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Thread: New Upgrades Mod [Amethyst Edition] for ERA | This thread is pages long: 1 10 ... 19 20 21 22 23 ... 30 · «PREV / NEXT» |
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aldzzz
Adventuring Hero
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posted February 21, 2021 05:37 PM |
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Undeadgamer62 said:
aldzzz said:
VMaiko said:
aldzzz said:
VMaiko said: aldzzz, try with OpenGL 32bits and without filters
unfortunately no change.
Ok, maybe your resolution is not adequate, check what resolution your display has and put the same settings in HD mod
nope, same error persists even with full 1920x1080
Maybe it's just me, but the image in which you have some things circled looks normal to me. In TUM, the resources appear in different colors (and not always the same one). So having crystals that aren't necessarily red is normal in this mod.
umm. so redish sulfur and light green mercury also ok?
and how do you explain sd-sized text?
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Undeadgamer62
Known Hero
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posted February 21, 2021 09:52 PM |
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aldzzz said:
Undeadgamer62 said:
aldzzz said:
VMaiko said:
aldzzz said:
VMaiko said: aldzzz, try with OpenGL 32bits and without filters
unfortunately no change.
Ok, maybe your resolution is not adequate, check what resolution your display has and put the same settings in HD mod
nope, same error persists even with full 1920x1080
Maybe it's just me, but the image in which you have some things circled looks normal to me. In TUM, the resources appear in different colors (and not always the same one). So having crystals that aren't necessarily red is normal in this mod.
umm. so redish sulfur and light green mercury also ok?
and how do you explain sd-sized text?
It's been a while since I played it, and I haven't played the most recent version yet, but I recall all the resources being differently colored. As far as the text is concerned, that I don't recall being an issue before, so it may be some issue with the most recent version.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 21, 2021 10:16 PM |
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aldzzz
i don't think this is a problem. As undergamer explained there are some recolors of existing resources to bring a fresh taste and some variety in the game. As for the text I don't know, just ignore it, I can barely see any difference in your picture.
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rudolphy
Tavern Dweller
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posted February 21, 2021 10:29 PM |
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Edited by rudolphy at 22:29, 21 Feb 2021.
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As VMaiko wrote, the recoloring of the resources was intented. See post to update V1.3
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aldzzz
Adventuring Hero
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posted February 21, 2021 11:24 PM |
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RerryR said: aldzzz
i don't think this is a problem. As undergamer explained there are some recolors of existing resources to bring a fresh taste and some variety in the game. As for the text I don't know, just ignore it, I can barely see any difference in your picture.
hmm okay, i'll ignore the text thing then.
idea for different colors is nice tho, i just didn't know if it was intended, that's all.
thank you to everyone who responded!
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mrryu2312
Hired Hero
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posted March 03, 2021 06:00 PM |
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Hi, whenever heroes with tactics skill win the new places like City of Dead or something, the tactics skill becomes not working anymore. Anyone reported this?
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VMaiko
Known Hero
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posted March 04, 2021 05:14 AM |
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Fix update v.2.8.2
-Critical Bug about Warehouses was fixed.
-Soul Eater commander casts was Fixed.
-Fixed name of the some creatures.
-Reclassified combos artifacts, they will no longer appear on the map or in rewards.
-Most CBs can now be revisited, most in 14 days, others in 28 days.
-Fixed Diamond Dragon/Darkness Dragon has no spell resistance.
-The unnecessary double attack of Stack Experience on Seraphs has now been changed to "No retaliation".
-Windmill was be removed from the replacement list of warehouse.
-Fixed damage on Dryads.
-Orb of Chaos and Compendium of the Magic had a rebalance.
-Ultimate Dragon Utopia was Balanced.
-Small balance in the rebirth of Divine Phoenix.
-Primal Faerie Dragon now has Expert "Magic Mirror "and Basic "Anti Magic".
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Quique30
Adventuring Hero
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posted March 07, 2021 01:17 AM |
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Edited by Quique30 at 13:51, 07 Mar 2021.
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Hello there! Back for some TUM fun (and some feedback)!
First, I noticed the stability of the mod has improved a lot (haven't experienced any critical bug that would not allow me to continue playing). So big kudos for that!
That said, here are some issues that I found:
1) Some structures being replaced by others that block paths:
2) Unknown error that I only encountered once during my long playing session and didn't prevent me from continuing playing without issues. Think It is ACM related, though.
3) Another error that happens when the Death Ripple cast from Liches can't find units to target (because all are already dead).
4) This one is a crash (the only one I experienced) that seems to be caused by Death Ripple (either from Liches or spell book) targeting Ogre Magi Ammo Cart (at least that's what I think it is). Uploaded a save for that: Attack with Galthran
https://easyupload.io/r89ihj
5) Noticed that "New artifacts" seems to be enabled by default. Problem with that is that some custom maps require certain artifacts to be able to advance the map, but are getting replaced. This is probably the biggest problem I experienced so far.
Anyway, thanks for your continued work updating this amazing mod.
Cheers!
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Quique30
Adventuring Hero
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posted March 07, 2021 01:19 AM |
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Edited by Quique30 at 01:20, 07 Mar 2021.
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VMaiko
Known Hero
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posted March 09, 2021 05:01 AM |
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Mod Updated to v.2.8.5
All information and changelog in main thread.
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Liso1
Known Hero
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posted March 10, 2021 09:08 AM |
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Edited by Liso1 at 14:49, 10 Mar 2021.
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VMaiko said: Mod Updated to v.2.8.5
All information and changelog in main thread.
Thanks for update!
but I'm interested in one thing, version v2.8.2 was about 100MB and version is 222MB, what has changed?
I've figured it out... new music. So this is a risky step
Is it possible to make it a SUBmod that can be turned on / off?
You could add a photo of what Mysterious Cave looks like.
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Heroes 3 Wake of Gods Portal
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VMaiko
Known Hero
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posted March 14, 2021 01:29 AM |
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Fix Update v2.8.6
-Fixed new skeletons are affected by morale.
-Fixed Darkness Dragon and Diamond Dragon lose breath attack.
-Removed startup info of Mysterious Cave.
-Creature portrait and battle def were updated.
-Deleted many Mp3, now there are only a few soundtracks left from The Tides of War.
-Removed zport01.def from RMG.
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MrDweed
Tavern Dweller
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posted March 20, 2021 09:33 PM |
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Hello everybody!
Necromancy is still doesn't work for me and I don't know why. My era version is 3.3.7 and the third upgrade mod version is 2.8.6
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johnnycage
Adventuring Hero
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posted March 21, 2021 07:53 PM |
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What section of the Map editor is the Mysterious Cave in? Can't seem to find it.
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Liso1
Known Hero
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posted March 22, 2021 07:34 AM |
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johnnycage said: What section of the Map editor is the Mysterious Cave in? Can't seem to find it.
check this video about Mysterious Cave: https://youtu.be/3dWVvxI_bJc
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Heroes 3 Wake of Gods Portal
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VMaiko
Known Hero
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posted March 26, 2021 03:29 AM |
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Edited by VMaiko at 03:37, 26 Mar 2021.
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Fix Update 2.8.7
-Fixed Archangels resurrects all the fallen stack.
-Fixed shooting adjacent/shoot close ability, now it works again.
-Added Colisseum of The Magi. (it is not generated in Random Map, in the next update it is expected to do so).
-Reduced the replacement rate of all objects on the map.
-Fixed Cloak of the Undead King resurrect pikeman.
-Sun Emperor Chainmail and Crown of the Fire King were balanced.
-Creature spawn has been completely fixed, now everything works as it should.
Link here
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johnnycage
Adventuring Hero
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posted March 26, 2021 05:21 PM |
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Liso1 said:
johnnycage said: What section of the Map editor is the Mysterious Cave in? Can't seem to find it.
check this video about Mysterious Cave: https://youtu.be/3dWVvxI_bJc
That video is what inspired me to want to put it on a map. but I don't see it on the objects list on the map editor
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VMaiko
Known Hero
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posted March 26, 2021 10:13 PM |
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johnnycage said:
That video is what inspired me to want to put it on a map. but I don't see it on the objects list on the map editor
Object 56, here
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johnnycage
Adventuring Hero
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posted March 29, 2021 09:21 AM |
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bloodshade21
Tavern Dweller
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posted April 03, 2021 04:34 PM |
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Hello there! I've noticed a couple of new exciting features in Amethyst CFG file editor, but after trying them out, I've found a couple of bugs. Here's the list:
1. ShootingAdjacent now works but it also gives Sharpshooter ability. It's not a big deal but unfortunately, it's impossible for creatures to have this ability without having Sharpshooter ability as well (also, Bow of Sharpshooter becomes irrelevant)
2. RangedRetaliation - not sure if it was intended that units with this ability retaliate every single time, regardless of their number of retaliations.
3. Creatures casting spells - It's not possible to give the creature ability to cast spell through this editor (although there are fields like 'Casts spell (ID)' and those mods for casting, as well as creature spell power). I think it's because there's no field for typing the number of casts per battle, which is probably 0 by default. It would be really great if you could add that into the next update.
4. RESIST_TO_AIR and RESIST_TO_EARTH options don't work. RESIST_TO_WATER however, does (although it gives immunity to water spells, not resistance, but that's also fine )
5. The newest, and the most exciting addition is the one where we can specify which spell creatures can cast after taking action. Now, at first I was very excited because it does work but only for the attacking hero. Whenever a creature that belongs to the right side (defending hero or neutral army) would cast a spell after taking action, the game would instantly crash. Please, try to fix this, it would be the coolest thing ever if it worked!
Love your work as always, keep it up!
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