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Drakon: Closed beta is released and now in testing.

Yesterday I was correcting game breaking mistakes for 5 hours straight. LOL XD
Keep up the awsome work. Really looking forward to this.
I think I'll release NH in 2-3 days.

Today one of the translators found another bug, that caused game to crash, solved it only now.

I also plan to make a grahical update, because right now graphics in NH version was made before I joined the team.
You can see how some sprites were changed in the teaser in the first post of this thread. That is a thread called OLD vs NEW :)

Also I don't have any features list yet. I need to do some kind of tutorials, so that people can understand some features, but I will do them when the mod will be released.
Post edited August 30, 2013 by Drakon
Btw, after release I invite you to join Eador.com forum, because:

1) I've posted about my progress on several other forums and all manuals help and etc will be on Eador.com. I don't want to double all the posts on all that forums where I've advertised this mod.
2) I don't really like GOG forum engine, because of the smiles and picture limitations.
3) I'm a moderator on Eador.com so I can moderate useless posts and create/organize threads, so they will be helpful and effective, making life easier for newbies.
Post edited September 02, 2013 by Drakon
To check, will it be possible to install the mod in the middle of the campaign, and continue with the same campaign with the mod's changes? I really don't want to have to reset my campaign, and will probably stick with vanilla instead until I move on to random battles if it isn't.
Post edited August 31, 2013 by pi4t
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pi4t: To check, will it be possible to install the mod in the middle of the campaign, and continue with the same campaign with the mod's changes? I really don't want to have to reset my campaign, and will probably stick with vanilla instead until I move on to random battles if it isn't.
No, mod adds TONS of content you'll have a very buggy game if you play from the original save. Let me rephrase it, it's competely incompatible :)

Status update. Made a graphic update and some ballance changes. Gonna test them in a couple of days and make a realease.
Post edited August 31, 2013 by Drakon
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pi4t: To check, will it be possible to install the mod in the middle of the campaign, and continue with the same campaign with the mod's changes? I really don't want to have to reset my campaign, and will probably stick with vanilla instead until I move on to random battles if it isn't.
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Drakon: No, mod adds TONS of content you'll have a very buggy game if you play from the original save. Let me rephrase it, it's competely incompatible :)

Status update. Made a graphic update and some ballance changes. Gonna test them in a couple of days and make a realease.
To clarify: I meant after capturing one shard, and before going into another. Would this still result in major bugs? (I guess the game wouldn't know what buildings I'd unlocked?)
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Drakon: No, mod adds TONS of content you'll have a very buggy game if you play from the original save. Let me rephrase it, it's competely incompatible :)

Status update. Made a graphic update and some ballance changes. Gonna test them in a couple of days and make a realease.
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pi4t: To clarify: I meant after capturing one shard, and before going into another. Would this still result in major bugs? (I guess the game wouldn't know what buildings I'd unlocked?)
Buildings are different there were some changes to building trees in the mod. I think it is more or less safe in Astral for updates BETWEEN VERSION OF THE MOD. but NOT between vanilla and the mod. Too many changes.
Post edited August 31, 2013 by Drakon
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Drakon: I think I'll release NH in 2-3 days.
Would that be the open beta you mentioned before, or "the actual thing"?
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Drakon: I think I'll release NH in 2-3 days.
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gscotti: Would that be the open beta you mentioned before, or "the actual thing"?
Well let's see. that depends on what you call a beta.
We've translated Version 13.0421.
However the current version of the mod is 13.0827, However right now I'm trying to incorporate some ballance changes from newer version into 13.04, so it's not pure 13.04 but kind of a version on roids. It is stable but I could possibly made a mistake while enhancing.

Another thing is that we've translated a lot of text. You won't even believe the amount, at one point I thought that I won't be able to finish this translation at all, huge thanks to the translation team. So, in so vast amount of text there are bound to be mistakes, also not every complex thing is translated by TehRic. TehRic translation = high quality literary English. Also, even TehRic bound to make mistakes, I'm constantly correcting and finding my own mistakes. So there are translation mistakes, I'm 100% sure of it, I kind of can't call this a release. I would call this one a beta :)

Btw - so far so good. We've tested the game and didn't find any game breaking mistakes only translation related ones :)
Post edited September 01, 2013 by Drakon
Release is gonna be tomorrow. I've prepared nearly everything for that, including threads.
I was wondering has there been a timer put on those super game ending events like Dragons, Trolls, Spiders, Undead uprisings and Demon Invasions at all?

Especially them occurring in your main capitol. I mean lets face it if this happens during first 30 turns it's game over 99% of the time.
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EvilLoynis: I was wondering has there been a timer put on those super game ending events like Dragons, Trolls, Spiders, Undead uprisings and Demon Invasions at all?
They added new. Undead squad with couple of T2 units. Jazz(main creator of this mod) once lost game on second turn