Is this on the steam workshop?
No. It might be when it's more complete. But right now it's an open alpha with all the risks that that entails.
nd
Is this on the steam workshop?
2560x1440Thank you all for your but reports - we'll get these logged and try to replicate them as soon as we can.
People who are getting the interface elements the wrong size - what screen resolution are you running, please?
Thanks,
nd
Ok, monsters shouldn't have that CB. That at least is an easy bug to fix.Lol sorry for the constant posts, but another issue that arose is that me, as a bhaalspawn, was attacked by a monster province with "Bhaalspawn extermination" but the monsters forces doubled from ~6000 to around ~12,000 when an event fired that said they "banded together to protect themselves from my attack"
character_event = {
id = z_class_selection.3
desc = magic_learn_power.99_desc#breakthrough in magic
picture = GFX_evt_comet
border = GFX_event_normal_frame_religion
hide_window = yes
is_triggered_only = yes
weight_multiplier = {
days = 1
}
option = {
name = magic_learn_power.99a#gain magic xp
character_event = { id = z_class_selection.3 days = 100 random = 75}
random = {
chance = 25
character_event = { id = z_class_selection.3 days = 150 random = 75}
}
random = {
chance = 50
character_event = { id = z_class_selection.2 days = 250 random = 75}
}
}
}
character_event = {
id = z_class_selection.3
desc = magic_learn_power.99_desc#breakthrough in magic
picture = GFX_evt_comet
border = GFX_event_normal_frame_religion
hide_window = yes
is_triggered_only = yes
weight_multiplier = {
days = 1
}
option = {
name = magic_learn_power.99a#gain magic xp
trigger_switch = {
on_trigger = has_focus
focus_wizardry = {
if = {
limit = {
z_wizard = yes
}
z_wizlvl_turnon = yes
change_variable = { which = wizxp value = "50"}
}
}
focus_bard = {
if = {
limit = {
z_bard = yes
}
z_bardlvl_turnon = yes
change_variable = { which = bardxp value = "50"}
}
}
focus_warlock = {
if = {
limit = {
z_warlock = yes
}
z_warlocklvl_turnon = yes
change_variable = { which = warlxp value = "50"}
}
}
focus_sorcerer = {
if = {
limit = {
z_sorcerer = yes
}
z_sorclvl_turnon = yes
change_variable = { which = sorcxp value = "50"}
}
}
focus_paladin = {
if = {
limit = {
z_paladin = yes
}
z_pala_turnon = yes
change_variable = { which = paladxp value = "50"}
}
}
focus_druid = {
if = {
limit = {
z_druid = yes
}
z_druilvl_turnon = yes
change_variable = { which = druixp value = "50"}
}
}
focus_cleric = {
if = {
limit = {
z_cleric = yes
}
z_clerlvl_turnon = yes
change_variable = { which = clerxp value = "50"}
}
}
focus_fighter = {
if = {
limit = {
z_fighter = yes
}
z_fighlvl_turnon = yes
change_variable = { which = fighxp value = "50"}
}
}
focus_barbarian = {
if = {
limit = {
z_barbarian = yes
}
z_barblvl_turnon = yes
change_variable = { which = barbxp value = "50"}
}
}
focus_ranger = {
if = {
limit = {
z_ranger = yes
}
z_ranglvl_turnon = yes
change_variable = { which = rangxp value = "50"}
}
}
focus_assassin = {
if = {
limit = {
z_assassin = yes
}
z_assalvl_turnon = yes
change_variable = { which = assaxp value = "50"}
}
}
focus_rogue = {
if = {
limit = {
z_rogue = yes
}
z_rogulvl_turnon = yes
change_variable = { which = roguxp value = "50"}
}
}
focus_shadow = {
if = {
limit = {
z_shadow = yes
}
z_shadlvl_turnon = yes
change_variable = { which = shadxp value = "50"}
}
}
}
z_class_xp_calc = yes
random = {
chance = 25
character_event = { id = z_class_selection.2 days = 150 random = 75}
}
}
}
Unless you've fixed the class xp system, some characters (such as Alamar) gain excessive character levels in their starting class. Level 2 million sorcerer would nuke pretty much anything in P&P rules too. It's because the level up script fires before the class has been properly initialized, so you have 0 class xp and need 0 xp to advance and the 1.1 multiplier to required experience is irrelevant as the other factor is 0. The reason the game does not freeze when that happens is because the engine does not permit while loop to run more than 100000 times.Lmao, I think you went a little overboard on the damage man
Buildings are very WIP, with cities having more completed already than castles/temples.
The assumption is that those people would be learning/practicing trade, not military might, so would not constitute a garrison.
Unless you've fixed the class xp system, some characters (such as Alamar) gain excessive character levels in their starting class. Level 2 million sorcerer would nuke pretty much anything in P&P rules too. It's because the level up script fires before the class has been properly initialized, so you have 0 class xp and need 0 xp to advance and the 1.1 multiplier to required experience is irrelevant as the other factor is 0. The reason the game does not freeze when that happens is because the engine does not permit while loop to run more than 100000 times.
More confusing is how Silverymoon, Ardeepsward and Sabirine Vale always become wasteland provinces after reload. I can find no cause in landed titles, province or title histories.
Well, they are pretty good so farI have been adapting Lux Invicta's buildings, so thats why some of them have weird effects. reducing garrison is a common balancing effect, I guess. To be honest, I haven't thought deeply when making these, just trying to add more flavor and such than in the regular boring vanilla ones![]()