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zhoudaohan
01-21-2019, 02:24 PM
Hirao's A New Phase Mod for King's Bounty Crossworlds v1.31

This mod (based on 'Orcs on the March') offers loads of new content, plus tons of fixes and improvements.
You can play nearly all the new units from Warriors of the North and Dark Side in Crossworlds now.
It significantly increases the tactical variety and depth of an already great game.

Highlights:
» New Race: Viking
» 30+ new units, and all vanilla units now own new abilities or talents
» 70+ new items, and more than half of the vanilla items have been reworked or tweaked
» 10+ new spells, and all vanilla spells have been revisited and balanced
» New and improved skills for the hero
» More challenging enemies
» More diverse early game
» More unique pet dragon

How to install:
1.Extract "Hiraos_A_New_Phase_Mod_ver_Renewed_Moon_final_hotf ix.zip" to the game folder.
2.Click the "Change" button on the bottom-right corner of the main menu.
3.Select the campaign named "A New Phase(ver.Renewed Moon, by Hirao)". Restart the game if necessary. (Thanks to raknefne)

Download:
https://www.moddb.com/mods/hiraos-new-phase-mod-for-kings-bounty-crossworlds


Attention:
1."version Renewed Moon" changed the name of the mod's folder. As a result, the game won't recognize old saves although they are compatible. So please finish your previous run before installing this new version, or you can rename the mod's folder from "hirao" back to "huntiro".

2.If you have installed a previous version of this mod, please delete the following folder first(or you will experience critical bugs):
-"..\Kings Bounty Crossworlds\data\huntiro"
-"..\Kings Bounty Crossworlds\sessions\huntiro"

3.If you found a bug, first make sure you didn't modify any game files.

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version Renewed Moon final hotfix -20211121 (compatible with the saves from version Renewed Moon r1-r4)

1.Fixes:
-fixed the missing type of terrain of several battlefields.
-fixed a crash when enemy Blood Shamans trying to deal with invisible units.
-fixed a bug that the bonus provided by "Adaptable" and "Known Enemy" did not apply to enemies.
-a warning window would pop up after combat if allied Demonologists failed to cast "Chaos Transfusion". It was fixed.
-fixed the resurrection hint for certain talents or abilities(like "Wild Growth", "Magma Creation", and "Ice Heal").
-enemy Goblin Shamans can no longer cast "Thread of Life" on invalid targets.
-enemy Druids now are able to cast "Nature's Vitality".
2.Changes of units/talents/abilities:
-Dragon of Chaos: +20% physical resistance, removed astral resistance.
-new ability "Calm" for Shamans and Goblin Shamans: receives 30% fewer Adrenaline points from their attacks. morale is not reduced when the undead is present in the army.
-removed "Honor of Victory" ability from all shamans.
-"Adaptable" ability: removed the bonus for item arenas and unremarkable arenas.
-reworked "Mana Clash"(Dread Eye) ability: when the troop suffers damage from spells, it burns (1%*damage) points of mana of the caster.
-"Bone Gate"(Skeleton) talent now can target the corpse of Skeleton or Bone Dragon.
-"Entangle"(ents) ability no longer affects soaring units.
-units with "Nimble" ability can evade more attacks(like "Potion of Poison", "Fire Water", and "Searing Light").
3.Changes of skills:
-nerfed "Magic Light".
4.Changes of spells:
-removed "Chaos Missile".
-"Cloud of Poison" now only appears as a reward of certain quest.
-"Turn Back Time" can only be bought from the castle in Nameless island now.
-"Black Hole" now deals less damage to units of level 1-2.
5.Changes of items:
-reworked "Amulet of Icy Waters": when an enemy is frozen, it has a 20% chance of receiving 'Fear' effect.
6.Other changes:
-reduced the chance of finding magic scrolls from pet dragon's chest from 15% to 10%.
-reduced continuous damage by 20%.

version Renewed Moon r4 -20211106 (compatible with the saves from version Renewed Moon r1-r3)

1.Changes of units:
changed the damage type of Celestial Guards to astral.
+1 speed to Gorguana Ghosts.
2.Changes of skills:
"Thesis": requires no Might Runes now.
3.Changes of spells:
fixed a bug: "Destruction" skill didn't strengthen "Heat Focus" and "Frost Grasp".
tweaked the mana cost of "Call of Nature" and "Fire Meteorite".
4.Changes of items:
"Mirror Shield": (+)reflects the effect of "Petrifying Eye" or "Sleeping Ray".
"Demetrius. Class III": (+)demons summoned by allied Demonologists can be dominated.
"Diploma in Anti-Magic": (+)-10% Leadership requirement for Witch Hunters.
5.Rolled back some previous changes:
"Officer's Patent" needs to be equipped again in order to collect trophies.
restored "Griffin's Banner" and "Inquisitor's Blade".

version Renewed Moon r3 -20211022 (compatible with the saves from version Renewed Moon r1&r2)

1.Replaced vampires' "Back from Ashes" ability with "Second Youth": has a second life with decreased maximum health.
2.Replaced thorns' "Regrowth" ability with "Wild Growth": restores 10% of total lost health from inactivity in the light of day(can resurrect fallen units).
3.Slightly buffed Slingers' "Hard Thrower" ability: ranged critical hits inflict 50% more damage.
4.Removed "Oblivion" ability from Dryads.
5.Changes of items:
"Steel Leaf Breastplate"(renamed to "Magic Leaf Breastplate"): -20% Fire resistance, other allied living units can be healed by Fauns' 'Forest Magic' talent with half strength.

version Renewed Moon r2 -20211012 (compatible with the saves from version Renewed Moon r1)

1.Increased the length of night from 3 hours to 6 hours.
2.Fixed "Winged Helmet".
3.Changes of skills:
"Winds of Magic": no longer requires Might Runes.
4.Changes of items:
"Zombie Shield"(renamed to "Bone Shield"): scatters 3 piles of bones on the battlefield at the beginning of combat.
"Shield of Rekross": replaced Bone Dragon with Ice Dragon.

version Renewed Moon r1 -20210929 (the game won't recognize any old saves)

1.New ability "Known Enemy" for Bowmen, Swordmen, Guardmen, Horsemen, and Knights. When these units kill an enemy, they will fight more effectively against enemies who belong to the same race.
2.New item "Spy’s Jacket": +1 Initiative of allied Robbers, Marauders, and Assassins. "Ambush" ability of enemies has no effect on your army.
3.New item "Hellfire Chestpiece": +2 Defense. allied troops are immune to "Freeze" effect. at the beginning of each turn, your troops except demons have a 10% chance of being ignited.
4.Removed "Adaptable" ability from Bowmen, Swordmen, and Guardmen.
5.Removed the hidden fire weakness(-10 fire resistance) from a number of undead units.
6.Fixed "Toadstool Liquor" and "Basket of Toadstools".
7.Fixed a bug: if certain items were out of control, the special bonuses they provided still worked.
8.Fixed several small glitches.
9.Removed 10MB unused sound and animation files.
10.Changes of skills:
"Diplomacy": no longer works on machineries.
11.Changes of talents:
"Flash Grenade"(Engineer): reduced the chance of blinding neighboring troops for 2 turns to 10%(was 50%).
"Poison Weapon"(Goblin Scout): increased the duration of Poison effect to 3 turns(was 2 turns).
12.Changes of abilities:
"Adaptable": you need to take units who own this ability into combat, or the bonuses won't be accumulated now.
"Regal"(Royal Griffin): does not affect outlaws now.
13.Changes of items:
"Dwarven Beer": certain humanoid units will begin the battle with "Drunken" effect.
"Ale Barrel": additionally increases the duration of the starting drunken state of allied dwarves by 1 turn.
"Basket of Toadstools": the number of toadstools will slowly grow after it reaches 0.
"Demetrius. Class III": -15%(was -20%) Leadership requirement for all demons.



version Mid-Autumn Moon -20210921 (compatible with the saves from version Wandering Moon)

1.New "Ambush" ability for Bowmen, Robbers, and Marauders: acts first in the first round if there are no flying enemies.
2.Renamed "Robber" ability to "Outlaw" and changed the effect: decreases the morale of allied Swordmen, Guardmen, Horsemen, and Knights by 1.
3.Assassins own "Light Step" ability now. Robbers and Marauders lost "Light Step" ability.
4.Skalds can be trained into Soothsayers or Mystics.
5.More fixes for Metamorphs.
6.Fixed "Soothsayer's Robe".
7.Fixed the damage hint for "Death Illusion" talent.
8.Skalds' "Paean" talent has no effect on the undead now.
9.Trolls' "Pacify" talent and Orc Chieftains' "Heavy Club" ability have no effect on machineries now.
10.Removed about 30MB unused textures.
11.More items have morale: "Celestial Armor", "Dragon Scale Armor", "Dress of the Magess", "Soothsayer's Robe", and "Gloves of Death".
12.Changes of items:
"Dress of the Fei": +1 Morale of allied fairies, Dryads, and Snow Nymphs, allied Dryads have 10% more chance of charming a target in melee attacks(instead of +3 Morale of allied fairies and Dryads).
"Elven Bow": +15%(down from 25%) chance of critical hit of all allied archers.
"Diploma in Botany": +10 Attack of all allied thorns, +10 Defense of all allied ents, +5 Attack and Defense of allied Fauns and Dryads(instead of +10 Attack and Defense of allied plants, Fauns, and Dryads).
"Plague Blade": additionally increases the duration of "Plague" effect by 2, no longer +50% power of the Zlogn created by allied undead creatures.
"Staff of the Acolyte Necromancer": -10%(down from 15%) Leadership requirement for the undead, additionally +50% power of the Zlogn created by allied undead creatures.
"Belt of Kagnar the Tamed": also +1 Morale to allied Mystics.
"Horn of King Borg": -10% Leadership requirement for all humanoid dwarves(instead of all dwarves).
"Engineer's Badge": -15%(down from 20%) Leadership requirement for all droids.
"Alchemist's Toolkit": +10%(up from 5%) continuous Burning, Poisoning and Freezing damage, -10%(down from 20%) Leadership requirement for Alchemists.
"Bronze Boots": -1 Initiative of earthbound allies(instead of -1 Speed of all allies).
"Ring of the Holy": +4 Attack and +2 Morale of allied Sisters, Inquisitors, Paladins, and Unicorns, disables "Back From Ashes" and "Gating" abilities of all evil creatures on the battlefield(instead of -50% Attack and Defense of all demons and the undead).



version Wandering Moon final -20210913 (compatible with the saves from version Wandering Moon r1~r5)
Normalized the descriptions of more items.

version Wandering Moon r5 hotfix -20210912 (compatible with the saves from version Wandering Moon r1~r4)
(hotfix)AI Hyenas no longer crashed the game.
1.All the translation files were packed into a separate .kfs file.
2.Fixed a bug: if Metamorphs transformed into other humanoids, and were seduced, they became hostile permanently.
3.Dragonflies summoned by "Phantom" spell or "Illusion" talent lose "Reproduction" talent now.
4.Fixed a rare visual glitch.
5.Undead Spiders' "Death Spinner" ability has no effect on machineries.

version Wandering Moon r4 hotfix -20210910 (compatible with the saves from version Wandering Moon r1~r3)

(hotfix)Fixed a bug: if Metamorphs transformed into droids and became the target of "Repair" talent, they counldn't transform back properly.
(hotfix)Fixed a glitch: when pet dragon dug up an altar, pirates wrongly received a morale boost.
1.Peasants can be trained into Metamorphs now.
2.Fixed a bug caused by "Shaman Doll"(item).
3.Changes of items:
"Staff of the High Druid": (+)removed the level limit of allied Druids' talent "Tame". (-)removed "-5% Leadership requirement for all beasts".
"Fiery Bow": (+)allied Bowmen's talent "Flaming Arrow" becomes reloadable at the beginning of combat.
"Mandrake Root": reduced price. (-)-5% Leadership of the hero.

version Wandering Moon r3 hotfix -20210909 (compatible with the saves from version Wandering Moon r1&r2)

(hotfix)Fixed the AI of enemy Giants.
1.New ability for Miners: there is a 30% chance of finding 1 or 2 pieces of crystals after underground combat.
2.New ability for Sand Snakes and Swamp Snakes: only takes 50% damage from counter-attacks.
3."Earthquake"(Giants' talent) also applies damage to neutral altars on the battlefield and no longer worked on soaring units.
4."Entangle"(ents' ability) no longer worked on ethereal creatures.
5."Rabid"(wolves' ability) only affects humanoids and beasts.
6.Ethereal creatures are immune to critical hits now.
7.Gremlin boss is considered as gremlin tower now so the ability "Siege Weapon" is effective against it.
8."Song of the Wind"(wanderer spell) no longer summoned undead units(Winged Shadows).
9.Intellect has a much greater impact on "Call of Nature" spell.
10.Lowered the price of most level 1 items.
11.Changed the reward of the class-specific quest offered by Battle Academy:
Paladin: scroll "Resurrection" or "Divine Armor", removed the mana and rage potions.
Mage: scroll "Fear", "Sacrifice", "Eviln", or "Time Reset".
12.Changes of items:
"Miner's Medal": (+)increases the chance of finding crystals by allied Miners after underground combat to 100%.
"Vampire Bite Gloves": (-)no longer reduced the health of undead enemies.
13.Removed unused files.

version Wandering Moon r2 hotfix -20210904 (compatible with the saves from version Wandering Moon r1)

(hotfix)Corrected tons of typos.
1.Increased the size of pirate ships. They were much smaller compared with other ships.
2.Fixed a bug that Raging Barbarians might still spawn in Wizard's Tower. Raging Barbarians were removed from this mod long long ago because they were replaced by Viking Warriors.
3.Normalized the descriptions of a few items.
4.Changes of items:
"Sandals of the Levitation": (+)the wearer never triggers traps.
"Ring of the Holy": (+)the morale bonus also applies to Unicorns.
"Belt of the Victor": (-)+30% defense(down from 50%).
"Wedding Dress": (-)the morale bonus only affects humanoid elves.
"Dress of the Magess": (-)+15% chance of critical hit of allied Archmages(down from 20%).

version Wandering Moon r1 -20210902 (not compatible with the saves from previous version)

1.QoL: if Amelie learns "Bloodthirst", the regeneration speed of mana will remain quite slow even though rage falls to a certain percent of the max. It was fixed.
2.When Archmages are in Fighting Trance, their lightning attack will only hit a subsequent target within a range of 3(down from 4) cells from the previous one.
3."Dragon Wake" no longer burned extra mana. (It became a warrior exclusive spell long ago)
4.Fire elementals will explode in the right cell if they are pushed away and killed.
5.The game won't freeze for a few seconds if enemy Phoenix is killed by the pet dragon.
6.Slightly tweaked the requirements of several medals.
7.Changes of items:
"Clot of Darkness" and "Woolen Dress": were removed and replaced by other items.
"Sun Cloak", "Magician's Cowl" , and "Dragon Cloak" are classified as "Dress" now.
"Troll Skin Cloak": reworked and re-added to the game.
"Cloak of the Dark Lord": (-)no longer provided +2 defense. (+)allied undead units no longer fear light.
"Burning Cloak": (+)allied Demon Eyes start battle with 5(up from 3) points of Fire Energy.
"Cloak of the Valkyries": (-)no longer provided +2 defense. (+)+10% defense of allied Warrior Maidens and Pegasus Maidens.
"Wedding Dress": (-)no longer provided +3 defense.
"Dress of the Magess": (-)+500 leadership(down from 800).
"Steam Armor": restored to the vanilla version. (+)armored troops ignore the "-1 speed" penalty.
"Warm Jacket": (+)additionally has all the bonus of "Woolen Dress".
"Celestial Armor": (+)all allied vikings start battle with the "Divine Armor" spell(level 1).
"Eternal Torch": (+)all plants on the battlefield receive the "Burning" effect at the beginning of combat.
"Fishing Net": -2 speed of enemy devilfish(instead of -1 speed and -1 initiative).
"Marshal's Baton" and "Army Drum": the morale bonus only applies to Bowmen, Swordsmen, Guardsman, Horsemen, Knights, and Paladins(instead of all human units).
"Wooden Stake": (+)-1 speed, and -1 initiative of all vampires on the battlefield.
"Vampire Blade": (+)+20% to the efficiency of Vampirism and Soul Drain of all allied troops.
"Vampire Set": renamed to "Set of the Blood and Soul Sucker". (+)all Ghosts and Cursed Ghosts on the battlefield cannot increase their strength beyond starting.
"Inquisitor Set": the morale bonus only applies to Sisters, Inquisitors and Paladins(instead of all human units).
"Princess Set" and "Set of the Virgin": (-)further reduced the morale bonus.



version Third Quarter final -20210829

1.Fixed the skill "Counter-attack". It only worked sometimes in the first two rounds in vanilla game.
2.Fixed Robbers' talent "Lucky Strike".
3.The skill "Transmutate": all non-summoned troops now give the same amount of mana.
4.Imps: (-)removed the ability "Gating". (+)the talent "Fireball": slightly increased the chance of igniting the target.

version Third Quarter r8 -20210819

1.Rearranged the translation files to make them more modification friendly.
2.Removed all unused scripts.

version Third Quarter r7 -20210709

1.Renamed the mod to "Hirao's A New Phase Mod".
2.Necrohs can no longer trampled flying units.

version Third Quarter r6 hotfix -20210304

1.Tweaked the bonus of pet dragon:
the red one: replaced the starting ability "Dragon Dive" with "Ball of Lightning".
the bronze one: the resistance bonus was increased and only affects armored troops now.
2.~8% less health of all the bosses in Impossible difficulty.
3.The skill "Prayer" has no effect on demons and the undead now and the chance of escaping a critical hit was fixed.
4.When the quest "Barbarian hall of flame" is finished, Yavik will refresh his stock with new units and items.
5.Reverted the default duration of burning effect to 3 turns.
6.Tweaked the starting gold and size of scroll slot of the hero.
7.Optimized the merchants' stock in early game.
8.Baal now deals physical and fire damage.
9.Fixed the set bonus of "Assassin Set".
10.Fixed the spell "Time Reset".
11.Fixed the item "Gloves of Death".

version Third Quarter r5 -20210228

1.Assassins' talent "Shadow Cloak" is disable in the day. When in stealth, Assassins' critical hit has an extremely low chance of instantly killing the target.
2.Changes of items:
"Cloak of Shadows": (-)no more attack reduction in the day.(+)allied Assassins no longer break stealth when they attack or use a talent.
"Dragon Toy": (-)removed the damage bonus.(+)pet dragon's offensive abilities have a chance of critical hit.
"Chieftain's Belt": (reworked)reduces the attack of enemy robbers, pirates and Vikings of level 1-3 by 20%. It may be useful in the early game.
"Straw Hat": (+)allied Peasants will be less likely targeted if the enemies can attack other troops. It works properly now.
"Shark's Tooth": (+)+1 Physical Damage to allied Devilfish.
"Staff of Insanity": (+)+30% power of the spell "Berserker".
"Madman Set": (+)one random enemy troop who is not immune to mind effects goes insane at the beginning of battle.
"Woolen Dress": (-)50% less chance of receiving the "Freeze" effect, instead of freeze immunity.
"Ice Dragon Amulet": (-)the super "Freeze" effect only works on snowy terrain now.
"Princess Set": (-)halved the bonus.
"Set of the Virgin": (-)reduced the bonus.
3.The spell "Target" no longer affected eyeless creatures.
4.Removed the leadership requirement of Winged Shadows' talent "Embrace of Death". Fixed the AI of enemy Winged Shadows.

version Third Quarter r4 -20210226

1.Tweaked the reward from pet dragon's chests, vanilla vs modified:
chance of runes: 5%->3%.
chance of large amount of gold: 43%->34%
2.Reworked "Alchemist's Toolkit" and "Burning Cloak".
3.Nerfed Succubi. Succubi won't possess the "Statue of Jealousy" talent unless you equip "Dress of the Black Widow".
4.Tweaked more items.

version Third Quarter r3 hotfix -20210224

1.The duration of burning effect is increased and all troops cannot be frozen if the battle takes place on volcanic terrain.
2.The item Eye of the Storm now has no effect when battle takes place underground.
3.Optimized the merchants' stock in late game.
4.Reworked certain items. For example, "Whip of Pain" can be upgraded from "Uldara's Whip" which is the trophy of enemy hero Uldara. So this change slightly reduced the randomness.

version Third Quarter r2 hotfix -20210222

1.Healing power of most spells and talents will be cut in half if the battle takes place in cemeteries.
2.Fixed a bug that Magma Elementals and Fire Elementals did not resurrect themselves on volcanic terrain.
3.Corrected more typos.

version Third Quarter r1 -20210220

1.Partly Reworked Pirate Ghosts.
2.New ability for Pirates: "Thirst for Treasure".
3.The earth shield of elves has more hit point.
4.The spell "Sacrifice" cannot target plants or elemental creatures any longer.
5.Tweaked Ice Dragons' ability "Snowy Ground" and Fauns' ability "Spirit of the Wood".
6.Tweaked the AI of enemy Ancient Ents.
7.Slightly nerfed Magma Elementals and Fungus Thorns.
8.Fixed some small bugs.



version Bitter Moon stable r4 -20210204

1.Reworked and nerfed skill "Holy Anger".
2.Fixed a bug that the Crossbow was missing when you returned to Master Neotar.

version Bitter Moon stable r3 -20210129

1.Fauns' talent "Forest Magic" was fixed.
2.Druids' talent "Nature's Vitality" now has 2 charges, but the healing power of each charge is halved.
3.Slightly buffed Demon Eyes, the chance of making a burning troop insane is doubled.
4.Green Dragons now only one hit summoned troops in normal attack.
5.The quest "Defeat the giant frog" was fixed.
6.A few more shops may sell Vikings.

version Bitter Moon stable r2 -20201120

1."Officer's Patent" no longer needs to be equipped in order to collect trophies. It is now a quest item only.
2.When a unit can be trained into different units, the calculation of trophies requirement was bugged. It was fixed.
3.Restored the quest "The Giant Spider". You need to return to Hartog after the spider's death.
4.The item "Frog Leg" now is an exclusive trophy of the boss Dersu-Kumatu.
5.The spell "Resurrection" will be added to Father Maximus' stock when you complete his quest "The Fallen Paladin".
6.Nerfed the item "Shark's Tooth".
7.Corrected some typos.

version Bitter Moon stable -20201019

1.New unit: Fungus Thorn (inspired by Monsteras from Red Sands mod).
2.New ability for Cave Spiders: "Fate Spinner".
3.New talent for Foremen: "You Shall not Pass"(stole from Red Sands mod).
4.The talent "Lucky Strike" was moved from Pirate Ghosts to Robbers.
5.The talent "Forest Magic" can target corpses.
6.Buffed Druids' talent "Nature's Vitality".
7.The spell "Sacrifice" is no longer buggy when any of your troop is protected by "Magic Shield".
8.Fixed item "Ring of Power".
9.Fixed a bug that enemies were able to retaliate when the ability "Frightening" was triggered.
10.Phantom troops created by spell deal less damage and lose some abilities like "Runic Knowledge" now.
11.Fixed Ancient Ents' talent "Forest Shelter".

version Bitter Moon beta1 -20201009

1.Item "Ribbon of Blood" now allows you to restore the size of a troop with the units from the reserve. More "no loss" strategies please.
2.New ability for Goblin Scouts: "Mobile". Hit and run!
3.New ability for Devilfish: "Water Bubble".
4.Reworked Peasants' ability "Taxpayer".
5.Buffed Dwarf Warriors' ability "Dwarven Armor".
6.New ability for some lizardmen: "Swampwalk".
7.Nerfed Ice Dragons' ability "Snowy Ground".
8.Increased the damage of all neutral statues/altars on the battlefield in the early game. I believe "Mass Ents" is an interesting choice in the first 2 islands.
9.Tweaked the gold income. You will get more gold (about 1.6*~1.8*) in the early game but less (about 0.6*~0.7*) in the late game.
10.Ice/Fire creatures are totally immune to cold/fire damage(suffer only 1 point of damage).
11.The spell "Chaos Missile" now deals correct damage.
12.Fixed the Adrenaline cost of certain talents.
13.Other small changes.



version Dark Moon stable -20200920

1.New spell: "Chaos Missile".
2.Fixed and buffed Metamorph's talent "Transformation". This unit is extremely buggy in KB-Dark Side but I think it is moderately playable now.

version Dark Moon beta6 -20200919

1.Tweaked the AI of a few units.
2.Some talents can target bosses.
3.Fixed a game freezing bug: specific units(AI) tried to use their talents.

version Dark Moon beta5 -20200918

1.Gorguana Ghosts(AI) are able to cast "Death Illusion". Beware of this dangerous enemy.
2.Demonologists(AI) are able to cast "Thread of Life". The AI was missing in vanilla game.
3.Royal Griffins(AI) cast "Sky Guard" smarter.
4.Fixed a bug that new ability "Water Veil" was broken.
5.Fixed a bug that "Death Illusion" dealt wrong damage.

version Dark Moon beta4 -20200917

1.New ability for most lizardmen(including K'Tahu): "Primeval Blood".
2.Fixed a bug that on certain terrain some bonuses did not be applied correctly.
3.Slightly tweaked enemy armies.

version Dark Moon beta3 -20200915

1.New ability for most of the elves: "Gift of Nature".
2.New ability for Lake Fairies: "Water Veil".
3.All undead units lose 50% defense in daylight.
4.If Ents or Ancient Ents are targeted by a Hornet's Nest, they will reload/recharge their talent "Swarm" instead of taking damage.
5.Removed the "No Melee Penalty" ability from Elf Rangers and Elf Hunters.
6.Slightly buffed Jarls.
7.AI tweaked: different stacks of Black Knights and Necrohs no longer use their talent on the same target.

version Dark Moon beta2 -20200912

1.Finished the rune system for units with "Runic Knowledge".
2.Fixed a bug that Bowmen, Slingers, Imps and Goblins with Catapults could still use their talents as usual when they are terrified.
3.Units who fall into a state of "Berserker" can not be terrified any more.
4.All droids no longer start the battle in a "Drunken" effect.
5.Fixed the animation of Gorguana Ghosts' talent "Death Illusion".
6.Updated the animation of Pegasus Maidens' talent "Spear of Wrath".
7.Fixed a bug that Axe Throwers' talent "Tandem Throw" cost no runes.
8.Fixed a game freezing bug when wolves tried to target the same troop that allied white wolves recently attacked.

version Dark Moon beta1 -20200910

1.Reworked Gorguana Ghosts' talent "Death Illusion".
2.Replaced Soothsayers' talent "Arcane Healing" with "Runic Reinforcements".
3.Reworked White Wolves ability "Alpha".
4.New ability for Undead Spiders: "Death Spinner".
5.Partly finished the rune system for units with "Runic Knowledge".
6.Slightly buffed Cyclops' talent "Push".



version Full Moon Hotfix1 -20200903

1.Fixed a crash when updating particular items.
2.Bug fixed: Trolls' ability "Malevolent" can't be triggered when any ally dies.

version Full Moon -20200616

1.New unit: Demon Eye.
2.(class)Paladin sells items and scrolls at a higher price.(items:25%->50%,scrolls:20%->40%)
3.Replaced Necromancers' talent "Magic Lock" with "Dark Cloud".
4.Reworked Black Knights' talent "Death Grasp".
5.Reworked Archmages' talent "Fighting Trance".
6.Reworked the effect "Confusion".
7.Reworked Archdemons' talent "Fire Rain".
8.New ability for Repair Droids: "Ranged Retaliation".
9.Tweaked spell "Target". Now the duration of the spell is reduced by 1 whenever the target receives damage.
10.Corrected some translations.
11.More bug fixes.



version Christmas Moon -20191225

1.New spell: "Vampirism". We have one more way to resurrect units and I think it may make our builds more diverse.
2.New abilities: "Hornet's Nest" for Ents, "Vigilance" for Guardsmen, "Cremation" for Fire Elementals, "Hunger" for Gray Wolves, enhanced "Brutal" for bears.
3.Necrohs can't terrify troops with mind immunity any more.
4.Evil books can also devour enemies.
5.(class)Warrior's skill "Blood Rage" no longer affects units' talents.
6.More spells for enemy heroes.
7.Pilgrim's Boots increase the speed of all slowest troops instead of a random one.
8.Fixed a crash caused by the AI of spiders and Giants.
9.Fixed wrong dialogue options of companion Moldok.
10.More bug fixes.



version Pumpkin Moon -20191111

I'm a bit too forgetful to list all the changes I have made in the past half year now since there are so many. Most of them are small tweaks. Maybe later.
Highlights:
1.I have rewritten many ma~~~ny scripts to wipe out nearly all bugs I could find, especially those related to new units from KB-Dark Side.
2.Added ma~~~ny new talents and abilities to existed units. eg: We now have all Demons with ability "Gating", snakes with ability "Find Weakness", totally reworked "Winged Shadows" and "Gorguana Ghosts" and a lot more.
3.Added ma~~~ny new items.
4.New unit: Necroh.
5.New spell: "Time Reset".
6.Troops with low morale have a chance of losing their turn.
7.Applied a morale bonus to AI in high difficulties.
8.Improved some talent related AI.
9.The spell "Life Light" can resurrect troops. I think it is not that useless at last.
10.The spell "Phantom" has a level limit now.
11.Some OP units or teams nerfed while UP units buffed.
12.The spell "Awaken Dragon" is exclusive to (class)Warrior(learned by default) now. (class)Mage learns Skill "Alchemy" by default and the skill is hidden to other classes now.
By the way finally we get detailed hints when Blood Priestesses cast "Sacrifice" and Metamorphs have learned how to transform back when killed(so we can resurrect them properly).



version Sunnymoon -20190515

1.New units: Gorguana Ghost and Winged Shadow.
2.The bonus provided by pet dragon is increased significantly.
3.Replaced (class)mage's skill "Breakthrough" with "Winds of Magic".
4.The morale of elemental creatures and the undead remains neutral.
5.New talent "Secede" and new ability "Plague Transmitter" for Decaying Zombies.
6.New talent "Reproduction" for dragonflies.
7.Reworked Gobots' talent "Division".
8.Reworked Choshas' talent "Feed".
9.Reworked Runemages' talent "Illusion".
10.Reworked Soothsayers' talent "Arcane Healing".
11.Reworked Orc Trackers' talent "Snare".
12.Magma Elementals and Fire Elementals will restore health when they receive fire damage.
13.New ability "Dream Horror" for Evil Beholders.
14.New ability "Cannibal" for Jotuns.
15.New ability "Unfettered" for Knights, Trolls and Dwarf Warriors.
16.Priestesses' talent "Healing" and Witch Hunters' talent "Magic Lock" now are mass effects.
17.Gorguanas' talent "Blood Mark" is an area effect.
18.Plague can be transmitted.
19.Added several interesting items.
20.Increased the health of all pawns on the battlefield.
21.Updated AI for most new units.
22.Updated most icons of new talents.
23.Updated the Battle Academy system. Now you can train Vikings.
24.Updated the descriptions of spells. So you can figure out the exact damage type of all spells.
25.Updated damage hint of certain spells.
26.Corrected many items' descriptions.
27.Countless bug fixes.



version Halfmoon hotfix1 -20190302

1.Re-balanced some skills and added one more exclusive skill to each class.
2.Exchanged the growth of leadership of (class)Warrior and (class)Paladin.
3.Totally re-balanced all the orc units.
4.New spells: "Cloud of Poison", "Corrosion" and "Time Shift".
5.Reduced the chance of recruiting troops above level 3 in the early game as suggested.
6.Increased the troop size of enemies at Hard and Impossible difficulty as suggested.
7.Warrior Maidens' talent "North Guard" was replaced with "North Adjustment".
8.Blood Priestesses' talent "Old Wounds" now is a mass effect.
9.(unit)Demons' ability "Vorpal Axe" works only when there is more than 1 unit in the target's stack.
10.Pegasus Maiden's talent "Gifts" has a leadership limit.
11.New ability for Archmages: Allies only suffer 80% damage from Spells.
12.Reduced the mana cost of the spell "Glot's Armor".
13.Many bug fixes I have forgotten.



version Frostmoon -20190125

1.Added 15+ items.
2.Bug fixed: Storm Falcons' ability "Thunderstorm" can't lower the cold resistance of adjacent enemies.
3.Fixed a bug that Soothsayers' ability "Witching Staff" could not be triggered.
4.Fixed a bug that the item Hunter's Bow had no attack bonus against enemy animals.
5.Storm Falcons, Phoenixes and all wolves find their lost animations when happy.
6.Snow Nymphs' talent "Winter Garden" can also be cast in the center cell of a Snowstorm.
7.Gorgons' talent "Hex" can't be cast on troops who are immune to magic.
8.Demonologists' talent "Thread of Life" can't be cast on the undead. As a make up, the healing power is increased.



Version Newmoon -20190121

New units added:

Neutral:
Fire Elemental
Metamorph
Ice Spider
Gorgon
Snow Nymph
Amazon
Jotun
Magma Elemental
Storm Falcon
Ice Dragon

Undead:
Vampiress
Dread Eye

Demon:
Blood Priestess

Human:
Priestess

Viking:
Slinger
Skald
Viking Warrior
Axe Thrower
Viking Berserker
Soothsayer
Mistique
Jarl
Warrior Maiden
Pegasus Maiden

New music!
Added 20+ new music from King's Bounty Warriors of the North and King's Bounty Dark Side.

Tons of new talents and abilities for both new and existed units added:

Allied Peasants will give you money if they are hit.
Cerberi will take another turn if allies land a critical hit.
Succubi are ranged.
Demons(unit) now kill extra 1 unit in all attacks.
Ice Dragons reduce the speed of earthbound enemies in the first 2 rounds.
Ancient Ents can protect one ally and transfer all damage.
Cyclops now ignore non-magic damage if the enemy's Attack is below 10.
Dread Eyes can leech mana from mages in ranged attacks.
Undead units now have a chance of rising from their corpses when they are destroyed.

and a lot more.

Some tweaks:

Amelie has more scroll slots.
Replaced Amelie's starting troops with a bit more useful ones.
Duration of the effect of many talents will extend as the troop's size increases.

and a lot more.

Also some bugfixes.


Bug reports and suggestions are welcomed.

Erkilmarl
01-21-2019, 05:07 PM
Where is this download going to? I paused it, since it doesn't show on my screen as downloads do.

zhoudaohan
01-22-2019, 01:19 AM
Where is this download going to? I paused it, since it doesn't show on my screen as downloads do.


Mirror link added.

Erkilmarl
01-23-2019, 02:18 PM
Thanks. I downloaded and tried it. (I have played this game over 500 hours in Steam only, so I don't know how fast I'll go forward.) It seems to be quite promising. The diversity of units is fine, usually I find it hard to find the first decent units. Now there are almost too many choices. BTW, have you deliberately tweaked Bolo so that one can not get the exp boost without triggering the nearby enemy unit?

raknefne
01-24-2019, 09:46 AM
Sounds interesting with the new creatures. Did you change something map-wise in the editor regarding landscape or is it more what to hire in shops?

I will try it one of these days! Right now I'm trying to get thru Darkside which I only played very little when it was released. Have made a small mod for it.

zhoudaohan
01-25-2019, 03:07 AM
Thanks. I downloaded and tried it. (I have played this game over 500 hours in Steam only, so I don't know how fast I'll go forward.) It seems to be quite promising. The diversity of units is fine, usually I find it hard to find the first decent units. Now there are almost too many choices. BTW, have you deliberately tweaked Bolo so that one can not get the exp boost without triggering the nearby enemy unit?

Different enemy unit has different default guard range, so I think you may trigger a viking berserker but be safe with a snow nymph:)

zhoudaohan
01-25-2019, 03:14 AM
Sounds interesting with the new creatures. Did you change something map-wise in the editor regarding landscape or is it more what to hire in shops?

I will try it one of these days! Right now I'm trying to get thru Darkside which I only played very little when it was released. Have made a small mod for it.

I didn't edit the landscape, only have changed the troops you can hire in shops. Now you have more diverse units to choose from.

Erkilmarl
02-01-2019, 06:51 PM
Did the 1c company just update Crossworlds (in Steam)? Or where did that come from? Anyway, I must reinstall the mod, since the game won't start.

raknefne
02-01-2019, 08:27 PM
I played a little until I god to the Scrarlet Wind Island. It is soo funny trying like Amazon which I didnt meet in Darkside yet. My only concern - and made me have a break from the mod - is balance. I can get very good creatures early, at level 3 I bought Demonologists in the main castle in Scarlet Wind.

Perhaps change the difficulty in the game to become harder, since having better creatures and more items makes it easier overall? Maybe 250% on Impossible instead of 170%? Or similar things... 120% - 160% - 200% - 250% for instance. Then you can always choose to play Normal if 250% is too much.

I suppose it is a matter of taste.

Crendagord
02-02-2019, 01:49 PM
Nice work. I especially like the pegasus maiden. I'm curious to know how you created this model and how you managed to add the ice dryad without breaking transparency

Each time I try to create a new unit, transparency is broken

Erkilmarl
02-04-2019, 06:48 PM
Why is my game updated now? Anyway, the solution is easy: I keep the mod files in Steam directory and reinstall them every time I want to play.

raknefne
02-05-2019, 01:18 PM
I will have a go again with a bit increased difficulty, maybe 200% on impossible...

I mailed you thru the 1C, I have a question about creatures/modding.

In Xworld it is actually easy to make the mod a standalone game to choose from among other mods/games, to avoid replacing the orcs.kfs ... I couldn't do it in WoTn, but works fine in Xworld with for instance the RedSand or Trent mod.

Erkilmarl
02-07-2019, 09:38 AM
The Grinskin encounter in Rusty Anchor is broken: I can't use pet dragon and any damage is shown as 0 but will kill the whole unit.

raknefne
02-16-2019, 07:13 PM
I did a few changes to the latest v1.31 so that you can play Huntiro's from the game menu without having to overwrite the ORCS ON THE MARSH. Instead you see 'Huntiro mod' in the game menu along with other mods etc.

Download: Removed, use Zhoudaohan's download link now.

I only changed this:

1) I put everything in a new folder named 'huntiro'

2) The orcs.kfs, I renamed huntiro.kfs

3) The text file eng_orc.txt I descriped text info about the mod. To Huntiro: You can just change this if you use my changes in an update.

So you unpack unto ... Crossworld\sessions. You will then see a folder next to ORCS, REDSAND or whatever mod u have named HUNTIRO

zhoudaohan
02-28-2019, 03:31 PM
Nice work. I especially like the pegasus maiden. I'm curious to know how you created this model and how you managed to add the ice dryad without breaking transparency

Each time I try to create a new unit, transparency is broken

The model and animation files of pegasus maiden originally existed but the devs abandoned them.
About the ice dryad, if you mean some visual glitches with part of the reskined units like dryad, then this issue exists in "Ice and Fire" expansion and I guess the original creator of those new units has no access to the model files so he/she can only edited them using a hex editor and this may cause some alike issues.
I changed the name of ice dryad's texture file to match another model file which was found an orignal one.

zhoudaohan
02-28-2019, 03:35 PM
Did the 1c company just update Crossworlds (in Steam)? Or where did that come from? Anyway, I must reinstall the mod, since the game won't start.

Please try the new version. You no longer need to overwrite files.

zhoudaohan
02-28-2019, 03:37 PM
I did a few changes to the latest v1.31 so that you can play Huntiro's from the game menu without having to overwrite the ORCS ON THE MARSH. Instead you see 'Huntiro mod' in the game menu along with other mods etc. Download:

http://www.mediafire.com/file/pguaqddz26ot6i0/Huntiro.zip/file


I only changed this:

1) I put everything in a new folder named 'huntiro'

2) The orcs.kfs, I renamed huntiro.kfs

3) The text file eng_orc.txt I descriped text info about the mod. To Huntiro: You can just change this if you use my changes in an update.

So you unpack unto ... Crossworld\sessions. You will then see a folder next to ORCS, REDSAND or whatever mod u have named HUNTIRO

Thanks. Your suggestions are so helpful.

jjferigura
03-01-2019, 09:21 AM
i enjoy playing this game... everytime i feel so tired this is the game that i wana play.. :D tnx for this mod :D

raknefne
03-01-2019, 05:35 PM
An installation question: You write in your first post that the LOCATION directory from Orcs on the marsh should be copied into HUNTIRO directory. Didn't you make any changes in the shops? I recall you wrote something about u did...
or did u mean copy the LOCATION files from a Huntiro mod ?

Impossible level: E-hm, I might have been carried a little away when saying 230% for impossible... it is a big gab down to 150% on hard... perhaps something like 100% - 140% - 170% - 200% and keep all other stats the same for hard and impossible, this way the player can choose an ultra impossible or just impossible game. Or if you insist, 100 - 140 - 170 - 230%

Enemy: Just a thought; Could be interesting with some of the new creatures from WotN and Darkside in enemy armies... the races that already exist will have the new ones except if the armies have stated exactly which one instead of just level 3 neutrals for instance. The Necro LIz, Vikings and Ice Elves which is new races will not occure.

I'm up for a playthru now. Game crashes when starting a new game (after choosing hero class)... first I didn't have the directory LOCATIONs in Huntiro directory, then I copied LOCATION from ORCS, which is very small... v1.30 worked fine.

zhoudaohan
03-02-2019, 05:20 AM
An installation question: You write in your first post that the LOCATION directory from Orcs on the marsh should be copied into HUNTIRO directory. Didn't you make any changes in the shops? I recall you wrote something about u did...
or did u mean copy the LOCATION files from a Huntiro mod ?

Impossible level: E-hm, I might have been carried a little away when saying 230% for impossible... it is a big gab down to 150% on hard... perhaps something like 100% - 140% - 170% - 200% and keep all other stats the same for hard and impossible, this way the player can choose an ultra impossible or just impossible game. Or if you insist, 100 - 140 - 170 - 230%

Enemy: Just a thought; Could be interesting with some of the new creatures from WotN and Darkside in enemy armies... the races that already exist will have the new ones except if the armies have stated exactly which one instead of just level 3 neutrals for instance. The Necro LIz, Vikings and Ice Elves which is new races will not occure.

I'm up for a playthru now. Game crashes when starting a new game (after choosing hero class)... first I didn't have the directory LOCATIONs in Huntiro directory, then I copied LOCATION from ORCS, which is very small... v1.30 worked fine.


You only need to copy and paste the nine .stream files in "locations" folder. I will check the reason why game crashes when starting a new game.

raknefne
03-02-2019, 07:00 AM
Info for crash: My first try was with the 9 location files. I started a game as Warrior.

zhoudaohan
03-02-2019, 08:56 AM
Info for crash: My first try was with the 9 location files. I started a game as Warrior.

A duplicated spell effect in two different files is responsible for the crash. Please delete these lines in file "qlmod.txt":
"
effect_blood {
category=s
hide=1
image=book_effect_blood.png // не нужно для эффекта
icon=s_overtime_blood.png
label=EN_stun
attack=scripted
hint_config=object_spell
school=3
hint=effect_stun_hint
hint_header=effect_blood_header
icon=book_effect_blood.png // не нужно для эффекта

scripted {
script_attack=effect_blood_attack
script_calccells=
attack_cursor=
ad_factor=0 // use attack/defense
}
params {
inbonus=2
duration=2
type=bonus
moral=2
}
levels {}
}
"


I'm also uploading the fixed file now.

Crendagord
03-02-2019, 04:55 PM
About the ice dryad, if you mean some visual glitches with part of the reskined units like dryad, then this issue exists in "Ice and Fire" expansion and I guess the original creator of those new units has no access to the model files so he/she can only edited them using a hex editor and this may cause some alike issues.
I changed the name of ice dryad's texture file to match another model file which was found an orignal one.

Thanks for the answer. What I mean is, some parts of models are wider than what you see. For example, the butterflies for the dryad are squares. But a part is transparent.
If you open the dryad texture file and turn the alpha channel to be totally white, you will see what I am talking about. I have learnt a few things about transparency when playing with Oblivion and Skyrim models:
- first, the transparency has to be enabled on the model itself. This is something that has to be done with the proper model editor
- second, the transparency level (from invisible to totally opaque) is set on the alpha channel of the texture

But there seem to be an other parameter in KB. For example, when I worked on my mod "Amelie fairy princess", just copying the model removes the transparency. Strangely, the wings weren't affected

The vampiress from DS could make a nice ghost lady if I can add transparency to the model, but it is out of the range of what a simple text editor can do. Lariel as well could make a great new unit but even if her skeleton is the same as the other elves archers, the nodes names aren't the same, so it doesn't work :(

raknefne
03-03-2019, 02:23 PM
A duplicated spell effect in two different files is responsible for the crash. Please delete these lines in file "qlmod.txt":
"
effect_blood {
category=s
hide=1
image=book_effect_blood.png // не нужно для эффекта
icon=s_overtime_blood.png
label=EN_stun
attack=scripted
hint_config=object_spell
school=3
hint=effect_stun_hint
hint_header=effect_blood_header
icon=book_effect_blood.png // не нужно для эффекта

scripted {
script_attack=effect_blood_attack
script_calccells=
attack_cursor=
ad_factor=0 // use attack/defense
}
params {
inbonus=2
duration=2
type=bonus
moral=2
}
levels {}
}
"
I'm also uploading the fixed file now.

- I did this in my old 1.31 download and it now works fine. I have started a new game on impossible with a mage, just to check out the 230% - I did check logic.txt and it says "2.2" which is 220% btw.

- Looks very interesting with your skill enhancements, for instance PRAYER in the paladin skill tree. Also the mage skills looks cool. I like the Neatness which is a combo of crystal reduction skill as before with WotN's neatness when destroying items. Good work!

- The paladin/warrior shift with leadership when leveling up, good idea! paladin should be stronger compared to vanilla imo (I might use that for my own TRENT mod too...)

- I'm not an expert impossible player, never played NO-loss, but have played a lot.

- I found an enemy army early on with vikings in it, must be an army with random between all races... I have been to the first 4 islands before any fight besides turtorial and the academy...

- Wonder if the paladin skill that gives extra att/def against demons and undead also should include Necro Lizardmen? That would make sence.

raknefne
03-04-2019, 07:30 AM
I'll start a new hero with an easier impossible level. Maybe 190% - after all I'm not an expert player and this is a new mod. I did find Royal Griff on a boat in bola before any fights btw. It had both Polar bear and Royal Griffin...

I changed this in logic.txt, so stats for HARD and IMPOSSIBLE are same except 170% and 190%, for instance rage/mana etc. Perhaps it should be exp=1.2|1.5|1.70|1.9 since most players know this game a lot and not playing normal easy/normal anymore (you would have to change alead accordingly too).


exp=1.0|1.3|1.70|1.9 // experience gained=1/exp ; if bigger than ALEAD then it takes longer to level up, was 0.5|1.0|1.30|1.7
alead=1.1|1.5|2.0|2.24 // enemy stacks -- exp and alead, was 0.7|1.1|1.5|2.0
spexp=1.0|1.15|1.3|1.3 // PET experience gained=1/spexp was 0.5|1.0|1.15|1.3
money=1.0|0.75|0.5|0.5 // gold from battle was 3.0|1.0|0.7|0.5
rage=1.0|0.85|0.7|0.7 // rage in battle was 2.0|1.0|0.85|0.7
manarage=1.0|0.85|0.5|0.5 // mana recovery was 1.0|1.0|0.80|0.5

start_gold=5.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. çîëîòà
start_crystals=5.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. êðèñòàëëîâ
start_mana=2.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ìàíû
start_rage=2.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ÿðîñòè
start_rune_might=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí ñèëû
start_rune_mind=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí äóõà
start_rune_magic=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí ìàãèè
start_book=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðàçìåð êíèãè

bossatk=1.0|1.0|1.4|1.7 // was 1.0|1.0|1.4|1.7
bosshp=1.0|1.0|1.4|2.0 // was 1.0|1.0|1.4|2.0
deadmoney=1.1|0.9|0.6|0.3 //was 3.0|2.0|1.7|1.5
boxradar= 1 | 0 | 0 | 0 // was 1 | 1 | 0 | 0

Here is the logic.txt : 15634
and eng_windows so the text is changed accordingly: 15635

saroumana
05-01-2019, 08:11 AM
Really nice additions !

I have noticed few bugs :

-Enemy hero cast only one spell at turn 1 and never again after
-Sleeping ray of evil beholder don't work

saroumana
05-18-2019, 07:56 PM
Found !

Here the correction (https://gofile.io/?c=iv1Vod)

But i wonder if the gog version is not the good one. Here, we don't have any new music and some other files are missing.


old post :I can't find in lua file why AI hero cast spell only the first turn, and no more after. Anyone have an idea about this ?

zhoudaohan
05-20-2019, 03:50 PM
Found !

Here the correction (https://gofile.io/?c=iv1Vod)

But i wonder if the gog version is not the good one. Here, we don't have any new music and some other files are missing.


old post :I can't find in lua file why AI hero cast spell only the first turn, and no more after. Anyone have an idea about this ?




Thanks. These 2 bugs have been fixed in new version.

Edit: About the new music, you can extract file "playlists.txt" in "huntiro.kfs" to "(Game Folder)\data\"

zhoudaohan
05-20-2019, 04:36 PM
Thanks for the answer. What I mean is, some parts of models are wider than what you see. For example, the butterflies for the dryad are squares. But a part is transparent.
If you open the dryad texture file and turn the alpha channel to be totally white, you will see what I am talking about. I have learnt a few things about transparency when playing with Oblivion and Skyrim models:
- first, the transparency has to be enabled on the model itself. This is something that has to be done with the proper model editor
- second, the transparency level (from invisible to totally opaque) is set on the alpha channel of the texture

But there seem to be an other parameter in KB. For example, when I worked on my mod "Amelie fairy princess", just copying the model removes the transparency. Strangely, the wings weren't affected

The vampiress from DS could make a nice ghost lady if I can add transparency to the model, but it is out of the range of what a simple text editor can do. Lariel as well could make a great new unit but even if her skeleton is the same as the other elves archers, the nodes names aren't the same, so it doesn't work :(


Edit: Perhaps you forget to register the .dds file in file "textures.sub" ?

In addition there is a parameter indeed that affects the transparency of units.

You can try this:
1.Open a "atom" file. For example, "pirat_ghost.atom"
2.Let's see:

"
main {
class=chesspiece
model=pirat_ghost.bma
cullcat=0
blend=0.6 ---This is the parameter for transparency
spawnscale=0.95
}
"
3.You can edit the value(0-1). If there is none, add it.

Hope it will help.

zhoudaohan
05-20-2019, 05:28 PM
I'll start a new hero with an easier impossible level. Maybe 190% - after all I'm not an expert player and this is a new mod. I did find Royal Griff on a boat in bola before any fights btw. It had both Polar bear and Royal Griffin...

I changed this in logic.txt, so stats for HARD and IMPOSSIBLE are same except 170% and 190%, for instance rage/mana etc. Perhaps it should be exp=1.2|1.5|1.70|1.9 since most players know this game a lot and not playing normal easy/normal anymore (you would have to change alead accordingly too).


exp=1.0|1.3|1.70|1.9 // experience gained=1/exp ; if bigger than ALEAD then it takes longer to level up, was 0.5|1.0|1.30|1.7
alead=1.1|1.5|2.0|2.24 // enemy stacks -- exp and alead, was 0.7|1.1|1.5|2.0
spexp=1.0|1.15|1.3|1.3 // PET experience gained=1/spexp was 0.5|1.0|1.15|1.3
money=1.0|0.75|0.5|0.5 // gold from battle was 3.0|1.0|0.7|0.5
rage=1.0|0.85|0.7|0.7 // rage in battle was 2.0|1.0|0.85|0.7
manarage=1.0|0.85|0.5|0.5 // mana recovery was 1.0|1.0|0.80|0.5

start_gold=5.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. çîëîòà
start_crystals=5.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. êðèñòàëëîâ
start_mana=2.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ìàíû
start_rage=2.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ÿðîñòè
start_rune_might=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí ñèëû
start_rune_mind=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí äóõà
start_rune_magic=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí ìàãèè
start_book=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðàçìåð êíèãè

bossatk=1.0|1.0|1.4|1.7 // was 1.0|1.0|1.4|1.7
bosshp=1.0|1.0|1.4|2.0 // was 1.0|1.0|1.4|2.0
deadmoney=1.1|0.9|0.6|0.3 //was 3.0|2.0|1.7|1.5
boxradar= 1 | 0 | 0 | 0 // was 1 | 1 | 0 | 0

Here is the logic.txt : 15634
and eng_windows so the text is changed accordingly: 15635


I'm back, raknefne!

I have beaten the impossible level with Warrior and Paladin! But not Mage, the last Boss fight is perhaps too hard for Mage I think.

I'm working on adding maps from WotN and Darkside these days and now the Riftlands is nearly done.

And by the way, please feel free to use my mod if you like.

saroumana
05-21-2019, 06:37 PM
The new patch sound good, but the download link trigger a security alert from Malwarebyte.

zhoudaohan
05-21-2019, 08:02 PM
The new patch sound good, but the download link trigger a security alert from Malwarebyte.

I have added a mirror link.

saroumana
05-23-2019, 07:10 PM
Thank you.

Imo, it's the best mod for Crossworld.

saroumana
05-28-2019, 07:27 AM
-Academy in Elon don't have enough unit stock.
-with new unit and new item, you should increase shop slot for both and also increase quantity, many are lacking.
-new music don'ttrigger.
-ent and anciant ent regen without dryad.
-metamorph make game crash ( got an error with atom ").
-thread of life can't be dispelled.
-axe of the elements is missing in Montero.
-there are 4 beholders now, but no items for them, may be a good idea. Also, what about to add them to the archmage skill ?

raknefne
05-29-2019, 06:21 PM
About missing new music which I can see you have added: You have to add the music also in each map and arenas to make it work. In properties, I think it is.

Spells: There're a lot of new ones, even in Crossworld some are too strong, some too weak. In Darkside some are very OP, also Ice Crystals from WotN. Perhaps have a look of them? You can maybe use the spell changes from 'Expensive', 'Trent', 'Darkside balance mod' - we have balanced a lot of the spells. Something??? Spells are easy to balance, its just spells.txt in most cases.

saroumana
06-02-2019, 03:57 PM
-Blind is not working.

zhoudaohan
06-03-2019, 05:02 PM
-Academy in Elon don't have enough unit stock.
-with new unit and new item, you should increase shop slot for both and also increase quantity, many are lacking.
-new music don'ttrigger.
-ent and anciant ent regen without dryad.
-metamorph make game crash ( got an error with atom ").
-thread of life can't be dispelled.
-axe of the elements is missing in Montero.
-there are 4 beholders now, but no items for them, may be a good idea. Also, what about to add them to the archmage skill ?



Thank you for your advice.

-new music don'ttrigger. I didn't learn that file "playlists.txt" needs to be put in "game folder\data" when this version was released. Please try to unzip the file to the path.

-ent and anciant ent regen without dryad. All plants now regenerate each turn. The ents regenerate more when allied dryad exits.

-metamorph make game crash ( got an error with atom ").
It's related to the AI and I can't figue out the reason now. Please open "clown.atom" and change the name of "transform" attack to "transform2" or something else to avoid the crash.

-thread of life can't be dispelled. Some effects can't be dispelled.

-axe of the elements is missing in Montero. It was missing in earlier version and later I fixed it but you need to start a new game to apply the fix or you can use the command to add specific item: press "shift" + "~" and type "item king_axe_d00" after you load a save.

-there are 4 beholders now, but no items for them, may be a good idea. Also, what about to add them to the archmage skill ? I will consider it. IMO "Evil beholder" and "Gorgon" are very powerful units and they benefit from the "Quick Draw" skill. "Dread Eye" is undead so.

zhoudaohan
06-03-2019, 05:19 PM
About missing new music which I can see you have added: You have to add the music also in each map and arenas to make it work. In properties, I think it is.

Spells: There're a lot of new ones, even in Crossworld some are too strong, some too weak. In Darkside some are very OP, also Ice Crystals from WotN. Perhaps have a look of them? You can maybe use the spell changes from 'Expensive', 'Trent', 'Darkside balance mod' - we have balanced a lot of the spells. Something??? Spells are easy to balance, its just spells.txt in most cases.


Thank you, raknefne.
I found some files need to be put into folder "game path\data" to take effect.
Like "playlists.txt" and "textures.sub". It's strange.

About spells, I totally agree with you that some spells are OP like "phantom" and many are weak. I have balanced a few spells and will check the mods you mentioned.

zhoudaohan
06-03-2019, 05:24 PM
-Blind is not working.

I have changed the mechanism of "Blind". AI will wander like a sheep instead of skip move if they are blind.

saroumana
06-09-2019, 11:48 AM
-thread of life can't be dispelled. Some effects can't be dispelled.

Well may be, i haven't noticed. But Thread of life is both annoying and powerfull (the duration is pretty long) , it should not be immunised to dispell.


-there are 4 beholders now, but no items for them, may be a good idea. Also, what about to add them to the archmage skill ? I will consider it. IMO "Evil beholder" and "Gorgon" are very powerful units and they benefit from the "Quick Draw" skill. "Dread Eye" is undead so.


They are not bad unit, just for making them used more. Item because we got a familly now, could be fun to have a full beholder party.


It's related to the AI and I can't figue out the reason now. Please open "clown.atom" and change the name of "transform" attack to "transform2" or something else to avoid the crash.


A file is probably missing. I have gathered everyfile called clown of your previous version and the metamorph don't crash the game anymore.

raknefne
06-12-2019, 06:09 PM
Having a game with Warrior on Impossible with verison Halfmoon 1.3, but:

1. Pegasus Maiden is OP: The talent 'Gift' with 2 charges that gives extra charge on allied talents, for instance Paladins etc is very very strong. I have an army with Inquisitor, Warrior Maiden, Pegaus Maiden and Polar Bears; I can give Warrior Maiden extra gift so it can resurrect, seems very strong.

2. Warrior Maiden's talent North Adjudgement doesnt seem to work (ice shell on enemy).

3. Hunter (orc race): is it normal when he casts talent 'pet' 2nd time, that he can cast untop of existing summoned pet? He can't cast other places, I think I recall it would summon a new stack of pet and erase old one if it was on the battlefield.

4. txt info bottom screen about hunter's pet, text bug: [cpn_hunter_pet] NF

5. on mountain in Debir I found a map scroll that said something like 'n> ice_prison', but didnt get any scroll, could it be that it is the Iceprison scroll from Rune Magic in WotN that is bugged? I didnt have any scrolls in spell book afterwards neither in normal scrolls or the strong scrolls (forgot name, like Titans Armor etc). I'm not sure of the first 'n>' couldnt really read the strange text, only 'ice_prison'.

6. Warrior skill to the bottom left is unclear what it gives: Says at lvl1 it gives 10% chance of double damage, how much crit etc does it give, the same ? Anyway, it sounds OP.... if so then maybe halved in bonus...

zhoudaohan
11-11-2019, 12:38 PM
Having a game with Warrior on Impossible with verison Halfmoon 1.3, but:

1. Pegasus Maiden is OP: The talent 'Gift' with 2 charges that gives extra charge on allied talents, for instance Paladins etc is very very strong. I have an army with Inquisitor, Warrior Maiden, Pegaus Maiden and Polar Bears; I can give Warrior Maiden extra gift so it can resurrect, seems very strong.

2. Warrior Maiden's talent North Adjudgement doesnt seem to work (ice shell on enemy).

3. Hunter (orc race): is it normal when he casts talent 'pet' 2nd time, that he can cast untop of existing summoned pet? He can't cast other places, I think I recall it would summon a new stack of pet and erase old one if it was on the battlefield.

4. txt info bottom screen about hunter's pet, text bug: [cpn_hunter_pet] NF

5. on mountain in Debir I found a map scroll that said something like 'n> ice_prison', but didnt get any scroll, could it be that it is the Iceprison scroll from Rune Magic in WotN that is bugged? I didnt have any scrolls in spell book afterwards neither in normal scrolls or the strong scrolls (forgot name, like Titans Armor etc). I'm not sure of the first 'n>' couldnt really read the strange text, only 'ice_prison'.

6. Warrior skill to the bottom left is unclear what it gives: Says at lvl1 it gives 10% chance of double damage, how much crit etc does it give, the same ? Anyway, it sounds OP.... if so then maybe halved in bonus...


Thank you for your feedback.
I have updated my mod.


1. Pegasus Maiden is OP: The talent 'Gift' with 2 charges that gives extra charge on allied talents, for instance Paladins etc is very very strong. I have an army with Inquisitor, Warrior Maiden, Pegaus Maiden and Polar Bears; I can give Warrior Maiden extra gift so it can resurrect, seems very strong.

--Talent 'Gift' now no longer reloads talents, only gives charges.
I think it's OK with Pegasus Maiden herself, but OP when combined with spell "Phantom", so I nerfed them.

2. Warrior Maiden's talent North Adjudgement doesnt seem to work (ice shell on enemy).

--I've no ideas what happened but when I tested it works:confused:.

3. Hunter (orc race): is it normal when he casts talent 'pet' 2nd time, that he can cast untop of existing summoned pet? He can't cast other places, I think I recall it would summon a new stack of pet and erase old one if it was on the battlefield.

--Orc Hunter can only sommon one stack in KBWN, I like that setting and applied it in my mod:-P.

4. txt info bottom screen about hunter's pet, text bug: [cpn_hunter_pet] NF

--fixed

5. on mountain in Debir I found a map scroll that said something like 'n> ice_prison', but didnt get any scroll, could it be that it is the Iceprison scroll from Rune Magic in WotN that is bugged? I didnt have any scrolls in spell book afterwards neither in normal scrolls or the strong scrolls (forgot name, like Titans Armor etc). I'm not sure of the first 'n>' couldnt really read the strange text, only 'ice_prison'.

--fixed

6. Warrior skill to the bottom left is unclear what it gives: Says at lvl1 it gives 10% chance of double damage, how much crit etc does it give, the same ? Anyway, it sounds OP.... if so then maybe halved in bonus...

--When a crit and the skill are triggered at the same time, then that crit deals crit*2 damage.

zhoudaohan
12-24-2019, 05:56 PM
Version Christmas moon added.

Elektra
02-07-2020, 06:44 PM
My compliments to this mod, also very nicely done! such a wide range of possibilities now. love it. just started but seems like this new unit metamorph can result in interesting combis...

zelurker
03-01-2020, 03:46 PM
1st congratulations for the mod, good idea, and it gave me an excuse to reinstall kb.
Now a bug :
arriving on scarlet island, one of the 1st fights, there is a fire elemental troop with the enemies and when its turn starts I get "can't use "obj" function set" in a dialog box, I click ok, and everything is frozen. I can't be 100% sure it's the fire elemental since it does absolutely nothing but if I am not mistaken he should act at this precise moment...

On the balance : not bad, more powerful enemies early on but my dragon pet has a powerful ability early on too, so it balances things.
I tried to install this in a real "kb armored princess" version, not crossroads, and it kind of works by the way. It's like the vanilla quest, no orc anywhere, but there are some slight changes, like the pirate ship on the 1st iland which is not there in armored princess original game. But I didn't get the updated army when starting the game (no viking !), so I guess the mod is mostly broken in armored princess, which was to be expected. After testing this, I reinstalled crossroads and restarted...

FenrisWolfBrood
06-11-2020, 04:32 PM
Great mod, can't imagine playing without it at this point.


One issue I encountered:

Trolls Malevolent ability does not seem to work. (The one that gives them +5 att everytime a unit dies)

saroumana
06-30-2020, 09:14 AM
The mod was updated, nice !

I'm not sure if it intented but my ancient phoenix don't really rise in power when i increase nor the summoner skill neither intelligence.

saroumana
07-18-2020, 10:38 AM
Updating (loading the fight) of amulet of icy waters make the game crash

zhoudaohan
09-03-2020, 09:37 AM
I have uploaded a hotfix to fix some reported bugs. By the way, the race of insectoid units has been restored.



1st congratulations for the mod, good idea, and it gave me an excuse to reinstall kb.
Now a bug :
arriving on scarlet island, one of the 1st fights, there is a fire elemental troop with the enemies and when its turn starts I get "can't use "obj" function set" in a dialog box, I click ok, and everything is frozen. I can't be 100% sure it's the fire elemental since it does absolutely nothing but if I am not mistaken he should act at this precise moment...

On the balance : not bad, more powerful enemies early on but my dragon pet has a powerful ability early on too, so it balances things.
I tried to install this in a real "kb armored princess" version, not crossroads, and it kind of works by the way. It's like the vanilla quest, no orc anywhere, but there are some slight changes, like the pirate ship on the 1st iland which is not there in armored princess original game. But I didn't get the updated army when starting the game (no viking !), so I guess the mod is mostly broken in armored princess, which was to be expected. After testing this, I reinstalled crossroads and restarted...

I can't reproduce the bug you mentioned at the moment,
and I have tweaked the difficulty so the enemies early on are less powerful now.



Great mod, can't imagine playing without it at this point.


One issue I encountered:

Trolls Malevolent ability does not seem to work. (The one that gives them +5 att everytime a unit dies)

It should be fixed now.



The mod was updated, nice !

I'm not sure if it intented but my ancient phoenix don't really rise in power when i increase nor the summoner skill neither intelligence.

It worked when I tested it. So I wonder if there is a condition triggering this issue.



Updating (loading the fight) of amulet of icy waters make the game crash

The crash has been fixed.

zhoudaohan
09-09-2020, 07:06 PM
Update:
version Dark Moon beta6 added.

zhoudaohan
09-20-2020, 03:57 PM
version Dark Moon is finished. Please download the stable version.

clim77
10-07-2020, 01:57 PM
Your mod is SUPER, zhoudaohan! A gem!
Far better and balanced than the original games, that I've played since 2010.

I've found only a few "bugs" (maybe you wanted this! but I don't know..):
1) When the Cyclop hit back a unit, 2 cells back, if there is a trap in the first cell, the unit doesn't activate the trap
2) Veteran Orcs: when they use their second ability, the extra damage (150%) is not activated for them, but only for other orcs units.

I have only one question: how can you edit the "orc recruiter" and "goblin recruiter" abilities? I cannot find them! And in the vanilla game I think they have some bugs.

Wonderful work. Thank you!

zhoudaohan
10-08-2020, 07:13 PM
Your mod is SUPER, zhoudaohan! A gem!
Far better and balanced than the original games, that I've played since 2010.

I've found only a few "bugs" (maybe you wanted this! but I don't know..):
1) When the Cyclop hit back a unit, 2 cells back, if there is a trap in the first cell, the unit doesn't activate the trap
--fixed
2) Veteran Orcs: when they use their second ability, the extra damage (150%) is not activated for them, but only for other orcs units. --the buff doesn't affect Veteran Orcs themselves.

I have only one question: how can you edit the "orc recruiter" and "goblin recruiter" abilities? I cannot find them! And in the vanilla game I think they have some bugs.
--addon_arena.lua | army_update_postcombat()

Wonderful work. Thank you!



I am happy you like my mod.

zhoudaohan
10-08-2020, 07:15 PM
New beta version updated!

clim77
10-11-2020, 10:15 PM
I am happy you like my mod.

Thank you for fixing the small bugs, zhoudaohan!

I have a BIG question for you: do you think it's possibile make a mod for battles "Player vs Player"?

I think it should be one of the best KB:C mods of all time, because the game is too much long and repetitive, for hardcore gamers. But a match with real people and real intelligence... wow!

I wonder why devs didn't allow in the original games.
Thank you!

Space Knight
10-17-2020, 05:31 PM
Why doesn't the game recognize my save files for Huntiro anymore? I did play a bit of Crossworlds after playing Huntiro though, and I didn't the save files are still there.

Edit: Solved.

zhoudaohan
10-19-2020, 03:16 AM
Thank you for fixing the small bugs, zhoudaohan!

I have a BIG question for you: do you think it's possibile make a mod for battles "Player vs Player"?

I think it should be one of the best KB:C mods of all time, because the game is too much long and repetitive, for hardcore gamers. But a match with real people and real intelligence... wow!

I wonder why devs didn't allow in the original games.
Thank you!


Yeah, it's a shame that KBCW is single-player only.
Sadly, I think it is impossible to make such kind of mod without access to the source code.

There is a KB multiplayer game King's Bounty: Legions there, although I have never tried it.

clim77
10-21-2020, 10:04 AM
Yeah, it's a shame that KBCW is single-player only.
Sadly, I think it is impossible to make such kind of mod without access to the source code.

There is a KB multiplayer game King's Bounty: Legions there, although I have never tried it.

Yes, I understand... but...
maybe with an improved version of "Hypnosys", maybe you can "simulate" a "player vs player" battle?

Modding "Defender of the crown" or "Champion of the arena"?

I'd like to learn how to do, but I think it's too much complicated!
Your work is really super. Really.

PS.I've noticed a bug with Red Dragon vs Gremlin Tower: the base attack sometimes doesn't hit the tower.

PPS. How can I modify the "labels" of the items? Thank you!

Space Knight
10-21-2020, 02:16 PM
Since dragon bugs were mentioned, I noticed that my Green Dragons will suddenly deal 24k-68k critical hit damage from time to time, which is times more than it should deal (it's sometimes dealt as non-critical damage too).

Edit: Oh, it's the Summoned Despiser thing.

Space Knight
10-23-2020, 01:50 PM
Btw, where are the Horde and Vengeful abilities decided? I tried to port Vengeful Gorguls, but those two don't seem to work, and creatures like Graywolf and Viking Warrior already have them. And yes, I looked into their .atom files, but found nothing relevant yet.

Edit: Just found the horde, next is Vengeful. :D Still trying to get them to work though.

Edit 2: Wow, looks like both of them don't even work in WotN Ice and Fire to begin with. Any fix ideas?

Edit 3: I made Horde work correctly, Vengeful not so much (it doesn't work for Viking Warriors at least, btw).

Edit 4: I managed to correctly port Necro Lizardmen, Dwarves, Snow Elves (with Sorcerer's "Snow Elf" ability as well as Hardening and Snowstorm), Contemplators and Gorgons (with "Master of Snakes"'s exception). How could I port the certain abilities and talents I failed to port? Yotun's Greed and Boldness don't seem to work either (nor can I locate them).

zhoudaohan
10-29-2020, 06:44 AM
Btw, where are the Horde and Vengeful abilities decided? I tried to port Vengeful Gorguls, but those two don't seem to work, and creatures like Graywolf and Viking Warrior already have them. And yes, I looked into their .atom files, but found nothing relevant yet.

Edit: Just found the horde, next is Vengeful. :D Still trying to get them to work though.

Edit 2: Wow, looks like both of them don't even work in WotN Ice and Fire to begin with. Any fix ideas?

Edit 3: I made Horde work correctly, Vengeful not so much (it doesn't work for Viking Warriors at least, btw).

Edit 4: I managed to correctly port Necro Lizardmen, Dwarves, Snow Elves (with Sorcerer's "Snow Elf" ability as well as Hardening and Snowstorm), Contemplators and Gorgons (with "Master of Snakes"'s exception). How could I port the certain abilities and talents I failed to port? Yotun's Greed and Boldness don't seem to work either (nor can I locate them).



There are many script changes between KBAP and KBWN.

I.Ability "Vengeful": ("Master of Snakes" can also work this way)

Solution a(the way vanilla KBAP took):
You can modify "subturn_modificators" in the .atom file. If you can't find that line, check "barbarian.atom"(vanilla KBAP file) for help.

Solution b(the way KBWN and my mod took):
You can modify "subturns.lua".

If you are making your own mod, then you should first partly rewrite "on_round_start()" script in "arena.lua" and add "on_battle_start_pretactics()" in "addon_arena.lua" from KBWN then port "common_subturn_refresh()" in "subturns.lua" from KBWN.
The purpose is to spawn the atom "subturn_handler" at the beginning of combat which manages all the "subturn_modificators".


II:Yotun's "Greed":
Modify "on_knockout()" in "arena.lua".


III:Yotun's "Boldness":
Check "unit_features_on_krit()" in "addon_arena.lua" from KBWN-ice and fire.
Some additions of scripts which trigger specific abilities when a critical hit is rolled are needed. The related script is "apply_damage()" in "arena.lua".

zhoudaohan
10-29-2020, 06:59 AM
Yes, I understand... but...
maybe with an improved version of "Hypnosys", maybe you can "simulate" a "player vs player" battle?

Modding "Defender of the crown" or "Champion of the arena"?

I'd like to learn how to do, but I think it's too much complicated!
Your work is really super. Really.

PS.I've noticed a bug with Red Dragon vs Gremlin Tower: the base attack sometimes doesn't hit the tower.

PPS. How can I modify the "labels" of the items? Thank you!



When I tried to mod this game first time, I knew nothing about programming.
It's a bit complicated, but not that much. You need the right tools like notepad++ to edit the scripts. A software which can compare different folders and files is also suggested.

As far as I know, it's still impossible to simulate a "player vs player" battle.
Will check the Red Dragon and I don't know what's your "labels" exactly mean.

Space Knight
10-29-2020, 01:53 PM
Wow, thanks for the in-depth guide! Also, I just finished playing with your mod yesterday, no-loss impossible with Paladin and dragon army (+Runemages and/or Tirex). The game was harder than the original (which is welcome), and the Emerald Green Dragons' Summon Despiser came in really handy in Sheterra especially. I did have to change to just a single stack of Paladins for the last battle though, Baal really kills a lot of dragons and Runemages with his attacks, too many to keep up with the Resurrection.

clim77
11-02-2020, 03:34 PM
The new unit "Weaver" is really a great idea... :-)

Space Knight
11-02-2020, 04:02 PM
Yup, I agree.

aazz1100
11-18-2020, 10:52 PM
@zhoudaohan
I've sent bug reports a week ago by private message to your forum inbox.

You can assess 'Private Messages' easily with the link just above the 'Log Out' button.

zhoudaohan
11-20-2020, 09:40 AM
Wow, thanks for the in-depth guide! Also, I just finished playing with your mod yesterday, no-loss impossible with Paladin and dragon army (+Runemages and/or Tirex). The game was harder than the original (which is welcome), and the Emerald Green Dragons' Summon Despiser came in really handy in Sheterra especially. I did have to change to just a single stack of Paladins for the last battle though, Baal really kills a lot of dragons and Runemages with his attacks, too many to keep up with the Resurrection.



wow, Emerald Green Dragons against the gating demons, good idea:)
Baal is a "real" demon now, his cold resistance is -25% and the spell "Demon Slayer" can make our troops hit him harder. Perhaps ghosts are another considerable choice, yeah, with the new item "Clot of Darkness". I will try it in my next run.

zhoudaohan
11-20-2020, 09:46 AM
The new unit "Weaver" is really a great idea... :-)

It is one of my favorite units. Together with Chosha and thorns, there is so much fun.

zhoudaohan
11-20-2020, 09:50 AM
@zhoudaohan
I've sent bug reports a week ago by private message to your forum inbox.

You can assess 'Private Messages' easily with the link just above the 'Log Out' button.


I have just replied to your message.

zhoudaohan
11-20-2020, 12:33 PM
Version Bitter Moon stable r2 is released.

saroumana
11-22-2020, 08:13 AM
Great to see the mod updated !

With increased number of item, spell and creatures, it's harder to get the composition we would like to make.
Specially most of viking spell are not great to use but over abundant. On the other hand, trying to make a viking army is often impossible.

The actual best way the mod is to rework shop to increase slot and diversity for both creatures and items.

zhoudaohan
01-13-2021, 05:58 PM
I like the kind of strategy based on certain randomness. If we can own most of the units/spells/items all the time, then there will be somewhat a (fixed)best build/solution, which will lower the fun in the long run imo.

Elektra
01-18-2021, 09:07 PM
I would agree with zhoudaohan; the randomness is a critical element to the fun and playability. Man, you did an amazing job and having a blast! Very nice tweaks and additions. Even started to use methamorph which is really fun.

Perhaps 2 small items on the wishlist - Red Sands had a separate dragon item slot, which was cool (I understand, it's just an extra item, still nice touch). Also, I like the idea to have medals to 5 levels (needed) so that they remain interesting for longer. Tried to do this but fail (added text in 'medals'. Also needs hints updated perhaps?).

So cool that this old game still gets love and players active, chapeaux!

saroumana
01-20-2021, 07:00 PM
Randomness is a critical element, no one contest.
But with the amplitude of Vanilla.

With more unit, more item and more spell and exact same number of slot in shop, the game because to random.
Specially we can't acheive synergie inside races or combo (+item synergie with unit).

But the worst is the run are too similar. Most of units slot are set. When they are not strictly set, the choice is limited and between the same race. We'll be able to make an army of elf when we'll arrive on elf's island, same for demon...ect.
It's a default of original game, great for flavour, but so many year (and run) after i found it become a default.

Verysad
01-26-2021, 08:55 AM
"Bitter Moon stable r2" is the first version of your mod I have played and I have to say it was a blast. I loved every minute of it. In fact I liked it so much that I played not one but three impossible no loss runs since then.

I played one game of warrior, one game of mage and finally one game of paladin. The armies I used were respectively demon (demonologists, succubi, demons, demon eyes/blood priestesses and archdemons) for warrior, mages (rune mage, archmage, inquisitor, royal griffin/green dragon/black dragon, soothsayer) for mage and paladin+dwarves (alchemist, engineer, paladin, cannoneer, giant) for paladin.

All of the above proved to be viable to clear almost all content, although for warrior (because demon resurrection abilities were a bit iffy) I had to resort to playing a stack of archdemons with stone skin and vampirism to beat some of the toughest opponents. Fights like Ktahu and Gremlion I had to bring Green Dragons in as I lacked the means to keep mana up (and had no magic resist items apart from the diploma for the latter).

The other classes were a little bit easier to stick with main armies as they offered a lot of resurrection through high intellect life light for mage (and rune mage/inquisitor mana+rage batteries) and paladin coupled with turn back time.

Of course it is subjective, but I would say warrior>paladin>mage. I am pretty confident warrior can play many strategies, while paladin probably has to build around a strong resurrection creature (like the paladins). As for mage he struggles to play effectively with most armies until getting life light. After that it's smooth sailing until the very end game.

There are a few bugs I discovered:
- trigger (the companion) is bugged, in companion.txt there is no line break (enter) between belligerent=ally and unit filter line making him not give crit at all, adding an enter between those lines solves it
- the reward from master neotar is missing - the lines for the last crossbow are still here, but the crossbow doesn't appear (may be connected to me buying all the other items from the shop before completing the quest?)
- rakush quest to kill the frog is bugged and the dialog option to return the quest is missing
- troops of the same race bonus seems to not work for demons; maybe some requirements should be made more lenient? (count droids as dwarves, demonologists and demon eyes as demons etc.)

Other thoughts:
- Green Dragons mana drain seems a bit too strong when targetting summoned creatures (mostly refills your entire mana), although some of the late game bosses may be unbeatable at impossible no loss with bad item randomness without green dragons
- Eye of the Storm (lowers the speed of soaring and flying creatures) is an extremely strong artifact that has changed my entire playthrough as a mage
- Demon Eyes are extremely weak and I was happy to change them to Blood Priestesses as soon as I was able, the ability to consume fire is counterproductive and their overall stats are lackluster compared to other Beholders, maybe they could function on some kind of adrenaline-like basis, so that they don't start at 0 flame every time
- Demons, Dwarves and Humans are great overall, I would like to try beasts and Vikings at some point as they also seem very nice, I'd say elves are a bit lackluster and the Undead are by far the worst race, both for amelie's army and as opponents, they have poor stats, proc holy anger, are difficult to resurrect and immune to vampirism. Having neutral morale is also very problematic as positive morale boosts creatures a lot. Nameless Island is the easiest one to clear.
- New items are great and seem interesting and well balanced, although it may be difficult to complete item sets with the same amount of shops/enemies as Vanilla and way more items/content

Elektra
01-27-2021, 05:17 AM
Ok I see what you mean then. A slight increase in available units should balance this.

What sort of units are you guys having fun with? What's the overall army you play with?

I am having fun with fireflies (multiply) archmage and some other humans.

zhoudaohan
01-28-2021, 08:45 PM
I have just uploaded a small patch.


- the reward from master neotar is missing - the lines for the last crossbow are still here, but the crossbow doesn't appear (may be connected to me buying all the other items from the shop before completing the quest?)
Oh no, I cannot remember that quest:confused: Could you make it clearer

- troops of the same race bonus seems to not work for demons; maybe some requirements should be made more lenient? (count droids as dwarves, demonologists and demon eyes as demons etc.)
The same race bonus only applies to elves, dwarves, orcs, lizrdmen and vikings.


Other thoughts:
- Green Dragons mana drain seems a bit too strong when targetting summoned creatures (mostly refills your entire mana), although some of the late game bosses may be unbeatable at impossible no loss with bad item randomness without green dragons
I didn't play Green Dragons much, so never realized the mana drain&summoned despiser combo. This was not intended so I removed the combo.


- Eye of the Storm (lowers the speed of soaring and flying creatures) is an extremely strong artifact that has changed my entire playthrough as a mage
Yeah, I agree it is OP, but it is not guaranteed for each run so I'm still trying not to nerf it:-P

zhoudaohan
01-28-2021, 09:25 PM
My top favorite units:
Necrohs
Weavers
Archdemons
Storm Falcons
Fungus Thorns
Snow Nymphs
Succubi

Combos I have tried:
Snow Nymphs + Storm Falcons/Ice Dragons
Weavers + Choshas
Royal Thorns + Fungus Thorns + Fauns
Magma Elementals + Archdemons + Succubi
Necromancers + Plague Zombies + Black Knights/Bone Dragons
Royal Griffins + Archmages
Pegasus Maidens + Paladins
...

Tips:
1.Storm Falcons are beasts, like Royal Griffins.
2.Necrohs, Choshas, (Dragonflies, Fungus Thorns) and Soothsayers are the kind of units who don't need other healers in most instances.
3.Druids‘ talent "Nature's Vitality" now can resurrect units.
4.How to deal with undead units' ability "Back from ashes":
spell sheep, Fungus Thorns, Necrohs, Sisters, Inquisitors, Pegasus Maidens' talent "Spear of Wrath", etc

Verysad
01-29-2021, 05:12 PM
The quest from Master Neotar I mentioned before would be The Driller! After visiting with him after killing the boss he sends Amelie to the factory to pick up one of his masterpieces - a crossbow. However, even though the dwarf at the factory says that he has the last one available for you, the crossbow is nowhere to be found.

Weavers are very interesting, unfortunately it takes some time to kill the giant spider, making them only available for late game encounters.

Also, since you have mentioned "Back from Ashes" - shouldn't the resurrected undead lose their current turn? That would be more consistent with other similar mechanics, like the demon gating or most regular creature summoning spells (rune mages, royal griffins, druids etc.).

On the other hand, the undead are already very weak, so nerfing them further would make Nameless Island even more of a cakewalk.

Thanks for the update, it looks great!

zhoudaohan
02-03-2021, 10:06 PM
The quest from Master Neotar I mentioned before would be The Driller! After visiting with him after killing the boss he sends Amelie to the factory to pick up one of his masterpieces - a crossbow. However, even though the dwarf at the factory says that he has the last one available for you, the crossbow is nowhere to be found.

Weavers are very interesting, unfortunately it takes some time to kill the giant spider, making them only available for late game encounters.

Also, since you have mentioned "Back from Ashes" - shouldn't the resurrected undead lose their current turn? That would be more consistent with other similar mechanics, like the demon gating or most regular creature summoning spells (rune mages, royal griffins, druids etc.).

On the other hand, the undead are already very weak, so nerfing them further would make Nameless Island even more of a cakewalk.

Thanks for the update, it looks great!


The missing crossbow has returned. I even have no idea why it was missing.
It's there in the vanilla game.

The resurrected undead troop will have action points only if it hadn't take its turn before killed.

doomdoging
02-07-2021, 05:00 AM
how hard would it be to get this to work with red sands?

ataris
02-11-2021, 04:00 PM
Yeah. It would be nice to add this to Red Sands.

clim77
02-12-2021, 01:55 PM
My son said: "woundn't be nice to add the ability of cast a Gremlin Tower, for Amelie? a tower that fights for Amelie?"

Me: "Wooooooow!"

The mage class is weaker than others. What do you think, zhoudaohan? Is it possibile? Thank you!

doomdoging
02-13-2021, 10:17 AM
Yeah. It would be nice to add this to Red Sands.

i tired myself to get it working but my knowledge of modding this game/engine is too low and it CTDs alot

Elektra
02-16-2021, 09:23 AM
My top favorite units:
Necrohs
Weavers
Archdemons
Storm Falcons
Fungus Thorns
Snow Nymphs
Succubi

Combos I have tried:
Snow Nymphs + Storm Falcons/Ice Dragons
Weavers + Choshas
Royal Thorns + Fungus Thorns + Fauns
Magma Elementals + Archdemons + Succubi
Necromancers + Plague Zombies + Black Knights/Bone Dragons
Royal Griffins + Archmages
Pegasus Maidens + Paladins
...

Tips:
1.Storm Falcons are beasts, like Royal Griffins.
2.Necrohs, Choshas, (Dragonflies, Fungus Thorns) and Soothsayers are the kind of units who don't need other healers in most instances.
3.Druids‘ talent "Nature's Vitality" now can resurrect units.
4.How to deal with undead units' ability "Back from ashes":
spell sheep, Fungus Thorns, Necrohs, Sisters, Inquisitors, Pegasus Maidens' talent "Spear of Wrath", etc

Thanks for that, interesting read. I had not used so many units - now had fun with Choshas (their item 'Sand Bag' does not seem to give the morale bonus) and Snow Nymphs + Storm Falcons. Have not yet encountered the Ice Dragon, Fungus Thorns, Necrohs, nor weaver.

what is you guys approach to the spider? its health is over 108.000 so a cheeky strategy seems the only way to beat no loss - like ice spikes.

I really do enjoy the game now as Mage. what do you consider the top items to have?

a few small things:
Item Sand Bag for Choshas does not seem to give the morale boost
Spell Vampire the III rd level - it seems like it does not always work as intended, but may be just me.

Elektra
02-16-2021, 09:29 AM
i tired myself to get it working but my knowledge of modding this game/engine is too low and it CTDs alot

That indeed sounds awesome - that is one great mod. Think to get this to work it requires more work, especially the experience engine for each unit...

Anyone knows where that mod can be downloaded? nice to keep it safe for future use :)

Elektra
02-16-2021, 10:03 AM
ah, small last question: anyone an idea how to make the ice spike smaller? it gets quickly so full, cant see a thing any more..

DrVip3r
02-16-2021, 03:55 PM
It seems like I can't use the mod, everytime I launch it after extracting every files where they're supposed to be, my game background turns black, and after trying to create my character, I have an error message. Anyone knows how to make it works?

Elektra
02-18-2021, 11:31 AM
Small comment: it seems the addon2_artefact_ice_dragon_amulet does not give the intended bonus of reducing speed for frozen enemies by 2, instead of 1.

zhoudaohan
02-20-2021, 12:37 PM
how hard would it be to get this to work with red sands?

I have rewritten many scripts so this mod won't be compatible with Red Sands without a lot of work.

zhoudaohan
02-20-2021, 12:40 PM
Thanks for that, interesting read. I had not used so many units - now had fun with Choshas (their item 'Sand Bag' does not seem to give the morale bonus) and Snow Nymphs + Storm Falcons. Have not yet encountered the Ice Dragon, Fungus Thorns, Necrohs, nor weaver.

what is you guys approach to the spider? its health is over 108.000 so a cheeky strategy seems the only way to beat no loss - like ice spikes.

I really do enjoy the game now as Mage. what do you consider the top items to have?

a few small things:
Item Sand Bag for Choshas does not seem to give the morale boost
Spell Vampire the III rd level - it seems like it does not always work as intended, but may be just me.


You can train thorns into Fungus Thorns with the help of the military academies.

Ice spikes/mass summons which can take up the empty cells as soon as possible is a choice to deal with the spider boss. It was always a tough combat for me.

Depending on your build, totally different items can be top-tier imo.

Item Sand Song was partly reworked.

I will test other issues later.

zhoudaohan
02-20-2021, 12:42 PM
My son said: "woundn't be nice to add the ability of cast a Gremlin Tower, for Amelie? a tower that fights for Amelie?"

Me: "Wooooooow!"

The mage class is weaker than others. What do you think, zhoudaohan? Is it possibile? Thank you!

Bringing the gremlin tower into combat is an interesting idea. Maybe we can get the help of the gremlins after we defeat the Gremlion boss. I may give it a try in future.

zhoudaohan
02-20-2021, 12:47 PM
It seems like I can't use the mod, everytime I launch it after extracting every files where they're supposed to be, my game background turns black, and after trying to create my character, I have an error message. Anyone knows how to make it works?


Make a clean reinstallation of King's Bounty Crossworlds and unpack the 2 parts of my mod into the game folder.

zhoudaohan
02-20-2021, 12:54 PM
A small new version was released.

Elektra
02-22-2021, 01:37 PM
It so cool you keep updating the mod. the new ability of cursed ghost is very nicely done and works great.

Sand Song works as intended - not sure if I saw it wrong before..

The +1 extra movement reduction of frozen enemies can be very strong with the right items and army. In my current mage play-through i have this in place, so looking forward to take advantage of it! (i have the item that gives 30% chance to freeze enemy upon hit).

Looking at Assassin, his kills are checked individually. I presume this is where the Red Sands experience system is build on. are you considering adding that at some future stage? Its a pretty cool addition, as you continue to train units.

zhoudaohan
02-23-2021, 02:00 PM
It so cool you keep updating the mod. the new ability of cursed ghost is very nicely done and works great.

Sand Song works as intended - not sure if I saw it wrong before..

The +1 extra movement reduction of frozen enemies can be very strong with the right items and army. In my current mage play-through i have this in place, so looking forward to take advantage of it! (i have the item that gives 30% chance to freeze enemy upon hit).

Looking at Assassin, his kills are checked individually. I presume this is where the Red Sands experience system is build on. are you considering adding that at some future stage? Its a pretty cool addition, as you continue to train units.


I had some ideas about the experience system long ago which is a bit different from that of Red Sands. Maybe I'll add it when I have enough time.

zhoudaohan
02-23-2021, 02:08 PM
Eye of the Storm is finally tweaked.

zhoudaohan
02-24-2021, 10:24 AM
I'm currently working on the balance instead of new features. If you have any suggestions, don't hesitate.

saroumana
02-24-2021, 06:29 PM
I'm not enthusiastic about experience for unit.
First, enemy would always have it at most when player would be discouraged of alter their team.
Second, speed increase is fundamentally bad. I know the experience system is not limited to such modification, but it's a be the same thing, it alter philosophical features of units like slow but tanky.

zhoudaohan
02-28-2021, 02:45 PM
I'm not enthusiastic about experience for unit.
First, enemy would always have it at most when player would be discouraged of alter their team.
Second, speed increase is fundamentally bad. I know the experience system is not limited to such modification, but it's a be the same thing, it alter philosophical features of units like slow but tanky.



That system needs too many work. In my design, different units have their own upgrade trees. When a troop get promoted, it may even acquire new talents.

I will only consider starting to work on it when I have enough time and resource.

zhoudaohan
02-28-2021, 02:47 PM
New patch is here:


version Third Quarter r5

1.Assassins' talent "Shadow Cloak" is disable in the day. When in stealth, Assassins' critical hit has an extremely low chance of instantly killing the target.

2.Spell "Target" no longer affects eyeless creatures.

3.Reworked/Buffed/Nerfed several items.
——Cloak of Shadows: allied Assassins no longer break stealth when they attack or use a talent.
——Dragon Toy: pet dragon's offensive abilities have a chance of Critical Hit.
——Chieftain's Belt: Reduces the attack of enemy robbers, pirates and Vikings of level 1-3 by 20%. It may be usefull in the early game.
——Straw Hat: Allied Peasants will be less likely targeted if the enemies can attack other troops. It works properly now.
——Shark's Tooth: +1 Physical Damage to allied Devilfish.
——Staff of Insanity: +30% power of the spell "Berserker".
——Madman Set: one random enemy troop who is not immune to mind effects goes insane at the beginning of battle.
——Woolen Dress: 50% less chance of receiving the "Freeze" effect, instead of freeze immunity.
——Ice Dragon Amulet: the super "Freeze" effect only works in snowy terrain now.
——Princess Set: halved the bonus.
——Set of the Virgin: reduced the bonus.

4.Removed the leadership requirement of Winged Shadows' talent "Embrace of Death". Fixed Winged Shadows' AI.

clim77
03-01-2021, 06:03 AM
That system needs too many work. In my design, different units have their own upgrade trees. When a troop get promoted, it may even acquire new talents.

I will only consider starting to work on it when I have enough time and resource.

If you need some help, zhoudaohan, for this or for the "help of gremlins" feature, you can count on me. Tell me what do you need for saving your time and which resources do you need.
I'm not a programmer, but I can learn fast.
And I can try to find what do you need, in every case. Thank you.
Your work is ...super. Thank you for keeping alive this gem.

Thank you

Elektra
03-02-2021, 11:27 AM
Nice you keep updating indeed. seems like you are nerfing quite some items. Lets see how it plays out.

2 small notes:
1. Archmage gets no morale bonus from the Bill gilbert portrait.
2. the assassin set: seems like it gives only a straight +1 attack point, instead of 20%.

I did not yet check the cold effect and if it became -2 speed now..

I love the idea that certain units gather experience and mature with new abilities - it really adds to replayability. in a way, the dragon pet choice already lets you choose a preferred play-through.

Zhoudaohan: what do you reckon; it seems like so much of battle statistics are tracked (all, basically). Could we add like a 'Book of Statistics' or Battle Diary' in the inventory which lists many statistics, like number of battles, the number of enemies, which ones and such. we could even create a dialogue/quest around that with the Weapon Master.

Elektra
03-02-2021, 11:58 AM
the assassin critical hit instant kill is a nice addition!

zhoudaohan
04-01-2021, 06:01 PM
I think it's time to put an end to this mod.
I started to work on it when Hunter, who was my lover, was introduced to play KBCW two and a half years ago. I knew nothing about coding at that time and it was so sweet to learn how to bring new things to the game and enjoy them together with Hunter.
I love several fairy tale stories from KB series, but not every story has a happy ending.

I'm still glad if you ever enjoyed my mod. Thank you all.

fatemoe
04-05-2021, 05:32 AM
I think it's time to put an end to this mod.
I started to work on it when Hunter, who was my lover, was introduced to play KBCW two and a half years ago. I knew nothing about coding at that time and it was so sweet to learn how to bring new things to the game and enjoy them together with Hunter.
I love several fairy tale stories from KB series, but not every story has a happy ending.

I'm still glad if you ever enjoyed my mod. Thank you all.


So sad to see the end of such great mod.
I hope this is April fool's joke.

clim77
04-05-2021, 07:31 AM
I think it's time to put an end to this mod.
I started to work on it when Hunter, who was my lover, was introduced to play KBCW two and a half years ago. I knew nothing about coding at that time and it was so sweet to learn how to bring new things to the game and enjoy them together with Hunter.
I love several fairy tale stories from KB series, but not every story has a happy ending.

I'm still glad if you ever enjoyed my mod. Thank you all.

Well... I hope this is April fool's joke, as said fatemoe!

If not, thank you zhoudaohan for your work, your time, your creativity, your skills and your kindness.
This mode is the best King's Bounty mod ever, I think, and gave new life to the saga. I wish you the best.
The happy ending will come for you, sooner or later; you only need patience.

Thank you, zhoudaohan, from me and from my children; your mod gave them ideas for stories, drawing, card games home-made and, most of all, inspiration and fun!
Have a good life! Thank you!

zhoudaohan
04-08-2021, 06:20 AM
It's only the end of this mod but not the end of KB's mod.
I like KB: The Legend most but it lacks several QoL improvements, so I decided to work on another mod which lets us play KB: The Legend on the platform of KBAP.
I encountered a few hardcoded problems and I emailed 1C for help three weeks ago, but haven't got a reply yet.

Shade3
05-20-2021, 02:22 PM
Hello, thanks for the amazing mod, it's a blast playing it! Although I know you said that you are done with the mod I would like to ask you wheter you could fix some bugs in the game. I basically encountered 3 issues.

1) Raging Barbarians bug the game - if they are present in enemy army, after the first round the AI bugs out and all units are just forced to wait/defend. Also after the fight I sometimes cannot move (saving after battle and loading helps).

2) XP after battle isn't displayed at all - instead of showing up how much XP i got only "[] NF" is displayed. Also I'm not sure if I am recieving the correct ammount of XP as it seems to be rather low.

3) Shamans are bugged - after they used either of their abilities, the game crashes.

I can provide you screenshots/safe files if you want to. I would be really glad if you could fix those problems :)

zhoudaohan
06-06-2021, 06:21 AM
Hello, thanks for the amazing mod, it's a blast playing it! Although I know you said that you are done with the mod I would like to ask you wheter you could fix some bugs in the game. I basically encountered 3 issues.

1) Raging Barbarians bug the game - if they are present in enemy army, after the first round the AI bugs out and all units are just forced to wait/defend. Also after the fight I sometimes cannot move (saving after battle and loading helps).

2) XP after battle isn't displayed at all - instead of showing up how much XP i got only "[] NF" is displayed. Also I'm not sure if I am recieving the correct ammount of XP as it seems to be rather low.

3) Shamans are bugged - after they used either of their abilities, the game crashes.

I can provide you screenshots/safe files if you want to. I would be really glad if you could fix those problems :)



I don't think these issues exist. If you have other mods installed, make a clean re-installation.

Shade3
06-07-2021, 09:41 AM
I've included save files in the attachement, see for yourself. No other mods are installed, I've already made a clean reinstall.

Try fighting with the Shaman Hero - it crashes in the first turn most of the time.

You can fight with the Viking hero in the other save - after the first turn or so the AI just turns off.

XP bug should be visible on both saves (I do get XP for quests normally but the XP gained from battles is shown wrong, not sure about the amounts).

If I can be of any further help to you, don't hesitate to tell me.

zhoudaohan
06-08-2021, 11:03 AM
I've included save files in the attachement, see for yourself. No other mods are installed, I've already made a clean reinstall.

Try fighting with the Shaman Hero - it crashes in the first turn most of the time.

You can fight with the Viking hero in the other save - after the first turn or so the AI just turns off.

XP bug should be visible on both saves (I do get XP for quests normally but the XP gained from battles is shown wrong, not sure about the amounts).

If I can be of any further help to you, don't hesitate to tell me.


OK, I get it. Your save files are from a very old version of my mod.
Raging Barbarians were removed later so they shouldn't appear in the enemy army in latest version.
The ability "Adaptable" was removed from mages, which is the cause of the "[] NF" bug.

When I tested, the shamans are OK.

I suggest you start a new game. There are tons of changes between different versions.

zhoudaohan
06-08-2021, 11:14 AM
2 small notes:
1. Archmage gets no morale bonus from the Bill gilbert portrait.
2. the assassin set: seems like it gives only a straight +1 attack point, instead of 20%.



I forgot to reply.
The assassin set was fixed.
The morale bug is a hard coded one. If you divide one stack into several armies, the bug will appear.

Granamyr
06-10-2021, 03:37 AM
I was routinely getting a media not found error that would close the game and then remove the main screen and menu when restarting the game. This would require me to reinstall it entirely.

For whatever reason, any 16:9 (1920x1080, 1600x900, etc) display resolution causes that error for me. I picked any of the others and the mod works.

I'm so happy that resolved it because this mod is amazing. Breathes a whole new life into an already great game.

zhoudaohan
06-29-2021, 06:00 AM
I'm currently making a small mod for Eador Masters of the Broken G̶a̶m̶e̶ World.
Another gem, but a bit buggy. My mod makes the game more stable now.
If anyone is interested, here is the link.
https://www.moddb.com/mods/hiraos-1-more-turn-mod-for-eador-motbw

zhoudaohan
07-09-2021, 06:11 AM
A tiny new version was released.

The mod was renamed to Hirao's New Phase mod.

saroumana
08-07-2021, 11:28 AM
I can't make the last version working.
Other versions still work, but not the last.

I even try to mix a Moon release and overwrite the last version on.

When i change to last version in menu, i don't get a reload nor a screen change. So i quit and reload and the selected version is a previous one.

May be some files are missing ?

zhoudaohan
08-10-2021, 12:11 PM
I can't make the last version working.
Other versions still work, but not the last.

I even try to mix a Moon release and overwrite the last version on.

When i change to last version in menu, i don't get a reload nor a screen change. So i quit and reload and the selected version is a previous one.

May be some files are missing ?


It worked when I tested.

You can try this:
open '(game folder)/data/app.ini' with a text editor
then change the 3rd line to ' sets ~sessionadd "huntiro" '


If the issue keeps popping up, please roll back to a previous version.

fc_bayern
08-12-2021, 11:33 AM
zhoudaohan, In the review of your mod you mentioned that you fix some of "Fixers of the Broken World" bugs. But how do you combine them both together? Тhey are incompatible and cause me Access violation.

saroumana
08-12-2021, 07:25 PM
Surprising, changing the app.ini work !

So i found new bugs, but may be something is wrong in my install (but how, everything is in session, except music and animation in data)

-Baby dragon color's are switched : red go for blue. Blue for violet.
-I got an horned nest in every battle.

So far i really like change in early shop.

zhoudaohan
08-13-2021, 12:00 PM
zhoudaohan, In the review of your mod you mentioned that you fix some of "Fixers of the Broken World" bugs. But how do you combine them both together? Тhey are incompatible and cause me Access violation.

My mod is not compatible with Jagulars' mods.
I only converted a few fixes from his mod into mine.

zhoudaohan
08-13-2021, 12:11 PM
Surprising, changing the app.ini work !

So i found new bugs, but may be something is wrong in my install (but how, everything is in session, except music and animation in data)

-Baby dragon color's are switched : red go for blue. Blue for violet.
-I got an horned nest in every battle.

So far i really like change in early shop.


The bugs you mentioned are irrelevant to the mod.

Ghaad
08-28-2021, 06:02 AM
There's a bug with traps in this version. Whenever a troop, yours or the enemy's, steps into a trap placed by either the Trap artifact or the Trapper award, the game stops. It doesn't crash, you can hit Esc and close it from the menu, but the animation doesn't play out and you are stuck, the battle does not progress further.

saroumana
08-28-2021, 12:39 PM
The bugs you mentioned are irrelevant to the mod.

I desagree.

I have looked into files (addon_arena.lua, line , and now i know if ent are on battlefield, a hornet's nest will always spawn. This kinda a malus for player, because the hornet often spawn near the player instead of near the IA.

Now i encounted a new problem, and i haven't solved yet. If a Raging barbarian is in the AI army, all enemy troop will pass their turn. At the end of the battle, amely can't move anymore, a quick save/quick load permit to move again.

Found : barbarian2.atom is missing.

zhoudaohan
08-28-2021, 06:47 PM
I desagree.

I have looked into files (addon_arena.lua, line , and now i know if ent are on battlefield, a hornet's nest will always spawn. This kinda a malus for player, because the hornet often spawn near the player instead of near the IA.

Now i encounted a new problem, and i haven't solved yet. If a Raging barbarian is in the AI army, all enemy troop will pass their turn. At the end of the battle, amely can't move anymore, a quick save/quick load permit to move again.

Found : barbarian2.atom is missing.


1st, read the "Attention" part I posted long ago.
2nd, read the description of Ents' new ability 'Hornet's Nest'.
3rd, read your older post which said you "got an horned nest in every battle".

It is meaningless to argue with people who keep ignoring useful information and live in their inconsistent words.

And keep in mind, even developers of paid game cannot please everyone, not to mention modders who did their work only for interest.

zhoudaohan
08-28-2021, 06:50 PM
There's a bug with traps in this version. Whenever a troop, yours or the enemy's, steps into a trap placed by either the Trap artifact or the Trapper award, the game stops. It doesn't crash, you can hit Esc and close it from the menu, but the animation doesn't play out and you are stuck, the battle does not progress further.

I will look into it.

saroumana
08-29-2021, 08:14 AM
The only thing i missed is the new hornet's nest ability in the ent's sheet.
I got them in every battle as it's possible to recruit ents on the first island now and i was stopped on Bolo due to the strange behavior, so i haven't removed yet of my team.

But don't worry, i'll stop posting on this topic.

zhoudaohan
08-29-2021, 02:12 PM
The only thing i missed is the new hornet's nest ability in the ent's sheet.
I got them in every battle as it's possible to recruit ents on the first island now and i was stopped on Bolo due to the strange behavior, so i haven't removed yet of my team.

But don't worry, i'll stop posting on this topic.


OK. I also forgot that the ents can be recruited in the early game now. Yeah, that explains why nearly every battle. So, I partly apologize.
The hornet's nest spawns totally randomly, at least 2 hexes away from the nearest troop, just like the wild one.
And ents won't take damage from hornet's nest after version Dark Moon.

Then the raging barbarians, which were removed from the data because they were replaced by viking warriors. I think your save is from an old version of the mod. (If not, please tell me.) That is why I suggest that players should start a new save when the mod is updated to avoid unpredicted issues.

Bug reports are always welcome, although I recently received loads of reports caused by incompatible modified game files or outdated game saves.

zhoudaohan
08-29-2021, 02:17 PM
There's a bug with traps in this version. Whenever a troop, yours or the enemy's, steps into a trap placed by either the Trap artifact or the Trapper award, the game stops. It doesn't crash, you can hit Esc and close it from the menu, but the animation doesn't play out and you are stuck, the battle does not progress further.


Please attach a save file if you could. I cannot reproduce this issue.

Ghaad
08-29-2021, 04:04 PM
In this save i only have the artifact, but you only need 2 more to get the award and check with it as well.

zhoudaohan
08-29-2021, 04:57 PM
In this save i only have the artifact, but you only need 2 more to get the award and check with it as well.

It was ok when I tested. 2 groups of devilfish moved to the traps created by the medal and artifact then were killed as normal.

Ghaad
08-29-2021, 07:04 PM
I apologize, it was caused by the interface mod (http://forum.1cpublishing.eu/showthread.php?p=473465&posted=1#post473465). I should have checked first, but after removing it the problem went away. Don't know why it would interfere in this manner, though.

zhoudaohan
09-01-2021, 11:16 PM
A new version was released.

Attention: This release is not compatible with the saves of previous version.


Part of the change log:

"Clot of Darkness" and "Woolen Dress": were removed and replaced by other items.
"Sun Cloak", "Magician's Cowl" , and "Dragon Cloak" are classified as "Dress" now.
"Troll Skin Cloak": reworked and re-added to the game.
"Cloak of the Dark Lord": (-)no longer provided +2 defense. (+)allied undead units no longer fear light.
"Burning Cloak": (+)allied Demon Eyes start battle with 5(up from 3) points of Fire Energy.
"Cloak of the Valkyries": (-)no longer provided +2 defense. (+)+10% defense of allied Warrior Maidens and Pegasus Maidens.
"Wedding Dress": (-)no longer provided +3 defense.
"Dress of the Magess": (-)+500 leadership(down from 800).
"Steam Armor": restored to the vanilla version. (+)armored troops ignore the "-1 speed" penalty.
"Warm Jacket": (+)additionally has all the bonus of "Woolen Dress".
"Celestial Armor": (+)all allied vikings start battle with the "Divine Armor" spell(level 1).
"Eternal Torch": (+)all plants on the battlefield receive the "Burning" effect at the beginning of combat.
"Fishing Net": -2 speed of enemy devilfish(instead of -1 speed and -1 initiative).
"Marshal's Baton" and "Army Drum": the morale bonus only applies to Bowmen, Swordsmen, Guardsman, Horsemen, Knights, and Paladins(instead of all human units).
"Wooden Stake": (+)-1 speed, and -1 initiative of all vampires on the battlefield.
"Vampire Blade": (+)+20% to the efficiency of Vampirism and Soul Drain of all allied troops.
"Vampire Set": renamed to "Set of the Blood and Soul Sucker". (+)all Ghosts and Cursed Ghosts on the battlefield cannot increase their strength beyond starting.
"Inquisitor Set": the morale bonus only applies to Sisters, Inquisitors and Paladins(instead of all human units).
"Princess Set" and "Set of the Virgin": (-)further reduced the morale bonus.

Elektra
09-16-2021, 05:31 PM
Dear Zhoudhaodan, thank you for your continued updates, it is really nice and much appreciated. I continue to enjoy them. Especially nice are the units that progress with use, like the assassin. Any additions to such units would be amazing of course.

What is everybody's opinion of KB2? Doe me it's too different unfortunately.. had they made a really good mod of the KB1 I would have been very happy.

zhoudaohan
09-18-2021, 05:21 AM
Dear Zhoudhaodan, thank you for your continued updates, it is really nice and much appreciated. I continue to enjoy them. Especially nice are the units that progress with use, like the assassin. Any additions to such units would be amazing of course.

What is everybody's opinion of KB2? Doe me it's too different unfortunately.. had they made a really good mod of the KB1 I would have been very happy.

KB2 is a uninspiring 3rd person RPG with turn-based combat and console port UI. As a game, it's just OK, but as a KB sequel, it falls short in many aspects in my opinion.

zhoudaohan
09-20-2021, 07:00 PM
Version Mid-Autumn Moon was released.

zhoudaohan
09-30-2021, 04:35 AM
I won't post every further update here.
Please bookmark the download page if you like.

zhoudaohan
11-22-2021, 01:46 AM
version Renewed Moon final was released.


1.Fixes:

--if certain items are out of control, the special bonuses they provided no longer work.
--fixed the missing type of terrain of several battlefields.
--fixed a crash when enemy Blood Shamans trying to deal with invisible units.
--the bonus provided by "Adaptable" can be applied to enemies now.
--a warning window would pop up after combat if allied Demonologists failed to cast "Chaos Transfusion". It was fixed.
--fixed the resurrection hint for certain talents or abilities(like "Wild Growth", "Magma Creation", and "Ice Heal").
--enemy Goblin Shamans can no longer cast "Thread of Life" on invalid targets.
--"Heat Focus" and "Frost Grasp" can be properly strengthened by "Destruction" skill.


2.Changes of units:

--Gorguana Ghosts: +1 speed.
--Celestial Guards: changed the damage type to astral.
--Dragon of Chaos: +20% physical resistance, removed astral resistance.


3.Changes of talents/abilities:

--new ability "Second Youth" for all vampires: has a second life with decreased maximum health.
--new ability "Wild Growth" for all thorns: restores 10% of total lost health from inactivity in the light of day(can resurrect fallen units).
--new ability "Mana Clash" for Dread Eyes: when the troop suffers damage from spells, it burns (1%*damage) points of mana of the caster.
--new ability "Known Enemy" for Bowmen, Swordmen, Guardmen, Horsemen, and Knights. When these units kill an enemy, they will fight more effectively against enemies who belong to the same race.
--new ability "Calm" for Shamans and Goblin Shamans: receives 30% fewer Adrenaline points from its attacks. morale is not reduced when the undead is present in the army.
--"Bone Gate": now can target the corpse of Skeleton or Bone Dragon.
--"Flash Grenade": reduced the chance of blinding neighboring troops for 2 turns to 10%(was 50%).
--"Nimble": units with this ability can evade more attacks(like "Potion of Poison", "Fire Water", and "Searing Light").
--"Entangle": no longer affects soaring units.
--"Adaptable": removed the bonus for item arenas and unremarkable arenas. you need to take units who own this ability into combat, or the bonuses won't be accumulated now.


4.Changes of skills:

--"Magic Light": reduced the bonus.
--"Thesis" and "Winds of Magic": require no Might Runes.
--"Diplomacy": no longer works on machineries.


5.Changes of spells:

--"Chaos Missile": was removed from the game.
--"Cloud of Poison" now only appears as a reward of certain quest.
--"Turn Back Time" can only be bought from the castle in Nameless island now.
--"Black Hole" now deals less damage to units of level 1-2.
--"Call of Nature" and "Fire Meteorite": tweaked the mana cost.


6.Changes of items:

--new item "Spy’s Jacket": +1 Initiative of allied Robbers, Marauders, and Assassins. "Ambush" ability of enemies has no effect on your army.
--new item "Hellfire Chestpiece": +2 Defense. allied troops are immune to "Freeze" effect. at the beginning of each turn, your troops except demons have a 10% chance of being ignited.
--"Demetrius. Class III": (+)demons summoned by allied Demonologists can be dominated. (-)-15%(was -20%) Leadership requirement for all demons.
--"Steel Leaf Breastplate"(renamed to "Magic Leaf Breastplate"): (reworked)-20% Fire resistance, other allied living units can be healed by Fauns' 'Forest Magic' talent with half strength.
--"Mirror Shield": (+)reflects the effect of "Petrifying Eye" or "Sleeping Ray".
--"Zombie Shield"(renamed to "Bone Shield"): scatters 3 piles of bones on the battlefield at the beginning of combat.
--"Shield of Rekross": replaced Bone Dragon with Ice Dragon.
--"Amulet of Icy Waters": (reworked)when an enemy is frozen, it has a 20% chance of receiving 'Fear' effect.
--"Diploma in Anti-Magic": (+)-10% Leadership requirement for Witch Hunters.
--"Basket of Toadstools": (+)the number of toadstools will slowly grow after it reaches 0.
--"Officer's Patent": needs to be equipped again in order to collect trophies.
--"Ale Barrel": (+)additionally increases the duration of the starting drunken state of allied dwarves by 1 turn.
--"Dwarven Beer": (+)certain humanoid units will begin the battle with "Drunken" effect.


7.Other changes:

--increased the length of night from 3 hours to 6 hours.
--reduced the chance of finding magic scrolls from pet dragon's chest from 15% to 10%.
--reduced continuous damage by 20%.

Sirlancelot
12-18-2021, 12:35 PM
Sorry for the silly question but, what files do I need exactly to download and install from Mod DB? All of them or just the latest one?

zhoudaohan
12-18-2021, 02:19 PM
Sorry for the silly question but, what files do I need exactly to download and install from Mod DB? All of them or just the latest one?


The latest one. Others are archives of old versions.

Sirlancelot
12-20-2021, 03:09 PM
The latest one. Others are archives of old versions.

Thank you very much, zhoudaohan. :)

By the way, why you didn't import as well the units experience system from Warriors Of the North? Was it very difficult to implement or just discarded it by other reasons?

zhoudaohan
12-22-2021, 02:46 PM
Thank you very much, zhoudaohan. :)

By the way, why you didn't import as well the units experience system from Warriors Of the North? Was it very difficult to implement or just discarded it by other reasons?



I once planned to import and improve the experience system but at last I gave up.
In my opinion, it is flawed and not that perfectly fit for the game. A simpler but more unique veteran system may be better.
I'm currently having a break from modding KB, so there will be no updates briefly.

Sirlancelot
12-24-2021, 01:00 PM
I once planned to import and improve the experience system but at last I gave up.
In my opinion, it is flawed and not that perfectly fit for the game. A simpler but more unique veteran system may be better.
I'm currently having a break from modding KB, so there will be no updates briefly.

Yes, agree, it's not well implemented enough. Which doesn't mean it cannot be properly and adequately introduced some other way. Progression, evolution, feels natural. Your troops have to become better/stronger over time.

Sirlancelot
01-31-2022, 07:51 PM
Yesterday night I had an idea. You can implement the experience system AND a random % to have experienced units for recruiting at shops. That way you don't "force" the player to get attached with the same troops all the time. He/She can purchase others with simmilar value.

bofas75
09-29-2022, 09:25 AM
Hello. I started the game on the impossible as a mage. I am a simple amateur and not strong in strategy, perhaps as much as necessary for the impossible. Nevertheless, for the sake of pleasure I play and stumbled upon the impossibility of going beyond 4 islands. Most likely it should be Elona. The problem is that on Huge hordes of troops guard the maps at the rusty anchor. And with my level 9 and lack of money, lack of runes and, accordingly, rage, I barely managed to assemble a poor army. Even though I stole the "Birth of a Giant" scroll, they are too tough for me am I doing it wrong? They wrote here that on Debir, allegedly, someone already had Ents in the store. Why I didn’t see more than one. This is a bug or I installed the game incorrectly. There were no failures.Can anyone tell me if Mid-Autumn-Moon is the latest and final version of the mod?. Can I play it without the risk of losing something?. Or do I need to install previous versions one by one?:|

bofas75
10-06-2022, 07:14 AM
Oops!! A complete bummer. So much effort was spent to get the necessary VERONA punishment, so as not to be able to get there. The game crashes all the time. Can someone help me here?:(

Sirlancelot
10-15-2022, 03:54 PM
@bofas75

Try to contact zhoudaohan at ModDB. I have not seen him here for a while/lately.

https://www.moddb.com/mods/hiraos-new-phase-mod-for-kings-bounty-crossworlds

Good luck! ^^

bofas75
10-16-2022, 07:22 AM
Thank you. But unfortunately I could not register there to write to the author. I would be grateful if you could help me contact him.

bofas75
10-17-2022, 10:10 AM
I want to make an announcement. Mid-Autumn-Moon version is broken !!
At least the one that is (impossible -mag.) Still does not open Setera and Verona. There are cards but the game flies away every time you try to get there. I tested 72 hours. Do not waste time. Now I started playing Verison( Rain Moon R1) . So far everything is ok.

Sirlancelot
11-14-2022, 08:23 AM
Thank you. But unfortunately I could not register there to write to the author. I would be grateful if you could help me contact him.

My pleasure. I see you were finally able to reach him.

Yes, Rain Moon R1 is supposedly the way to go. Hope everything is fine now.

bofas75
11-23-2022, 08:36 AM
Not really. He still hasn't replied to me. Mid-Autumn-Moon is broken. I'm sure of it. At least its impossible version as a mage. I started a new game on Rain Moon R1. Autumn-Moon, I had a unique scenario. I managed to cheat to get a level 5 creature at an earlier stage. There was a very big temptation and motive to go as far as possible further. But alas, the Verona earth did not open. I also have a desire to try my hand at red sands with 400% enemy power. Don't know how to organize this? Thanks in advance.

Granamyr
12-27-2022, 11:24 PM
Any chance we could get a spreadsheet of the items? I'd be happy to put one together if I could just get the data.