Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Posts posted by Blankname

  1. # bugfixes

    · Monks/Ninjas revival bugfix v1 - fixes lotus being able to produce infinite ninjas by reviving them. monks and ninjas can no longer can be revived by abilities unlife or servant of flesh


    · HealthVampirePercent/StaminaVampirePercent bugfix v1 - solves the exploit of lotus brothers taking stamina from horses. these variables do not take effect anymore against animals/ambientlife if hit by a melee/instanthit unit


    • Like 1

  2. # bugfixes

    · Cancel Technique bugfix v1 - fixes the lotus yin exploit (canceling a technique & ritual of ascention)


    · CanEnterWatchtower bugfix v1 - fixes the exploit of lotus brothers being able to enter watchtowers. buildings rallypoint will now check for the CanEnterWatchtower variable (Data_Units)


    · Siege variable on projectiles bugfix v1 - makes ranged units get affected by the Siege variable (Data_Weapons). beware: most ranged units will deal half as much damage vs building than before


    · start Technique bugfix v1 - prevents researching techniques from unfinished buildings


    · Town Square upgrade bugfix v1 - patches the buildings upgrade start/cancel button to prevent spending/receiving extra resources when the upgrade already was started/canceled


    # custom patches

    · (not finished) CanOnlyHaveOne patch v1 - allows to set a specific value (rather than just true/false) in the variable CanOnlyHaveOne (Data_Buildings) to effectively limit buildings to a certain amount


    · (to be improved later) Starting Towns patch v1 - restores the functionality of this deprecated lobby setting that was available during alpha/beta versions. adding a new dropdown button is not an easy task, so for now whatever is set in Starting Armies will affect Starting Towns aswell


    · (to be improved later) Windowed Mode patch v1 - forces the game to run in borderless windowed mode


    • Like 1

  3. ofc, the game engine (aka samurai) is the whole br source code itself, and it seems these lazy korean developers almost didnt make any changes to it. you can even find br textures in the h2o files


    Did you  find the models file I cant find it 

    hmm models/models.h2o? where else :P

    btw, some files cannot be extracted due to unicode filenames; and maps use a new file format (v0.80, wotw uses v0.68)

  4. in case anyone intersted


    i have started researching the h2o format by reverse engineering the liquid exes (BR, LotR:WotR, Dragonshard) and found out that br and wotr h20 formats are different, although both have a version number of 6.0 (they probably didnt bother to change it to 7.0)


    more finds:


    unknown1 after 'number of files' is actually 'number of <unknown>' which stores a structure of 8 bytes at the end of the file (8 bytes x number of unknown1). the contents of this structure is unknown


    since unknown2 is always 0x0CE34100 if there directories or 0x00000000 otherwise, it doesnt seem important to know the purpose of this variable


    (where is unknown3?? lol)


    unknown4 is also always 0x7CFC1200, neither seems important


    surely offset and unknown5 are one only variable of 64 bits, since the (un)compressed sizes of h2o files are also stored in 64 bits variables


    so we are only left with unknown6...

  5. i dont know yet. i noticed the are 178 Data_ sections, but only 89 strings. also every ID in those sections got a strange value that normally is 04 00 00 00

    yea, Enum_AbilityType should be useful as well

  6. no, it doesnt work that way.

    DE B7 0F 00 00 00 00 00 (0x00000000000FB7DE) is the offset where X section is located at. or maybe its offset 0x000FB7DE and 0000 is something else? idk

    00000004 AIWARPARTY_DEFENSE means AIWARPARTY_DEFENSE = 04 00 00 00 that you can use somewhere in .dat...dont ask me where

  7. the sections in the first list (all Enum_'s) are just a list of possible IDs together with their string. these IDs are used in the sections of the second list (Data_) that is the important part of the file where u guys are editing all the stuff

  8. il be adding the current section list in this post

    0x000017CF Enum_AbilityTriggers http://pastebin.com/jQnrZq9i
    0x00001BD3 Enum_AbilityType http://pastebin.com/ZjwQ9QnU
    0x00005F50 Enum_AIBuildingType http://pastebin.com/mHygaDCF
    0x000060F3 Enum_AIWarPartyType http://pastebin.com/ctfC57uP
    0x000063BD Enum_AmbientLifeEffects http://pastebin.com/CQ32gWRL
    0x0000666D Enum_AmbientLifeSounds http://pastebin.com/ZfBfHEFX
    0x00006AC7 Enum_AmbientLifeType http://pastebin.com/aatu3nVA
    0x00007168 Enum_AnimationClassType http://pastebin.com/TqpidNZ3
    0x0000724C Enum_ArtType http://pastebin.com/KB8kt5Y6
    0x00007315 Enum_BattleGearAcquisitionType http://pastebin.com/GnrRFYCA
    0x00007976 Enum_BattleGearType http://pastebin.com/0d8mjrEB
    0x0000A4CC Enum_BattleGearUseType http://pastebin.com/MkNY0jMD
    0x0000A5FD Enum_BBox http://pastebin.com/dWSeLSvt
    0x0000A7FC Enum_BeamBlendType http://pastebin.com/zjAKdkEB
    0x0000A8C8 Enum_BeamDrawType http://pastebin.com/EDfF3MEE
    0x0000A9B4 Enum_BeamMotionType http://pastebin.com/bxp2TNi3
    0x0000AB2C Enum_BeamSubType http://pastebin.com/0EThhaaK
    0x0000AC08 Enum_BeamType http://pastebin.com/ViAxLk4B

  • Create New...