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Posted: Fri, 18th May 2012 21:46 Post subject: |
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New patch is up for Warlock: v1.1.3.27
Quote: | Updates to Warlock - Master of the Arcane have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
- Fixed the bug with enchantments staying on an enemy Great Mage upon his/her defeat.
- Dragon Farm now has the correct model.
- The attack of capital cities was improved - damage was increased, attack now have elemental magic damage, and becomes aoe from certain level of a city.
- The attack strength of defence towers was improved.
- The resistances of several units were slightly decreased.
- Appeared the option to switch off the intro movies. |
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Posted: Sat, 19th May 2012 07:56 Post subject: |
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There is russian version of the game, patched to 1.1.3.27, floating around.
Now, if only someone had patched l100.pack from english version...
P.S.
Voice acting seems actually better in russion version. Although they are not having Sean Connery impersonator.
Last edited by peter980 on Sat, 19th May 2012 08:13; edited 2 times in total
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JBeckman
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Posts: 34972
Location: Sweden
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Posted: Sat, 19th May 2012 08:09 Post subject: |
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Posted: Sat, 19th May 2012 16:33 Post subject: |
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Warlock.Master.of.the.Arcane.Update.3-RELOADED
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Posted: Mon, 21st May 2012 20:03 Post subject: |
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Quote: | Patchnotes v.1.1.4.28 ( Hopefully go live today on 21st of May on Steam)
- Changed Domination victory conditions - now it is enough to control >50% of Holy Grounds in all worlds combined (it was needed to control all of them before)
- fixed crash with click on news about new building in destroyed city
- fixed no upkeep bug with units in transport stance
- fixed exploit with clicking on debuffs
- fixed difficulty settings bug
- fixed experience gained by Powerful Lords
(posting patchnotes before patch goes live - as you wanted to) |
Should be live now.
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Posted: Mon, 21st May 2012 23:55 Post subject: |
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Yeah, the updates keep coming quite quickly. Too bad you have to restart a session once again. I doubt the bugfix with difficulty grades will apply to saved games. I always wondered why the AI isn't cheating so well on impossible diff. Made me actually feel like a strat pro.
Waiting for the guys on crack now...
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Posted: Tue, 22nd May 2012 07:48 Post subject: |
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Russians again relreleased game with 1.1.4.28 patch.
JB,
Were there any changes in l100.pack?
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JBeckman
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Posts: 34972
Location: Sweden
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Posted: Tue, 22nd May 2012 07:52 Post subject: |
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Doh!
Posts: 1361
Location: Wellhigh DK
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Posted: Wed, 23rd May 2012 23:14 Post subject: |
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Ha! That most be the worst dlc ive seen so far for a game ive actually played.
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Posted: Thu, 24th May 2012 23:44 Post subject: |
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peter980 wrote: | But the thing is, that DLC was feature complete from first day of game release. They just delayed it for 3 weeks for payed customers. |
It's a bit amateurish development maybe that they develop main game and extras at same time and already add anything together. It's similar like in Jagged Alliance Back in Action where you can already dig-up unannounced-yet addon content, incl. map, and even access additional weapons and such by little modifications of the data files.
Maybe that's a reason why they disallow mods yet too for Warlock, because it still hides more stuff what amateur modders could easily access otherwise. There was a guy on the official forum that developed a game archive extractor but the topic was sadly disintegrated later. Too bad.
The "inofficial" release of the game had already both DLCs included, but I don't know about more content yet what the official sooner or later could offer. Let's see.
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Posted: Fri, 25th May 2012 03:56 Post subject: |
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Yes, I remember that thread. Before it was deleted, he noticed that there was a picture of another great mage in the files (probably koatl queen).
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Posted: Fri, 25th May 2012 08:25 Post subject: |
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If anyone is interested reading the game files:
http://sourceforge.net/projects/wmota/
From a quick look at units.binary, looks like there are additional lord/hero units marked as DLC. There is still hope this game will become like Master of Magic one day.
Wish I could do some tweaks myself but only extracting and reading is possible so far. Still very interesting reading about difficulty settings, spell combos, (bad) AI behaviors, etc.
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Posted: Fri, 25th May 2012 09:13 Post subject: |
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Pity is that modding with unofficial extractor is considered as "illegal" in official forums, on same level as talk about piracy.
EDIT:
I see that textures for Koatl units are marked as lizardmen.
There is also an easter egg (backsample.jpg): photography with some guys (I guess devs), watching football (soccer) on the TV inside the mall.
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Posted: Fri, 25th May 2012 09:38 Post subject: |
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Difficulty bonuses, from d110.pack.
Code: | <DifficultyLevelList>
<Levels>
<item name="easy" enemyDamageK="0,6" enemyCriticalK="0" aiUnitProdTimeK="1,5" aiBuildingProdTimeK="1,5" aiResourceProdK="0,75" aiBreakTurnsAdd="7" />
<item name="hard" enemyDamageK="1" enemyCriticalK="1" aiUnitProdTimeK="1" aiBuildingProdTimeK="1" aiResourceProdK="2" aiBreakTurnsAdd="0" />
<item name="normal" enemyDamageK="0,8" enemyCriticalK="0,5" aiUnitProdTimeK="1" aiBuildingProdTimeK="1" aiResourceProdK="1,2" aiBreakTurnsAdd="4" />
<item name="very_easy" enemyDamageK="0,3" enemyCriticalK="0" aiUnitProdTimeK="2" aiBuildingProdTimeK="2" aiResourceProdK="0,5" aiBreakTurnsAdd="12" />
<item name="very_hard" enemyDamageK="1,1" enemyCriticalK="1,5" aiUnitProdTimeK="1" aiBuildingProdTimeK="1" aiResourceProdK="4" aiBreakTurnsAdd="0" />
</Levels>
</DifficultyLevelList> |
Interesting how enemy damage and critical is even to player only at hard difficulty (challenging). On the other hand, resource production is really high for AI on hard (x2) and very hard (x4) difficulties (probably to make it possible for AI to have advanced army with few territories).
P.S.
Files with .binary extension are simple xml files.
Last edited by peter980 on Fri, 25th May 2012 09:45; edited 1 time in total
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Posted: Fri, 25th May 2012 09:45 Post subject: |
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There are also hints about artifacts to equip units.
I'm in contact with the extractor creator. Maybe one day, we can do some little stats tweaks at least, incl. necessary AI ones. All depends on the motivation of this or any other ambitious coder. The attitute of the publisher and/or devs sucks, so not much hope there for official tools.
PS: Yes, the creator of the extractor has lately implemented a decryption of the binary files to xml.
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Posted: Fri, 25th May 2012 09:59 Post subject: |
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ai.binary is most interesting. Everyone complains about the AI, and I think some little tweaks could already boost its effectiveness:
Spoiler: | <AI>
<Divisions defendSearchEnemiesRadius="4" defendAttackPositionDistance="2" defendVanquishK="1" maxDefendRadius="3" farUnitsAttackRadius="2" farUnitsDisembarkDistance="4" attackSearchEnemiesRadius="3" citiesForCaptureRadius="3" locsForCaptureRadius="3" moveSearchEnemiesRadius="2" retreatSearchEnemiesRadius="3" foundateSearchEnemiesRadius="2" rangerAdjacentEnemyK="0,5" meleeAdjacentEnemyK="1,2" rangerAdjacentAllyK="1,5" meleeAdjacentAllyK="1,1" exploreRadius="8" exploreBlackFogWeight="4" exploreGrayFogWeight="1" tooBigK="1,5" playerBattleK="2" splitCount="1" maxRestTurns="4" minActiveTurns="3" restingUnitsPercent="0,5" restingUnitHPs="0,3" restingUnitEndHPs="0,9" healUnitHPs="0,7" maxTooSmallForBattleUnits="5" />
<MilitaryProduction fighterK="1,5" shooterK="1" casterK="1" healerK="1" shipK="1" warK="1,5">
<newUnitsBase multi="0,05" add="1" />
<pools multi="0,05" add="-0,2" />
<newForts minValue="0" maxValue="1" minStrength="2" maxStrength="5" />
</MilitaryProduction>
<Politic minOverStageK="0,5" warMinTurns="6" warMaxTurns="15" nonAgressionWantTurns="7" relNonAgressionWants="30" relAllianceWants="50" relWar="-40" breakTurns="10" breakMinTurns="4" badRelationsK="0,2" collaborationTurns="5" secondWarTurns="5" />
<HQChief>
<attackCity minValue="0" maxValue="100" minStrength="10" maxStrength="0,125" />
<defendCity minValue="1" maxValue="50" minStrength="0,125" maxStrength="10" />
<debuffEnemy minValue="1" maxValue="50" minStrength="0,125" maxStrength="10" />
<buffUnit minValue="1" maxValue="50" minStrength="0,125" maxStrength="10" />
</HQChief>
<Economic>
<produceGold minValue="0" maxValue="100" minStrength="10" maxStrength="0" />
<produceFood minValue="-10" maxValue="10" minStrength="10" maxStrength="0" />
<produceMana minValue="0" maxValue="100" minStrength="10" maxStrength="0" />
<produceResearch minValue="0" maxValue="5" minStrength="0" maxStrength="10" />
</Economic>
<Geographer settlersPriority="3,5" harborMinSeaSize="10" harborMinInterDistance="6">
<attackLair minValue="0" maxValue="100" minStrength="10" maxStrength="0,125" />
<explorePosition minValue="0" maxValue="100" minStrength="10" maxStrength="0,125" />
<buildCity minValue="0" maxValue="100" minStrength="10" maxStrength="0,125" />
<buildHarbor minValue="0" maxValue="15" minStrength="0" maxStrength="9" />
</Geographer>
<Accountant moneyWaitTurns="5" moneyWaitStageKoeff="100" moneyEndGoodYear="10" badYearWaists="50" />
<mayor minSeaSizeForShip="15" />
</AI> |
For example, lowering at MilitaryProduction the shipK value to something like 0,2 to reduce the massive ship building behavior even on little ponds. With more land units, the AI mages should already pack a lot more punch than before.
Ah, it's such a torture to see the possibilities but no way to realize them...
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Posted: Fri, 25th May 2012 10:02 Post subject: |
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Most of the game data/script files are in s100.pack, but some are doubled in d110.pack, with different values. I guess that updated files are in d110.pack, since s100.pack wasn't really modified since release.
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Posted: Fri, 25th May 2012 10:07 Post subject: |
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Yes, I also think the larger d110.pack archive contains the up-to-date data with more variables and such.
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Posted: Fri, 25th May 2012 10:09 Post subject: |
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Exactly, it's the stuff added/updated in patches.
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Posted: Fri, 25th May 2012 10:18 Post subject: |
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Hmm...
d110.PACK version of ask.binary file has info on bunch of "lord" units (s100.pack version only has imp/blademaster, which we know are released as DLC).
Code: | <item objectType="lord_barlog" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_barlog" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_barlog" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_blademaster" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_blademaster" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_blademaster" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_cleric" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_cleric" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_cleric" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_elf_bow" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_elf_bow" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_elf_bow" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_ghost" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_ghost" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_ghost" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_goblin_bow" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_goblin_bow" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_goblin_bow" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_imp" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_imp" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_imp" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_lich" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_lich" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_lich" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_mage_black" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_mage_black" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_mage_black" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_mage_frost" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_mage_frost" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_mage_frost" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_ogre" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_ogre" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_ogre" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_paladin_spirit" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_paladin_spirit" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_paladin_spirit" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_rabbit" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_rabbit" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_rabbit" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_ratman" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_ratman" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_ratman" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_skeleton" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_skeleton" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_skeleton" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_vampire" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_vampire" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_vampire" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_warrior" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_warrior" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_warrior" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_werewolf" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_werewolf" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_werewolf" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_werewolf_dragon" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_werewolf_dragon" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_werewolf_dragon" actionType="UDeath" amount="1" hasSuffix="True" />
<item objectType="lord_wizard" actionType="USelecting" amount="4" hasSuffix="False" />
<item objectType="lord_wizard" actionType="UAttack" amount="2" hasSuffix="False" />
<item objectType="lord_wizard" actionType="UDeath" amount="1" hasSuffix="True" /> |
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Posted: Fri, 25th May 2012 10:33 Post subject: |
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Yeah, those lords seem to be hero units that we will hopefully see and may hire with any upcoming DLC.
There are also more units with 1000 cost, marked as DlcId="6", like Diamond and Water Elements, evil mages, mad peasants, red spiders, nightmare wolves, etc. They sound a bit strange but let's see one day. Maybe these will be added for the monster-faction only as a new challenge - I already pity the incapable AI mages.
What is also a good thing with the extractor, that you can now make backups of the single data files and compare them later with new versions what exactly has changed. We all know how complete patch notes are...
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Posted: Fri, 25th May 2012 22:30 Post subject: |
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One of the developers started a topic where he wants to post some details about upcoming patches and such (spreading more hope to get the DLC sales higher, I guess):
http://forum.paradoxplaza.com/forum/showthread.php?609966-Developer-notes
It's already good to know that the AI is going to get a little more smartness with debuffing units.
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Posted: Mon, 28th May 2012 21:48 Post subject: |
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Hmm... kinda strange that no one exempt Russians cracked 1.1.4.28.
Luckily, not an issue, since with provided English l100.pack it's easy to get patched english version.
P.S.
Due to sheer amount of bugginess* I would not recommend reloaded update3 to anyone. Either use update2 or convert Russian 1.1.4.28 to English.
*lords not getting experience, game difficulty "stuck" on normal, etc...
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Posted: Mon, 28th May 2012 23:45 Post subject: |
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One thing I noticed in spells.binary are two dragon summoning spells that are tagged as dlc 6.
In current game, players noticed that AI can summon such units, so maybe dlc 6 in this case just means AI only features.
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JBeckman
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Posts: 34972
Location: Sweden
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Posted: Tue, 29th May 2012 10:58 Post subject: |
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Used so called "Blue Coins" via Gamersgate to acquire that DLC, seems the game downloaded a m01.pak file and I had a m00.pak earlier at the same size which is a bit around 1 KB so I compared them in Winmerge and noticed they're basically dlc0.txt and in there it seems to be written dlc-enable: dlc0
So I made a few copies of m01.pak and numbered them up to m06.pak and hex edited the number (convenient as only one character has to be changed so a hex editor works just fine.) so they're all up to dlc6.txt and dlc-enable: dlc6
This probably doesn't do anything on genuine Steam versions of the game due to Steamworks or what that protection is (Steam API?) but might perhaps work on modified versions, that's just a guess though.
http://www66.zippyshare.com/v/33925594/file.html
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Posted: Tue, 29th May 2012 18:03 Post subject: |
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Warlock Master of the Arcane Update 4 with Power of the Serpent DLC-RELOADED
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