Better forward it to viewtopic.php?f=19&t=20039 if it happens there too, I have not intentionally changed those abilities. Magical is just different name for undead, it still uses undead code.ģ. Battle Training Dead Water Delfador’s Memoirs Descent into Darkness Eastern Invasion Heir to the Throne Liberty Northern Rebirth Secrets of the Ancients Son of the Black-Eye The Hammer of Thursagan The Rise of Wesnoth The Sceptre of Fire The South Guard Under the Burning Suns A Dwarvish Tale A Goblin Adventure A Group in a. I guess I could keep internal set of unit ids that are affected by hex, but that might become complicated and save-unsafe. There is unit_placed event, but that fires too often and is not suitable time for removing hex. Nothing I can do about how it works in afterlife. Hope this is helpful, thanks again, all the best!Ģ. I'm just going by memory and it's been a while, but I think it says some sort of error message about an invalid type in front of each ability choice. The unit "Steel Sentinel" in the faction "Steelhive" has some weird text showing up on it's AMLA screen where you choose an upgrade. Everything else is working ok with the ability, so I presume the lua error might be linked to this.Ĥ. The unit is not actually gaining the exp when using these abilities as the tooltip suggests. It seems to be something to do with the fact that the unit is supposed to gain exp from using the abilities, such as the one to level up a nearby drone by right clicking it and paying for the upgrade. In the EoMa faction "Dwarvish Runemasters," the "Mechanic" unit has some special abilities in it's upgraded forms that are throwing lua errors. Another thing about this ability, the tooltip says it does not affect "undead" units, but in reality, it "only affects living units," magical units such as elementals are also unaffected by the ability.ģ. The "Hex" ability on the "Natives" unit "Witch Doctor" carries over to spawned units in the map "Afterlife" online > will post this on the Afterlife thread as well (assuming there is one). Just hopping on here to report a few bugs, I took a screenshot of two, but the others I will just describe best I can.Ģ. The Rise of Wesnoth The Sceptre of Fire The South Guard Under the Burning Suns A Beastly Tale. Hey guys, thanks for maintaining Ageless, I freaking love the Era! My biggest complaint is that all the units in the devilings faction look too similar.maybe that has a part in my opinion.īTW.Saratos wrote: ↑ June 21st, 2018, 5:13 am I think it's the fact that EoM plays very different than default which was what I played until maybe a few weeks ago.so the factions are harder for me to play at first. The era is very well made.I'm impressed.I just tend to not like darker type factions.so take it as just my opinion and not as an insult.I also have not been playing Wesnoth as long as most of you so I still have some learning to do. 8 × 3 melee (blade) (backstab, shadow-hit, consume +0.17) 6 × 5 melee (blade) (poison, shadow-hit, consume +0. It really would not be fair to drop any of them. During my time and campaign maintainer I recieved complaints or people wanting this or that faction dropped for every faction except the vampires and the celestials. When played correctly they can both be quite strong. I would also say that of all of the Era of Myth factions those two are a couple of my favorite ones. A new human era AI-demos Experimental AIs Age - Civilization Era(old) Age of Heroes + Black Tide Age of Heroes + Dunefolk + The Soul Order Age of Heroes + Southerners Age of Heroes + Southerners Age of Heroes + The Soul Order Age of Heroes + rw Age of Lords Age of Tentacles Age of Trials Age of Trials + Default Ageless Era Ageless. If you don't want to play with those two factions then you can always play core era of myths. I think that if Era of Myths is going to drop any factions it isn't going to be replacing them with anything. Velensk dreamer: If you mean that you wish the Era of Myths would drop the devlings and the elementals for other factions then this is the responce for you.
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