TFL, vTFL(The Fallen Levels) difference list
Posted: Sat Nov 07, 2009 2:52 am
Since this keeps getting asked, and I myself am curious, I am starting a list of differences between Myth: The Fallen Lords, and Myth II using vTFL and The Fallen Levels.
Another reason for making this list, is a potential update to The Fallen Levels and vTFL.
For vTFL, there are things such as the missing J-Man collection. For The Fallen Levels, with vTFL on, it's like TFL. However without vTFL on, it's like half-TFL, half-M2, with Fir Bolg, and TFL dwarfs.
So if there was an update to vTFL and The Fallen Levels, what are the current differences between them and The Fallen Lords?
THE LIST (Taken from topics on these forums):
- (TFL)In the second level, the health of the Mayor does not change according to chosen difficult. He always has the normal health level. In TFL, his health did change with the difficulty, being a full bar on legendary.
- (TFL)In the secret dorf level, later on you get reinforcements by dorfs parachuting from above. In vTFL, the parachuting animation is bugged for some reason on this level. The dorfs will simple popup from the ground with the parachute animation playing.
- (TFL)In the Last Battle (alric vs balor), sometimes one of the fetches, instead of attacking your starting units, go for the units at the flag where Alric is. They don't respond at all and get zapped to death. When you arrive, a good portion of the units are dead, making the level much harder. Seems to happen more on legendary (extra fetch maybe being spawned maybe)?
- (TFL)The trow does not run off and dissappear (aka fall off the mesh) on Shadow of Mountain level when he "retreats" at lower difficulty levels. Instead he stops at the edge of the map.
- (TFL)Several things that stand out that have not been corrected in vTFL are when a player hits "T" with alric or similar he can not cast his spell on to any units, only enemies. However in TFL he could do so for all units.
- (TFL)The other much more problem was that unit passability for certain terrains has not been correctly ported, for instance in vTFL pools of iron (and ground zero), the zerks can walk straight up sloped areas that they simply can't in TFL.
- (vTFL)Chain lightening and chain kicking are stripped from vTFL, so is an odd quirk in which shift clicking your units on enemies also targets Friendly team players nearby is also absent from vTFL.
- (vTFL)vTFL also adds a team attack key combo that should be best left at that to avoid abuse.
- (vTFL)vTFL doesn't use TFL Journeyman collection.
- (vTFL)vTFL uses Chimera Fir Bolg collection, and Iron's Mrymadon collection.
- (TFL) On flight from covenant, there is a small crack between one of the models and the mesh. screenshot: http://www.projectmagma.net/~melekor/up ... models.jpg
- (TFL Multi) The TFL Multiplayer Mappack's "InCarn8 (Dark)" map has an extra Trow belonging to the center left team that starts on the center right team's side.
- (TFL) On Crows' bridge, it appears that the verticies of the bridge model's water plane do not wobble, which creates a discontinuity.
- (vTFL/TFL?) Ghols in vTFL don't make melee units break formation and charge them when they taunt, they did in the original TFL.
- (vTFL) vTFL doesn't use the TFL spider collection
- (TFL) The collection references for the soulless are off, in TFL they were more bight pink, in The Fallen Levels, they are Myth 2 styled more purple.
- (TFL) There was no wildlife in TFL.
Please list any other differences, I will add them to the list.
Another reason for making this list, is a potential update to The Fallen Levels and vTFL.
For vTFL, there are things such as the missing J-Man collection. For The Fallen Levels, with vTFL on, it's like TFL. However without vTFL on, it's like half-TFL, half-M2, with Fir Bolg, and TFL dwarfs.
So if there was an update to vTFL and The Fallen Levels, what are the current differences between them and The Fallen Lords?
THE LIST (Taken from topics on these forums):
- (TFL)In the second level, the health of the Mayor does not change according to chosen difficult. He always has the normal health level. In TFL, his health did change with the difficulty, being a full bar on legendary.
- (TFL)In the secret dorf level, later on you get reinforcements by dorfs parachuting from above. In vTFL, the parachuting animation is bugged for some reason on this level. The dorfs will simple popup from the ground with the parachute animation playing.
- (TFL)In the Last Battle (alric vs balor), sometimes one of the fetches, instead of attacking your starting units, go for the units at the flag where Alric is. They don't respond at all and get zapped to death. When you arrive, a good portion of the units are dead, making the level much harder. Seems to happen more on legendary (extra fetch maybe being spawned maybe)?
- (TFL)The trow does not run off and dissappear (aka fall off the mesh) on Shadow of Mountain level when he "retreats" at lower difficulty levels. Instead he stops at the edge of the map.
- (TFL)Several things that stand out that have not been corrected in vTFL are when a player hits "T" with alric or similar he can not cast his spell on to any units, only enemies. However in TFL he could do so for all units.
- (TFL)The other much more problem was that unit passability for certain terrains has not been correctly ported, for instance in vTFL pools of iron (and ground zero), the zerks can walk straight up sloped areas that they simply can't in TFL.
- (vTFL)Chain lightening and chain kicking are stripped from vTFL, so is an odd quirk in which shift clicking your units on enemies also targets Friendly team players nearby is also absent from vTFL.
- (vTFL)vTFL also adds a team attack key combo that should be best left at that to avoid abuse.
- (vTFL)vTFL doesn't use TFL Journeyman collection.
- (vTFL)vTFL uses Chimera Fir Bolg collection, and Iron's Mrymadon collection.
- (TFL) On flight from covenant, there is a small crack between one of the models and the mesh. screenshot: http://www.projectmagma.net/~melekor/up ... models.jpg
- (TFL Multi) The TFL Multiplayer Mappack's "InCarn8 (Dark)" map has an extra Trow belonging to the center left team that starts on the center right team's side.
- (TFL) On Crows' bridge, it appears that the verticies of the bridge model's water plane do not wobble, which creates a discontinuity.
- (vTFL/TFL?) Ghols in vTFL don't make melee units break formation and charge them when they taunt, they did in the original TFL.
- (vTFL) vTFL doesn't use the TFL spider collection
- (TFL) The collection references for the soulless are off, in TFL they were more bight pink, in The Fallen Levels, they are Myth 2 styled more purple.
- (TFL) There was no wildlife in TFL.
Please list any other differences, I will add them to the list.