- xREL ist eine reine Informations-Seite.
- Es gibt hier keine Downloads, Links zu Downloads, Torrents, Magnet-Links, NZB-Dateien oder ähnliches.
- Wir bieten nur Informationen über die Existenz eines Releases, seine Größe sowie die beiliegende NFO-Datei an. Wir unterstützen Benutzer in keiner Form dabei, dieser Releases habhaft zu werden.
- Sämtliche Verweise auf Angebote zu illegalen Kopien sind auch in Kommentaren sowie in unserem Forum verboten, was von unserem engagierten Moderatoren-Team ständig überprüft wird.
- Bei weiteren Fragen kann man uns per E-Mail an xrel *at* xrel *punkt* to kontaktieren.
Hast du das verstanden? Ja! | Nein!
- xREL is solely an informational web site.
- There are absolutely NO downloads of copyright-protected works, hyperlinks to downloads, torrent files, magnet links, nzb files or similar content on any part of this web site.
- What we offer is information about the existence of a release, its size, and the corresponding NFO file. We do NOT help or encourage users to download or otherwise obtain any of the listed releases.
- Links to pages containing illicit copies of copyrighted works are strictly prohibited in user-generated content as well. This is constantly being monitored and enforced by our committed team of moderators.
- For any further questions, please do not hesitate to contact us by sending an e-mail to xrel *at* xrel *dot* to.
Is that clear? Yes! | No!
Misc Changes & Additions
You can now turn off 'Blood Coven Rise' or 'War for Roverford' enemies (while keeping intact the rest of the Expansion data) through your Mod Manager Settings
Leaving the Card Rewards empty in a "non-Procedural" stage ie. Challenges or Treasure hunts will populate them Dynamically.
Bugfixes
The tooltip preview of stat upgrade benefit was showing up wrong Action points benefit.
Couple of effects that trigger before Conditional checks were listed after them in the card text. They'll now appear in the correct order.
Fixed some typos
Control Archetype cards using 'non-' weren't working properly ie. Dominate
Crazed Warlock ability wasn't working properly
Conquest & Storytime mode Aversions were wrongfully treated as Affinities giving bonuses instead of the proper penalties
The first area of Lanmerih will always stay L1 regardless of the Dynamic setting (Note to modders: Setting the Min/Max Tier of an Enemy to 0 in an Adventure Area will now keep enemy levels from fluctuating in dynamic worlds, or increase them by exactly +AdventureModeEnemyLevelBoost if such a setting is on in the game mode)
New Node-Based Rules
If node based rules are active and exploring Underwater environments
Aquatic Races will start the node with -1 Fatigue.
Non-Aquatic Races will suffer Frostbite (+5) at the start of the node
If node based rules are active and exploring Coastal environments
Aquatic Races will start the node with -1 Fatigue.
If node based rules are active and exporing Arid environments
Aquatic Races will start the node with +1 Fatigue.
(these effects apply after everything else has Debuffed)
To make a race "Aquatic", add it in their archetype CountsAs field. i.e CountsAs:"Aquatic,OtherTypes,OrWhatever"
War for Roverford
Added 136 new Enemies
While Exploring (Hourglass menu) as an Ulniir Noble you can use the new option 'Lead a Raiding Party' (similar to Noble Reconnaissance but with a chance to meet War Deserters)
Added new Challenges & Treasure Hunts. Treasure Hunts are Challenges in all regards, but much easier & (more) generous (risk-wise) as in the last node instead of fighting a Boss you get instead to open a treasure Chest. Aside from the final Chest their card rewards unlike challenges are Randomized and will change dynamically every time you start a new game. To convert any Challenge to a Treasure Hunt you can change the last node to 'Chest'.
Update v1.053.5:
Princess Zefya the Second had a typo in her definition and couldn't learn any new abilities.
UniqueName(d) allies will display only that UniqueName in their description and not their whole type to avoid confusion. i.e Unique(Bailiff) instead of Unique(Vampire Bailiff), as you can have only one Bailiff regardless of their race.
After using a "Swift" Action, a text will also appear on top of the player's portrait briefly to give you the heads up
Expanded a bit the brief explanations in Book of Heroes & Fallen to give you more details on what they entail.
Devils are now weak to Blessed, Silver & Consecrate effects. They are Immune to Burn effect. Devileye & Marsh Devils will properly count as Devils. Marsh Devils are additionally immune to Venom effect.
Glossary implementation: All available terms are shown in the glossary & you can click to view an entry instead of searching for it. Added Extra entries in the Glossary & organized some more important sections to always appear first and in reading order.
Slightly Reduced Ally size to fit up to 9 in the Battlefield (with the Log closed). Detailed rules window will now longer overlap with your allies.
SummonLimit wasn't hard capped. It's now capped at 9. Any further SummonLimit boosts are ignored. Vanilla Perks that increase the Summon Limit edited to mention that the Max cap is 9.
Expanded Dreamshaper's Special rules to clarify (further) that they only start with 4 Dreamshaper Actions and can't learn any Dreamshaper actions before they summon their Soulmate
Your current Summon limit value is now displayed in the UI next to your rations & inside Character sheet under your Level
#