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Gems of Unification v13.02.26

gemsofunificationheader.jpg


Inside this game a plot slowly unfolds around certain gems that carry a great power. A power that has to be kept safe, in your hands.



Introduction

Gems of Unification (GoU) is Role Playing Game (RPG) which can (and should) be played in multiplayer. I've worked quite a lot on this map and hope you'll enjoy it.

This map is currently still in heavy development, but playable. Of the three acts the first two are largely done. Expect this map to be updated a lot over the coming months.

If you find any bugs or have suggestions to the map don't hesitate to contact me by posting in this thread. Together we can create a new epic map!



Features
  • 1 Class (explained below)
  • 39 Abilities
  • 150+ Items
  • 8 Birthsigns
  • Threat and AI System
  • Equipment System, items influence your hero in many ways!
  • Attachment System, items are displayed on your hero
  • Save/Load System, keep your hero with you!
  • Indoor terrains, varying from homes to caves to dungeons!
  • Combat Text and Casting Bar Systems
  • Epic dungeon's and outdoor bosses!



One hero, all classes!

Pick up your weapon of choice, learn your own spells and do the quests you like. Your choices determine your class, allowing a whole new kind of customization! So will picking up a bow for instance make your hero a ranged damage dealer since bows provide a ranged attack and a damage bonus. Together with the ability to pick up any spell you like (though there is a maximum of spells you can pick) you can create your own class! Any combination is possible!​

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FAQ

What is this game about? What does RPG mean?
RPG stands for Role Playing Game, which in this context means you play a character that explores the world of Gems of Unification. You're pretty free to choose which kind of character you want to be.

In which aspects does this game differ from other RPG's, like Gaia's Retaliation?
I'll be honest, in a lot of aspects it is the same, it's just fresh, new content. In what aspects it differs are these; class customization, you don't pick a pre-made class with certain abilities but you're free to choose how you want your character to be.

The game crashes!
Make sure you have texture quality on highest, else the game can crash. Next to that, suggested resolution screen is 1920x1080. Small resolution and graphic can broke game or improperly display data. If the game still crashes after trying this try running Warcraft III in openGL by adding -opengl to your startup exe.

Help, I can't save in singleplayer! Why is this?!
In order to prevent people from cheating their character up I've disabled saving in singleplayer.

My save code doesn't work.
Make sure you're using the same playername you used while you saved your character.

Restore my code!!
I won't sorry, you'll have to level up again.

I've noticed a serious bug, where can I report this?
You can report this by replying to the uploaded map at the Hive Workshop or in the post on the forums there I have for this map.

Your map sucks!!1
Okay... Play something else than.



Credits
Thanks to these people I was able to create this map.

  • Testing: Ken Plattel
  • Main inspiration: Gaia's Retaliation ORPG Team: teh.fellow aka Playmo, Zwiebelchen aka Todeszwiebel, Shapy, muzzel
  • Models/Skins: Born²Modificate, Kitabatake, Lopaki, Dan Van Ohllus, Mr. Goblin, DerReaper2, xXm0rpH3usXx, Pyritie, Mc !, Chriz., JetFangInferno, Vuen, olofmoleman, Nasrudin, jatter2, Kitabatake, Thrikodius, ikillforeyou, Sunchips and dirtytricks
  • Images: Elvira1990, Artistic-Dodger and Gandi24
  • AIDS and Damage detection: Jesus4Lyf
  • DayNightFog System: Viikuna
  • Bag System: muzzel
  • Save/Load: Nestharus
  • Spell: Paladon
  • Hive Workshop in general, the community

Please contact me when we left you out on credits.



Changelog

v13.02.26
  • Solved a bug where unattainable items used for the upcoming dungeon 3 (Cathedral Catacombs) were already available via gamble
  • Buffs from abilties will now properly be removed if they would have expired when the hero was dead
  • Moved some wrongly places creeps from ogre area to Cathedral Catacombs
v13.02.24
  • Save/load system removed and replaced by Nestharus, all related bugs are fixed by this (clones heroes, invalid codes, laggy load, incorrect items, etc)
  • Improved items will now properly be removed when an other character is loaded
  • Ranks will now also be saved
  • Origin of the Gems quest will now work properly and end with a quest to go into dungeon 3
  • The quest A Warning Sign will now rewards Rank 3
v12.08.07
  • Fixed an issue where summons could cause loads to bug
  • Fixed an issue where backpack items weren't properly saved
  • Fixed an issue where no save code would get generated at all
  • Centaur and Tauren creeps should no longer grant experience when killed while being allied to them
  • Intimidation Shout now properly applies AoE threat
  • Added an additional vendor in Windfell who sells common weapons
  • Lowered the duration of Bash for Orc Grunts in Act III from 2 seconds to 0.25
  • Increased the damage of Keli'dan the Breaker and Feral Swine
  • Seal of Vigor can no longer procc off Quill Aura
  • The King now casts Dominate on himself
  • Save codes now no longer contain spaces, making them easier to copy
  • Recalculated the shadow map, improving shadows on some places
v12.08.05
  • Elite creeps (dungeon non-boss creeps) now have their proper base health
  • Solved an issue with the quest The Chieftain's End
v12.08.04
  • Save codes have been reset due to exploits, these should be fixed this version
  • Solved a bug causing double hero stat calculations
  • Solved a bug causing Impact to trigger off any unit even without the ability
  • Items owned by a player now get properly removed when loading a new character
v12.08.02
  • The long awaited Act III has been released! It contains a new leveling area for level 38 - 48. This brand new act contains the following:
    • A whole new part of terrain, including the main capital Armadale
    • All new quests that continue the story from Act II
    • Brand new creeps which drop fancy new items
    • 7 new abilities
    • And many more things!
  • All save/load bugs are fixed, saving should now always generate a code, as well as loading should now always load your character fully
  • Because of save/load bugs, all save codes have been reset unfortunately
  • Mana per intelligence has been lowered from 15 to 10 per point
  • Base hero mana increased from 0 to 15
  • New Birthsign added, Birthsign: Panda provides +30% healing done
  • New Birthsign added, Birthsign: Dragon gives the hero a 10% chance on attack to deal additional elemental damage
  • Birthsign: Owl now gives +25% spell damage instead of increasing spell power
  • Birthsign: Boar now in addition to a health bonus gives +5% resistance to all types of spells
  • All spell power based abilities have their coëfficient reduced by ~30%
  • All creeps have their base health increased in order to increase difficulty (including elites and dungeon 2 creeps)
  • Player creep scaling has changed, health went down from 75% to 50% per player, damage from 25% to 10% per player
  • Gold gained by quests has been normalized depending on hero level, big differences in the supposed level and the hero level reduce the gold reward, experience and skill points still stay independant on the hero level
  • Ranks for the Armadale Army now give 2% dodge and resistance down from 3%
  • Gold sharing to an ally is now no longer possible
  • Ensnare is now no longer usable on bosses
  • Knuckle Punch can now be relearned by Innkeeper Valdr in Bridgewater
  • Harpy Hag now has two additional abilities to increase her difficulty
  • Internal creep recylcing engine improved
  • Creeps now spawn with a new fade in animation
  • Added additional troll huts for the quest No Home, No Future
  • Reduced the selling price of herbs (berries)
  • Potions and herbs now stack properly, there should no longer be an error message
  • Potions and herbs can now stack up to 10, increased from per 4
  • Fixed a typo in Master Healing Potion recipe
  • Fixed a bug that caused creep player settings to affect players instead of creeps
  • Fixed a bug that would cause the hero to stay in combat after surrendering the troll Warlord
  • Fixed a bug causing animation errors when dropping weapons
v12.06.12
  • The following bosses have gained a new unique ability to make their fights more interesting: Gareth the Greedy, Ember Skeleton, The King and Dragon Turtle
  • Both dungeons now have an easy way to leave them at the last boss (a teleport)
  • Dungeon bosses now have a shout message when engaged in combat
  • Added a notification when a player leaves the game, in addition creeps will scale down (less health/damage/etc)
  • All casting bars are now visible for all players (including creep casts)
  • Tauren and Centaur now scale with the amount of players as normal creeps do
  • Attack speed should now properly be displayed when viewing stats, this was a display issue only
  • The quest Stopping the Trolls can now no longer be started twice
  • Shadow Dagger debuff now properly lasts 3 seconds instead of just 1
  • Shadow Dagger will now go on cooldown when killing a unit with it
  • Solved an issue with Flaming Arrow
  • Gambling now always gives an item
  • Its no longer possible to gain a material when gambling
v12.05.28
  • Gambling has been added; you can now gamble for a random item by paying a heavy sum to a NPC
  • Quest items should no longer be saveable, which should prevent a lot of bugs from happening
  • Almost all spells which scale with Spell Power have their coefficient lowered
    • Protective Shield down from 7x to 6x
    • Arcane Burst dowm from 3.5x to 2.5x
    • Barkskin down from 4x to 3x
    • Heal down from 7x to 6x
    • Fireball down from 2x to 1.25x
    • Shadow Embrace down from 6x to 5.5x
  • Save files are more readable now
  • Additional quests have been added; one for Bounty Hunter Miles and one concerning Warlord Ula'elek
  • The quest Ain't That a Kick in the Head now works correctly
  • Troll huts that get destroyed should now play their fire animation for all players
  • Birthsign: Serpent now provides 15% critical strike damage down from 25%
  • Bounty Hunter Miles now offers different items for sale
  • Resistance should now work properly again, all bugs resolved
  • Barkskin no longer forgets its armor added when equiping or de-equiping a ranged weapon
  • Mark of the Wild now adds the proper amount of agility upon buffing
  • Mark of the Wild disabled icon has been added
  • Improving Furbolg Relic should now provide the correct stats
v12.05.22
  • Creeps now scale with the amount of players, with each player creeps gain +75% health, +25% damage, +15% experience reward and +15% item drop chance
  • Fixed an issue that could crash the game when playing WC3 with a different version
  • Fixed a bug with loading certain save codes that would not restore a hero correctly
  • Added a questgiver in Palemane Hills just after the bridge
  • Fixed a bug with the Murloc or Serpent birthsign being lost after reviving
  • Potions and Ability scrolls are saveable from this version on
  • Casting while wielding a two-handed weapon should no longer cause animation issues
  • The model of Gladius is now properly attached
  • Inner Courage tooltip improved
  • Pets should no longer become stuck near the entrance of dungeon 1
v12.05.20
  • A lot of exploits and bugs have been fixed, because of this earlier save codes do not work with this new version, I apologize
  • The game can now be played in singleplayer LAN games!
  • Two new commands have been added: -roll (displaying a random number between 1 and 100) and -clear (clears all text messages)
  • View Stats, Rest and Spellbook now have their hotkeys displayed in their tooltip
  • When playing the game in singleplayer an ingame message is displayed at the start of a game that saving has been disabled
  • An aweful lot of bugs concerning loading a character have been solved (Birthsigns disappearing, faction choice for tauren/centaur, etc)
  • Mana cost of a lot of abilities have been rescaled
  • Deadly Poison now deals 1x Agility down from 1.5x Agility
  • Gold cost for improving items increased and now dependant on item quality as it should be
  • Gold cost for recipes reduced
  • Birthsign quest is no longer available if you already have a birthsign
  • Improving high leveled items should no longer cause disappearing stats
  • All bugs concerning bows becoming melee items have been resolved
  • Slaying the last boss of dungeon 1 (Mother) prematurely no longer causes the quest to bug
  • Higher ranks should no longer collide with lower ranks when obtained
  • Guard next to the ambassador in the centaur camp now has proper talk text
  • Solved a bug concerning destroying troll huts with multiple players
  • Solved a desync bug with Lost Merchandise quest
  • A preview image has been added
v12.05.17
  • Bug fixed concerning equiping improved items and colliding item classes
  • Two new Birthsigns added, check them out!
  • Terraining improvements like Army Encampment in the northeast, grass pitching and bridge between Act I and Act II
  • Heroes now have normal names now
v12.05.07
  • Herbalism has been added, you can now gather berries from bushes and convert them into potions, more to be added in the future
  • Improve Items has been added, you can now (for a fee) improve your items, increasing their stats
  • All desync issues should now be solved, the problem was found and fixed
  • Three new abilities have been added, they drop off dungeon 1 bosses or dungeon 2 trash creeps
  • Unlearn Skills has been added, you can now reset (for a free) all skill points of your hero
  • A Sign From the Stars / Foreign Market can now both be started without having completed their pre-quests
  • Troll Cookbooks will no longer be floating
  • An additional path has been made through some trees down the hero's home house
  • Hydro Jet should now be working correctly again
  • Hippogryph above Windfell should be flying once again
  • Solved a bug with AIDS when selling items with bag
  • Solved a bug with TTBars (casting bar) when killing a casting unit
  • Credits is now updated, all resources authors have been tracked as far as possible and added
v12.04.29
  • Items now require a minimum level, this is also displayed in item tooltip
  • All abilities now have an unique hotkey
  • Inner Courage now increases threat done by damage by 50% up from 35%
  • Taunt now generates additional threat equal to 3x hero level up from 2x hero level
  • Intimidation Shout now generates slightly more threat
  • Pathing of some rocks near Windfell fixed
  • Quest text dialogs from some quests in Bridgewater improved
v12.04.23
  • Added vendor items, who carry no stats but earn you some coin
  • Items are now bound to player when saving/loading
  • Resolved a bug with Heal not working
  • Loading a hero should now no longer bug non started quests
  • Resolved a bug with Summon: Hawk
  • Display text of save code now displays longer (30 secs)
  • Disabled some debug stuff that shouldn't be in-game
v12.04.18
  • Initial Public Release


Upcoming
  • More quests
  • New abilities
  • Dungeon 3
  • More items
  • Bugfixing and balancing: priority
  • Additional stuff in the world (gatherable plants, etc)



Game is optimized and can't be opened by WC3 editor.
Make sure you have texture quality on highest.

v13.02.26

Keywords:
Gems, Unification, ORPG, RPG, Gaia's, Retaliation, Hero, Multiplayer, Epic, Terrain, Class
Contents

Gems of Unification v13.02.26 (Map)

Reviews
Vengeancekael - Date: 2012/May/26 20:15:05 Reasons: Other: Check out the tutorials section: Tutorials Check out the Map Development Section: Map Development Section Check out the World Editor Help Zone (Trigger issues, object editor, overall...
Level 14
Joined
Jun 27, 2008
Messages
1,325
The mobs hp/dmg scaling isnt balanced. We tried D1 with 3 people (Tank, Bow, Caster), and failed hard. After Tank and Bow left the game i soloed it easily.

Heal/Mage combos are always very strong, since its a combination of two classes (Heal/Tank/Dps) that uses only one attribute (Int) and the exactly same items. So both heal and dps is maxed, in a single hero.
HP isnt really an issue, except for 7 str i skilled only int. With some items i have 140 Spellpower, 300 HP and 24 Armor. Rejuvination + Shield = Invincible.

D2 is too easy, yea. Tried it with 2 players and alone, both was easy going.

One solution for the Healer/Caster problem coud be: use different attributes for Damagespells and Healspells. Would solve the problem, but isnt really satisfying.
 
Level 14
Joined
Jun 27, 2008
Messages
1,325
hm ok that probably should be fixed by giving some of the Agi items bonus HP. Anyway, there is an Armor with 110hp (50hp + 4Str) and ~17 armor (when improved). Im using it with my mage (doesnt have SP, but doubles my survivability), there is no reason you shouldnt use it with your Agi hero.
 
Level 1
Joined
Mar 8, 2012
Messages
2
Dude ,it's just me or you can't enter ActIII cause of guards , no matter you do all quests o.o (Please answear at this q i really want to know)and btw i found some bugs that creator shall fix like infinite xp from quests and whatsoever
 
Level 2
Joined
Jan 23, 2011
Messages
31
Like I said, right now it's too easy 'cause at the moment all you have to do is right-click on a creep and wait until it dies, and on bosses you just use 3-4 spells (shield, hot, dot, fireball or w/e). Creeps and Bosses especially should require more tactics etc, not just a right-click. A fun game is not right click to victory. Right now I'm playing Baldur's Gate II while waiting for further development of this map (balance & new content) and THAT'S an awesome rpg, you should play it and maybe inspire yourself for stuff. Also it would be kickass if you could include random banter between characters like in Dark Invasion II w3 map.
 
Level 2
Joined
Dec 16, 2011
Messages
234
Dear Map Author ~ I am so sick of all the people on this website complaining that the map is too easy. The high level of difficulty in the Gaias of Retaliation map made it impossible to play it single player - I don't want it to be the case with this map too! Please dont make the map harder. Instead, could you add some difficulty options to make it harder for those who want more of a challenge? Remember - it is much better to make a map that is too easy, than too hard ~ if it's too easy, it can still be fun; but if it's too hard, it can never be fun; only frustrating.
 
Level 2
Joined
Jan 23, 2011
Messages
31
Dude you obviously haven't really read anything around here ^_^ let me fill you up. This map has like Muzzel said scaling difficulty, the reason this map is very easy is because creeps aren't a challenge and even if they were, in this map you can be anything and everything (dps/healer/tank). Gaias was difficult because you needed enough players to fit each role unlike in this map. So what we want won't affect you, we just want a challenge! And at the moment I still think spellcasters are op, correct me if i'm wrong. (spellcaster = hybrids ofc, or even pure).
 
Level 9
Joined
Aug 26, 2010
Messages
573
I don't think he doesn't understand that spellcasters are op))))
I think separating mage and healer will help.
And agi should be improved, it can't be maxed, you get a shitty hero, unplayable in solo. With 1 player he just can kill enemy before he [hero] dies. But with 3-6 players it is impossible.
Also full-str bowmen has same almost dps as full agi.
 
Level 2
Joined
Jan 23, 2011
Messages
31
I think some talents could be particularly useful in further developing and customizing your character, and they could be done in the form of another spellbook in which you add passive skills if the author doesn't have time to crop up a talent interface system bla bla xD. That way SP could be drastically reduced and then by talents you could gain for certain spells a + % to spellpower ---> problem solved. And of course this is available for DPS heroes etc.
 
Level 14
Joined
Jun 27, 2008
Messages
1,325
Oh that looks like a nice solution. Make 2 talents:
- increases healing output by 30%
- increases spelldamage output by 30%
Make sure you only can learn one of these and you have to chose between healing and dpsing. To keep the balance reduce the effectivity of all healspells by ~40% and and dps spells by ~30%.

Other possible option would be to add a new birthsign that increases your healing output by 10%.
 
Level 2
Joined
Jan 23, 2011
Messages
31
He'd have to make talents for melee ranged and spellcasting. Thing is for spellcasting he can do this. ALL spells have x0.5 spellpower. Then, using talents you increase only the spells you want. Lets say I pick fireball from talents, it then gets an additional +1.0 sp that way I have 1.5SP on my fireball and 0.5 on others until I further increase them. Now, at this talent from beginning you must pick between two things: more dps or more heal, what this will do is the following. If you chose dps then all other spells (support, heal) cost +20% mana to cast and have 0.2--0.4 spellpower, and by going dps you can only unlock certain talents from support path. Stuff like "get this talent and your mana is increased by 2% and mana regen by 5%". ( so you can heal more ). I think you got the ideea.
 
Level 10
Joined
Aug 14, 2009
Messages
309
Thanks for all the suggestions people :)

I think talents would be a nice system but it'll take a lot of time to implement. I'd rather have a quicker solution to this imbalance problem so I can keep working on the new terrain.

Oh that looks like a nice solution. Make 2 talents:
- increases healing output by 30%
- increases spelldamage output by 30%
Make sure you only can learn one of these and you have to chose between healing and dpsing. To keep the balance reduce the effectivity of all healspells by ~40% and and dps spells by ~30%.

This sounds nice, I'll probably apply it to a birthsign form of solution. Making the Owl give +30% spell damage and a new one +30% healing.
 
Level 2
Joined
Aug 4, 2011
Messages
9
This is a marvelous map indeed. I am so glad Gaia's Retaliation set a higher standard for ORPG maps so now we can enjoy brilliant creations like this one. Knowing that this map is great in almost every aspect I'll go ahead with the only thing I disliked:
The music. I know you probably can't fit in the 8MB limit, but the music is really something that drastically improves experience imho. Gaia's Retaliation would be half cool if it didn't have Oblivion's music.
 
Level 5
Joined
Feb 24, 2009
Messages
110
nice map!


edit:
1 problem: when starting the game, it takes tooo long to load
Maybe could be because some player didnt press a key to continue or something. It would be nice to show on loading screen who didnt load map yet for this problem
 
Level 10
Joined
Aug 14, 2009
Messages
309
That seems appropriate, but dont forget to decrease the spells SP coefficients so the heal/dmg spells (whatever you improved) will end up at same efficiency as with the 5% sp from old owl.

Of course :) I've already implemented this. Most spell power coefficients get decreased by ~30%. Owl will provide +25% spell damage (so there will be a net nerf to spell damage), new birthsign will add +30% healing.

i think 5% was a very small ammount btw. But 30% would be useful. But still some signs are useless, like boar.
Can you wipe birthsigns if you will change them?

There will probably be a code wipe for Act III, sorry.

This is a marvelous map indeed. I am so glad Gaia's Retaliation set a higher standard for ORPG maps so now we can enjoy brilliant creations like this one. Knowing that this map is great in almost every aspect I'll go ahead with the only thing I disliked:
The music. I know you probably can't fit in the 8MB limit, but the music is really something that drastically improves experience imho. Gaia's Retaliation would be half cool if it didn't have Oblivion's music.

Thanks! :)
I've been thinking about music for this game. I agree that it is a big thing that is currently lacking. But with the 8 mb limit I just can't add anything anymore. I'm already using some of the limited space left for some new models for Act 3.

nice map!

edit:
1 problem: when starting the game, it takes tooo long to load
Maybe could be because some player didnt press a key to continue or something. It would be nice to show on loading screen who didnt load map yet for this problem

I'll look into this, but don't get your hopes up :)
 
Last edited:
Level 2
Joined
Jun 30, 2012
Messages
16
There is a bug I just experienced ingame. There are 2 items out of the 'Tomb of Horrors' which render it unable to save your character with unless you save in the very first town. The first one is 'Ebon Blade' (Fire Archer drop) and the second one is 'Shielf of the King' (Skeleton King drop (I know, you'd never guessed so ;P))

Else the map's real great. Thanks for your work!

Greetings

@Edit: I just found another item like that: 'Blackcrow' (Harpy wife drop)
 
Last edited:
Level 1
Joined
Jun 25, 2012
Messages
1
Hey :)
I am so glad I randomly found this on hive, it is really good and in my opinion the better gaia's because it got a hard lvl cap.

Though I wonder is there a Forum/Board or something for Bugreport, Feedback, Suggestion, Player Discussion etc? Because right know I had like a ton to say :D
But I rly dont wanna spam it here.

Nevertheless great work so far, I am looking forward for more upcoming content your game is already pretty enjoyable to play! :)
 
Level 10
Joined
Aug 14, 2009
Messages
309
There is a bug I just experienced ingame. There are 2 items out of the 'Tomb of Horrors' which render it unable to save your character with unless you save in the very first town. The first one is 'Ebon Blade' (Fire Archer drop) and the second one is 'Shielf of the King' (Skeleton King drop (I know, you'd never guessed so ;P))

Else the map's real great. Thanks for your work!

Greetings

@Edit: I just found another item like that: 'Blackcrow' (Harpy wife drop)

Strange, seems like this happens kinda random. I'll see if I can find a fix for it.

Hey :)
I am so glad I randomly found this on hive, it is really good and in my opinion the better gaia's because it got a hard lvl cap.

Though I wonder is there a Forum/Board or something for Bugreport, Feedback, Suggestion, Player Discussion etc? Because right know I had like a ton to say :D
But I rly dont wanna spam it here.

Nevertheless great work so far, I am looking forward for more upcoming content your game is already pretty enjoyable to play! :)

Not really have a forum for this. You can PM me bugs/feedback if you want to. Its welcome :)
 
Level 14
Joined
Jun 27, 2008
Messages
1,325
Strange, I save with it easily.

Maybe you improved it and he didnt? (or the other way around).

Im not sure what causes the bug, but i guess you have a list which assigns a unique number to all itemtypes and probably you forgot few to add few items or something. Since improved items have a different itemtype, that could explain why some non-imp items can be saved while imp items cant.
 
Level 1
Joined
Jan 26, 2011
Messages
8
Hello,sorry if I will repeat something - but I cant really read all of the comments.I found a bug - The teleport scroll of the 4th town (the last place of act II) doesn't seem to work.About the map - It's great!Well done!
 
Level 2
Joined
Jun 30, 2012
Messages
16
I've tried to save with several items with different results. Some are unable to save in combination with other items or in certain locations. And sometimes the very same items do save in exactly the same location and with the same item combination.
Anyway it's not clear to me what exactly causes the bug but I ain't a mapmaker though.

Additionally I experienced several game freezes and critical errors when I tried to unlearn abilities. No clue at all what causes that.
 
Last edited:
Level 10
Joined
Aug 14, 2009
Messages
309
Will see if I can fix the save issue. Though I don't really have an idea what could cause it.

Hello,sorry if I will repeat something - but I cant really read all of the comments.I found a bug - The teleport scroll of the 4th town (the last place of act II) doesn't seem to work.About the map - It's great!Well done!

Did you try a scroll that can teleport you to the "enemy" faction you've joined? (So if you joined Tauren for instance, you can't teleport to the Centaur village). This will get an error message next version.

I've tried to save with several items with different results. Some are unable to save in combination with other items or in certain locations. And sometimes the very same items do save in exactly the same location and with the same item combination.
Anyway it's not clear to me what exactly causes the bug but I ain't a mapmaker though.

I hope you understand that because this problem seems random, it's difficult to find out what is causing it. I'll do my very best though.

Additionally I experienced several game freezes and critical errors when I tried to unlearn abilities. No clue at all what causes that.

Could you be a little bit more specific? What ability did you try to unlearn?
 
Level 1
Joined
Jan 26, 2011
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8
I didn't mean the Tauren's and Cantaur village's (I know about that) But after u finish the quests with one of them,an archer sends u to report to a captain (south of the villages) there's another teleport scroll,I coudn't use that one.I also want to ask about the "birdsigns"I didn't find if I can change it or it's impossible? (after a rmk,I can't take the quest again)
 
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Level 14
Joined
Jun 27, 2008
Messages
1,325
@devo no you cannot change your birthsign

@drol
It could be the init code, but i was thinking about reaching the op limit during the actual saving process. Lots of Saveload Systems have problems with that if you pass too much data (like Pipedreams).

If you reach the OP limit while saving, the thread stops. So the code wont be displayed/saved (just like it happens sometimes).
 
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