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raknefne
07-24-2018, 11:10 AM
The Trent War - a whole new experience awaits!!


Download newest version 1.6: ... http://www.mediafire.com/file/y39z6nj98bu04z2/Trent1.6.zip/file

Installation:
Delete old TRENT folder before installing. Unpack the downloaded file to the same directory as Crossworld\sessions next to Defender, Orcs, Addon etc. (read the Readme files if in doubt).
When you start a new game, you can see 'The Trent War' next to 'Orcs on the March' and the other games.
If you have finished Trent before, you might want to keep your high score recordings. To do so, extract 'records.txt' from your old TRENT\Trent.kfs and overwrite in new installed TRENT\Trent.kfs


The Trent Kingdom is under attack, the pirates are invading. Amelie must help King Mark again.

Futures:
- A completely new campaign with new maps, dungeons, quests and fun story.
- 5 bosses.
- 35 heroes including "Heroic Challenges" which is a hero fight with NO rage skills / no retreat / in special boss-alike-arenas. There're 6 of these challenges in all.
- Many new arenas (only a few from the original game are reused). Some have different structure from normal with different tactics.
- Funny creature sounds made by Terroin, recorded in his studio.
- Difficulty is harder: It means if you normally play HARD then NORMAL is about equivalent in this mod - some say it is even lower - you will be challenged more.
- The game is 55% in length of the original Crossworld, you will end up around hero level 33-36 depending on your choices.
- Item Upgrades are 30% easier.
- Easier to find full sets: Most sets are with only 2 items. Many new sets and items!!
- If you think you will be fighting dozens of pirates, you won't, don't worry, it is not like WotN's undead armies, but versatile.
- Walkthrough/help file included.
- Some creatures and most spells have been balanced. For instance Stone Skin last 1 turn shorter. Avenging angel or Life Light are stronger, Ice Snake same price and damage as Fireball etc. Read post#2 for changes.
- Read post#3 or Readme file for help. The game has been tested an adjusted a lot for balance!


The game has been played on Normal, Hard and Impossible. Have fun!!!


Here are some pictures from The Trent War:


The starting island, Jerneland:

15606


One of the first bosses, the Turtle from the Legend, but stronger now. From the map, Sprudne Islands:

15609


An arena-battle from the biggest dungeon in the campaign, Trent Dungeon:

15608


The king's residence, Upper Trent:

15607

raknefne
08-17-2018, 09:56 AM
Here's an overview of all spell and creature changes and some of the medal changes made from all the updates of Trent:




Examples of Medal changes in Trent version 1.5 compared to vanilla:

There is no 'Grand Strategian' anymore, it is replaced with 'Pirate Slayer'.
Warrior and Mage heroes have more useful spells for 'Iron Knight' and 'Magician' (former 'Fire Mage').

1568215683
1568415685






Spell changes in Trent version 1.6 compared to vanilla:

ORDER:
- Call of Nature: 15-25-35 Mana (was 20-30-40).
- Battle Cry: Crystal 3-6-9 (was 3-12-20).
- Avenging Angel: Mana 6-9-12 (a lot cheaper than vanilla). Duration 5,6,7 (was 4,5,6 in vanilla).
- Life Light: Price 4500 (was 50k). Mana 10-15-20 (was 10-20-30). Crystal 4-7-10 (was 4-8-16). Damage at level 2 and 3 are a little higher than vanilla.
- Divine Armor: Duration 3-3-4 (was 2-3-4). Resistances 15-20-25 (was 20-25-30). Mana 15-20-25 (was 15-20-30).
- Dragonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-3-12 (was 2-5-25).
- Demonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-4-15 (was 2-5-20).
- Resurrection: Crystal 8-12-20 (was 10-15-25).
- Peacefullness: Health increases to 30-45-60% (was 30-40-50). Gold price halved.
- Fit of Energy: 14-12-10 Mana (was 20-20-20).
- Lightning: Mana 8-16-24 (was 12-20-30), Crystal 1-3-6 (was 4-6-12). Price 1k (was 2500). Did anybody learn it before?
- Magic Axe: 110 Damage (was 100). Price 500 (was 2.500 gold). Mana 4-7-10 (was 5-9-13).
- Summon Phoenix: Gold price raised to 20k (was 11k). Crit halved. Attack reduced about 15%.
- Earth Blades: Mana 18-28-38 (was 25-35-50). Crystal 8-14-22 (was 10-20-30). Price 16k (was 10k).
- Orb: Mana 18-24-30 (was 20-30-40). Crystal 8-10-25 (was 10-20-35). Not rare anymore. Initiative +1 all 3 levels.
- Ice Thorns: Only as scrolls, cannot be learnt (cost 1000 Crystal now since it was broken, summons in a 15 cell area!). Price 1500.
- Gizmo: Only as scrolls, cannot be learnt (cost 1000 Crystal now). Price 1000. Damage 200% more, Heal 300% more.

DISTORTION:
- Phantom: 15.000 gold (was 6.000). Mana 20-25-30 (was 15-20-25). Crystals more expensive.
- Stone Skin: Duration 3-3-4 (was 3-4-5 rounds). Penalty: -2 Initiative (was -1). Res 10-20-30% (was 20-30-40). A little more crystals.
- Target: 4-10-20 Mana (was 4-8-13). Gold double price or so. Only up to level 3 enemies (was level 4).
- Magic Shackles: NO mass effect at level 3. Leadership 125-150-5000%. Mana 10-10-10. Crystal 3-6-8. Price lowered to 1500 (was 3000).
- Slow: Duration is 2-2-2 (was 2,3,3). Mana 5-8-12 (was 5-7-12). Crystal 5-10-15 (was 2-5-12). Price 3200 (was 1200). Still slow 1-2-3 in movement.
- Pygmy: Mana 5-10-18 (was 5-10-20).
- Magic Spring: Gives Defense 7-12-18 (was 5-10-15).
- Hypnotize: 60-80-100% of hero leadership (was 40-60-80%, but Trent has stronger armies).
- Precision: Attack 25-35-35% (was 25-30-30). Mana 1 less at level 2-3. Crystal cheaper at level 3. Halved gold price.
- Invisibilty: Mana 15-25-35 (was 10-20-30).
- Excorcism: Mana 10-18-25 (was 10-20-30). Crystal 5-10-15 (was 8-14-20). Damage 15% more.
- Balance: Mana 3-6-9 (was 5-10-15 vanilla). Crystal 1-5-10 (was 5-10-15). Gives 3-6-9 adrenalin (was 1-3-5). Chance for other races to get Haste/Battle cry 5-10-15% (was 33-66-100%). This way it is an ORC spell to get adrenalin boost at start.
- Glot's Armor: Mana 8-12-16 (was 15-18-23). Crystal 5-7-10 (was 10-10-10). Health about 15% more level 2-3. Easier to find.
- Poison Spit: Now called 'Focused Vomit'. Always poisons! Mana 8-9-10 (was 10-10-10).
- Turn Back Time: Price 60k (was 50k). Increased manaprice: 40-50-60 (was 30-30-30)
- Berserker: Now 2-3-4 Mana (was 2-4-7). Cheaper to learn.
- Ghost Sword: Mana 6-8-10 (was 10-10-10). Cheaper to learn. 105 Damage (was 100)
- Ice Snake: Same damage and mana as Fireball, 10-15-20 Mana (was 10-20-30).
- Awaken Dragon: 12 Mana, rare to find.

CHAOS:
- Fear: Duration 1-2-3 (was 2-3-4). Price 8-10-12 (was 10-10-10). Crystal 3-5-8 (was 3-3-3).
- Plague: Duration increased to 2,3,4 (was 2,2,2). Spread chance % 25,30,35 (was 15,20,25).
- Fire Ball: 10% more damage, also more damage when leveling it up. Price 1200 (was 5000)
- Kamikaze: Around 10% more damage.
- Doom: Mana 14-13-12 Mana (was 20-20-20).
- Hell Breath: +10% Damage all levels, now 30-40-50% extra Fire Damage.
- Chaos Dragon: Gold price rasied to 30k (was 10k). Cost 10 crystals more to max. About 6% less Health, Defense and Attack.
- Fishes: Crystal 5-10-15 (was 10-15-20).
- Stone Rain: Mana 10-22-35 (cheaper than vanilla). Easier to find.
- Soul Drain: Kills 13-23-33% (was 10-20-30). Mana 8-17-28 (was 10-20-40). Crystal 5-15-25 (was 10-20-30).
- Fire Rain: 7% Burn (was 5%). Crystal 5-8-20 (was 7-10-25).
- Death Star: Mana 25-32-38 (was 30-40-50). Crystal cheaper too.
- Evil Book: Mana 15-20-25 (was 15-20-30).



Creature changes in Trent v1.52 compared to vanilla:

ORCS:
- Orc Chieftain: Initiative 5 (was 4).
- Goblin Shaman: Astral Attack reduced by 33% (was OP).

DWARVES:
- Alchemist: Crit 14 (was 10). 15% Fire Res (was 0). A little cheaper to hire.
- Ingeneer: +40% ranged damage. Only 1 charge of Blind potion, and it cannot be made again!
- Foremen: New talent 'Recruit Miner' which summons around 25% of Foremen's leadership and with a reload. 10% Phys. Res (was 0 in vanilla), 25% Fire Res. (was 10%).

ELVES:
- Faun: 35 Health (was 23).
- Druid: Damage 5-8 (was 4-8 ), Summon 25-32 (was 20-25), Beasttrain 100 (was 80).
- Ancient Ent: Initiative 3 (was 1), Leadership 1100 (was 1200), Phys.Res 15 (was 10).

HUMANS:
- Peasant: Price 8 (was 10), Defending 2 (was 1).
- Robbers: Morale penalty only to peasants and bowmen now (was all level 1-2).
- Maurauder: Morale penalty only to peasants and bowmen now (was all level 1-2). Loots 25% more.
- Bowman: Long reload on cold/fire arrows.
- Footman: Price 65 (was 70), Defending 5 (was 4).
- Guardsmen: 60 Health (was 50). Smashing Blow 33% more Damage.
- Inkvisitor: 1 'Holy Rage' with a slow reload (was 3 charges in vanilla). Damage 6-8 (was 5-7).
- Priest: Heal 20 hitpoints (was 10).
- Horseman: Crit 15 (was 10), Dmg 14-18 -> 15-19
- Paladin: Prayer has a reload and does NOT resurrect, only damage and scare off evils. New skill 'Healing' with a reload, heals 35.
- Knight: 1 Charge of 'Run' with 2 moves. Roundattack 18-25 dmg (was 15-20).
- Archmage: 5-9 Damage (was 5-8 ). Leadership reduced to vanilla. Makes it more interesting as dps.
- Runemage: Destruction reload 2 (was 3). +5 Attack. 1800 Leadership (was 2k). Price 9k (was 15k gold). Increased stats because it is a shorter game with less free runes.

NEUTRALS:
- Lake Dfly: Price 7 (was 12), Attack 4 (was 3), Health 8 (was 7).
- Fire Fly: Price 8 (was 14), Attack 5 (was 4), Defense 2 (was 1).
- Venom Spider: Web 2 (was 1).
- Cave Spider: When Defending 3 (was 1), Web 3 (was 1).
- Fire Spider: Got a ranged shot with a 20% chance to burn, besides the melee 30% chance. A little less crit chance.
- Wolf: Price 50 (was 60), Health 27 (was 24).
- Assassin: +15 Health.
- Polar Bear: +10 Health, +2 to maximum Damage.
- Royal Thorn: Summons 8% less.
- Cyclop: Leadership 1300 (was 1400), Initiative 2 (was 1), Health 390 (was 650), Phys.Res. 35 (was 30).
- Snake: A vanilla text error: It said that the longattack poisoned, it only stuns. Corrected.
- All snakes got text 'Reptile' and 'Snake Agility' which already worked in vanilla, but the text was missing.
- Snake, Swamp Snake, Bear, Ancient Bear, Polar Bear: Got "Home Ground" which is +1 Initiative in forests for Snakes and +1 Morale for Bears.

raknefne
08-30-2018, 09:39 AM
The Trent War has a file 'Readme - Helpme' which also is a walkthru / help to players, the content is:


THE TRENT WAR
------------------------------------------------------------------------------------------------------------------

Made by Raknefne in 2018.
Creature sounds by Terroin.
Thanks to Terroin for assistance and Erkihlmarl for spellchecking.
Thanks for all the input here in the forum for balancing especially from Sirlancelot.
Testers: Erkihlmarl, Terroin and me.


INSTALLATION AND STARTUP:
Unpack Trent.rar to the same directory as your other Crossworld games, if you have steam it will be in:
...\Steam\steamapps\common\Kings Bounty Crossworlds\sessions
You should then see a new directory ‘Trent’ next to addon, champion, defender, orcs when unpacked.
To start the campaign THE TRENT WAR, change the campaign down in the right corner under ‘CAMPAIGN’ in the startup Game menu and play.


GENERAL HELP:
- This mod has Heroic Challenges, which is a battle against a hero in a special boss alike arena. You cannot use rage skills or retreat.
- The enemies are shown as weaker now, for instance an 'Very Strong' army could be 'Strong' in the text.
- Also, a difficulty is 1 harder than vanilla, for instance if you normally play HARD, it would equal NORMAL or so in Trent. Impossible level I'd only recommend to
those who have played the mod before. Don't think no-loss is possible. Often I use eggs in this mod for the harder fights.
- Look hard in the bushes or in the water edges for tree stubs, gold, crystals... they are often half hidden.
- Some buildings have free stuff. Others are normal, others are guarded. Free stuff buildings help the player to use creatures you normal wouldn't use.
- In general dungeons have more darker creatures like undead, demons and orcs - but sometimes dwarves and animals, mostly.


MOD IN MOD:
- in case you don't like my changes of the creatures from vanilla, you can just delete the directory 'Creatures' in Trent.kfs or adjust some creatures here. There will be a text issue on the creature Paladin regarding Prayer, but it works.
- in case you don't like the new creature sounds, you can delete the directory 'data' under the Trent directory.
- if you change anything your saved games probably won't work, keep that in mind. Best for new games.


WALKTHROUGH / HELP:
------------------------------------------------------------------------------------------------------------------

Map difficulty in this order - major things to find in that map:
Jerneland Kraken Boss, 1 HC (HC = Heroic Challenge). Entrance to 1 cave. Companion.
Sprudne Islands Turtle Boss, 1 HC. Entrance to 1 cave. Companion.
Fromlen 1 dungeon will appear after a quest near the castle.
Lower Trent 2 dungeons (1 will appear after a quest for General Monsuato). Companion
Trent Dungeon Spider Boss, 1 HC.. This is huge dungeon! Companion.
Upper Trent Frog Boss, 1 HC.
Hopland 1 HC. Many small islands.
Lower Trent (Undead) You return to this place to hunt down undeads in a quest.
Krasen, Krasen Dungeon Lizardman Boss, 1 HC. Many altars with Attack, Defense, Intelligence etc.


Companions. All show their stats before joining, and most of them have changed stats:
- Janus Wopler in a random place in Jerneland. Will join you for 3.000 gold. Gives a quest for Kraken Boss if you haven't killed it yet. He supports level 1-2 units.
- Agvares in Sprudne Islands (he is in the cave). Joins for free but cost 7.000 when you release him.
- Moro Dark in Lower Trent (near portal to Upper Trent). Slay the HC in the Trent Dungeon before he will join (quest).
Prices for converting troops are more expensive than vanilla but still cheaper than buying.
- Gaudi in the Trent Dungeon. Joins if you slay the Spider Boss. He is next to the spider.
Prices for converting troops are more expensive than vanilla but still cheaper than buying.


JERNELAND:
- When fighting heroes or Heroic Challenges in this mod, checkout their information - they tell what spells they use or special abilities.
- There are plenty of buildings to hire troops from. Some are guarded, some not.
- Quest: When you slay Richard Cannonball Halsom near the cannon you get troops in the church (inquisitor, archmage, druid or rarely paladin).
Remember to check Count Bob afterwards, he will give boost when u talk to him.
- Quest: When you slay Ewert Gnarling near the water you get either Horsemen, Knight or Alchemist in the castle. And a stack of level 4 orcs.
Remember to check Count Bob afterwards, he will give boost when u talk to him.
- Quest: Find 15 sprouts: You get to buy troops from Elfvis when quest is done. They are behind creatures, chance in tree stubs/digged chests and the creature at
small island to the north where the broken bridge is. You get neutral level 2-3 and neutral/human/dwarf level 4, sometimes items/scrolls. Even without taking the
Heroic Challenge on an island to the north-east, you get more than 15 sprouts. The Heroic Challenge has 3-8 sprouts or so.
- Quest: Main quest, when you shall find toolbox in Jern Mine, you talk to the miner that usually don't want to talk, just work, but now he will talk. After buying the
toolbox for 1.000, checkout the Droid Factory in the mine, it sometimes get a teeth etc. Sometimes there are another miner in the mine that gives a few free creatures.
- Map for Sprudne Islands: Always at the islands to the north, guarded by a female hero (she uses simple spells).
- I guess Kraken can be taken at level 8-9. I could just do it on hard as level 9 paladin. It gives plenty of experience. Remember to get the quest for Kraken from
your companion Janus Wopler before the fight.


SPRUDNE:
- When doing the Heroic Challenge fight you get access to a few level 5 units. The chest/treestub etc have a higher chance of goodies.
- map for Fromlen (next in difficulty) is on the elf island to the north to the right.
- map for Lower Trent (more difficult than Fromlen) is on the elf island to the north to the left with a hero.
- Quest: Missing cargo. Defeat pirates at the pirate ship and they give the cargo in reward. They will only appear after you take the quest.
A new main quest starts after this quest!! Crucial quest!
- Quest: slay hero. He sails the seas to the north. When you have done this and Missing cargo quest, checkout Brylhar for a few free creatures.
- Quest: Grot's sad love. Talk to the frog in the cave. If you spare her in the first talk and kiss her, you will get 15.000 gold. Nomatter what you choose
slay/spare, you have to return to Grot and back to frog and kill it. The area behind the main castle will open up. After you have done all 3 quests, checkout all
buildings and Brylhar for new stock. There will also be a new sea chest to the south at fish nets and in the small lake near the cave entrance (they have a bigger
chance for goodies). In general checkout all lakes, at least 2 of them opens up for looting (some of the lakes may be open from the start due to randomization).
- Agvares companion is in the cave. He also supports priests besides the normal dryads etc.
- Quest main: get skill from the monk on the elf island to the north. He meditates after you have acquired the new skill (checkout the Magic skill tree).
- The Turtle boss gives plenty of experience.


FROMLEN:
- Talking to the castle holder: If you choose to reply the first time in his language, you get 1 Bronter and 1 Woman's head.
- Quest Skeleton Body: Search the islands and dig for heads (a few can be in tree stubs, chests and wish well). Beside the skeleton head which finish the quest, you
will get Bronter, Woman and Mage heads, which will give 1 Rage or Mana, Gold or Crystals when you return to the skeleton body after the quest is fullfilled.
The main castle will get a lot of creatures (Tirex, Chosha or Highterrant, etc.)
- Quest Kill superfly: The Fly Hero is north-west of the castle in the water. You get an access to a cave next to the castle when you finish quest.
The chest behind it has a chance of units to join (Demonologist, Royal Griffin and Random neutral lvl 4). And bigger chance for items and a head for the skeleton (quest).


LOWER TRENT:
- 1 boat near the admiral has free stuff if you take down the guards. You can get a new boat from the admiral.
- The map in the graveyard is for Fromlen in case you haven't got it from Sprudne Islands. Else you will get an adventure scroll.
- The guard in town tells you that you cannot digup chests in Lower Trent, but there will be a bigger chance in the battlefields. Trent Dungeon is normal with digging.
- Quest about eluctrunic, turn left, on top of mountain at windmills you get an item when you talk to the guy in the building. Return to Monsuato in the main castle.
He will then open the cellar. You can return any time to the cellar. Then you can go to the king in Upper Trent who only will give you more quests when you bring
him the letter from Monsuato. You can get to Upper Trent thru the Trent Dungeon or fight the strong army at the portal to the north. You will return to Lower Trent
in a later quest to hunt down undeads armies, so clear as much you can before starting that quest (else it will be crowded).
- Quest: Dark Moro offers his companionship if you do the Heroic Challenge in the Trent Dungeon. When entering the dungy, turn left and you will find him fast. Even if
you don't want his companionship you'll get experience - you can always return if you want him.
- The Windmillmaster always has machinery for sale. The building further north in the mountains has giants etc. Sometimes the farm has 1-2 giants too. The church in
the graveyard has priests, inkvisitors, archmages or other magicians (random).
- The graveyard has an increased chance for goodies in the graves.


TRENT DUNGEON:
- Gaudi will join if you defeat the spider which is about in the center of the dungeon. The spider is a easier than vanilla.
- There's some randomization - next time you play, the dungy is a little different. The exit to Upper Trent is in the north east corner. Easiest to walk along the left
border when you start from the portal from Lower Trent.
- Heroic Challenge to the south-west near portal from Lower Trent.


UPPER TRENT:
- You can get a new boat from the admiral to the north east. He also has a few creatures for hire. The farm to the north has free stuff if you defeat the guards.
- Quest about frog. Talk to the bird in town on top of the well. He will NOT teach you to fly. The frog is easier than vanilla.
- Quest with Martha next to bridge south of castle: Clear the garbage in the moat.
- Quest undead armies for kill proofs: In general the king will only give you quests if you have a letter for him from Monsuato in the Lower Trent castle (you need to
help him with "eluctrunics"). You go to Lower Trent to get kill proofs from the undead armies that now walks. There are 8-9 armies. They all give a kill proof - you
only need 3 for the quest, but you get +2 Mana/Rage or +1 Att/Def/Int depending on your class for each of them. Return to the king with them for the rewards. The king
then opens a portal for Krasen. This is the only way to get to Krasen which is the last map.
- Quest from king about witch that "caused" the climate change: She is in the south-west corner of map. Just fight her.


HOPLAND:
- your answer to the man in the castle (3 choices) results in what race you can hire in the main castle in the last map, Krasen. Also results in a fight/no fight
with him.
- Julner: it can be a little hard to find all 3 chests that are digged in soil.


KRASEN:
- the 2 lighthouses are well guarded, but if you bring beer to the dwarf on the small island to the north, the guards will vanish. Take beer from the Admiral near
the harbour, walk thru the Krasen Dungeon to the small north island. If you talk to the dwarf again he will give you some eggs. You can ONLY get the the north
island thru the dungeon. It is NOT a mistake that you cannot get there by sea (I have made blocks, so it should be visual enough).
- you will end the game when defeating the lizardman boss in a cave to the west. He wants kill proofs before you can fight him. You can get the kill proofs from
humanoid armies, even before visiting the boss for the quest. Not all humanoid armies give kill proofs, but most.
- boss fight: he is weaker than vanilla, summons different type of creatures: Gorguana, Brontor, Worm, Tirex, Gorguana2, Highterrant, Bear, Ancient Bear,
Hyena, Demoness, Demon, Demonologist or Cyclop. Biggest chance for Gorguana.
- a lot of creatures have rewards with high experience altars or altars with def/att/int to improve your chances at the boss.
- The boss K'Ego has been tested on the normal difficulty only, but in case it is too difficult on impossible, it can be reduced in strength in your current game.
We haven't tested it on impossible, since there haven't been much respons in the 1C forum on testing, so I won't test it on impossible until I one day feel like
playing the game again. I have tested the Trent half way thru on HARD, Errkihlmarl tested it all thru on NORMAL.



TEETH TO BE FOUND IN TRENT KINGDOM:
Random now. Big chance of getting all 5.

raknefne
09-01-2018, 01:57 PM
A tester Erkilmarl who played it thru to the end wrote:
So, now I’ve played the new mod through. I think it is so ready as a game that there isn’t much to say about any changes apart from the details I’ve mentioned. It is a tough game, even at normal level, which corresponds to about hard level in the original game. I did do most of the final island, but perhaps there the difficulty step upwards may be too much at hard and impossible levels.

Landscape building is very good, I didn’t get anywhere above ground the feeling that I had seen this before in the original game, except perhaps for the final island, which was built from the same material as the lizardfolk island in the original. Already in Crossworlds it was the island I liked least. Hopland was familiar to me from another mod, but it has ideas and features that Katauri never used.

The mod is relatively short, which is a good thing, since KB games are long. I’ve played them for hundreds of hours, but I rarely play to the end after I’ve once seen that it is possible. Years ago, there was the talk that WoTN isn’t as good as Crossworlds and that Darkside was even worse. It is a pity that we now have a new and fresh game made from the Crossworlds material, Trent War, that is as good as the Crossworlds was, but nobody seems to care.

atarisz
09-11-2018, 02:22 PM
The start of this new campaign is interesting :) Maybe you will develope further this mod?

raknefne
09-12-2018, 08:51 AM
Only patches I think. I don't like too long games myself...

Erkilmarl
09-12-2018, 01:41 PM
That reminds me. If you ever have spare time...

1) I have in two games tried to enter the little house in lower Trent castle area that is between two other houses, Citizen's House. Both times the game has crashed. (Third time today. Plus the Storage there seems to be empty: It has the building sign but nothing happens.)

2) When Brylhar gives Amelie the quest to search for the (stolen) goods, Amelie says. "I will slay those pirates guarding the cannon" which of course belongs to a Jerneland quest.

3) I have only now paid attention to upgradable items. Many guardians seem to be too strong for this short game.

For me the length of this mod is good. Perhaps some day we'll get another mod?

raknefne
09-12-2018, 03:23 PM
1. I see, it doesn't crash in my games, strange. The storage is just for the scenary, nothing to buy.

2. There's a cannon where they are, actually, just like in Jerneland... but I'll check the text.

3. I haven't touched the upgradeable items at all, so it make sense to check them out. It is rather easy to adjust, I can just reduce the strength of the enemy by... 40% ???

About other mods... well there hasn't been much interest up to now, so it is not on my priority list right now... the thing I'm working on now, the small random project I mailed u about, I don't know if I will publish, we will c. I'm having a break with modding right now.

Are you playing again`? Which character / difficulty?

Petar51
09-12-2018, 07:48 PM
I had tons of fun with your campaing but i need to ask you something from armored princess(if you know):
Whats up with that tombstone behind the mill on Verona, near the big castle and the guy you can play rock, paper, scissors with?Its really weird and i believe it is something because it a classy tombstone in middle of woods.If you know i would apriciate it.Keep up with the mods.

raknefne
09-13-2018, 08:10 AM
I had tons of fun with your campaing but i need to ask you something from armored princess(if you know):
Whats up with that tombstone behind the mill on Verona, near the big castle and the guy you can play rock, paper, scissors with?Its really weird and i believe it is something because it a classy tombstone in middle of woods.If you know i would apriciate it.Keep up with the mods.

Thank you. You should ask in another forum, have no clue.

Erkilmarl
09-13-2018, 06:13 PM
[QUOTE=raknefne;718121]Thank you. You should ask in another forum, have no clue.

I flew over that place. Didn't see any special tombstones.

Erkilmarl
09-13-2018, 06:26 PM
3. I haven't touched the upgradeable items at all, so it make sense to check them out. It is rather easy to adjust, I can just reduce the strength of the enemy by... 40% ???

Are you playing again`? Which character / difficulty?

I guess 40 % would be fine.

I have two games. One normal where I am in Lower Trent but I haven't had any luck with the resurrecting troops or the Phantom spell. I put that game on hold and started another game in easy mode. I haven't had much luck in the above mentioned things either, but the opposition isn't too easy, since I made a rule that I may not use Glory above level one. The game is relaxed and now I'm trying troops I normally don't use. Oh, I'm still having Paladin as a character.

Erkilmarl
09-14-2018, 02:53 PM
The item Raven seems to have no dialog script. Trying to talk with it will cause the game to crash.

raknefne
09-16-2018, 01:58 PM
The item Raven seems to have no dialog script. Trying to talk with it will cause the game to crash.

I'll remove the item, that's easier...

axelle
10-06-2018, 11:51 PM
The Trent War is released - a new experience awaits!!

bravo, i have always thought that the map editor that came with KB was amazing (http://forum.1cpublishing.eu/showthread.php?t=32861), finally someone put it to good use.

raknefne
10-07-2018, 04:22 PM
It is a bit like an old lady, the map editor, I guess that's why not many have used it.

Alistair80
10-10-2018, 06:32 PM
Sorry, but it doesn't work. I unpacked Trent to "my game"\sessions, i can change campaign in right corner, but one of the original campaigns is still running. Maybe this is the fault of the Polish version of the game? I'm from Poland.

EDIT: Ok, i installed King's Bounty Crossworlds from Steam and new campaign works. Any ideas? I want play new campaign with my version of game.

raknefne
10-17-2018, 08:52 AM
All the new text is in English... You can only play in english version... I suppose it will work if you change to English version - not sure where you do that, though... it has only been tested in English version.

jorko80
10-30-2018, 06:42 AM
The campaign sounds interesting. I hope it's challenging :) . Will try it next week and I'll write some feedback.

raknefne
10-30-2018, 10:38 PM
The campaign sounds interesting. I hope it's challenging :) . Will try it next week and I'll write some feedback.

It is! You should play 1 level lower in difficulty as you are used to... don't think no-loss is possible for all fights. Not even on Hard...
a former test player, now plays it on Normal or Easy. You never did that in the vanilla game. There is a big gab between Easy and Impossible in this mod.

Plenty of heroes as well as "Heroic Battles", battles against heroes with no use of pet, like in Boss battles.

raknefne
11-07-2018, 02:38 PM
Anyone played Trent thru on Impossible? (it was tested on Normal+Hard).

jorko80
11-09-2018, 12:46 PM
I will try to start the campaign tomorrow. Will definitely play on impossible, because usually I play beyond impossible with some mods :)

jorko80
11-10-2018, 12:57 PM
Hello raknefne! I played for some time, the start is interesting and nice. I just have to report a bug that is really nasty. When I ask the priest in the church if he has any spare troops the game crashes. I defeated the cannon-pirate quest, hoping that this will change things, but again when I ask the game crashes. It's bad that I can't use the troops there. I guess it's a problem with the **chat.lng file and the corresponding *.chat file . I found the 2 files but couldn't figure out what to change in order to fix them. If you can fix them, you can upload just them and I will update them in the mod myself. Thank you!

raknefne
11-11-2018, 10:06 AM
very strange, have played many times and got troops from the priest. I will check when I make an update. But it is not the nearest time. I haven't heard about the problem from others. Have u tried reinstalling?

jorko80
11-13-2018, 08:16 AM
Hi! I have located the problem. It is in the embryos.loc file. Part of the creatures that should appear in the church are described wrongly :
{A}{races} = {}
{A}{units} = {witch_hunter,4:2:8,thorn_warrior,30:10:100,thorn, 30:10:100,dryad,10}
{A}{level} = {1}
{A}{kolvo} = {50:10:150}
{U}{prob} = {9}

The boxes {level} and {kolvo} should be empty, because the level and the quantity of the creatures is already defined above. And because there is a probability for creature to appear, I guess when you tested it you got another creature :) .
Anyway I guess you already know this stuff, because the mod is quite awesome. I'm enjoying it and I am on the lower trent now. Sad thing is, that there I found another building(citizen house) , which crashes the game. I did not found what's the problem with it so far, but it is not game breaking.

Erkilmarl
11-14-2018, 04:07 AM
Hi! I have located the problem. It is in the embryos.loc file. Part of the creatures that should appear in the church are described wrongly :
{A}{races} = {}
{A}{units} = {witch_hunter,4:2:8,thorn_warrior,30:10:100,thorn, 30:10:100,dryad,10}
{A}{level} = {1}
{A}{kolvo} = {50:10:150}
{U}{prob} = {9}

The boxes {level} and {kolvo} should be empty, because the level and the quantity of the creatures is already defined above. And because there is a probability for creature to appear, I guess when you tested it you got another creature :) .
Anyway I guess you already know this stuff, because the mod is quite awesome. I'm enjoying it and I am on the lower trent now. Sad thing is, that there I found another building(citizen house) , which crashes the game. I did not found what's the problem with it so far, but it is not game breaking.

That building in Trent has always been as it is. Can't remember the reason now. I just pass it, there are enough sellers near by.

raknefne
11-14-2018, 04:12 PM
Thx for clearing that jorko80. The modding is a little far back now... long time ago I made it... but isn't it randomized between the WitchHunter, ThornWarrior, Thorn, Dryad and then a level 1 monster?

jorko80
11-20-2018, 09:17 PM
Hi raknefne! First to answer your question - it alternates between the units specified in the "units" box. The "kolvo" and "level" should be empty in this case. If you fill the "races" box then they should be defined and the "units" box should be empty.
I finished the campaign on impossible. It was very interesting and challenging. I liked it a lot. You did an amazing job there. The details are incredible. Thank you for your hard work :) . I'll share some thoughts and observations :

Bugs
-the church in Jerneland crashes the game(I wrote about that)
-summoned troops don't count for traps medal. Description says all types count
-alchemic - holy bomb burns undead instead of reducing their stats
-living bow -chat does not work
-Superfly-hero - description says +20% fire damage,but actually he gives +40 points of fire damage which makes the lake dragon fly to deliver 41-43 dmg compared to the original 1-3. It was a fun fight anyway :)
-citizen house(lower trent) crashes the game
-rune mage - descriptions of high mage and runic feats are switched
-Krasen - barbarian tent crashes the game
-returning to Jerneland in late game and trying to speak to count Bob led to an empty chat, I had to restart the game
-there is a hidden chest by the snake nests in Krasen's dungeon, which gives an error message
-When I killed the king on Krasen , there was no more a major quest. I was kinda wandering what to do. Who is responsible for the climate changes? Who should I kill to finish the game? It was confusing. Then I decided to kill the boss and it ended.

Maybe Bugs
-miss Brok who guards the map for Sprudne Island can be circumvented to get the map(I fought with her).
-getting past the guardian of Agvares(companion) is too easy also
I don't know if you let these armies mobile intentionally, but there is a way to completely immobilize an army.
-after killing the frog(enchanted orc woman),when i talk to the shaman he acts like i have done his quests(i did not yet) and gives me access to additional stuff in the castle and the two shops.

Suggestions
-remove mass resurrect from paladins(I intentionally don't use them,because they make it too easy)
-inkvisitor's ressurect is also too powerful
-dragons should have their normal price and leadership(they are too powerful anyway)
-remove gold for losses for hard and impossible
-medals can be extended to level 4 - I've made most of them in lower trent
-spell - call of nature is unusable with such a high mana-price , should be 10-20-30
-the experience shrines especially in middle and late game give so few exp that it is irrelevant
-remove some abilities from phantom creatures, especially creatures with resurrect. Making a phantom of a rune mage leads to infinite resurrect of black dragons for example.
-spell-turn back time - should increase mana with levels, it is very powerful
-spell-magic shackles - should not have leadership limitation,because with the increased difficulty the armies are so big , that this spell is unusable.

The length of the game was very good. I finished at level 36. I guess it can go to 37-38, because I left some armies and my learning skill was just basic. It would've been good if you added some new creature abilities or creatures :) .

Thank you again for the amazing campaign!

raknefne
11-22-2018, 12:04 PM
Hi,
thank u for your input, jorko80. Some of the creature bugs are from the vanilla game. The Agvares companion, isn't so strong IMO, so I made it that you most of the time can sneak pass the undead army to meet him (depending on randomness - sometimes a path is blocked so it is harder to sneak passed the undead army).
I will have a look at your suggestions when I make an update.
I like shorter games too. I'm SOO glad it was possible on impossible.
I did reduce the inkvistor ressurect. I think there are 2 charges instead of 3 as far as I remember. Paladins I made more expensive, but probably good to reduce the resurrect too. Although I have only made few changes on creatures compares to vanilla in this version. Strangely, there has only been very little response to this mod. Perhaps because it is an old game....???

jorko80
11-22-2018, 03:43 PM
Well I play the game regularly , but my last check of this forum was 6 months ago. So I guess people will find it in the next few months.
Impossible can be very easy when the unbalanced spells and abilities,that I wrote about, are used. I usually play a mod for The legend and Red sands, which cuts all such things, but it's in russian. I also made a very big mod for Warriors of the north, which also makes the game harder, but it is also in russian. Maybe someday I'll translate it to share it here :)

raknefne
11-29-2018, 05:24 PM
Thank you for your inputs! When I get to it I will have a look of all the suggestions. Right now, I'm not in the mood for modding, nor playing... it comes and goes... sounds interesting with your WoTn mod. It is not so fun translating... I guess there are more russians playing the game. I played Red Sand a little, but only until the first 2 islands or so. I found it too easy with the familiar, but ofc haven't tried endgame. The fun for me is actually more the mapmaking, so The Trent War is more an extra KB release than a mod.

raknefne
12-04-2018, 12:03 PM
In the upcoming update of Trent, besides fixing a few bugs, some creature and spell adjustment will take place. Feel free to comment or add suggestions:


Creature changes for the next update of Trent:
Inkvisitor: Only 1 charge for RAGE (was 2 in Trent1, 3 in vanilla). Ressurretion 15% less. 5-9 damage (was 5-7)
Priest: Heal 20 hitpoints (was 15 in Trent1, 10 in vanilla)
Paladin: Ressurection removed! Instead 2 charges of healing 120 hitpoints. Normal price (was higher in Trent1)
Knight: 1 charge RUN with 2 moves (was 1 move in Trent 1, no RUN in vanilla). 35 Physical resist (was 30). Roundattack 18-25 dmg (was 15-20)
Black/Reddragon: Normal price and leadership (was lowered in Trent1)
Alchemist: Holy potions no longer burns (bug in Trent1). More potions – now 3 Fire and 3 Holy potions. Holy potions also heal 35 if cast on own troops (heal 20 or so in WotN but not in vanilla).
Runemage: ?


Spell changes for the next update of Trent:
Turn Back Time: 60.000 (was 50.000). Increased manaprice: 30-35-40 now (was 30-30-30)
Magic Shackles: Leadership requirements much much better. Was 100% in code, now 150-300-10000% still for level 3-4-4
Phantom: 15000 gold (was 6000). Costs 18-25-30 Mana (was 15-20-25)
Call of Nature: Cheaper, 10-20-30 Mana.
Berserker 2-3-4 Mana (was 2-4-7). Cheaper to learn.
Fear A little more Crystals to learn.

Petar51
12-08-2018, 04:26 PM
Dear raknefne, if you have time and/or you are still active on this forum i would like to ask of you to give me a link to texture pack download. Your map has inspired me to create a map but the thing is my game didnt come with texture pack... The link that was posted earlier doesn't work so if you have more time and good will i would be very thankful. Thanks in advance. Petar51

raknefne
12-09-2018, 08:48 AM
Dear raknefne, if you have time and/or you are still active on this forum i would like to ask of you to give me a link to texture pack download. Your map has inspired me to create a map but the thing is my game didnt come with texture pack... The link that was posted earlier doesn't work so if you have more time and good will i would be very thankful. Thanks in advance. Petar51

Actually I'm only using the texture pack that came with the editor. There are some russians website that offer more textures. There are actually plenty in the editor to get start working. It is fun mapmaking, IMO. If you need help, mail me at uffe@uffekunst.dk (I don't read mails within this forum so often, but I check this TRENT forum now and then, since I'm woking on a small update).

Petar51
12-09-2018, 11:06 AM
I didn't get any textures on my editor, i would be happy if i even had the basic ones... Link maybe?

raknefne
12-09-2018, 01:52 PM
Hi! I have located the problem. It is in the embryos.loc file. Part of the creatures that should appear in the church are described wrongly :
{A}{races} = {}
{A}{units} = {witch_hunter,4:2:8,thorn_warrior,30:10:100,thorn, 30:10:100,dryad,10}
{A}{level} = {1}
{A}{kolvo} = {50:10:150}
{U}{prob} = {9}

The boxes {level} and {kolvo} should be empty, because the level and the quantity of the creatures is already defined above. And because there is a probability for creature to appear, I guess when you tested it you got another creature :) .
Anyway I guess you already know this stuff, because the mod is quite awesome. I'm enjoying it and I am on the lower trent now. Sad thing is, that there I found another building(citizen house) , which crashes the game. I did not found what's the problem with it so far, but it is not game breaking.

I fixed this is for the upcoming update. But the crash in citizen's house on Lower Trent, I couldnt find any errors. Strange. It is the small house opposite the main castle (there are 3 of them, the smallest is called Citizen's House), right?
I did however found 2 possible bugs under ITEMS in dwellings: a random item was selected BUT also a specific, like 1 rage potion. Not sure if that can crash the game. That was not the case for citizen's house.

raknefne
12-09-2018, 02:35 PM
I didn't get any textures on my editor, i would be happy if i even had the basic ones... Link maybe?

I tried mailing the 340 Mb, but my mail system crashed. Perhaps there is some other info here in the forum about editor...

Petar51
12-09-2018, 04:31 PM
Unfortunately for me, there is not... Thank you for your time kind sir, if you find a way to mail it to me, and if not don't bother. Thanks!

Erkilmarl
12-10-2018, 04:36 PM
How about Dropbox? Raknefne would have to create an account. It can host 1000 GB.

1darklord
12-11-2018, 06:47 PM
This sounds excellent, will deffo give it a go! Thanks for your hard work. :)

Daniel.

jorko80
12-13-2018, 02:27 PM
Glad to hear, that you will make an update to your campaign Raknefne! About Red Sands, I play it only with a mod,which cuts all the easy stuff and it is ultra hard :) . Regrettably it is all in russian, I even think that the english version of Red Sands is 1.6 and the russian is 1.8 and it includes leveling for the creatures which is quite nice.

raknefne
01-04-2019, 08:41 AM
The new version 1.1 has been uploaded. Only small changes, some bugs and adjustments to a few creatures.


Trent version 1.1 – changes:
========================

- Crash fixed when hiring troops at church after completing quest (Jerneland).
- All other buildings checked for similar crash situations.
- Alchemist’s Holy Bomb no longer burns (!)
- Leisner the Superfly hero on Sprudne: Only +20% fire damage and not 40% (text said 20%)
- The paladin Hero can now learn Higher Magic in the skill tree.
- The Warrior Hero can now learn Ressurection in the skill tree.
- The payment upon death greatly reduced on Hard and Impossible.
- Some experience altars in midgame has an increased exp now or has been removed.
- A few treasures have a higher chance of getting items in some caves, especially Sturn Cellar at Lower Trent.
- Item upgrade fights: Lowered with 30-35% in strength.
- Living Bow: Removed the talk (error in chat).


Creature changes for v1.1:
--------------------------
Inkvisitor: Only 1 charge for RAGE (was 2 in Trent1, 3 in vanilla). Ressurretion 15% less. 6-8 damage (was 5-7)
Priest: Heal 20 hitpoints (was 15 in Trent1, 10 in vanilla)
Paladin: Ressurection removed! Instead 2 charges of healing
Knight: Run 1 charge with 2 moves (was 1 move in Trent 1, no RUN in vanilla). 35 Physical resist (was 30). Roundattack 18-25 dmg (was 15-20)
Maurauder and Robbers: Morale penalty only to peasants and bowmen now (was level 1-2)
Black/Reddragon: Normal price and leadership (was lowered in Trent1)
Alchemist: Holy potions no longer burns (bug in Trent1). More potions – now 3 Fire and 3 Holy potions. A little more damage for potions and Acid Spray. Crit up to 14 from 10.



Spell changes for v1.1:
-----------------------
Turn Back Time: 60.000 (was 50.000). Increased manaprice: 30-35-40 (was 30-30-30)
Magic Shackles: Leadership requirements much much better - was 100% in code, now 150-300-10000% and still for level 3-4-4
Phantom: 15000 gold (was 6000). Costs 16-22-28 Mana (was 15-20-25). Crystals more expensive
Call of Nature: Cheaper, 10-20-30 Mana (was 20-30-40)
Berserker: Now 2-3-4 Mana (was 2-4-7). Cheaper to learn.
Fear: Costs a little more Crystals to learn.



Known bugs, but NOT changed, I don’t have the time (too few people play and only minor bugs):
------------------------------------------------------------------------------------------
- Talking to Count Bob on Jerneland after all quest is done can lead to a crash. Just don’t talk…
- A chest on Krasen map can give error message. No big deal imo (no crash).
- Upper Trent: after killing the frog boss: a player mentioned some conversations that sounded like the quest was done. Could not find out what exactly was wrong (lack of time…)
- Rune Mage: Text for Runic/High Mage is opposite (also in vanilla, I haven't changed).
- Trapper info: txt about summoned in traps that count is wrong (also in vanilla, I couldn't find the place to change it).
- Item "Raven". Should crash according to a player. Have not checked.

Sirlancelot
01-23-2019, 02:49 AM
Does this mod improves vanilla AI?

Sirlancelot
01-23-2019, 02:45 PM
I have started a new game and I'm suffering constant CTD when trying to hire troops from Gunnar Priest, the guy who gives you the Richard Cannonball quest.

Other than that, my first steps on the campaign are being quite enjoyable. The artistic level design looks amazing so far.

raknefne
01-23-2019, 08:25 PM
I have started a new game and I'm suffering constant CTD when trying to hire troops from Gunnar Priest, the guy who gives you the Richard Cannonball quest.

Other than that, my first steps on the campaign are being quite enjoyable. The artistic level design looks amazing so far.

are you using the latest version 1.1? The crash at Gunnar Priest should be fixed.

Sirlancelot
01-23-2019, 11:33 PM
are you using the latest version 1.1? The crash at Gunnar Priest should be fixed.

I'm afraid yes.

Besides, I'm suffering random crashes to desktop every now and then.

Sirlancelot
01-24-2019, 03:32 AM
I started out a new game with a warrior and the crash at Gunnar Priest was gone. The same happened with a paladin.

It seems the bug was caused by the order I advanced through the beggining. I'll try to reproduce it again tomorrow.

Sirlancelot
01-24-2019, 04:15 AM
Allright, I think I've got it. The bug triggers when you speak first with the orc taking care of the baby dragons and then accept his mission. After that, you speak with the man who sells or trades his vessels and submarine, and then, go straighly to the temple/church where Gunnar Priest is, ask him about his problems, and after accept his mission, ask him about his wares.

raknefne
01-24-2019, 09:41 AM
Does this mod improves vanilla AI?

No, too serious modding for me... this is more a new campaign. In version 1.1 I did balance even more units, for instance the Inquisitor can only cast the Rage skill once, Paladin can NOT ressurrect but heal instead etc.

raknefne
01-24-2019, 09:43 AM
Allright, I think I've got it. The bug triggers when you speak first with the orc taking care of the baby dragons and then accept his mission. After that, you speak with the man who sells or trades his vessels and submarine, and then, go straighly to the temple/church where Gunnar Priest is, ask him about his problems, and after accept his mission, ask him about his wares.

Ok, I'll check. Thx. Hope you're having fun. It is more challenging than a normal Xworld, but not impossible, a player finished on the Impossible difficulty.

Sirlancelot
01-24-2019, 10:52 PM
Ok, I'll check. Thx. Hope you're having fun. It is more challenging than a normal Xworld, but not impossible, a player finished on the Impossible difficulty.

Yep, it seems rather interesting and funny. The level and artistic design are both good, amazing even. At least in the first islands.

Enemies are well placed to avoid excesive kitting and are diverse.

The map exploring is rewarding.

The creatures on sale are also diverse.

It's a shame you prefer not messing with scripts, AI improvements is what I miss the most in King's Bounty. By a large margin. The opponent heroes in vanilla, have absurd/poor spell choices and make decisions alike.

I'm playing on Hard with a paladin.

Sirlancelot
01-25-2019, 06:16 AM
I'm suffering frequent CTD after battles. It's quite frustrating.

Sirlancelot
01-25-2019, 04:14 PM
More feedback:

This morning suffered no crashes at all. Perhaps I'm near to discover what triggers them. Going from inside the game to the main menu and then load a save, instead of direct, ordinary loading, could be the cause. I got accustomed to do this back in the day when playing Skyrim, as it was the only way to ensure no bugs would happen if loading normally.

Another reason I can think of is pressing Alt+tab, do something outside the game and then returning. Yesterday I had to do this a couple of times, thus maybe is related.

By the way, I'm totally hooked. I really appreciate much of the tweaks you have made to creatures, spells and so on. And the attention to detail is nifty. I can only imagine how many hours you spent thinking about the best way to place objects within the landscape, half hidden. It feels great how rewarding is careful exploration.

A bit of criticism, though: I found some royal griffins available to recruit inside a pirate hideout next to a flooded house, and I'm just level three. If I was very lucky is ok, otherwise I would reduce the chance to find so long lasting creatures at such early stage of the adventure. I mean, they have plenty of hit points (220) and quite high stats in general, among other qualities. So I'm worried about balance.

Now, some other considerations and minor bugs:

I love fire spiders concept, although it doesnt work as described. They're not able to make enemies burn from afar (I attacked with them from a distance thousands of times) Now, perhaps is for the good, as burning and poison effect in Crossworlds are rather potent, and a 30% chance is quite prominent. But a tiny 15 or 20% to actually burn enemies with the ranged attack should be quite reasonable.

To be continued... :)

raknefne
01-26-2019, 02:58 PM
More feedback:

This morning suffered no crashes at all. Perhaps I'm near to discover what triggers them. Going from inside the game to the main menu and then load a save, instead of direct, ordinary loading, could be the cause. I got accustomed to do this back in the day when playing Skyrim, as it was the only way to ensure no bugs would happen if loading normally.

Another reason I can think of is pressing Alt+tab, do something outside the game and then returning. Yesterday I had to do this a couple of times, thus maybe is related.

By the way, I'm totally hooked. I really appreciate much of the tweaks you have made to creatures, spells and so on. And the attention to detail is nifty. I can only imagine how many hours you spent thinking about the best way to place objects within the landscape, half hidden. It feels great how rewarding is careful exploration.

A bit of criticism, though: I found some royal griffins available to recruit inside a pirate hideout next to a flooded house, and I'm just level three. If I was very lucky is ok, otherwise I would reduce the chance to find so long lasting creatures at such early stage of the adventure. I mean, they have plenty of hit points (220) and quite high stats in general, among other qualities. So I'm worried about balance.

Now, some other considerations and minor bugs:

I love fire spiders concept, although it doesnt work as described. They're not able to make enemies burn from afar (I attacked with them from a distance thousands of times) Now, perhaps is for the good, as burning and poison effect in Crossworlds are rather potent, and a 30% chance is quite prominent. But a tiny 15 or 20% to actually burn enemies with the ranged attack should be quite reasonable.
To be continued... :)

I'm suffering frequent CTD after battles. It's quite frustrating.

Thx for all the feedback!
About the crashes it must be something on your computer and not the mod. I have not heard it from other players or myself...

About Royal Griffin early: Yes, it is overpowered so early. It is probably because I have written that there should be 3 random level 4 neutrals. It's noted in case of an update.

Fire spiders: it is noted! It is a little strange IMO if it can burn in ranged attacks...

Sirlancelot
01-26-2019, 08:12 PM
Thx for all the feedback!
About the crashes it must be something on your computer and not the mod. I have not heard it from other players or myself...

About Royal Griffin early: Yes, it is overpowered so early. It is probably because I have written that there should be 3 random level 4 neutrals. It's noted in case of an update.

Fire spiders: it is noted! It is a little strange IMO if it can burn in ranged attacks...

The crashes returned today. I have activated Panda Antivirus multimedia/games mode. Hope it'll help. We'll see.

Furthermore, I'll play with only the game opened, just in case the RAM or the GPU VRAM are being consumed some way. I have 16Gb RAM and a Nvidia 970 GTX. The OS is Windows 7.

It's weird, though, during my last two Crossworlds playthrougs I suffered virtually zero crashes.

--

Provided the R.Griffins spawning rate percent is low enough it shouldn't be a problem. Luck is an important factor in KB.

Speaking of creatures, I saw you made Engineers pricier in both gold and leadership terms. Glad that we share the same sentiment about them. They need to be nerfed. But even with the changes you made, they're still very overpowered IMO. The reason why is not numbers dependant. In fact, you only need an small pack of them to totally control a fight. Their talents are the key:

-> 100% chance to blind 1 to 3 level target's surrounding creatures is crazy. What about 50% chance to blind each one? That way you can be lucky and disable one, two or even all surrounding enemies but won't feel like cheating anymore.

-> Two charges to summon and repair robots are also a bit out of bounds, specially because there's not reloading time and robots are fairly physical resistant.

It's the same with Beholders and their 100% chance to put level 1 opponents to sleep. Something along the lines of 75%-50%-25%-10% to disable 1, 2, 3 level creatures respectively would me much more interesting than the approximately 100%-50%-10%-0% that it's on vanilla.

---

I entered a barbarian style building that seemed not intended to be reachable until you would defeat the guard hero behind. Here you have an screenshot:

https://i.imgur.com/W0wBuGy.jpg

Sirlancelot
01-26-2019, 10:33 PM
Well I play the game regularly , but my last check of this forum was 6 months ago. So I guess people will find it in the next few months.
Impossible can be very easy when the unbalanced spells and abilities,that I wrote about, are used. I usually play a mod for The legend and Red sands, which cuts all such things, but it's in russian. I also made a very big mod for Warriors of the north, which also makes the game harder, but it is also in russian. Maybe someday I'll translate it to share it here :)

OMG, I didn't see this. Please find someone who translate it or do it yourself!! I would even pay for it. Seriously. Specially for the mod which change WotN, as I have played Crossworlds recently.

By the way, if you know of a populated/active thread or discussion which the developers read and take into account, I would like to know about it and comment. I have played Crossworlds and The Legend for more than 1900 hours, so I think I could provide honestly very useful information.

Sirlancelot
01-27-2019, 03:58 AM
Fire spiders: it is noted! It is a little strange IMO if it can burn in ranged attacks...

I forgot reply to this, sorry. Yes, and for balance reasons, that 20 or 15% should be enough.

raknefne
01-27-2019, 07:00 AM
Building with Hyllewald Hylbaek: Yes, not intended to reach before the fight. Noted.

Engineer: Good point! Yes, still OP. It's noted for version 1.2

Sirlancelot
01-28-2019, 01:29 AM
I see that holy damage in Trent War is supposed to do +150% more damage to undead and demons instead of double damage. Is that correct?

--

Bug (unless working as intended):

Human trait "Personal Enemy", which implies +15% more damage to the first opponent who harms the human unit, resets after every battle. That means in practice humans are always doing +15% more damage to some of their opponents.

raknefne
01-28-2019, 06:02 AM
I see that holy damage in Trent War is supposed to do +150% more damage to undead and demons instead of double damage. Is that correct?

--

Bug (unless working as intended):

Human trait "Personal Enemy", which implies +15% more damage to the first opponent who harms the human unit, resets after every battle. That means in practice humans are always doing +15% more damage to some of their opponents.

I haven't touched these 2 things. It must be a vanilla bug... I checked Inquisitors, the code says 150% holy...

About the building 'Pirate House' with the Royal Griffins: In 1.1 there is only a 30% chance of getting 5-8 level 4's and it can be either orcs, neutral or dwarves. I lowered it though for version 1.2.

Beholders: In the code it says
custom_params {
sleep=50
dod=no
duration=1
special=1
}
Not sure where to change your suggestion to lower the chance for putting lvl1 to sleep, in the beholder-file it says 'sleep=50' but not the chance for each level. I must admit, I don't use beholders so often. Anybody knows where to change that?

raknefne
01-28-2019, 07:08 AM
I made changes to 2 Creatures which can be downloaded and will work in your current game:

Fire Spider: Only 15% burn chance when Spitting Fire (still 30% in melee).

Ingeneer: Can only cast the Shock Grenade (blindness) once and cannot make more potions! The Shock Grenade range is 6 (was 7). His flame in 3 range is 15% stronger. Leadership as in vanilla (380 again). Price is 1250 (was 1850 in Trent and 1150 in vanilla). IMO it is more balanced now. The price and leadership is still arguable I guess. Feel free to comment. I guess the amount of Summoning could be reduced a bit?

Download: 15627
The file ingeneer and spider_fire goes to Trent\Trent.kfs\Creatures, the last just goes to the Trent\Trent.kfs. Very important that you overwrite, if you don't see it overwrites, it won't work and probably crash.

Sirlancelot
01-28-2019, 10:00 AM
I made changes to 2 Creatures which can be downloaded and will work in your current game:

Fire Spider: Only 15% burn chance when Spitting Fire (still 30% in melee).

Ingeneer: Can only cast the Shock Grenade (blindness) once and cannot make more potions! The Shock Grenade range is 6 (was 7). His flame in 3 range is 15% stronger. Leadership as in vanilla (380 again). Price is 1250 (was 1850 in Trent and 1150 in vanilla). IMO it is more balanced now. The price and leadership is still arguable I guess. Feel free to comment. I guess the amount of Summoning could be reduced a bit?

Download: 15627
The file ingeneer and spider_fire goes to Trent\Trent.kfs\Creatures, the last just goes to the Trent\Trent.kfs. Very important that you overwrite, if you don't see it overwrites, it won't work and probably crash.

Great. Let's see them in action!

How can I open Trent.kfs folder? It seems an archive, not a folder.

https://i.imgur.com/a2NDgt3.jpg

https://i.imgur.com/eaLnDbQ.jpg

jorko80
01-28-2019, 10:14 AM
Hi there!
I think that the abilities of engineers and beholders are not overpowered. Beholders are supposed to put lvl1 units to sleep 100% of the time, except undead and some others which can get nasty. The chance is 100%-50%-25%-10% for lvl1-lvl4 units respectively.
To Sir Lancelot - try playing on impossible, I always do :)
About the translation of my mod, I think I'll do it on my next playthrough, but I guess that will be in the end of march.

raknefne
01-28-2019, 01:35 PM
To SirLancelot: You have to open the Trent.kfs file so you can see all files inside. Then you drag the 3 new files over (overwrite). Ingeneer + FireSpider to the directory 'Creatures' that is within Trent.kfs and the last file just to Trent.kfs.

Looks like you have NOT a program that can extract kfs-file, the picture of Trent.kfs looks different on my computer... if you can get a WinRAR program to do that. Could it be that has to do with your crashes???

Sirlancelot
01-28-2019, 03:28 PM
7 zip is able to do it. I just didn't now it was a compressed folder. Windows doesn't recognize it that way. For safety reasons, I have made a backup of the file.

I cannot enter directly within Trent.kfs, I need to uncompress it previously with 7 Zip. So I guess you mean extract the files and then add them to Trent.kfs.

My crashes seem to have dissapeared since I activated Multimedia/games mode in Panda Antivirus.

Sirlancelot
01-28-2019, 04:53 PM
To raknefne:

Look, this is kinda embarrasing, but I seem unable to add the files to Trent.kfs. Both 7 Zip and WinRAR only allow me to add them to Trent.7Zip and Trent.rar respectively. Would you be so kind to explain to me the process you follow or simply upload the updated Trent.kfs?

Sirlancelot
01-28-2019, 05:10 PM
To jorko80:

I think Beholders make most fights against level 1 creatures quite trivial. Too predictable and lack of thrilling.

On the same vein, Engineers are crowd control gods. I used them for a long time during my last Crossworlds playthrough and had a hate/love relationship with them. I found them really annoying due to the same motives I got bored of Beholders, but really liked their flamethrower spray, with that wonderful 13-26 range damage that even makes the usually dissapointing/unneccesary Bless, appealing.

It's great that you'll translate your mods. I'm really grateful. I hope will have spare time to test them by March. :)

Impossible is my usual choice, but I saw raknefne recommended Hard for a simmilar difficulty. Besides, I'm not very fond of bloating numbers as the way to go to make challenges. An improved AI and level design are less irritating and fair. It's a shame nowadays sometimes is all about graphics.

raknefne
01-28-2019, 06:13 PM
To Sirlancelot:
For the 2 new creatures: Instead just delete Trent.kfs and replace with this new Trent.kfs that includes the 3 new files: http://www.mediafire.com/file/3ocaxndw7y07h4i/Trent.kfs/file

I'm thinking of adding some of the new creatures from WoTn just as another guy just made a mod about for Crossworld. Excellent idea. Especially the new beholders. Even Dragon Rider but with a different low level summoning and ofc cheaper (an overpowered creature from Darkside). Btw I just released a small mod for Darkside. You should find links all over the KB forum.

I'm glad for your comments, have already made a few changes in the first map from your input for version 1.2. For a replay of Trent I also play Hard, but I wait until I'm finished with version 1.2.

To jorko80: I'd be interested in playing the mod too for WoTn. About beholders, if they get weaker I will use them even less. But the Beholders from WoTn are often overpowered, for instance the one that summons snake and can freeze for 2 turns.

Sirlancelot
01-29-2019, 07:05 AM
I have found an interesting source of knowledge and analysis for the King's Bounty saga:

http://www.vigaroe.com/p/kings-bounty-armored-princess.html

It comprehensively reviews the usefulness of each spell, creature and skill in both player and enemy hands.

Obviously is just the opinion of his author, and I disagree with some of its arguments, but nonetheless I find it quite relevant as a reference.

Sirlancelot
01-29-2019, 01:20 PM
Ingeneer: Can only cast the Shock Grenade (blindness) once and cannot make more potions! The Shock Grenade range is 6 (was 7). His flame in 3 range is 15% stronger. Leadership as in vanilla (380 again). Price is 1250 (was 1850 in Trent and 1150 in vanilla). IMO it is more balanced now. The price and leadership is still arguable I guess. Feel free to comment. I guess the amount of Summoning could be reduced a bit?

Let me try him for a while and I'll see how it goes. :)

Sirlancelot
01-29-2019, 06:07 PM
About the fire spider, I forgot to say it doesn't recieve the Initiative bonus from the Blue baby Dragon. I think is a bug imported from vanilla Crossworlds, due to the fact back in The Legend they were considered part of the Demons faction.

And it would be nifty if the description would explain on more detail which Arquery bonus they receive or can receive.

I see Knights have obtained a new talent, Running. That makes them a bit more interesting as enemies, but I think they were already powerful enough for the player. You just need to buff their speed with a spell or/and an item, or use Teleport. Keep in mind they have 30% physical reduction, Mastery, morale +1, high protection from fire and even extra damage against dragons. Oh, and the usually undervalued Circle Attack, which can be devasting when combined with Target (for example) Pair them with Paladins or Horsemen and you have an extraordinary melee setup.

They make Polar Bears and the like too obsolete, IMO.

Snake description is wrong (another bug from vanilla, I'm afraid) They don't poison, but stun.

By the way, congratulations for the new Darkside mod!

raknefne
01-30-2019, 08:10 AM
Knights: I never used them before, always Paladins. BTW Paladins only heals now, no ressurection... In Darkside I saw they took the "give turn" from the Paladin and gave it to the Knight to balance these 2 more.

Snakes: Yes, must be vanilla, didn't touch it. Must be the red ones, the blue and green poisons.

Darkside mod: Don't know if anybody plays it anymore... it was very unbalanced, that was why I made a mod with more balance. Was too hard at first and much easier later, I remember in vanilla Darkside my mage had 100+ Mana as level 8 or so. I gave up, had the feeling that goodies like mana/rage etc were thrown in your face too much.

Sirlancelot
01-30-2019, 08:55 PM
Alchemist:

When facing them as opponents, venom potion talent appears missing, yet the enemy uses it.
Energy drink seems removed. Why?

BTW Paladins only heals now, no ressurection

This is a brave move from your part. And I applaud it, is refreshing. No more easy ways to avoid casualties, no more tedium at the end of combats.

I see that you also made Phantom pricier in mana, crystals and gold. Well done. Exploits out.

Don't worry about the Darkside mod reception. Once Katauri releases next Kings Bounty entry (which could be soon, or that's what rumors say (http://forum.1cpublishing.eu/showthread.php?t=229684&page=6)), all the saga modding community/enviroment will feel alive again. I really think so.

raknefne
01-31-2019, 07:10 AM
I have to check Alchemist, there has been a lot of fuzz around them since I modded it. Minors though. Mainly I gave it more potions. I never used Alchemists... A player that played Trent on Impossible to the end, pointed out about Paladins, Phantom spell, Nature Call (I made it cheaper, now 10-20-30 Mana) etc., it was all added in version 1.1.

About new releases, I hope they playtest it well, Darkside can't be playtested much. It is strange, using a lot of time and energy for making the maps and tons of complicated quests, but not the balance. Strange. Sounds like they were in a hurry. I can also see it was another team on mapmaking, the maps are very different from Crossworld.

Sirlancelot
02-01-2019, 03:55 AM
Fire spiders spits don't work properly yet. The spiders are unable to burn anyone on ranged no matter the %. After dozen of attempts, I changed locally the value of:

custom_params {
burn=15 //30
}


, to 75 for nothing. I don't know what's wrong. Perhaps the related animation is missing? Something not linked, there?


throw {
group=1,2
class=throw
distance=5
mindist=2
penalty=0.7
base_attack=1
animation=cast/throw/thtarget
throw=catapultfireball
dontusenearenemy=1
framekey=x
damage {
fire=2,3
}
custom_params {
burn=75 //30
}
}

raknefne
02-01-2019, 08:32 PM
I will have to check with Ice Spider from WoTn which spits ice and can freeze, 20% chance,. It works there. I will check, if I can't make it work, I just remove the chance to burn on ranged attacks, shooting after all is an improvement for the Fire Spiders.

jorko80
02-02-2019, 08:54 AM
Hi raknefne, Sirlancelot :)
As I said to raknefne already I play not just impossible but combined with a very good mod which removes all unbalanced stuff and makes the game super challenging. This is for both The Legend and Crossroads and believe me beholders are not overpowered. Units with ressurection and some other abilities are, but raknefne already took care of some. And some abilities should really be removed from phantom creatures(creatures made with phantom spell).
@Sirlancelot - these mods are not mine so I don't know if I can translate them ,but they were the inspiration for me to make my mod for WotN-Ice and Fire.
@raknefne - the problem with WotN is that everything is thrown at you after just the first island. You have access to so many powerful creatures and the money is infinite and the game is becoming ultra boring. The gorgons(snake summoner) maybe powerful in the beginning but later with more experienced and powerful enemies they are not. In my mod I made many changes regarding access to new islands and it's not easy to get there and the money is so hard to obtain - I even named the mod - Expensive :) .
I will translate my mod and in time I can think about the others, but it will be much later(maybe in the end of this year). I expect to finish the translation of my mod around the end of april(start in march).

P.S @raknefne - In the spider_fire.atom file in the arena_params section under hitback=1 insert this line - posthitmaster=features_burn, it should look like this:
arena_params {
features_label=cpi_spider_fire_feat
features_hints=poison_defense_header/poison_defense_hint,fire_resistance_header/fire_resistance_hint,mind_immunity_header/mind_immunity_hint,flaming_header/flaming_hint,fire_spit_header/fire_spit_hint
race=neutral
cost=60
level=2
leadership=30
attack=12
defense=12
defenseup=3
initiative=6
speed=2
hitpoint=30
movetype=0
krit=20
hitback=1
posthitmaster=features_burn
posthitslave=features_flaming
hitbackprotect=0
attacks=moveattack,throw,web
features=mind_immunitet
This should allow the burning chance to work.

Sirlancelot
02-02-2019, 11:48 AM
Hmm, I think I'm getting at shops the same spells in Sprudne than I saw in Jerneland.

Dragon Arrows, Nature Call and Invisibility are repeated for sure.

Just coincidence/bad luck? If it's just coincidence I'm perfectly fine with it, eh. :-D

jorko80:

Beholders are not overpowered, unless you face an army which consist basically of level 1 creatures. But the certainty (=100%), that you will put level 1 creatures to sleep makes them boring, too predictable. The same goes for the 0% to enchant level 5 creatures and the 10% to affect level 4 (I don't remember a single time a beholder put to sleep a level 4 creature, by the way)

My point of view, of course.

And some abilities should really be removed from phantom creatures(creatures made with phantom spell)

Agree. Otherwise the spell should be limited to be cast just once per battle or directly removed until balanced.

raknefne
02-02-2019, 01:53 PM
The spells in Sprudne, jerneland are random. I rarely make spells fixed. I have more fixed creatures instead.

Sirlancelot
02-03-2019, 12:15 PM
Fine, it's really exciting to have to manage to survive with just a bunch of spells, and specially be persuaded to cast some usually non relevant like Precision or Avenging Angel!

Did you place Polar Bears on every map, or just in the first two areas? I only found 19 of them, for now. I wonder because I like them and got two items that improve their speed and morale, but with so few available cannot risk my money right now investing on them.

By the way, I run out of Priests and Inquisitors with my Paladin! Argh, now that I reached the third Holy warrior medal.

The game keeps funny and interesting, although maybe there're too many level 4 creatures around. That implies a bit silly/suboptimal to continue carry over level 1, 2 & 3 mobs. Because they rarely have hit points enough to survive all battles without loses and pursuit the Leadership medals. It's a shame.**

** Not that I care much, I'm just worried to catch leadership enough to keep struggling through the campaign.

A bit of criticism:

There're some fights where the visibility of the farest corner of the screen is difficult to track / see in detail. I remember specifically two battles where I couldn't see the grid properly and had to guess. Unfortunately, moving the camera didn't help a big deal. I'll show you some screenshots whenever I get across that situation again.

Kudos:

Avenging Angel and Call of Nature spells changes make such conjurations more desirable. Perhaps the first can be empowered even further. I modified mine locally so it last for 6, 7 and 8 turns on levels 1,2 and three respectively. And still doesn't feel overpowered, mostly because I miss Target but also due to the modest amount of damage it inflicts *and* the high mana cost it has when compared with crowd control "monsters" early/midgame like Slow. Which by the way may be pricier in mana and crystals cost and a bit nerfed. Mine longs for 1,2,3 rounds instead of 2,3,3.

Love to watch ghosts and pterodactyls flying across the sea. Really nice idea to put them there.

I also noted hostile pirate ships notice you and begin your persecution from afar.

I expected a battle inside my submarine, but hey, you cannot have all. :)

raknefne
02-03-2019, 02:56 PM
To Sirlancelot:

Polar Bears: It is random what you can hire.

Level 4: Did you mean, there were too many level 4 to hire early game compared to level 1-3? There's some randomness too here, could be different in another game, but I'll have a look.

Avenging Angel Spell: Good point, I never used it before. Have just made the following changes for version 1.2 (hope it is not overpowered, I never upgraded it before and rarely learned it):
Price 500 (was 2.500), Mana 6/8/10 [was 9-13-18], Crystals 1-2-5 [was 3-5-8], Damage 90-150 (was 85-130), Duration 4-5-7 (was 4-5-6).

Map visibility: If you don't have a photo, maybe just describe which map and what area for the arena, then I'll have a look. Some arenas are different with new tactics, for instance when you come to Lower Trent map, there are NO chests to be digged up, but there're more chests to find IN battle (a man tells you when early on that map).

"Mini boss" question: Have you have a fight with the tougher heroes with no retreat option, sort of a mini-boss fight? There is 1 on Jerneland, 1 in Sprudne etc. The one on Sprudne has tons of goodies behind it, including a 1-2 free level 5 units. Also did you try some of the bosses?

Sirlancelot
02-04-2019, 09:27 AM
To Sirlancelot:

Level 4: Did you mean, there were too many level 4 to hire early game compared to level 1-3? There's some randomness too here, could be different in another game, but I'll have a look.

No, simply remark the attractiveness of going with a group of level 1-3 creatures for a while. If you see many level 4 creatures to hire, quickly end with a party only composed with them.

What I mean is, some creatures don't have their moment to shine.

Map visibility: If you don't have a photo, maybe just describe which map and what area for the arena, then I'll have a look. Some arenas are different with new tactics, for instance when you come to Lower Trent map, there are NO chests to be digged up, but there're more chests to find IN battle (a man tells you when early on that map).


Don't worry, whenever I come across a simmilar situation, I'll take some screenshots.

EDITED: Ok, let's see first a photo with a normal, common frontal perspective:

https://i.imgur.com/vXVna7o.jpg


Now, the diagonal/isometric perspective I was referring to:


https://i.imgur.com/yGKtulk.jpg

No matter how you move/position the camera, the upper right corner has a poor visibility. This situation can be aggravated if the area is crowded by large pictures of creatures. For example, of horsemen or dragons.


"Mini boss" question: Have you have a fight with the tougher heroes with no retreat option, sort of a mini-boss fight? There is 1 on Jerneland, 1 in Sprudne etc. The one on Sprudne has tons of goodies behind it, including a 1-2 free level 5 units. Also did you try some of the bosses?

No, not yet. I didn't feel forced to do so to progress, so I'm still waiting the perfect moment; the instant I predict my power is high enough to avoid heavy casualties.

Bug (maybe is important):

SPOILERS AHEAD:

I reached Sprudne and started kitting, exploring the map. Then I spoke with both Brylhar and Grot and got their missions/quests.

I couldn't find the missing stolen supplies robbed by pirates. No idea where they were. And "Sea Dog" was labelled as "Very Strong". Thus I decided to start the Grot quest. I found the former orc female transformed in a frog. Talked to her, spared her life and return to Grot. Grot persuade me to put the frog to rest, and so I did. Then I returned to the castle and Grot wasn't there. Spoke with Brylhar, who apologised and inform me that Grot had lost his mind. And point me out to speak with him. I did, and then, to my surprise, the shaman congratulated me for solving the three quests:

https://i.imgur.com/gx9Pof2.jpg


However, Jhon "Sea Dog" and the missing supplies quests remain active and incompleted.

raknefne
02-04-2019, 12:32 PM
That's a bug I have to attend.

The missing supplies does pirates carry. They stand close to the lighthouse and only Spawn after u have the quest. This is crucial for getting main quest further ahead.

John Seadog is sailing the waters.

Sirlancelot
02-04-2019, 02:03 PM
The missing supplies does pirates carry. They stand close to the lighthouse and only Spawn after u have the quest. This is crucial for getting main quest further ahead.

John Seadog is sailing the waters.

Oh, are them next to a cannon? I think I've got them.

That's a bug I have to attend.

I'll do my best to slay some Kraken I have heard about meanwhile. ;)

harmidis
02-04-2019, 02:29 PM
Thanks you so much! After many years I can play again King's Bounty! I have the GOG version and please do more champagnes for that awesome game! (I loved more the Valkyrie saga!) :grin::P:D

raknefne
02-04-2019, 04:20 PM
To Sirlancelot.
- Yes, the pirate with the quest item is at the cannon where there also is a Pirate Ship to use.
- The Fire Spider's ranged burn will work in v1.2; thx to jorko80.
- Arena visibility was easy to fix in the editor. The ice island u made a photo of also shows how different arenas can be in Trent, often there can be a chest at the side path in the top of the screen. So u have to walk a little to get it.
- Grot text in Sprudne: I found the problem, fixed for v1.2

To Harmidis:
Yes Trent is a completely new campaign and story and new funny creatures sounds. U will end the game around level 36 give or take. I had fun making it. No clue if I make more campaigns though, seems that the KB forum is very small... I made two other mods with Terroin in WoTn with a tough start. I guess not so many like that. But we made it for our own game style, meeting up and played together for 1 or 2 evenings with short games. Never played WoTn to the end.

Sirlancelot
02-05-2019, 12:29 AM
To Sirlancelot.
- Yes, the pirate with the quest item is at the cannon where there also is a Pirate Ship to use.
- The Fire Spider's ranged burn will work in v1.2; thx to jorko80.
- Arena visibility was easy to fix in the editor. The ice island u made a photo of also shows how different arenas can be in Trent, often there can be a chest at the side path in the top of the screen. So u have to walk a little to get it.
- Grot text in Sprudne: I found the problem, fixed for v1.2

Great. Should I wait till 1.2 or there's some kind of workaround I can do?

I fought against the Kraken this morning. Took me three attempts, but the reward was definitely worthwhile.

Thanks you so much! After many years I can play again King's Bounty! I have the GOG version and please do more champagnes for that awesome game! (I loved more the Valkyrie saga!) :grin::P:D

Install and start The Trent War, you won't be dissapointed.

raknefne
02-05-2019, 04:47 AM
To Sirlancelot:
The pirate at the cannon in Sprudne will still give the quest item so you can full fill the quest. The only bug I saw in the editor, was that you get a text after completion of the 'Grots Sad Love' that sounded like you have done all 3 quests (Grots, Pirate item, John Seadog). You were supposed to get that text after these 3 quests. The reward is a few free troops you can get from Captain Brylhar.
So you can easily play along, no problems with that. It is just that you get the Brylhar reward too early in version 1.1. Don't wait, just play.

harmidis
02-05-2019, 02:12 PM
Great champagne! Thank you raknefne and thank you Sirlancelot ....back to game now.... :cool::grin:

raknefne
02-05-2019, 05:14 PM
To Harmidis:
Good to hear. I'm having a long break from playing Trent at the moment, because I played it too much when playtesting it... but I keep updating for new versions, working on small changes for version 1.2. There will be a new small dungeon in Jerneland, with 65% chance to appear (for randomness). It will be on the big island to the North-East.

To Sirlancelot and others:
If I can get help from this forum, I'd like to add a new race to Trent, it could be some of the creatures Hontiro added in his new mod for Crossworld. Thinking of the name OUTCAST race, Dragonrider could be the level 5 unit (but with summoning level 1-2 ice dragons, not as strong or expensive as in Darkside).
But I'm not a heavy modder, my expertise is mapmaking and questmaking. I get serious headache from too much modding... lol. I mailed Hontiro if he would be interested in helping out, or else somebody else wanna help? Alternatively the units could be units you ONLY meet as enemy and couldn't recruit, this way it would matter about overpoweredness. I remember RedSand had some units only as enemies.
A guy asked if there were AI improvements, and Sirlancelot suggested a mod from the Legend. My head would explode if I started modding... so if anybody? Let me know. Also adding a 4th level of the medals is an option, again, if anybody is up for it, let me know.

Hero names and text:
You might have discovered that the enemy heroes also have info about what spells they use. Some of the background story is actually true, for instance a mini-boss hero on Jerneland, Wynne, I think his name is, says he was the inventor of the pirate flag, which is actually true - googled... In Sprudne you will encounter John 'Seadog' Hawkins, which has info text that he was the first known slavedealer in modern history (well I think slavedealing has been around for longer, but google said so ...)

Known bug:
After getting a new skill from a monk called Hemf or something like that (he is in Sprudne Island), then DON'T talk to Count Bob anymore, the game will crash, and u will have to load. You will get a dialog screen with a message "no chat", and normally it means that a text in quest dialog is missing, but I simply can't find the error. So it is a bug you have to live with guys. Anyway Bob doesn't give any quests anymore so it doesn't matter. I choose the name 'Count Bob', just because it sounded silly, a count that is named Bob? Hehe... can't help it. It was so funny making up the story together with the mapmaking.

raknefne
02-06-2019, 07:35 AM
Paladin question:
In Trent 1.1 Paladin no more resurects, instead he has 2 charges of healing with 25 healing points. Paladin was overpowered before, wonder if it is too underpow now? Alternatively he could have the ressurection but only resurecting 1/3 or maybe only for level 1-3 (if that's possible to mod). And/or increasing the healing he can do. Any comments?

Runemage question:
A small vanilla text bug regarding info about 3 talents; Higher Mage/Runic/Runic Armor. The text is shifted, for instance Higher Magic text is under Runic etc. I wanted to change it, it is normally in ses\eng_unit_features.lng but cannot find it. Any ideas? I guess in Crossworld under Addon or Orcs campaign. Still can't find it. Trent also shows wrong text, since I haven't touched it.

Sirlancelot
02-06-2019, 12:00 PM
To Harmidis:
Good to hear. I'm having a long break from playing Trent at the moment, because I played it too much when playtesting it... but I keep updating for new versions, working on small changes for version 1.2. There will be a new small dungeon in Jerneland, with 65% chance to appear (for randomness). It will be on the big island to the North-East.

Huzzah! And random, too... aahh, I'm delighted, I love surprises and unpredictability.


To Sirlancelot and others:
If I can get help from this forum, I'd like to add a new race to Trent, it could be some of the creatures Hontiro added in his new mod for Crossworld. Thinking of the name OUTCAST race, Dragonrider could be the level 5 unit (but with summoning level 1-2 ice dragons, not as strong or expensive as in Darkside).
But I'm not a heavy modder, my expertise is mapmaking and questmaking. I get serious headache from too much modding... lol. I mailed Hontiro if he would be interested in helping out, or else somebody else wanna help? Alternatively the units could be units you ONLY meet as enemy and couldn't recruit, this way it would matter about overpoweredness. I remember RedSand had some units only as enemies.

Yes, definitely I would only include them as enemies first, to be something easier to test and balance out.


A guy asked if there were AI improvements, and Sirlancelot suggested a mod from the Legend. My head would explode if I started modding... so if anybody? Let me know. Also adding a 4th level of the medals is an option, again, if anybody is up for it, let me know.

About the medals, I don't know yet if the campaign is large enough to include new ranks without pressing the player too much to play on a concrete form, I mean, with a determined playstyle.


Hero names and text:
You might have discovered that the enemy heroes also have info about what spells they use. Some of the background story is actually true, for instance a mini-boss hero on Jerneland, Wynne, I think his name is, says he was the inventor of the pirate flag, which is actually true - googled... In Sprudne you will encounter John 'Seadog' Hawkins, which has info text that he was the first known slavedealer in modern history (well I think slavedealing has been around for longer, but google said so ...)

That's cool :grin: , although I wouldn't give the player so much info about their spellbooks unless for playtesting reasons; that lowers the difficulty.

Sirlancelot
02-06-2019, 12:29 PM
Paladin question:
In Trent 1.1 Paladin no more resurects, instead he has 2 charges of healing with 25 healing points. Paladin was overpowered before, wonder if it is too underpow now? Alternatively he could have the ressurection but only resurecting 1/3 or maybe only for level 1-3 (if that's possible to mod). And/or increasing the healing he can do. Any comments?


I think he's still one of the best fighters of Crossworlds, if not the best. Second wind, for example, emulates a spell which cost 20 mana on level 1... add Mastery, the enhanced damage against undead and demons, the physical resistance and so on...

If you (or other people) want to keep/return the prayer talent regardless, reduce its AoE to one creature (without the tedium to force the player to make both creatures adjacent), and yes, why not, only for level 1-3 ones. That sounds like a good idea to make low level creatures more appealing.

By the way, the prayer animation itself could be preserved to the harm undead part from The prayer power, which wasn't probably as overpowered.


Runemage question:
A small vanilla text bug regarding info about 3 talents; Higher Mage/Runic/Runic Armor. The text is shifted, for instance Higher Magic text is under Runic etc. I wanted to change it, it is normally in ses\eng_unit_features.lng but cannot find it. Any ideas? I guess in Crossworld under Addon or Orcs campaign. Still can't find it. Trent also shows wrong text, since I haven't touched it.

I don't know, but now that you talk about the subject, I think Warriors of the north Rune Mages version has a more reasonable attack, 45.

https://www.vigaroe.com/2018/06/warrior-of-north-unit-analysis-part-2.html

Rune Mages can be impressive by their resurrection and summon talents, but their damage output is even with +20 might runes, pretty crappy, underpowered.

Sirlancelot
02-06-2019, 01:18 PM
By the way, some days ago faced two Paladins along with several Horsemen and none of them used Second Wind.

raknefne
02-06-2019, 04:05 PM
About paladins; AI is not always so clever... the link to the Legend game you mailed me, does it improve AI in this matter?

My question about runemage is entirely about a text error.

Sirlancelot
02-07-2019, 10:33 AM
About paladins; AI is not always so clever... the link to the Legend game you mailed me, does it improve AI in this matter?

My question about runemage is entirely about a text error.

Are you talking about the game or the mod?

Sorry, you're right. Apologies. :)

raknefne
02-07-2019, 07:50 PM
I'm talking about The Legend mod.

Sirlancelot
02-07-2019, 11:41 PM
I'm talking about The Legend mod.

It improves mainly the AI of heroes. Computer opponents have a more varied spellbook and choose wiser what to do with it.

Common creatures have new or modified abilites and they certainly use them.

However, it's far from being perfect. I recommend you to give it a try and see for yourself.

raknefne
02-08-2019, 03:46 AM
I will when I get the time! The first look I had of it looked very professional, although I had trouble already in the turtorial...

New version Trent 1.2 now, can be downloaded now. If you have already started a game, just continue, it is minor and manageable few bugs that need a restart. All map changes need a restart to work, but creature and spell changes works immediately in your current game:

Trent version 1.2

Spells:
-Avenging Angel: Price 500 (was 2.500), Mana 6-8-10 [was 9-13-18], Crystals 1-2-5 [was 3-5-8], Damage 90-150 (was 85-130), Duration 4-5-7 (was 4-5-6).
-Lightning: Mana 10-15-20 (was 12-20-30), Crystal 1-3-6 (was 4-6-12). Did anybody learn it before?

Creatures:
-Ingeneer: Only 1 charge of Blind potion, and cannot be made again! Damage for short ranged ray up by 15%
-Fire Spider: Ranged shot didn’t burn before, now a 20% chance, beside the melee 30% chance.
-Snake: A vanilla text error: It said that the longattack poisoned, it only stuns. Corrected.
-Paladin: Was nerfed a lot in 1.1, now it has 1 Charge of 35 healing, 1 Charge Prayer with only 5 healing [was 28] and 15% more damage on Undead/Demons when used. Give Turn the same.

Map etc:
-Jerneland: Castle on island to the East could be reached before fighting the strong hero guarding it. Should be fixed.
-Jerneland shops: A little lower chance for getting level 4 neutrals in 2 shops.
-Jerneland, big island to North-East has been added: A 65% chance of finding an intrance to a small cave.
-Different chances of finding hidden goodies... no spoilers here...
-Sprudne: Text bug when quest 'Grots sad love', gave wrong text after completion, sounded like other quests where done too, fixed.
-The Warrior Hero startsoff with Fire Spiders instead of Peasants.

Sirlancelot
02-08-2019, 06:57 AM
Congrats!!

I hired five engineers yesterday. We'll see how they feel now.

zleevz
02-10-2019, 01:10 PM
still enjoying Kings Bounty in 2019 , just stumbled onto your Mod, Thnkx!

Sirlancelot
02-10-2019, 09:49 PM
Is anyone using Avenger Angel? Despite the enhances, I still see its usefulness very situational. Perhaps should cost even less mana and/or improve its damage and/or duration.

On the other hand, I have raised locally the mana cost of Slow. And made it shorter. I was using it all the time.

Penalty: 1, 2, 3
Duration: 1, 2, 2
Mana cost: 7, 10, 15

Ingeneers are still useful but not overpowered anymore. I'm more or less fine with them. Maybe could amplify their damage interval, though. And/or getting a charge of "Energetic drink", to improve their speed by two points.

An item upgrade wiped out 80% of my troops. Epic fight. I have decided not to reload and live with the consequences. It was Officers Baton first upgrade and I was level 12.

--

Welcome zleevz. You should try it out. It's lovely crafted and his author is around, listening to the feedback, fixing bugs and even expanding it. I'm enjoying it far more than the original campaign.

Sirlancelot
02-11-2019, 11:14 AM
To raknefne:

Holy Armor, the skill you learn from the monk in Sprudne Islands, does it works against bosses, too?

raknefne
02-11-2019, 11:45 AM
To raknefne:

Holy Armor, the skill you learn from the monk in Sprudne Islands, does it works against bosses, too?

it is the same skill from vanilla. I can't remember, but haven't touched anything about the stats etc. - in vanilla you got it from killing 20 of a certain kind of troop from one of the first houses on the starting island.

raknefne
02-11-2019, 11:52 AM
Is anyone using Avenger Angel? Despite the enhances, I still see its usefulness very situational. Perhaps should cost even less mana and/or improve its damage and/or duration.

On the other hand, I have raised locally the mana cost of Slow. And made it shorter. I was using it all the time.

Penalty: 1, 2, 3
Duration: 1, 2, 2
Mana cost: 7, 10, 15

Ingeneers are still useful but not overpowered anymore. I'm more or less fine with them. Maybe could amplify their damage interval, though. And/or getting a charge of "Energetic drink", to improve their speed by two points.
.

Ingeneers: I increased the short range shooting by 15%. I think there are different oppinions if they are too weak now. They still summons. Alternatively the blind potion could be a slow reload? Or summon could be a reload like Royal Thorn but a little slower.

Avenging Angel: Noted. Yes, if you still never use it is too weak compared to other choices. I'd rather have bigger damage than longer time casted IMO. In v1.21 you get a bonus if you fully upgrade it, then it works for 7 rounds (and not 6).

Slow: Interesting. Along with Fear these 2 spells have great tactical influence on how to controle the battlefield. With a shorter duration 1,2,2 - I think I'd keep the old mana price. Hmm, good point! I guess you would only use it from spell level 2 then, instead trap would probably be more usefull. Have to think about it.

Let me hear from others about Slow, Fear and Ingeneers (in Trent).

Erkilmarl
02-12-2019, 04:10 AM
Sirlancelot reminded me of item upgrades. I did mention them, too. They were unchanged from the vanilla game, where I can easily wait to become, say, twice as powerful before I tackle with them.

raknefne
02-12-2019, 07:09 AM
Upgrades: I lowered the upgrade difficulty with about 33% in Trent because it is a shorter game. Even lower? Perhaps half of vanilla? BTW Erkihlmarl, I think when u tested Trent the upgrades were as in vanilla.


Avenging Angel: For next version 1.21, I suggest (color in brown has changes from v1.2):
damage=90-150 //in vanilla: 85-130
type=bonus
typedmg=magic
lvl_dmg=80 // %
duration=5,6,8 //Trent 1.2: 4,5,7 ---- vanilla 4,5,6
int=0 // intellect does or does not influ
}
levels {
// level = mana_cost, crystals_cost to upgrade from previous level
1=5,1 //Trent 1.2: 6,1 --- vanilla 9,3
2=7,2 //Trent 1.2: 8,2 --- vanilla 13,5
3=9,5 //Trent 1.2: 10,5 --- vanilla 18,8

With duration 8 for level 3, there's a reward for upgrading, which I never did in any KB games... could be mana 4-6-8 also - alternatively Intellect could influence the damage, which it doesn't now... ??


Slow for v1.21:
Mana 6-9-12 (was 5-7-12). Crystal 5-10-15 (was 2-5-12). Duration 2-2-2 (was 2-3-3). Slowed still 1-2-3.
I didn't change anything with this spell before btw.

Sirlancelot
02-12-2019, 10:36 AM
Upgrades: I lowered the upgrade difficulty with about 33% in Trent because it is a shorter game. Even lower? Perhaps half of vanilla? BTW Erkihlmarl, I think when u tested Trent the upgrades were as in vanilla.

I get Erkihlmarl point, but would refrain from changing it further. Otherwise we'll end with "low" level characters equipped like gods. "You really want that bow, really? Well, prepare your anus".


Avenging Angel: For next version 1.21, I suggest (color in brown has changes from v1.2):
damage=90-150 //in vanilla: 85-130
type=bonus
typedmg=magic
lvl_dmg=80 // %
duration=5,6,8 //Trent 1.2: 4,5,7 ---- vanilla 4,5,6
int=0 // intellect does or does not influ
}
levels {
// level = mana_cost, crystals_cost to upgrade from previous level
1=5,1 //Trent 1.2: 6,1 --- vanilla 9,3
2=7,2 //Trent 1.2: 8,2 --- vanilla 13,5
3=9,5 //Trent 1.2: 10,5 --- vanilla 18,8

With duration 8 for level 3, there's a reward for upgrading, which I never did in any KB games... could be mana 4-6-8 also - alternatively Intellect could influence the damage, which it doesn't now... ??

Avenging Angel should prove to be useful against opponents which you can't damage or affect a big deal without it. For example, against very high defense enemies, like Paladins, or in the presence of level 5 creatures with high resistances as well but a weak spot in magic, like Cyclops.

Also useful against foes that you *need* to take out as soon as possible and perhaps can't evade their hits, like bosses.

Making it cheaper in both mana and crystals is a good place to start from. Let's gonna be patient and test it extensively. I will develop "Magic Light" skill from the Magic tree in my Paladin playthrough, to see how evolves getting it to the fullest.


Slow for v1.21:
Mana 6-9-12 (was 5-7-12). Crystal 5-10-15 (was 2-5-12). Duration 2-2-2 (was 2-3-3). Slowed still 1-2-3.
I didn't change anything with this spell before btw.

Allright. Still a bit less than Fear or Blind, so it seems ok. Well, perhaps I'd reduce first level duration to 1 turn. Let's give that poor bears and knights a chance.

Sirlancelot
02-12-2019, 11:15 AM
Ingeneers: I increased the short range shooting by 15%. I think there are different oppinions if they are too weak now. They still summons. Alternatively the blind potion could be a slow reload? Or summon could be a reload like Royal Thorn but a little slower.

How about reload 3 or 4 and reduce blind chance effectiveness to 75-85%? I think the summons are allright. It's already quite powerful by that side, keep in mind he can also repair (=resurrect) the robots. Two times.

Let me hear from others about Slow, Fear and Ingeneers (in Trent).

Of course.

it is the same skill from vanilla. I can't remember, but haven't touched anything about the stats etc. - in vanilla you got it from killing 20 of a certain kind of troop from one of the first houses on the starting island.

In respond to myself: yes, it protects against everyone.

raknefne
02-13-2019, 09:02 AM
Avenging Angel: I just did some math. It will be overpowered in 1.21 with 8 rounds. At level 3 it does 245-410 damage, which is 343 damage in average. Multiplied by 6 it is around 2k damage! (often all the charges with Avenging Angel is not used, therefore I used 6 and not 8 in the math)... Sounds like vanilla rounds like 4,5,6 is better then 5,6,8...

Ingeneer: I remember you, Sirlancelot, suggested a lower chance like 50% for blindness, I just couldn't do it in the code. This was easier. That's why I didn't change the chance of blindness but instead reduced it to just 1 bottle.

Skill from Sprudne Island: I didn't change anything, due to out of time... but could easily be increased in strength - I mean the 3 different skills you get depending on the hero class. Trent is hard in itself, so it won't inbalance things.

Sirlancelot
02-13-2019, 12:35 PM
Avenging Angel: I just did some math. It will be overpowered in 1.21 with 8 rounds. At level 3 it does 245-410 damage, which is 343 damage in average. Multiplied by 6 it is around 2k damage! (often all the charges with Avenging Angel is not used, therefore I used 6 and not 8 in the math)... Sounds like vanilla rounds like 4,5,6 is better then 5,6,8...

Remember you need to be hitted in order to trigger. It could be OP with the typical "tank" with 75% or more physical resistance plus Target, or with cannon fodder.

But the reality is that often such conditions do not happen in Trent.

You could be very lucky and find several items that augment the resistances, though.

So in the end, I suppose you're right. Besides, is not that difficult to summon or even have a unit you don't mind to lose.

Ingeneer: I remember you, Sirlancelot, suggested a lower chance like 50% for blindness, I just couldn't do it in the code. This was easier. That's why I didn't change the chance of blindness but instead reduced it to just 1 bottle.

I hope you are not angry with me.

Yes, but I proposed that 50% chance for blindness with the vanilla reloading time. Now, with three or four turns before being able to use the talent again, I see more reasonable a higher chance.

And please, don't forget these are just my impressions/opinions.

Skill from Sprudne Island: I didn't change anything, due to out of time... but could easily be increased in strength - I mean the 3 different skills you get depending on the hero class. Trent is hard in itself, so it won't inbalance things.

Hmm, I feel the paladin skill (Holy armor), is more or less balanced. In fact, my first reaction when I saw it, was... oh my, this gonna make the game too easy.

--

By the way, I have played KB Crossworlds (and Armored Princess before), for near two thousand hours, but roughly 80-85% of the time, as a warrior. So that's the character I know better.

raknefne
02-13-2019, 12:39 PM
Hehe, no I'm not angry with you, Sirlancelot, on the contrary it's good with feedback!

Sirlancelot
02-13-2019, 12:56 PM
Good to know. It's a relief. :)

Sirlancelot
02-14-2019, 07:17 PM
Alchemists are broken. Or so it seems. Venom and energetic potions are missing from their list of talents.

However, at least when controlled by the AI, they are able to throw venom potions even with Magic Shackles or a troop upon them.

Erkilmarl
02-15-2019, 01:57 PM
I suppose you are both right about item upgrades. I have to see myself, I'll start a new game.

PS. Steam counts that I have played almost 600 hours, but I may have played that many hours already before Steam.

raknefne
02-15-2019, 04:09 PM
I have already lowered it a little more for next version. So overall it is 30-50% easier to item upgrade than vanilla. Some items have just a little bonus, like Steel Band that only get +2 Attack and +1 Defense when upgraded. Therefore I made such one easier than something that gives bigger bonus.

Sirlancelot
02-17-2019, 06:29 AM
There is a "sleepy wolf" next to the Trent Dungeon who seems to be able to interact with the player, yet he doesn't respond. Is it related to a quest? Should I be able to talk to him?

https://i.imgur.com/Kg7Vfra.jpg

raknefne
02-17-2019, 08:49 AM
No it is just for the scenairy. In general all such animal that is neutral are just for the fun. No quest

raknefne
02-18-2019, 05:27 AM
How is your experience with the Heroic Battles against the strong heroes. Do u avoid them. Or do u wait for later when u are stronger? These battles u cannot retreat from or use rage skills. Sort of a miniboss fight.

I'm thinking of the idea of making some strong spells that only enemy heroes can learn. for instance a Blind with 5 turns etc - would cost 10.000 crystal to learn so players can only use as scroll if they find them. Of course if I could find out how Matt who made The Legend mod with heroes casting more than 1 spell per turn that would help.

Although I think the Heroic Battles are strong enough the spells could be used for other heroes.

Sirlancelot
02-18-2019, 10:22 AM
How is your experience with the Heroic Battles against the strong heroes. Do u avoid them. Or do u wait for later when u are stronger? These battles u cannot retreat from or use rage skills. Sort of a miniboss fight.

I'm thinking of the idea of making some strong spells that only enemy heroes can learn. for instance a Blind with 5 turns etc - would cost 10.000 crystal to learn so players can only use as scroll if they find them. Of course if I could find out how Matt who made The Legend mod with heroes casting more than 1 spell per turn that would help.

Although I think the Heroic Battles are strong enough the spells could be used for other heroes.

Yep, I use to wait for later until I feel strong enough to face the encounter without massive loses.

Better than that would be that they would able to cast normally forbidden spells for the AI. Sort of Target (although this spell is one the strongest of the whole game), Stone Skin, Pain Mirror, Berserker, Invisibility, Time Return, Death Star and so on.

By the way, Target and Stone Skin are another candidates for tweaking. If you manage to increase Physical Resistance up to around 85-90%, and combine with Target, the game, as long as the damage sources remains physical and Level 5 units are not prominent, becomes a cake walk.

Sirlancelot
02-18-2019, 10:32 AM
Regarding spells, the best creation of Matt is IMO Enchant Hero (formerly Last Hero) In the right situation is amazing for both the player and the AI without exploiting anything.

raknefne
02-20-2019, 05:23 AM
I crafted a new spell but ai would not use it. too complicated for me... I've decided to leave this idea for now and focus on some new creatures. Anyway the enemy heroes in Trent are pretty strong anyway...

I could give ai hero spells like invisibility etc but they didn't use it even if it was the only spell they had. I did that in the editor after setting ai_attack=1 in the spell in spells.txt. I guess some lua files must be modded...!?

raknefne
02-20-2019, 09:13 AM
Made a small update. Most things will work in your current saved games (except bug fix with Count Bob and the early Heroic Battle):


Trent version 1.21
-----------------------------------------------------------------------------------------

- A crash bug fixed when talking to Count Bob late in game. A strange "no chat" text occured.
- Item upgrades: Lowered more, now 30-50% lower than vanilla (in Trent game ends around level 36 in the Krasen map, that's why I lowered it). Was 30% lower in Trent v1.2
- The Heroic Battle on Jerneland is slightly easier (fewer enemies).

Creature changes:
- Paladin: Prayer does not heal, only damage and scare off evils. There's a reload on Prayer now.
- Snake, Swamp Snake, Bear, Ancient Bear, Polar Bear: Got "Home Ground" which is +1 Initiative in forests or close to forests.
- All 3 snakes got 'Reptile', which is -30% Defense in snow. They had -25% in vanilla in the code (along with -25% Attack), but it was not written in text for the player, also the attack reduce didnt work properly.
The snakes also got the text 'Snake Agility', which already worked, but the text was missing. 10% chance to avade attacks.
- Ingeneer: Same price as vanilla (lowered a little from Trent v1.2). Damage short ray is about 40% stronger than vanilla (was only 15% stronger in Trent v1.2)
- Runemage: Text bug on description for High Mage/Runic/Runic Armor fixed.

Spells:
- Plague: Duration increased to 2,3,4 (was 2,2,2). Spread chance % 25,30,35 (was 15,20,25).
- Avenging Angel: Mana 5-7-9 (half price as vanilla, in v1.2 it was 6-8-10). Duration 5,6,7 (was 4,5,7 in v1.2 and 4,5,6 in vanilla).
- Slow: Duration is 1-2-3 (was 2,3,3). Mana 4-8-12 (was 5-7-12). Crystal 5-10-15 (was 2-5-12). Price 3200 (was 1200). Still slow 1-2-3 in movement.
- Magic Axe: Increased by 30% in Damage. Price 500 (was 2.500 gold). Mana 4-7-10 (was 5-9-13).
- Ghost Sword: Mana 6-8-10 (was 10-10-10). Cheaper to learn. 110 Damage (was 100)
- Poison Scull, Fire Arrow, Kamikaze: Around 10% more damage.
- Ice Snake: 25% more damage.
- Fire Ball: 10% more damage, also more damage when leveling it up. Price 1200 (was 5000)
- Small adjustments in price. Lightning for instance 1.000 (was 2.500 gold in v1.2).

Sirlancelot
02-20-2019, 07:51 PM
I could give ai hero spells like invisibility etc but they didn't use it even if it was the only spell they had. I did that in the editor after setting ai_attack=1 in the spell in spells.txt. I guess some lua files must be modded...!?

Some LUA magic. Yeah, probably. But I really don't know, either. It would be easier if Matt himself could explain it. He used to visit or get notified about messages at his youtube video/channel:

https://www.youtube.com/watch?v=JE0VbSnfYkM

I would write him myself but I don't want to bother. I wrote him already to his forum account and email about Trent. You could, though. :-D

Sirlancelot
02-20-2019, 07:57 PM
Oh, and congrats for the new release. :-D

I see the mage got a bit boost on his offensive powers. Considering that wizards were, in general terms, nerfed in Armored Princess that's likely a good idea.

Sirlancelot
02-21-2019, 12:47 AM
Possible bug: In Fromlen, after defeating the shipwreck undead, I receive some units and items for free, and if I right click on the Witch Hunter, the game crashes.

Another bug. Same area. The Superfly boost his troops with a +20% extra fire damage. Ok. But if we examine one of them, they are actually getting +20 damage, not +20% of their base damage value.

https://i.imgur.com/fEepEDJ.jpg

raknefne
02-21-2019, 10:26 AM
Shops with free items: It is not a bug, it is to encourage to use troops that u normally wouldn't use, like in Jerneland there's a shop in the castle area with free peasants... you would never use peasants else...

Superfly damage: Must be more than a 'wannabe superfly', I thought I had repaired that bug, thx... A guy did the Superfly on impossible...

Upper Trent: When you get here, Sirlancelot, pay attention to the texts when u interact, a player said something sounded strange, but I need to know who and so said it to correct mistakes.

New spells and creatures, AI enhancement: I've decided to leave that for now, it takes too much of me... for instance I made a new creature, that worked just fine, but when I gave it to the enemy it crashed... a guy mailed me about new creatures but never returned the mail...

Spell enhancement in 1.21: Like Avenging Angel, which rarely was used before, and I guess only as level 1, I :wink:enhanced it to encouraged player to use different tactics. Like the Magic Axe spell, I rarely learned even as level 1, then maybe now, like Avenging Angel.

Sirlancelot
02-21-2019, 11:48 AM
Shops with free items: It is not a bug, it is to encourage to use troops that u normally wouldn't use, like in Jerneland there's a shop in the castle area with free peasants... you would never use peasants else...

The bug I refer to is the crash to desktop when you make right click over the Witch Hunters.

You are right about the free units. In fact, it encouraged me to use Assasins for a while.

Sirlancelot
02-21-2019, 12:13 PM
Superfly damage: Must be more than a 'wannabe superfly', I thought I had repaired that bug, thx... A guy did the Superfly on impossible...

Of course he did. The Dragon fliers are very fragile, hence easy to onslaught from afar. Just casting Magic Shackles level 3 was enough for me.

By the way, the leadership limit of this spell is a bit crazy, I can't imagine any combination of troops with so big leadership, no matter their quantity/numbers. I guess was intentional? True, before the spell was mostly useless, but know seems OP.


Upper Trent: When you get here, Sirlancelot, pay attention to the texts when u interact, a player said something sounded strange, but I need to know who and so said it to correct mistakes.

Fine. I'll keep an eye on them.

New spells and creatures, AI enhancement: I've decided to leave that for now, it takes too much of me... for instance I made a new creature, that worked just fine, but when I gave it to the enemy it crashed... a guy mailed me about new creatures but never returned the mail...

Patience. Take it easy. :-)


Spell enhancement in 1.21: Like Avenging Angel, which rarely was used before, and I guess only as level 1, I :wink:enhanced it to encouraged player to use different tactics. Like the Magic Axe spell, I rarely learned even as level 1, then maybe now, like Avenging Angel.

Sure. I use Poison Skull from time to time, though. The poison effect is rather crippling.

--

The Grand strategy medal has three tiers, right? It's good you reduced the maximun bonus to +600 leadership. Now you can play with different playstyles without much concern about it.

Sirlancelot
02-21-2019, 07:24 PM
I have adjusted (reduced) locally the duration of Fear to 1, 2 and 3 turns respectively, to make it more in line with the changes to Slow.

raknefne
02-22-2019, 09:18 AM
I have adjusted (reduced) locally the duration of Fear to 1, 2 and 3 turns respectively, to make it more in line with the changes to Slow.

Been thinking the same... Could be 8-10-12 Mana with duration 1-2-3.

Witch Hunt bug: noted.

About creatures: hehe I don't have enough patience. When making Hylfire and Bonfire, Terroin did the modding. I only did quests and maps in Bonfire. And testing. This is new to me...

raknefne
02-24-2019, 03:47 PM
Witch Hunter bug: I tried having witchies and right clicked - also in battle, had no crash here...



Made a small update 1.22, since I noticed I've left an enemy with a new creature which I later deleted. Game would crash, so had to update:

Trent version 1.22

- Jerneland, bug: A crash might occur, since an army in the snow had a new creature which I later deleted. It could only happen in new games started in v1.21
- Fromlen: Leisner the Superfly (in the water north-west) said 20% more Damage but was actually +20 Damage. Now corrected to just 100% of base attack, which meens double damage.
- Fear: Duration 1-2-3 (was 2-3-4). Price 8-10-12 (was 10-10-10). Crystal 3-5-8 (was 3-3-3).



Wonder about fear, it could be 5-10-15 Mana since the duration is 1-2-3 ...?

Sirlancelot
02-24-2019, 08:20 PM
Witch Hunter bug: I tried having witchies and right clicked - also in battle, had no crash here...

The crash should only occur under the circumstances I described, I think. Were the Witch H. modified, anyway? Because if not I figure it would be a problem related to the shipwreck or the area, not to the creature.


- Fear: Duration 1-2-3 (was 2-3-4). Price 8-10-12 (was 10-10-10). Crystal 3-5-8 (was 3-3-3).

Wonder about fear, it could be 5-10-15 Mana since the duration is 1-2-3 ...?

Maybe, although in general terms Fear is better than Slow, so it makes sense that the first level of the spell is also more mana expensive.

raknefne
02-25-2019, 04:42 AM
I haven't touched the witch hunters

Sirlancelot
02-25-2019, 02:43 PM
I insist about Magic Shackles level 3. It always work and feels OP. Makes fights against demons (for example) too easy. :|

I'm now clearing Trent Dungeon. A few days ago had a nasty surprise with the pirate who sails the seas at Fromlen. Oh my... haha, it was a good battle.

raknefne
02-26-2019, 03:41 AM
Hmm... It was another player who suggested no leadership limit on magic shackles... Actually...

For next v1.3 I lowered it to leadership 125% - 160% - 250% (was 200-300-10000). Still higher than vanilla (100% only).

Sirlancelot
02-26-2019, 03:27 PM
Hmm... It was another player who suggested no leadership limit on magic shackles... Actually...

For next v1.3 I lowered it to leadership 125% - 160% - 250% (was 200-300-10000). Still higher than vanilla (100% only).

And/or make it more mana expensive. In my opinion is just the third level which clearly need to be nerfed, and maybe with +8 or +10 mana cost is enough.

20 -> 28 or 30.

raknefne
02-26-2019, 07:49 PM
It was 35 Mana in vanilla for level 3 magic shackles. I forgot it was for all enemies not just one - that's why I lowered the Mana price. I'll change it to 30 Mana at level 3 instead of current 20 Mana. In the code it says "one,one,all" - must meen all enemies at once at level 3. Never used it... but strong, I can see. And 125-200-250% of leadership. Crystal 4-8-30.

Sirlancelot
03-02-2019, 12:14 AM
It was 35 Mana in vanilla for level 3 magic shackles. I forgot it was for all enemies not just one - that's why I lowered the Mana price. I'll change it to 30 Mana at level 3 instead of current 20 Mana. In the code it says "one,one,all" - must meen all enemies at once at level 3. Never used it... but strong, I can see. And 125-200-250% of leadership. Crystal 4-8-30.

I have increased the mana cost of the third level to more than vanilla cost, 38... it felt still OP. And I wonder yet if that's enough. I'm clearing much of the dungeon easily thanks to this spell.

Sirlancelot
03-03-2019, 11:00 AM
Currently testing with leadership limit 125, 200, 200. And mana cost 10, 15, 40.

I'm also tempted to try out 125, 200, 150. Mana cost 10, 15-20, 35. That way you'd have to choose between disable the talents of the probably most dangerous foe on the field or disable all the rest.

I reached upper Trent, by the way. No strange/weird text bugs yet. :)

Priests and Rune Mages, at least. Huzzah!

---

Reduced locally physical resistance of units with Steel Armor to 25%. The game should cap resistances at 75-80% IMO, but as I assume this is not possible through simple modding, this is the best I can do to keep balance. In fact, even 75 or 80% cap could prove to be insufficient of a nerf if combined with Magic Shield from Archmages. The AI should try to disable that kind of combos right away (with dispel or the like)

Let's hope the devs do a better job on balance and AI terms on next KB iteration.

---

raknefne
03-03-2019, 11:36 AM
About magic shackles: alternatively level 3 could just be for one and not all. Still strange I haven't heard about magic shackles being op before... But in vanilla the leadership is 100% also at level 3. That is the difference.

Sirlancelot
03-03-2019, 12:02 PM
About magic shackles: alternatively level 3 could just be for one and not all. Still strange I haven't heard about magic shackles being op before... But in vanilla the leadership is 100% also at level 3. That is the difference.

Strange indeed...

I agree with you about the alternative proposed. I'm gonna test a bit more with the third level affecting all, though. Spells which affect all opponents at once are very interesting, although also prone to break balance.

Sirlancelot
03-03-2019, 12:18 PM
- Snake, Swamp Snake, Bear, Ancient Bear, Polar Bear: Got "Home Ground" which is +1 Initiative in forests or close to forests.
- All 3 snakes got 'Reptile', which is -30% Defense in snow. They had -25% in vanilla in the code (along with -25% Attack), but it was not written in text for the player, also the attack reduce didnt work properly.
The snakes also got the text 'Snake Agility', which already worked, but the text was missing. 10% chance to avade attacks.

I love these changes, however:

'Home ground' would be more interesting if give +1 morale. Initiative bonus is pointless for Bears, as they need to be hitted first in order to take advantage of their Brutality skill. Besides, you can already obtain +1 to Initiative to animals and dragons with the Blue Dragon pet.

Sirlancelot
03-03-2019, 12:26 PM
I edited and added more information to previous posts.

Terroin creature sounds are amazing. The demons speechs are scary as hell.

raknefne
03-03-2019, 07:36 PM
Sounds: Terroin made the sounds for the creatures in his studio and altered them. He did it in 1-2 days, it was funny talking to him afterwards, his voice sounded very "off" after all the recordings, hehe. He is a friend of mine, living just 15 km away.

Snake/bears 'homeground': It was mostly intended for the AI as an advantage, I suppose snakes are not used so much. That's way I didn't give Royal Snakes 'homeground', since it is normally the only snake used by the player. U still think +1 Moral is better?

Magic Shackles: I'll await your tests, Sirlancelot, sounds like just a solo effect is the way to go, but with big big leadership and cheaper Mana, 10-15 or so?

Sirlancelot
03-04-2019, 10:57 AM
Sounds: Terroin made the sounds for the creatures in his studio and altered them. He did it in 1-2 days, it was funny talking to him afterwards, his voice sounded very "off" after all the recordings, hehe. He is a friend of mine, living just 15 km away.

So that's why they sounded so proffesional. They were recorded in a studio. It's unusual in "amateur" mods to find such piece of quality.

Hah! It's a small world! Where do you live?


Snake/bears 'homeground': It was mostly intended for the AI as an advantage, I suppose snakes are not used so much. That's way I didn't give Royal Snakes 'homeground', since it is normally the only snake used by the player. U still think +1 Moral is better?

Good point. But yes, +1 moral it's definitely better for bears, which are too slow in reaction terms anyway. +1 to initiative wouldn't make a difference for them.

But for the snakes, the AI will take more advantage from the initiative bonus, there you're right.

Hence I would give +1 moral to bears and +1 initiative to snakes.

Moreover, yesterday night I faced off a group of orc trackers along with an horde of snakes and they pushed me to the limit. I could barely disable them thanks to Higher Magic; four spells in a row in two rounds. And even them they were able to kill two paladins, ten priests and one royal thorn, which I fortunately could resurrect thanks to Sacrifice, my red dragon and tons of mana (I have an item which improves the pet dragon Mana Acceleration significantly)


Magic Shackles: I'll await your tests, Sirlancelot, sounds like just a solo effect is the way to go, but with big big leadership and cheaper Mana, 10-15 or so?

I need more time to test it thoroughly. Now I'm trying out the 125, 200, 150 leadership limit with 10, 15, 35 mana cost idea.

Sirlancelot
03-04-2019, 11:19 AM
Ingeneer:

You forgot to raise their damage on the flamer script section, thus our dwarf friend kept damage bonus from 1.1 (or 1.2, I don't remember), 17,30, and not 20-35.

Sirlancelot
03-04-2019, 01:15 PM
By the way, why you gave Paladin acess to Higher Magic, and Warrior access to Resurrection?

raknefne
03-04-2019, 02:05 PM
To Sirlancelot:

Are u mage in your game? Well just to improve paladin in a fast and easy way. Overpowered with high magic to paladin? other suggestions for hero classes?

Ingeneers: Ur right, it was melee that had 40% increased damage. Changed now for v1.3

Not so keen on lower mass magic shackles leadership. Id rather lower it to level 2 OR just effect on just 1. What about 10-10-10 Mana. Leadership 125-150-1000 or so, still level 3-4-4. Crystal 4-8-10 and ONLY works on just 1 creature. Regarding leadership, remember AI is stronger in Trent, and u are playing on hard, not impossible.

Sirlancelot
03-04-2019, 08:08 PM
To Sirlancelot:

Are u mage in your game? Well just to improve paladin in a fast and easy way. Overpowered with high magic to paladin? other suggestions for hero classes?

Ingeneers: Ur right, it was melee that had 40% increased damage. Changed now for v1.3

Not so keen on lower mass magic shackles leadership. Id rather lower it to level 2 OR just effect on just 1. What about 10-10-10 Mana. Leadership 125-150-1000 or so, still level 3-4-4. Crystal 4-8-10 and ONLY works on just 1 creature. Regarding leadership, remember AI is stronger in Trent, and u are playing on hard, not impossible.

No, I'm a paladin.

I don't know, yet. I got Higher Magic two days ago. However, it's one of the most powerful skills in the game, so chances are that yes, it'll be overpowered.

In principle, I'd refrained to include it in the Paladin skill tree repertory, unless you were 100% sure it was needed. There're other skills rather weak, like Diplomacy or Prayer, which could have been improved instead.

Anyway, I don't have confronted yet the most dangerous foes nor had time enough to judge its impact properly. Time will say.

About Magic Shackles:

I see. I understand your concern. Make it focused on just one creature, then. Places like Trent dungeon will be much harder now, because enemies like Demonesess or Imps are very talent dependant.

Ghoul King
03-04-2019, 11:29 PM
I've been enjoying the mod, though tbh the current difficulty tuning feels like everything is two difficulty levels ahead of the base game -Normal feels morel like the base game's Impossible.

That said, some issues:

-A random-but-consistent bug I've run across is where a specific battlegroup will end up always crashing the game upon the completion of a specific enemy stack's turn. My first run is unable to get past the first three islands, for example, because the Unicorn Hero guarding the next Sea Chart always causes this crash on the first turn, but a Mage and Paladin that I've started since then don't get this crash on this particular Hero. Conversely, the Mage has one Item where the keeper fight always crashes the game on the second-to-last enemy's move, so I'm probably not going to be able to upgrade the Item until I'm much more overwhelmingly powerful, if ever. So it's 'random' in the sense that different files end up with different battlegroups causing the crash, but it's consistent in that if a given battlegroup causes the crash it will ALWAYS cause the crash.

-The Paladin's Prayer Talent doesn't do anything. Clicking it goes into a targeting mode, and occasionally I've triggered a visual effect on Undead, but it never does anything mechanical (No damage, no fleeing), and it doesn't even end the Paladin's turn.

-In my Mage run, attempting to assemble the pet dragon's four Items into their combo form gave me an Ordinary Helmet with no way to get back the original four Items. I was able to reload, mind, but still.

On a more design-y note, while I've overall been impressed on the tuning of the game so far, I'm a bit uncomfortable with how some specific elements of randomization lean heavily toward a quality-not-variety approach. For example, with the third island my first run had to bait enemies away from the Castle to be able to access it, my second run had no enemies there at all, and my third run had an enemy battlegroup there but can reach the castle without the battlegroup noticing them. This is a particularly memorable example, but it's a recurring thing that some important locations (eg lootables) might be guarded or might not be, and particularly in the very beginning of the game this can easily mean the difference between a run being stonewalled/forced to accept massive casualties vs leveling up/looting Talent Runes/gaining access to a shop with key units and suddenly being able to effortlessly solve a series of previously-problematic fights. Even if the crash weren't blockading my first run, I'd probably never get back to it regardless just because it's struggled so much from worldgen punishing it in this sort of way so consistently.

Sirlancelot
03-05-2019, 12:14 AM
I'm glad you have came here to the discussion/debate/feedback topic, Ghoul King.

I used to suffer random crashes to desktop every now and then, until I activated my antivirus (Panda Dome) multimedia/game mode. Perhaps is not related to the causes of yours, but better safe than worry.

What do you think about the topic we're discussing lately? That's it, if it's a good idea or not to include Higher Magic on the Paladin Magic Skill tree and make Resurrection available to Warriors. My initial impression is that it would be preferrable to improve weaker skills of each specific hero rather than incorporate probably the most powerful and symbolic skills of each class.

For example, the Paladin has Prayer and Diplomacy as rather useless skills which could be improved, don't you think?

PS: In the latest pages we have been discussing about simmilar subjects; spells and creatures changes and so on.

raknefne
03-05-2019, 06:43 AM
Paladin with Higher Magic: I didnt have the time to have a look at Paladin's skill tree, that's why I did the shortcut by just giving him Higher Magic. I'll remove it, Prayer or Diplomacy need a work, I agree.

Difficulty: A player did the impossible level, and the Xworld has been out for a while, that's why I turned up difficulty. I might lower it though, since I also play Hard, never Impossible in Trent. Since some creatures like Paladin and Ingeneers which were OP have been reduced since version 1.0 it is time to have a look at overall difficulty.

Crashes: I haven't heard about that before. What sometimes help, is taking items on off and try again. Depends.

3rd island: It is random if there is a guard in front of the castle, yes, that was part of the randomization...

Ghoul King
03-05-2019, 10:21 AM
If it matters any, I'm playing the Good Old Games version of Crossworlds. Maybe it handles things a bit differently and that's what the crashes are about?

Difficulty-wise, my main point was actually that the mod's description presents the difficulty as being around one level higher than in the base game. Since I prefer to play Armored Princess on Hard, I went with Normal, and while I've ended up enjoying the challenge I still feel it would be better for players to be forewarned that they should probably drop down two difficulty levels compared to the base game, not one.

Skills-wise, I'd tend to agree that buffing/replacing bad Skills is generally a better approach than just passing out the ultimate Skills to other classes. Right now the Paladin basically invalidates the Mage later in the game -admittedly Trent Wars seems to be short enough that this isn't as huge a problem as it could be, but when I noticed my Paladin had Higher Magic I found it quite jarring regardless. Mind, I wouldn't necessarily object to passing out Higher Magic to everyone -it would address some oddities like 'the Mage is the best at grinding Guardian Angel'- but if you went in that kind of direction that would tend to imply a more significant overhaul of class concept/Skills in general. Just passing out Higher Magic to the Paladin with the Mage getting nothing to give them a unique edge is off. (It's not like Archmage is all that great)

As far as the Mind tree goes, in my view its issues are an intersection of

1: Many of its Skills are overpriced. Prayer is lame, but if it was 3 or 4 Mind Runes for the first rank it would be boring-lame, not this-is-not-worth-it-lame.

2: It further suffers from universally essential Skills acting a Rune sinks -no matter who you're playing, you should try to max Trophies as soon as possible, and this is MORE true in Trent Wars than in the base game where money eventually becomes essentially infinite. Which is 15 Mind Runes before you can get on with purchasing other Skills.

3: Lastly is that Mind's Skills that don't suffer directly from either of the above end up suffering it indirectly from the organization of the Skill tree. Voice of the Dragon is a decent enough Skill if you happen to be interested in using animals/dragons, but it's locked behind such a massive amount of Rune sinks it tends to be difficult to justify purchasing it if you're not the Paladin -and even the Paladin will still take forever to get to it since Resurrection is massively more useful AND its requirements are more biased toward Inherently Worthwhile Skills.

Just reorganizing the tree so that eg Prayer is at the END instead of locking off several Skills would go a long way to fix things.

Though on the topic of price points... Trent Wars puts me rather in mind of The Legend when it comes to the overall map design philosophy. Specifically that in The Legend you spend a lot of your time scooping up the easy loot so you can be powerful enough to beat (Well, trivialize in its case, but close enough) easier encounters which unlocks more areas/more improvements to your character and/or army, etc. Which I'm mentioning because I'm a little surprised Trent Wars didn't overhaul Talent Rune costs in the first place; The Legend has MUCH lower costs than later entries in the series because later entries are more focused on making grinding out levels the path to true power, with Talent Runes found in the field primarily mattering for how they add up over time. (With the occasional 'I just need one more Mind Rune- there's one!') Whereas The Legend prices its Skills so that finding individual Runes is actually quite likely to let you purchase a Skill right away, at least until fairly late in the game, and that model seems a bit more in line with Trent Wars' design.

Which I'm mentioning primarily because if you're going to overhaul Skills anyway, then it's a relevant point.

raknefne
03-05-2019, 10:52 AM
Thank you GhoulKing for your inputs! I haven't touched either Rage Skills nor Talent Skills in Trent, seems the Paladin skill tree is up next...

Paladin skill tree: For instance in Huntiro's mod, he added overall Resistance to the skill Prayer, just like a saw a The Legend mod that also did that. I will have a look at the Paladin skill tree and lower them, especially Diplomacy/Prayer. Also the Diplomacy Skill could be enhanced by getting more than 100% exp but 200% for instance. I'll post more when starting to plan changes.
Trent is a shorter game, u end up at level 35 or so. And I haven't checked prices for Talent Skills at all compared to vanilla.
I hope it is not necessary to lower Warrior or Mage regarding the amount of runes for Skill deveopment... just Paladin.

The crash bug in Sprudne with an Unicorn hero: I checked the army in the editor, it is just normal units and a hero. I haven't heard anyone else have this crash. Do you also have the Orcs on the Marsh, I think that is needed.

Bug with assembling 4 pieces for Rage item: I tested, yes, strange, it doesn't work, but haven't touched it. Will get back on this... when assembling I got a bow, and when dissambling the 'doll' I got a low level sword, strange...

So far, these are the changes for the next version 1.3 which I have already made:

- Higher Magic Skill removed from Paladin. Resurrection removed from Warrior.
- Difficulty settings: Lowered to 100% - 130% - 170% - 210% (was 100-140-190-250) since some spells and creatures have been nerfed.
- Fromlen (3rd island): A random guard at castle lowered in leadership. It is still randomized if it is here at all (30% chance)
- Fromlen: The ghostship has more random troops, still for free.

Spells:
- Magic Shackles: NO mass effect at level 3. Leadership 125-150-5000%. Mana 10-10-10. Crystal 3-6-8. Price lowered to 1500 (was 3000).

Creatures:
- Ingeneer: The increased 40% ranged damage in 1.21 now fixed so it actually works...
- All bears and Snakes/Swamp Snakes: 'Home ground' gives +1 Ini to Snakes but +1 Moral to Bears (a new feature in 1.21).
- Paladin: Prayer bug fixed, now undead/demons run away in fear as intended. Reload on Healing instead of 1 Charge.

raknefne
03-05-2019, 05:04 PM
Paladin Skill Tree will be improved for version 1.3:

- Scouting: 2-2-3 Runes (was 2-3-3). Intellect 1-2-4 (was 1-2-3).

- Trophies: 1-2-4 Runes only (was 5-5-5 and a Magic Rune each level). Gold 5% - 15% - 30%

- Prayer: 6-10-14 Runes (was 10-12-14). Krit 4-9-15% (was 3-7-10%). Shifted with Diplomacy location in skill tree.

- Learning: 7-11-15 Runes (was 11-11-11). Experience 5-15-25% (was 10-15-20%). Intellect 1-2-4 (was 1-2-3).

- Adrenalin: 6-7-8 Runes besides 1 Might Rune (was 7-8-9). In addition, gives +1 Speed/Initiative permanent to: Level 1 units / Level 1-2 units / Level 1-3 units.

- Neatness: 6-7-8 Runes (was 7-9-11).

- Persuation: ????????? Perhaps 1-3-6% Phys. Res.

- Diplomacy: 5-6-7 Mind Runes besides Might Runes (was 8-8-8 or so). 8-14-20% (was 8-12-16%). Will also give Defense to Level 1-3 units: 2-6-10 Defense.

- Ressurection: 8-10-12 Runes (was 12-14-16!)

- Dragon Voice: 6-8-14 Runes besides other (was 9-10-11).


Dragon Voice, Diplomacy, Adrenaline, Prayer, Power of Spirit will all effect for instance summoning like Demon Portal (partly) or Animal Call since they stand stronger. I assume Dragon Voice's moral also effect summonings?


COMMENTS???

Sirlancelot
03-05-2019, 10:27 PM
Hmm. I would refrain from making such profound changes all of sudden. We removed Higher Magic because it could be overpowered and now are probably falling in the same mistake by simply going through other path.

I would rather go step by step, making small changes, testing them and then reflecting about the overall feel.

GhoulKing said he enjoyed the challenge, just reported that it should be informed (in the readme, I guess), that every level of difficulty is not one but two levels harder than vanilla.

The Paladin skill tree. Before making any change, I'd count the total quantity of runes cost of the complete Paladin skills tree, and get assured that this number is still the same at the end of the modifications. That way should be easier to keep balance.

Prayer runes price could be 6-10-14, like you said. The first tier the cheapest so the player who is not interested at all in the skill because thinks is superflous can almost skip it.

Diplomacy. I like the changes WotN introduced for it:


Diplomacy

If an enemy force contains identical unit types to the Hero's current army, up to 3% of the matching enemies will join the player's stacks. This cannot take the player over their Leadership. Additionally, for units the player cannot recruit in this way, 4% of the army deserts, reducing the stack size the player faces, without any penalty to Experience or the like.
2
9

If an enemy force contains identical unit types to the Hero's current army, up to 8% of the matching enemies will join the player's stacks. This cannot take the player over their Leadership. Additionally, for units the player cannot recruit in this way, 8% of the army deserts, reducing the stack size the player faces, without any penalty to Experience or the like.
2
8

If an enemy force contains identical unit types to the Hero's current army, up to 12% of the matching enemies will join the player's stacks. This cannot take the player over their Leadership. Additionally, for units the player cannot recruit in this way, 12% of the army deserts, reducing the stack size the player faces, without any penalty to Experience or the like.
2
7

https://www.vigaroe.com/2018/10/warriors-of-north-skill-analysis-part-2.html

I'd avoid/not so keen about raising resistances... as I stated some messages ago, the game has not a cap at 75-80%, just at the outrageous 95%, which is basically the same like not having a cap at all.

- Scouting: 2-2-3 Runes (was 2-3-3). Intellect 1-2-4 (was 1-2-3)

Reasonable and interesting change, because the third level of the skill was previously a bit meh. I'd keep the runes price intact, however. It's an essential skill.

Trophies: 2-2-3 Runes only (was 5-5-5 and a Magic Rune each level)

I disagree a bit with GhoulKing here. I'm level 20 at my Paladin playthrough and money is not a problem/issue. Perhaps it was at the beggining, but honestly never bother me or felt wrong.

And again, this is a relevant skill (not essential, but important nevertheless), thus I'd rather keep vanilla runes cost, or lowered them just a little.

Learning: 7-11-15 Runes (was 11-11-11). Experience 5-15-25% (was 10-15-20%). Intellect 1-2-4 (was 1-2-3)

Good approach. However... lowering the first tiers runes cost so much could have the effect of making the paladin skills tree so cheap for all classes, that it would preferable to be a warrior or a mage.

- Adrenalin: In addition, gives +1 Speed/Initiative permanent to: Level 1 units / Level 1-2 units / Level 1-3 units.

Sounds tempting, but maybe a bit out of scope. How about just +1 to speed? There're already other skills that raise Initiative.

Neatness: 6-7-8 Runes (was 7-9-11)

Not sure about this. In principle, I think it's a very relevant and advantageous skill and would keep its runes cost intact. Otherwise would make Alchemy even less important than it is already.

Ressurection: 8-10-12 Runes (was 12-14-16! That's 42 in all)

Absolutely disagree. Ressurection is the best paladin skill and should keep its runes cost intact.

In fact, I would raise the third layer of the skill runes cost up to 18 or more. You want to make Holy Armor and other skills obsolete and expendable? Pay for it.

Prayer could be improved with +5 att/def to all level 1-3 when maxed

Good approach, but probably a bit excessive. How about +3?

These are my first impressions after reading your last post.

Sirlancelot
03-05-2019, 10:48 PM
In this web you can easily count the amount of runes that would cost changing all the skills that we're talking about:

https://www.celestialheavens.com/kingsbounty/hs-en.htm

Considering that in order to modify them you need to also pay for other skills, the numbers I get, are:

20 Might runes.
189 Mind runes.
16 Magic runes.

raknefne
03-06-2019, 03:20 PM
Ok, thx for inputs. Regarding diplomacy, I don't have the capability to change so player get exp for deserting/joining troops, still I never developed it in WotN.
I will hold more back then with the skills. Uploading v1.3 later.

raknefne
03-06-2019, 03:52 PM
Trent version 1.3 released for download (see first post)
======================================

- Warrior Hero: Resurrection removed.
- Paladin Hero: Higher Magic Skill removed and the skill tree improved.
- Difficulty settings: Lowered to 100% - 130% - 170% - 210% (was 100-140-190-250) since some spells and creatures have been nerfed.
- Fromlen (3rd island): A random guard at castle lowered in leadership and moved to another location in Fromlen, still random if it appears.
- Fromlen: The ghostship has more random troops, still for free.
- Item bug: The 4 rage items from 'Orcs on the Marsh' that can be mixed to a new item 'Dragon Toy' didn't work properly. I had to remove the option to sample the 4 items, no clue how to repair, same code as in vanilla.
- Item; Dragon Toy: Can now be found, not crafted: Price 40.000, Level 4, Rage 8, Petattack 10%
- Item 'Helm of Antenna', former part of 'Dragon Toy': Price lowered and the Initiative penalty for level 3-5 removed.

Spells:
- Magic Shackles: NO mass effect at level 3. Leadership 125-150-5000%. Mana 10-10-10. Crystal 3-6-8. Price lowered to 1500 (was 3000).

Creatures:
- Ingeneer: The increased 40% ranged damage in 1.21 now fixed so it actually works...
- All bears and Snakes/Swamp Snakes: 'Home ground' gives +1 Ini to Snakes but +1 Moral to Bears (a new feature in 1.21).
- Paladin: Prayer bug fixed, now undead/demons run away in fear as intended. Reload on Healing instead of 1 Charge.

Mind Skill Tree has been changed a bit:
- Scouting: Intellect 0-2-4 (was 1-2-3).
- Trophies: 2-4-6 Mind Runes (was 5-5-5 and a Magic Rune each level). Gold 5%-15%-30%
- Prayer: 6-12-16 Mind Runes (was 10-12-14). Krit 3-7-12% (was 3-7-10%). Shifted with Diplomacy location in skill tree.
- Learning: 7-14-16 Mind Runes (was 11-11-11). Experience 5-14-22% (was 10-15-20%). Intellect 0-2-4 (was 1-2-3).
- Adrenalin: 6-7-11 Mind Runes (was 7-8-9). In addition, gives +1 Speed Level 1 units / +1 Speed Level 1-2 units / +1 Speed & Initiative Level 1-3 units.
- Persuation: When maxed, +1 Moral all including Neutrals and Droids (was only for Demons & Lizardmen at level 3). Costs 2 extra Mind Runes for Level 3.
- Diplomacy: 6-7-8 Mind Runes (was 8-8-8 or so). 5-10-15% (was 8-12-16%). Now gives Defense to Level 1-3 units: 2-6-10 Defense.
- Spirit of Power: 6-8-10 Mind Runes (was 8,8,8 ), so total the same amount of runes.
- Voice Dragon: 10-11-11 Mind Runes (was 9-10-11).
- Resurrection: Costs 2 extra Mind Runes for Level 3.


Number of Rune changes in v1.3 if all is maxed in the Mind Tree compared to vanilla:
Might: 0
Mind : 0 (Trophies, Diplomacy & Prayer are cheaper. Resurrection, Learning, Voice of the Dragon & Persuation are more expensive).
Magic: -2 (Trophies)
The following skills are stronger than vanilla: Scouting, Learning, Prayer, Adrenalin, Persuation, Diplomacy.
Generally the first level is cheaper than vanilla but with a smaller bonus.

Examples from the skill enhancements:
Call of Nature and Demon Portal will have stronger units if you upgrade Prayer, Adrenalin or Diplomacy with increased Crit, Defense, Speed and Initiative.
With Maxed Prayer, Persuation and Level 2 Voice of the Dragon a Polar bear will have +3 Morale which gives 59% Crit instead of 30% Crit Chance. Btw, moral does not effect summonings.

Ghoul King
03-06-2019, 05:16 PM
The crash in question affects battlegroups at random, it's not something about the unicorn Hero in particular. It's just that if a battlegroup is affected by the crash, it's always affected by it -I've got a Mage run that hasn't been able to upgrade a Dress because the second-to-last enemy triggers the crash when they finish their move, and I've tried repeatedly over the course of the run. (Changing up my army, doing different initial moves, etc) The only thing I haven't had the chance to test yet is if I could bypass the crash by killing the problem unit and/or skipping its turn.

I do like the idea of Adrenaline bolstering lower-Level units. Scarface doing so is one of the more interesting aspects of Trent Wars, as while Level 5 units tend to be surprisingly lackluster aside that point higher Level units are normally more desirable for a variety of reasons, and there's rarely adequate incentives to try out lower-Level units. Overall the current list of Mind tree changes is good -making base ranks cheaper so it's easier to reach key Skills at all helps a lot.

raknefne
03-06-2019, 06:13 PM
To GhoulKing:

Crash: Do you recall if it is a certain monster? It could also be the arena at the Unicorn place, but you also mentioned a Dress upgrade. I didn't change arenas at upgrades, only the amount.

Item bug: But strange things happens, like the 'Dragon Toy' item that suddenly couldn't be made out of the 4 items. I tried to give the hero all 5 items in vanilla ORCS ON THE MARSH and it works, then I copied the code in items.txt to same file in Trent, and it still didn't work. Strange, because I didnt mod this... jesus... so I just removed the possibility of connecting the 4 items and made the Dragon Toy buyable in a lesser version.

Mind Tree: We will see from some plays how it works. I made the better skills more expensive Resurrection, Learning, Voice of Dragon while easier to push forward in the skill tree until the last 2 rows. I haven't played Trent for some time, since I spent a lot of time making it... but when I'll having a go again, I MUST try the Paladin. Feels more appealing now. I tend to use Mage the most in KB games. I guess Warriors and Mages will look more into the Mind Tree now.

Sirlancelot
03-06-2019, 10:38 PM
Congratulations for the new release! :)

I like most of the changes, however I'm unsure about how the modifications to the overall difficulty will affect the experience. And the Diplomacy bonuses seem too generous. :shock: I will, however, trust your expertise. You're the mod creator, so you know your mod better than any of us.

If I install this version instead of my current one, how the overall difficulty of Hard will be? 170% or 190%? I was enjoying the game with 190%...
And how the mind skill tree will look? Updated? Or will I need to start a new game to see the changes?

Finally, how can I increase the overall difficulty of item upgrades? I prefer vanilla difficulty or 30% easier at most. In general I don't want to be able to upgrade low level items to level 4 and level 5 ones at low levels just because the game is shorter. I can be wrong, but sounds very OP.

Sirlancelot
03-06-2019, 10:53 PM
The crash in question affects battlegroups at random, it's not something about the unicorn Hero in particular. It's just that if a battlegroup is affected by the crash, it's always affected by it -I've got a Mage run that hasn't been able to upgrade a Dress because the second-to-last enemy triggers the crash when they finish their move, and I've tried repeatedly over the course of the run. (Changing up my army, doing different initial moves, etc) The only thing I haven't had the chance to test yet is if I could bypass the crash by killing the problem unit and/or skipping its turn.

I do like the idea of Adrenaline bolstering lower-Level units. Scarface doing so is one of the more interesting aspects of Trent Wars, as while Level 5 units tend to be surprisingly lackluster aside that point higher Level units are normally more desirable for a variety of reasons, and there's rarely adequate incentives to try out lower-Level units. Overall the current list of Mind tree changes is good -making base ranks cheaper so it's easier to reach key Skills at all helps a lot.

Did you try to play the game with the firewall/antivirus configured differently? I used to suffer frecuently crashes after battles and setting the antivirus better almost completely eradicated them.

raknefne
03-07-2019, 05:19 AM
Congratulations for the new release! :)

I like most of the changes, however I'm unsure about how the modifications to the overall difficulty will affect the experience. And the Diplomacy bonuses seem too generous. :shock: I will, however, trust your expertise. You're the mod creator, so you know your mod better than any of us.

If I install this version instead of my current one, how the overall difficulty of Hard will be? 170% or 190%? I was enjoying the game with 190%...
And how the mind skill tree will look? Updated? Or will I need to start a new game to see the changes?

Finally, how can I increase the overall difficulty of item upgrades? I prefer vanilla difficulty or 30% easier at most. In general I don't want to be able to upgrade low level items to level 4 and level 5 ones at low levels just because the game is shorter. I can be wrong, but sounds very OP.

About skills: I haven't played with it but never maxed diploma in any games... not even for sure I will now since I often use level 4 later.... Later we can put the tune price up. You have to make a choice if you will focus on some low levels or keep runes for the higher skills... Even if you use Level 1-3 units in your army, it is often max 1-2 you use later in game, so it is weaker than 'Spirit of Power'. The way Diplomacy effects the most is in summonings. It will have to be tested; developing Diplomacy to max and have Call of Nature for instance. Also the Rage skills that plants an egg is more interesting now... It is noted for an observation (could be 2-5-8 Defense, and/or 6-8-10 Runes instead of 6-7-8 ).

Item upgrade: u have to change each one in items.txt - but let us c with new overall difficulty. If you change it here it will be deleted in future versions, and it is a big job... if there're more than u thinking it is too easy, I will change it back to 30% easier than vanilla. It's just that Trent is only half as long as vanilla. It is noted for an observation.

Overall difficulty will only effect NEW games. Only problem is prayer and diplomacy skill that has been shifted. I would not use v1.3 unless ur starting a new game. I have to play test too to fully say if it is balanced with difficulty. Id play impossible then. I'm not an mod expert so keep posting opinions. Alternatively it could be 100 - 140 - 180 - 220%, it is noted for an observation.

Spell/Creature info: I have updated post#2 that shows all changes in Trent regarding spells and creatures.

Ghoul King
03-07-2019, 05:44 PM
I've not found a larger pattern to the crash. In the case of the Dress, for example, it's a Swordsman that crashes the game, but there's other Swordsmen in the group that don't crash the game. And the unicorn Hero didn't have Swordsmen at all. The only consistent pattern I've noticed thus far is the part where if a given battlegroup causes a crash once, it will always cause a crash and always with the same stack.

I've actually not had any other form of crash, which is a bit surprising. Red Sands has more random crashes, or for that matter Warriors of the North. I went in expecting random crashes, and haven't had them.

As far as the Dragon Toy goes, maybe the problem is that you copied the Item code at all? I've not messed around with King's Bounty modding, but my understanding is that stuff that's already in the base game generally doesn't require a mod re-specify its existence. Maybe what you're doing is, as far as the game is concerned, making a new set of Items, rather than importing the regular set, and then the combo Item code gets confused by this?

Though tbh I actually prefer the idea of the combined Item just being a separate Item. In the base game, the combined Item is generally difficult to justify denying yourself access to the Shovel and the Boots; like yeah sure Lava Call, Fiery Phantoms, and Dragon Dive all get to do more damage, but not THAT much more, and missing out on extra chests and the utility of bonus pushing is painful.

Regarding Diplomacy; +10 Defense might be a bit much, given it's applying to Levels 1-3. If it only applied to Levels 1-2 I'd be more inclined to think it cool but not necessarily amazing, but a lot of very solid army formations end up being made entirely of Level 2-3 units anyway, so at that point it's bordering into being ridiculously better than Resistance -while still allowing you to potentially steal enemy units!

raknefne
03-07-2019, 05:59 PM
Diplomacy: Good idea with level 1-2 only. Seems a v1.31 must come out soon, lol...

Dragon Toy item: I ONLY copied text after the bug, it was to see if some mistake was in the code had occur - even though I never touched it. So the problem is not copying, i copyied to find the error.

Crash: Could you try taking off items and on again, to see if it changes. Anyway, I have no clue what does it besides what Sirlancelot suggested, about NOT being a Xworld/Trent issue but computer.

Sirlancelot
03-07-2019, 09:29 PM
Item upgrade: u have to change each one in items.txt - but let us c with new overall difficulty. If you change it here it will be deleted in future versions, and it is a big job... if there're more than u thinking it is too easy, I will change it back to 30% easier than vanilla. It's just that Trent is only half as long as vanilla. It is noted for an observation.

Yep, I would prefer it back to 30% easier. Getting a level 4 or 5 item early on is very tempting, but probably too OP as well.

Besides, with 30% easier I was able to get two level 3 items* quite close to the beggining anyway, just needed to be ready for Gremlins combat, gathering the appropiate army. And of course accept casualties.

*: Advisor's dress and Colonel's baton.

Sirlancelot
03-07-2019, 09:46 PM
Crash: Could you try taking off items and on again, to see if it changes. Anyway, I have no clue what does it besides what Sirlancelot suggested, about NOT being a Xworld/Trent issue but computer.

If it helps, I run the game under Windows 7, and have it installed outside of Program Files subfolders (https://www.google.com/search?client=firefox-b-d&q=install+games+outside+program+files).

It's the Steam version.

raknefne
03-08-2019, 07:20 AM
Uploading v1.31

- Item Upgrades 30% easier.
- Difficulty 100-140-180-220%
- Diplomacy Skill only for level 1-2 units (not 1-3)

Readme file with changes for v1.31 can be seen in file next do download link.

It's best only to use v1.3 or 1.31 in a new game. Saved games, especially if you are playing as the Paladin Hero will probably inbalance things / mess things up in the skill tree. So only download if you start a new game.

Sirlancelot
03-08-2019, 02:25 PM
Congrats! :) And thanks for taking my feedback into consideration.

I really hope Ghoul King will be able to enjoy the mod properly at some point!

My antivirus is Panda Dome, by the way.

Sirlancelot
03-09-2019, 07:05 AM
Considering that I shouldn't install v1.31 until I start another run, what should I change exactly into my items.txt for items upgrades I want to get back to 30% easier than vanilla?

Currently I have the Snake Ring, Colonel's Baton, Tuning Module (broken) and Silver Shoes.

raknefne
03-09-2019, 02:40 PM
Sirlancelot, not sure if your current game will be able to be loaded if you take the new file with the items and overwrite your old verison. U could take items.txt from version 1.31 and overwrite same items.txt in Trent.kfs\ and it will work, but you might loose the option to load games! Not 100% sure... so I wouldn't do it... in case u do, the text for the Dragon items will not be right.

Sirlancelot
03-09-2019, 03:30 PM
Sirlancelot, not sure if your current game will be able to be loaded if you take the new file with the items and overwrite your old verison. U could take items.txt from version 1.31 and overwrite same items.txt in Trent.kfs\ and it will work, but you might loose the option to load games! Not 100% sure... so I wouldn't do it... in case u do, the text for the Dragon items will not be right.

Ouch! :-| Don't worry then, I'll simply ignore the upgrades until I feel my level would be the neccessary to actually try them out.

Sirlancelot
03-09-2019, 03:36 PM
Allright. Time to make new suggestions (I love it =P , let's reckon)

Creatures:

* Assasins: I think they're in general an awesome offensive creature when recruiting them right off the bat at the start of the game and playing a warrior or even paladin/mage specialised in Chaos magic. Moreover if you equip them with Assasin's Dagger or another(s) item(s) which improves them directly or indirectly.

But in Trent, they have two or three clear caveats:

1. Not time enough to increase their Find Weakness damage bonuses to really high degrees/percents.

2. Poor leadership/hit points ratio when compared against Royal Snakes.

3. Depending on your luck, lack the appropiate spells to protect them properly.

Hence, I 'd suggest a +10 or +15 bonus to their HP. This little boost could make a huge difference when facing them as enemies or trying to improve their survivability chances in our hands.

* Knights and Paladins:

As I have mentioned several times in this post, Crossworlds doesn't have a real cap on Resistances (95% is approximately the same as 100%), which means you can make units almost invulnerable to a few or several damage types. And sadly, this sometimes turns the game into cakewalk.

Due to it, I think would be more reasonable to reduce and set their Steel Amor protection to 25%. Otherwise, when combined with any item that raises physical resistance +10% or more and cast Stone Skin III, unless there're other kind of non physical damages in the battlefield, is game over. Furthermore, Archmages Magic Shield can even exploiting it farer.

Besides, Knights and Paladins are already insanely protected by Mastery, high defense base stat and what not.

We can also nerf Stone Skin, of course, but I think that would be complementary and non substitutive.

Spells: (nerfs and enhancements)

Hell Breath

Power: 30, 40, 50 (from 20, 30, 40)

Perhaps is a bit too much of a boost, but the reality is I never used this spell before thinking about this enhancement... Too low benefit for warriors and pals not focused in Chaos AND Intelect.

Doom

I wouldn't pay more than 12 mana for it, regardless its level. Helplesness cost MUCH less and I have the impression its actually equally or more effective against high defense creatures.

Stone Skin

Duration: 2-3-4 (instead of 3-4-5) I never understood why it has a so long base duration on the first place when compared to other common, ordinary spells. It seems to me that the developers though (errousnesly), that the initiative penalty would be much more of a nuissance than it actually is.

Power: 10, 20, 30. Same scenario and reflection.

*Penalty: -2,-2,-2 Heh, heh,heh :twisted: You want to be solid like the stone, eh? There you have.

*: This is more experimental and non so important than the duration and protection part.

raknefne
03-09-2019, 05:59 PM
I agree on most except the massive nerf of stone skin. Never use Doom or hellbreath too. Not sure about knights and paladins... Hmmm.... But assassin's I rarely use so health could be good.

Perhaps also foreman From the dwarf race... Good improvement in wotn

Orcs tend to be avoided I guess...

Sirlancelot
03-09-2019, 10:07 PM
I have suffered a crash when attempting to upgrade another Hiking Dress (it transforms into Advisor's dress when upgraded)

Two crashes. Same item upgrade. Sounds bad. Probably something went wrong when transitioning from 30% easier item upgrades than vanilla to -30%/-50%. Or between those two versions of the mod. Never had a problem like this before.

Or is it perhaps a problem related only with unicorns?

Sirlancelot
03-10-2019, 09:31 AM
Hmm, how can I put some text in spoiler mode?

SPOILERS AHEAD:





Yesterday I killed Luffe. It was an epic fight, and in fact I lose all my ingeeners and halve of my troops in the battle. My setup was quite defensive and so it was Luffe's.

A huge "mistake" from my part, since my adversary main strategy was to decimate my troops with Geyser every turn. I tried to onslaught him, but my paladin is mostly all about defense and crowd control.

Very nice battle. Probably much easier with a warrior or a more offensive oriented paladin. But very funny nevertheless

Use the cursor of your mouse to select an see the text inside the spoiler area.

raknefne
03-10-2019, 05:41 PM
I have suffered a crash when attempting to upgrade another Hiking Dress (it transforms into Advisor's dress when upgraded)
Two crashes. Same item upgrade. Sounds bad. Probably something went wrong when transitioning from 30% easier item upgrades than vanilla to -30%/-50%. Or between those two versions of the mod. Never had a problem like this before.
Or is it perhaps a problem related only with unicorns?

I don't have the old version to check it. Perhaps yes, I messed things up, in current version I had no problem upgrading the Hiking Dress in v1.31, tried it in 3 games just now. There were no unicorns in any of these tests but don't think it is the unicorns.

Sirlancelot
03-10-2019, 08:33 PM
I don't have the old version to check it. Perhaps yes, I messed things up, in current version I had no problem upgrading the Hiking Dress in v1.31, tried it in 3 games just now. There were no unicorns in any of these tests but don't think it is the unicorns.

Do you think should I start a new game with latest version, then?

By the way. Don't worry. We all mess things up everyday. :)

raknefne
03-11-2019, 01:22 PM
I would continue.

Sirlancelot
03-11-2019, 01:44 PM
Problem is, I had another crash just a few minutes ago with Balroom Dress item upgrade. I think if I continue with my current playthrough I could end with difficulties to get good items at the endgame. I could make a backup of my current Trent version and start a new game with latest.

Sirlancelot
03-11-2019, 11:32 PM
Well, after doing a backup I have started a new game with latest version. Let's hope item upgrades and key battles are stable.

Again Paladin and Hard.

Despite the description, priests bless only last one turn.

raknefne
03-12-2019, 06:41 AM
Sirlancelot:
- Could u try loading your old game in v1.31? Just to see if it is possible to load and if it crashes again in the upgrade fight?
- I guess, we get to test the new Paladin skill adjustment since u have started a new game, thx.
- Priest bless: I checked the code, I actually increased it in an earlier version from duration=2 to 3. Strange. Have to check in fight...

Sirlancelot
03-12-2019, 02:32 PM
Sirlancelot:
- Could u try loading your old game in v1.31? Just to see if it is possible to load and if it crashes again in the upgrade fight?
- I guess, we get to test the new Paladin skill adjustment since u have started a new game, thx.
- Priest bless: I checked the code, I actually increased it in an earlier version from duration=2 to 3. Strange. Have to check in fight...

Yep. It didn't crash. :-D

Yes, the code seems fine, but the bless effect only last for one/two rounds.

Sirlancelot
03-17-2019, 12:14 AM
Any progress with the bless talent from priests?

I have recently reached Sprudne Islands. I'm trying out different combinations of troops. Level 4 units are still key in order to achieve Grand Strategy medals. That's why I'm reluctant to go with Level 1-2 units despite their bonuses. Their hit points are way smaller. It's difficult to keep them alive, specially without Target. Thanks God I found this spell recently.

I have made a bunch of little changes to make the game more balanced I think:

* Archmages: +1 maximun damage. 5-9 instead of 5-8. A bit more interesting on the DPS field.

*Assasin: +15 HP. They resist a bit longer.

*Goblin Shaman, astral damage talent halved. They were insanely broken. (OP)

*Polar bear: +10 HP (hence, 140), +2 to maximun damage: 12-24 instead of 12-22. Still worse than a regular knight or paladin... but more competitive with moral bonuses. I rarely use them for long, but love their potential.

*Knights and Paladins Steel Armor: 25% physical resistance instead of 30% or 35%. Still the best fighters out there, but a bit more vulnerable. Now Guardsmen are less obsolete.

*Runemage: 45 attack and Destruction reload 2 instead of 3. Now they are really dangerous as an enemy, and a bit more useful to the player too.

*Pacifism: +10% to health increase. 40,50,60 (was 30,40,50) Still much worse than Stone skin, but interesing to combine with Sacrifice, for example.

*Magic Spring: Defense +7,12,18 (was +5,10,15) Makes the defense increase a bit more noticeable. Specially useful to low level units.

*Hell Breath: Power +10% to each level. Now I actually use it sometimes against fire vulnerable units.

*Doom: Mana cost 12 to each level. I wouldn't pay more for it. Helplesness is much cheaper and useful against high level creatures.

* Fit of Energy: I would reduce the mana cost, but don't find it inside spells.txt

Sirlancelot
03-17-2019, 12:37 PM
Bug: The bonus to Defense from Diplomacy, is also applied to enemies.

raknefne
03-17-2019, 03:09 PM
In my game the priest gave two rounds of bless... About diploma bug. Damn I know what's wrong...

Good inputs btw thx, using for v1.32. Fit of Energy is called 'spell_adrenalin' in spells.txt btw.

raknefne
03-18-2019, 10:26 AM
Uploading Trent version 1.32


- Skill bug fixed: The new bonus for Diplomacy for level 1-2 were also applied on enemies, fixed now.
- Paladin has Holy Anger from start (was Scouting).
- Diplomacy: Increased a little; now 5-10-15% diplomacy, 2-7-12 Defense for level 1-2.
- Paladin Skill 'Trophy' (extra gold after battle): Price reduced by 2 Runes when maxed compared to Trent v1.31
- Paladin Skill 'Absolute Balance': Price increased by 2 Runes when maxed.

Mind Skill Tree in v1.32 is now compared to vanilla:
- Scouting: Intellect 0-2-4 (was 1-2-3).
- Trophies: 2-3-5 Mind Runes (was 5-5-5 and a Magic Rune each level). Gold 5%-15%-30%
- Prayer: 6-12-16 Mind Runes (was 10-12-14). Krit 3-7-12% (was 3-7-10%). Shifted with Diplomacy location in skill tree.
- Learning: 7-13-17 Mind Runes (was 11-11-11). Experience 5-12-22% (was 10-15-20%). Intellect 0-2-4 (was 1-2-3).
- Adrenalin: 6-7-11 Mind Runes (was 7-8-9). In addition, gives +1 Speed Level 1 units / +1 Speed Level 1-2 units / +1 Speed & Initiative Level 1-3 units.
- Persuation: When maxed, +1 Moral all including Neutrals and Droids. Costs 2 extra Mind Runes for Level 3.
- Diplomacy: 6-8-8 Mind Runes (was 8-8-8 or so). 5-10-15% (was 8-12-16%). Now gives Defense to Level 1-2 units: 2-7-12 Defense.
- Spirit of Power: 7-8-9 Mind Runes (was 8-8-8 ), so total the same amount of runes.
- Voice Dragon: 10-11-11 Mind Runes (was 9-10-11).
- Resurrection: Costs 2 extra Mind Runes for Level 3.
- Absolute Balance: 8-11-13 Mind Runes (was 8-10-12). Overall 2 extra Mind Runes.

Creatures:
- Assassin: +15 Health.
- Archmage: 5-9 Damage (was 5-8 ). Leadership reduced to vanilla. Makes it more interesting as dps.
- Priest: Bless last 2 turns.
- Polar Bear: +10 Health, +2 to maximum Damage.
- Runemage: Destruction reload 2 (was 3). +5 Attack.
- Goblin Shaman: Astral Attack reduced by 33% (was OP).
- Knight: Phys. Res. reduced to same stats as vanilla (30%).
- Guardsmen: 60 Health (was 50). Smashing Blow 33% more Damage.
- Foremen: 15% Phys.Res (was 0%), 15% Fire Res (was 10%). Price lowered by 10%

Spells:
- Stone Skin: Duration 3,3,4 (was 3-4-5 rounds). Mana 4-6-8 (was 3-5-7).
- Doom: Mana 14-13-12 Mana (was 20-20-20 in vanilla, but 15-15-16 in Trent)
- Hell Breath: +10% Damage all levels, now 30-40-50% extra Fire Damage.
- Peacefulness: Health increases by 30-45-60% (was 30-40-50). Gold price halved.
- Fit of Energy: 18-16-14 Mana (was 20-20-20).


Can be used in existing games, will also work imediately (except Paladin's start skill).
I tried making Diplomacy giving 1-3-5% Experience, but couldn't find out how, not sure if I can just copy the code from skills.lua about Learning to Diplomacy, don't dare.... it didn't work by giving experience in the skills.txt file. Would make sense to give experience, IMO. Don't dare to copy code from WotN...

raknefne
03-19-2019, 05:07 AM
As you can c Sirlancelot, I've taken many of your ideas in v1.32. For future updates, some ideas, plz comments:

- Higher Magic 1-2-2 Magic Runes more expensive, but Destruction 1-2-2 cheaper.

- Adjustments in the Warrior skill tree?

- Rage pet adjustments?? More damage to Dragon Dive?? Suggestions. Does rage skills develop fast enough? etc.

- some troop randomness adjustments? Undead troops are not so easy to find in Trent, in Sprudne a ship offers undeads, but don't think there are other options.

- other?

- Foremen: I didn't have time to make something funny new talents for him in v1.32, I just gave him more resistance and made it cheaper, still I don't think many will use him... could be summon/recruit 1 stack of Miners, 33% of leadership or so. ??

Axeslammer
03-19-2019, 08:15 AM
Just started an Armoured Princess campaign again....but I don't think I've ever played this campaign, will certainly give it a spin ! :-P

Sirlancelot
03-19-2019, 01:34 PM
As you can c Sirlancelot, I've taken many of your ideas in v1.32. For future updates, some ideas, plz comments:

- Higher Magic 1-2-2 Magic Runes more expensive, but Destruction 1-2-2 cheaper.

- Adjustments in the Warrior skill tree?

- Rage pet adjustments?? More damage to Dragon Dive?? Suggestions. Does rage skills develop fast enough? etc.

- some troop randomness adjustments? Undead troops are not so easy to find in Trent, in Sprudne a ship offers undeads, but don't think there are other options.

- other?

- Foremen: I didn't have time to make something funny new talents for him in v1.32, I just gave him more resistance and made it cheaper, still I don't think many will use him... could be summon/recruit 1 stack of Miners, 33% of leadership or so. ??

Higher magic vs. Destruction rune cost: Hmm, interesting. That'll make Destruction a bit more cheaper for non Mage characters. Thus offensive spells more appealing in general. Sounds good.

The warrior skill tree is already pretty good, in my opinion. I have played several times the original campaign as a warrior and never felt there was something relevant missing.

That being said, perhaps Onslaught level three could make the Initiative bonus last for one more turn, for example. Otherwise there're not much reasons to improve it to such extent.

Frenzy first rank could start at +4 Attack per slayed enemy instead of +2. I don't recall in Trent many battles where the number of enemy stacks where high enough to make Frenzy bonuses worth its rune cost. Thus Frenzy ranks could be +4/+6/+8, where at least the last level should be more expensive than in vanilla.

More damage to Dragon dive? Sure, because unless you're fighting a bunch of pterodactyls (I don't remember their name in game) or something like that, is only interesting against summons and Gremlin Towers.

I never play an undead army, but probably yes, another shipwreck here and there would be desirable for that kind of party. Just don't force the player to fight thousands of undead, that's a WoTN weak spot.

Foremen alone are too easy to defeat, that's right. They barely have a chance thanks for their high initiative, and are intrinsically related to miners. So yes, it could be interesting to test how it would be if they were able to summon some miners on their own.

Sirlancelot
03-19-2019, 01:48 PM
Just started an Armoured Princess campaign again....but I don't think I've ever played this campaign, will certainly give it a spin ! :-P

Do it, you won't regret. :)

raknefne
03-20-2019, 06:51 AM
Plans for next update:
=================

The skill changes have same overall cost if whole skill tree is maxed:
- Higher Magic: 13-16-18 Magic Runes (was 12-14-16)
- Destruction: 7-7-8 Magic Runes (was 8-9-10). 3 Might Runes cheaper overall when maxed. Damage 20-40-60% (was 15-30-50). Makes Damage spells more interesting.
- Distortion Magic: 1 Might Runes more expensive at level 3.
- Concentration: Overall 2 Might Runes more expensive when maxed.
- Frenzy: 4-6-8 extra Attack after a kill (was 2-4-6). Last 2 levels each cost 1 Might Rune more (2 in all).
- Onslaught: Level 3 costs 2 Might Runes less (still gives +3 Initiative in the first round).

Dragon Pet:
- Dive: 10% cheaper at level 1 (was 20). 8-10% more Damage from level 2.
- Lava: 10% cheaper at level 1.
- Frenzy (the mass astral dmg): 10% cheaper at level 1.
- Ball? Do you use this? Very random what it hits...
- Perhaps the starting choice of pet also affects which dragon skills that becomes stronger. Choosing Ball could give +10% Damage on Dive, Lava, Frenzy.
- Perhaps a few new items with pet enhancements.

Plz comment

Btw in Sprudne (map2): Do u remember to checkout the lakes after certain quests? I think it is after the frog Gunhilda quest, they open up so you can walk in the lakes and look for chests (hidden or sea chests).

Sirlancelot
03-20-2019, 02:38 PM
Plans for next update:
=================

The skill changes have same overall cost if whole skill tree is maxed:
- Higher Magic: 13-16-18 Magic Runes (was 12-14-16)
- Destruction: 7-7-8 Magic Runes (was 8-9-10). 3 Might Runes cheaper overall when maxed. Damage 20-40-60% (was 15-30-50). Makes Damage spells more interesting.
- Distortion Magic: 1 Might Runes more expensive at level 3.
- Concentration: Overall 2 Might Runes more expensive when maxed.
- Frenzy: 4-6-8 extra Attack after a kill (was 2-4-6). Last 2 levels each cost 1 Might Rune more (2 in all).
- Onslaught: Level 3 costs 2 Might Runes less (still gives +3 Initiative in the first round).

Dragon Pet:
- Dive: 10% cheaper at level 1 (was 20). 8-10% more Damage from level 2.
- Lava: 10% cheaper at level 1.
- Frenzy (the mass astral dmg): 10% cheaper at level 1.
- Ball? Do you use this? Very random what it hits...
- Perhaps the starting choice of pet also affects which dragon skills that becomes stronger. Choosing Ball could give +10% Damage on Dive, Lava, Frenzy.
- Perhaps a few new items with pet enhancements.

Plz comment

Btw in Sprudne (map2): Do u remember to checkout the lakes after certain quests? I think it is after the frog Gunhilda quest, they open up so you can walk in the lakes and look for chests (hidden or sea chests).

Yep, in fact I use Ball of lightning all the time. When conveniently developed, can inflict large amounts of damage. Very powerful and cheaper than most in mana terms.

I will pay attention to that. I don't remember checking the lakes again in my previous playthrough, so it's possible last time I missed some goodies.

- Perhaps the starting choice of pet also affects which dragon skills that becomes stronger. Choosing Ball could give +10% Damage on Dive, Lava, Frenzy.

I'm not sure if this would be a wise decision. The margin to choose what abilities you develop is quite narrow already.

raknefne
03-21-2019, 06:38 AM
Comments on the future update:

- Good to hear, Ball of Lightning is used. I just haven't used that a lot.

- Wall can be good at first, but I suppose it is too weak later? Wonder if items with +25% would be interesting. There's already a pet item that gives +50% Health.

- And also the Egg, very risky since it can break before hatching. Could improve the shell health and lower the rage price, what do u think? Or items that gives bonus to the egg.

- I recall a 1c forum post that requested some effects on the starting Dragon choice. That's why I start thinking of bonus depending on the choice. I also recall the mod RedSand that gives bonus to the pet thru skills (a new paladin skill late) and in the medals. Most petskill enhancements was around the Push damage (forgot name of the pet attack that pushes just 1 creatures 1+ back).
But for now I just make the Lava, The astral mass attack and Dive 10% cheaper in the 1st level.

- Foremen: Working on making them recruit miners, just need to make AI use the ability too. It works now when I summon them. I have lowered the amount they summon because Miners can be very defensive with their skill talent. Foremen only recruits around 25% of his leadership, but with a reload of 5-6. I might use them now, actually! Before it was always Ingeneers, droids, perhaps Alchemist from the dwarf race.

raknefne
03-22-2019, 08:31 AM
I'm adding some new items for the next v1.4, it is basically items from Hylfire or Bonfire adjusted a bit. Here's a new set item for low levels and only 2 are needed for the set bonus:

1564115640

Notice that there's NO picture for the 'Invisible Armor' ... hoho

I will make it 10% dmg instead of 5% crush blow. And increase wall health a bit I guess

Sirlancelot
03-22-2019, 10:18 AM
[U][COLOR="DarkOliveGreen"]
- [B]Wall can be good at first, but I suppose it is too weak later? Wonder if items with +25% would be interesting. There's already a pet item that gives +50% Health.

- And also the Egg, very risky since it can break before hatching. Could improve the shell health and lower the rage price, what do u think? Or items that gives bonus to the egg.

- I recall a 1c forum post that requested some effects on the starting Dragon choice. That's why I start thinking of bonus depending on the choice. I also recall the mod RedSand that gives bonus to the pet thru skills (a new paladin skill late) and in the medals. Most petskill enhancements was around the Push damage (forgot name of the pet attack that pushes just 1 creatures 1+ back).
But for now I just make the Lava, The astral mass attack and Dive 10% cheaper in the 1st level.

- Foremen: Working on making them recruit miners, just need to make AI use the ability too. It works now when I summon them. I have lowered the amount they summon because Miners can be very defensive with their skill talent. Foremen only recruits around 25% of his leadership, but with a reload of 5-6. I might use them now, actually! Before it was always Ingeneers, droids, perhaps Alchemist from the dwarf race.

Wall. I rarely use it in the later stages of the original campaign, but in Trent I'm not so sure whether would be useful or not. On my previous playtrough I improved it quite a bit. Proceed with caution with the bonuses.

Hmm, I think the egg is pretty much ok. Is easy to improve it to the point that summons a level 2-5 creature of 90% your leadership, which is rather amazing. Yes, you can't use it every time without risk to break it, but that's part of the balance.

Ah, that's an innovative way of improve the pet. Interesting.

Push damage can be improved for the midgame and endgame, sure. It loses effectiveness at that point, although the pushback effect continues to be useful most of the game.

Good. I never bought Foremen myself, either. Hence that modification looks cool. Time will say if is balanced or not. 25% of leadership and reload 5 or 6 seems reasonable.

I'm adding some new items for the next v1.4, it is basically items from Hylfire or Bonfire adjusted a bit. Here's a new set item for low levels and only 2 are needed for the set bonus:

Attachment 15641Attachment 15640

Notice that there's NO picture for the 'Invisible Armor' ... hoho

I will make it 10% dmg instead of 5% crush blow. And increase wall health a bit I guess

Neat. Fancy idea. An item that balances itself (like the Usurer's ring), and enhances 1-2 level creatures.

The invisible armor lack of picture can lead to confusion, though. :confused: Nevertheless, it's kind of logical the way it shows.

raknefne
03-22-2019, 03:29 PM
Ive added a blurred picture of the invisibility armor.

Foreman: when miners strike with their talent they get 100% defense but don't retal. The strike makes foremen have Max critical for 2 turns once in a battle along with some other stat buff. Will be fun... Terroin is helping modding that to avoid headache....

Sirlancelot
03-22-2019, 06:20 PM
Ive added a blurred picture of the invisibility armor.

Foreman: when miners strike with their talent they get 100% defense but don't retal. The strike makes foremen have Max critical for 2 turns once in a battle along with some other stat buff. Will be fun... Terroin is helping modding that to avoid headache....

Great! I'm looking forward to it. I hope keeps balance.

raknefne
03-23-2019, 10:01 AM
Some old items have been changed:

1564215644

I reduced the Stonewall a bit, since there're other items that enhance it now. Also -1 Attack instead of +1 Attack: You pay for it.
The hat was previous the Invisibility Hat.



Reducing the number of items for some of the current sets:

15643

There used to be 3 items for the set. I will perhaps lower the enemy resistance to -30% instead of -50%

raknefne
03-23-2019, 10:03 AM
2 new sets, Gold Set and Pisling Set:

1564515646


1564815647

- I changed the photo of the armor for the Pisling Set, also changed name from Invisible ARmor, since there is an Invisible Set - to avoid confuse.

raknefne
03-23-2019, 10:05 AM
New set, Summoner set:

156491565015651

Doesn't seem to work on all types of snakes (photo 3...). ;)

Increasing the price of the shield though.

All have been tested.

raknefne
03-23-2019, 04:44 PM
What about the legend spells like fish. I never used them. Should they be improved?

Sirlancelot
03-23-2019, 06:16 PM
What about the legend spells like fish. I never used them. Should they be improved?

I don't know, honestly. Never felt the need to use them with the warrior in vanilla. They appear late in the game, anyway. And I have not found them in Trent, yet.

I suggest reading GhoulKing spells analysis for a reference:

Order spells:

https://www.vigaroe.com/2018/05/armored-princess-spell-analysis-part-2.html

Distortion spells:

https://www.vigaroe.com/2018/05/armored-princess-spell-analysis-part-3.html

Chaos spells:

https://www.vigaroe.com/2018/05/armored-princess-spell-analysis-part-1.html

raknefne
03-23-2019, 07:52 PM
Interesting readings thx

I Will use inputs. Did u c the new 3 sets I posted sirlancelot?

Sirlancelot
03-24-2019, 09:24 AM
Yep, all seem balanced, except the Invisible set which sounds OP. The ghost sword for example is rather OP. -50% physical resistance is a lot.

By the way I tried some of these items in vanilla and they appeared to be broken. For example, Ray of light didn't work. Or at least didn't seem to work. The HUGE attack bonus wasn't noticeable at all.

It looks like they were only made to spice up the game without worrying too much about balance. They were part of Crossworlds addons.

raknefne
03-24-2019, 12:34 PM
I just checked code for ghost sword. It halves physical resistance not subtract. Still op?
Could reduce to 25% reduction

Using your spell link to balance even more. Life light costed 50.000!!! I reduced the mana as well etc

ataris
03-24-2019, 01:04 PM
I'm playing in the second island and really enjoying. Hope you will have enough strength creating new campaigns :)

raknefne
03-24-2019, 04:21 PM
I'm playing in the second island and really enjoying. Hope you will have enough strength creating new campaigns :)

Good to know!
Not sure about such a big project. Actually I'm working on a smaller project with Terroin, an even shorter campaign in Xworld, inspired by the Huntiro mod with all possible creatures from all the KB releases, plus some more. He just made a 'Gold Dragon' whith NO battleskill but gives a certain amount of gold after battle.
It is more a fun project we make together, don't know if we release it. Right now, he is working on the 10 races. The 10 medals equals the 10 races (instead of Statregian, Dragonslayer; then Orcs-killed, Lizard-killed etc). And you can win the game by fullfilling all medals by killing X armies from each race. You can also win by defeating the last boss. 2-3 different ways of winning. We'll see how it goes, so far I mapmake, and he mod. But right now, I'm onto Trent update-making;

I will use the balancing of items and spells in the small project I talked about, the project is called 'Kvulm' ... like strange silly names, lol. It doesn't mean anything, even in my language, Danish.


About next release, having a balance look at the spells in Trent, this is what I have changed.

Spell balancing, inspired by GhoulKing's old 1C post about Crossworld spells, listening to his view, also if I never use a spell, well... time to look at it:

ORDER:
- Dragonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-3-12 (was 2-5-25).
- Demonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-4-15 (was 2-5-20).
- Resurrection: Crystal 8-12-20 (was 10-15-25).
- Divine Armor: Duration 3-3-4 (was 2-3-4). Resistances 15-22-30 (was 20-25-30). Mana 12-18-24 (was 15-20-30).
- Life Light: Price 14k (was 50k). Mana 8-15-22 (was 10-20-30). Crystal 3-6-14 (was 4-8-16).
- Battle Cry: Crystal 3-6-9 (was 3-12-20).
- Ice Thorns: Only as scrolls, cannot be learnt (cost 1000 Crystal now since it was broken, summons in a 15 cell area!). Price 1500.
- Earth Blades: Mana 18-28-38 (was 25-35-50). Crystal 8-14-22 (was 10-20-30). Price 16k (was 10k).
- Gizmo: Only as scrolls, cannot be learnt (cost 1000 Crystal now). Price 1000. Damage 200% more, Heal 300% more.

CHAOS:
- Fishes: Crystal 5-10-15 (was 10-15-20).
- Stone Rain: 20% more Damage. Mana 12-25-35 (was 30-35-45). Crystal 5-10-15 (was 10-15-20).
- Soul Drain: Kills 13-23-33% (was 10-20-30). Mana 8-17-28 (was 10-20-40). Crystal 5-15-25 (was 10-20-30).
- Fire Rain: 7% Burn (was 5%). Crystal 5-8-20 (was 7-10-25).
- Death Star: Mana 25-32-38 (was 30-40-50). Crystal cheaper too.

U can use the Gizmo or Icethorn scrolls in tough battles, for instance icethorns against the Boss Spider... I will place a few in shops, but random if you find them.. and not too early.

What do u think of Divine ARmor, I never used it...
The last 2 are The Legend spirit spells. Earth Blades hit all enemies....
Often in Xworld singletarget spells are used if using damaging spells, IMO, maybe except from Amageddon. Hope Earth Blades can be an alternative to Amageddon.

Coming back with more on Distortion magic later. We'll keep an eye on changes... often I use same tactic over and over again... so perhaps new ones will appear now.

raknefne
03-25-2019, 01:52 PM
Trent version 1.4 (big version) uploading today later.


- A few scenic surprises... only scenic, nothing regarding creature, story etc. Just for the randomness.
- Shipwreck in Sprudne: Bigger amount of troops, but still random amount. Also level 1 undead units. You can still be lucky to get Dragons or other level 5 units.
- Upper Trent: Around 80% chance of a shipwreck with evil/neutral units to hire. More Crystals to find.
- Lower Trent: A bigger chance to find Undead troops in the Church at the graveyard.
- Sprudne: 15% more exp against the Boss Turtle
- Late game shops: Bigger chance of buying items and high level scrolls.

The skill changes have the SAME overall cost if whole skill tree is maxed:
- Higher Magic: 13-16-18 Magic Runes (was 12-14-16)
- Destruction: 7-7-10 Magic Runes (was 8-9-10). 3 Might Runes cheaper overall when maxed. Damage 15-30-60% (was 15-30-50). Makes Damage spells a little more interesting.
- Linguistic: 4-7-11 Magic Runes (was 4-8-12).
- Distortion Magic: 1 Might Runes more expensive at level 3.
- Concentration: Overall 2 Might Runes more expensive when maxed.
- Frenzy: 4-6-8 extra Attack after a kill (was 2-4-6). Last 2 levels each cost 1 Might Rune more (2 in all).
- Onslaught: Level 3 costs 2 Might Runes less (still gives +3 Initiative in the first round).

Medals (only minor bonuses in v1.4 for the dragon pet, until tested for balance endgame):
- Headhunter: Added 5-10-15% extra Damage to dragon pet 'Crushing Blow'.
- Guardian Angel: Resistances reduced to 1-3-5% (was 3-5-7%). Added 5-10-15% extra Health to dragon pet 'Stone Wall'.
- Dragonslayer: Added 2-6-10% extra Damage to dragon pet skills. Pet experience lowered to 10-25-40% (was 10-30-50%).
- Reptile Slayer (warrior hero): 3-7-12 Lizard kills (was 5-10-15).

Dragon Pet:
- Dive: 10% cheaper at level 1 (was 20). 8-10% more Damage from level 2.
- Lava: 10% cheaper at level 1.
- Fiery Phantom: 10% cheaper at level 1.
- Mystic Egg: A little more 'base' leadership if you choose the other choice than % of your leadership.
- A little faster dragon pet experience. Still Normal difficulty equals same pet exp as vanilla Impossible level!

Creature:
- Looting gives 35% more gold (Marauder for instance).
- Foremen: New talent 'Recruit Miner' which summons around 25% of Foremen's leadership and with a reload. Price as vanilla again. 10% Phys. Res (was 0 in vanilla), 25% Fire Res. (was 10%). Let me know if he is OP now...
The AI cannot use the new talent, sorry, just cannot find a way to make it happen, nor could Terroin who helped me...

Items and sets:
- Raven bug fixed: Crash when talking to it, dialog removed. Price only 4500k now (was 29k). Level 1 (was level 3).
- Shovel: Reduced to +40% Health Dragon 'Stone Wall', -1 Attack Penalty (was +1). Price lowered.
- Former 'Princess Dress' is now called 'Dress of the Lady'
- Undertaking Mask: -30% Leadership req. for zombies (was 20%).
- Insanity Staff: Not in Madman Set anymore. 15% Attacking spells (was 10%). Still with a morale.
- Ghost Sword: Higher start morale. Only reduced enemy phys.resistance by 35% now (was 50%) - it doesn't subtracts -35%, but reduces by 1/3. Price lowered by 1/3.
- Invisibility Hat: Now called 'Lady Gugu Hat'. Price is still 10k, but you can rip 6k Gold from it. So if you find it without buying, you get an extra bonus of 5k.
- Invisibility Set (changed): Only Ghost Sword and Ghost Armor required (was also the Invisibility Hat).
- New set, 'Elven Set': Elven bow + Elven crown. Was part of a 4 item 'Forest Defender Set'. Gives +2 Intellect, +2 Mana per turn in battle.
- Changed set, 'Forest Defender Set': Silver Chain Mail + Silver Rapier now. Gives +4 Intellect, +2 Mana for dragon pet 'Mana Accelerator'.
- Princess Set: Only Cat Collar + Shoes (was 3 items). Set bonus stats reduced.
- Knight Set: Only Boots, Armor and Sword are needed now (was 5 items).
- Valor Set (new): 2 remaining items from previous Knight Set; Shield and Helm: +15% Physical Resistance to Swordsmen and Guardsmen
- Ogre Set: Only Ogre Club and Ogre Belt now (was 3 items): Only gives 1500 Leadership (was 2500).
- Life set: Only Life Bow and Shield now (was also the Raven).
- Set of the Dead: Only 2 items now (was 3 including the amulet).
- Light Set: Only 2 items now, the sword 'Ray of Light' removed. Ray of Light price reduced to 35k (was 50k).
- Madman Set: Only White Slippers + Dress now (was 4 items). Bonus reduced to -2 Intellect, -500 Leadership, +20 Rage, +10% Crit. (was -1000 Leadership, +40 Rage, +20% Crit.)
- Shaman Set: Only Weapon + Scull now (was 3 items). +5 Att/Def/Crit of undead/orcs, +10 scrolls (lowered a little).
- Hunter Set: Only Boots + Gloves (was 3 items). Bonus -25% leadership req on Bears, Wolves and Werewolves.
- Ingeneer Set: Only 2 items (was 4). Set name changed, was 'Set of Techno-Alchemist' or so. Bonus changes.

New items and sets:
- Nature's Shield: +4 Mana, +2 Attack/Defense of spiders, animals and snakes including unicorns.
- Hunters Horn: +2 Mana and Rage, Dragon 'Hunt': +1 more chests and objects
- Used Wide Belt: +2 Defense to allied level 1-3 units, +5% gold after battle, +10% Health Dragon 'Stone Wall'.
- Enriched Armor: +2 Defense, Dragon 'Hunt': +1 more chests and objects, rip for gold (get 9000 gold once). Price 29000.
- Gold Set (Used Wide Belt + Enriched Armor): +1 Morale to dwarves, +15% gold after battle, +25% Health Dragon 'Stone Wall'.
- Pisling Set (Invisible Armor + Very Used Sword): A set of just 2 items that combined gives +25% Health Dragon 'Stone Wall' and +10% Physical Resistance of level 1-2 units.
- Summoner Set (Nature's Shield + Hunters Horn): +10% Fire Resistance, +20% on the spells 'Call of Nature' and 'Demon Portal'.



Spell balancing, inspired by GhoulKing's old 1C post about Crossworld spells:
ORDER:
- Dragonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-3-12 (was 2-5-25).
- Demonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-4-15 (was 2-5-20).
- Resurrection: Crystal 8-12-20 (was 10-15-25).
- Divine Armor: Duration 3-3-4 (was 2-3-4). Resistances 15-22-30 (was 20-25-30). Mana 12-18-24 (was 15-20-30).
- Life Light: Price 14k (was 50k). Mana 8-15-22 (was 10-20-30). Crystal 3-6-14 (was 4-8-16).
- Battle Cry: Crystal 3-6-9 (was 3-12-20).
- Earth Blades: Mana 18-28-38 (was 25-35-50). Crystal 8-14-22 (was 10-20-30). Price 16k (was 10k).
- Ice Thorns: Only as scrolls, cannot be learnt (cost 1000 Crystal now since it was broken, summons in a 15 cell area!). Price 1500.
- Gizmo: Only as scrolls, cannot be learnt (cost 1000 Crystal now). Price 1000. Damage 200% more, Heal 300% more.

DISTORTION:
- Pygmy: Mana 5-10-18 (was 5-10-20).
- Hypnotize: 60-80-100% of hero leadership (was 40-60-80%, but Trent has stronger armies).
- Precision: Attack 25-35-35% (was 25-30-30). Mana 1 less at level 2-3. Crystal cheaper at level 3. Halved gold price.
- Invisibilty: Mana 10-15-20 (was 10-20-30).
- Excorcism: Mana 10-18-25 (was 10-20-30). Crystal 5-10-15 (was 8-14-20). Damage 15% more.
- Balance: Mana 2-6-10 (was 5-10-15). Crystal halved. Bonus 2-4-6 (was 1-3-5 adrenalin). Chance of speed/ini other race 50-75-100% (was 33-66-100%)
- Glot's Armor: Mana 8-12-16 (was 15-18-23). Crystal 5-7-10 (was 10-10-10). Health about 30% more each level.
- Poison Spit: Duration 4-5-6 (was 3-4-5). Damage 25-85 (was 20-60). Poison 20-30 (was 10-30).
- Ice Orb: Mana 18-24-30 (was 20-30-40). Crystal 8-10-20 (was 10-20-35). Not rare anymore.

CHAOS:
- Fishes: Crystal 5-10-15 (was 10-15-20).
- Stone Rain: 20% more Damage. Mana 12-25-35 (was 30-35-45). Crystal 5-10-15 (was 10-15-20).
- Soul Drain: Kills 13-23-33% (was 10-20-30). Mana 8-17-28 (was 10-20-40). Crystal 5-15-25 (was 10-20-30).
- Fire Rain: 7% Burn (was 5%). Crystal 5-8-20 (was 7-10-25).
- Death Star: Mana 25-32-38 (was 30-40-50). Crystal cheaper too.


ONLY USE version 1.4 FOR NEW GAMES!!!! You cannot use for saved games.

(it might work if you don't use LOCATION folder from v1.4 which is landscapes changes, and often this is what makes it impossible to load saved games when I change something here. But no guarantee for the use of saved games if you use v1.4 in any way...)

raknefne
03-26-2019, 01:11 PM
Having a play as mage on Hard. Balancing some skills, noticed that Avenging Angel is OP now, Fear is too weak at level 1 with just 1 turn, only worth if leveled up... adjusted for next v1.41:

- Stoneskin: 3-5-8 Mana. Duration 2-3-4 (was 3-4-5 in vanilla, 3-3-4 in Trentv1.4)
- Fear: Duration 2-3-3. Mana 10-13-10. Crystal 4-4-4. The 3th level is just for a cheaper spell now.
- Slow: Duration 2-3-3+. Mana 5-8-12.
- Avenging Angel: Mana 7-10-13 (raised compared to v1.4 but lower than vanilla). Damage as vanilla now. Is OP in Trentv1.4. Mana was 9-13-18 in vanilla, was very expensive...

Sirlancelot
03-26-2019, 02:12 PM
Having a play as mage on Hard. Balancing some skills, noticed that Avenging Angel is OP now, Fear is too weak at level 1 with just 1 turn, only worth if leveled up... adjusted for next v1.41:

- Stoneskin: 3-5-8 Mana. Duration 2-3-4 (was 3-4-5 in vanilla, 3-3-4 in Trentv1.4)
- Fear: Duration 2-3-3. Mana 10-13-10. Crystal 4-4-4. The 3th level is just for a cheaper spell now.
- Slow: Duration 2-3-3+. Mana 5-8-12.
- Avenging Angel: Mana 7-10-13 (raised compared to v1.4 but lower than vanilla). Damage as vanilla now. Is OP in Trentv1.4. Mana was 9-13-18 in vanilla, was very expensive...

Avenging Angel doesn't feel OP as a paladin in 1.31, and Slow & Fear really needed to be nerfed, in my opinion. Yes, with the changes we made they were not that relevant on level 1 of Distortion Magic, but that's precisely the point. To invite the player to use other spells.

Of course I always played as a paladin, maybe playing as a mage things looks different.

raknefne
03-26-2019, 05:16 PM
We agree that fear, slow and stone skin should be nerfed.

Slow Im just making more expensive at first level in the next update. It cost 4 mana at level 1 in 1.4....

Fear was 2-3-4 turns in vanilla. So basically it is the last level I reduced by 1. It's just that would anybody use it at level 1 if it was just 1 turn? Ofc the mana price could be higher, 12-14-10 for 2-3-3 turns. What u think?

I think stone skin is better with duration 2 3 4 but I turned it to 3 3 4 in 1.4. I noticed I didn't want to use it for 4 mana for 3 turns which it is in 1.4. 3 mana for 2 turns is more expensive but then I used it. Else trap would be better

Av angel:. My 1.4 changes made it about 100% stronger compared to Mana cost. That's why I reduce it a little. At Max in vanilla it cost 18 Mana. I turned it into 10 mana and 15% stronger plus it last longer... In 1.41 it is 13 Mana for same dmg as vanilla. As mage I only have 2 intellect - I just started today. Perhaps 6-9-12 Mana for same dmg as vanilla but still longer time

I bought chaos dragon scroll early so I use that with avenging angel, trap, stone skin a little, fire arrow.


So basically Fear is where I have the most doubt about what to do.

Btw the foreman doesn't seem Op with miner summon. I actually maxed trophy paladin skill already as level 5 mage for the 30% gold... I never did that before.

raknefne
03-26-2019, 08:46 PM
Ive changed fear back to v1.4 for now which is 1-2-3 duration and ten Mana.

Balance spell is Op now... Never used it before. Gives too good bonus to ally non orcs for just 2 mana at level 1...

The chaos dragon spell is quite good.... In a way Op.... But leave it for now..

Maybe I HAVE been lucky but I can get a lot of level 4 creatures in jerneland... it was not Intended

Btw have u checked all tree stumbs? I mean the ones that used to be just scenairy... Some works as the treasure tree stumbs...

Sirlancelot
03-26-2019, 10:37 PM
Ive changed fear back to v1.4 for now which is 1-2-3 duration and ten Mana.

Balance spell is Op now... Never used it before. Gives too good bonus to ally non orcs for just 2 mana at level 1...

The chaos dragon spell is quite good.... In a way Op.... But leave it for now..

Maybe I HAVE been lucky but I can get a lot of level 4 creatures in jerneland... it was not Intended

Btw have u checked all tree stumbs? I mean the ones that used to be just scenairy... Some works as the treasure tree stumbs...

Balance of Power? I never used it, either. Its previously mana cost was 5, how about 4?

You were very lucky to find such a spell. Not so sure about the level 4 units, though. I always found several in some places, like in the farm (where you need to collect 15 sprouts) or the barbarian style shop guarded by a hero. Also near the cave entrance in the snowy area.

You mean the caches in trees? Yes I think so.

raknefne
03-27-2019, 05:04 AM
I got paladins from church, horseman from Bob's castle, Royal Thorn and druid from thornguy, 15 repair droid and a few guard droid from cave, 4 Polar bear from icehut, foreman from a town building.

Going with rep droid now, paladins, guard droid and foreman....

I can actually make a summon army w druid, foreman and Rthorn. Btw foreman is fun to play with now!

Balance spell i sort of broken in vanilla too. When I cast it, even without orcs, I have a chance of giving my own non-orcs either haste or battle cry. In code it says duration 1-2-2, but I got 3 turns on all units that got the spell.
Instead Im changing it to be more an orc thing:

Mana 3-6-9 (was 5-10-15 vanilla)
Crystal 1-5-10 (was 5-10-15 vanilla)
Gives 3-6-9 adrenalin (was 1-3-5 vanilla)
Chance for each of other races to get Haste/Battle Cry 5-10-15% (was 33-66-100% vanilla).

This way u can use it to give your orcs each 3-6-9 Adrenaline from start, which helps a lot. I think it is useful now without making it OP for the other races with the buff.

BTW with all these updates and changes, I discover I had to start a new game, then and only then I could LOAD my current game. I guess it depends what the changes are. I know editor-changes always make it impossible to load existing games. Spell changes alone doesn't.

Sirlancelot
03-27-2019, 01:01 PM
I got paladins from church, horseman from Bob's castle, Royal Thorn and druid from thornguy, 15 repair droid and a few guard droid from cave, 4 Polar bear from icehut, foreman from a town building.

Yes, I also got level 4 units from that locations, after solving the related quests.


Balance spell i sort of broken in vanilla too. When I cast it, even without orcs, I have a chance of giving my own non-orcs either haste or battle cry. In code it says duration 1-2-2, but I got 3 turns on all units that got the spell.
Instead Im changing it to be more an orc thing:

Mana 3-6-9 (was 5-10-15 vanilla)
Crystal 1-5-10 (was 5-10-15 vanilla)
Gives 3-6-9 adrenalin (was 1-3-5 vanilla)
Chance for each of other races to get Haste/Battle Cry 5-10-15% (was 33-66-100% vanilla).

This way u can use it to give your orcs each 3-6-9 Adrenaline from start, which helps a lot. I think it is useful now without making it OP for the other races with the buff.

Hmm, yes, sounds good for an orc focused army. Although the chance of buffs for non orcs is very low. Maybe too low.

By the way, my shamans get +50 health on level two of adrenaline, but their adrenaline description states that the health bonus is applied at level three. What's wrong there?

Going with rep droid now, paladins, guard droid and foreman....

Heh, heh. I hate robots. I only use them when go with engineers.

Glad you're enjoying the modified foreman. :)

raknefne
03-27-2019, 05:11 PM
I was tired of playing Trent because I had been modding it... But it is fun again. I also have ambivalence with mechanicals ...

I haven't touched orc adrenaline.... Can't answer..

Btw when I read information on rage skill Ball of lightning it gives a strange text instead of showing shock chance etc. Was it also a bug in vanilla?

Balance: now focused on orcs instead of bonus to others. I only use shamans from that race btw

Sirlancelot
03-27-2019, 06:36 PM
I was tired of playing Trent because I had been modding it... But it is fun again. I also have ambivalence with mechanicals ...

What do you mean?


Btw when I read information on rage skill Ball of lightning it gives a strange text instead of showing shock chance etc. Was it also a bug in vanilla?

I don't remember, sorry. But yes, I also see that weird tagged text instead of the shock chance.

Sirlancelot
03-27-2019, 09:01 PM
By the way, one question. I don't remember if an item with morale zero still retains its price and crystals/runes value. I ask this because I can buy Hand of Necropolis but don't want to waste my gold on a item that when its morale falls to zero I'm not able to suppress nor exchange it for money or crystals/runes.

raknefne
03-28-2019, 05:08 AM
I was tired of playing Trent because I had spent a lot of time testing and modding. The droid tactics I don't use so often but it is strong. I lost one stack in a fight by one hit and instead of reload I bought other creatures. I haven't put too many droids in map1 so Sooner or later the player has to change tactics.

I don't know about item price when moral is zero. But it should be 30% easier to suppress.

The kraken boss was easy for me but the hero in the dungy in Sprudne is too difficult for me. I have level 2 chaos dragon now. Is 25-35-45 Mana. I might increase by 2 mana each level. I don't use slow or fear yet. Just chaos dragon, fire arrow, poison scull, Stone skin, avenging angel, trap. The dragon gives a lot of rage and use pets mana ball plus sometimes the other rage skills

ataris
03-28-2019, 09:22 AM
I'm enjoying Trent War since it is like new campaign.

Raknefne,

you should consider spending more time on it. Create more shops and more monsters like someone did in Red Sands. Trent War is really amazing and people who are still playing KB want new content and respect yout work :)

raknefne
03-28-2019, 09:49 AM
Good to hear, Ataris. I have added a few more monsters to hire from current shops in v1.4 in Sprudne, Hopland and Upper Trent. Still needing more creatures? Or more randomness? Also thinking of reducing amount of level 4's in Jerneland, adding level 2-3 instead. Which maps do you think need more creatures? I think Jerneland has plenty. What version are u playing?

Or are you requesting something like more maps to the campaign like another guy surgested. I could add 1-2 large dungeons from Darksand, there're 2 very beautiful crafted ones. Adding more surface maps takes a lot of work with graphic for the overview when pressing 'M' and also when sailing to it. Can't even remember how we did it, Terroin did that part.

I'm actually thinking of reducing Crystals in Sprudne, seems I have added too many in a previous update.

Also in Sprudne (map2), after you complete Grylhar's 2 quests he offers free units and all shops get more creatures, items and scrolls.

BTW Hopland is a re-use with changes of a map from my other mod, Bonfire.

Using Dragon chaos spell level 3 now, seems very strong!!!! I bought it for 10k only (same as vanilla). I think it should be 30k or so, that way u cant get too early. Also increasing Summon Phoenix gold price to 15k or so. I'm cruising thru Fromlen now with Chaos Dragon...

Jerneland: a little gimmick;:when u have done a few quests early more and more rats will appear in castle area. Also the two whales in water appear and dissappears randomly.

ataris
03-28-2019, 04:44 PM
I'm playing 1.31 since I had downloaded before you uploaded new version :)

Yes, I would want more maps and more dungeons. It can be like in RedSands when you can go to the islands through One Big dungeon.

I liked RedSand because of length and a lot of shops. It is nice to check what mobs and items will appear in the shop :)

Also I liked of monsters which can summon another ones. For example my favorite Black Knight which can summon Skeletons (in RedSands).

BTW very nice quest with red/blue skulls :)

Sirlancelot
03-28-2019, 05:52 PM
I'm playing 1.31 since I had downloaded before you uploaded new version :)

Yes, I would want more maps and more dungeons. It can be like in RedSands when you can go to the islands through One Big dungeon.

I liked RedSand because of length and a lot of shops. It is nice to check what mobs and items will appear in the shop :)

Also I liked of monsters which can summon another ones. For example my favorite Black Knight which can summon Skeletons (in RedSands).

BTW very nice quest with red/blue skulls :)

Heya ataris, nice to meet another player. :cool:

What kind of playthrough are you doing? I mean, what type of character and difficulty have you chosen.

ataris
03-28-2019, 06:56 PM
Heya ataris, nice to meet another player. :cool:

What kind of playthrough are you doing? I mean, what type of character and difficulty have you chosen.

Hey :) I play as Paladin since I like enjoy with spells and Pet dragon together.
But difficulty I choose low since I don't want too much struggle - just take fun from a game :)

What about you?

raknefne
03-28-2019, 07:39 PM
I'm playing 1.31 since I had downloaded before you uploaded new version :)
Yes, I would want more maps and more dungeons. It can be like in RedSands when you can go to the islands through One Big dungeon.
I liked RedSand because of length and a lot of shops. It is nice to check what mobs and items will appear in the shop :)
Also I liked of monsters which can summon another ones. For example my favorite Black Knight which can summon Skeletons (in RedSands).
BTW very nice quest with red/blue skulls :)

I guess it is kind of taste... I like shorter games, that's why I made this about 50% of vanilla in length. Redsand is too big for me... even vanilla orcs on marsh I only played thru just once. So I probably wont add more, would need too much testing again when adding more maps. Perhaps a dungy here and there over time. But probably will use my time on updating trent and perhaps in the future find new projects.

In v1.4 Foremen summon Miners (Recruit Miner is the new talent called). I focused on mapmaking in this release, not so much spells and new creatures, just adjustments. I do this modding alone btw!
I would wait a little for v1.41 for next playthru.

Sirlancelot
03-28-2019, 08:55 PM
Hey :) I play as Paladin since I like enjoy with spells and Pet dragon together.
But difficulty I choose low since I don't want too much struggle - just take fun from a game :)

What about you?

Paladin too, but on Hard. I like the thrilling of not knowing if I'll win beforehand.

There're tons of hidden or partially hidden treasures and other goodies. Exploring is very rewarding.

Sirlancelot
03-28-2019, 11:07 PM
Bug: I can dig for treasures in Lower Trent.

Where/how can I find Fit of energy in spells.txt? I'm trying to reduce its mana cost accordingly to what we spoken for 1.4, with no avail.

Fauns damage is ridiculously low. I like their concept and talents, but with its actual implementation I'd never consider worthwhile recruiting them.

raknefne
03-29-2019, 02:40 AM
Fit of energy is called spell_adrenalin in spells.txt

You can also use the 3 attached files, which is all spell changes incl the ones from Legendspirit and some new ones from Orcson the Marsh for Trent v1.4 - v1.41.

I will have a look at Faun. Reducing Royal thorns summoning.

I'll check lower trent. Where could u dig excactly?

raknefne
03-29-2019, 09:35 AM
About next v1.41:

The Legend spirit, Orb, was rare v1.4 upto, in v1.41 it should be easier to find. Mana at level 3 is 10 lower than vanilla. I changed it from Destortion to Order magic and all 3 have +1 initiativ. Heroe's Defense/Attack influence it, my hero had 12 Def and 10 attack. The 2 pictures show a level 3 orb:

1565515656

Time will show about the balance. Never used it before. The ability, 'Blizzard', which it has at level 3, lower enemy attack by 25% standing next to.
In a test with the same hero, the level 1 orb could kill 5-6 Cave spiders without the crit. To summon it cost 18-24-30 Mana. 10-20-30% Phys resistance etc.



I also added 2 new low level items and set bonus for them:

15657 15658

The cow has glasses (found on the internet. There is a poster on its back and stickers on the side).

Sirlancelot
03-29-2019, 01:02 PM
Fit of energy is called spell_adrenalin in spells.txt

You can also use the 3 attached files, which is all spell changes incl the ones from Legendspirit and some new ones from Orcson the Marsh for Trent v1.4 - v1.41.

I will have a look at Faun. Reducing Royal thorns summoning.

I'll check lower trent. Where could u dig excactly?

Everywhere.

Do you think Royal Thorns are OP?

Sirlancelot
03-29-2019, 01:32 PM
- Fit of Energy: 18-16-14 Mana (was 20-20-20)

I'm testing 14, 12, 10 Mana. 18-16-14 seems still too expensive.

Catched a red dragon from Bill the Legend. Since then I use mainly Target and Stone Skin on it, and sometimes Heal, Slow, Fear, Flame arrow or Poison Skull.

Sirlancelot
03-29-2019, 02:47 PM
You can also use the 3 attached files, which is all spell changes incl the ones from Legendspirit and some new ones from Orcson the Marsh for Trent v1.4 - v1.41.

Is it enough to upgrade spells.txt with the compressed file or must I overwrite spells_spirit.txt and new_spells.txt too?

raknefne
03-29-2019, 04:09 PM
Is it enough to upgrade spells.txt with the compressed file or must I overwrite spells_spirit.txt and new_spells.txt too?

Spell.txt is enough. Will work.

U Said u could dig but did u get chests? U can always press D but won't always find chests. There should be no chests to find

Sirlancelot
03-29-2019, 04:13 PM
Spell.txt is enough. Will work.

U Said u could dig but did u get chests? U can always press D but won't always find chests. There should be no chests to find

I meant dig with the dragon pet within battle. I thought that was the impossible thing to do.

raknefne
03-29-2019, 07:00 PM
Hehe no-no. It is digging when walking in the landscape... I can't band the pet thing.

I'm rapping up v1.41, how about Fit of Energy, the mana price. What do you think? 16-14-12 Mana?

I've increase the Faun a bit as u requested.

Sirlancelot
03-29-2019, 07:19 PM
Hehe no-no. It is digging when walking in the landscape... I can't band the pet thing.

I'm rapping up v1.41, how about Fit of Energy, the mana price. What do you think? 16-14-12 Mana?

I've increase the Faun a bit as u requested.

I prefer 14-12-10, I think. If the price is above 14 or 15 mana I don't see myself using the spell with a low or medium quantity of mana, which is what an ordinary warrior or a paladin will have. And mages, unless I'm mistaken, won't get much benefit from it, since their power come from spells, not from units.

raknefne
03-30-2019, 01:17 AM
Uploading Trent version 1.41


- Text bug fixed with Ball of Lightning petskill fixed, but number of Charges and Shock chance is no longer shown only damage%
- Text bug fixed when fighting the Turtle Boss.
- Different adjustments
- Some Crystals removed from Sprudne.
- Less level 4 to hire in Jerneland but more troops later. Chance of hiring extra troops (elves level 1-3) in starting area.

Spells adjustments:
- Stoneskin: 4-6-8 Mana. Duration 2-3-4.
- Slow: Duration 2-2-2. Mana 5-8-12. Crystal 3-8-14.
- Avenging Angel: Mana 6-9-12 (raised mana prize compared to v1.4, was 7-12-18 in vanilla). Little less damage but more than vanilla. Was OP from Trentv1.32
- Balance: Mana 3-6-9 (was 5-10-15 vanilla). Crystal 1-5-10 (was 5-10-15). Gives 3-6-9 adrenalin (was 1-3-5). Chance for other races to get Haste/Battle cry 5-10-15% (was 33-66-100%). This way it is an ORC spell to get adrenalin boost at start.
- Grot's Armor should be found more.
- Summon Phoenix: Gold price raised to 16k (was 11k).
- Chaos Dragon: Gold price rasied to 30k (was 10k). Cost 10 crystals more to max. About 6% less Health, Defense and Attack.
- Orb: +1 Initiative all levels.
- Stone Rain (legend spirit as spell): Can only be used as scroll, hits in a 19 cell area with good damage each cell.
- Fit of Energy: Mana price lowered to 14-12-10.

Creatures:
- looting adjusted, now 25% more than vanilla.
- Inkvisitor: Holy Rage is reload instead of just 1 charge.
- Faun: 2-5 Damage (was 2-4). Crit 17% (was 15%). Price lowered to 60 gold (was 80).
- Royal Thorn: Summons 8% less.

Items:
- New set, Farmer Set with 2 new items, Scary Cow + Grass Jacket: Set bonus= +3 Defense of neutrals, +1 Mana per turn in Battle, +10% gold after battle.
- Scale Bracelet is Green Bracelet now and NOT part of Scale Set.
- Scale Set: Only the shield + armor now. Bonus is +20% Physical Damage Resistance to level 1-3 units.
- Rage Set: Only the mask + spear now (was 3 items): Bonus is 10 Rage (was 25).
- Blood Goddess: You got 150 Leadership either wearing it or drinking it, now you only get 100 Leadership if you drink it (as WotN) and 150 when wearing it.
- New item, Snake Pet.
- Different small adjustments in price and stats.

Medals:
- Headhunter: 'Crushing Blow' bonus 5-12-20% (raised from 5-10-15%).

Skills:
- Learning and Scouting only gives 3 Intellect at level 3 compared to v.1.4.
- Trophy 2 Runes more expensive when maxed, Ressurrection 2 cheaper compared to v.1.4.
- Concentration 2 Might Runes cheaper, Summoner 2 more expensive compared to v.1.4.

raknefne
03-30-2019, 01:24 AM
When updating your Trent version:

If you have finished Trent before, you might want to keep your high score recordings. To do so, extract 'records.txt' from your old TRENT\Trent.kfs and overwrite in new installed TRENT\Trent.kfs
- else it will be erased.

raknefne
03-30-2019, 09:32 AM
Just wonder if the pet only should be able to dig up 1 chest and not 2 ...

Sirlancelot
03-30-2019, 10:59 AM
Just wonder if the pet only should be able to dig up 1 chest and not 2 ...

That change could affect dramatically the game experience, and not necessarily for the better. With the latest updates there're tons of things to test, hence I would keep for a while the mod like it is now, with just little changes here and there.

Sirlancelot
03-30-2019, 12:33 PM
I just checked code for ghost sword. It halves physical resistance not subtract. Still op?
Could reduce to 25% reduction

Yep, 25% reduction for now. We'll se whether is not strong enouh or not.

- Divine Armor: Duration 3-3-4 (was 2-3-4). Resistances 15-22-30 (was 20-25-30). Mana 12-18-24 (was 15-20-30)

Fine. Yes, I have used this spell several times. If I remind correctly, it's the only option you have when you want to raise your resistance to elements like poison or fire.

raknefne
03-30-2019, 03:56 PM
Pet chests: I leave it for now, was just a thought. It's just kind of repetive, digging twice each battle...

Divine Armor: Yes, think it is only way to raise all resistances. It was too expensive before though. In vanilla it was 30 mana at level 3... I never used it. Did you use it when it was expensive, or was it in The LEgend? Ghoulking's "spell guide" said it was more useful mana-wise in The Legend than Xworld. In general, I used his guide - as you suggested - it was very helpful. I guess, I tend to use spells like a habit... so some spells might be good, but never came around them, like Turn-back-time.

Pet spells: I'm eager to see how the cheaper Grot's Armor and Orb works regarding balance and if players actually use it. Also the 3 spells that cannot be learnt but only used as scrolls to cast to get an edge: Icethorns, Stone Rain and Gizmo. They cost 1000-2000 with bigger damage than they would have as level 1 spells. The spells cost 1000 crystals to learn, that's how I did it...

Right now, I'm focused on adding new items and sets.

Sirlancelot
03-30-2019, 07:25 PM
Divine Armor: Yes, think it is only way to raise all resistances. It was too expensive before though. In vanilla it was 30 mana at level 3... I never used it. Did you use it when it was expensive, or was it in The LEgend? Ghoulking's "spell guide" said it was more useful mana-wise in The Legend than Xworld. In general, I used his guide - as you suggested - it was very helpful. I guess, I tend to use spells like a habit... so some spells might be good, but never came around them, like Turn-back-time.

Yes, because I played vanilla on Impossible, and at that level some fights were very difficult without this spell. I'm thinking about the Spider boss battle, for example.

raknefne
03-31-2019, 12:13 PM
Some more items / new set, for next version, as you can see some of you are represented..:

1565915660

1566215661

raknefne
03-31-2019, 12:17 PM
A new set, there arent much for orcs:

156631566415665

I gave +1 Damage for the amulet. A goblin will get about 33% more damage (normally do 2-4 damage, will be 3-5 now), but level 5 much less relatively. I was thinking of +2 damage, but wouldn't it be too much for the goblin with 66% more damage ...? or would u use the goblin anyways?


2 standalone items:

1566615667

Sirlancelot
03-31-2019, 01:50 PM
I gave +1 Damage for the amulet. A goblin will get about 33% more damage (normally do 2-4 damage, will be 3-5 now), but level 5 much less relatively. I was thinking of +2 damage, but wouldn't it be too much for the goblin with 66% more damage ...? or would u use the goblin anyways?

Heh,heh,heh, my own amulet :)

What about +1 for levels 1-2, +2 for level 3 and +5 for levels 4-5. Or something like that... is that viable?

raknefne
03-31-2019, 02:21 PM
Then it would be easier just giving like 15% extra damage all orc. I gave +1 dam to help low levels more. But not sure if low levels 1-2 will be used anyway so perhaps 15%
there is a long spear that gives 15% dam to orcs