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  #11  
Old October 21st, 2006, 02:24 PM
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Default Re: Mod: Stigian Corruption

It is a custom made god. The nation number is 72.
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  #12  
Old October 21st, 2006, 08:06 PM
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Default Re: Mod: Stigian Corruption

Ver. 0.17
Made armor much lighter. Should make Gate Keepers less invincible.
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  #13  
Old October 29th, 2006, 01:03 AM
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Default Re: Mod: Stigian Corruption

Tangential question - what does the "no holiness" error mean? I'm working on a mod, and it always generates such an error....
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  #14  
Old October 29th, 2006, 02:00 AM
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Default Re: Mod: Stigian Corruption

You gave holy powers to someone who doesnt have a #holy command.
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  #15  
Old October 29th, 2006, 07:16 AM
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Default Re: Mod: Stigian Corruption

I tried experimenting with names but either I'm missing something or custom naming is bugged.
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  #16  
Old November 4th, 2006, 03:10 AM
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Default Re: Mod: Stigian Corruption

New version 0.18
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  #17  
Old November 4th, 2006, 01:45 PM

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Default Re: Mod: Stigian Corruption

I miss the old bengehenom. Boosting his natural prot to 10(or giving him a head slot) and his health to 50 or 60(and a nice gold boost to around 350) might make him a bit more useful.
Or you could make him a blood summon again and return him to power (damn he was fun)
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  #18  
Old November 5th, 2006, 02:34 AM
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Default Re: Mod: Stigian Corruption

I'll see what I can do with the new spell system. Do you miss the old sprite as well? Pathwalker could get the new daemon sprite (I wanted to use Pathwalker's sprite for Horror mod anyway) and Bengehenom will get his old sprite back. The Wing Pass will get the correct feeblemind effect.
#secondaryeffectalways is still bugged so I made feeblemind a secondary effect only. I'll also add two more misc slots.
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  #19  
Old November 5th, 2006, 05:37 AM
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Default Re: Mod: Stigian Corruption

I'll change him to something like this



I'll finish it soon and post it.
Until we can make national spells, the Bengehenom and Pathwalker will remain purchasable.
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  #20  
Old November 5th, 2006, 06:25 AM
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Default Re: Mod: Stigian Corruption

Actually, we can make national spells now. Get the patch and then check the spell modding part of the modding manual...
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