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I found what seems to be another missing bridge on a tactical map: Scen 01, SW bridge on the surface layer, nearest to the Circus.
I engaged from the SE roaming bandits standing on the bridge at two separate occasions (also retesting by reloading automated save). Tactical map features a missing SW-NE bridge model.
I can't say if it's due to a file corruption, given that I havent fought any other battles on a bridge in this playtest.

This is because the content of the Tundra/Autumn/Shadow Realm terrain from the Decodence mod is missing actually a bridge model. How to fix this is a little difficult to say.
 
Yes, it felt strange, as last time, the missing model was on the Shadow Realm layer. And yet, I took notice this time that neither of the connected road hexes were of those added climates; they are Temperate Barren in the NW and Temperate Fertile Plains in the SE (and the bridge itself is on Water Water).
 
The only way is to create leaders in the rpk and as I remember it was quite big resistance having a few new leaders among the "old" races which is why we wont have any translation for thoose leaders. I might try one thing for both Esnodil and Vervlukt which is a long shot and that is to overwrite there aliases with a new one by killing there hereoes and overwriting them become leaders.
I don't understand: there are several other leaders from vanilla races in the campaign, either as NPC or played characters, and they can be localized. Why just Esnodil and Vervlukt (and others I didn't need to localize)? Because of the scenario needing them for special events?

By the way, it looks like
TEXT_MARKER_09@SRE00 "Corrupted[br/]Territory" is not used. My translation("Territoire[br/]corrompu") is not used, and "Corrupted Territory" is still displayed on the map, as before you added this marker.
 
I don't understand: there are several other leaders from vanilla races in the campaign, either as NPC or played characters, and they can be localized. Why just Esnodil and Vervlukt (and others I didn't need to localize)? Because of the scenario needing them for special events?

Esnodil and Vervlukt are localized already by triumph studios. The story was written in that manner where Vervlukt was a key enemy from the Eternal lord's campaign being a leftover in the dungeon and Esnodil got introduced as well out of Drax suggestion.

The reason why localization sometimes does not work inside the campaign is how the game handles text. The thing is that localization cannot be added directly inside a local scenario map with custom newly created leaders made with the level editor. If converting premade heroes into leaders inside a custom scenario it may not create translations properly. The thing is that I wanted already from the beginning create pre-made leaders directly in the rpk due out of this problem. I noticed that my solution with coding text in boxes [SR_mods@text] may not work 100% of the time. I might at least convert the shadowborn leaders to correct their leaders in the scenarios.

By the way, it looks like
TEXT_MARKER_09@SRE00 "Corrupted[br/]Territory" is not used. My translation("Territoire[br/]corrompu") is not used, and "Corrupted Territory" is still displayed on the map, as before you added this marker.

Bummer, I forgot to remove the written piece text. I will add the text.

Edit: Should be fixed from now on.

Btw, have you noticed Esnodils new area around the mountains? Brand new?
 
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Is there anything I should have noticed? Do you mean scenery, the cascade?

Btw, it's the first time i enter UG and conquer first town without waiting for V. to spend his forces at the surface, and with half the force as usual. I believe I've never seen so many units on screen. That's I call an onslaught, but the player should be prepared to have plenty of free time, else it's Ctrl-Alt-Suppr for irl reason! Also, my 6 elite stacks defense that had stood fast and destroyed half of the wave were just shattered because of Chant of Unlife poping (acquired) resurgent units next to a wall, resulting in a following battle in the open before I could move them elsewhere. My defenses are now broken. I'll reload. I like this.

I'll post a report in MS format on the Dropbox.

Btw, there's another missing bridge model on the surface map, this time south to Hostland. The tactical map looks the same as the other used in the SW. I'm not sure, but I had certainly to fight over bridges during the other playthrough.
 
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Do you play the latest shadow realm scenarios or do you play the steam variant?

Esnodils area is actually now part of the dark summoner quest. There is no longer random npcs standing around. North east is a new area not acessable without reaching 50 turns
 
You know what? All the files in the campaign folder, and in main folder, were synchronized by Steam as of yesterday in the evening, though I didn't ordered a file integrity verification (but I have automatic update on). Even the new .acd file. I had dowloaded your new scen 1 (and scen 2 to be sure) 2 or 3 hours after you uploaded them on the Dropbox. Perhaps I forgot to copy the .acd file in the game directory.

I'll disable the automatic update, make sure to have all the files from february and march, and restart the campaign.

Still, 100+ Goblins around Limunel, that was epic. Btw, the AI knows how to use the new T3 Trebuchet (40 physical, but low-def units can evade) introduced by the Ballista mod. V. had 7 of them in the first 12 stacks that crashed on the city's wall.
 
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The steam update is since December.

You should have campaign images for the scenes too and a brand new scenario 2. I added them to the "exported mods folder"

Two picture somewhat confirms the new progress. The ruined bridge is new one in scenario 2 and another one is Esnodil's backyard in scenario 1

20200307105353_1.jpg


20200307105422_1.jpg
 
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I always have a look at the Dropbox before playing Shadow Realm. Do you mean that /mods/Shadow Realm is not safe? Dates seem to correspond however.
No, the .acd file is out to date! <<< never mind
 
Dr k needs to update the steam content in order to have the latest changes over at the campaign. Local files are safe, but steam is outdated.
 
I think I'm clear to restart the game now (only newest files I didn't recopy are xml, because my versions are already derived from those of January). I hope my new settings will prevent Steam from synchronizing if I start the game off line.
 
Rename a new folder and put it inside the user content folder.

Name it Shadow realm beta something and drop whole mod content there and you dont have to worry about auto updates
 
Is the independent neutral hero on the surface map intended? I can't interact with him, besides attacking him.

Errm which one and where? Could be sort of accidential script left over since last changes
 
The High Elf Sorcerer that frolicks in Esnodil's domain.
At T70 now, and about to take Aztoria (though I'd wished to delay more, until affairs are resolved in the NE): its owner is starting to throw stacks of T3s at Lenken and becomes a nuisance. All in all, he seems more potent (more rich?) than the other times, and it's good. First cannon online, so I guess that I'll can make a stand at Aztoria, if needed (I waited until researching Spiritual Freedom before building a real army).
 
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Ah I see.I

I actually played as all the enemies as human player to see properly how much gold each enemy requires. I stopped with guessing that Vervlukt needed 3000 extra gold for example before
 
I guess that I can go on with the scenario, then. Just a note (the rest in the Dropbox, later): am I really supposed to abandon my ally to her fate, in order to gain her new town? I already had to buy her fort to get a chance to enter the area (you can't walk through an empty ally fortification), but a town, no AI will sell it, except if scripted.
 
I guess that I can go on with the scenario, then. Just a note (the rest in the Dropbox, later): am I really supposed to abandon my ally to her fate, in order to gain her new town? I already had to buy her fort to get a chance to enter the area (you can't walk through an empty ally fortification), but a town, no AI will sell it, except if scripted.

I see. I guess having a player structures serves mores as a decorative purpose. I will remove the fort, but keep the guardian as the intended solution. I had a similiar issue with forts on my other campaign where a player reported a.i got stuck on a escort mission on a fort. Owning a fort creates a path issue sadly for allies
 
Given the topology here, however, perhaps you could just free a mountain hex adjacent to the fort and place another guardian of your choice on it. Thus, you could keep a guardian (of your choice) in the fort, and only remove (or move to the fort) the one on the adjacent mountain hex?