This add-on always had the feeling of a Distant Dream to me. I always kind of rushed things with this add-on, even so I pulled it off and added some cool stuff. So I made a quality of life improvement with the following changes:
1.15. Distant Dream
- fixes: a variety of death elf factions
- shop set the extra strikes to 1 instead of increasing it by 1, fixed
- under some circumstance the extra strikes were not increased correctly, fixed
- broken specials for techniques (bandit will now apply)
- bat wasn't showing inside the wolfs cave
- fixed a problem with campaign picture
- repaired brides portrait in the gryphon mountain
- repaired problems with bowmaidens portrait
changes:
- color changes to death elf factions
- overworked blitzguards attack to look 200% cooler
- strike gains no longer affect techniques
- added label for wounded bat
- overall wording improvements
- active techniques now show in the inventory help menu, not only in status
new content:
- new units death elf units such as Poison Ivy and Poison Master
- added 'Enter' helpmenu option to enter places on your position (such as shops you left or cities)
- added a variety of achievements for this campaign
- Thieves 7 advancement for Bandit - allows to recruit a variety of orc units
- overworked world map:
- added many npcs and decorations to worldmap
- overworked the terrain for the worldmap and all encounters
- random encounter will now a greater variety of enemies
- end your story has been moved to the special potion store - for a reason
- more random loot placed all over the map, especially in the new ruins
- random loot is now animated with a spark
- ships now scroll to your unit
- like ships tunnels allow to travel to another location
Sorry for the delay spirit, I think I was in a rush the last time I checked in with the campaign. I had intended not make any changes to this campaign, because I was kind of frustrated. But better late than never, here your answers:
1. My headbutt technique doesn't have the slows special.
That was a bug I could find and fix.
2. The nagini leader was easy to kill because she teleported and moved to dry ground. Is that intentional?
Yes, its one of the few weaknesses you need to exploit in higher difficulties. It also delays the turns before he reappears on the battlefield.
3. In the scenario with elves and wolves I saw a cursing elf on bandit difficulty. Was that intentional?
Yes, cursing units can occur. It is even worse on Nightmare.
4. My paladinhammer gives enemies at least 60% chance-to-hit. If I choose another attack, the enemy's chance-to-hit is what it should.
Yes, this is caused by the stun ability, I've reduced it to 50%.
5. It's illogical that the bandit's non-unequippable starting weapon has higher damage output than the unequippable one.
I was about to delete the morning star attack, but decided against it. Because it is the other way around, the mace is his 'secondary' melee weapon.
He is not so much attached to the mace, so he unequips it. But you should try something different and get more different damage types.
So selling the mace would be the first step.
6. There is still the old bug that erases the effect of strike potions when unequipping a weapon.
I think I found the problem and fixed it. It was a problem with the shop and inside the equipment macro. I fixed both and retested.
7. Another old bug: my hero sometimes has no ZoC.
... no idea, ZOC is not my field of expertise. I always assumed it had something to do with the new update.
8. In the Orcishsuperweapon scenario the objectives tell me to kill the leader when I actually should destroy the superweapon.
fixed
1.15. Distant Dream
- fixes: a variety of death elf factions
- shop set the extra strikes to 1 instead of increasing it by 1, fixed
- under some circumstance the extra strikes were not increased correctly, fixed
- broken specials for techniques (bandit will now apply)
- bat wasn't showing inside the wolfs cave
- fixed a problem with campaign picture
- repaired brides portrait in the gryphon mountain
- repaired problems with bowmaidens portrait
changes:
- color changes to death elf factions
- overworked blitzguards attack to look 200% cooler
- strike gains no longer affect techniques
- added label for wounded bat
- overall wording improvements
- active techniques now show in the inventory help menu, not only in status
new content:
- new units death elf units such as Poison Ivy and Poison Master
- added 'Enter' helpmenu option to enter places on your position (such as shops you left or cities)
- added a variety of achievements for this campaign
- Thieves 7 advancement for Bandit - allows to recruit a variety of orc units
- overworked world map:
- added many npcs and decorations to worldmap
- overworked the terrain for the worldmap and all encounters
- random encounter will now a greater variety of enemies
- end your story has been moved to the special potion store - for a reason
- more random loot placed all over the map, especially in the new ruins
- random loot is now animated with a spark
- ships now scroll to your unit
- like ships tunnels allow to travel to another location
Sorry for the delay spirit, I think I was in a rush the last time I checked in with the campaign. I had intended not make any changes to this campaign, because I was kind of frustrated. But better late than never, here your answers:
1. My headbutt technique doesn't have the slows special.
That was a bug I could find and fix.
2. The nagini leader was easy to kill because she teleported and moved to dry ground. Is that intentional?
Yes, its one of the few weaknesses you need to exploit in higher difficulties. It also delays the turns before he reappears on the battlefield.
3. In the scenario with elves and wolves I saw a cursing elf on bandit difficulty. Was that intentional?
Yes, cursing units can occur. It is even worse on Nightmare.
4. My paladinhammer gives enemies at least 60% chance-to-hit. If I choose another attack, the enemy's chance-to-hit is what it should.
Yes, this is caused by the stun ability, I've reduced it to 50%.
5. It's illogical that the bandit's non-unequippable starting weapon has higher damage output than the unequippable one.
I was about to delete the morning star attack, but decided against it. Because it is the other way around, the mace is his 'secondary' melee weapon.
He is not so much attached to the mace, so he unequips it. But you should try something different and get more different damage types.
So selling the mace would be the first step.
6. There is still the old bug that erases the effect of strike potions when unequipping a weapon.
I think I found the problem and fixed it. It was a problem with the shop and inside the equipment macro. I fixed both and retested.
7. Another old bug: my hero sometimes has no ZoC.
... no idea, ZOC is not my field of expertise. I always assumed it had something to do with the new update.
8. In the Orcishsuperweapon scenario the objectives tell me to kill the leader when I actually should destroy the superweapon.
fixed
Statistics: Posted by Heindal — Today, 9:14 pm