Made some minor bug fixes in v1.9.3 to fix the elemental rift issues and the power node failure to expire.
Quote from: Harry_Dicks on March 08, 2018, 08:00:20 PMHmm, interesting... what about elementals that gained magic skills according to their element? Or should that be the norm? Maybe a new type of summon where it calls (depending on which upgrade is chosen) an elemental mage or an elemental prince?
Summoners ultimate could make all of his summons gain new temporary abilities(eg. 2x movement, or attacks have splash damage and double speed, all attacks slow, etc.), or summon a new group of temporary summons(a couple battle thrumbos?) Something that they would want to use at the height of the battle/just the right moment?
Quote from: Heni on March 09, 2018, 12:00:01 PMGood suggestions - I'll see what it will take to give undead an color caste/overlay so they look more undead-like. Items/Armor/Weapons are being developed; I'm at different stages for drawing of 4 different armor/robe graphics, 1 staves and 1 sword, plus Draegon1993, the auther of "Biomes" mod, contributed some graphics as well. These items will look and feel more magical in nature, and play to a mage or fighter strengths but won't have the same armor ratings of conventional tech armor.
I dont have seen any bug in the mod for now. i wish to ask if is possible to make the undead of the necromancer rotten or squeletons will be nice! Add some clothes and armors for every class will be very good too! (sorry my english)
Quote from: henk on March 08, 2018, 09:26:59 PMIt should work on shallow water, but only freshwater. Ocean tiles are a completely different tile type and aren't affected by dry ground. Should also work on marshy ground.
Dry ground says it only works on muddy ground, but it should work on shallow water too. It does not work on shallow ocean water. Is that intended? It seems ocean water is a different ground type than shallow water...
