October 2004 1:14 AM 10/19/2004 Coming soon, I will be posting all of the seperate "*.gs" files I use in my version, so that you may choose the ones you wish to have in addition to keeping the regular LOMSE intact. Some of the GS files will be artifacts, spells, units, map editor data, potions with greater capacity, and towns with greater work available for followers. Estimated time of availability: Within 1-2 weeks... I'm busy. 11:25 AM 10/17/2004 Content added: Wallpapers. There are now four LOMSE dekstop Wallpapers available for download in the Downloads Page. Here is the content I said I was going to add. 11:22 PM 10/14/2004 For those who actually view this site, more content is planned to be added this weekend. If you have any sorts of requests about content you'd like to see on this website, you need only post in the forum as linked in the left frame. Also, if you have found anything within the MPQ that causes the game to glitch, or cause unwanted operations, post in the forum and I will be sure to respond and work things out. That is all for now. 4:38 PM 10/6/2004 The musical themes of the Eight Faiths are now available for download. If the bandwidth of Xorgate becomes conjested, these will go offline. Try to download only two at a time. 10:20 PM 10/5/2004 The GS.mpq was again replaced due to a bug found. Details are within the Downloads/MPQ page. 5:52 PM 10/2/2004 GS.mpq that was posted a day before was replaced by one with a small file size. Details in the Downloads/MPQ page. I fix problems as I spot them and recognize them. 6:59 PM 10/1/2004 Report any bugs to the Forum, as found in the Guide (left frame). 5:07 PM 10/1/2004 The Downloads page is operational. There is now content in the downloads section. There you can find the latest GS.mpq release, the version of WinMPQ that I use, files necessary to run WinMPQ, as well as a Zip file containing two similar maps of mine. Changes in the new release of the GS.mpq consist of spell changes, artifact changes, and unit changes. Each of the Warrior Armor artifacts have a small chance to cast a spell when stuck. Earth armor will cast Slow, Air armor will cast Headwind, Chaos helmet will cast Hand of Fate, Death shield still casts Decay, Water Shield casts rust, Life Armor casts Spirit Arrow, and Fire armor still casts Firedart. The Death Shield and Fire Armor have reduced chances than an unmodified version would. Spell changes include the costs of Teraform spells such as Order's Survey. Teraform spells that do not harm enemy armies were reduced in cost. Justice and Flame Arrows are equally powerful in that they do Damage = Caster Level, and the radius = caster level. The cost of Justice and Flame Arrows is 12. Headwind and Slow spell are now area of effect (Radius = Cast Level / 5, with a max radius of 2). Faiths that do not have an Area of effect spell such as Justice of Flame Arrows now have such a spell. Icebolt, Curse, and Rock Sling now have a radius of (Cast Level / 5, max radius of 1). Other spells such as Righteous Bolt, Spirit Arrow, Flame Dart (but not Lightning) have a radius of (Cast Level / 10, max of 1). Some creatures that are summoned via Mage Tower have 2 units to their group. These units creatures are: Water, Fire, and Air Elementals, Gargoyles, and Dyrads. Each of these can now achieve level 5 in the manner that Cavalry and Infantry do, and also may be trained by a Mage in the Mage Tower. Fire and Air's Legendary Creatures may now join parties. The Water's Serpent may now travel on land as well as water. Water Elementals can now travel over Water. Starting artifacts have been modified, in such a way that the amount of stats gained is dependant on the level of the wielder/wearer. For example, Burning Blade has attack = (Level / 3) and Increased Attack Speed = (Level / 5). I have developed a system of Balance that looks like: Infantry > Cavalry > Missile Troops > Cavalry Thieves > Wizards > Warriors > Thieves Legendary Units = Level 15 Lords; both > than All Thieves cannot be targeted by spells whence stealthed, there for cannot be harmed by magic. Thieves can sub due or "assassinate/pick off" magics using stealth. Warriors can kill Thieves by the fact that Warriors have higher defense and less likely to be subdued, because a Thief's melee attack ussually does not exceed a warrior's armor. And mages are your best bet in destroying a Warrior. Generally in this GS.mpq, the Attacks of Warrior Lords range from about 30-35 without artifacts, and 35-45 with artifacts. Air, Earth, and Fire Warlords have the highest attack powers with artifacts ranging from 40-45. Defense for Warrior Lords range from about 20-30 without artifacts and 30-35 with artifacts. For Thieves, its generally 10-25 for attack, depending on which faith. Their defense is about 10-20. Range Attack Power depends on the faith. Chaos and Death thieves have high ranged attack, but low range. Generally attack ranged power can vary from 20-30 without artifacts and 25-35 with artifacts. This is where Thief Lords get most of their power, though at high levels can defend themselves decently against Warrior Champions and military units. Thief Lords lose horribly to Warrior Lords in close combat. Mages have over all increased mana, and their highest level of attack and defense range from 5-10 without artifacts, depending on the faith. With artifacts mages may even get up to 15 attack and defense. All Infantry units have 33% Melee Resistance, and Cavalry Units have 25% Missile Resistances. Earth Warrior Champions and Lords have 50% Melee Resistances and -25% Missile Resistance. Chaos Warrior Champion and Lords have 25% resistances to all magic, -25% to order magic, and 75% to chaos magic, also 25% missile resistance. Air and Fire and Order Warlords have 25% missile resistance. Death Warlords have 10% missile resistance. Water Warlords have 5% missile and melee resistances. All Lords have 75% resistance to their own magic. THe max followers who work in the City to produce fame, ale, gold, and crystals has been increased to 16/32/64. This way you won't be stuck with 100+ followers with no use for. All in all, these are things to try out. Post comments in the forum with praise, criticism, questions, or whatever. Perhaps if I release a new GS, it could have content you suggested.