not grant resistance higher than 50%. >> Regeneration (Life spell) now degenerates Undead life points. >> Fire Heal degenerates Water HP, and only Heals Fire HP. Amount of damage or healing = caster's level. >> Fog (Water spell) now divides Movement points and sight by 2 on the targeted party. >> Sands of Sleep makes Air units 25% more vulnerable to Earth Magic, and makes Non-Air units 25% more resistant to Earth Magic. >> Wanderlust Improved: The formula for Wanderlust movement bonus: caster_level 3 mul 100 add 200 gamerand 100 div mul. Essentially the caster's level determin's the minimum amount of movement points. (i.e. caster's level = 10; 10 * 3 = 30, they recieve a minimal gain of +30%, but the maximum is +100%). 12:55 AM 1/7/2005 GS5Beta Updated: Missile Troops tweaked. 1:08 AM 1/6/2005 GS5Beta Updated: Fixed some bad artifact data with Sword of Flames and Thunder Blade. 4:13 PM 1/5/2005 GS5 Updated: Experience required to level changed for all Champion and Lords (including Balkoth, Lich, Witch, Orc Warlord, and Lancelot). Staffmen have 1 more attack, 1 more armor, and 2 points better attack recovery. 3:40 PM 1/4/2005 GS5Beta Updated: Life and Air Cavalry were given 2 more armor. 3:40 PM 1/4/2005 GS5Beta once again updated with some fixes in spell data. Also, a slight reduction in the file size (from 1.77 MB to 1.73 MB). 2:55 PM 1/4/2005 GS5Beta updated. Life Warrior and Warlord tweaked slightly (reduced attack and life by 2, increased attack speed and armor by 2). 3:40 PM 1/3/2005 GS5Beta updated. Now has a smaller file size due to a better compression type. It is now 1.76MB. Also, added the Morale spell to the Defensive Book in the Order Library. Heat Metal now targets any non-fire unit. The 0 MPS after combat has been fixed. Heat Shield has some bad data in it, and is now fixed.