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Posts from Walkthroughs for custom maps.

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In reply to Rince
8 years ago
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Rince
According to the current plan, I want to upload the new version separately, and leave the old one as is - for normal people :)

No, you shouldn't switch to the dark side, Rince...:smile39:

But seriously, we're waiting:)
In reply to Dandy
8 years ago
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Dandy
Wouldn't such changes depress ordinary players too much?:)

Eco, like Dandy, casually brought down the "ordinary enthusiasts")).

Added after 6 minutes
I strongly suspect that after 32767 turns, the weakening beam and the viper's poison may stop working, but I don't have the patience to check, and I'm too lazy to search the code. Maybe RoseCavalier can shed some light on this?
In reply to Nasos
8 years ago
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Nasos
Just like Dundee casually took down the "ordinary enthusiasts"))

Added 6 minutes later
I strongly suspect that after 32767 turns, the weakening ray and the poison of the wyvern may stop working, but I don't have the patience to check, and I'm too lazy to look for the code. Maybe RoseCavalier can shed some light?
wyvern: HP reduction is not a spell, it is a separate entry that does not have a counter - just a % multiplier which is used each new round to calculate creature HP - so it does not wear off, except Cure.
(cre + 0x4A4)

weakening ray: similar, the decrease in defense is not read from the spell, it directly decreases creature defense - never wears off during battle
(cre + 0xCC)

(apologies, easier to explain without translator)

@Rince
In general, I'm trying to provide an "disable" option for most changes in SoD_SP. If there is a specific one missing, it can be organized.
In the future version (1.16), the map creator will be able to forcibly enable or disable some options.

@wenwell
You are right, I did not test Titan + Peasant vs. 2 Behemoths in Deeply Inundated Dungeon, the Peasant is removed in v1.06. Nice find though!
8 years ago
Thanks.
In reply to RoseKavalier
User Avatar
8 years ago
RoseKavalier
@wenwell
You are right, I did not test Titan + Peasant vs. 2 Behemoths in Deeply Inundated Dungeon, the Peasant is removed in v1.06. Nice find though!
Haha, I predicted that something like this answer can be possible :D
8 years ago
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I tested the earthquake bug in different scenarios and found a strange quirk. If Phoenixes are in the first stack and the bug kills them, after the attack on their "phantom" stack, they seem to revive and can move and act. However, the game crashes afterward (without HD, I didn't test with it).
In reply to Nasos
8 years ago
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Nasos
I was testing the earthquake bug in different scenarios and stumbled upon a strange quirk. If Phoenixes are in the first stack and the bug kills them, then after the attack on their "phantom" stack, they seem to revive and can move and act. However, the game crashes afterward (without HD, I didn't test with it).

I also tested this, but nothing crashed for me (HD+ with SoD_SP). You just need to kill the resurrected Phoenixes one more time, and then they won't revive.
8 years ago
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And if you cast Berserk on a "bugged" stack of units, it revives them, although 20% of their health remains. This doesn't seem to work with other units.
In reply to RoseKavalier
8 years ago
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RoseKavalier
wyvern

@Rince
Basically, I'm trying to provide an "disable" option for most of the changes in SoD_SP. If something specific is missing, it can be organized.
In a future version (1.16), the map creator will be able to force-enable or disable certain options.

Errm, what do you mean by that and what exactly are you talking about? I'm sorry, English is way more understandable for me than Google-translated Russian :)
8 years ago
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in the end, Rosekavalier suggests finding another way to win... This is either tied to a specific item (which I no longer believe), or to a different sequence of actions. I'll have to keep testing).
8 years ago
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well, then there's this option: https://imgur.com/a/9zUoNKt

I was thinking about it even in the first version of the map, but I didn't try to implement it because there were other options. The looping tactic is found quite quickly, but after that, everything becomes quite monotonous in terms of movement.

Or is this not the right option either?:)
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8 years ago
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It turns out that the monsters are getting beaten by everyone.
In reply to Marlo_Stanfield
8 years ago
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Marlo_Stanfield
It turns out that monsters are getting thrashed by everyone.
Tell me what you're struggling with. I haven't been following the thread closely.
8 years ago
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That's really funny!
But don't you need wings to attack a box? And the wings are taken away after the fairies are defeated.

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