Posted December 03, 2015
JudasIscariot
Thievin' Bastard
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Registered: Oct 2008
From Poland
JudasIscariot
Thievin' Bastard
JudasIscariot Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat GOG.com Team
Registered: Oct 2008
From Poland
Posted March 10, 2017
high rated
ElTerprise: Changelog for Patch 1.5.0 Tales of Maj'Eyal / GOG-15 (Windows) / GOG-17 (Linux) (added 10 March 2017):
PART 3
Addons Stuff
- Added new hooks "Quest:init" and "Quest:setStatus"
- Added new hooks "UseTalents:generate" and "UseTalents:use" to mimic the UseItemMenu ones
- Added new hooks "InfiniteDungeon:getLayouts" and "InfiniteDungeon:getGrids" to add new varieties to the "abnormal" ID levels
- Added hook "ShertulFortress:exploratoryPortal:specialLocation" to add new special places to the portal
-Added hook "Combat:attackTargetWith:attackerBonuses"
- Recursing attacks, like Sawrd in Embers of Rage, can be set to deal less procs damage
- Fix bug in Actor:fireTalentCheck and Actor:iterCallbacks clearing __project_source field incorrectly after callbacks.
- Entity: Added getTemporaryValue function. Updated some temp value error messages to include name/uid of entity involved.
- New actor property: "talent_no_resources" to make individual talents cost no resources
- Added handling for actor.forbid_talents table
- Static tmx loader can now understand object layers with names like "spawn#actor"
- Actor:getTalentLevel will correctly return 0 for unknown talents
- Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility.
- Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions.
- The Building map generator can now accommodate rooms.
- Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings.
- Added a rng.rarityTable function
- Stores can now ignore material levels with ignore_material_levels=true
- New callback "callbackOnQuickSwitchWeapons"
You missed the changelogs for the DLCs that follow the changelog for the main game :PPART 3
Addons Stuff
- Added new hooks "Quest:init" and "Quest:setStatus"
- Added new hooks "UseTalents:generate" and "UseTalents:use" to mimic the UseItemMenu ones
- Added new hooks "InfiniteDungeon:getLayouts" and "InfiniteDungeon:getGrids" to add new varieties to the "abnormal" ID levels
- Added hook "ShertulFortress:exploratoryPortal:specialLocation" to add new special places to the portal
-Added hook "Combat:attackTargetWith:attackerBonuses"
- Recursing attacks, like Sawrd in Embers of Rage, can be set to deal less procs damage
- Fix bug in Actor:fireTalentCheck and Actor:iterCallbacks clearing __project_source field incorrectly after callbacks.
- Entity: Added getTemporaryValue function. Updated some temp value error messages to include name/uid of entity involved.
- New actor property: "talent_no_resources" to make individual talents cost no resources
- Added handling for actor.forbid_talents table
- Static tmx loader can now understand object layers with names like "spawn#actor"
- Actor:getTalentLevel will correctly return 0 for unknown talents
- Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility.
- Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions.
- The Building map generator can now accommodate rooms.
- Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings.
- Added a rng.rarityTable function
- Stores can now ignore material levels with ignore_material_levels=true
- New callback "callbackOnQuickSwitchWeapons"
JudasIscariot
Thievin' Bastard
JudasIscariot Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat GOG.com Team
Registered: Oct 2008
From Poland
Posted March 11, 2017
Silverhawk170485: The latest installers for the DLCs are a bit weird on MAC. The Installer for Ashes of Urh'Rok requires to set the installation path to the game folder and Embers of Rage requires the installation path only set to "Programs". It would be less confusing if the Ashes of Urh'Rok installer would also install to "Programs", like all other Mac installers here on GOG.
I'll ask our Mac techs to look into the matter. In the meantime, do they work for you in their current state?JudasIscariot
Thievin' Bastard
JudasIscariot Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat GOG.com Team
Registered: Oct 2008
From Poland
Posted March 17, 2017
high rated
JudasIscariot: I'll ask our Mac techs to look into the matter. In the meantime, do they work for you in their current state?
Silverhawk170485: Yes it works when I alter the installation path pointing directly to the game folder. If I don't do that the maingame will not be detected. It's only, like I already said, confusing because all other Mac installers here on GOG are configured otherwise.