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Incline Dominions 4 announced

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,672
Not at all. On the streamlands map I'd rather not have a Water nation in the game, so Lanka it is. Yomi, Lanka, Mictlan, Ulm and possibly Sauro are taken. Seems the llamaserver dude had to delay it 1-2 weeks again...
 

Chef_Hathaway

King of the Juice
Patron
White Knight
Joined
Aug 13, 2009
Messages
1,066
Location
Dicksville
Divinity: Original Sin BattleTech
New patch is out with an overhaul to all three ages of Agartha, plus cave changes, and a whole slew of other things.
  • GAME
    • --newgame for scripts that want to create new games
    • --quiet now prints less
    • About 35 new units and monsters, mostly related to caves and Agartha.
    • Blood sacrifices by disciples did not work properly
    • Bubbles in non deep water were incorrect
    • Commanders with priest magic are now always considered sacred
    • Corpse Constructs stun units attacking them in melee
    • Could start network game with disciples without a team
    • Dementia got cured when removing items
    • Descriptions updated
    • Ermor can buy 1 defence in pop 0 provinces now
    • Ether Gate raises magic level
    • Extra income/resources in caves for some nations
    • Fix for units with missile weapons in wrong order and a lost arm
    • Global event darkness works now
    • Horrors that refuse to rout do not get -4 to att/def
    • Improved pluralisation of unit names
    • Indep Abysians (lava-born)
    • Innate spellcasters didn't always cast their spells
    • It was possible to fire rear by using shortcuts
    • Limited recruitment of 2+ different unit types at once didn't work
    • Major changes to Agartha in all three ages
    • Max 50% damage in limbs now takes modified max HP into account.
    • Medallion of vengeance improved
    • Mid R'lyeh can now recruit Hybrid Commander in coastal forts
    • Nation restrictions persited after cancelling out of a scenario
    • Network bug after you had lost and reconnected fixed
    • Never shape change into forms that drown
    • New cave critters
    • New cave indeps
    • New god title
    • New graphics for Weapons of Sharpness
    • New magic items: Storm Spool, Mercury Barrel
    • New spell: Unleash Imprisoned Ones
    • New spells: Bind Penumbral, Summon Penumbrals, Summon Umbrals, Olm Conclave
    • New spells: Hall of Statues, Revive Cavern Wights, Summon Cave Grubs
    • New spells: Living Mercury, Nightmare Construction, Hidden Underneath
    • New spells: Summon Cave Cows, Summon Cave Crab, Animate Mercury
    • New terrains: Cave forests and cave seas with proper looks
    • No snow/rain in caves
    • Print battle message when units flee off the battlefield
    • Random caves did not get cave names, fixed
    • Random event fixes
    • Rebalancing for summoning spells
    • Rectangular maps were cut off in map preview.
    • Secondshape don't heal afflictions
    • Some afflictions were not printed correctly
    • Some battle sound effects where not affected by volume setting
    • Spells that required a second path were not greyed out properly
    • Swallower could try to chase after already swallowed units
    • Tough monsters would stay behind troops instead of attacking, fixed.
    • Truly ethereal beings could be invisible
    • Typos fixed
    • Undead cannot bleed
    • Unit stat fixes
    • Units fleeing from random events disappeared form world
    • www.draam.com in Credits
  • MAPS
    • --rugedness, to set random map rugedness from command line
    • Black text color for Valanis map
    • Bunch of random maps now uses rugedness setting too
    • Cave forests on random maps
    • Fixed battle look for floating islands on Valanis map
    • Fixed missing connection on Frosted Lands
    • Fixes for BigBlackPeaks
    • Map command #nonamefilter didn't work
    • Maps with #defence >100 would crash, fixed
    • More names for plain and forest provinces
    • Removed preset province names on Valanis map
  • MODDING
    • Game could crash when adding names to a new nametype
    • It was possible to make the game freeze with incorrect shape modding commands
    • Mod banners placed at the right edge of widescreen displays too
    • Modding: #cold... commands didn't work
    • Modding: Master Smith value can be negative
    • Modding: makemonsters work with negative values too
    • New mod commands #deserter, #horrordeserter
    • New mod nations could not be selected for network play
    • New monster and item mod commands: #deathfire, #deathparalyze
    • New monster mod commands: #indepmove, #cleanshape, #reanimator, #defector, #nohof
    • New monster mod commands: #reqlab, #reqtemple
    • Pink shadow when highligting modded units fixed
    • Scoregraphs for new mod nations could not be hidden
  • OTHER
    • AI AI bid for mercs was incorrect, fixed
    • AI AI recruitment priorities improved
    • AI AI will recruit more spies
    • AI Fix for reanimation
    • AI Improved AI spell targeting

I might consider changing my nation to EA Agartha for our game :P
 
Joined
Mar 10, 2011
Messages
1,160
Olms are pretty nice. I mean kinda copy paste from ithilds but whatever. I just skimmed through them, did you try out their new spells? BTW what summons ("Rebalancing for summoning spells") were balanced?
Anyways I'm thinking about switching to Ur. Lanka is very nice nation but I'm kinda gambling here on getting to mid/late game. I think I'll leave that for later games, you know when I'm more likely not to do noob mistakes. Honestly Lanka might be worst nation at early expansion, default army is a joke and since you invested heavily into bless and had to take sloth you won't build that much turn 1, on top of that you don't have elephants or any other wonder units against indies. Sure fantastic sacreds but they don't get REALLY good until you have good amount of them and spread some turmoil around. Easily massed undead chaff won't help turn 1 (or 2, 3 etc.) either. Thing is you need to expand at reasonable pace or you won't be able to afford your good mages/commanders which in MP game (I reckon) is death sentence. Only saving grace are no armor sacreds, with initial funds you can afford decent number of them turn 1, however they aren't exactly hard to kill not having armor and all. It really requires you to position your army correctly to avoid fatal amounts of attrition. Really cool nation with some really nice stuff but I don't feel too comfortable with them yet.
 

Chef_Hathaway

King of the Juice
Patron
White Knight
Joined
Aug 13, 2009
Messages
1,066
Location
Dicksville
Divinity: Original Sin BattleTech
From what I read on their forums, they increased ogres and wights summoning costs.

Wights are useless now, ogres are balanced. 20 death gems for 4 wights, wat.
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,672
Seems like we remain 5 players. Should I start or wait a couple of days longer?
 

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,130
I would join but I'm not the most stable of players. One day I may just go FUCK IT and drop the game. And that one day may be one week in.
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,672
I will simultaneously write a LP of this game. Please do not abuse the knowledge of my position too much :)
 
Joined
Mar 10, 2011
Messages
1,160
I will simultaneously write a LP of this game. Please do not abuse the knowledge of my position too much :)
Why don't you write these down and post after game ended (or went on long enough to make no difference)? Actually I would suggest that every player should write down their thoughts, strategies or whatever whenever something interesting happens to provide material for LP. Kinda like Solium Infernum LP (except it didn't work out too well there..).
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,610
Location
casting coach
I meant to have a thread of its own for this game, in playground, where we can conduct our public diplomacy and post whatever anybody feels like, during and after the game.

In other news, I submitted a Kailasa pretender.
 

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