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1.1M BETA out now!

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After almost two years without updates, I finally managed to put an early BETA build for the upcoming 1.1M version of Gaias together.

THIS VERSION CONTAINS CHEATS AND IS NOT COMPATIBLE WITH THE FINAL OFFICIAL RELEASE OF 1.1M!

Characters created in this version can not be loaded in the upcoming official release of 1.1M.

You can use the -test command to level your hero and get a truckload of mana crystals and gold.
Please also note that the -savehd command has been removed and is now -save, whereas the old method of saving (which displays the string to copy) is now -saveold.

Please report any bugs you can find in this version in the bug reports section!

Log:
GENERAL:
- Switched to Nestharius' Awesome BIGINT library for saving and loading to allow MUCH LARGER savecodes
- Save commands have been changed, as the -savehd command seems to be much more popular, it is now -save, whereas the old save (display string) is now -saveold
- Rescaled almost all humanoid units and npcs to match the environment more than before
- Fixed cam modes have been altered to improve vision
- Free cam angle of attack now changes by a small amount if a high mountain is blocking the sight
- added a system that should greatly improve fps
- added a wall on the corner above the Shade encounter to disallow a ranger shooting at the shade from the other side to its spawn position
- Fixed a bug where picking up an unsaved stackable material will render a saved stack unsaved
- Fixed a bug that prevented other players from loading characters after one player exceeded the 3-load limit per game
- Fixed a bug that sometimes perma-stunned units when hit by the "shockwave" spell (i.e. Lieautenant encounter in D3)
- Fixed a bug that allowed Sergeant Gaspode to be duplicated
- Fixed Divine Fist tooltip appearing green instead of red
- Fixed Divine Fist sometimes remaining on friendly units permanently
- Fixed the duration of water globe soaked debuff
- Fixed a bug with the Coup De Grace ability not having a higher chance to score a critical hit
- Fixed the spawning of Sergeant Deakan encounter
- Pets will no longer retaliate when pet or master are attacked by friendly units
- Fixed a bug where the Nymph sometimes tried to 'heal' dead allies, thus doing nothing in combat
- Removed Divine Resistance and damage (Merged divine and magic damage into the magic damage/resistance type as I felt those two types had too much in common)
- Combat texts are now true local code to make it less likely to reach the 100 tag limit in the game in large battles
- Implemented a new, faster algorythm for adjusting HP and MP on units
- Fixed a minor bug that made picked up potions leave a small yellow dot on the ground
- Fixed a bug that allowed loading a hero before the game actually started


GAMEPLAY/BALANCING:
- All enemies will now reset their cooldowns when retreating/leaving combat (This fix was sponsored by: The Blazing Flame Corp.)
- Added a new item stat: spellhaste, a %-modifier reducing the casting/channeling time of spells (channeling spells will have a shorter interval of ticks) - down to a minimum of 0.5 seconds
- all spells that had a cooldown equal to its casting time now have a cooldown of 0.5 seconds to allow for consecutive casting with spell haste
- Layla Silverfish at the market square of Mytargas now sells access to a Personal Stash, which allows to store and save up to 12 more items
- Units can now have negative resistances.
- The CON stat now grants an increasing number of HP per skill level
- The WIS stat now grants only 12 MP per level but also an additional 2% to all resistances per level
- Magic resistances of almost all pets have been reduced a little
- Pets will not take 66% reduced damage from Boss-AOE effects anymore (however, resistance rules still apply normally)
- Pets will now intelligently try to avoid certain Boss-AOE effects to improve their use in battle
- Nymph AI script altered so that Nymphs will only cast 'Cure' on targets with less than 90% health to save mana.
- XP-drop per level difference to the killed unit has been changed from 100%/80%/60%/40%/20%/0% to 100%/86%/71%/57%/43%/0%.
- XP-curve when killing units has been altered drastically: at the first levels, the change will hardly be noticable but leveling will take much longer on higher levels (8 times slower on level 30)
- outdoor and dungeon bosses such as dungeon mobs now grant more xp than ordinary mobs
- All base classes are now xp-capped at level 25 until class change has been completed
- Quests now have a quest level displayed in front of the quest name - Quests will now only reward XP for heroes up to 5 levels higher than the quest level
- added three new potions to the game: Mana potion (+250), Health potion (+350) and Rejuvenation potion (+250/+350, shared cooldown with Mana potion)
- Unit Level of all bosses in dungeon 3, as well as The Shade and Doppelgangers reduced
- Thaumaturgists Robe fire resistance reduced to 20%
- Added Saphires, Rubies and Emeralds to the droptables of several trashmobs in the farmland area
- Increased chance to find Saphires in Dungeon 2, to allow crafting of items at the level the items are intended for
- Increased chance to find Searing Blood at Dungeon 2 bosses
- Increased chance to find Demon Heart at Dungeon 3 bosses
- Increased chance to find the Shadow Seal at The Shade encounter
- Mana Crystal resource cap increased to 300, to make room for upcoming 1.2 content
- Mana Crystals are now displayed with a proper icon in tooltips
- Food resource replaced by Quest Tokens, which will be part of the upcoming 1.2 content
- one new advanced class ability per class available at The Seer's place
- Talent system implemented; starting with level 30, heroes will get 1 talent point every 4 levels (available for bag command card)


CLASS CHANGES:
- Lightning Charge now has an improved critical damage modifier of 200% instead of 150%
- Bladefury now ignores armor of the target when used from behind the target
- Steal now has a new requirement: the target must now have lost at least 50% of its max HP
- Steal can now be used during combat; it does no longer require to be stealthed and behind the target to be used
- Feline Reflexes now grants 50% spellhaste in addition to the movement and attack speed bonus. Feline reflexes now also doesn't cancel previous orders anymore when used
- Inspire now consumes 20 Mana and has a cooldown of 160 seconds
- Song spells now have no more cooldown
- Song spells now remain active on the target permanently until the target leaves visibility range from the caster
- Changed Mana cost of 'Berserker Rage' to 10 and 'Heaven's Edge' to 5
- Fire Shield damage increased to x0.2
- 'Soaked' now reduces lightning resistance by 20% instead of increasing lightning damage directly
- 'Eagles Eye', 'Deadly Precision' and 'Energy Drain' passive abilities removed from the game
- 'Divine Protection' is now a Bishop only spell
- 'Demoralizing Shout' is now a Berserker only spell
- Increased max Mana for Nymph summons
 

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Level 2
Joined
Aug 17, 2012
Messages
15
Squire's guild quest seems to be much easier than before.
Porbably because of new potion; it's really easy to avoid this aftershock skill and you get some decent time to run/wait pot cooldown after it.
Actually i think it's much more balanced now comparing with other guild quests.
Maybe it was intended, i dont know.

EDIT:
Some others quests may get easier with new potion as well. Maybe a lvl limit to use it? 30...
 

Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,314
Report after first test:

-Rejuvenation potions will only drink if you have less than full mana, regardless of your health.

-The nights seem to be a little too dark in my opinion. It's good to have it darker than before, but now it's just a little too much. When you are new to Gaias, it is a shame that you can't see the beautiful terrain more clearly when it is night.

-The talent system seems to work flawlessly so far. Only i think you should rename the talent icon from "Hero Abilities" to "Talents" if possible to prevent confusion and improve presentation.

-As a ranger it is possible to get 2 claw strike pet attack abilities. I tried to buy it from the innkeeper, it said i couldn't buy it of course, but i got it anyway, so i had 2 identical spells

On another note i think you should add a picture to hide the minimap. It's not really rpg'ish to have a RTS-style map and it would give the game a better feeling - the picture could simply be the Gaias logo or something else looking natural.
 

Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,314
Nymph casting is bugged. It keeps spamming a spell called "Cure" but stops casting before it is complete causing a constant spam with no effect. Guess it's a trigger loop.
It seems to stop as soon as the nymph's target is back over 90% hp. Then the nymph lets the spell casting time complete and then return to random wander pet mode.
 
Level 3
Joined
Jul 8, 2012
Messages
79
Nymph casting is bugged. It keeps spamming a spell called "Cure" but stops casting before it is complete causing a constant spam with no effect. Guess it's a trigger loop.
It seems to stop as soon as the nymph's target is back over 90% hp. Then the nymph lets the spell casting time complete and then return to random wander pet mode.


Guess it's the reason that Nymph worked abnormal

- all spells that had a cooldown equal to its casting time now have a cooldown of 0.5 seconds to allow for consecutive casting with spell haste
 
Level 11
Joined
Mar 18, 2009
Messages
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My personal stash and upgraded personal stash disappeared somehow

I came in to town, bought both stashes (I used cheats for the gold n stuff), went to do my Gaia' Retaliation Part 1 and 2, finished them and completed my class change. Went to buy my last ability at the market and noticed that my stashes was missing.

I think it may have something to do with my class change, as far as I know the class change discretely removes my old unit and replaces it with a new one with the same items and stats.


Also the first talent of Crusader Tactics, "Gaping Wound", I did not notice any difference in the description after I choose it but does the total damage get increased along with the extra 6 seconds it lasts? Otherwise its not much of a buff for it, it will last longer but only do the same total damage as before.
 
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Level 3
Joined
Jul 8, 2012
Messages
79
Talent BUG: You would lose all your talents if you arrive Lv30 or more and get any talent point before advance your class
 
Talent BUG: You would lose all your talents if you arrive Lv30 or more and get any talent point before advance your class
This situation will not be possible without cheating so it doesn't really matter and doesnt need to be fixed imho.

@ others: thanks for the reports so far. Really helpful. I will take note of all of the reports and fix them for the final build.
 
Level 4
Joined
Oct 2, 2011
Messages
103
Since this is no bug, I think i should post it here. Zwiebel didn't you say, that in further updates, you will lower the cost of spells that (at the moment) cost 7k gold and 2 mc (like nymph,...) to 5k gold? Please correct me if I'm wrong.
 
Level 3
Joined
Jul 8, 2012
Messages
79
This situation will not be possible without cheating so it doesn't really matter and doesnt need to be fixed imho.

@ others: thanks for the reports so far. Really helpful. I will take note of all of the reports and fix them for the final build.

Thanks for reply I understand your meaning
 
Level 2
Joined
Oct 28, 2012
Messages
24
Hi, Zwieb. Can you make the cloud reflection on the sea side - 'moving'? And at night will you put stars and also add (falling stars reflection) too, so they will look really great! Your idea is amazing adding more atmosphere to the game!

Edit: Please bring back the old beauty of Riversdale if necessary. I know revision is a must, but even I'm fed up with the old terrain, I really like and loved it. The road, The old bandit camp, the stones on the sands near the cave are really not that op. But its not that nice.
 
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