Waiting for carrotsThe Bowman said:That will be very useful. Thanks for the efforts.
Waiting for carrotsThe Bowman said:That will be very useful. Thanks for the efforts.
Z0mbiN3 said:All this whining about the horses! Oh man. And it's not even a nerf, they should have never been so OP.
The problem is with the maps / server owners which put the prices of the horses too high now that they have native health. They should leave the default price.
Dekkers said:Z0mbiN3 said:All this whining about the horses! Oh man. And it's not even a nerf, they should have never been so OP.
The problem is with the maps / server owners which put the prices of the horses too high now that they have native health. They should leave the default price.
That is not done by the server owners but by the mappers (Avenger and I - for Oasis)
And now that you mention this, Avenger and I are both lowering the prices.
All horses will get the default price except war horses, who will get Var1=60, chargers might be added (not sure about this yet) and plated chargers will never be walking on my maps for as long as I live.
No, that the "extra health" feature applied also to horses was an unintentional effect, and I wasn't made aware of it until months after the last release (years ago), when I realised it was probably contibuting to a lot of the complaining about lancers that also resulted in a new option to make lances breakable. The extra health feature was designed to be for the combat troops that take extra time and effort to use food, beds, doctors, and other support from their faction to invest in their current character's life to enable it to last longer, making them less likely to repeatedly discard lives in suicidal attacks, regathering weapons and armor dropped each time; it applies to all troop types in proportion to their combat effectiveness (some servers have broken the concept by always giving players double the health each respawn). On the other hand when applied to horses, they always get the full doubled amount from spawn, and it applies only to the cavalry classes, giving them a dramatic advantage compared to the approximate class balance inherited from Native, which had a lot of testing.Glopaxi said:I'd like to ask the cav nerfs to be removed.
They are named custom_script_trigger_a to e.The Bowman said:I tried to find something alike in the scene editor, but I failed to notice anything. Does anyone know what are they called like?Add usable invisible scene props for triggering custom scripts.
Glopaxi said:Native health with PW horses doesn't go well. You made them weak already with the slow they get when the HP falls under half health. Now also giving them the Native health whilst keeping the slow is ridiculous. PW horses currently are the weakest of the whole game I'd say.
Vornne said:This update has been so long in coming because I have been busier with other things in life over the last few years, and some features I had queued for this release still had problems, but I didn't have much motivation to spend the time testing and fixing them; so they have been extracted from 4.5.0, but still available to any interested scripters in the "combined_world" git branch
Vornne's Github said:Code:+player_slots_to_keep_and_restore = [ + slot_player_non_lord_troop_id, + slot_player_teleport_to_ship_no, + slot_player_last_faction_kicked_from, + slot_player_next_spawn_health_percent, + slot_player_respawn_troop_id, +]