So I'm really bad at keeping this site updated but it gets updated eventually. Work on Fallen Heroes beta 8 has been postponed for now while I work on ST (Shiver's Turn). And no they are not the same concept other that both will have Fallen Lord units. FH will be way bigger than ST will ever be, but forget about that for now. I have been away for months and now that I have returned I decided to work on ST a little. I wish to at least fix some of its bugs. Currently I have made over 25 changes from ST rc7a. Most of the changes are to the multiplayer units. One of the major bugs that has been fixed for the next version was The Deceiver's Teleportation which would lose units in between locations if they are moving right before teleporting. The Deceiver will now use Inventory to switch between Teleportation and Confusion. Players will no longer accidently teleport and complain about it. Confusion will now last half as long as it did before. Instead of 20 seconds it will be 10 seconds. Balor's Ghol King will no longer go berserk if it heals itself with a dark root. Balor, Soulblighter, The Watcher, and Rabican will no longer cause a dwarf or ghol to explode with their melee attack. Most of the rest of the changes were more of balance fixes rather then bug fixes. When I release the next version of ST I will list the changes in this site if you really want to know what has been changed.
Work on Fallen Heroes beta 8 is under way. For the ones that do not know, its final version will not be on the map of Shiver but on a new map. It's only on that map as a demo of what's to come. Once I get to place the units on the new map I can give them back abilities I had removed like The Watcher's Hellfire attack. There will be two versions once the new map is ready. The Dark version and Light version, one in which you control The Fallen Lords and in the other where you control some (or all.. don't know yet) of The Nine. Shiver's Turn is a side project I had in mind before Fallen Heroes. It's the level Shiver if it were backwards. The player controls Shiver (less powerful than usual) and five Dark elite units against The Deceiver and his forces of Light. It is a bit harder than the regular Shiver but not too much if you know how to use your units. (Read the hints.) Incase there are more than six players or you wish the level to increase in difficulty (yes even harder than Legendary) you must make Shiver pick up an artifact behind your starting location. This will remove Shiver's Scream Dream and make her Tremor Dream her new special instead of medium range primary attack. It will also activate six extra units (none are the same) plus a possible 185 extra enemies like Berserks and Dwarven Mortar Heroes.
Like some of us that venture onto the Untamed Lands, I returned to Myth after several months. Buried in the deepest places among other old relics, it calls to me. It’s my Myth 2 disk. So, this begins a new era with Myth. This will end in a few months just like all others, and began a dark era without Myth. It’s a cycle that I am bound to. What new abilities have I brought from the Untamed Lands? Well I finally bothered to learn some HTML. As you can see, this reincarnation of my Myth page is better than the old one. Next time I update this will be when I have the next beta ready. I will continue where I left off about a year ago on "Fallen Heroes". I don’t even remember when I started this plug-in. Maybe in 2003, but I can’t say for sure. I do know beta 5 was done in 2004 and beta 7c was done in 2005. Since I forgot my Myth 2 CD somewhere else, I had to resort to using the demo until my disk gets here. Since shipping is a few dollars, I thought why not just buy a new disk with those few dollars on eBay instead of just wasting it on getting my other disk back. It’s not going anywhere, and I know I will get it back in person. I could always try to convince a friend to play Myth and give it away. Or I could have an "Incase of an Emergency" type of box where you break the glass when you need it. |