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1.2A(13) goes gold!

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Level 1
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Mar 28, 2010
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Hello everyone, I've been reading several posts but I don't understand very well this whole thing about the versions. I think I screwed up my codes, I just played mindlessly not paying attention to anything besides downloading the map.

I play using the version with the (9) at the end and when trying to load them in (10), (11) and (12) it won't work, even using the -comp command. What I want to know is if my codes are lost forever for future updates or if there's a way to get them back to 8 or above 9, if a member of the staff can help me or any possibilities out there.

Thanks in advance! Keep up the amazing work, my friends and I love this map.
 
Level 1
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Oh! I hope there will be a solution for those like me who play first, read later. Sadly I "transtalted" all my codes to (9) when it came out, nothing left to play the other versions. Thanks again, going to keep playing this amazing map.
 
Level 7
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Oh! I hope there will be a solution for those like me who play first, read later. Sadly I "transtalted" all my codes to (9) when it came out, nothing left to play the other versions. Thanks again, going to keep playing this amazing map.

This was kinda of a one time thing, as A(9) was a beta version intended only for making sure the new changes to stat systems and stuff were going to work out alright.

But that sucks about your codes :(.. Some of my A(9) codes worked, although not every item I had loaded correctly lol.
 
Level 9
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Stone Skin's scroll says it has a cooldown of 60 seconds, monk talent says reduces cooldown of stone skin by 50% but my cooldown now only says 40 seconds, theres just some inconsistencies in that

Also symbol of fury's duration doesn't go back down to 45 seconds after getting a retalent
 
Level 1
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-comp should work, I think 7 has the same save stuff as 8 does. If not you can port them into A(8) and then port them into A(12) from there.

But I can't save solo mode - game don't give me save code. Case I change version of map - I won't be able to load saved map, because of different versions.
 
Level 7
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Well, you should never actually save the map via the Warcraft3 menu options. That will disable all saving features.. Otherwise it can create a lot of bugs and unintended features.

If you're playing by yourself you can do so by using the Lan option and just creating a game for yourself that way. Always do -save to save your codes and everything should work fine.
 
Level 1
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New 24 quest Compensation
Blackstone Amulett used for?
the one who gets the shadow seal is Can not get the item in 8 versions
Is the item in a blow to the 8 version user?
 
Well I didnt have much time to work on 1.2B yet but it will come definitely. I am still enjoying holiday currently. Stay tuned for more updates. The stripped-down testing build for boss battle balancing will come soon (no quests, no creeps, no drops, no quests. But finished boss battles for early playtesting.)
 
New skins by Daenar7 have arrived!

I think the red one (second from the right) is my absolute favorite so far. It's a shame I can't use the highres versions because of filesize, because they look so much more crisp.
 

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Level 7
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Oooo. That hunter one (second from the left) is mega sexy xD.

And I just now noticed one of the thieves gloves is way bigger than the other lol.
 
Level 8
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Feb 3, 2013
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its not a bug but like when you respawn merc sometimes they get put in a non terrain area, so they can't get to you - maybe a command for unstucking stuck mercs

and visible level requirements for each item? - although this is probably not that big of a deal
 
v1.2A(13) now available!

GENERAL/BUGFIXES:
- Gold income from killing is now divided by the number of players (and mercs) in range; however, you will now always gain at least 1 gold
- Fixed a bug with blurred motions causing the game to crash
- Fixed a bug with the soldiers of Mytargas escort quest not following correctly on first attempt
- fixed head attachment point of rangers
- Fixed a typo in Linen Hood Recipe
- Fixed a bug with Flaming Arrow +duration Talent
- Fixed Eternal Strings attack speed bonus
- Gravestones can now be selected via the idle-worker button
- Fixed a typo in Cold Death recipe
- Fixed 'Stone Skin' cooldown talent
- Fixed a bug that caused some talents not to reset properly when unlearning talents
- chance to drop outdoor scrolls on low level bosses increased
- chance to drop dungeon scrolls on D1 bosses increased
- chance to drop Ogre boss scrolls increased
- shifted weights on Ogre boss treasure drops more towards items (instead of demon heart)
- adjusted a lot of drop weights for rare, common and boss materials to make lowlevel crafting easier
- completing the first kill quest now rewards a white armor
- corrected some faulty stats on the hero selector units
- Fixed a bug with the Dispel Magic AoE-talent
- Fixed a rounding error that caused mercenaries to slowly lose HP when repeatedly equipping items
 
Level 10
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Nov 20, 2005
Messages
800
Finally working on new content... currently I'm placing the pathing blockers required to make the terrain playable. When this is done, next on the list are the interior entry beacons and boss battles for beta testing.

This is amazing news! hopefully a new content version won't be too far off now :]

I volunteer for tribute on boss testing.
 
I aim to release the beta version with the raw boss battle designs by the mid of next week. Hopefully before Pillars of Eternity comes out. I'm dying to play that game, but I definitely want to release that beta before so you guys can already start to collect balancing data.

@Ihaz & box: once the blockers are placed, you can have the map for overhauling the items you and box made. You wanted to make some changes to them iirc.
 
While you're at it, could I maybe ask you to "sort" them after the specific levels aswell (you can check out the gold cost of these items to find out which level range they are)?

In the OE, items will be sorted in alphabetical order; this means that items of all level ranges will be mixed up... to fix that, you could change the color code of each level range a little (so f.ex. replace "|cffccccff" with "|cffccccfe" ... the difference is not noticable with the human eye, but the alphabetical order will seperate those levels then).

This is more or less only important for items level 40 and above to find them faster. So maybe make one group for the current Foothills items and one group for the new items you guys made?

This will make it easier for me to implement the enchanting/upgrade system later.
 
Level 7
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Oh yeah, I found that highly annoying while creating them as well. I kept losing track of where the items I made were if I felt I needed to go back and change something, so yeah thats definitely something that should be done.
 
Some new ingame impressions of the new areas and interiors.
I'm not 100% satisfied with the icy caverns yet, but the rest is pretty amazing imho.
 

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Level 10
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Looks absolutely amazing Zwiebel I can't describe how excited I am finally seeing some new content that is just mind blowing. Every single time you release new content it's always better in every aspect than the last.
 
Level 7
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Apr 16, 2014
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Everything looks so amazing. It really is a shame this project is stuck on such an overall unpopular platform :(. Everything you create deserves much better!
 
Level 7
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Well, I think you're right. I just think you've done a very good job on the game as a whole, and that the quality of gaias seems good enough that it could be its own stand alone game is all.

Anyhow I finished re-ordering the items. They're still ordered White/Green/Blue/Red, however within each color I categorized them based on the area they're obtained from. Which is:
1. Starting area + D1
2. Trade route + D2
3. Pre-Mytargas + D3
4. Foothills
5. New area items

I didnt think it necessary to exactly differentiate a level 26 green from a level 35 green within the foothills, that would of taken too much work, so I figured having them ordered by area is a better idea anyway, especially considering everything will be level 50 from here on out anyway.

Also it was good going through every item, there were some serious issues with some of our items and not having their gold cost changed appropriately lol.

It turns out most of our items actually fit in very well even with all the stat changes you made anyway. We did a good enough job putting enough HP on certain items while having none on others. Im guessing we'll see people debating which items they'd take for HP and which they'd rather maximize DPS from. Hopefully less mono gearing comes of this. We only slightly altered some Druid gear to include a bit more HP, and I ended up changing the Bishop specific gear to include a bunch of health since he was the only character that was seriously lacking.
 
Thanks again for your work... you can keep this version a little longer if you want; I'm currently coding the boss battles so I don't need the map yet.

Let's see if I can release the boss battle testing build before wednesday evening (gonna play Pillars of Eternity on the 26th, so no Gaias coding afterwards for at least a week or two).
 
You need a year to finish a singleplayer game? ;D

I had some additional troubles with the testing build... namely that the boss events are pretty complicated to make. Lot's of visual effects and unique conditions involved.

Especially the group boss battle is pretty complicated to make since I need to decouple the respawn mechanics from the default respawn there. I did that in the past on the ogre boss already, but this one allows not killing them in order, so it's fundamentally different here.
Also, the tower boss requires to be "awakened" like the gargoyle, so yeah, again, custom events to be coded.
 
Level 11
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Can't wait to dust off my Youtube account and make more boss guides :3

The new areas look really great as always Zwieb. I also love the new talent system mechanics and build customization options, it was a bit lacking before but now it seems you have a couple of alternatives to play and adapt.

:thumbs_up:
 
I'm glad the changes to the talent system have been worth it.

I'm still playing Pillars of Eternity right now (halfway through atm). It's a fantastic game, though a bit unbalanced in the lategame.
I'll probably be back to Gaias modding soon enough. Seems like the second half of the game is a lot easier than the first. Which is kind of odd.
 
Level 3
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Jul 3, 2013
Messages
51
People now equipping lower items to compensate imbalances caused by stat changes seems odd, too. I am not sure whether it was worth it, at least in the current version.
 
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