Patchday again, hopefully for the last time in a good long while. One bug-fix, another touch-up, but mostly it’s just more mugs, this time to our beleagured male axefeet. And to Estrelle, because she deserves it. One bug that meant enemies would sometimes behave unpredictably has been fixed, at the cost of meaning I had to remove enemy healing (because they just won’t use them). I’m hoping there’ll never need to be mechanical changes again after this point. The next time I get a wild hair to polish up DoW - and realistically I wasn’t the one polishing up DoW this time - I’ll probably, I don’t know, make reverse recruitment or something. Or make a less lazy Easy Mode.
v. 2.725 Patchnotes
New portraits for Alarik, Estrelle, Gerhard, Petras, Jaro
Fixed error with enemies would very rarely have recovery AI (despite being explicitly set not to)
C1: Corrected recovery AI on some enemies
C5, 6, 7, E-1: Removed healing staves from enemies
C7: Corrected oversight where west sage did not drop her elixir
The city of Kalju no longer looks coated in volcanic ash, thanks to Epicer
Fixed inconsistency with Marksman moving animations
Updated Dreadnought and Drake Knight mapsprites, the latter correcting a longstanding AP error
With Dream of Five ahead of schedule, I soon hope to be able to announce my third project to the forum. I can confirm that four chapters are already fully playable… but it’s still a while off being ready to showcase. Still, you’ll at the very least and very latest see a trailer for it at FEE3, when the time comes.
EDIT: If you downloaded it in the first 17 minutes, um, you don’t quite have the correct version. I forgot to install the new E-2 / EoA3 palette until being reminded of E-2 on Discord in an unrelated conversation.
EDIT 2: Wouldn’t it be funny if I then fucked up and had to re-upload them again? ha ha ha
Holy shit man, massive respect to you. You’ve quickly become one of my favorite romhackers out there, and keep churning out amazing projects like on a conveyer belt. I’ll be waiting anxiously for the new project
o7
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Hello again, Companions. I’ve put together a few patches for more colour-blind friendly team colour palettes.
Config 1A replaces the seafoam with blue and the purple with red. Config 1B is the same, but replaces green with a pale grey-blue roughly analogous to the Lordaeron colour in WC3 pre-Reforge.
Config 2 strictly colours by team. The player is still blue, the enemy is always red, and allies are always green (in 2A) or Lordaeron (in 2B). It’ll cause some cutscene funkiness, because I used the flags to change colours around fairly frequently, but it’s probably a worthwhile tradeoff to at least some people. I know some people have a strong preference for this even without accessibility as a factor.
I can pretty easily shuffle these around by request or add another if need be. These swatches use the Do5 palettes which were based on ones made by Feier. Hopefully, if you’ve been having issues discerning palettes, at least one of these should make a better fit.
Hm… A good question. That sounds like it would be rough tho w/ the lack of money. Even with ransoming every boss, I didn’t have THAT much cash. So uh… I guess I’ll have to do that next!
I’ll be honest, the hardest choice was Domovoi. He’s really good (much better than my Renate at that point) and I’ve never thrown him to the wolves before
So, just wanted to say. I just started this game and it’s pretty amazing. Though is that last village supposed to be destroyed? Because I managed to save it and had a laugh since visiting the village myself destroyed said villiage.
Aha, thanks. My completionist brain was very determined. How I did it was getting the theif (haven’t learned their names yet) stand in that small land next to the village and tank a hit from an archer that blocks the village.
What do you mean? I don’t recall there being any grammatical errors in the writing. It’s been a year or so since I played so I might be remembering wrong, but I distinctly recall the quality of writing for DoW being excellent.