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MattCaspermeyer
01-14-2012, 06:46 AM
Heroes of Might and Magic 3 Babies (HOMM3 Babies) Mod / Micro / Mini Expansion Pack for King's Bounty: The Legend

Created by: Matt Caspermeyer (matt.caspermeyer@cox.net)

You are free to use any part of my work in your projects so long as you give me credit.

The download link is provided at the bottom of this post.

Please use this forum topic for posting comments about the mod.

I'd like to keep this topic for just updates and change lists.

The current change lists are incomplete, but are located here:

Click here for *.ATOM list (http://forum.1cpublishing.eu/showpost.php?p=362015&postcount=6)
Click here for *.LNG list (http://forum.1cpublishing.eu/showpost.php?p=362984&postcount=23)
Click here for *.TXT list (http://forum.1cpublishing.eu/showpost.php?p=363535&postcount=28)
I'm not sure when I'll have the *.LUA change list and updates to the above lists updated, but I've been providing a change list with each update recently.


Installation:


This mod is not compatible with any other mods since I've most likely modified a file that another mod uses.

You will need to remove all mods from your King's Bounty: The Legend "mods" folder before installation of this mod.
Ensure that the "mods" folder exists, it is typically located here: C:\Program Files (x86)\1C Company\King's Bounty\data\mods

If the "mods" folder does not exist then create it below the "data" folder using the path above as a guide.


Extract the MOD_H3B.KFS file included in this archive to the King's Bounty: The Legend mods folder. This file includes all the changes and works with both the EN*.LNG and ENG*.LNG English localizations.

This folder is typically here: C:\Program Files (x86)\1C Company\King's Bounty\data\mods
If the "mods" folder does not exist, then see note 1.2.1 above.

Run the game:

Start a new game to play!:)
It is not recommended to continue your current game, please restart.
For your first play through:

Please do not use any cheats (i.e. Save Game Scanner, etc.)
Please do not use with any other mods (probably won't work anyway)
You'll be able to experience the mod as I intended it to be played.




Uninstallation:


Simply delete the MOD_H3B.KFS file from your "mods" folder.
Done!


Notes:


This mod was developed using the Gamer's Gate V1.7 version of King's Bounty: The Legend.
I have not tried it with other versions.
This mod uses the English localizations using both the "eng_" and "en_" prefixes for the localization files.

Other versions may have other prefixes and so you may be able to get this mod to work with your localization version by changing the prefixes of the *.LNG localization files.

The *.LNG files are located inside MOD_H3B.KFS and contain both EN*.LNG and ENG*.LNG (both file sets are identical so either may be used as a baseline).
Simply rename *.kfs to *.zip and extract files if you wish to attempt this (or if you use 7Zip, then just right click the KFS file to extract its contents).
Currently, you're on your own if you want to get it to work with a different localization, but if you'd like to help with localizations in your country then please let me know.


Issues / Bugs:

Since this is a beta release of this mod, it is quite possible that your game will crash or you'll find bugs in this mod. I've done my best to ensure the highest quality experience possible, but invariably I cannot check everything. If you do find issues, please provide me feedback on any issues that you are having with my mod so that I can make improvements and make your playing experience more enjoyable.

If you have any problems during play, here are some pointers:


If it is a game crash, note which action caused the crash.
If the game appears to lock up, ALT-TAB back to Windows to see if there is a pop-up.

If there is a pop-up window, note the message and then click OK to proceed.
After you click OK, the game will most likely crash exit to Windows.
If the game does not crash after you click OK, it is highly recommended to quit your game rather than continue since behavior may be strange.
Save your game often just in case!
If the game locks up when you cursor over a child or item, there is a misspelling in one of the templates:

Note which child it is when this happens
Contact me and let me know which child it is and I'll correct the error
I hope we've found all these errors!
Try to load from a save game and see if it still crashes in the same spot. If it crashes in the same spot, the only hope I have of resolving the issue is for:

You to provide me a savegame.
Provide me the exact steps to repeat the crash.
Without these, my chance of resolving this issue is probably very slim.

Crash List


I've had crashes with a failure to allocate more memory a couple of times. Note that I have not seen this problem in Windows 8, yet, but I haven't had really long (like 8-hour long playing marathons) sessions so I'm guessing this bug is still there.

The solution is to reload your most recent save game and simply continue.
Let me know if you see this problem, but currently I have no idea how to resolve it (I probably would need 1CC or Katauri Interactive's help with this one).:confused:
This problem seems to exhibit itself after you've been playing a long gaming session (it seems like I run into this after playing for several hours).

Bug List:


Damage causing effects (i.e. burning and poison):

If an AI unit is killed by a damage causing effect and if the next unit to move is another AI unit, then their damage causing effect is skipped if they have one.
I worked and worked trying to fix this bug, but to no avail.

I'm pretty sure that it is a bug with the game itself as I don't think they intended for damaging effects to kill units.
As such, I don't know how to fix this bug, but if you have any ideas then please let me know!:confused:

If you notice any other problems or issues, then please let me know!

It is my intent to make this mod as bug free and enjoyable as possible!


Updates:


As this version of the mod is in a beta state, there are still changes that are being done; however:

The mod is stable enough to play the game completely through - enjoy!:grin:
Every change has been checked at least once, but I'm in the quality assurance phase rechecking the code.
I'm currently play testing the game with a Paladin.
At this stage, changes should not require you to restart your game - simply install the new files and continue playing.

Changes will be focused on editing data files (i.e. *.ATOM, *.TXT) to improve game balance and user enjoyability.
New features can still be added, but only if they are really good ideas!:cool:
Updates will most likely occur on a monthly basis depending on severity and other factors.
Once the quality assurance phase is completed and sufficient feedback is garnered, the project will transition to the release phase.
The release phase will have all features properly implemented and all controllable bugs fixed.


Modders:


I've made many changes under the hood that only modders or code aficionados would notice.
I've added comments where warranted to the areas in the game that I've changed, but not everywhere.

Feel free to look at these comments and provide me feedback if you know of a better way to implement something.
Certain comments have the word "HACK" where I did not know how to do it a better way - once again if you know a better way to implement this feature then please let me know!
I've unified many *.LUA functions (i.e. like SPELLS_POWER.LUA) so that they all use the same bonus system, etc.
I've made common functions for dealing with redundant code.

The original *.LUA files had lots and lots of redundant code.
I've replaced most of the redundant code in the *.LUA functions I've edited to reduce error and provide code consistency.
I've beautified the sections of the *.LUA files I've changed to make reading the code much, much easier.
The changes I've made really form the basis of a new code base from which you can create new mods.


Copyright Issues:


This work contains images from the Heroes of Might and Magic 3 game and those images are copyrighted.
The picture for Orcelyn Ordy I found via the web, but I have not been able to find out who created that source image.

If you have any information about who created this picture please let me know and I'll give credit to the author.
I created all the new ability icons.
All of my effort is being freely distributed to the public domain.

Please give me credit if you use any portion of my work in your projects - thanks! :-)
Feel free to use this code base as a starting point for your own mod!


THANK YOU!!!


Thanks to all the people posting in the King's Bounty forums, especially those with modding tips!
Thanks for trying out my mod and providing feedback!


Alpha Testing Phase Complete!!!

Thanks to:


:cool:Fatt_Shade:cool:
:cool:Erkilmarl:cool:
:cool:saroumana:cool:

For providing comments that proved invaluable during the alpha phase!:grin:

/C\/C\ Matt Caspermeyer

Get the latest version here! (http://forum.1cpublishing.eu/attachment.php?attachmentid=14400&d=1401615793)

MattCaspermeyer
01-17-2012, 05:15 AM
This is a critical update!

I had an error in the map difficulty bonus where it was off by a factor of 100! This made the mod unplayable.

Here is the change list:


mod_homm3_babies.kfs

ARENA.LUA - fixed error in implementation of map location bonus where I forgot to match the units with it and the difficulty bonus (the bonus was off by a factor of 100!)

Please see the first or last post for the download link - thanks!

MattCaspermeyer
02-09-2012, 07:09 AM
I have had very little time to play test the mod lately, but I did find a couple of errors recently and have fixed them.

Here is the list:


mod_homm3_babies.kfs

ITEMS_HINT.LUA - fixed template generator for Xyron's spell bonus description so that it displays the spell list properly
SPELLS.LUA - fixed issue with the Phoenix getting its bonus to its resistances applied a second time when it resurrected itself

Please see the first or last post for the download link - thanks!

MattCaspermeyer
02-26-2012, 03:29 AM
My time is still very limited, but I found a critical error that caused the game to crash and have fixed it.

It dealt with the fact that I made an error when updating the Necro Call / Animate Dead ability and didn't realize how it selected the units to create from the corpse and so I left a few units off the list. As it turned out, if you cast it on one of these units (Unicorn was one of the units missing from the list) the game would crash. So now I fixed this issue and also made it such that if a unit is somehow not in the list, then a random Undead unit is selected.

There was also an issue with Enchanted Hero where it was using the attacker's hero's statistics rather than the receiver's hero's statistics (for which the Enchanted Hero spell was cast upon) for determining the power of the spells autocast on the defending unit. This was very tricky to notice because it was very subtle, but have now fixed this issue with that spell so that it correctly uses the defender's hero's statistics for autocasting the beneficial spells and not the attacker's.

I also just finished my Paladin game! I might start one other game (Mage), but I'm going to transition to applying this mod to AP and CW next...

Here is the change list for the individual files:


mod_homm3_babies.kfs

SPELLS.LUA

If somehow a unit is not selected from Necro Call (or Animate Dead) one will be selected at random (this is to prevent crashing in case a unit is not in the raise list)
Changed some of the function lists for spells associated with Enchanted Hero
Added new function to work with Enchanted Hero to properly apply the correct hero bonuses to the spells autocast on the unit
UNIT_FEATURES.LUA - fixed issues with Enchanted Hero not working correctly
SPELLS.TXT - CRITICAL: fixed missing units from necromancy which would cause the came to crash when cast on those units that were missing from the list

The download link is either in the first or last post.

MattCaspermeyer
04-08-2012, 07:41 AM
I'm now able to mod during the weekday nights again as well as to continue playtesting my mod as I also work on the development of my mod for AP and CW. I'm currently playing a new mage game.

I've just discovered a critical bug that is fixed with this update that involves children that use the "scouting" templates. There's only a handful of babies affected, but if you are playing the game and cursor over one of these babies after your wife has them, the game will lockup.

So please download this update, the files affected and the babies under each wife that are affected are listed below.

Here is the change list:

Version: Beta 2012-04-08

mod_homm3_babies.kfs

TEMPLATES.LNG

The "scouting" skill template was named incorrectly.
This could cause the game to lockup when cursoring over a baby that used this template.
The following babies were affected:

Feanora

Broghild

Gerda

Lorelei

Diana

Piquedram
Shiva

Neoka

Aeris

Xeona

Calh
Fiona
Deemer





Once again I've removed the previous link and thanks for your patience if you've experienced this bug and have been awaiting an update.

The download link is either in the first or last post.

MattCaspermeyer
06-13-2012, 07:52 AM
Hope everyone is having a great summer!

This update provides many updates, but primarily fixes the locking up problem with "Armorer" babies that had the wrong template name. This issue has been fixed.

The full update list is provided below, but here are some notable changes / additions:


Royal Thorn now has the Entangle Ability
Ancient Ent now uses Greater Entangle
The Entangle ability now also halves the affected unit's initiative and no longer affects soaring units (i.e. Dryads, Dragonflies, Ghosts, etc.)
Your starting hero's army and spell list are randomly generated from a list that is specified in HERO.TXT
When your hero loses in combat, the army he gets is randomly generated and the number of units is selected from either the hero's current leadership or a leadership limit, whichever is smaller
The Paladin and Warrior have had their starting leadership and leadership upgrades swapped so that the Paladin how will be able to lead the largest army. I'm pretty sure this will just affect your subsequent leadership levelups and so you should still be able to continue your game without issue.
Babies that are Planewalkers, have the Scouting ability, or the Navigation ability have had their stats updated
Fixed issue with the Spell Healing when it was used on the Undead it was doing more damage than specified

We're at the point where this mod is starting to become more mature and we can start working on isolating and finding inconsistencies (like the last item listed above).

I'm continuing to play my Mage game, but he's only at level 10, which shows you how much I've played King's Bounty since the last update.

I'm pretty much done with my home remodeling and so expect to be able to work more on this as well as the AP / CW port in the next few months.

The mod version now appears on the opening screen after the King's Bounty version number: H3B: BYYYY-MM-DD. Where: B stands for beta, YYYY is the release year, MM the month, and DD the day. This way you can determine exactly which version you are playing and check this post for whether you have the latest version or not.

The link to the new download is provided below and once again the previous link has been removed - thanks for playing and trying my mod. I hope you enjoy it as much as I enjoyed creating it!

Here's the change list (lots of changes):

Version: Beta 2012-06-12

mod_homm3_babies.kfs

*.ATOM

ENT.ATOM - added level=4 to custom parameters for its post-entangle effect
ENT2.ATOM

Added level=5 to custom parameters for its post-entangle effect
Increased chance of entangle to 75%

KINGTHORN.ATOM - added new Entangle ability

TEMPLATES.LNG

Updated "Planeswalker" baby templates
Added new colors for combat log skill bonuses at the start of the round
Changed "Armor" template to "Armorer" so that is is now consistent with all other skill names matching their templates as well as now prevents the game from locking up if you move your mouse cursor over one of these babies - thanks to @Zepdog for this one!



*.LUA

ARENA.LUA

Added capability for AI to use new Royal Thorn Entangle ability
Frenzy now increases the hero rage every round during combat (similar to Concentration for mana)
Each class now has a base mana and / or rage gain per round bonus
New logs for skill round bonuses

ITEMS_HINT.LUA

Fixed issues with "Planeswalker" babies elemental skill generator text
Finally discovered how to get a unit's level outside of combat (i.e. use Logic.cp_level) instead of having it hard coded.

LOGIC_HERO.LUA

The starting and rebirth hero army is now randomly generated from a possible list in HERO.TXT
The starting spells and scrolls are now randomly generated from a possible list in HERO.TXT

SKILLS.LUA - added new function for showing the combat rounds that the mana (Concentration) and rage (Frenzy) regeneration occur over
SPELLS.LUA - fixed bug where the Spell Healing damage to the Undead used the wrong bonus system
SPELL_EFFECTS.LUA - updated Entangle so that it also halves a unit's initiative
SPELLS_COMMON.LUA - added new unit selector for Royal Thorn Entangle ability
UNIT_FEATURES.LUA - updated Entangle ability not to apply to floating (soaring) units



*.TXT

DIANA_BABIES.TXT

Updated "Planeswalker" babies:

Kalt (Ice Elemental) bonus is now Physical & Poison Damage / Resistance
Lacus (Water Elemental) bonus is now Poison Damage / Resistance

Updated "Scouting" babies:

Piquedram's Scouting bonus is now +Rage% and +Slower% Rage Drain on Map
Shiva's Scouting bonus is now +Rage Inflow% and +Rage per Round


EFFECTS.TXT - updated Entangle ability to exclude plants as potential targets
FEANORA_BABIES.TXT

Updated "Scouting" babies:

Broghild's Scouting bonus is now +Rage% and +Slower% Rage
Drain on Map

Voy "Navigation" baby - added Poison Resistance

GERDA_BABIES.TXT

Updated "Planeswalker" babies:

Thunar (Earth Elemental) bonus is now Physical Damage / Resistance

Updated "Scouting" babies:

Lorelei's Scouting bonus is now +Rage% and +Slower% Rage Drain on Map


HERO.TXT

Paladin's and Warrior's starting leadership and level-up values have been swapped such that the Paladin now leads the most troops - thanks to @Fatt_Shade for this request!
Now have a random army generation list for both starting and rebirthing (after they lose a combat)
Now have the cabability to randomly generate spells and scrolls based on percentages you can specify
Starting scroll limits updated

LOGIC.TXT - added new parameter for the max leadership to randomly select units when your hero loses in combat
MIRABELLA_BABIES.TXT

Leadership babies restored to previous values (i.e. Leadership Morale +1, minus one level to other skill):

Edric
Orrin
Sylvia
Haart
Valeska
Christian
Sorsha
Tyris

Sylvia, "Navigation" baby - added poison resistance

NEOKA_BABIES.TXT

Updated "Planeswalker" babies

Monere (Magic Elemental) bonus is now Magic Damage / Resistance
Pasis (Psychic Elemental) bonus is now Magic & Poison Damage / Resistance

Updated "Scouting" babies:

Aeris's Scouting bonus is now +Rage% and +Slower% Rage Drain on Map


ORCELYN_BABIES.TXT

Updated "Planeswalker" babies

Erdamon (Magma Elemental) bonus is now Physical & Fire Damage / Resistance


RINA_BABIES.TXT - added missing Necro Call bonus to Thant (thanks again to @Fatt_Shade!)
SKILLS.TXT - Frenzy now adds rage per round
SPECIAL_PARAMS.TXT - added new rage gain per round item bonus
XEONA_BABIES.TXT

Updated "Planeswalker" babies:

Fiur (Energy Elemental) bonus is now Magic & Fire Damage / Resistance
Ignissa (Fire Elemental) bonus is now Fire Damage / Resistance

Updated "Scouting" babies:

Calh's Scouting bonus is now +Rage% and +Slower% Rage Drain on Map
Fiona's Scouting bonus is now +Rage%, +Slower% Rage Drain on Map, +Rage Inflow%, and +Rage per Round (she has Scouting Level 2)
Deemer's Scouting bonus is now +Rage%, +Rage Inflow%, and +Rage per Round (level 2) (he has Scouting Level 2)




mod_homm3_babies_en(g)_lng.kfs

EN(G)_BATTLE.LNG - new log templates for combat abilities at the start of the round
EN(G)_HOMM3_BABIES_XXX.LNG (where XXX is for each wife)

Updated "Planeswalker" baby generator if this wife had one of these babies
Updated "Armorer" baby generator to match the word (rather than just armor) so that it is consistent with all other generator names
Updated "Scouting" baby templates
Updated "Navigation" baby templates (Voy & Sylvia)
Updated Mirabella's "Leadership" baby templates
Fixed lower case names in Xeona's baby file: Deemer, Malekith

EN(G)_SPELLS.LNG - updated Entangle description
EN(G)_UNITS_FEATURES.LNG

Updated Entangle description
Added "Greater Entangle" for Ancient Ent's entangle ability (affects unit levels 1-5 with a 75% chance)

EN(G)_UNITS_SPECIALS.LNG - updated Entangle description
EN(G)_WINDOWS.LNG

Each class now has a base mana and / or rage generation rate
Mod version now appears to the right of the King's Bounty version

EN(G)_WIVES.LNG - added new generator label

mod_homm3_portraits.kfs

TEX334.DAT - updated to include new ability small pictures (i.e. Royal Thorn Entangle)
TEX335.DAT - updated to include new ability pictures (i.e. Royal Thorn Entangle)
TEX334.DDS - updated to include new ability small pictures (i.e. Royal Thorn Entangle)
TEX335.DDS - updated to include new ability pictures (i.e. Royal Thorn Entangle)



Okay - that's it! If you have any issues with this mod version, please let me know.

/C\/C\

The download link is either in the first or last post.

MattCaspermeyer
06-16-2012, 11:17 AM
I found an error where I accidentally introduced a typo into Gerda's baby Lorelei causing the game to crash when Gerda had babies.

The download link is either in the first or last post.

MattCaspermeyer
06-22-2012, 06:02 AM
Frenzy level 2 and higher was adding too much rage per round to your hero - this has been fixed.

The download link is either in the first or last post.

MattCaspermeyer
12-03-2012, 07:31 AM
This is a critical update that fixes an issue with Orcelyn having babies as well as makes many fixes, adds new features, and implements ideas that will also be going into my H3T mod for AP / CW.

The download link is at the bottom of this post - feel free to go down there if you don't want to read the change list.

Here are the main changes from an idea / implementation standpoint:


Archive

There is now just a single KFS file (mod_h3b.kfs) that you need to extract to the data\mods folder. Included in it are all the files needed to play my mod and includes both English variants (i.e. EN_ and ENG_) of the localization files. This greatly simplifies installation and uninstallation of the mod.

Spirits

Spirit abilities now start with low rest and usually increase rest as the ability becomes stronger. I think this makes for a lot better start with using your Spirits' beginning abilities and makes choices more strategic as the ability becomes more powerful, but requires more rest. There are still rest reduction upgrades just like before.
Lina's Ice Thorn now damages units where a Thorn would go and Ice Thorns also damage attackers and have an area of affect damage when they explode. Essentially they work the same as before, except that if a unit is where the Thorn would go, then that unit suffers damage. An Ice Thorn now has a limited lifetime that is a random duration from 1 to the number of rounds specified. If a unit attacks an Ice Thorn, then the Thorn returns a certain percentage of damage (i.e. "thorns" damage). Also, if the Ice Thorn expires, then it does area of effect damage to all hexes around the Ice Thorn (not including other Ice Thorns), whether they be friend or foe. I really like this change to Lina's Ice Thorns ability as it gives her a direct damage spell to add in leveling her as well as it simply feels right to me. You can still use them to block your enemies, but now they are far more useful.

Units - There are many subtle changes to certain units that I feel adds more flavor to their use / attacking them, including:

Dwarves

Have the unit feature (with a few exceptions) "Likes Dungeons", giving them +25% Attack in Dungeons.
Have the unit feature (with a few exceptions) "Sea Sick", giving them -2 Morale at Sea.
Giants now have the "Resistant to Cold" unit feature

Elves

Have the unit feature "Loves the Forest", giving them +50% Attack in Forests.
Have the unit feature (with a few exceptions) "Dislikes Dungeons", giving them -1 Morale in Dungeons.

Neutrals

Bears, Ancient Bears, and Graywolves have the unit feature "Likes the Forest", giving them +25% Attack in Forests.
Cyclops' Ranged Attack now Stuns and knocks units Unconscious.
Spiders (Fire and Venomous) now have the unit feature "Underground", which both Undead and Spiders had. Fire Spiders also have the same Demon Arena bonuses and penalties (had forgotten to include this before).
Thorns - Have the unit feature "Tasty Soil", giving them +25% Health in Forests.

Orcs - Shamans

Life and Death Totem's Health are now a percent of the Shaman's Total Health and have had their Health increased.
Life and Death Totem's now have increasing Initiative based on the strength of the totem.

Undead

Changed the +1 Morale in Cemeteries to +50% Defense since the AI units gain no benefits from Morale.
Bone Dragons now have the unit feature "Dread", which decreases enemy unit Morale -3 for units of level 1-2, -2 for units of level 3-4, and -1 for units of level 5.
Ancient Vampire's Death's Deception now only works 50% of the time.


Hero

The hero's attack now increases the maximum damage cap and a unit's chance to critically strike its targets for a certain divisor of attack (i.e. for every 7 attack).
The hero's defense now decreases the minimum damage cap and a unit's resistance to all for a certain divisor of defense (i.e. for every 7 defense).
Implemented Leadership Reduction limits (only applies to a new game) so that you can't get too high of a Leadership Reduction for a unit when combining certain, skills, items, and babies (Leadership Reduction limit is set to -50%).
For determining the enemy unit Attack / Defense bonuses, there was no way that I could find to get the enemy hero Attack / Defense (if someone knows a way, then please let me know). So these bonuses are taken from the unit's base statistic subtracted from its current statistic after the difficulty level bonus is applied at the beginning of combat (before round 1). This makes fighting enemy units on harder difficulty levels harder.
***CRITICAL*** Fixed misspelling of "spell_dispell" for Paladin and Mage heroes starting spell possibility. I'm pretty sure the game would crash if you got the misspelled spell.

Skills

Destroyer now increases chance of effect by value specified (i.e. burn, poison, etc.).

Spells / Specials

Battle Cry now increases Morale instead of Initiative.
Haste now also increases Initiative and chance for a Critical Hit.
Slow now also decreases Initiative and increases susceptibility to a Critical Hit.
Stone Skin is now mass at level 3 (mana, crystals, etc. changed to accommodate).
Sleeping and Unconscious units always receive Critical Damage.
Entangled units chance to receive a Critical Hit is doubled.
Giant's Quake no longer damages Archdemons and Demonesses, since they have wings and should be able to momentarily fly to avoid damage. Note that since Giants are Male Humanoids, this would sometimes engage the Demonesses' Beauty feature, but now it is no longer needed.
Freeze Immnue units now have a greater possible chance of not being Frozen.
Fire Immune and Demon units how have a greater change of being Frozen.
Fixed missing Sprites from Skeleton reanimate list for Necromancy Spell.
Lowered some of the infliction chances so that it takes a higher level character to get them to 100% (Trap, Fire Arrow, and Poison Skull).

Wives / Babies / Items:

***CRITICAL*** Fixed error in Gretchen's bonus list that prevented the other babies in Orcelyn's baby file from being valid babies. This was causing the game to crash when Orcelyn was having babies.
Orcelyn's Leadership Reduction now includes Shamans.
Tyraxor's bonuses now include Shamans.
Fixed lower case "zubin" -> "Zubin".
Babies and items with bonuses to spells that have an effect (i.e. Fire Arrow with Burn) now also increase the chance of that effect happening.

Hints

When mousing over the Hero's Attack, Defense, or Intellect, the hint slows the base and current bonuses.
If spell / effect duration is affected by the target's resistance, then it is mentioned in the battle log.
Shaman Totems ability hint now specifies the Titan Energy used to increase their Health as well as showing their Total Health and Initiative.
Right clicking on an Ice Thorn will show how much Thorns damage it does to Attackers and when it explodes.
Geyser's Freeze and Stun chances are listed individually.
Chance of Effect (Infliction) bonuses are now listed.
Haste and Slow now include the Initiative and Critical Hit bonuses / penalties
Battle Cry now properly shows Morale change.

UI

Spirit upgrade UI expanded to handle more text for upgrades.

AI

Updated to include changes to Battle Cry, Haste, and Slow.


Okay, that is most of the changes, but here is the detailed file-by-file change list:

Version: Beta 2012-12-01


All files have been combined into a single KFS file to make installation / unintstallation easier.
mod_h3b.kfs - new combined archive with all files

*.ATOM

BONEDRAGON.ATOM

Bone Dragon's now have the Dread feature, which decreases enemy morale based on level.

Level 1-2: -3 Morale
Level 3-4: -2 Morale
Level 5: -1 Morale


CYCLOP.ATOM

Ranged attack now stuns and knocks units unconscious

DEATH.ATOM - Ability rest values now start low and increase as the ability gets more powerful
DEVATRON.ATOM - Ice thorns now have a thorns ability that damages attackers and units surrounding the thorn when it explodes
DEVATRON_THROW.ATOM - A variant of the devatron atom for attack purposes
LINA.ATOM

Ability rest values now start low and increase as the ability gets more powerful
Ice Thorns

Now damage enemies where a thorn would go
Now have a random life from 1 to duration turns, after which the thorn explodes doing area of effect damage around the thorn
Damage attackers
Thorn returned damage is now a certain percentage of the thorn damage and applies to both attackers and area of effect damage


SHAMAN.ATOM

Death Totem health is now percent of Shaman health (40%)
Life Totem health is now percent of Shaman health (50%)
New parameter, init_den (for both totems), increases the totem's initiative by it's health divided by this parameter

SLIME.ATOM - Ability rest values now start low and increase as the ability gets more powerful
SPIDER_FIRE.ATOM - added the Demon arena_bonuses section since I changed them to Demons and forgot to do this previously
THEROCK.ATOM - Ability rest values now start low and increase as the ability gets more powerful
TOTEM_DEATH.ATOM - Totem damage doubled
TOTEM_LIFE.ATOM

Totem cure doubled
Removed nfeatures: plant, golem, undead - cure now affects these creatures as well

Dwarf ATOMs: ALCHEMIST, CANNONER, DWARF, GIANT, MINER

+25% Attack (except Giants and Miners) in Dungeon environments, note that Miners receive +50% Attack in Dungeons due to their Night Sight
-2 Morale (except Cannoneers and Giants) at Sea
Added the appropriate headers / hints

Elf ATOMs: DRUID, DRYAD, ELF, ELF2, ENT, ENT2, SPRITE, SPRITE_LAKE, UNICORN, UNICORN2, WEREWOLF, WOLF

+50% Attack in Forest environments
-1 Morale (except Black Unicorn, Werewolf, and Werewolf Elf) in Dungeon environments
Added the appropriate headers / hints

ATOMs that like the forest: BEAR, BEAR2, GRAYWOLF - +25% Attack in Forest environments
Resistant to Cold ATOMs: BEAR2, GIANT

GIANTS now have the Resistant to Cold feature
BEAR2 had Resistanct to Cold arena bonuses (the bonus hint did not mention this), but I think that was a mistake so it has been removed

Thorn ATOMs: KINGTHORN, THORN, THORN_WARRIOR - Tasty Soil: +25% Health in Forest environments
Undead ATOMs: ARCHER, BAT, BAT2, BLACKKNIGHT, BONEDRAGON, NECROMANT, SKELETON, VAMPIRE, VAMPIRE2, ZOMBIE, ZOMBIE2 - +50% Defense in cemeteries (was +1 morale, but I changed it since morale does not affect the computer controlled units)
Underground ATOMs: SPIDER_FIRE, SPIDER_VENOM - SPIDER_FIRE and SPIDER_VENOM now have the Underground feature (Undead Spiders get this bonus from being Undead)

*.LNG

EN(G)_BATTLE.LNG - Added new battle log labels for when spell duration is increased / decreased due to unit's resistance
EN(G)_HERO.LNG

Changed Attack hint to include:

Amount of attack needed to increase max damage cap and critical hit
Critical Hit increase per attack
Max Damage Cap increase per attack
Total Critical Hit increase
Max Damage Cap

Changed Defense hint to include:

Amount of defense needed to decrease min damage cap and increase resist all
Resist all increase per defense
Min Damage Cap decrease per defense
Total Resist all increase

Changed Intellect hint to include:

Amount of intellect needed to increase spell power and duration
Amount of power increase per intellect
Amount of duration increase per intellect
Total power increase
Total duration increase


EN(G)_HOMM3_BABIES_ORCELYN.LNG

Changed Tyraxor's bonuses to include Shamans
Fixed lower case "zubin"

EN(G)_SKILLS.LNG - Destoyer now also increases chance of infliction (i.e. burn, poison, etc.)
EN(G)_SPELLS.LNG

Sleeping and Unconscious units always receive critical damage
Entangled units chance to receive a critical hit is doubled
Battle Cry now increases unit's morale instead of initiative
Haste now also increases a unit's initiative and chance to critically strike its target
Slow now also decreases a unit's initiative and increase its susceptibility to critical strikes
Stone Skin is now mass at level 3
Added new infliction bonus labels
Geyser hint now includes freeze chance

EN(G)_SPIRITS.LNG

Updated Ice Thorns description to include its new abilities
Added rest increases to spirit abilities where appropriate
Added new labels for Ice Thorns new features
Removed abbreviations for Orb level-up since UI now has more room
Added new Ice Thorn labels
Changed Ice Thorn levelups

EN(G)_UNITS.LNG

Updated Ice Thorns arena description
Updated Elf Race description
Updated Dwarf Race description
Updated Undead Race description
Updated Demon Race description
Updated Ice Thorn right-click hint to include Thorns damage and new hint
Added new Bone Dragon Dread morale penalty hint

EN(G)_UNITS_FEATURES.LNG

Updated Ancient Vampire's Death's Deception so that it only works 50% of the time
Added new Cyclops features
Updated Dwarf units so that they include the "Likes Dungeons" feature (with a few exceptions)
Updated Dwarf units so that they include the "Sea Sick" feature (with a few exceptions)
Updated Elf units so that they include the "Loves Forests" feature
Updated Elf units so that they include the "Dislikes Dungeons" feature (with a few exceptions)
Updated Bone Dragon to include new Dread feature
Removed Night Sight from Undead Spider feature list since it was redundant with their Undead feature
Added Underground feature to Fire Spiders and Venomous Spiders
Added "Likes the Forest" feature to Graywolves, Bears, and Ancient Bears
Added the "Tasty Soil" feature to Royal Thorns, Thorns, and Thorn Warriors
Added the "Throws Stones" feature to Cyclopses
Updated Giant Attack hint
Updated Ogre Attack hint
Added new Bone Dragon Dread hint
Updated Undead hint so that they gain +50% Defense in cemeteries instead of +1 Morale (since it didn't effect AI units anyway)
Updated Marine hint to include exact Morale increase
Added new Tasty Soil hint
Added new Likes Dungeons hint
Added new Likes the Forest hint
Added new Loves the Forest hint
Added new Dislikes Dungeons hint
Added new Sea Sick hint

EN(G)_UNITS_SPECIALS.LNG

Updated Shaman Totem hints to include Titan Energy for health and new initative parameter
Added new Titan Energy labels

EN(G)_WINDOWS.LNG - updated version number
TEMPLATES.LNG

Added new "damage" macro to hint_t0 template for displaying the Ice Thorns' "thorns" damage to attackers and for area of effect damage
Added the following macros to the left_t macro for displaying the new attack, defense, and intellect bonuses to the hero screen:

att_den - this is the amount of attack needed to increase maximum damage and unit critical hit
krit_inc - this is the critical hit increase per att_den attack
att_cap_inc - this is the maximum damage increase per att_den attack
att_krit - this is the total critical hit increase per hero attack
def_den - this is the amount of defense needed to decrease unit damage and increase unit resistance to all
res_inc - this is the resist all increase per def_den defense
def_res - this is the the actual resist all increase based on the hero's defense
def_dec - this is the actual damage decrease based on the hero's defense
int_den - this is the amount of intellect needed to increase the power of spells
power_inc - this is the increase in spell power per int_den
dur_den - this is the amount of intellect needed to increase the duration of spells
dur_inc - this is the increase in spell duration per dur_den
int_power - this is the total spell power increase based on the hero's intellect
int_dur - this is the total spell duration increase based on the hero's intellect

Added the following macros to the special_t template:

health_totem - lists the health of the totem, including the increase due to Titan Energy
health% - lists the percent of totem health based on the Shaman's health
titan_energy - lists how much Titan Energy is being used to increase the health of the unit
init_totem - lists the totem's initiative

Added the following macros to the int_spr_Lvlup_tAD template:

freeze - for the new Ice Thorns' freeze chance
thorns - for the new Ice Thorns' "thorns" damage
duration - for the new Ice Thorns' max random duration
freezeOld, freezeNew - for leveling up the ability
thornsOld, thornsNew - for leveling up the ability

Added the following macros to the int_spr_th0 template:

freeze - the freeze chance
thorns - the thorns percentage

Added the following macros to the blog_td0 template:

durold, durnew - new macros for the label that states when a spell / effect duration has been increased / decreased due to the target's resistance
restype - new macro that displays the resistance that caused the spell / effect duration to increase / decrease

Added the following macros to the spells_tSpell template:

DS04_Krit - new critical Hit increase for Haste spell
DS05_Krit - new Critical Hit susceptibility for Slow spell
DS18_Freeze - new Geyser freeze chance



*.LUA

Fixed Game.Random( 100 ) errors so that the proper probability is used, files effected: ARENA.LUA, BOSS.LUA, PAWN.LUA, SPECIAL_ATTACKS.LUA, SPELLS.LUA, SPIRIT_LINA.LUA, UNIT_FEATURES.LUA
ARENA.LUA

Sleeping and Unconscious units always receive critical damage
Entangled units chance to receive a critical hit is doubled
Ancient Vampire's Death's Deception now only works 50% of the time
Slow now increases the chance of a unit receiving a critical strike from its attacker
The hero's attack now affects the attacker's critical hit
The hero's defense now affects the receiver's resistance
The hero's attack and defense now affect the maximum and minimum damage caps (i.e. 300% and 1/3) scaled by the attack-defence difference
For enemy units:

Since there appears to be no way of getting the enemy hero attack / defense, the enemy hero's attack / defense is computed at the beginning of combat based on the unit's current and base attack / defense after the difficulty bonus is applied.
If anyone knows how to get the enemy hero's attack / defense then let me know (there is a way to get the hero's intellect, but that is a special Logic library function).
This means that enemy units not led by an enemy hero can still potentially get:

Increased Critical Hit
Increased Maximum Damage Cap
Decreased Minimum Damage Cap
Increased Resistances
Even if the unit is led by an enemy hero, the computed enemy hero attack / defense values can be quite a bit greater than the enemy hero's actual attack / defense
This makes the game harder at the harder difficulty levels as the enemy units get better bonuses


Updated spell AI to accommodate changes to Battle Cry, Haste, and Slow

LOGIC_HERO.LUA - Leadership Reduction counters are now limited to the lr_limit value specified in CONFIG.TXT when starting a new game
SPECIAL_ATTACKS.LUA

Shaman Totem health is now a percent of the Shaman's total health
Shaman Totem initiative is now the same as the Shaman's base initiative + the Totem's health divided by its init_den (specified in SHAMAN.ATOM)
Giant Quake no longer damages Archdemons and Demonesses since they have wings (their "special" / "avoid" animations are played, respectively, instead). Note that since Giants are male humanoids that the Demoness's Beauty feature used to come into play, but now it is not needed.

SPECIAL_HINT.LUA

Updated Shaman Totem Health hint to include the Titan Energy stored on the Shaman
Added Shaman Totem Initiative hint

SPELLS.LUA

Freeze Immune units now have a greater possible chance of not being frozen with the Ice Snake and Geyser spells
Fire Immune and Demon units now have a greater possible chance of being frozen with the Ice Snake and Geyser spells
Ice Snake and Geyser now use a common function for determining whether units are frozen
Battle Cry (spell_reaction) now increases unit morale instead of initiative
Haste now also increases a unit's initiative and chance to critically strike its target
Slow now also decreases a unit's initiative and increases its susceptibility to critical strikes
Stone Skin is now mass at level 3

SPELLS_HINT.LUA

Updated Slow hint to include initiative reduction and increased susceptibility to critical hits
Updated Haste hint to include initiative increase and increased chance of critical hits
Added Geyser Freeze probably to hint

SPELLS_POWER.LUA

Added new dur_inc parameter
Added capability to show the spell / effect duration log due to the target's resistance
Power Slow now returns critical hit susceptibility value
Power Haste now returns critical hit increase value
Power Geyser now returns freeze chance
Changed how I was computing the infliction increase

SPIRIT_LINA.LUA - Implemented new functions for the Ice Thorn
TEXTGEN.LUA - Added new function to provide number descriptions to the attack, defense, and intellect tips
UNIT_FEATURES.LUA

Mind Immune createres cannot be knocked unconscious by the Giant's attack
The Undead can be stunned by the Ogre's attack and the Undead and Mind Immune creatures cannot be knocked unconscious
The Cyclop's throw attack can now stun and knock units unconscious
The Bone Dragon now decreases morale based on unit level


*.PNG

LEVELUP_BG2_EXTENDED.PNG - New picture that allows for more room in the spirit upgrade description boxes
SPIRIT_LEVELUP_BUTTON_NORMAL_EXTENDED.PNG - New picture for the larger spirit upgrade description
SPIRIT_LEVELUP_BUTTON_ONMOUSE_EXTENDED.PNG - New picture for the larger spirit upgrade description
SPIRIT_LEVELUP_BUTTON_ONPRESS_EXTENDED.PNG - New picture for the larger spirit upgrade description

*.TXT

CONFIG.TXT

New attack_config parameters

den - this is the hero attack divisor for computing max damage cap increase and critical hit increase
krit_inc - this is the amount of critical hit increase per den
cap_inc - this is the amount of max damage cap increase per den

New defense_config parameters

den - this is the hero defense divsor for computing min damage cap increase and resistance increase
res_inc - this is the increase in resist all per den

New hero_leadership_reduction parameter: lr_limit - this is the maximum leadership reduction counter for all units

HERO.TXT - ***CRITICAL*** Fixed misspelling of "spell_dispell" for Paladin and Mage heroes
ITEMS.TXT

Added sp_gain_infliction_burn to "flame_necklace" and "storm_necklace"
Added sp_gain_infliction_shock to "adept_staff" and "arhmage_staff" (note that it is really spelled that way)

ORCELYN_BABIES.TXT

Added Shamans to Tyraxor's bonuses
***CRITICAL*** - Fixed error in Gretchen's bonus list that was causing the game to crash when Orcelyn was having babies

SPECIAL_PARAMS.TXT

Changed individual add and gain spell infliction bonuses to general effect bonuses (i.e. ..infliction_fire_arrow -> ..infliction_burn)
This effects bonuses in ITEMS.TXT, DIANA_BABIES.TXT, MIRABELLA_BABIES.TXT, NEOKA_BABIES.TXT, RINA_BABIES.TXT, XEONA_BABIES.TXT

SPELL.TXT

Necromancy - Added missing Sprites to Skeleton reanimate list
Battle Cry (spell_reaction) now increases unit morale instead of initiative
Haste now also increases a unit's initiative and chance to critically strike its target
Slow now also decreases a unit's initiative and increase its susceptibility to critical strikes
Stone Skin is now mass at level 3 (mana, crystals, etc. adjusted accordingly)
Reduced Trap base poison infliction percent to 25 (was 35)
Geyser now has a specified freeze chance, and increased stun chance from 10 to 15
Fire Arrow now has a burn chance of 20 (was 25)
Poison Skull now has a poison chance of 20 (was 25)

WIFES.TXT - Added Shaman to Orcelyn's Leadership Requirement bonus

*.UI

SP_LEVEL_UP.UI - Increases the size of the spirit levelup dialog to handle more text




That's a lot of changes, but they also serve as a preview of the features that I'd like to implement in my H3T mod for AP / CW.

Please see the first or last post for the download link - thanks!

/C\/C\

Fatt_Shade
12-03-2012, 08:28 AM
Spirits :
- nice idea to make rest/lvlup change. It was hard to use spirits early when you have only 1 skill and rest like 4 turns :-(
- Lina ice thorns is from WotN, also nice touch. At least now she have some bonus for exp, not like before when you needed 100 battles to get her to lvlup.

Units :
- nice racial bonuses for dwarf/elf ... why would only demon/undead have area bonuses.
- maybe give undead +25% on cemetery, because moral gives +stats for att,def,crit%. How about +25% for att/def , instead +50%def ?

Hero :
- bonus for every 7 points in att/def :-D it`s great you implemented this here. Intellect had to much bonuses compared to att/def before.
- spell_dispel , who would figure this out if crashes started :-P
- why limit lds reduction ? i loved my 28 lds griffins (Eddric , glory , griffin banner) :-)

Spells/specials :
- it`ll take some testing to see will it work all

Wives :
- great for Orcelin, and including shamans.

Will this changes go into Ap/Cw version also ?

MattCaspermeyer
12-03-2012, 05:54 PM
Spirits :
- nice idea to make rest/lvlup change. It was hard to use spirits early when you have only 1 skill and rest like 4 turns :-(

Yah - it never felt right to me, now this is much better!

- Lina ice thorns is from WotN, also nice touch. At least now she have some bonus for exp, not like before when you needed 100 battles to get her to lvlup.

Yah, I had been thinking about implementing Ice Thorns damage and thorns damage before WotN came out, but then once I saw the thorns damage in action, I *had* to implement it then. The exploding Ice Thorns are awesome, too (WotN doesn't have that:cool:)! Yah - Lina is easier to keep up with the other spirits now...

Units :
- nice racial bonuses for dwarf/elf ... why would only demon/undead have area bonuses.
- maybe give undead +25% on cemetery, because moral gives +stats for att,def,crit%. How about +25% for att/def , instead +50%def ?

Believe it or not, I tried that with the Undead and guess what? Only 1 bonus is allowed per arena bonus! :(That kinda sucked, so I had to choose just 1 and so defense @+50% seemed to be the way to go (seemed like they'd be pretty defensive when you came to the cemetery...;)). I'll have to check if this is true in AP / CW, but I was a little taken aback by it because I was also going to give Demons +1 / -1 Morale in Lava / Cold in addition to the other bonus, but it wouldn't work! Had similar ideas with Elves so I had to make due...

Hero :
- bonus for every 7 points in att/def :-D it`s great you implemented this here. Intellect had to much bonuses compared to att/def before.
- spell_dispel , who would figure this out if crashes started :-P
- why limit lds reduction ? i loved my 28 lds griffins (Eddric , glory , griffin banner) :-)

You know, I never saw a crash on the "spell_dispel" oops, but when I was implementing the feature in AP / CW, I noticed it and thought "uh-oh". Better to fix it than have it causing problems...

The Leadership Reduction Limit is specified in CONFIG.TXT and so is easily changed (although you'd have to restart). I thought 50% was a good start, but I'm thinking that maybe 75% would be a better limit. I needed something, though since it was theoretically possible to exceed it with Undead units, even though it was virtually impossible. I don't know what would happen actually (would the game crash?), but thought it best to prevent the possibility. I had actually forgotten about the counter limits (that's how the rage and mana limits work).

Let's see, with Edric, you get a total of -58% (18 + 10 + 30) so I'm clipping it 8%. Yah, I'll put that on the list of things to think about for the next update (I still need to check out mass Stone Skin more as well)...

Spells/specials :
- it`ll take some testing to see will it work all

Wives :
- great for Orcelin, and including shamans.

It's funny how I spaced the Shamans when it came to their wife / baby bonuses - go figure.:confused:

Will this changes go into Ap/Cw version also ?

That's the idea - we'll see if there is any change on the arena bonuses (that's kind of a bummer with being able to implement only 1 bonus / penalty per area).

I haven't quite tested everything out, here, but wanted to get this update out since there were a lot of changes...

The AP / CW modding is taking a lot longer because I'm unifying the common areas of the mod between both games. I think this will work better (and keep me saner) for the future and if I ever wanted to try to implement things in WotN (although it seems like a mod for that is light-years away, if at all).

/C\/C\

MattCaspermeyer
12-08-2012, 07:18 AM
As I've been playing the new beta, I've noticed some bugs that I'll be working on fixing in the near future:


Diplomacy is meant to give +1 Morale to Humans, Dwarves, and Elves at Level 1; +1 Morale to Neutrals and Orcs at Level 2; and +1 Morale to Demons at Level 3. Unfortunately, I have an error in which it adds an additional +1 Morale to Humans, Dwarves, and Elves at Level 2 and an additional +1 Morale to Humans, Dwarves, Elves, Neutrals, and Orcs at Level 3. So Humans, Dwarves, and Elves end up getting +3 Morale and Neutrals and Orcs +2 Morale at Diplomacy Level 3. This was not the intent and so I've already made the fix to MORALE.TXT and will be providing it in the next update.
Spiders will use their web on Ents even though they've become rooted (no sense in wasting their web since the Ents can't move anyway). I'll need to update the logic in ARENA.LUA to fix this issue.
When using the Thorn's / Thorn Warrior's Gift of Life, I did not account for the possibility of having a stack divided and so the hint will not display properly that you could actually being going over the maximum leadership. I'll have to fix the hint to account for this - this is in COMBAT_LOG.LUA.

Here are some potential improvements that I may also be working on in the near future:



I'll most likely be increasing the Max Leadership Reduction Limit from 50 to 75% in CONFIG.TXT.
I may change the Max Leadership Reduction code such that it runs every time you level up so that you don't have to restart your game for it to take affect. This is in LOGIC_HERO.LUA.
Various Spirit abilities do not show damage when you use them: 1) Rage Drain, 2) Evil Shoal, and 3) The new change to Ice Thorns. There seems to be a limitation on showing the damage hints with TL, but I'll see if there is a way to show the damage hint properly for these abilities.

Okay, I think that's about it - if anyone has any issues or problems, please let me know - thanks!

/C\/C\

MattCaspermeyer
01-27-2013, 05:25 AM
This is a critical update that fixes quite a few bugs thanks to playing the game in Windows 8 with the -dev switch. There were quite a few things that I thought were working before, but apparently weren't. I've now fixed every issue I've discovered. I'm going to keep playing with the -dev switch until I finish my current Paladin play through (he's only level 6 so I got a ways to go).

I've also gone through the *.LOC files and increased the probability of getting rare units as well as added the possibility of being able to buy certain containers (i.e. eggs, seeds, etc.) at various shops. I've just started playing a new game and so far the extra variability gives you an opportunity to get some more varied units early in the game to try them out. For example, Druids are now much more of a possibility in Darion. You also now should be able to find Royal Thorns and Ancient Ents in your game, whereas before you could have a game without these units. NOTE: If you want to take advantage of the changes to the *.LOC files you must restart since the game engine only uses them when you start a new game and stores their information in your save game file.

I've also implemented variability to the containers so that there is a possibility of getting all variants of a unit type from a container. For example, Spider Eggs now have a chance to produce Cave Spiders, Venomous Spiders, Undead Spiders, or Fire Spiders; Snake Eggs now have a chance to produce Snakes, Swamp Snakes, or Royal Snakes. Also, certain containers now have the possibility to produce their higher level variant after acquiring a certain amount. For example, Thorn Seeds now have a chance to produce a Royal Thorn if you have 47-76 seeds. The probability increases until you have 76 seeds, at which point you'll always produce 1 Royal Thorn for every 76 seeds you use (technically it is a random number of seeds between 47-76 so it is possible to get 2 Royal Thorns with 94 seeds if you're lucky or 152 seeds if you're unlucky). You can still produce Thorns / Thorn Warriors, but you have to use fewer than 47 seeds at a time when you do. This gives quite a bit of variability to these containers, plus since you can resupply your troops without a shop, there now is a slight advantage to using units that you can replenish with a container. NOTE: You must either 1) collect or buy another of these items or 2) restart if no more are available for the change to take effect.

I removed the Leadership Reduction counter limits since they cannot be implemented.

I improved the AI of certain unit abilities like the Royal Thorn Entangle, the Furious Goblin Throw Axe, and Web, for example.

I've made some improvements to some animations here and there (like the Ent / Ancient Ent Summon Plant when summoning Ents / Ancient Ents).

Ice Thorns now are treated like enemies and so ranged units cannot use their ranged attack when adjacent to one.

The download link is at the bottom of the post - thanks for trying out my mod!:grin:

I'll keep working on fixing the bugs as I find them, but to my knowledge there are no known crashing issues.

Here is the detailed list of changes:

Version: Beta 2013-01-26

ATOM

ALCHEMIST.ATOM

Holy Water charges changed to a reload of 3
Fire Potion Charges changed to a reload of 4
Poison Potion Charges changed to a reload of 5

DEATH.ATOM - Rage Gain set to display a damage hint
Demon ATOM's: ARCHDEMON, CERBERUS, DEMON, DEMONESS, IMP, IMP2, SPIDER_FIRE

Now generate twice as much rage when attacking / defending

DEVATRON.ATOM - set the isenemy flag to true such that ranged units cannot use their ranged ability when adjacent to an Ice Thorn
EVILBOOK ATOM's: EVILBOOK1 - 3

Now are Mages (and subject to Zerock's Attacks)
Have the feature other mages have (denoted below) to convert damage to mana

ENT.ATOM

Added "special" animation for Summon Plant
Added sound for "special" animation
Added particle for "special" animation

GOBLIN2.ATOM - Throw Axe now reloads every 3 rounds
Mage ATOM's: ARCHMAGE, BEHOLDER, BEHOLDER2, NECROMANT, PRIEST, PRIEST2, SHAMAN

Now have a feature that has a chance of converting damage into mana for their hero
The chance is related to the total leadership of the stack

Orc ATOM's: CATAPULT, GOBLIN, GOBLIN2, OGRE, ORC, ORC2, SHAMAN

Now generate 1.5 times as much rage when attacking / defending

ROBBER.ATOM - removed from mod and returned to default (the only change here was them having 8 charges on their longattack)
ROBBER2.ATOM - removed from mod and returned to default (the only change here was them having 8 charges on their longattack)
SLIME.ATOM

rage1 now has a level 4 requirement (was 3) and a spirit level requirement of 9 (didn't have one before)
rage2 now has a level 6 requirement (was 5) and a spirit level requirement of 14 (didn't have one before)

SPIDER_FIRE.ATOM - Added the missing demon feature
THEROCK.ATOM - Added level requirements to Wall TTL upgrades since it was possible to be offered it without even having the ability

1594798170.CHAT - Maria now exchanges 1 dragonfly wing for 3 crystals
*.DAT

ITEXTURES.DAT - added include for tex338.dat
TEX338.DAT - new DDS data file for the new Tolerance Skill pictures

TEX338.DDS - new pictures for the Tolerance Skill (Level 0 and 1, Levels 2 and 3 are the same)
*.LNG

EN(G)_ACTORS.LNG - Changed Carl Leonar to Leonard
EN(G)_BATTLE.LNG - added Totem Dispel log label
EN(G)_CHAT_0013319904_1594798170.LNG - Maria now exchanges 1 dragonfly wing for 3 crystals
EN(G)_ITEMS.LNG - added [egg] macro for generating container unit possibilities for certain containers (i.e. eggs, seeds, etc.)
EN(G)_ITEMS_BASE - added new labels for the egg macro for container hints
EN(G)_SKILLS.LNG - added Tolerance Level 3
EN(G)_SPELLS.LNG

Clarified Entangle Critical Hit verbiage
Added description to Freeze about Shock chance doubling
Added description to stun and blind about double chance of being struck critically

EN(G)_UNITS.LNG

Death Totem now also randomly removes 1 bonus spell from each target
Life Totem now also randomly removes 1 penalty spell from each target
Updated Orcs and Demons to include Rage bonuses.
Added Critical Hit labels and macro
Added Level to the end of the Evil Book unit names
Added new Elf / Dwarf Tolerance label

EN(G)_UNITS_FEATURES.LNG

Updated Soul Drain description to include units not affected by it
Added new regenerates_mana header and hint
Changed description of Team Spirit to include changes listed below
Updated holy_attack_header to include changes listed below

EN(G)_UNITS_SPECIALS.LNG

Web now also doubles the chance of the target being struck critically
Death Totem now also randomly removes 1 bonus spell from each target
Life Totem now also randomly removes 1 penalty spell from each target

TEMPLATES.LNG

Added "egg" macro to generate the unit possibility hints
Changed "allmages1" macro to include Beholders, Evil Beholders, and Evil Books since they are Mages (Beholders were given the mage feature a while back and Evil Books in this update)
Fixed group macros to use the proper bonuses since they were wrong
Added Critical Hit macro definition
Added dragonfly_wings macro to show the number of Dragon Fly Wings you have when selling them to Maria.


*.LUA

ARENA.LUA

Targets with blind, unconscious, or sleep have their can_attack flag set to false if the duration left is greater than 1
Web:

The criteria for the AI deciding to web a unit is now:

Cannot be webbed, entangled, sleeping, unconscious, blinded, or rooted
The ratio of the target's speed to the webber's speed
The ratio of the target's power to the webber's power


Entangle - AI now considers targets viable if they can attack an ally, not just the caster
Rooted:

AI now just considers whether the caster needs healing or resurrection as entry criteria
Probability is now 5 times higher if the caster is burning

Units that have been webbed now have twice the chance of being struck critically
Units that have been blinded now have twice the chance of being struck critically
Units that have been stunned now have twice the chance of being struck critically
Furious Goblin's Throw Axe ability AI improved
Spell AI

If a pawn is a valid target then its score is 1/10 (Gremlin Towers liked to target Ice Thorns with Fire Ball / Rain)
Targets with blind, unconscious, or sleep have their can_attack_units flag set to false if the duration left is greater than 1

***BUG*** Fixed error with Frenzy giving too much of an Attack bonus after killing enemy troop
***BUG*** Fixed error with Towers and "book_times" (thanks Windows 8!)

COMBAT_LOG.LUA

If you have a split stack, Gift of Life now correctly displays the correct hint for whether or not your stack will cause you to go over your Hero's Leadership
Rage Gain now shows the damage tooltip

ITEMS_HINT.LUA

Added new "gen_egg_param" function to list the probability and variants of units coming out of certain containers
Fixed unit bonus generators to properly compute the unit group bonus macros
Scholar is now sp_power_inc / den_scholar

ITEM_USE.LUA - Updated "objuse_spawn_troop" to handle an alternate set of units to produce from the object (see ITEMS_MONSTER.TXT)
LOGIC_HERO.LUA

Removed Leadership Reduction Limit code since you can't clamp leadership limit bonuses
Tweak to Paladin's Rune Level-ups: Now 24.4, 51.2, and 24.4% Might, Mind, and Magic Rune split
Tweak to Mage's Rune Level-ups: Now 13.3, 26.7, and 60% Might, Mind, and Magic Rune split

PAWN.LUA

Death Totem now removes 1 random bonus spell from each enemy target in the radius
Life Totem now removes 1 random penalty spell from each ally target in the radius

SKILLS.LUA

Explorer now also increases the Hero's Search Radius
Added check to skill_power to set param to 1 if the input value is nil

SPECIAL_ATTACKS.LUA - Improved Ent Summon Plant animation for when Ents are summoned
SPELLS.LUA

Mass spells now have a random time shift for the mass effect
If a unit is frozen, then their chance of shock doubles
The intellegence spell power bonuses (int_pwr and sp_power_int) are now multiplicative of total intelligence bonus not simply intelligence (i.e. instead of ( 1 + int * bonuses ) it is ( 1 + int / 100 ) * bonuses. This is so that if you have, for example, 28 intellect then you get +40% intellect power or ( 1 + int / 100 ) * 1.4 rather than a 40% increase in intellect ( 1 + int * 1.4 / 100 ) like how I had it implemented before in which the 40% bonus did not equate to +40% power bonus like the intellect description states.
***BUG*** Fixed bug with spells that were determining if the caster was human or computer (thanks Windows 8!)

SPELLS_COMMON.LUA

***BUG*** Added check for corpse_cell not nil to calccells_all_phoenix_sacrifice (thanks Windows 8!)
***BUG*** Fixed error with Towers and the Necromancy Spell using calccells_all_corpse2 (thanks Windows 8!)

SPELLS_EFFECTS.LUA

Bless / Weakness now have a random time shift
***BUG*** Added check for nil target in apply_hero_duration_bonus (thanks Windows 8!)
***BUG*** Fixed error with " defense" in effect_holy_attack (thanks Windows 8!)

SPELLS_POWER.LUA

Fixed "holy" bonus to be "sp_holy" to prevent conflict with "holy" affliction chance
The sp_power_inc bonus is now divided by den_scholar
***BUG*** Added check to ensure targets are not nil in res_dur (thanks Windows 8!)
See the change to intelligence spell power bonuses in SPELLS.LUA

SPIRIT_LINA.LUA

Updated Gizmo AI to be a merging of H3B and H3T logic
Improved Ice Thorns animation sequence of displaying damage numbers

TEXTGEN.LUA

Fixed "int_power" calculation to accurately calculate the bonus with item bonuses
The total Scholar spell power increase is now sp_power_inc / den_scholar
Added new gen_unit_krit function to generate the unit's Critical Hit chance

UNIT_FEATURES.LUA

The Ghost / Cursed Ghost Soul Drain ability no longer works on Holy units
If a unit is frozen, then their chance of shock doubles
Fixed Orc's Ill-Tempered from executing when the Orc troop is killed
***BUG*** Added check for sleep not nil to features_giant_attack (thanks Windows 8!)
***BUG*** Added check for stun not nil to features_ogre_attack (thanks Windows 8!)
***BUG*** Added check for chance not nil to features_bonedragon_attack (thanks Windows 8!)
***BUG*** Added check for entangle not nil to features_entangle (thanks Windows 8!)
***BUG*** Fixed issues with post_spell_last_hero not returning damage and addrage properly (thanks Windows 8!)
***BUG*** Fixed issues with possibility of nil parameters when getting custom parameters (thanks Windows 8!)
Priests and Inquisitors now have a chance to affect the Undead with Holy Power, decreasing their combat ability
Peasant's Team Spirit bonus is now a function of the square root of the number of troops and no longer has a restriction on how high the bonus may go.
***BUG*** Fixed error in features_bleeding (target -> receiver) (thanks Windows 8!)


*.TXT

CONFIG.TXT - Leadership Reduction Limit is no longer used since you can't clamp the leadership reduction bonus counters
DIANA_BABIES.TXT

Added Beholders and Evil Book Level 1 (Level 3), Evil Beholders and Evil Book Level 2 (Level 4), and Evil Book Level 3 (Level 5) to Dracon's Mage bonuses
Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Aine (thanks Windows 8!)

GERDA_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Grindan, Mutare, and Thunar (thanks Windows 8!)
HERO.TXT - removed wolf from the starting army lists, since I guess you can't technically buy any in that state throughout the game
ITEMS_MONSTER.TXT

For all the changes below, you need to collect (or buy) another container for these changes to take affect
"snake_egg" now has a chance to generate all snakes
"spider_egg" now has a chance to generate all spiders
"dfly_egg" now has a chance to generate all dragonflies (equal probability)
"skeleton_grave" now has a chance to generate all skeletons (almost equal probability)
"vampire_grave" now has a chance to generate all vampires
"thorn_seed"

Now has a chance to also generate Thorn Warriors (equal probability between Thorns and Thorn Warrios)
If the number of seeds exceed a certain random range (47-76 seeds) also will produce (always) Royal Thorns for each 47-76 seeds

"ent_seed" now always produces Ancient Ents if 4-5 seeds or more are used (1 for each 4-5 seeds)
There is now a slight chance of a griffin egg producing twins (but only when used individually)!
There is now a slight chance of all dragon eggs producing twins (but only when used individually)!

MIRABELLA_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Cuthbert, Caitlin, and Haart (thanks Windows 8!)
MORALE.TXT

Fixed issue with giving Humans, Dwarves, and Elves +1 Morale for each level of Diplomacy (should be just +1 Morale @Level 1)
Fixed issue with giving Neutrals and Orcs +1 Morale for level 2 and 3 Diplomacy (should be just +1 Morale @Level 2)
Now Tolerance Level 1 removes the Elf / Dwarf Morale penalty
Undead Morale penalty now is removed @ Tolerance Level 2 (was 1)
Demon Morale penalty now is removed @ Tolerance Level 3 (was 2)

NEOKA_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Jenova, Gelare, and Kendal (thanks Windows 8!)
ORCELYN_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Erdamon (thanks Windows 8!)
RINA_BABIES.TXT

Removed sp_lead_unit_bat and sp_lead_unit_bat2 from Isra, Sandro, Xsi, Finneas, Clavius, Vidomina, and Death Haart (these counters don't exist)
Changed sp_lead_unit_vampire3 to sp_lead_unit_vampire2 for Sandro, Xsi, Finneas, and Clavius (how'd that get there???)
Removed duplicate sp_lead_unit_bonedragon from Vidomina (thanks to Fatt_Shade for pointing this one out!)
Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Nagash and Clavius (thanks Windows 8!)

SKILLS.TXT

Explorer now increases the Hero's Search Radius by +1 for each level
Tolerance:

Now has 3 levels:

Elves & Dwarves @ Level 1
Undead @ Level 2
Demons @ Level 3

Resist All is now +2, 4, and 6% (was +2 and +5%)


SPELLS.TXT

Had not realized that I had doubled up on the "holy" parameter using it for both the holy affliction chance and the sp_spell_holy bonus. Spells affected by sp_spell_holy now have an sp_holy parameter (instead of just holy), reserving holy for the chance of inflicting Holy Power on the Undead.
Had not realized that I had weakened Stone Skin when I made it mass - set the values to allow twice as much power as Divine Armor

WIFES.TXT - Removed sp_lead_unit_bat, sp_lead_unit_bat2, from Zombie Rina since these counters don't exist (sp_lead_unit_vampire, sp_lead_unit_vampire2 are the valid ones)
XEONA_BABIES.TXT - Fixed sp_addgold_chestt misspelling (sp_addgold_chest) for Octavia and Mutare Drake (thanks Windows 8!)

*.LOC - ***CHANGES TO LOC FILES ONLY AFFECT NEW GAMES***

Increased chance of:

Getting rare units
Unit generators (i.e. seeds, eggs, etc.)
Unit variability here and there.

If not specified then the ranges were not changed.
DARION_1_EMBRYOS.LOC (Greenwort)

Ghost Ship:

Now has a 25% chance to sell Skeleton Graves (3:10)
Now has a 10% chance to sell Vampire Coffins (1:3)

Pet Shop:

Now has a 50% chance to sell Dragon Fly Eggs (10:25)
Now has a 25% chance to sell Spider Eggs (3:10)
Now has a 10% chance to sell Snake Eggs (1:3)
Now has a 10% chance to sell Griffin Eggs (1:3)
Has the same probabilities of the above generators after finishing quest

Royal Thorn Shop:

Now has a chance to sell more (sometimes fewer) Thorn Seeds (100 -> 70:5:140)
Now has a 10% chance to sell Royal Thorns (1:2)

Milk Woman Shop now has a 10% chance to sell Royal Thorns (1)
Forester Shop:

Now has a 10% chance to sell Thorn Seeds (10:25)
Now has a 10% chance to sell Spider Eggs (5:15)
Now has a 10% chance to sell Druids (5:15)
Now has a 20% chance to sell Thorn Seeds (20:5:50) after finishing quest
Now has a 20% chance to sell Spider Eggs (10:30) after finishing quest
Now has a 20% chance to sell Druids (10:30) after finishing quest
Now has a 20% chance to sell Royal Thorns (1:2) after finishing quest

Robber Shop:

Now has a 50% chance to sell Spider Eggs (6:20)
Now has a 25% chance to sell Snake Eggs (2:6)
Now has a 25% chance to sell Griffin Eggs (2:6)
Now has a 50% chance to sell either Pirates (50:100) or Sea Dogs (25:50)

Aron's Temple:

Now sells Inquisitors (20:40) after becoming a Baron
Now sells Inquisitors (75:5:150) after becoming an Earl
Now sells Inquisitors (400:50:800) after becoming a Lord


DARION_1_DUNGEON_1.EMBRYOS.LOC - Snake Trader now sells Snake Eggs (10:30)
DARION_2_EMBRYOS.LOC (Verlon Forest)

Shop at entrance to Verlon Forest:

Now has a 25% chance to sell Dragon Fly Eggs (50:5:125)
Now has a 20% chance to sell Thorn Seeds (25:5:75)
Now has a 10% chance to sell Griffin Eggs (1:5)
Now has a 10% chance to sell Royal Thorns (1:2)
Now has a chance to sell more Griffins (5:10 -> 10:20)

River Farm:

Now has a 50% chance to sell Dragon Fly Eggs (100:10:250)
Now has a 50% chance to sell Thorn Seeds (50:10:150)
Now has a 20% chance to sell Griffin Eggs (2:10)
Now has a 50% chance to sell Thorns and Thorn Warriors
Now has a 25% chance to sell a Level 1 Elf troop (Sprites or Lake Faeries) (75:5:150)
Now has a 20% chance to sell Royal Thorns (was 16.7%)
Now has a chance to sell more Royal Thorns (1 -> 2:4)

Dragon's Castle:

Now has a 50% chance to sell Dragon Fly Eggs (50:10:150)
Now has a 50% chance to sell Spider Eggs (20:40)
Now has a 20% chance to sell Griffin Eggs (5:10)

Druid's Shop:

Now sells Thorn Seeds (100:10:200)
Now has a 25% chance to sell Griffin Eggs (5:20)
Has a 10% Chance to sell Ent Seeds (1:3)
Now sells Druids (40:5:100)
Now sells either:

Sprites: 250:50:500
Lake Faeries: 250:50:500
Dryads: 100:25:250

Now has a 40% chance to sell either Griffins (20:5:100) or Royal Thorns (1:5)

Robber House:

Now has a 75% chance to sell Spider Eggs (50:5:100)
Now has a 20% chance to sell Griffin Eggs (5:10)
Now has a 10% chance to sell Skeleton Graves (5:20)

Viking Ship

Now has a 25% chance to sell Griffin Eggs (5:15)
Now has a 25% chance to sell Griffins (10:5:50)
Now has a 10% chance to sell Druids (10:5:50) or Royal Thorns (2:5)


DARION_3_EMBRYOS.LOC (Marshan Swamp)

Tavern - now has a chance to sell more knights (2:5 -> 4:10)
Robber House:

Now has a 25% chance to sell Skeleton Graves (15:30)
Now has a 10% chance to sell Vampire Coffins (5:10)

Tomb (03):

Now has a 40% chance to sell Skeleton Graves (30:5:60)
Now has a 20% chance to sell Vampire Coffins (10:20)
Now has a 33.3% chance to sell Undead Spiders (250:25:400)

Tomb (01):

Now has a 40% chance to sell Skeleton Graves (30:5:60)
Now has a 20% chance to sell Vampire Coffins (10:20)
Now sells more Spider Eggs (10 -> 10:5:50)
Now has a 16.7% chance to sell Undead Spiders (250:25:400)
Now has a 25% chance to sell Cursed Zombies (50:5:100)
Now has a 25% chance to sell Cursed Ghosts (50:5:100)

Frogus Castle:

Now has a 10% chance to sell Thorn Seeds (25:5:75)
Now has a 50% chance to sell Spider Eggs (30:5:60)
Now has a 25% chance to sell Snake Eggs (10:30)
Now has a 22.2% chance to sell Royal Thorns (3:10)
Now has a 20% chance to sell Thorn Seeds (50:10:150) after completing quest
Now sells Spider Eggs (60:10:120) after completing quest
Now has a 50% chance to sell Snake Eggs (20:5:60) after completing quest

Bagaba Castle:

Now has a 60% chance to sell Spider Eggs (45:5:75)
Now has a 30% chance to sell Snake Eggs (15:5:45)
Now sells Spider Eggs (90:10:150) after completing quest
Now has a 60% chance to sell Snake Eggs (30:5:90) after completing quest

Furious Paladin:

Now has an 80% chance to sell Skeleton Graves (50:5:150) when dead
Now has a 40% chance to sell Vampire Coffins (20:40) when dead
Undead Spiders (33% chance) moved to group of Skeleton Archers and Skeletons when dead
Cursed Ghosts (25% chance) added to second group (50:5:100) when dead

Witches (Martha's) Hut (01):

Now has a 20% chance to sell Thorn Seeds (50:10:150)
Now has a 10% chance to sell Snake Eggs (10:30)
Now has a 33% chance of selling Royal Thorns (2:4)

Emenem's Castle:

Now has a 50% chance to sell Skeleton Graves (10:5:40)
Now has a 25% chance to sell Vampire Coffins (2:10)
Now has a 10% chance to sell a Level 4 Undead Troop (10:20)

Witches (Chavakha's) Hut (03):

Now has a 20% chance to sell Spider Eggs (45:5:90)
Now has a 10% chance to sell Snake Eggs (15:5:45)


DARION_4_EMBRYOS.LOC (Arlania)

Castle:

Now has a 25% chance to sell Dragon Fly Eggs (40:80)
Now has a 20% chance to sell Thorn Seeds (50:5:100)
Now has a 10% chance to sell Griffin Eggs (2:10)
Now has a 60% chance to sell Dragon Fly Eggs (80:5:160) after finishing quest
Now has a 50% chance to sell Thorn Seeds (100:10:200) after finishing quest
Now has a 25% chance to sell Griffin Eggs (4:15) after finishing quest

Tavern

Now has a 20% chance to sell Griffin Eggs (5:20)
Increased level 4 unit count by 5 times (i.e. 2:4 -> 10:20, 1:2 -> 5:10)

Viking Ship

Now has a 25% chance to sell Griffin Eggs (5:25)
Now has a 30% chance to sell Griffins (25:5:100)
Now has a 25% chance to sell Either Druids (20:50) or Royal Thorns (2:5)

Harl:

Now has a 25% chance to sell Dragon Fly Eggs (50:5:250)
Now has a chance to sell more Griffin Eggs (10 -> 10:30)
Now has a 50% chance to sell Dragon Fly Eggs (100:10:500) after finishing quest
Now has a chance to sell more Griffin Eggs (30 -> 30:5:90) after finishing quest

Ghost Ship:

Now has a 25% chance to sell Skeleton Graves (25:5:75)
Now has a 10% chance to sell Vampire Coffins (5:10)
Now has a 10% chance to sell Vampires (10:30)


DEMON_1_EMBRYOS.LOC (Demonis)

Demon Tower (02) increase max of Level 3, 4 Demons (200 -> 400)
Baal's Castle:

Fire Spiders are now available (9999)
Scoffer Imps are now available (9999)
Cerberi and Demonesses are now separated and have a 75% chance of being available
Demons and Archdemons are now separated and have a 75% chance of being available
There is a 75% chance of getting a Level 2-4 Demon trooop (200:10:500)
There is another 75% chance of getting a Level 2-4 Demon trooop (200:10:500)
There is now a 50% chance of getting 10:30 more Archdemons

Building Demon (05)

There is now a 25% chance of getting 2:4 Level 5 Demon troops in the first slot
There is now a 7.7% chance of getting 2:4 Level 5 Demon troops in the second slot


Xeona's Castle:

Now has a 50% chance to sell Red Dragons Eggs (1:2)
Now always sells Red Dragons Eggs (2:4) after defeating Xeona
Scoffer Imps, Cerberi, and Demons broken out and have a 75% chance of being available after defeating Xeona
Fire Spiders and Imps have a 75% chance of being available (500:5:1000) after defeating Xeona
Now has a 50% chance to sell an additional Level 2-4 Demon troop (150:5:300) after defeating Xeona
Now has a 50% chance to sell Archdemons (5:15) after defeating Xeona
Now has a 25% chance to sell Red Dragons (5:15) after defeating Xeona

Wizard Tower - Priests changed to Inquisitors

ELLINIA_1_EMBRYOS.LOC (Magic Valley)

Vermeus's Shop:

Now has a 50% chance to sell Ent Seeds (10:30)
Priests changed to Inquisitors
Now has an 80% chance to sell Druids (200:5:300)

Dryad Shop:

Now has a 50% chance to sell Sprites (500:100:2000)
Now has a 50% chance to sell Lake Faeries (500:100:2000)
Griffins changed to Ancient Ents (5:20)

Flower (01) Shop:

Increased number of possible Thorn Seeds (30:50 -> 250:125:750)
Always sells Dryads
Has a chance to sell either Druids & Werewolf Elves (instead of Dryads and Werewolf Elves)

Snake Trader - increased Snake Eggs (50 -> 50:5:200)
Werewolf Shop:

Increased Thorn Seeds (100:200 -> 200:50:500)
Now has a 50% chance to sell Ent Seeds (5:10)
Now has a 50% chance to sell Gray Wolves (2000:500:9000)

Mushroom Shop:

Snake Eggs increased (10 -> 25:5:50)
Spider Eggs increased (10 -> 50:10:100)
Thorn Seeds increased (50:100 -> 125:5:250)
Now has a 50% chance to sell Royal Thorns (20:5:60)

Unicorn Shop:

Now sells Thorn Seeds (125:25:750)
Now has a 50% chance to sell either Sprites or Lake Faeries (500:100:2000)

Water Lily:

Now has a 50% chance to sell Sprites
Now always sells Lake Faeries
Now has a 50% chance to sell either Dragonflies (Lake & Fire), Sprites (both), or Thorns (both) (500:25:1500)
Now has a 50% to sell Dryads and Ents (was a 50% chance to sell either Dryads or Ents)

Dragonfly Farm:

Now has a 50% chance to sell Dragon Fly Eggs (150:25:400)
Now has a 50% chance to sell Thorn Seeds (250:25:750)
Now has a 50% chance to sell Ent Seeds (5:10)
Now always sells Lake Dragon Flies
Now always sells Fire Dragon Flies
Alternate slot is now between Sprites and Lake Faeries (removed Lake Dragon Flies)
Now has a 50% chance to sell Royal Thorns (15:5:45)
Now has a 50% chance to sell either Ents (15:5:45) or Ancient Ents (5:10)


ELLINIA_1_LABIRINT_1.EMBRYOS.LOC

Werewolf Shop:

Now has a 50% chance to sell Snake Eggs (100:50:400)
Now has a 50% chance to sell Spider Eggs (200:25:1000)

Dragon Shop:

Now has a 25% chance to sell Green Dragon Eggs (2:10)
Now has a 25% chance to sell Red Dragon Eggs (2:10)
Now has a 25% chance to sell Black Dragon Eggs (2:10)
Now has a 25% chance to sell Bone Dragon Eggs (2:10)


ELLINIA_1_LABIRINT_2.EMBRYOS.LOC

Tomb (03) Shop:

Now has a 75% chance to sell Skeleton Graves (500:50:2500)
Now has a 50% chance to sell Vampire Coffins (100:25:250)
Now sells either Necromancers (100:40:300) or Black Knights (100:40:300)

Skaar's Shop:

Now has a 50% chance to sell Green Dragon Eggs (1:5)
Now has a 50% chance to sell Red Dragon Eggs (1:5)
Now has a 50% chance to sell Black Dragon Eggs (1:5)

Unicorn Shop:

Now has a 50% change to sell Snake Eggs (400:25:800)
Now has a 50% change to sell Griffin Eggs (100:25:500)
Now has a 25% chance to sell Green Dragon Eggs (2:4)

Mushroom Shop:

Now has a 50% chance to sell Thorn Seeds (1000:250:4000)
Now has a 40% chance to sell Spider Eggs (500:50:2500)
Now has a 30% chance to sell Snake Eggs (250:25:1000)
Now has a 25% chance to sell Ent Seeds (25:5:100)
Now always sells Royal Thorns (75:10:300)

Pirate Shop - Footman changed to equal chance of Robbers and Marauders (600:30:1200)
Demon Shop:

Now has a 20% chance to sell Fire Spiders (1000:40:2000)
Now has a 20% chance to sell Imps (1000:40:2000)
Now has a 20% chance to sell Scoffer Imps (1000:40:2000)
Now has a 20% chance to sell Cerberi (750:25:1500)
Now has a 75% chance to sell Demons (400:20:1200)
Now has a 75% chance to sell Archdemons (40:5:120)

Giant Shop:

Now has a 50% chance to sell Dragon Fly Eggs (500:125:2500)
Now has a 50% chance to sell Green Dragon Eggs (2:5)
Now has a 50% chance to sell Red Dragon Eggs (2:5)
Now has a 50% chance to sell Black Dragon Eggs (2:5)


ELLINIA_1_LABIRINT_3.EMBRYOS.LOC

Dragon Shop:

Now has a 25% chance to sell Green Dragon Eggs (1:5)
Now has a 25% chance to sell Red Dragon Eggs (1:5)
Now has a 25% chance to sell Black Dragon Eggs (1:5)
Now has a 25% chance to sell Bone Dragon Eggs (1:5)

Dryad Shop:

Now has a 20% chance to sell Green Dragon Eggs (1:2)
Now has a 75% chance to sell Sprites (1200:200:4800)
Now has a 75% chance to sell Lake Faeries (1200:200:4800)
Now always sells Dryads (400:80:800)
Now has a 50% chance of selling another Level 3 to 4 Elf Troop (200:40:400)


ELLINIA_2_EMBRYOS.LOC (Great Forest)

Neoka's Castle:

Now has a 50% chance to sell Ent Seeds (5:10)
Now has a 50% chance to sell Ent Seeds (10:25) after marrying Neoka
Now has a 50% chance to sell Sprites (2000:500:5000) after marrying Neoka
Now has a 50% chance to sell Lake Faeries (2000:500:5000) after marrying Neoka
Now has a 50% chance to sell Dryads (500:250:2500) after marrying Neoka
Now has a 50% chance to sell Druids (400:200:2000) after marrying Neoka
Now has a 50% chance to sell Elves (200:100:1000) after marrying Neoka
Now has a 50% chance to sell Hunters (100:50:500) after marrying Neoka
Now has a 50% chance to sell Unicorns (100:50:500) after marrying Neoka
Now has a 50% chance to sell Ents (50:25:250) after marrying Neoka
Now has a 50% chance to sell Ancient Ents (5:25) after marrying Neoka

Druid Shop:

Now has a 75% chance to sell Thorn Seeds (500:100:2000)
Now has a 50% chance to sell Ent Seeds (5:20)
Now always sells Druids (100:5:200)
Chance to sell Druids is now chance to sell Dryads (100:5:200)
Now has a 50% chance to sell Royal Thorns (50:5:100)

Mushroom Shop:

Now has a 50% chance to sell Thorn Seeds (250:125:1500)
Now has a 25% chance to sell Ent Seeds (10:20)
Increased number of possible Ents (40:60 -> 60:5:120)

Werewolf Shop:

Now always sells Gray Wolves (200:5:500), Bears (150:5:400), or Ancient Bears (100:5:300)
Now has a 50% chance to sell Werewolf Elves
Added additional unit slot that has a 50% chance to sell either Druids or Dryads (250:5:500)

Dryad Shop:

Now has a 50% chance to sell Ent Seeds (5:20)
Now has a 50% chance to sell Sprites (400:10:800)
Now has a 50% chance to sell Lake Faeries (400:10:800)
Now always sells Dryads (200:5:400)
Chance of Elves replaced with Druids (200:5:400)
Griffins replaced with Ents (10:25)


ELLINIA_3_EMBRYOS.LOC (Valley of a Thousand Rivers)

Castle:

Now has a 75% chance to sell Ent Seeds (5:10)
Chance of either Sprites, Lake Faeries, or Dryads is now a 75% chance to sell all 3
Now has a 75% chance to sell Druids (300:50:700)
Now always sells Ent Seeds (50:100) after killing Karador
Now always sells max Sprites, Lake Faeries, and Dryads (9999) after killing Karador
Chance of either Druids or Werewolf Elves is now always sell both after killing Karador
Chance of either Ents, Ancient Ents, or Unicorns is now always sell all 3 after killing Karador

Robber Shop - now has a 25% chance to sell Griffin Eggs (50:5:200)
Pirate House

Now has a 50% chance to sell Thorn Seeds (500:50:1000)
Replaced Thorn with Royal Thorn (15:5:30)

Water Lily Shop:

Now has a 75% chance to sell Thorn Seeds (250:50:1000)
Now has a 25% chance to sell Ent Seeds (5:30)
Now always sells Sprites
Now has a 75% chance to sell Lake Fearies
Now has a 75% chance to sell either Dragonflies (Lake & Fire), Sprites (both), or Thorns (both) (500:25:1500)
Now has a 50% chance to sell Dryads
Chance of Griffin replaced with Ancient Ent
Doubled number of possible Royal Thorns (10:15 -> 20:30)
Added chance of Druids (200:50:500)

Dryad Shop:

Now has a 75% chance to sell Thorn Seeds (500:50:1000)
Now has a 25% chance to sell Ent Seeds (10:30)
Now has a 50% chance to sell Sprites
Now has a 50% chance to sell Lake Faeries
Now always sells Dryads
Chance of Dryad replaced with Druid
Chance of Lake Faery replaced with Lake Dragon Fly

Flower Shop:

Now has a 75% chance to sell Thorn Seeds (500:50:1000)
Now has a 25% chance to sell Ent Seeds (10:30)
Added additional 50% chance of getting either Royal Thorns (75:5:250), Ents (50:5:200), or Ancient Ents (25:50)

Green Dragon Shop now sells Green Dragon Eggs (15:30)
Unicorn Shop:

Now has a 50% chance to sell Thorn Seeds (200:40:800)
Now has a 25% chance to sell Ent Seeds (5:20)
Now has a 66.7% chance to sell Druids (300:50:700)

Elf Shop:

Now has an 80% chance to sell Thorn Seeds (250:50:1000)
Now has a 40% chance to sell Griffin Eggs (50:100)
Now has a 20% chance to sell Green Dragon Eggs (5:10)
Chance of Bowmen changed to Druids and number halved (1000:50:3000 -> 500:25:1500)
Chance of Footmen changed to Sprites
Chance of Robbers changed to Lake Faeries

Druid Shop:

Now always sells Druids
Chance of Druid changed to Dryad (100:10:300)
Added Lake Faeries to chance of unit list (1000:50:3000)

Elunium's Unicorn Shop:

Now has a 50% chance to sell Thorn Seeds (200:50:1000)
Now has a 25% chance to sell Ent Seeds (10:40)
Now always sells Unicorns (300:50:1500)
Now has a 50% chance to either sell Dryads or Druids (300:50:1500)
Now has a 50% chance to either sell Ents (30:5:150) or Ancient Ents (5:30)

Beaulla's Shop:

Now has a 40% chance to sell Thorn Seeds (200:50:800)
Now has a 20% chance to sell Ent Seeds (5:20)
Now always sells Sprites and Lake Faeries (250:5:500)
Now always sells Dryads (100:25:400)
Now has an 80% chance to sell Thorn Seeds (400:100:1600) after finishing quest
Now has a 40% chance to sell Ent Seeds (10:2:40) after finishing quest
Now always sells Sprites and Lake Faeries (1000:5:2500) after finishing quest
Now always sells Dryads (800:100:1600) after finishing quest
Now has a 25% chance to sell Level 5 Elf (Ancient Ents) troop (5:25) after finishing quest


ISLAND_1_EMBRYOS.LOC (Western Islands)

Pirate House Shop - now has a 15% chance to sell Griffin Eggs (5:10)
Orc Embassy

Now has a 20% chance to sell Griffin Eggs (20:40)
Now has a 40% chance to sell Griffin Eggs (40:5:80) after finishing quest
Now has a 25% chance to sell Level 5 Orc troops (5:10) after finishing quest

Thorny Dog's Shop - now has a 20% chance to sell Griffin Eggs (5:15)
Pirate House (3 #1) Shop:

Now has a 20% chance to sell Thorn Seeds (50:25:200)
Now has a 10% chance to sell Griffin Eggs (5:10)
Now has a 22.2% chance to sell Royal Thorns (3:5)

Pirate House (3 #2) Shop - now has a 15% chance to sell Griffin Eggs (5:10)
Pirate House (3 #3) Shop - now has a 15% chance to sell Griffin Eggs (4:8 )
Pirate House (3 #4) Shop:

Now has a 10% chance to sell Griffin Eggs (4:12)
Now has a 20% chance to sell Griffin Eggs (5:15) after finishing quest

Pirate House (4) Shop:

Now has a 15% chance to sell Griffin Eggs (5:15)
Now has a 30% chance to sell Griffin Eggs (5:20) after finishing quest

Pirate House (3 #5) Shop

Now has a 10% chance to sell Griffin Eggs (5:10)
Now has a 20% chance to sell Griffin Eggs (5:20) after finishing quest

Pirate House Shop

Increased number of possible Knights (3:5 -> 15:25)
Now has a 20% chance to sell Griffin Eggs (5:20)

Governer Thompson's Castle:

Now has a 40% chance to sell Thorn Seeds (100:50:200)
Now has a 20% chance to sell Griffin Eggs (5:25)
Chance for Thorns changed to Royal Thorns (3:10)
Now has a 60% chance to sell Thorn Seeds (100:50:400) after completing quest
Now has a 40% chance to sell Griffin Eggs (10:50) after completing quest
Now sells max Robbers (9999) after completing quest
Now sells max Marauders (9999) after completing quest
Now has a 50% chance to sell Griffins (100:25:300) after completing quest

House Shop (03)

Now has a 25% chance to sell Griffin Eggs (5:30)
Increased numbers of Knights (2:4 -> 10:20), Polar Bears (2:5 -> 10:25), and Griffins (15:40 -> 45:120)


ISLAND_2_EMBRYOS.LOC (Eastern Islands)

Cursed Pirate Shop - now has a 25% chance to sell Griffin Eggs (5:25)
Duke's Castle:

Now has a 20% chance to sell Griffin Eggs (5:20)
Now has a 40% chance to sell Griffin Eggs (10:40) after killing Duke
Now has a 50% chance to sell Griffins (50:5:100) after killing Duke

Pirate House (3) Shop - now has a 15% chance to sell Griffin Eggs (5:15)
Barbarian Shop - now has a 40% chance to sell Griffins (25:5:150)
Ghost Ship:

Now has a 50% chance to sell Skeleton Graves (50:10:150)
Now has a 20% chance to sell Vampire Coffins (10:20)
Now has a chance to sell Undead Spiders (300:50:600)
Now sells an additional Level 2-3 Undead unit (50:10:300)

Underwater Ship:

Now has a 75% chance to sell Skeleton Graves (100:10:300)
Now has a 30% chance to sell Vampire Coffins (20:40)
Now has a chance to sell Undead Spiders (100:10:200)
Now sells an additional Level 1 Undead troop (200:20:400)
Now has a 50% chance to sell an additional Level 3-4 Undead troop (25:5:100)
Now has a 50% chance to sell an additional Level 3 Undead troop (50:10:200)
Now has a 50% chance to sell an additional Level 4 Undead troop (25:5:100)

Viking Ship (01)

Now has a 30% chance to sell Griffin Eggs (10:25)
Now has a chance to sell Royal Thorns (3:20)
Now has a 75% chance to sell either Druids (100:25:250) or Griffins (100:25:250)

Pirate Shop - now has a 15% chance to sell Griffin Eggs (5:15)
Pirate Shop (03 #1) - now has a 15% chance to sell Griffin Eggs (6:18 )
Pirate Shop (03 #2)

Now has a 60% chance to sell Griffin Eggs (10:40)
Increased Knight (2:4 -> 10:20), Unicorn (3:5 -> 15:25), Griffin (30:150 -> 60:300), and Royal Thorns (2:5 -> 4:10)


KORDAR_DEMONROAD.EMBRYOS.LOC (Road to Demonis)

Dwarf Shop

Now has a 20% chance to sell Thorn Seeds (200:50:2500)
Added chance of Royal Thorns (20:30)


KORDAR_DUNGEON_1.EMBRYOS.LOC (Lower Hadar)

Dwarf Tavern - now has a 50% chance to sell Spider Eggs (100:25:400)

MUROK_1.EMBRYOS.LOC

Orc (01) Shop - Now has a 20% chance to sell Black Dragon Eggs (2:8 )
Odium Shop:

Now has a 25% chance to sell Green Dragon Eggs (5:10)
Now has a 25% chance to sell Red Dragon Eggs (5:10)
Now has a 25% chance to sell Black Dragon Eggs (5:10)


UNDEAD_1.EMBRYOS.LOC

Vampire Shop:

Now has a 75% chance to sell Skeleton Graves (200:20:400)
Now has a 50% chance to sell Vampire Graves (50:10:100)
Now has a 20% chance to sell Bone Dragon Eggs (1:2)
Now has a 66.7% chance to sell either Black Knights or Necromancers (20:10:100)

Tomb (03):

Now has a 60% chance to sell Skeleton Graves (250:25:500)
Now has a 40% chance to sell Vampire Graves (20:5:50)
Now has a 20% chance to sell Bone Dragon Eggs (1:2)

Tomb (01):

Now has a 50% chance to sell Skeleton Graves (200:50:600)
Now has a 30% chance to sell Vampire Graves (25:5:60)
Now has a 10% chance to sell Bone Dragon Eggs (1:2)

Black Tower:

Now has a 90% chance to sell Skeleton Graves (100:50:800)
Now has a 75% chance to sell Vampire Graves (60:5:120)
Now has a 50% chance to sell Bone Dragon Eggs (2:5)

Dead House (02):

Now has a 50% chance to sell Skeleton Graves (40:10:160)
Now has a 25% chance to sell Vampire Graves (10:2:40)
Now has a 10% chance to sell Bone Dragon Eggs (1:2)

Dead Temple (01):

Now has a 60% chance to sell Skeleton Graves (80:10:200)
Now has a 40% chance to sell Vampire Graves (20:5:50)
Now has a 10% chance to sell Bone Dragon Eggs (1:2)

Ghost Ship:

Now has a 50% chance to sell Skeleton Graves (50:5:150)
Now has a 25% chance to sell Vampire Graves (20:2:60)
Now has a 10% chance to sell Bone Dragon Eggs (1:2)

Barbarian Shop - now has a 25% chance to sell Skeleton Graves (20:5:100)

UNDEAD_2.EMBRYOS.LOC

Karador's Castle:

Now sells Skeleton Graves (400:100:1600)
Now has a 75% chance to sell Vampire Graves (100:10:200)
Now has a 25% chance to sell Bone Dragon Eggs (10:25)
Chance for Skeleton Archers, Cursed Ghosts, and Cursed Zombies is to always sell those troops
Chance for Bone Dragons or Black Knights is to always sell those troops
Now has a 75% chance to sell Skeletons (1000:100:9000)
Now has a 75% chance to sell Undead Spiders (1000:100:9000)
Now has a 75% chance to sell Zombies (1000:100:9000)
Now has a 75% chance to sell Ghosts (1000:100:9000)
Now has a 75% chance to sell Vampires (500:50:2500)
Now has a 75% chance to sell Ancient Vampires (150:30:400)
Now has a 75% chance to sell Necromancers (150:30:400)

Werewolf Shop - now has a 66.7% chance to sell Gray Wolves (1000:100:9000)
Zelbarra's Shop:

Now has an 80% chance to sell Skeleton Graves (150:50:600)
Now has a 40% chance to sell Vampire Graves (50:5:100)
Now has a 20% chance to sell Bone Dragon Eggs (1:3)

Dead House (02):

Now has a 50% chance to sell Skeleton Graves (80:10:160)
Now has a 25% chance to sell Vampire Graves (15:5:80)
Now has a 10% chance to sell Bone Dragon Eggs (1:2)

Vampire Shop:

Now has a 90% chance to sell Skeleton Graves (200:50:700)
Now has a 50% chance to sell Vampire Graves (50:10:150)
Now has a 25% chance to sell Bone Dragon Eggs (2:4)
Now has a 66.7% chance to sell Necromancers (40:20:200)




Whew! Long list!

If you have any problems playing this update, please let me know and thanks for trying out my mod!

/C\/C\

Please see the first or last post for the download link - thanks!

bacchus1974
01-27-2013, 07:46 AM
great i test your mod i begin a new game in impossible

Sir Whiskers
01-27-2013, 02:59 PM
Unfortunately, I can't get this to work.

1) Start new game
2) Enter Training area
3) Attempt to save or talk to Richard = crash to desktop

It doesn't matter which hero I use, nor whether I rename the hero.

I was able to test an earlier version of the mod very thoroughly, so I'm a bit stumped as to what is happening. I uninstalled your mod and the game runs normally.

Any suggestions?

Running version 1.7, build 35.234, H3B: B2013-01-26

Problem signature:
Problem Event Name: APPCRASH
Application Name: kb.exe
Application Version: 0.0.0.0
Application Timestamp: 562b029a
Fault Module Name: kb.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 562b029a
Exception Code: c0000005
Exception Offset: 0243b193
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

MattCaspermeyer
01-27-2013, 05:37 PM
***EDIT***

I've found a critical error with this version. If you started a new game with this version and want to marry Neoka, there is a strong possibility that the game will crash because of an error in the unit list when marrying her.

The error is that I specified "druids" instead of "druid" in the unit shop list and so it is looking for DRUIDS.ATOM. So the fix (provided below) is to copy DRUID.ATOM to DRUIDS.ATOM and put it into the mods folder. This is what is included in the ZIP file.

You can then marry Neoka, but don't buy the DRUIDS.ATOM units (their picture will be blank). This is the only way I can fix this problem since the unit shop data is in the save game file. You can continue your game after this (this is exactly what I've done) with Neoka and everything should be okay.

If you restart your game with the newer release, this problem is fixed.

I'm hoping that there are no more of these crashing type errors, but I'll do my best to review the changes I made to the *.LOC files and look for errors that might cause a crash during certain events.

***EDIT***

Okay I've found the problem and fixed it.

I want to apologize for releasing the mod in that state, I guess I got in too much of a hurry to release it last night.

Okay, the error was I had incorrectly implemented a couple of the Griffin Egg possibilities in ISLAND_1.EMBRYOS.LOC. Those errors have been fixed!

I also added one more change that I had forgotten to implement and that was to give the Necromancer Dwarf a chance to sell Skeleton Graves and Vampire Coffins.

Here is the detailed list of changes:

Version: Beta 2013-01-27 - ***CRITICAL UPDATE***

*.LOC

ISLAND_1_EMBRYOS.LOC (Western Islands) - ***CRASH TO DESKTOP*** fixed error of Griffin Eggs improperly implemented (thanks to Sir Whiskers for pointing this out!)
KORDAR_2.EMRYOS.LOC (Kordar)

Now has a 50% chance to sell Skeleton Graves (30:60)
Now has a 25% chance to sell Vampire Coffins (10:25)


*.LUA

SPECIAL_ATTACKS.LUA

***BUG*** Fixed duration being string in special_bless_attack (thanks Windows 8!)



Short list for a change!

Thanks again to Sir Whiskers for promptly listing the problem!:)

I've removed the update since it includes a crashing problem, but provide a temporary fix here:

Sir Whiskers
01-27-2013, 09:49 PM
Okay I've found the problem and fixed it.


Yep, the mod works now. Thanks.

I'm not sure the creature containers are working as intended. I modified the hero.txt file to add some to my start and none showed any variability (no twins, no different results). To further test, I tried:
1) after finding/buying several in Greenwort
2) after traveling to a new area on the first island

But the results didn't change.

Thorn Seed = Thorn Hunter (or Royal Thorn, if using multiple)
Dragonfly Egg = Fire Dragonfly
Spider Egg = Venomous Spider
Snake Egg = Snake
Coffin = Skeleton
Carved Coffin = Vampire

MattCaspermeyer
01-27-2013, 11:18 PM
Yep, the mod works now. Thanks.

Thank goodness!

I'm not sure the creature containers are working as intended. I modified the hero.txt file to add some to my start and none showed any variability (no twins, no different results). To further test, I tried:
1) after finding/buying several in Greenwort
2) after traveling to a new area on the first island

But the results didn't change.

Thorn Seed = Thorn Hunter (or Royal Thorn, if using multiple)
Dragonfly Egg = Fire Dragonfly
Spider Egg = Venomous Spider
Snake Egg = Snake
Coffin = Skeleton
Carved Coffin = Vampire

I've been getting variability, but can you do me a favor and add, say, 10 Spider Eggs and 10 Snake Eggs to your HERO.TXT and then start a new game and try to use them, but only 1 at a time and 1 after another.

So use only 1 egg at a time and let me know if it is the same every time.

I actually was using the code that they had setup for this, but there wasn't variability and so I changed it and it seemed like it was working, but I'm still using a part of the original code that doesn't quite seem totally random to me.

So try that, note that for twins the possibility is really low (3% for Dragons and 6% for Griffins).

/C\/C\

Sir Whiskers
01-28-2013, 10:52 AM
I've been getting variability, but can you do me a favor and add, say, 10 Spider Eggs and 10 Snake Eggs to your HERO.TXT and then start a new game and try to use them, but only 1 at a time and 1 after another.

So use only 1 egg at a time and let me know if it is the same every time.

I actually was using the code that they had setup for this, but there wasn't variability and so I changed it and it seemed like it was working, but I'm still using a part of the original code that doesn't quite seem totally random to me.

/C\/C\

I performed such testing in my first game and no variability/twins after using a couple hundred containers. However...

I started a new game and some of the containers gave different results (fire spiders, lake dragonflies). I started a third game, and again some containers gave different results (skeleton archers). But within a specific game, the results never varied.

So, it appears the random function is working fine when the game starts. I suspect it will also kick in whenever I find a container (not buy). That would match what I saw in AP/CW, where modifications to the Item_Monster file would not take until I found a container of the type I had modded. If that's the case, then I would guess that the random value is being saved in the game and not changing until certain trigger events.

I'll keep testing the containers at various points to see if they change within the same game and let you know.

MattCaspermeyer
01-28-2013, 03:34 PM
I performed such testing in my first game and no variability/twins after using a couple hundred containers. However...

Right. You must either reacquire the container or restart.

I started a new game and some of the containers gave different results (fire spiders, lake dragonflies). I started a third game, and again some containers gave different results (skeleton archers). But within a specific game, the results never varied.

Hmmm... I've been experiencing different results here, but I was level 6 (unsure if that matters) after starting a new game with the new variants.

I used 22 Spider Eggs (1 at a time) and I was able to get each type of unit (although the percentages didn't appear to match the percentages that I have listed). I also got a pretty good split between Thorns and Thorn Warriors (biased towards Thorn Warriors) when I used 12 seeds individually. I only had 2 Skeleton Graves, but got one of each and 3 Vampire Coffins and 2 instances of Vampires and 1 of Ancient Vampires.

So, it appears the random function is working fine when the game starts. I suspect it will also kick in whenever I find a container (not buy). That would match what I saw in AP/CW, where modifications to the Item_Monster file would not take until I found a container of the type I had modded. If that's the case, then I would guess that the random value is being saved in the game and not changing until certain trigger events.

When I was testing initially in TL, buying the container reset the item's item parameter list and allowed the objuse_spawn_troop function to work on the new data therein. I'm not sure if they've changed this in AP/CW, but to me it shouldn't matter whether you pick one up or buy in TL.

Incidentally, if you don't restart a new game, and you use the item, the new item parameters will not show up when using the objuse_spawn_troop function. The item parameter data is only refreshed when reacquiring the item, hence why it doesn't work with a current save. Believe it or not, that function was already setup for random functions, but as you so astutely note it only changed with each new game (as they were using the Game.Mutate function which is a random function, but only for each game). There is another function, diap that is in LOGIC_HERO.LUA that is used for certain hero things and that's what objuse_spawn_troop is set up to use. The number I'm sending to diap is random (Game.Random( 1, total_prob)), but diap also uses Game.Mutate.

So therein may be the issue, I may try to use another of their built-in random selection functions as it seems that I need to work on this part of the code more.

I'll keep testing the containers at various points to see if they change within the same game and let you know.

Well that sounds great! I'll keep fiddling, too, and hopefully we'll get to the bottom of this!:grin:

/C\/C\

Sir Whiskers
02-01-2013, 12:04 AM
EN(G)_CHAT_0013319904_1594798170.LNG - Maria now exchanges 1 dragonfly wing for 3 crystals
...

Added dragonfly_wings macro to show the number of Dragon Fly Wings you have when selling them to Maria.


A minor bug here. The dialogue always shows zero wings available when selling, but she still trades 3 crystal for one wing.

MattCaspermeyer
02-01-2013, 06:06 AM
***EDIT***

Okay, I checked to see if I updated all the EN*.LNG files and all their dates and times match the ENG*.LNG files, so that's not it.

***EDIT***

A minor bug here. The dialogue always shows zero wings available when selling, but she still trades 3 crystal for one wing.

Is this in a new game or an old game?

I have not had any problem with this in a new game, but I have not tried an old game.

Hmmm... you know, does your version use EN for the *.LNG files?

I'm going to have to check to ensure that I created a new EN for each ENG that I edited.

I do this manually, but need to come up with a way to do this automatically.

It's possible I forgot to include the corresponding EN for an updated ENG LNG file...

/C\/C\

MattCaspermeyer
02-01-2013, 06:23 AM
Okay, I've been continuing to playtest and have started to accumulate a list of errors that I need to fix:

DEVATRON.ATOM - set the isenemy flag to true such that ranged units cannot use their ranged ability when adjacent to an Ice Thorn


Looks like I didn't test this out - setting this flag makes them *your* enemy, not the AI's. So, for example, Zerock's Quake destroys all your Ice Thorns.:(

I've also been experimenting more with the containers and I've changed the code to use a different randomizer as I think the one I was using wasn't totally random.

Here is the list of changes for an upcoming release:

Version: Beta 2013-MM-DD

*.ATOM

DEVATRON.ATOM - reverted to previous version until I figure out how to make it prevent ranged troops from attacking when adjacent to it

*.LNG

EN(G)_CHAT_0170292983_0979371428.LNG - fixed minor grammar error
EN(G)_WIVES.LNG - added baby macro to end of wives for showing victories to next birth
TEMPLATES.LNG - added new baby template

*.LUA

ARENA.LUA

Fixed error of your unit Critical Hit not being affected by Morale changed during long combats

ITEM_HINT.LUA

Added capability to display number of wins before your wife's next baby

ITEM_USE.LUA

Updated "objuse_spawn_troop" to use different code than the built-in code to randomize the units per the percentages listed

SPELLS.LUA

Fixed error where Battle Cry was not affecting your unit's Critical Hit positively

SPIRIT_THEROCK.LUA

***BUG*** Fixed sequence of damage timeshift (thanks Windows 8!)

TEXT_GEN.LUA

Fixed error with display of your unit's Critical Hit using hero's Defense instead of Attack for bonus

UNIT_FEATURES.LUA

Fixed error with Bone Dragon's Dread not dropping your unit's Critical Hit due to the Morale decrease


*.TXT

GERDA_BABIES.TXT - fixed missing count on sp_duration_stone_skin for Labetha (thanks Windows 8!)
NEOKA_BABIES.TXT - fixed missing count on sp_duration_ice_serpent for Alagar (thanks Windows 8!)
RINA_BABIES.TXT - fixed missing count on sp_duration_stone_skin for Xsi (thanks Windows 8!)


Okay, that's it for now, I'll update as I find more and please let me know if you find other issues...

Thanks again for trying out my mod and I hope you're enjoying it as much as I enjoyed creating it!:grin:

/C\/C\

MattCaspermeyer
02-10-2013, 08:17 AM
***UPDATE***

I forgot to include DEVATRON.ATOM so please download this version (2013-02-10.1) if downloaded 2013-02-10 or your Ice Thorns are being destroyed by Zerock's Quake.

***UPDATE***

I've been continuing to playtest and have found a critical bug with V2013-01-27 that causes the game to crash when you marry Neoka. The error is that I specified "druids" instead of "druid" in the unit list when you marry her.

The work around is provided in the V2013-01-27 post (http://forum.1cpublishing.eu/showpost.php?p=495780&postcount=16) and the fix for new games directly here. Basically you just need to copy DRUID.ATOM and call it DRUIDS.ATOM and place it into the mods folder. If you do this, then you can marry Neoka and continue your game. Don't buy the DRUIDS.ATOM units - their picture will be blank. I needed to use this work around in my current game and it works okay.

If you start a new game with this version, then you won't need that file (and hence it is not included in the KFS file for this version).

I've also added some experimental code for showing the Spirit Experience in the Hero screen and during combat. This is mostly an aid to show you which abilities generate the most experience. It uses the CW code (EXP_PET_HINT.LUA), but as it turns out, the algorithm is slightly different than the CW code / the information supplied in the fan manual (i.e. sometimes the experience is off by 1 for abilities that don't damage units). As such, I provide a range of experience for certain abilities and for those that damage units directly there is no way to know how much damage you're going to do to units (except for mass attack ones) and so instead an experience range is specified. It's not perfect, but the algorithm is hidden from me since it is apparently in the C code (i.e. Attack.add_exp library).

I've also fixed the issue with Critical Hit (and Attack and Defense for that matter) not dropping properly during long combats (as well as the Bone Dragon's Dread ability) - thanks to Gza for pointing this out!

I've also switched to using a different random function for generating the container units. We'll see how this goes, but my initial tests showed that this provided random results in line with what is mentioned in the hint.

I've also added hints to show you how many victories until your wife's next child. So now you don't have to keep track of the number of battles you've fought mentally as well as can see which fights count towards that (i.e. suppressing items doesn't count).

This version also includes some more bug fixes thanks to playing in Windows 8 and some slight tweaks here and there.

I'm now level 21 in my current game and just married Xeona, my last wife. So far I've fixed every bug that I've come across. I've been playing no loss impossible, but I couldn't beat Xeona no loss at that level (I was level 20 when I fought her and in fact I barely survived the battle with Neoka using Elves: Ancient Ents, Hunters, Elves, and Druids - susceptible to fire, ouch!). It could possibly be done with different units (i.e. Cyclops might work really well as well as Giants) or waiting until my hero was higher level, but I always play the minimum number of battles to get each wife and have all the children and then move to the next wife so I can check for bugs.

There's one thing that's been bugging me about the AI that I might see if I can fix and that is the fact that thrower units always attack the enemy unit adjacent to them when they run away with their base throw attack. It'd be nice to have them reset and attack a different unit optimizing damage when they run away (basically Cannoneers do this with their triple shot). We'll see how it goes...

Okay, here's the detailed list of changes:

Version: Beta 2013-02-10 - CRITICAL UPDATE

*.ATOM

DEVATRON.ATOM - reverted to previous version until I figure out how to make it prevent ranged troops from attacking when adjacent to it
DRYAD.ATOM

Fixed issue with not properly implementing the Arena bonuses / penalties (i.e. +50% Attack in Forest Environments / -1 Morale in Dungeons)

EVILBOOK1.ATOM - Physical Resistance changed from 5 -> 2
EVILBOOK2.ATOM - Physical Resistance changed from 10 -> 5
EVILBOOK3.ATOM - Physical Resistance changed from 15 -> 10
PHOENIX_YOUNG.ATOM

Physical Resistance changed from 10 -> 5
Poison Resistance changed from 5 -> 2

PHOENIX.ATOM

Physical Resistance changed from 15 -> 10
Poison Resistance changed from 10 -> 5

PHOENIX_OLD.ATOM

Physical Resistance changed from 20 -> 15
Poison Resistance changed from 15 -> 10

Spirit ATOM's:

Added killedunitexp flag to help with showing combat experience during battles


*.LNG

EN(G)_CHAT_0170292983_0979371428.LNG - fixed minor grammar error
EN(G)_SPIRITS.LNG

Added exp macro to end of spirit ability descriptions to show experience
Showing experience is very experimental as it doesn't quite seem to follow the formula in the fan manual

EN(G)_WIVES.LNG - added baby macro to end of wives for showing victories to next birth
TEMPLATES.LNG

Added new baby template for wives to show number of victories until next birth
Added new exp template for spirit ability experience


*.LOC

ELLINIA_2_EMBRYOS.LOC (Great Forest)

***CRASH*** Neoka's Castle: Fixed bug with "druids" in item list after marrying Neoka
If you started a new game with 2013-01-27 you'll need to use the fix identified below

If you are playing a game and it crashes after marrying Neoka, you have to make a copy of DRUID.ATOM and call it DRUIDS.ATOM and place it in your mods folder.
Don't buy the "DRUIDS.ATOM" units (their picture will be blank), it is just to allow you to continue your game if you want to marry Neoka



*.LUA

ARENA.LUA

Fixed error of your unit Critical Hit not being affected by Morale changed during long combats (thanks to Gza for pointing this out!)
Added global flag to aid in showing of spirit experience
Added additional criteria for Spells to ensure that they are not repeatedly cast on the same unit(s)

ITEM_HINT.LUA

Added capability to display number of wins before your wife's next baby

ITEM_USE.LUA

Updated "objuse_spawn_troop" to use different code than the built-in code to randomize the units per the percentages listed

SPELLS.LUA

Fixed error where Battle Cry was not affecting your unit's Critical Hit positively
Fixed weird error with Plague trying to infect disappearing pawns (I think it was related to fire killing a unit, with fire being the pawn) (thanks Windows 8!)
Fixed possible nil value for tgt in spell_holy_rain_attack (thanks Windows 8!)
Fixed possibility of nil value for target in spell_accuracy_attack (thanks Windows 8!)
Added check for belligerent when checking ally for spell_dispell_attack so that it works with Enchanted Hero

SPIRITS_COMMON.LUA

Added global flag to aid in showing of spirit experience

SPIRITS_HINT.LUA

Added functions based on CW's EXP_PET_HINT.LUA to aid in showing the spirit experience hint

SPIRIT_THEROCK.LUA

***BUG*** Fixed sequence of damage timeshift (thanks Windows 8!)

TEXT_GEN.LUA

Fixed error with display of your unit's Critical Hit using hero's Defense instead of Attack for bonus

UNIT_FEATURES.LUA

Fixed error with Bone Dragon's Dread not dropping your unit's Critical Hit due to the Morale decrease
Fixed error with Regenerates Mana where it sometimes gave mana to your hero when damaging enemy mages (i.e. with spirit abilities)
Fixed error with string belligerent for special_bonus_spell for Enchanted Hero
Fixed error with misspelled "spell_dispell_attack" function name for special_bonus_spell for Enchanted Hero


*.TXT

GERDA_BABIES.TXT - fixed missing count on sp_duration_stone_skin for Labetha (thanks Windows 8!)
NEOKA_BABIES.TXT - fixed missing count on sp_duration_ice_serpent for Alagar (thanks Windows 8!)
RINA_BABIES.TXT - fixed missing count on sp_duration_stone_skin for Xsi (thanks Windows 8!)


Once again, I've removed the previous version, but the fix for the Neoka crash is provided in that previous post (http://forum.1cpublishing.eu/showpost.php?p=495780&postcount=16).

Hopefully I've found all the critical crashing bugs, but I'll just have to keep play testing to be certain.

Once again thanks for trying out my mod and provided feedback!

***UPDATE***

I forgot to include DEVATRON.ATOM so please download this version (2013-02-10.1) if downloaded 2013-02-10 or your Ice Thorns are being destroyed by Zerock's Quake.

***UPDATE***

Please see either the first or last post to get the latest version...

MattCaspermeyer
02-13-2013, 05:23 AM
Okay, I'm continuing to playtest and fix bugs as I find them.

Once again I'll work on a list and update it periodically and then release an update in a week or two depending on how many bugs I fix and their severity.

I've found a new bug with respect to how I attempt to compute the enemy hero's attack and defense (there is no "normal" way to do this in the game) and it is possible to get values less than 0 which could possibly cause division by zero errors (in which case an attack will one shot a stack no matter how large they are).

I'll provide this fix in a future update, but here is the current fix list for V2013-02-10.1:

Version: Beta 2013-MM-DD

*.LUA

ARENA.LUA

Fixed error with computing of enemy hero attack / defense could be less than 0
Fixed error with Arena Spells check for Demon / Dragon Slayer (thanks Windows 8!)



That's it! Just a couple of bugs so far, but I'm sure more are just around the corner...

/C\/C\

MattCaspermeyer
02-24-2013, 09:01 PM
Please find attached a new release with just a couple of bug fixes and some slight tweaking to the Spirit ability rest pacing as well as an increase of Spirit levels to level 51 (50 is the max attainable).

Each Spirit had 4 new rest levels added to their abilities (see the detailed list below).

I also doubled Spirit Experience for non-damaging Spirit Abilities (see below) so that using these abilities doesn't result in such a pain-stakingly slow experience gain (i.e. Lina now doesn't have to only use Ice Thorns to get her level up any more).

I think this will result in a better Spirit leveling experience and with the rest level pacing changed, you won't have to be in a rut with respect to certain abilities having long rest times when they are at their first level.

Here is the detailed list of changes:

Version: Beta 2013-02-24

*.ATOM

DEATH.ATOM

Doubled experience for using Time Back since it does not get any damage bonus for experience gain
Improved rest pacing for Soul Draining and added new rest level
Improved rest pacing for Rage Draining and added new rest level
Improved rest pacing for Time Back and added new rest level
Improved rest pacing for Black Hole and added new rest level

DEVATRON.ATOM - these changes most likely don't really change anything, but I feel are proper for the thorns

Now are Fire, Poison, and Freeze Immnune
Resistances:

Physical: 100% (95)
Poison: 100% (95)
Magic: 0% (no change)
Fire: -100%


LINA.ATOM

Doubled experience for using Chargers, Ice Orb, and Gizmo since they do not get any damage bonus for experience gain
Improved rest pacing for Chargers
Improved rest pacing for Ice Orb and added new rest level
Improved rest pacing for Ice Thorns and added new rest level
Improved rest pacing for Gizmo and added two new rest levels

SLIME.ATOM

Doubled experience for using Cloud of Poison and Glot's Armor since they do not get any damage bonus for experience gain
Improved rest pacing for Evil Shoal and added new rest level
Improved rest pacing for Cloud of Posion and added new rest level
Improved rest pacing for Glot's Armor and added two new rest levels

THEROCK.ATOM

Doubled experience for using Stone Wall since it does not get any damage bonus for experience gain
Improved rest pacing of Stone Wall and added new rest level
Improved rest pacing of Rockfall and added new rest level
Improved rest pacing of Underground Blades and added two new rest levels


*.LNG

EN(G)_SPIRITS.LNG - added new spirit ability rest levels

*.LUA

ARENA.LUA

Fixed error with computing of enemy hero attack / defense could be less than 0
Fixed error with Arena Spells check for Demon / Dragon Slayer (thanks Windows 8!)


*.TXT

ARENA.TXT - spirit levels now go to level 51 (only 50 is attainable, since level 51 requires 1,000,000 experience)


I haven't finished my current Paladin play through, yet, but I'm level 24 and about ready to start the Land of Death.

Thanks for playing my mod and providing comments!:grin:

/C\/C\

Please see the first or last post for the latest version - thanks!

MattCaspermeyer
03-04-2013, 04:04 AM
I was playing and I wasn't getting any rest decreases for my Spirits so I investigated and realized that I had botched the implementation of the rest level-ups and so that's why they weren't being offered.

I also noticed that I had issues with both the Stone Wall and Cloud of Poison time increases and fixed those as well.

I also introduced a bug when I got Dispel to work with Last Hero properly that caused it not to work normally (it was Dispelling your enemy's Penalty spells for instance). This bug has been fixed also.

So please download this update to fix these issues - here is the detailed list of changes.

Version: Beta 2013-03-03

*.ATOM

DEATH.ATOM

Fixed errors in rest level increases that prevented it from being selected during levelup

LINA.ATOM

Fixed errors in rest level increases that prevented it from being selected during levelup

SLIME.ATOM

Fixed errors in rest level increases that prevented it from being selected during levelup
Fixed errors in Cloud of Poison time level increases that prevented it from being selected during levelup

THEROCK.ATOM

Fixed errors in rest level increases that prevented it from being selected during levelup
Fixed errors in Stone Wall time level increases that prevented it from being selected during levelup


*.LNG

EN(G)_SPELLS.LNG

Mention that Holy Rain, Plague, and Armageddon can affect Magic Immune creatures.


*.LUA

SPELLS.LUA

When I had added check for belligerent when Dispel was being auto cast by Enchanted Hero, I introduced a bug where normal Dispel was no longer working properly (i.e. level 3 Dispell was removing Penalty spells from enemies, not Bonus spells). I've now (hopefully) fixed the problem where both normal Dispel cast and Enchanted Hero auto cast Dispel work properly

UNIT_FEATURES.LUA

Added flag to receiver of Enchanted Hero Dispel auto cast such that spell_dispell_attack still works with Enchanted Hero


*.TXT

& ARENA.TXT - had one too many spirit levels, now highest level is 51 @1,000,000 spirit experience


Getting close to the end - I'm level 28 and about ready to take out all the normal Demonis troops and make a run at General Karrador.

Please see the first or last post to download the latest update...

MattCaspermeyer
04-20-2013, 08:10 PM
I've been having problems since last March 18th with trying to attach files to forum posts that exceed a certain file size. I get a Database Error message when I attach them. The files I'm trying to upload are well within the posting file size limits, but it looks like they've been reduced temporarily. @Nike-IT sent in a ticket about 2 or 3 weeks ago, but it still hasn't been fixed. So I've broken the file into 720KB parts and I was able to attach all 5 parts here. I tried 1.44MB attachments (i.e. 3.5" floppy size, but they were apparently too big).

You need to delete the .zip at the end of each archive's file name (leave the .zip before the 00X numbers) so that they are .001, .002, etc. and then you'll be able to un-ZIP them. For example, rename mod_h3b_VBeta2013_03_18.zip.001.zip to mod_h3b_VBeta2013_03_18.zip.001. Do this for the other 4 files and then you can un-ZIP them.

I apologize for this inconvenience, but it is beyond my control. Hopefully they'll be able to get this resolved sooner or later, otherwise I'll have to find a place to host my mod files...

I've been making progress on my H3T mod, where I'm working on implementing the tomes. I'm probably about 60% done with that implementation and hope to complete that aspect of my mod soon and then I can go on to implementing the rest of my H3T mod...

So here was my original post from back then...

Okay, I finally finished my current playthrough with my Paladin and made some more bug fixes and changes. I was able to play no loss impossible, only incurring losses when I fought Xeona.

There were some other tough battles along the way, but now with all the +resist all abilities, I had my Phoenix up to 95% Resist All with the Twinkling Boots (+15 Physical Resist) and Healer Jacket (+20 Poison Resist) after the first round of cast. This was not quite what I intended and so the Resist Bonus for summoned units is now +percent base instead of +absolute. With this, the resistances are 68 Physical, 62 Poison. Summons still get the +Physical Resistance for their first round from your Start Defense skill so they can still get 95% Physical Resistance for a turn. If you play Mage, you should be able to get the summon resistances higher if you have the same two items, but not up to 95% resist all.

I also thought having Orc's Ill-Tempered occur all the time was too much so I made it happen 50% of the time. This is better as it is harder for them to move 3 times a round if they move once and get Critically Hit twice (which I was seeing quite often actually).

I still had a bug with Enchanted Hero and Dispel where if they enemy hero had cast Enchanted Hero on their troop and Dispel had been cast, there was the possibility of the check not resetting properly and if you cast Dispel on them it would Dispel the penalty not the bonus spells. So now I think I have this bug fixed for good - it was very tricky and subtle.

I've also made some improvements to some more bugs most deal with nil values being compared to greater or less than comparators (this is illegal in LUA) so now I check to ensure that the value is not nil before I perform the compare. This mostly affected the new features that I had implemented.

Here is the detailed change list:

Version: Beta 2013-03-18

*.ATOM

ORC.ATOM - Ill-tempered now works only 50% of the time
ORC2.ATOM - Ill-tempered now works only 50% of the time

*.LNG

EN(G)_UNITS_FEATURES.LNG - changed Ill-tempered description to indicate that it works 50% of the time

*.LUA

ARENA.LUA

Added check for spell when they are being mass cast to reduce the AI spamming the same mass spells repeatedly

LOGIC_HERO.LUA - slight tweak to Paladin rune level-ups: now 12, 21, 12 (26.7%, 46.6%, 26.7%) for Might, Mind, and Magic runs (was 11, 23, 11)
SPELLS.LUA

Dispel still wasn't working properly if the unit had Enchanted Hero cast on it - now I think I've fixed it for good
For Summon Spells (i.e. Phoenix and Evil Book, Resistance increase is Percent Base instead of Absolute). This lowers their overall resistance since they are now getting significant bonuses from Defense and possibly the Tolerance Skill and for Phoenix especially it was too easy to get 95% resist all across the board with items to help.

UNIT_FEATURES.LUA

Fixed features_giant_attack such that it ensures the receiving unit did not get killed before it implements its effect
Fixed features_ogre_attack such that it ensures the receiving unit did not get killed before it implements its effect
Fixed features_bonedragon_attack such that it ensures the receiving unit did not get killed before it implements its effect
Fixed features_archdemon_attack such that it ensures the receiving unit did not get killed before it implements its effect
Fixed features_entangle such that it ensures the receiving unit did not get killed before it implements its effect
Changed Enchanted Hero Dispel call so that hopefully it now works properly...
Orc Ill-tempered now works only 50% of the time
Fixed orc_posthitslave to check for angry ~= nil (thanks Windows 8!)
Fixed features_ogre_attack to check for receiver_level ~= nil
Fixed features_archdemon_attack to check for receiver_level ~= nil
Fixed features_bonedragon_attack to check for receiver_level ~= nil
Fixed features_dissipate_energy to check for titan_energy ~= nil



I'm going to transition to working on my H3T mod again and don't plan on doing any more updates on this mod for a while unless I find a critical crashing bug or someone tells me of a serious problem.

I now know how I can implement certain things in AP / CW now that I didn't before with this latest upgrade process over the past several months.

There are still things that I'd like to do with my mod like possibly implementing level-ups for your wives / children, but I'll learn how to do this with my H3T mod. I'd also like to add Sapphire Blue Dragons and tie them to Drahha somehow after you complete his quest, but unfortunately I can only have Drahha sell a fixed amount due to his shop being an NPC shop instead of a regular shop. I tried to figure out how to do this by hand editing the LOC files and trying to change him to a regular shop, but unfortunately I think I may need the original development tools to convert him (i.e. Skaar is an NPC, but has a regular shop tied to him). So I may have Skaar or even Ank (the Giant that you rescue from the Land of Death) sell them (and the Sapphire Blue Dragon Eggs, which can't be sold in Drahha's NPC shop) with the typical unit probabilities. Maybe even have a shop (or shops) in Demonis sell them. So for now I have not created a new Sapphire Blue Dragon unit as I wanted to ensure that I could sell them from Drahha first. Maybe I'll learn more about how to do these things when I work on my H3T mod.

Creating a quality mod is time-consuming and difficult (as can be seen by the WotN bugs) and so unfortunately it just takes a lot of time as there is a lot of trial and error when you're figuring things out and doing them where there is very little documentation. I've tried to share some of this in the mod tutorial posts to share my knowledge and I've literally tried many things that are not implemented simply because I couldn't figure out how to do them (such as Drahha not being able to have a regular shop like I mentioned above). So if anyone has any insight that would be most appreciated and conversely if you want to know how to mod a certain aspect of the game just ask me via post or private message (although I tend to not notice that I have notifications in my inbox so please be patient as it may take a couple of days for me to notice).

So thanks for being patient through this past development cycle and trying out my mod and providing comments!

:grin:

/C\/C\

Please see the first or last post to download the latest version as this release has been removed.

Gza
04-27-2013, 11:30 AM
How to extract the .zip files? Not working. Upload please the full version.

MattCaspermeyer
04-27-2013, 09:44 PM
Just follow what I said about removing the .zip at the end of each file - here's a little CMD that will do it for you, then just right click on the first file and extract with your ZIP program...

Download this and put in the same folder as the 5 files above, extract the RenameVBeta2013-03-18.cmd, and then run it. It will rename the files for you. Then right click on the .001 file and you can extract with 7Zip or other extractor.

Once again, sorry for the inconvenience, but until they fix the size limits on the forum or I find an offsite file host I'm stuck with doing it this way...

/C\/C\

Gza
04-28-2013, 08:58 AM
Failed. He writes: Archive has no end. Renamed, deleted the end. Zip file.

Sir Whiskers
04-28-2013, 01:49 PM
Failed. He writes: Archive has no end. Renamed, deleted the end. Zip file.

Any chance you're using WinRar? I was unable to unzip the files using that program. I had to copy them to another computer with 7-Zip, which worked properly.

Note: As near as I can tell, if the unzip works properly, you'll only get two files - mod_h3b.kfs and mod_h3b_readme.txt. Unzipping the first file actually unzips them all (at least, that's how it appeared when I did it).

MattCaspermeyer
05-19-2013, 06:59 AM
Please find attached Critical Update V2013-05-18 that fixes the crashing problem with enemy heroes attempting to cast the Shroud spell (thanks both to Jorko80 and Sir Whiskers).

I've also made some minor improvements including changing Griffin and Dragon Eggs so that they give 1-2 units (since it didn't seem to really be working very well the other way - thanks to Sir Whisker's comments here). ***EDIT*** Oh yah, don't forget that you need to reacquire the container for this change to take effect. For example, if you have 10 Griffin Eggs, you'll need to buy 1 more and then this change will work or if you have 2 Black Dragon Eggs, buy another and then you'll see the correct text tip (you'll also notice that the tips are correct in the shops).

I also made a change to the AI spell damage score calculation to include unit kills in the score so that they focus more on killing your troops.

Lastly, I made some minor changes to Sleem and Zerock (some of which were based on Jorko80's comments). Note that if you acquired a spirit skill that now has a higher level requirement (or different prerequisites) that it will disappear until you again meet that criteria. So for example if you had Evil Shoal level 4 with its Sleem Level requirement of >7 you now have to meet the new Sleem Level requirement of >9 before this ability will reappear. You do not have to pick the ability again during an upgrade as you've already selected it, it's just disabled since you no longer meet the requirements.

We'll see how these changes go, the big part was fixing the crashing bug with Shroud.

Here is the detailed list of changes:

Version: Beta 2013-05-18

*.ATOM

SLIME.ATOM

Lowered the level requirements for Poisonous Spit levels 5-7 to be 8, 11, and 14 was (9, 15, and 19)
Increased the level requirements for Poisonous Spit Poison levels 1-2 to be 9 and 16 (was 6 and 12)
Increased the level requirements for Evil Shoal levels 4-7 to be 9, 12, 15, and 20 (were 7, 10, 14, and 19)
Lowered the level requirements for Poison Cloud levels 3-5 to be 8, 14, and 22 (were 11, 16, and 24)

THE_ROCK.ATOM

Added level requirements for Wall levels 4-5 to be 10 and 16 (no level requirements before)


*.LNG

ENG_ITEMS.LNG - updated description for Griffin and Dragon Eggs so that they are now just like the other containers (and have a range)

*.LUA

ARENA.LUA

Fixed error with Shroud spell that was causing a crash when cast by heroes such as Martin Vodash and Dirty Butory (thanks to Jorko80 and Sir Whiskers for pointing this out!)
Added AI spell function for Shroud so that it selects the optimal location to cast (was using the generic bonus spell code before, which is where the above error was as well)
Changed score for AI damage spells to include number of kills so that the AI focuses more on killing your units

ITEM_USE.LUA

Updated objuse_spawn_troop so that it loops through the troop ranges for each container used (this provides better variability for containers)


*.TXT

ITEMS_MONSTER.TXT

Fixed Griffin and Dragon Eggs so that it is no longer 2 eggs per unit (thanks to Sir Whiskers for pointing this out!)
Griffin and Dragon Eggs now just have a range of 1-2 and due to the change in objuse_spawn_troop above, it will give an average of 1.5 units per egg.




Please keep the comments coming if you find an error or can think of an improvement - thanks!

Matt

/C\/C\

Please see the first or last post on where to get the latest version - thanks!

MattCaspermeyer
05-19-2013, 07:10 AM
If you're having trouble manually renaming the .ZIP files above (by removing the ending .ZIP) you can use this CMD file to rename them for you.

Note that I use 7Zip to extract the files (just right click on the 001 file and you should be able to extract it), others have reported issues with WinRAR as I understand it.

If you successfully extract the files you'll have these 2 files:


mod_h3b.kfs -> put this in your mods folder :grin:
mod_h3b_readme.txt -> read this if you're bored ;)


Please see the first or last post to get the latest version - thanks!

MattCaspermeyer
05-26-2013, 10:46 PM
Critical Update V2013-05-26

Thanks to @Nevar for pointing out the issues with Orcelyn's and Diana's dialogue / chats where I didn't have them specified correctly.

I also fixed an error with the wife baby macro where it had incorrect logic in deciding whether to show you the number of victories until next baby hint.

Here is the detailed list of changes:

Version: Beta 2013-05-18

*.CHAT

79826769.chat - fixed Orcelyn's chat dialogue for when she initiates conversation to have a child (thanks to Nevar for pointing this out!)
68736578.chat - fixed Diana's chat dialogue for when she initiates conversation to have a child (thanks to Nevar for pointing this out!)

*.LNG

EN(G)_CHAT_1379826769_0079826769.LNG - updated Orcelyn's dialogue such that the proper question and answer appear when she initiates the conversation to have a child as well as fixed duplicate answer on your response that was causing her to have a child in only 5 turns (thanks to Nevar for pointing this out!)
EN(G)_CHAT_1315394584_0068736578.LNG - updated Diana's dialogue such that the proper question and answer appear when she initiates the conversation to have a child as well as fixed duplicate answer on your response that was causing her to have a child in only 5 turns (thanks to Nevar for pointing this out!)

*.LUA

ITEMS_HINT_LUA - fixed wife baby macro so that it only shows the victories until next baby when sex == "1". When your wife initiates the conversation and you say "no", sex is set to "2" and I was checking before for it ~= "0", which is what it is if you don't ask for a child (thanks to Nevar for pointing out the problem above as it helped me fix this, too!)


Okay, if you find any more problems or issues please let me know - thanks!

Please see the first or last post to get the latest version - thanks!

Matt

/C\/C\

MattCaspermeyer
06-02-2013, 09:37 PM
Update Version Beta 2013-06-02

I had forgotten to fix the issue with the 1 unit per 2 eggs issue with Bone Dragons. This issue is now fixed!

Detailed list of changes:

Version: Beta 2013-06-02

*.TXT

ITEMS_MONSTER.TXT - forgot to fix the Bone Dragon 1 unit per 2 egg issue - now this is fixed!



Please see the last message for the latest version and download link...

Matt

/C\/C\

MattCaspermeyer
12-24-2013, 03:55 AM
A minor bug here. The dialogue always shows zero wings available when selling, but she still trades 3 crystal for one wing.

Okay, this error seems associated if you are using V1.7 Build 35,234. I have V1.7 Build 35,396 and just got the GoG version of The Legend and it is V1.7 Build 35,234.

Anybody know why the GoG version is not the latest build?

I've got all the spirit ability hints working in V1.7 Build 35,396 (this is the Gamer's Gate version that I've had ever since the beginning) with the current unreleased version of the mod I'm working on, but they don't work in V1.7 Build 35,234.

The problem with the Maria dialog is that the Logic.hero_lu_item library function does not work properly. In Build 35,234 it outputs 0 (even though I have 7 wings); whereas, loading the same game in Build 35,396 it shows 7. Note that the code to display that message correctly detects that I have more than 0 dragonfly wings (as it will not display the message if you don't have any wings) and so that aspect is the same in both builds.

So if you're not using Build 35,396, then it is possible that my mod won't work as intended with your version.

Matt

/C\/C\

Sir Whiskers
12-24-2013, 08:04 PM
...the GoG version of The Legend and it is V1.7 Build 35,234.

Anybody know why the GoG version is not the latest build?

I've got all the spirit ability hints working in V1.7 Build 35,396 (this is the Gamer's Gate version that I've had ever since the beginning) with the current unreleased version of the mod I'm working on, but they don't work in V1.7 Build 35,234...


Interesting - I always assumed that GOG version 1.7 and Gamers Gate version 1.7 were the same. Well, if the worst issue I run into with your mod is this minor bug, I'm not worried.

Thanks for all your hard work.

MattCaspermeyer
12-24-2013, 10:07 PM
Interesting - I always assumed that GOG version 1.7 and Gamers Gate version 1.7 were the same. Well, if the worst issue I run into with your mod is this minor bug, I'm not worried.

Thanks for all your hard work.

Same here - I actually emailed GoG about their build number, but have not received a response yet. Maybe after Christmas someone will reply.

I never paid attention to the build number before, just the version number, until I saw this issue with my mod. Now I know that the build number is just as important as the version number.

I'm actually really happy with getting all the damage hints working on the spirit abilities in the latest version of the mod I've been working on (Evil Shoal, Ice Thorns, Ice Ball, and Poison Cloud), but it is too bad that build 35,234 does not support the features that I'm using. There is an "always_hint" flag that you can set to 1 on a spirit ability and it will then always execute the hint functions in COMBAT_LOG.LUA, but this is not implemented in that build for whatever reason and so the spirit abilities will not execute the damage hint code that I added.

There's also the bug with the hero_lu_item function in the Logic library I mentioned above, but hopefully there are no other issues with build 35,234. I basically am playing two TL games right now - Warrior on 234 and Paladin on 396 and so I get to now see what is different between the two builds and my mod. It is easy to pass the save game back and forth between them and double check if something not working on 234 works on 396, which has been the case so far with the issues I've mentioned.

/C\/C\

MattCaspermeyer
01-22-2014, 06:08 AM
New version beta 2014-01-01 is now available!

There are some bug fixes, new hints for Spirit Abilities that didn't have them before, and some new features.

Here is the change list:

Version Beta 2014-01-01


*.ATOM

CANNONER.ATOM

Triple shot: Added Fatt_Shade's idea for damage to surrounding troops, although I added friendly damage.
Normal shot: now does 50% damage to surrounding troops (friendly fire)
All shots have no range limit and no penalty
Added camera shake to both attacks! :-)

Spirit ATOMS: (DEATH, LINA, SLIME, THEROCK) - simplified upgrade criteria

DEATH.ATOM - removed 1 rest reduction level from time back and black hole and replaced with 1 rage reduction level
LINA.ATOM

Removed 1 rest reduction level from gizmo and replaced with 1 rage reduction level
Orb:

Now causes damage when cast upon landing via a quake similar to the Giant ability and the damage reduction per hex away from the landing point decreases with increasing attack level
Attack and Defense upgrades now only increase attack and defense capability (before there was a slight increase to the opposite statistic)
Roll damage per hex now increases with increasing attack level
Knocks the target back 1 cell if possible

Added always hint flag for orb and devatron to show the damage hint

SLIME.ATOM

Dramatically improved Poison Cloud:

Does immediate damage to the targets plus the damage by the cloud later
Has the specified chance to poison the targets (note that higher levels can "super" poison the targets due to its high and repetitive damage)

Evil Shoal:

Now has a chance to cause fear in the target (normal fear immunities apply)
Now shows the damage hint!

Swamp Poison now has the duration specified

THEROCK.ATOM - lump, rockfall, and quake now all have their duration specified

DEVATRON_THROW.ATOM - improved the damage animation
DRUID.ATOM - new ability: Revive Beast (2 charges) - resurrects beasts (i.e. bears, wolves, etc.)
ENT & ENT2.ATOM - added movetype custom parameter to moveattack to include movement type = -2 (Ghosts and Cursed Ghosts)
GIANT.ATOM - quake now does 200% damage to structures (obstacles, barriers, and towers)
KINGTHORN.ATOM - included movement type = -2 (Ghosts and Cursed Ghosts) in the movetype entangle custom parameter
ORB.ATOM - added ground shake particles for shaking the ground when the Ice Ball lands per the changes to Ice Ball above
SLIMEFOG.ATOM - the fog damage is no longer affected by the attack of the cloud / defense of the target

*.LNG

EN(G)_BATTLE.LNG

Added new log for showing the recharge enemy attacks message.
Added "fightened" log for when Evil Shoal causes fear and the unit already has it, it will add +1 to the duration of current

EN(G)_ITEMS.LNG - fixed Carl Leonar -> Carl Leonard
EN(G)_SPIRITS.LNG

Added changes to descriptions and level ups based on all the atom and other features added

EN(G)_UNITS_SPECIALS.LNG

Updated Cannoneer Salvo to include half damage to surrounding troops, friend or foe.
Update Giant Quake to include 200% damage to structures
Added new druid Beast Revive name, header, and hint
Added warning_revive for new Druid ability

EN(G)_UNITS_FEATURES.LNG

Added separate Siege Gun header / hint for Cannoners per their update
Added Knockback header / hint

EN(G)_WINDOWS.LNG

Updated version number
Added many new screen tips to show new features of the mod

TEMPLATES.LNG

Updated spirit templates to accommodate changes in ATOMs
Fixed Feanora template Werewolves -> Graywolves


*.LUA

ARENA.LUA

Fixed issue with improperly using the wrong spell level if the enemy hero's spells happened to be higher than I thought
Set min_score to 0 so that all spells have a chance to cast. I originally put this in to prevent spells with very low probabilities from being cast, but it seems like there could be quite a few lower level enemy heroes with really low scores and so they'd end up skipping turns not casting spells.
Critical Hit difficulty level bonus is now additive since a lot of unit's Critical Hit is really low. So now enemies will "krit" a lot more often on harder difficulty levels...

COMBAT_LOG.LUA

Added damage hint for Rage Skills:

Poison Cloud
Ice Ball (see above)
Evil Shoal
Ice Thorns


ITEMS_HINT.LUA - fixed issue with text description for wives having their first child
SPECIAL_ATTACKS - added change to Giant's Quake damage to structures as identified above
SPELL_COMMON.LUA

Calccells for Royal Thorn's Entangle now checks for a comma-delimited list of movement types (this is to include Ghosts / Cursed Ghosts) - Thanks to jorko80 for pointing this out!
Function common_cell_apply_damage can now return the dead from act_damage

SPIRIT_LINA.LUA

Ice Thorns now:

Uses common_freeze_attack to be consistent with Geyser and Ice Serpent - Thanks to jork80 for pointing this out!
Uses its duration (was using a constant of 3, but had created variable duration in the past)
Affects the Undead (not sure why I had it this way before)
Improved the damage animation

Ice Ball now:

Damages enemies like the Giant's quake upon casting
Has variable roll damage increase
Knocks targets back 1 cell if possible


SPIRIT_SLIME.LUA

Implemented changes as specified in the ATOM changes above
Implemented changes to show the damage of Evil Shoal

SPIRIT_THEROCK.LUA - implemented changes as specified in the ATOM changes above
TEXTGEN.LUA - added new function for generating the Ice Ball's roll damage for its feature hint
UNIT_FEATURES.LUA

features_entangle (Entangle) now also checks for a comma-delimited list of movement types (this is to include Ghosts / Cursed Ghosts) - Thanks to jorko80 for pointing this out!
Re-ordered features_entangle boolean logic checks to optimize logic for speed / efficiency
Fixed error with special_priest where the holy effect was being shown when moving the cursor over enemies


*.TXT

& LOGIC.TXT - added new parameter, rndrecharge, for determining when enemy attacks are automatically recharged based on difficulty level.
& SPELLS.TXT - Ice Snake is now an Order spell



Now all Spirits have at least 2 damage abilities to help them keep up with Spirits that level faster. This is especially true for Lina as she now can be maintained at levels near the others whereas before she always fell behind. With Sleem, Poison Cloud was hard to use because it didn't give experience based on damage and units could move away from it. Now it does immediate damage and then will do additional damage based on its life. This makes this ability a lot more useful.

All the Spirit abilities show damage hints now, but you have to have Build 35,396 to see them - if you have build 35,234 then you still won't see them. This is also true for Maria to show you the number of Dragonfly Wings you have. I have no idea why older builds are being sold, but I guess that's the way it is for now.

Druids can now resurrect your animals (twice) so there is a new troop selection synergy with using them now.

I haven't made any changes since the beginning of the year and so that's why it is V2014-01-01, but everything seems to be working great.

See the last post to get the latest version...

/C\/C\

MattCaspermeyer
01-28-2014, 06:59 AM
Here's a bug fix update to fix a few bugs I found a day or so ago.

Here's the list of changes:

Version Beta 2014-01-28


*.LNG

EN(G)_WINDOWS.LNG

Corrected a few errors in the original tips
Removed duplicate hint #44


*.LUA

Fixed issues with not converting act_spell_param outputs to numbers:

BOSS.LUA - dmg_min and dmg_max for effect_spider_poison_attack may have been strings instead of numbers, although since this was in the original game it may not have been a problem
SPELLS.LUA - level for post_spell_plague may have been a string, although not sure if this was a problem
UNIT_FEATURES.LUA - this one was a problem and was causing Mana Spring cast from Enchanted Hero to give your hero mana instead of the enemy hero - belligerent check from spell parameter needed to be converted to a number

LOGIC.LUA - the new mod hints I added were not being used because it seems like the hint counting did not work so I manually set it to the maximum number of hints that are in EN(G)_WINDOWS.LNG so that it would show my new hints


With the act_spell_param bug fixes, the only one I found a problem with was the one in UNIT_FEATURES.LUA. The others were potential issues that I figured I'd change just in case there could be a problem.

I'm not sure why the tip counting is not working and so I just manually set the maximum tip number in LOGIC.LUA so that it will now show the extra tips that I added for my mod.

That's it!

Thanks for trying out my mod.

/C\/C\

Please see the last post in this thread for the latest version...

Sir Whiskers
03-13-2014, 02:49 AM
A couple bugs I've found recently:

1) The tip for shamans has no text. I'm referring to the normal load screen that has tips, such as "Orcs and Veteran orcs have a new ability...". The load screen comes up normally, it says "Shamans", but nothing else.

2) I'm in Haas' Labyrinth, at the Temple of Delights. Whenever I click the right arrow to cycle through the available troops, the game crashes to desktop.

I'm very impressed with this mod. The tips, the info screens for spells and troops, all show the updated mod info. I absolutely love the new Phoenix spell. The troops have new abilities that make them more interesting to use, and more challenging to fight. The game allows my hero to become much more powerful than the base game, but that's necessary, as the battles become increasingly more difficult. Definitely a fun challenge.

SW

MattCaspermeyer
03-13-2014, 05:42 AM
Thanks for pointing these out!

A couple bugs I've found recently:

1) The tip for shamans has no text. I'm referring to the normal load screen that has tips, such as "Orcs and Veteran orcs have a new ability...". The load screen comes up normally, it says "Shamans", but nothing else.

This one I've fixed, but it's in my latest release that I'm working on. I hope to release this update soon...

2) I'm in Haas' Labyrinth, at the Temple of Delights. Whenever I click the right arrow to cycle through the available troops, the game crashes to desktop.

Okay, I've found it - attached is a fix for this issue (essentially I misspelled cerberus (cereberus) in the LOC file). The fix is just a copy of CERBERUS.ATOM as CEREBERUS.ATOM. Similar to the problem I had with Neoka's castle and "Druids". The next update will have this issue fixed, although it will only affect new games. Don't buy the Cerberus' with this fix by the way, their picture might be blank, but it shouldn't crash any more - let me know...

I'm very impressed with this mod. The tips, the info screens for spells and troops, all show the updated mod info. I absolutely love the new Phoenix spell. The troops have new abilities that make them more interesting to use, and more challenging to fight. The game allows my hero to become much more powerful than the base game, but that's necessary, as the battles become increasingly more difficult. Definitely a fun challenge.

SW

Thanks!

I've got quite a few more changes coming in the next update, the largest being that difficulty level / map bonus now also affects the talent abilities of enemy units, improvements to bears, unicorns, daylight penalties to undead, and more!

/C\/C\

Here's the fix for the Temple of Delights crash in the Labryrinth (just put this in the same folder as the mod):

Sir Whiskers
03-13-2014, 06:44 PM
Okay, I've found it - attached is a fix for this issue (essentially I misspelled cerberus (cereberus) in the LOC file). The fix is just a copy of CERBERUS.ATOM as CEREBERUS.ATOM. Similar to the problem I had with Neoka's castle and "Druids". The next update will have this issue fixed, although it will only affect new games. Don't buy the Cerberus' with this fix by the way, their picture might be blank, but it shouldn't crash any more - let me know...

Yep, problem fixed in my current game. The Cerberus has no pic, as you mentioned, but I can now buy any of the other troops there.

I hope you still find time to work on your mod for AP/CW. I enjoy Legend, and will gladly grab your next update, but I feel the devs got the balance better in AP/CW, reducing the number of battles and increasing the hero levels.

Thanks.

MattCaspermeyer
03-14-2014, 01:53 AM
Yep, problem fixed in my current game. The Cerberus has no pic, as you mentioned, but I can now buy any of the other troops there.

Okay, great!

I hope you still find time to work on your mod for AP/CW. I enjoy Legend, and will gladly grab your next update, but I feel the devs got the balance better in AP/CW, reducing the number of battles and increasing the hero levels.

Thanks.

I promise it's coming one of these millennia - there's only so much time in the day...

I've actually taken a step back from the tomes part because of the issues I had with the number of items in the game, although the changes may roll back into my H3B mod because I think I like how I did the bonuses better. I have some ideas of how to combine a lot of the items into a single item and so am thinking about how to implement them - this would greatly reduce the total number of items and still allow me for the most part to implement all the HOMM3 heroes.

We'll see how it goes...

/C\/C\

Sirlancelot
03-27-2014, 04:40 PM
Okay, great!



I promise it's coming one of these millennia - there's only so much time in the day...

I've actually taken a step back from the tomes part because of the issues I had with the number of items in the game, although the changes may roll back into my H3B mod because I think I like how I did the bonuses better. I have some ideas of how to combine a lot of the items into a single item and so am thinking about how to implement them - this would greatly reduce the total number of items and still allow me for the most part to implement all the HOMM3 heroes.

We'll see how it goes...

/C\/C\


Matt, I'm gonna try your TL version now. Let's see how it goes. As I state in the other thread, your mini expansion sounds very promising.

Regardless whether you keep working in the TL version for some time or jump to AP/CW, after a quick glance reading other posters comments, I'd perhaps suggest you to focus just on balance issues for a while, till all of them are adressed. It really makes the difference in the long run, and judging from how much you have changed/like to change, not an easy task.

Again, congratulations for the hard work, it seems quite impressive! And I though for years it was just about babies, lol...

MattCaspermeyer
03-28-2014, 06:45 AM
Matt, I'm gonna try your TL version now. Let's see how it goes. As I state in the other thread, your mini expansion sounds very promising.

Thanks - I really hope you enjoy it!

Regardless whether you keep working in the TL version for some time or jump to AP/CW, after a quick glance reading other posters comments, I'd perhaps suggest you to focus just on balance issues for a while, till all of them are adressed. It really makes the difference in the long run, and judging from how much you have changed/like to change, not an easy task.

I hear you - starting a new game should not be a problem - I have a newer version of the mod that I've been working on, but it is not ready for public release yet.

I've actually spent about the past month enhancing the spell AI and I've just started testing it out. So far things seem to be harder and spell selection more strategic to the situation at hand. However, I have not debugged all the spell paths and so there may still be some crash-to-desktop issues lurking.

I also have quite a few other changes coming along that I think make the game more fun like stuff mentioned above, but others as well. Plus more bug fixes, which it seems like I keep finding them.

If you have any issues, please let me know!

Again, congratulations for the hard work, it seems quite impressive! And I though for years it was just about babies, lol...

Thanks again, but names like rebalance mod, etc. are so bland. Maybe someone has a better name suggestion, but I do like having the reference to HOMM3 since it was that game that inspired me to do the modding from one angle and a big part of the mod is having the new babies that have bonuses akin to their bonuses in HOMM3.

/C\/C\

Sirlancelot
03-31-2014, 08:34 PM
Thanks - I really hope you enjoy it!

I hear you - starting a new game should not be a problem - I have a newer version of the mod that I've been working on, but it is not ready for public release yet.

I've actually spent about the past month enhancing the spell AI and I've just started testing it out. So far things seem to be harder and spell selection more strategic to the situation at hand. However, I have not debugged all the spell paths and so there may still be some crash-to-desktop issues lurking.

I also have quite a few other changes coming along that I think make the game more fun like stuff mentioned above, but others as well. Plus more bug fixes, which it seems like I keep finding them.

If you have any issues, please let me know!

Matt, what of the three classes do you think have been tested less? I'll choose that one. My favourite are the warrior and the mage, but if the paladin needs more testing, I'll pick him.

MattCaspermeyer
04-01-2014, 04:34 AM
Hmmm... good question.

I'm playing the Paladin right now. I'm level 24, I think.

I'd say just pick the one you like to play the most - should be different for you this go around and I'm sure there's always room to test all the classes.

Matt, what of the three classes do you think have been tested less? I'll choose that one. My favourite are the warrior and the mage, but if the paladin needs more testing, I'll pick him.

Sirlancelot
04-21-2014, 08:14 PM
Allright, time to give you some feedback, Matt. :), I've been playing for a while trying to explore different combinations. The warrior is the chosen class and Hard the difficult level. A satisfactory experience overall: although still being level 5, I can already tell you the units changes and novelties feel refreshing and imaginative, the spells changes intriguing and interesting from both the challenge and balance improvements perspective, and the hero skills trees revamps stimulating and overwhelming.

What I expect to see the most are tough, unpredictable battles against enemy heroes. The original game has a lot of room for improvement there.

For now, I'm just worried about how well general balance and challenge will remain on the last stages of the game. Many modifications to be aware of. By the way, did you remove the resistance to damage cap? I hope not, it would be highly exploitable.

Maybe Dryads are overpowered?

Some ideas of mine which I find would really help to build and keep tension through the game, making it more thrilling:

1. The chance of being catched by the enemy when you're trying to avoid it. Perhaps setting a trigger so their speed can be randomly increased a bit from time to time.

2. The chance of being ambushed. Requisites: level... 6? or higher and Freedom isles reachable, so the player can still have his/her time and space to see what items, units and spells are initially available and choose army composition and general strategy.

3. The chance to fail the guess when trying to determine enemy power potential relative to yours. In my opinion, maximun percent to do it properly should never be above 80%.

PS: I'm using Nobilis version, is it imperative to buy Gamersgate one to install their latest patch? If so I will.

Fatt_Shade
04-21-2014, 11:49 PM
@Sirlancelot
Ahhh to be naive and still dont know what is waiting me in enemy heroes battles :-P Believe me, you`ll miss this time before you started doing that battles and item suppressing/upgrading :-D

1) Avoiding enemy heroes does you good for only a while because sooner or later you`ll have to do hardest battles with them to proceed in gameplay (quests and like) so their speed isnt important.

2) All encounters in game are determined moment you start new game, so ambushes are only wish. I asked this couple times, and answer was it`s impossible for enemy stacks to simply appear in game on areas already cleared or unexplored.

3) By this you mean skill scouting ? Never thought of it much, and lvled it up only for 1lvl for later skills. Interesting concept, maybe would be nice to get surprise form time to tie. But mostly ppl play this in way that you start battles when have good strategy and neutrals strength isn`t crucial.

Good luck and have fun playing this great mod fellow tactical strategist :-)

MattCaspermeyer
04-22-2014, 06:09 AM
Allright, time to give you some feedback, Matt. :), I've been playing for a while trying to explore different combinations. The warrior is the chosen class and Hard the difficult level. A satisfactory experience overall: although still being level 5, I can already tell you the units changes and novelties feel refreshing and imaginative, the spells changes intriguing and interesting from both the challenge and balance improvements perspective, and the hero skills trees revamps stimulating and overwhelming.

Well, it sounds like you're off to a great start! :)

What I expect to see the most are tough, unpredictable battles against enemy heroes. The original game has a lot of room for improvement there.

As @Fatt_Shade alluded to, you should enjoy some challenge down the road. I'm also in the midst of debugging my improvement to the Spell AI and so far it does indeed seem to be harder. I'm still debugging all the spell paths and fixing crash-to-desktop errors and so the update is still not ready for prime time.

For now, I'm just worried about how well general balance and challenge will remain on the last stages of the game. Many modifications to be aware of. By the way, did you remove the resistance to damage cap? I hope not, it would be highly exploitable.

Well, we'll see what you think as you get later in the game. I haven't played Hard in a very long time, but there are still bonuses that the enemy units get. One thing currently missing that makes the game much harder is bonuses to talents. I have that in the current version I'm debugging and now the difficulty level bonuses apply to talent abilities as well (so for example, the +25% Impossible + map difficulty (up to another +25% on impossible) and it makes the game quite a bit harder.

The resistance to damage cap is still there, but the cap for Attack to Defense ratio can increase based on your Attack (+50% per 7 Attack) and the Defense to Attack goes down by 1 integer per 7 Defense (i.e. normal is 1/3, at 7 Defense it decreases to 1/4, etc.).

Maybe Dryads are overpowered?

You know I did not change Dryads one bit, but allowing them to be recruited early in the game, I can see that they can be pretty potent with their sleep ability. The Druid house in Verlon Forest has a chance to sell them, and you can start with them due to the randomized starting army. Even though in this case you wouldn't have many, all you really need is just one.

Lately, I've been revisiting reloadable / charged attacks and the Gift spell and so I actually thought that it might be desirable to charge the Dryad abilities. Not sure about it, but something to think about...

I've been on the fence with the Druids, Alchemists, and Ents to make their abilities charged instead of reloadable. I currently have the Druid Summon Bear set to 2 charges, the Alchemist potions are 2 charges, and so is the Ent Summon Plant in my latest version I'm debugging. Still undecided what to do here, although, making them charged now lends more to using Gift to recharge those abilities. It may even make sense to make the Royal Thorn's Summon Plant ability have 2 charges. More things to think about...

Some ideas of mine which I find would really help to build and keep tension through the game, making it more thrilling:

1. The chance of being catched by the enemy when you're trying to avoid it. Perhaps setting a trigger so their speed can be randomly increased a bit from time to time.

You know, I think about this a lot. I do have a lot of fun sneaking around troops in TL, but then I keep thinking that that troop should have seen me and should come after me! I have no idea how to change their speed - why are the (Evil) Beholder stacks so fast compared to the others? Hmmm...

2. The chance of being ambushed. Requisites: level... 6? or higher and Freedom isles reachable, so the player can still have his/her time and space to see what items, units and spells are initially available and choose army composition and general strategy.

You know there actually may be a way to implement this. It wouldn't be renewable stacks as Fatt_Shade mentions above, but there may be a way to do it with an event. Have you ever pulled the amulet off the boy in the Verlon Forest village? If you do, half your army rebels and you have to fight them - I think this happens as a result of a dialog option. In the old King's castle in Verlon Forest, the Undead jump out of pictures. So I'm not sure if there would be a way to implement a function that does a random check and then a surprise fight. Fun to think about, though.

3. The chance to fail the guess when trying to determine enemy power potential relative to yours. In my opinion, maximun percent to do it properly should never be above 80%.

I guess you're talking about level 3 Scouting or do you mean giving the lower level Scouting skill a chance to accurately guess troops. As right now, you need level 3 Scouting to accurately determine numbers, but for Level 1 and 2 you receive less information. I'm not sure how to implement right now, but it seems doable.

PS: I'm using Nobilis version, is it imperative to buy Gamersgate one to install their latest patch? If so I will.

I think you just need to check what your build number is. Build 35,396 is the latest build, the GoG version is 35,234. Both game versions are V1.7, but the GoG build has limitations and certain things don't work. For example, I can't display the number of dragonfly wings in your inventory when talking to Maria and the logic for displaying Rage skill damage (all Rage skills properly show damage in Build 35,396) doesn't work in Build 35,234 for certain abilities.

The Build number is shown next to the version in the bottom left when at the Main Menu.

Well, thanks for your comments! Let me know if you have any other suggestions, etc.

I'm hoping to be able to release my latest version that I'm debugging soon, but you know how it goes - there's only so much time in the day...

/C\/C\

Kiras
04-27-2014, 01:39 AM
I've had a lot of fun with this mod. I played through with an older version twice awhile ago (roughly March or April 2013, can't recall for sure). I've tried playing with the current version, but I have a fair number of crashes in fights with heroes now.

The werewolf in Greenwort
Drammina (dwarven woman in the mines)
The robber in Marshan Swamps
2nd Arena fight

All crash to desktop when the enemy makes their first move. No other fights have given me issues yet. I just entered the dwarven mines.

Windows XP, Steam version if it matters.

MattCaspermeyer
04-27-2014, 08:23 AM
Could you please tell me which version of my mod you're playing? I just want to double check that you're playing 2014-01-28. Since these are all Hero battles (I assume 2nd Arena Fight is Robin of Greenwood).

***BEGIN EDIT*** Okay, whoops, these are the original spell lists for each hero:

By the way, here are the spell lists for each hero:


Martin Vodash (Werewolf in Greenwort)

spell_haste (Haste)
spell_scare (Fear)
spell_blind (Blind)

Drammina

spell_haste
spell_fire_ball (Fire Ball)

Dirty Butory (Robber in Marshan Swamp)

spell_healing (Healing)
spell_haste
spell_bless (Bless)
spell_pygmy (Pygmy)

Robin of Greenwood (2nd Arena Fight)

spell_defenseless (Helplessness)
spell_fire_arrow (Fire Arrow)
spell_bless



The only spells I have not checked in my current (unreleased) version are spell_healing and spell_bless. These should be checked soon...

By the way, if memory serves, Martin Vodash and Drammina have been reported before and I fixed them. It is possible, however, that a recent change has broken something. It may also be possible that it is related to a unit, but you probably would have had a crash with non-hero battles as well so I'm pretty sure it is spell related.

***EDIT*** Okay here are the new spells for each hero:


Martin Vodash (Werewolf in Greenwort)

spell_berserker (Berserker)
spell_pain_mirror (Pain Mirror)
spell_shroud (Shroud)
Drammina

spell_haste (Haste)
spell_ghost_sword (Ghost Blade)
spell_shroud
Dirty Butory (Robber in Marshan Swamp)

spell_shroud
spell_berserker
spell_ghost_sword
Robin of Greenwood (2nd Arena Fight)

spell_shroud
spell_accuracy (Precision)
spell_pain_mirror

The common spell is Shroud. I know I had issues with this spell, but fixed them. This is one spell I have not checked in my latest unreleased update so I will be investigating this one more...

***END EDIT***

**BEGIN EDIT2***

Ok, I've confirmed (at least with Robin of Greenwood) that the Shroud spell is cast properly without crashing the game. So I'm pretty sure this issue is fixed in my latest released version [2014-01-28] and also in my latest unreleased build.

So hopefully that is the problem you're having...

***END EDIT2***

Do you have save games where you can easily check to see if those problems are still there? Depending on whether you're using the latest version or not, could you check and see if the game still crashes. If the game still crashes, I'd appreciate you emailing me the savegame files with instructions on how to get the game to crash (my email is in the README file included with my mod). This way I can bring up the LUA debugger and see where the game is crashing.

Thanks!

/C\/C\

P.S. Glad you've enjoyed playing, hopefully either the issues are fixed or your savegames will help me fix them.

I've had a lot of fun with this mod. I played through with an older version twice awhile ago (roughly March or April 2013, can't recall for sure). I've tried playing with the current version, but I have a fair number of crashes in fights with heroes now.

The werewolf in Greenwort
Drammina (dwarven woman in the mines)
The robber in Marshan Swamps
2nd Arena fight

All crash to desktop when the enemy makes their first move. No other fights have given me issues yet. I just entered the dwarven mines.

Windows XP, Steam version if it matters.

Kiras
04-28-2014, 05:10 AM
I think I figured out what was causing it. I thought I was using the 2014-01-28 version. However, I had put a previous version in an extra folder I made to archive it if I wanted to go back to an old save(King's Bounty The Legend/Data/Archived). KB must have been trying to use that instead of the current one. When I deleted that folder, I stopped getting crashes. And I can confirm that Robin of Greenwood and Martin Vodash both cast shroud without crashes now.

Come to think of it, I must have played with an earlier version before shroud was causing issues, then downloaded the one with issues, then quit playing KBTL for awhile because of the crashes.

Sirlancelot
04-28-2014, 09:40 PM
Congratulations for the new creature! :)


Well, we'll see what you think as you get later in the game. I haven't played Hard in a very long time, but there are still bonuses that the enemy units get. One thing currently missing that makes the game much harder is bonuses to talents. I have that in the current version I'm debugging and now the difficulty level bonuses apply to talent abilities as well (so for example, the +25% Impossible + map difficulty (up to another +25% on impossible) and it makes the game quite a bit harder.

To be honest, and generally speaking, I'm not very fond of "bloating" enemies in videogames because sure, it's a way to make toughter opponents, but, I think, a bit raw and unfair. Moreover, from my experience, sometimes just leads to lengthy -longer- battles, and not necessary more really difficult or stimulating ones. I prefer clever level and AI design along with randomness. The first doesn't goes against the notion of fighting under the same rules/conditions and on the other hand, improves realism, and the second keeps unpredictibility alive.

On King's Bunty: TL, however, I'm not totally against raising enemy stats due to its chess-like game mechanics and I concurr some measures were and are necessary to increase challenge but, according to my vision and preferences, I'd use a slightly different formula: something like a tiny fixed increment (let's say 3% Hard, 6% Impossible) plus a partially random amount:

+3/+6 % + map difficulty modifier + *, where * is a quantity between -4% and +20%:

-4 (2%), -3 (3%), -2 (5%), -1 (5%), 0 (10%), +1% (10%), +2 (10%), +3% (10%), +4% (10%), +5% (10%), +12 (5%), +14 (5%), +16 (5%), +18 (5%), +20 (5%)

, this means most creatures (60%) would have equal or simmilar stats compared with default, but some of them be notably more powerful. Concretely up to +26 on Impossible, which is roughly the same maximum as you planned, and Hard would be even Harder.


You know I did not change Dryads one bit, but allowing them to be recruited early in the game, I can see that they can be pretty potent with their sleep ability. The Druid house in Verlon Forest has a chance to sell them, and you can start with them due to the randomized starting army. Even though in this case you wouldn't have many, all you really need is just one. Lately, I've been revisiting reloadable / charged attacks and the Gift spell and so I actually thought that it might be desirable to charge the Dryad abilities. Not sure about it, but something to think about...

Yes, I agree. Very potent indeed. I'd weaken them by nerfing Sleep to one charge, two turns. I think more than that is very exploitable. If it proves to be too much, the three turns duration could come back, although I suspect it wouldn't be necessary. In all my KB runs I have used crowd control abilities the most, even when playing offensively and rushing to the enemy. In some sense, after all, a paralized unit is an almost non-existant unit.


I've been on the fence with the Druids, Alchemists, and Ents to make their abilities charged instead of reloadable. I currently have the Druid Summon Bear set to 2 charges, the Alchemist potions are 2 charges, and so is the Ent Summon Plant in my latest version I'm debugging. Still undecided what to do here, although, making them charged now lends more to using Gift to recharge those abilities. It may even make sense to make the Royal Thorn's Summon Plant ability have 2 charges. More things to think about...

Yes, summoning is also very powerful. In fact, it doesn't matter so much what it's actually summoned, that's why walls of any kind, even fragile ones, can be useful as well.

Not sure about Alchemists, though.


You know, I think about this a lot. I do have a lot of fun sneaking around troops in TL, but then I keep thinking that that troop should have seen me and should come after me! I have no idea how to change their speed - why are the (Evil) Beholder stacks so fast compared to the others? Hmmm...

I feel the same. It's a mini game on its own and an addicting one, very funny. Problem is, like any other game, it needs the challenge and randomness factors to really be great. Otherwise, after you have cleared the initial areas it eventually becomes a little silly.


You know there actually may be a way to implement this. It wouldn't be renewable stacks as Fatt_Shade mentions above, but there may be a way to do it with an event. Have you ever pulled the amulet off the boy in the Verlon Forest village? If you do, half your army rebels and you have to fight them - I think this happens as a result of a dialog option. In the old King's castle in Verlon Forest, the Undead jump out of pictures. So I'm not sure if there would be a way to implement a function that does a random check and then a surprise fight. Fun to think about, though.


Hmm, maybe there's another instance where something simmilar happens, and the funny thing, it's also located within Verlon F; do you remember the old castle there filled with undead? I think is named Old Kingdom Castle or simmilar... anyway, as you sure recall, when clicking on the pictures inside sometimes (or some of the pictures), an encounter is triggered/trigger an encounter.

Obviously to set random encounters the object used as a trigger should be invisible and the "click" involuntary.


I guess you're talking about level 3 Scouting or do you mean giving the lower level Scouting skill a chance to accurately guess troops. As right now, you need level 3 Scouting to accurately determine numbers, but for Level 1 and 2 you receive less information. I'm not sure how to implement right now, but it seems doable.

Yes, exactly. What I find interesting would be a chance of failure of Scouting. At least a 15%, maybe even 20%. A fail stimation would lead to a wrong information, how wrong, being partially random; the higher the mistake, the less likely to happen (otherwise we could go mad xD )

Sir Whiskers
04-28-2014, 11:20 PM
I've been on the fence with the Druids, Alchemists, and Ents to make their abilities charged instead of reloadable. I currently have the Druid Summon Bear set to 2 charges, the Alchemist potions are 2 charges, and so is the Ent Summon Plant in my latest version I'm debugging. Still undecided what to do here, although, making them charged now lends more to using Gift to recharge those abilities. It may even make sense to make the Royal Thorn's Summon Plant ability have 2 charges. More things to think about...

I'd suggest leaving these as rechargeable. If they are in the enemy army, my choices have trade offs. Do I go for these troops right away, to limit their summoning? Or do I go for other enemy stacks, knowing I'll have to deal with the extra summoned stacks? And if they're in my army, multiple summons don't generally matter much - the battle is usually in hand within a few rounds. And if it isn't, having the extra summons can be the difference between defeat and victory.

My opinion is influenced by a battle I had in my last game. I stumbled into a really nasty fight. My army consisted of some dragons and several ancient ents. The dragons went down almost immediately, but the ents (barely) held out using summons, swarms and rooting, along with my mage's spells. I think I finished the battle with a single ent, which made for a memorable fight. It was one the most enjoyable fights of the game, precisely because I had to work so hard over multiple rounds to pull out the victory. If the ent summons had been single charge, I'd have lost the fight within the first 7-8 rounds and simply reloaded.

Just my two cents...

MattCaspermeyer
04-29-2014, 03:45 AM
Well, I'm relieved that it is working for you now!

I do my best to squish as many bugs as possible, but there are some that take a long time to find.

My current unreleased version has many bug fixes. Since there are a lot of changes and I'm not finished implementing everything yet I'm holding off on releasing it, but am trying to get it finished as soon as I can.

As always, if you ever have any additional issues, please let me know - thanks!

/C\/C\

I think I figured out what was causing it. I thought I was using the 2014-01-28 version. However, I had put a previous version in an extra folder I made to archive it if I wanted to go back to an old save(King's Bounty The Legend/Data/Archived). KB must have been trying to use that instead of the current one. When I deleted that folder, I stopped getting crashes. And I can confirm that Robin of Greenwood and Martin Vodash both cast shroud without crashes now.

Come to think of it, I must have played with an earlier version before shroud was causing issues, then downloaded the one with issues, then quit playing KBTL for awhile because of the crashes.

MattCaspermeyer
04-29-2014, 04:24 AM
Congratulations for the new creature! :)

Thanks - if you have any suggestions on abilities be sure to post them. Ideas are great for brainstorming what will mesh well with Drahha's mythos.

To be honest, and generally speaking, I'm not very fond of "bloating" enemies in videogames because sure, it's a way to make toughter opponents, but, I think, a bit raw and unfair. Moreover, from my experience, sometimes just leads to lengthy -longer- battles, and not necessary more really difficult or stimulating ones. I prefer clever level and AI design along with randomness. The first doesn't goes against the notion of fighting under the same rules/conditions and on the other hand, improves realism, and the second keeps unpredictibility alive.

I hear you - that's why I have the stat increases instead of just the leadership increases. Applying the bonuses to the talents I've wanted to do for a while, but I had overlooked them / didn't quite know how to implement them at the time. Now it just makes them more potent and I think that will translate to more fun.

On King's Bunty: TL, however, I'm not totally against raising enemy stats due to its chess-like game mechanics and I concurr some measures were and are necessary to increase challenge but, according to my vision and preferences, I'd use a slightly different formula: something like a tiny fixed increment (let's say 3% Hard, 6% Impossible) plus a partially random amount:

+3/+6 % + map difficulty modifier + *, where * is a quantity between -4% and +20%:

-4 (2%), -3 (3%), -2 (5%), -1 (5%), 0 (10%), +1% (10%), +2 (10%), +3% (10%), +4% (10%), +5% (10%), +12 (5%), +14 (5%), +16 (5%), +18 (5%), +20 (5%)

, this means most creatures (60%) would have equal or simmilar stats compared with default, but some of them be notably more powerful. Concretely up to +26 on Impossible, which is roughly the same maximum as you planned, and Hard would be even Harder.

I like the random adder - that is something that sounds interesting. You know, I've been spending a lot of time with the spell AI for enemy heroes and I think that this subtle change is going to make it a lot harder.

I may visit the actual unit AI in the future because there are some things that I scratch my head about, like for example, when a shooter runs away from a troop and still shoots it even though it can only do a small amount of damage when it could do more damage to another troop further away.

Yes, I agree. Very potent indeed. I'd weaken them by nerfing Sleep to one charge, two turns. I think more than that is very exploitable. If it proves to be too much, the three turns duration could come back, although I suspect it wouldn't be necessary. In all my KB runs I have used crowd control abilities the most, even when playing offensively and rushing to the enemy. In some sense, after all, a paralized unit is an almost non-existant unit.

You're certainly right there! One thing to do may be to remove their possibility in the early part of the game. Or add charges...

Yes, summoning is also very powerful. In fact, it doesn't matter so much what it's actually summoned, that's why walls of any kind, even fragile ones, can be useful as well.

I'd suggest leaving these as rechargeable. If they are in the enemy army, my choices have trade offs. Do I go for these troops right away, to limit their summoning? Or do I go for other enemy stacks, knowing I'll have to deal with the extra summoned stacks? And if they're in my army, multiple summons don't generally matter much - the battle is usually in hand within a few rounds. And if it isn't, having the extra summons can be the difference between defeat and victory.

My opinion is influenced by a battle I had in my last game. I stumbled into a really nasty fight. My army consisted of some dragons and several ancient ents. The dragons went down almost immediately, but the ents (barely) held out using summons, swarms and rooting, along with my mage's spells. I think I finished the battle with a single ent, which made for a memorable fight. It was one the most enjoyable fights of the game, precisely because I had to work so hard over multiple rounds to pull out the victory. If the ent summons had been single charge, I'd have lost the fight within the first 7-8 rounds and simply reloaded.

Just my two cents...

Good point and counter point here. By the way, Ancient Ents would keep their reloadable summon (level 5 troops, for the most part, have reloadable attacks since they can't be recharged via spell). The question falls to Level 4 Ents, and other Level 4's (or lower) and certain reloadable attacks. Certainly a good case can be made for the Dryad's Sleep (a level 2 unit) having just 1 or 2 charges since they are a level 2 unit. It wouldn't cost much mana to recharge them with Gift.

I certainly want to maintain the level of play that Sir Whiskers is talking about as that is what makes the game truly fun!

I also think that I've actually made plants useful now, whereas before they were pretty useless. With the increase to talent abilities, enemy Ancient Ents now really pack a wallop with their Wasps ability.

Anyway, I certainly don't want to undo the utility of plants and so that's why I may keep Ents (normal Level 4 ones) with reloadable summons (plus if the combat goes long enough abilities don't recharge any more any way).

Not sure about Alchemists, though.

6 attacks (or 4 technically if there are no Undead) might be enough. But their potions are pretty much reloadable now in the other KB games...

I feel the same. It's a mini game on its own and an addicting one, very funny. Problem is, like any other game, it needs the challenge and randomness factors to really be great. Otherwise, after you have cleared the initial areas it eventually becomes a little silly.

Yah, this has both good and bad things associated with it. There is a satisfaction gained from clearing an area. And it allows you a chance to relax when going through these areas. But this is not a static world so things do change.

I'll at least do a little probing to see if I can get a feel for how implementable something like this is...

Hmm, maybe there's another instance where something simmilar happens, and the funny thing, it's also located within Verlon F; do you remember the old castle there filled with undead? I think is named Old Kingdom Castle or simmilar... anyway, as you sure recall, when clicking on the pictures inside sometimes (or some of the pictures), an encounter is triggered/trigger an encounter.

Obviously to set random encounters the object used as a trigger should be invisible and the "click" involuntary.

The Old Kingdom Castle is exactly what I was referring to. Random clicks could be you clicking on the landscape to move, although I guess some people just click, hold the mouse button, and direct their hero with the mouse...

Yes, exactly. What I find interesting would be a chance of failure of Scouting. At least a 15%, maybe even 20%. A fail stimation would lead to a wrong information, how wrong, being partially random; the higher the mistake, the less likely to happen (otherwise we could go mad xD )

This is interesting. Of course we'd have to be careful, since some consider Scouting to be a fairly useless skill. I'll at least see if I can find out if it is possible to make this happen. Scouting does increase the hero's search radius for digging treasures!

Well, thanks for the comments! Some interesting things to think about!:)

/C\/C\

Kiras
04-29-2014, 08:00 AM
I do consider scouting mostly useless. I only bothered with the first rank of it for a long time. Search radius basically reduces tedium, but doesn't make a gameplay difference, since you'd dig up the same things with or without it. Assuming you run around constantly hitting D like I do. Eventually I went for rank 3 just for the int bonus.

About Ancient Ents: I've noticed that enemy ancient ents are obsessed with summoning. When I was first encountering them, looking at their resists and realizing it would be tough to kill them quickly, I was dreading their ranged attack. Instead, they all seem to summon on their first turn, usually giving me enough time to kill them. I'm playing as a mage with an elf army - my hunters'/elves' attacks feel like they barely scratch enemy ancient ents, until I use hellbreath. Which is a spell I rarely used in the vanilla version of the game, so that's a nice change.

MattCaspermeyer
04-30-2014, 02:30 AM
I do consider scouting mostly useless. I only bothered with the first rank of it for a long time. Search radius basically reduces tedium, but doesn't make a gameplay difference, since you'd dig up the same things with or without it. Assuming you run around constantly hitting D like I do. Eventually I went for rank 3 just for the int bonus.

Right - I think it is a little better now, but still not very useful although at least the rune requirements are very modest. The search radius does help you from missing stuff, though.

About Ancient Ents: I've noticed that enemy ancient ents are obsessed with summoning. When I was first encountering them, looking at their resists and realizing it would be tough to kill them quickly, I was dreading their ranged attack. Instead, they all seem to summon on their first turn, usually giving me enough time to kill them. I'm playing as a mage with an elf army - my hunters'/elves' attacks feel like they barely scratch enemy ancient ents, until I use hellbreath. Which is a spell I rarely used in the vanilla version of the game, so that's a nice change.

Yep - fire is still plants' enemy!

Their summoning is a priority if your army is smaller than theirs. Rooted becomes more important if they are on fire or your army is bigger than theirs.

One thing is that the unit AI currently does not account for damage types, although I added extensive statistics for the spell AI. For example, I catalog the percent of damage of each type so that this can be used when casting spells such as Stone Skin or Divine armor. Conversely, resistance types are also catalogued so that it can be determined whether casting Hell Breath can be used effectively. Stuff like that.

After I release my current development mod, I'll probably visit the unit AI to see if this data can be leveraged to aid the AI in choosing what to do...

/C\/C\

MattCaspermeyer
05-09-2014, 06:45 AM
Please find attached (at the bottom) the latest update to my H3B mod!

This update contains a lot of changes!

There is also some debug information that you will find at the start and during combat that I've left in for now so that you can get a feel for certain things that affect combat.

The first is the map location and what terrain type it is as well as the time of day since these parameters are very important with respect to bonuses or penalties. I've been using this to update the arena location types so that arenas give proper bonuses. My work here is not done and so I plan to continue to use the information that you see on the first line to help me in altering the terrain type of a certain arena.

As an example of this, there are many forest locations that have an arena type that is normal. I've changed these to be forest so that Elves now benefit from their "Loves the Forest" feature since technically you are running all around through the forest.

The next combat message you will see appear is a listing of the enemy hero / tower spells and their score. I've spent a lot of time developing a much more strategic system with respect to the generation of the spell's score, which affects its probability of being cast. So if you are interested, you can scroll back through the combat log in fights with enemy spellcasters and see what the scores are for their spell choices. This information was invaluable in helping me improve this part of the game.

Both of these messages will be removed in a future version, but for now I've left them since they help me with mod development and debugging. You can simply ignore these messages as they don't affect anything.

This update also includes the addition of Blue Dragons as a new unit! I had a lot of fun developing them and so I hope you have fun playing them or fighting them. Note that you will need to start a new game to be able to "legitimately" use them since the *.LOC files that I edited only affect new games. Nonetheless, I've also added Blue Dragon Eggs and so you can always use the cheat command (tilde, ~) to open the cheat dialog and type "item blue_dragon_egg" to add one (or repeat for more) to your inventory. You can then hatch them and try them out in your current game! This is what I did to debug them.

Note that I have added logic in ARENA.LUA to allow the AI to use their abilities, but this part I have not debugged yet to ensure that it works.

There are also now several NPC's that will exchange a certain container type for crystals (eggs, seeds, etc.). So far I have Lady Beaulla (Ent Seeds), Frogus Bogis (Dragonfly Eggs), Old Chvakah (Spider Eggs), Milk Woman Wilma (Thorn Seeds), and Witch Helga (Snake Eggs). I still have more work to do here...

Drahha will now offer to exchange dragon eggs for runes. You need to talk to him a couple of times after finishing his quest to get the option to make the exchange.

Another big change is that the difficulty and map location bonuses now apply to enemy unit talents as well. This means that they do more damage with abilities that cause damage, summon more allies, have a higher percent chance of certain effects, etc.

Ice damaging spells / abilities now amplify damage based on half of the target's fire resistance if the target is fire immune or they are demons and damage reduction from physical resistance is only half if they fit the above requirements. This change means that there is a pseudo "ice" damage to targets that should normally be vulnerable to ice spells (like Dragons and Demons, for example).

There are also a ton of bug fixes that either you have pointed out or that I've discovered on my own. So let's hope that I've made the mod better in this regard.

There are also myriad other changes, some deal with making units more interesting / playable (like the changes to bears and unicorns), others with adding penalties (like the new penalties to the Undead), and some that are just general.

Since there are a ton of changes in this update, there may still be some bugs out there, so if you have any problems with this update, be sure to post them here. I'm not done making all the changes that I want, but I think I've implemented all the changes that require a restart. The only reason to restart is if you want to get the *.LOC file (note that the arena LOC changes do not require a restart) changes (like Blue Dragons, etc.), otherwise feel free to continue your game like normal after an update.

Once again, thanks for downloading and trying out my mod - I hope you enjoy this update!:)

Here is the detailed (long) list of changes (and the mod can be downloaded below):

Version Beta 2014-05-08

*.ATOM

ARCHMAGE.ATOM - added level=4 custom param since features_shock has been updated to work with blue dragons
Bear ATOM's

Increase in hitpoints, critical hit and some resistances
Have a new ability: Maul that has a chance to stun and / or cause bleeding in the target
BEAR.ATOM

Health: 60 -> 80
Resistance:

Physical: 0 -> 5
Poison: 0 -> 5

Critical Hit: 20 -> 30

BEAR2.ATOM

Health: 70 -> 95
Resistance:

Poison: 0 -> 5

Critical Hit: 30 -> 40

BEAR_WHITE.ATOM

Health: 120 -> 190
Resistance:

Poison: 0 -> 5

Critical Hit: 30 -> 40


ARMY_BLUEDRAGON.ATOM - implents the blue dragon army map atom, based on the red dragon and Drahha army map atoms.
BLUEDRAGON.ATOM New Unit! Thanks to Sir Whiskers for providing brain storming ideas!

Blue Dragons have the following abilities:

Move attack

Does half fire and half astral lightning damage that is the long2 attack like Black and Red Dragons
Has a 50% chance to burn and a 50% chance to shock targets
Damage is 60 - 70 fire and astral (total is 120 - 140)
Effects all creatures regardless of level

Can summon Dragonflies, 25 to 40% of their leadership (this idea was provided by Sir Whiskers)
Has a "Zap" attack that is similar to the Bone Dragon Poison Cloud attack.
Gives morale bonus to Dragonflies
Discharge - 25% chance to discharge "Zap" attack when being struck
Aversion - other dragons dislike them, reducing the morale of those dragons.
For other info, see the ATOM file


BLUE_DRAGON_EGG01.ATOM - based on the sapfir (sapphire or blue egg that Welbewooll has you get in Ultrax) egg

Implements the blue dragon egg as an item that can be added to the map.
There may be more work to do here, but since technically it doesn't exist in the game it is probably okay.

BONEDRAGON.ATOM - base attack is now 50% poison and 50% physical and they have a 25% chance to cause poison when attacking / counterattacking
CYLCOP.ATOM - stone throw attack now does 200% damage to obstacles, barriers, and gremlin towers
ATOM's with the Dragon Arrow ability (ARCHER, BOWMAN, ELF, ELF2) - damage is now x2 of their normal throw ability
Plant Summoning ATOM's - these changes will give the enemy roughly the same summoning percent on impossible and max map difficulty (so they really mostly affect your summoning)

DRYAD.ATOM - reduced summoning from 30-55% to 20-40%
ENT.ATOM - reduced summoning from 30-50% to 20-35%
ENT2.ATOM - reduced summoning from 35-55% to 25-40%
KINGTHORN.ATOM - reduced summoning from 75-95% to 50-60%
THORN.ATOM - reduced summoning from 80-90% to 55-65%
THORN_WARRIOR.ATOM - reduced summoning from 80-90% to 55-65%

Undead ATOM's - receive -25% health in daylight (excludes cemeteries, dungeons, and lava):

ARCHER.ATOM
BAT.ATOM
BAT2.ATOM
BLACKKNIGHT.ATOM
BONEDRAGON.ATOM
GHOST.ATOM - receive -50% health in daylight
GHOST2.ATOM - receive -50% health in daylight
NECROMANT.ATOM
SKELETON.ATOM
SPIDER_UNDEAD.ATOM
VAMPIRE.ATOM
VAMPIRE2.ATOM
ZOMBIE.ATOM
ZOMBIE2.ATOM
Note: even though I've listed the above atoms, the capability was done with a subturn function due to limitations of the ATOM's arena bonus section

Unicorn ATOM's:

Horn of Light now has a chance to blind enemy troops when attacking or counter-attacking (chance is doubled for beholders, cyclopses, demons, and the undead and duration +1 and doubled again if combat takes place in the evening or at night or undergound and another +1 duration as well)
Have a magic aura that either adds magic resistance to all allies (Unicorns) or subtracts magic resistance from all enemies (Black Unicorn)
UNICORN.ATOM

Blind chance is 15% (x2 vs beholders, cyclopses, demons, & undead and then x2 again for evening / night combat)
Magic aura is +20 magic resistance to all allies (except Unicorns and Black Unicorns)

UNICORN2.ATOM

Blind chance is 20% (x2 vs beholders, cyclopses, demons, & undead and then x2 again for evening / night combat)
Magic curse is -30 magic resistance to all enemies (except Unicorns and Black Unicorns)


This batch of changes deal with the fact that since I changed some unit abilities to be reloadable, the Gift spell is far less important. Now I've changed some reloadable skills back to charged skills so that Gift is now more desirable for long combats:

ALCHEMIST.ATOM (note that reload time is still enforced)

throw1 - moves=2
throw2 - moves=2
throw3 - moves=2

DRUID.ATOM (note that reload time is still enforced) - cast bear moves=2
DRYAD.ATOM - sleep moves=1
ENT.ATOM (note that reload time is still enforced) - summonplant1 moves=2


*.CHAT

185019267.CHAT (Lady Beaulla) - Now includes extra snaps and logic for selling ent seeds to get crystals!
248920890.CHAT (Milk Woman, Wilma) - Now includes extra snaps and logic for selling thorn seeds to get crystals!
460900476.CHAT (Frogus Bogis) - Now includes extra snaps and logic for selling dragonfly eggs to get crystals!
1378754138.CHAT (Old Chvakha) - Now includes extra snaps and logic for selling spider eggs to get crystals!
111145785.CHAT (Witch Helga) - Now includes extra snaps and logic for selling snake eggs to get crystals!
1567022839.CHAT (Dragon Drahha) - Now includes extra snaps and logic for selling dragon eggs to get runes!

*.LOC:

Arena LOC's - most of these changes have to do with stricter enforcement of the logbits (terrain) for applying bonuses / penalties more correctly, especially with the Undead health penalty during daylight

ACASTLE_KARADOR.ARENA.LOC - logbits 1 (cemetery) -> 5 (cemetery & dungeon)
ADARION4_MAGICTOWER.ARENA.LOC - logbits 0 -> 4 (dungeon), even though this is above ground it is still considered dungeon because it is dark inside
ADARION_1_COAST_1.ARENA.LOC - logbits 16 (sea) -> 24 (sea & forest)
ADARION_1_FOREST_4.ARENA.LOC - logbits 0 -> 8 (forest)
ADARION_1_LAKE_1.ARENA.LOC - logbits 0 -> 8 (forest)
ADARION_1_LAKE_2.ARENA.LOC - logbits 0 -> 8 (forest)
ADARION_1_LAKE_3.ARENA.LOC - logbits 0 -> 8 (forest)
ADARION_2_KINGTOMB.ARENA.LOC - logbits 0 -> 5 (cemetery & dungeon), this is part of the old King's Castle in Verlon Forest and so parts of the castle apply both of these bonuses to the Undead making them very tough
ADARION_2_ROAD_2.ARENA.LOC - logbits 0 -> 8 (forest)
ADARION_3_DEADLAND_1.ARENA.LOC - logbits 1 (cemetery) -> 9 (cemetery & forest)
AELLINIA_BOOK.ARENA.LOC - logbits 1 (cemetery) -> 9 (cemetery & forest)
AELLINIA_1_COAST_1.ARENA.LOC - logbits 16 (sea) -> 24 (sea & forest)
AELLINIA_1_FOREST_3.ARENA.LOC - logbits 0 -> 8 (forest)
AELLINIA_1_FOREST_4.ARENA.LOC - logbits 0 -> 8 (forest)
AISLAND_1_BRIDGE_1.ARENA.LOC - logbits 16 (sea) -> 24 (sea & forest)
AKORDAR_DEMONROAD.ARENA.LOC - logbits 0 -> 4 (dungeon), this is the underground sea area
AITEM_DEMON01.ARENA.LOC - logbits 0 -> 2 (lava)
AITEM_DEMON02.ARENA.LOC - logbits 0 -> 2 (lava)
AITEM_DWARF_01.ARENA.LOC - logbits 0 -> 32 (winter)
AITEM_DWARF_02.ARENA.LOC - logbits 0 -> 32 (winter)
AITEM_ELF_01.ARENA.LOC - logbits 0 -> 8 (forest)
AITEM_ELF_02.ARENA.LOC - logbits 0 -> 8 (forest)
AITEM_UNDEAD_01.ARENA.LOC - logbits 0 -> 5 (cemetery & dungeon)
AITEM_UNDEAD_02.ARENA.LOC - logbits 0 -> 5 (cemetery & dungeon)
AUNDEAD_BLACKMOUNTAINS.ARENA.LOC - logbits 0 -> 1 (cemetery)
AUNDEAD_BOOK.ARENA.LOC - logbits 0 -> 9 (cemetery & forest)
AUNDEAD_COAST.ARENA.LOC - logbits 16 (sea) -> 25 (sea, forest, & cemetery)
AUNDEAD_DRAGONDUNGEON1.ARENA.LOC - logbits 4 (dungeon) -> 5 (cemetery & dungeon)
AUNDEAD_DRAGONDUNGEON2.ARENA.LOC - logbits 4 (dungeon) -> 5 (cemetery & dungeon)
AUNDEAD_ISLAND.ARENA.LOC - logbits 16 (sea) -> 17 (sea & cemetery)
AUNDEAD_REDMOUNTAINS.ARENA.LOC - logbits 0 -> 1 (cemetery)
DEADLAND_02_ARENA.ARENA.LOC - logbits 1 (cemetery) -> 9 (cemetery & forest)

DEMON_1_EMBRYOS.LOC (Demonis) (only affects new games)

building_demon04 (Welbewooll's shop)

Now always sells 1 to 5 Blue Dragon Eggs
Now always sells 1 to 5 Blue Dragons
Has an additional chance to sell 5 to 10 Blue Dragons

army_demon (embyro_1) - now has a chance to spawn Blue Dragons in the army
Baal's Army - now has a chance to spawn Blue Dragons with the second variant
army_demon (embyro_2) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_23) - now has a chance to spawn Blue Dragons in the army
Xeona's Army - now has a chance to spawn Blue Dragons with the second variant
army_demon (embyro_42) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_46) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_51) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_52) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_63) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_64) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_67) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_74) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_75) - now has a chance to spawn Blue Dragons in the army
army_demon (embyro_76) - now has a chance to spawn Blue Dragons in the army

DEMON_ULTRAX.EMBRYOS.LOC (Ultrax) (only affects new games)

army_blackdragon (embyro_1) - now has a chance to spawn Blue Dragons in the army
army_reddragon (embyro_12) - now has a chance to spawn Blue Dragons in the army
army_blackdragon (embyro_13) - now has a chance to spawn Blue Dragons in the army

ELLINIA_1_LABIRINT_1.EMBRYOS.LOC (only affects new games)

Dragon Shop:

Now has a 25% chance to sell Blue Dragon Eggs (2:10)
Now always sells 10 to 20 Blue Dragons


ELLINIA_1_LABIRINT_2.EMBRYOS.LOC (only affects new games)

(only affects new games) - ***CRASH*** fixed mispelling of "cereberus" - should be spelled cerberus (thanks to Sir_Whiskers for pointing this out!).
Skaar's Shop:

Now has a 50% chance to sell Blue Dragon Eggs (1:5)
Now always sells an additional either 10 to 20 Black, Blue, or Red Dragons (even chance)

Giant Shop:

Now has a 50% chance to sell Blue Dragon Eggs (2:5)
Chance to sell either Black or Red Dragons is now those two or Blue Dragons (same number)

Dragon Averr (army_greendragon (embryo_21)) now has a chance to spawn Blue Dragons in the army
Dragon Wirz (army_greendragon (embryo_22)) now has a chance to spawn Blue Dragons in the army

ELLINIA_1_LABIRINT_3.EMBRYOS.LOC

Dragon Shop:

Now has a 25% chance to sell Blue Dragon Eggs (1:5)
Chance to sell either Black or Red Dragons is now either Black or Blue Dragons
Additional chance to sell either 10 to 20 Blue or Red Dragons
Alternate chance is now 5 to 10 Blue Dragons (was nothing before) (the other alternate is still the same: Black, Bone, or Red Dragons)

Dragon Reige (army_reddragon (embryo_39)) now has a chance to spawn Blue Dragons in the army
Dragon Ferr (army_reddragon (embryo_5)) now has a chance to spawn Blue Dragons in the army

GREMLIN_CASTLE.EMBRYOS.LOC (only affects new games) - now you get one of each type of dragon (instead of 1 Bone and 2 Black)

Changed bonedragon_egg01 (Bone Dragon egg) -> dragon_egg01 (Green Dragon egg)
Changed (first) blackdragon_egg01 (Black Dragon egg) -> red_dragon_egg01 (Red Dragon egg)
army_blackdragon (embyro_13) - now has a chance to spawn Blue Dragons in the army
army_blackdragon (embyro_19) - now has a chance to spawn Blue Dragons in the army
army_necromant (embyro_24) - now has a chance to spawn Blue Dragons in the army
army_necromant (embyro_25) - now has a chance to spawn Blue Dragons in the army
army_goblin2 (embyro_33) - now has a chance to spawn Blue Dragons in one of the army choices
army_goblin2 (embyro_53) - now has a chance to spawn Blue Dragons in one of the army choices

KORDAR_2.EMBRYOS.LOC (only affects new games) - Raab Sotten's army now has a chance (33%) to spawn Blue Dragons in the Dragon Army choice
TURTLE_HEAD.EMBRYOS.LOC (only affects new games)

Cruel Haas's army: 100% chance of Bone Dragons is now either Blue or Bone Dragons
Cruel Haas's army: 100% chance of either Fire Dragonflies, Black, Bone, Green, or Red Dragons now adds Blue Dragons to the list


*.LNG

EN(G)_BATTLE

add_blog_snarl_1, 2 -> snarled changed to ensnarled
added add_blog_blind_ and add_block_purblind_ macros for (Black) Unicorns new ability
added for when the (Black) Unicorns blind and fear targets:

add_blog_blind_fear_ normal message
add_blog_purblind_fear_ +1 blind duration
add_blog_blind_frightened_ +1 scare duration
add_blog_purblind_frightened_ +1 blind and scare duration

added for when the Bears stun and bleed targets:

add_blog_stunned_bleeding_ normal message
add_blog_dazed_bleeding_ +1 stun duration
add_blog_stunned_hemoraging_ +1 bleeding duration
add_blog_dazed_hemoraging_ +1 stune and bleeding duration

added add_blog_manaburn_ for when Green Dragons mana burn your hero

EN(G)_CHAT_0814853819_0185019267.LNG (Lady Beaulla) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_1000228560_0460900476.LNG (Frogus Bogis) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_1056215454_1378754138.LNG (Old Chvakah) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_1107629933_0248920890.LNG (Milk Woman, Wilma) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_1237766457_0111145785.LNG (Witch Helga) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_1253377691_1567022839.LNG (Dragon Drahha) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_1315394584_0068736578.LNG (Diana) - fixed spelling errors coarse -> course
EN(G)_ITEMS.LNG

Added Blue Dragon Egg labels

EN(G)_SKILLS.LNG

Updated Tolerance skill for changes (see MORALE.TXT)
Updated Mega Mage skill for changes (see SKILLS.TXT)

EN(G)_SPELLS.LNG

Highlighted in red the mana_rage_gain_k effect on Magic Spring
Altered Ice Snake and Geyser descriptions to include changes for Fire Immune and Demon targets as noted below
Updated Dragon Arrow description to include changes above (see Dragon Arrow ATOM's).

EN(G)_SPIRITS.LNG

Added hint for possibility of rage or mana burn if an enemy picks up your Lina Charger
Highlighted in red the mana_rage_gain_k effect on Lina's Chargers and Reaper's Rage Gain
Added Fire Immune and Demon target description to Ice Thorns

EN(G)_UNITS.LNG

Added Blue Dragon labels
Changed Black Dragons's Dragon Power description to match the changes made in UNIT_FEATURES.LUA.

EN(G)_UNITS_SPECIALS.LNG

Green Dragon Mana Source now mana burns the target troop's hero if they do not have a hero controlling them and mention that it is affected by combat duration (due to mana_rage_gain_k)

EN(G)_UNITS_FEATURES.LNG

Changed (Black) Unicorn's Horn of Light description to include blind and fear chance
Added new (Black) Unicorn's Magical Aura / Curse feature
Changed Cyclop's stone_thrower to include changes made above

EN(G)_WIVES.LNG

Changed the children postambles so that the line break is leading rather than trailing
Added itm_kid_fire_spells, _attack_, and _defense_ spell labels to delineate spell lists better

EN(G)_WINDOWS.LNG

Added more tips
Fixed errors in previous tips (for example, Shamans pointed out by Sir_Whiskers)

TEMPLATES.LNG

<br> next line codes are now controlled in the childs macro instead of ITEMS_HINT.LUA (<br> are now leading instead of trailing - improves children bonus display by eliminating blank lines at the end of the bonus description)
Added some new color macros so that I could show the mana_rage_gain_k effect language in red, for example
Fixed attack and defense spell templates (i.e. Deemer)


*.LUA

ARENA.LUA

***BUG*** Fixed issue with casting Stone Skin multiple times in a row (was due to Pentagram casts and the fact that it somehow does not register as a pawn even though it is classified as one)
***BUG*** Fixed issue with enemy Priests casting Healing on their own Undead troops thereby damaging them
Enemy unit talents that cause damage are now effected by the difficulty level / map bonus
Added logic to ai_solver for enemy units to consider picking up chargers if they can so they can rage or mana burn you
Major revision to Spell Casting AI:

Fixed bugs - Geyser was not computing probability correctly (Jorko80 pointed this out a long time ago, but didn't realize it was a bug until now)
A lot more data is collected on the ally and enemy units to aid in spell probability computation
Probability computation for a spell is more pertinent to the situation for which the spell is being used

I had made a change previously where if an enemy (your) unit was incapacitated (i.e. sleep, unconscious, blind) that the AI would leave them alone until as long as the duration of the spell was greater than 1 turn. Sounded reasonable, however, if there was no one else to attack, the AI would keeping moving the troop back and forth until it ran out of movement even if attacking the incapacitated troop was their only option. So I've made a change where this doesn't happen any more.
Gremlin Towers now amplify exp / gold based on their level
Added chance to get more dragonfly wings if you actually fight dragonflies:

Chance to get wings is the sqrt( number killed )
Number of wings is sqrt( chance )

Added Blue Dragon's summondragonfly to summon logic and zap to poison_cloud and gain_mana logic

COMBAT_LOG.LUA

Implemented changes to Ice Snake (see SPELLS.LUA changes)

ITEMS_HINT.LUA

Removed the <br> "next line" codes since they are now controlled in TEMPLATES.LNG


Added fire_, attack_, and defense_ as variants to spell bonus templates to identify spell groups better

LOGIC.LUA - total hints is now 164
SPECIAL_ATTACKS.LUA

Implemented changes to talent functions to implement difficulty level bonus to enemy units when using talents
Green Dragon's special_gain_mana now mana burns enemy hero's if they don't have one (otherwise works same as before)

SPECIAL_HINT.LUA - all enemy unit talents are effected by the difficulty level bonus / map bonus, including:

Damage
Action points when running
Curative powers
Duration of effects
Infliction chances (i.e. burning, poison, etc.)
Health of summoned totems
Percent of summons
Effect power, bonuses, etc.
Penalties are reduced (i.e. the new Undead Health penalty is reduced by this)
More...

SPELLS.LUA

The (Ancient) Ent's Tree of Life ability can no longer be dispelled.
Freeze immune units can no longer be frozen
Ice Snake now ignores half of the target's physical reistance and amplifies damage based on half of the target's fire resistance if they are either Fire Immune or Demons (otherwise it is same as before)
Mana Spring function spell_magic_source_attack now has a new boolean input to let it know if it is being called by Enchanted Hero or not. The way I implemented Enchanted Hero is that it casts spells at the power of the time of the Enchanted Hero cast. So this meant if you cast Enchanted Hero on your troop on turn 9 and then on turn 10 mana / rage increase dropped to 50%, it would cast Mana Spring on your troop at full power. However, if you cast Mana Spring on your troop on turn 10, then that would be at the current mana / rage gain increase. This boolean now discerns between the two situations and allows Mana Spring to be cast appropriately.

SPELLS_POWER.LUA

Made changes to function res_dur so that it can work with the Spell Casting AI in ARENA.LUA
***BUG*** Fixed limits on Armageddon spell 0 to 95 is now 5 to 100 (they were set backwards - thanks to Kiras for pointing this out!)

SPIRIT_LINA.LUA

Chargers - now rage or mana burn your hero if they are picked up by enemy troops not controlled by an enemy hero. So don't let them pick up your Chargers!
Similar to Ice Snake, Ice Thorns now amplify damage to Fire Immune and Demons in the same way

TEXTGEN.LUA - fixed double dipping on the display of your Hero Resistance bonus due to their Defense during combat (i.e. if your bonus was +2% it would show as +4% in combat even though it was still just +2%)
UNIT_FEATURES.LUA

***BUG*** Bear's Hibernation now checks to ensure that the bear is not unconscious
***BUG*** Fixed broken features_stun path for Snakes / Cyclops
***BUG*** Archers' Black Arrow can no longer dispel summons' "special_summon_bonus" (thanks to Kiras for pointing this out!)
Implemented changes to talent functions to implement difficulty level bonus to enemy units when using talents
Implemented features_undead_penalty function to apply Undead health penalty bonuses
Implemented changes to Horn of Light
Added magic aura / curse Unicorn functions
Added check on a lot of the functions to ensure that the stack is not killed when applying a feature
Soul draining and Vampirism are only 50% effective during daylight (morning and afternoon, and are not affected if combat is in a cemetery, lava, or underground)
Implemented Undead health penalty function for daylight (and not cemetery, lava, or dungeon)
Added boolean to the call for spell_magic_source_attack per changes above to correctly cast Mana Spring from Enchanted Hero.
Black Dragon's Dragon Power now is -2 initiative to level 1 and 2 troops (and remains -1 initiative to level 3 and 4 troops)


*.TXT

BABY TXT's - Ugg! All these errors deal with a typo copied from place to place nerco -> necro! Doh! Thanks Windows 8.1!

DIANA_BABIES.TXT

***BUG*** 3 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
Added bonuses for blue dragons where applicable

FEANORA_BABIES.TXT

***BUG*** 7 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
Added bonuses for blue dragons where applicable

GERDA_BABIES.TXT

***BUG*** 1 error! Fixed typo nerco -> necro (for necromant ATOM reference)
Added bonuses for blue dragons where applicable

MIRABELLA_BABIES.TXT

***BUG*** 10 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
Added bonuses for blue dragons where applicable

NEOKA_BABIES.TXT

***BUG*** 18 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
Added bonuses for blue dragons where applicable

ORCELYN_BABIES.TXT

***BUG*** 7 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
Added bonuses for blue dragons where applicable

RINA_BABIES.TXT

***BUG*** 15 errors!

Fixed typo nerco -> necro (for necromant ATOM reference)
Fixed typo sp_lead_unit_nercomant -> sp_lead_unit_necromant (which means previously that Necromancer Leadership Reduction was not working!)

Added bonuses for blue dragons where applicable

XEONA_BABIES.TXT

***BUG*** 9 errors! Fixed typo sp_lead_unit_nercomant -> sp_lead_unit_necromant (which means previously that Necromancer Leadership Reduction was not working!)
***BUG*** Changed Deemer's Rage Increase from +40% -> +20%
Changed Deemer's Attack / Spell bonus from +10% -> +5%
Added bonuses for blue dragons where applicable


ITEMS.TXT

Added bluedragons to items that would affect them

ITEMS_MONSTER.TXT

Added new container - Blue Dragon Eggs!
Made unit range consistent with leadership for all variants:

snake: 1-3 -> 2-4, snake_green: 1-3 -> 2-4
vampire: 1-3 -> 2-4


MORALE.TXT

-2 Morale (was -1) from Robber's negated by Tolerance level 2
-2 Morale from Giants to Green Dragons negated by Tolerance level 3
+1 Morale from Green Dragons to Giants negated by Tolerance level 3 (I guess they are no longer as happy since they can't eat 'em)
Blue Dragons:

-2 Morale to Green & Red Dragons negated by Tolerance level 3
-1 Morale to Black Dragons negated by Tolerance level 2
+2 Morale to Fire / Lake Dragonflies


PARAMS.TXT

In order to get the dragonfly wings to show up in the combat screen I added a dummy parameter, dfly_wng, so that you'd at least see its picture when you were awarded dragonfly wings. I tried to show the number that you get, but it somehow doesn't format on the screen properly. So I just show the wings picture and you'll have to check your inventory to see how many you got for now...

SKILLS.TXT

Evil Book now gets Mega Mage bonuses
Tolerance now removes penalties for other units (i.e. Robbers, Green Dragons / Giants, etc.)




Wow! Lots of changes! With so many, there are bound to be some areas that I haven't debugged yet, but I can restart a new game without it crashing and I've resolved all issues I've discovered to date.

Nonetheless, I'll continue playtesting and debugging this release, but don't let this stop you from downloading this update and trying it out!

Enjoy!

:)

/C\/C\

Download removed due to new version available. Please see the last post in this thread for the latest version - thanks!

MattCaspermeyer
05-12-2014, 03:34 AM
Please find attached below a critical update for those who use Build 35,234. If you are using Build 35,396 then this update simply adds new features (although it does have some more bug fixes).

There is a problem with Build 35,234 when using the LUA Game Library function LocType. This function is supposed to take an input and then output true / false depending on whether the current location type is the same as the input location type queried. No matter what the input I specify is, this function throws an internal error thereby halting execution of the current LUA script and preventing execution of subsequent LUA code.

This problem is often fatal, causing the game to crash to the desktop when the game's error-handling code continues with the next execution task and that code expects certain code to have been executed.

I currently use this function in ARENA.LUA to determine whether the location is cemetery, dungeon, etc. for reporting this at the start of combat. This is meant to allow me to debug my mod better and I can simply comment this section of code out and problem solved for this file since it is not important to anyone but me.

However, I also use Game.LocType in UNIT_FEATURES.LUA for applying several new bonuses / penalties that I have recently added. Since this function is broken and it would cause similar LUA script halts, which would invariably cause a game crash, I've decided to create a fork for Build 35,234 users so that they can still play my mod, although, technically it is no longer compatible with build 35,234 due to the bug in Game.LocType.

This development fork for Build 35,234 has Game.LocType calls commented out in ARENA.LUA and also UNIT_FEATURES.LUA as well. The unit features in UNIT_FEATURES.LUA affected by this are::(


(Black) Unicorn's new Blind Post Hit Effect will not apply twice the chance to blind and +1 to duration if combat takes place in dungeons (it will however still apply this bonus if it is evening or night no matter the location).
Vampire / Ghost Soul drain will always be 50% power if combat takes place in the morning or afternoon regardless of the location (it normally doesn't apply for cemetery, lava, and dungeon locations).
The Undead will now receive a -25% health penalty if combat takes place in the morning or afternoon regardless of the location (it normally doesn't apply for cemetery, lava, and dungeon locations).

To my knowledge, there is no way for me to get around these issues with build 35,234 because I needed to use this function due to limitations with the ATOM location / time blocks.

If you use Build 35,396, then these work as intended without the above restrictions.

For those using either build, this version adds new features and for the most part completes the initial development of adding in all the NPC's that I currently plan to use to exchange containers for Magic Crystals.

Here are the NPC's and what they exchange for Magic Crystals:

Carl Leonard - Griffin Eggs
Dragon Attah - Bone Dragon Eggs
Gelena Attahskaya - Dragon Eggs (Green, Red, Black, and Blue)
Priest Owein - (Skeleton) Coffins
Furious Paladin - (Vampire) Carved Coffins

I've also added the capability for Black Dragons to select the Power of Fire path in finer detail (so that you can outline a path just like the AI) if you are controlling them. The developers made this change in WotN and now it comes to The Legend via this update!8)

There are also a few bug fixes here and there - here's the detailed list of changes:

Version Beta 2014-05-11

*.ATOM

BLACKRAGON.ATOM

Added WotN functions to allow selection of the path of the Dragon's Power of Fire talent just like the AI uses


*.LUA

ITEMS_HINT.LUA

There's a situation when after talking to an NPC in a castle that they add a container (such as an egg, seed, etc.) and the Obj.get_param library function is unable to acquire the container parameters for displaying the container variant text. So I added code to brute force set the Obj.get_param's if they are returning empty strings by setting the values to what they should be in ITEMS_MONSTER.TXT. The unfortunate part of this is that if I change something in ITEMS_MONSTER.TXT, then I have to change it here as well, but at least I've gotten around this problem now.

SPECIAL_ATTACKS.LUA

New WotN function special_blackdragon_firepower_attack for implementing the damage caused by Power of Fire (I integrated my changes of the function special_blackdragon_firepower (which is the original script attack) into the WotN function).
New WotN function special_blackdragon_firepower_calccells that is the new script_calccells for the Power of Fire talent (I added a text description to aid you in what to do)
New WotN function special_blackdragon_firepower_highlight that highlights the cells as you click your Power of Fire path (note that the original function has the same name so it has been commented out).
New WotN fucntion hint_dmg_blackdragon_firepower that shows the damage to targets as you layout your path of destruction when using Power of Fire

SPIRITS_HINT.LUA ***BUG*** - fixed error with experience computation when your spirits are level 1 for the experience hint during combat.

*.CHAT

1422394811.CHAT (Carl Leonard) - Now includes extra snaps and logic for selling griffin eggs to get crystals!
1348067287.CHAT (Dragon Attah) - Now includes extra snaps and logic for selling bone dragon eggs to get crystals!
686733070.CHAT (Gelena Attahskaya) - Now includes extra snaps and logic for selling dragon eggs to get crystals!
920168865.CHAT (Priest Owein) - Now includes extra snaps and logic for selling skeleton coffins to get crystals!
1155319803.CHAT (Furious Paladin) - Now includes extra snaps and logic for selling vampire coffins to get crystals!

*.LNG

EN(G)_BATTLE

Added bmsg_firepower_1 and 2 for aiding you in selecting the Black Dragon's Talent, Power of Fire, path.

EN(G)_CHAT_0002578364_1422394811.LNG (Carl Leonard) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_0353666255_1348067287.LNG (Dragon Attah) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_0389231472_0686733070.LNG (Gelena Attahskaya) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_0997083665_0920168865.LNG (Priest Owein) - added additional dialog for changes to *.CHAT indicated above
EN(G)_CHAT_1920750196_1155319803.LNG (Furious Paladin) - added additional dialog for changes to *.CHAT indicated above
These changes are just to give you a reminder of how many of the container you need in case you forgot and you don't have enough

EN(G)_CHAT_0814853819_0185019267.LNG (Lady Beaulla) - added reminders for the exchange rate to dialog options when you don't have enough to trade
EN(G)_CHAT_1000228560_0460900476.LNG (Frogus Bogis) - added reminders for the exchange rate to dialog options when you don't have enough to trade
EN(G)_CHAT_1056215454_1378754138.LNG (Old Chvakah) - added reminders for the exchange rate to dialog options when you don't have enough to trade
EN(G)_CHAT_1107629933_0248920890.LNG (Milk Woman, Wilma) - added reminders for the exchange rate to dialog options when you don't have enough to trade
EN(G)_CHAT_1237766457_0111145785.LNG (Witch Helga) - added reminders for the exchange rate to dialog options when you don't have enough to trade



Okay that's it!

The next area I want to focus on is revisiting spell power because there have been a lot of changes since I initially developed this section of the mod. Pretty much damage I'm going to leave as it is since I think it is sufficient, but I'll be looking into the power of bonus and penalty spells to see if a change is warranted.

Thanks for your patience as I fixed this problem if you're using build 35,234. Note that an email to 1CC or the vendor you got build 35,234 from is warranted since it is technically not the latest. I'm going to send another email to GoG to see if they respond to this issue because they should be using build 35,396.

I'm fortunate that I have both builds, otherwise I would have been at a loss as to what the problem with Build 35,234 was.

/C\/C\

Note that I'm no longer supporting Build 35,234 because I provide Build 35,396 here (http://forum.1cpublishing.eu/showpost.php?p=661070&postcount=1)

Please see the first or last post to get the latest version.

MattCaspermeyer
06-01-2014, 09:45 AM
Please find attached a critical update for my HOMM3 Babies mod.

Note that I am no longer supporting Build 35,234 - I actually have provided the kb.exe for Build 35,396 here. (http://forum.1cpublishing.eu/showpost.php?p=661070&postcount=1) I tried it out with my GOG version of the game and it seems to work okay - I hope it works for you, too!

There was a bug in the WotN code for the implementation of the Black Dragon - Dragon Power talent that caused issues when the AI used that talent. I've fixed the problem by having it use the WotN code if a human is controlling it or the original TL code if the AI is controlling the unit.

I've also added some more NPC trading options - Archmage Rezo can now convert mana potions to an increase in your mana and Shaman Karrakh (if you don't kill him) can do the same with rage potions. Also Chief Engineer Debat in Mehgard has a machine that can exchange runes - the rates are very favorable: 2 for 1, 3 for 2, and 4 for 3. Now you can exchange runes if you end up with excess with only a 50 to 25% penalty in the exchange (Debat is very happy about his machine as a Dwarven inventor).

Note that the mana / rage increase can be more than advertised if you have items that add %mana / %rage equipped on your hero. This was driving me crazy for a while as I didn't understand why I would sometimes get +2 rage instead of +1 for just one potion, but it was because the %rage increase item happened to be rounding up with just a +1 increase that would make it look like +2.

I've also gone through the spell powers and readjusted values based on the bonuses that are possible in the game. Now it should take a very high-level mage with very good spell bonuses to maximize the power of most spells.

You should now find that your spell power has decreased when applying this update.

I've also added the capability for Life Light to resurrect troops. I've been wanting to do this for a long time and finally added the capability. It works on all units except summons (Phoenix and Evil Book) and Demons and still damages the Undead. Spell mana cost has gone up 50% or higher to account for the fact that it is very similar to the Paladin Prayer ability in AP / CW. This spell makes it possible to resurrect a group of units in a 7-hex radius, but the resurrection power is low for the mana involved so it should not be overpowered.

As an example in my game, my Paladin has the best spell bonuses I've ever had @738% and with a base heal of 50 @level 1 the resurrection power @level 3 is 1485 per hex. So you'll be able to only res at most a few level 5 units per hex (still pretty awesome, though) and that is with a cost of 52 mana. You can combine it with Heal to make it more effective at lower levels if you have the turns and mana to do that.

It also does an incredible amount of damage now to the Undead due to the increase cost, although the damage / mana is only slightly better than it was before.

Mana / Crystals / Costs of a lot of spells have been updated to make them current with changes that I've made to the game since I initially devised these values. For example, Phoenix is now 20, 40, and 80 mana for Levels 1 through 3 since they have the ability to Sacrifice themselves to resurrect allies.

The difficultly level now also amplifies enemy hero spell power and spell duration and so you'll find enemy heroes even tougher now on Hard and Impossible difficulty levels.

I've also expanded the capability of the target's resistance to effect the duration of unit talents and Spirit abilities. For example, if a unit can cause stunning, the duration of the spell is lessened / amplified depending on the target's physical resistance.

I've also added some more resistances to certain mage ATOM's (see the detailed change list) as well as the Undead now have a magic damage vulnerability based on their level due to them being magical constructs and magic damage's ability to disrupt this energy and cause more damage.

There are also some other minor bug fixes - here is the detailed list:

Version Beta 2014-06-01

*.ATOM

BEHOLDER.ATOM - +15% Magic Resistance (since classed as a mage)
BEHOLDER2.ATOM - +20% Magic Resistance (since classed as a mage)
BLACKKNIGHT.ATOM - +25% Fire Resistance (similar to horseman and knight)
DRUID.ATOM - +25% Poison Resistance (familiar with poisons common in nature)
PRIEST.ATOM

Poison Resistance: +15 was 0 (being holy, they have personal fortitude to resist damage common with the Undead)
Magic Resistance: +20 was 10

PRIEST2.ATOM

Poison Resistance: +20 was 0 (similar to Priest)
Magic Resistance: +25 was 10

SHAMAN.ATOM

Poison Resistance: +25 was 10 (similar to Druid poison knowledge)
Magic Resistance: +20 was 0

Undead ATOM's - receive -50% magic resistance for level 1, half that for level 2, and so on (rounding to the nearest 5% where applicable) (except ghosts, which are -100% and Necromancers who are not affected):

-50%

ARCHER.ATOM
SKELETON.ATOM
SPIDER_UNDEAD.ATOM

-25%

ZOMBIE.ATOM
ZOMBIE2.ATOM

-10%

BAT.ATOM
VAMPIRE.ATOM

-5%

BAT2.ATOM
BLACKKNIGHT.ATOM
VAMPIRE2.ATOM



*.CHAT

1183480135.CHAT (Archmage Rezo)

Now increases your mana limit based on the number of potions you give him (note that if you have an item that increases your mana limit it may appear that you get a larger increase, but this is actually due to the bonus):

+1 for 1 mana potion
+2 for 2 mana potions
+7 for 5 mana potions
+15 for 10 mana potions


1195220771.CHAT (Chief Engineer Debat)

Added capability to exchange runes of different types for the other
Exhanges rates are very favorable:

2 for 1
3 for 2
4 for 3


1594798170.CHAT (Maria) - updated snaps to add more trading options if you want to exchange 1, 2, 5, or 10 Dragonfly Wings for Magic Crystals
1986778263.CHAT (Shaman Karrakh) (if you don't kill him)

Now increases your rage limit based on the number of potions you give him (note that if you have an item that increases your rage limit it may appear that you get a larger increase, but this is actually due to the bonus):

+1 for 1 rage potion
+2 for 2 rage potions
+7 for 5 rage potions
+15 for 10 rage potions



*.LNG

CHAT's - added additional dialog for changes to *.CHAT indicated above

EN(G)_CHAT_0013319904_1594798170.LNG (Maria)
EN(G)_CHAT_1067500631_1183480135.LNG (Archmage Rezo)
EN(G)_CHAT_1957388512_1195220771.LNG (Chief Engineer Debat)
EN(G)_CHAT_2079420493_1986778263.LNG (Shaman Karrakh)

EN(G)_SPELLS.LNG - updated Life Light description to match changes in SPELLS.LUA & SPELLS.TXT
EN(G)_UNITS.LNG

Updated race Undead description to include changes to Undead ATOM's
Updated race Orc to add a description about additional resistances (which they've had for a long time)
Updated race Dwarf to add a description about additional resistances (which they've had for a long time)

EN(G)_UNITS_FEATURES.LNG - updated to include ATOM changes above

*.LUA

ARENA.LUA

Added changes to int_dur function calls to include new enemy hero bonus
Added damage time shift parameter (technically nil) due to res_dur function input list changes (see SPELLS_POWER.LUA)
***BUG FIX*** Due to issues with how I had implemented the Critical Hit / Res All bonuses from your (enemy) Hero's Attack / Defense, I've now implemented these bonuses by modificators so that the standard LUA library functions will have the correct values (before these functions would return the unmodified parameter (like res_dur, for example), which was incorrect):

Critical Hit from your (enemy) Hero's Attack is applied as a modificator in the arena
Resistance from your (enemy) Hero's Defense is applied as a modificator in the arena

Commented out Attack.log messages for arena location type, time of day, and spell cast AI

COMBAT_LOG.LUA

Holy Rain hint updated to include changes in SPELLS.LUA and hint fixed to be formatted properly

LOGIC.LUA - total hints is now 167
SPECIAL_ATTACKS.LUA

***BUG FIX*** the Black Dragon AI did not work with the WotN Dragon Power ability so now if it it controlled by a human I use the WotN code, otherwise I use the original code for the AI
The way I was doing the Shaman totem initiative resulted in too high of initiative bonuses for their totems, now it is the 1/5 power of their health (before the health was divided by 2000 specified in their ATOM)
Updated summoning functions to apply Hero Attack / Defense bonuses changed in ARENA.LUA & TEXT_GEN.LUA
***BUG FIX*** When the Griffin uses its split ability, the split troop now receives the difficulty level bonus if the parent troop had this bonus applied previously
New function, tal_dur, that is the talent resistance duration check function similar to res_dur. The target's resistance can now affect the talent or effect duration
Added tal_dur check to many unit talents (usually self cast talents are not affected by target's own resistance) to increase / decrease talent duration based on target's resistance

SPECIAL_HINT.LUA

Updated Shaman totem hint per changes above in SPECIAL_ATTACKS.LUA

SPELLS.LUA

Added changes to int_dur function calls to include new enemy hero bonus
Updated all res_dur function calls to include damage time shift parameter
Holy Rain

Now resurrects targets
Targets include golems (Cyclops) and magic immune creatures (Black / Blue Dragons) (per the description)
Targets exclude special_summon_bonus (i.e. Phoenix and Evil Book) (and Demons still)
Heal and Undead Damage changed (see SPELLS.TXT changes)

Updated summoning spell functions to apply (enemy) Hero Attack / Defense bonuses changed in ARENA.LUA & TEXT_GEN.LUA

SPELL_EFFECTS.LUA

Updated all res_dur function calls to include damage time shift parameter

SPELLS_POWER.LUA

Enemy hero spell power is now increased by the difficulty level and map location bonus
Enemy hero infliction chance is now increased by the difficulty level and map location bonus
Enemy hero spell duration is now increased by the difficulty level and map location bonus
Function res_dur now accepts a damage time shift input to display the log text in the right sequence

SPIRIT_SLIME.LUA - added tal_dur to abilities whose duration is affected by the target's resistance
SPIRIT_THEROCK.LUA - added tal_dur to abilities whose duration is affected by the target's resistance
TEXT_GEN.LUA - with the changes to the (enemy) Hero Attack / Defense bonuses, these changes deal with display of the unit card

Function gen_unit_krit now only manually applies this bonus outside of combat
Function gen_unit_res now only manually applies this bonus outside of combat

UNIT_FEATURES.LUA

Added tal_dur check to many unit features, where applicable
Bowman cold arrow now uses common_freeze_attack for duration and common_freeze_im_vul for damage / rage gain


*.TXT

LOGIC.TXT - new "espell" parameter that SPELLS_POWER.LUA uses to scale enemy hero spell parameters based on difficulty level (set to same as eunit, but parameter is independent)
SPELLS.TXT

Spell power / mana / crystals rebalancing (due to the number of changes that have occured since these changes were originally made) - note that cost and level increases are changed per formula
Mana for level 1 has been determined by sorting the spells versus their mana cost and seeing if I'd be willing to spend more / less mana for spells higher / lower on the list
Dispel (spell_dispell) - mana for all levels is essentially the average of the spells it can dispell at the level
Helplessness (spell_defenseless) - power is now 5,10,10 (was 10,20,20) (this is to prevent maxing out power, except for only the highlest level spell casters with awesome power bonuses)
Stone Skin (spell_stone_skin)

Power is now 5,10,10 (was 10,20,20) (this is to prevent maxing out power, except for only the highlest level spell casters with awesome power bonuses)
Mana is now 5,8,40 was 4,7,35 (levels 2 and 3 via formula)

Enchanted Hero (spell_last_hero) - mana costs updated since it is the average of all the spells it can cast
Dragon Arrows (spell_dragon_arrow) - mana reduced from 10 to 7 for level 1 (other levels via formula)
Bless (spell_bless) - mana for level 1 reduced from 3 to 2 (other levels via formula)
Phoenix (spell_phoenix) - mana is now 20,40,80 was 15,30,60 (Phoenix has dramatically improved so these values are more representative of its power now)
Gift (spell_gift) - mana for level 1 is now 11 was 14 (other levels via formula)
Divine Armor (spell_divine_armor)

Power is now 3,6,9 was 5,10,15 (this is to prevent maxing out resist all, except for only the highlest level spell casters with awesome power bonuses)
Mana for level 1 is now 12 was 15 (other levels via formula)

Life Light (spell_holy_rain) - I've been wanting to add a resurrection ability to Life Light for a long time. It is, in essence, very similar to the Paladin Prayer ability in the newer KB games.

rephits is now 50 was 75
prc_damage is now 750 was 300 (matched with rephits decrease and mana increase so damage per mana is slightly higher than before)
Now that spell resurrects, mana for level 1 is now 15 was 10 (other levels via formula)

Precision (spell_accuracy) - mana for mass is now 2.5 times level 2 instead of 5 (so it assumes that only half of your troops out of 5 (the normal mass multiplier) are eligible)
Battle Cry (spell_reaction) - mana for level 1 reduced from 4 to 3 (other levels via formula)
Mana Spring (spell_mana_source) - mana for level 1 increased from 5 to 6 (other levels via formula)
Phantom (spell_phantom) - mana for level 1 changed from 15 to 14 (other levels via formula)
Pygmy (spell_pygmy)

Power is now 5,10,15 was 5,10,20 (this is to prevent maxing out power, except for only the highlest level spell casters with awesome power bonuses)
Mana for level 1 is now 15 was 10 (other levels via formula)

Blind (spell_blind) - mana for level 1 is now 13 was 15 (other levels via formula)
Hypnosis (spell_blind) - mana for level 2 and 3 has been updated to their proper values
Fear (spell_scare) - mana for level 1 is now 11 was 9 (other levels via formula)
Plague (spell_plague)

Power is now 5,10,15 was 5,10,20 (this is to prevent maxing out power, except for only the highlest level spell casters with awesome power bonuses)
Mana for level 1 is now 17 was 11 (other levels via formula)

Hell Breath (spell_fire_breath) - mana for level 1 is now 5 was 4 (other levels via formula)
Magic Shackles (spell_magic_bondage) - mana for level 1 is now 7 was 6 (other levels via formula)
Weakness (spell_weakness) - mana for level 1 reduced from 3 to 2 (other levels via formula)
Doom (spell_crue_fate) - mana for level 1 is now 9 was 8 (other levels via formula)
Sheep (spell_ram) - mana for level 1 reduced from 22 to 19 (other levels via formula)
Demon Portal (spell_demonologist) - mana for level 1 changed from 15 to 13 (other levels via formula)
Armageddon (spell_armageddon)

prc_damage is now 5,10,15 was 5,10,20 (this is to prevent maxing out damage reduction, except for only the highlest level spell casters with awesome power bonuses)
Mana for level 1 is now 25 was 20 (other levels via formula)




Okay, that's it!

I really feel like I've implemented everything that I want to implement here. The mod is really starting to feel complete to me.

So this may be my last update for a while unless there are some crashing bugs that I have not found or if other bugs are found or reported.

Don't forget if you don't have Build 35,396 of the game, you can download it here. (http://forum.1cpublishing.eu/attachment.php?attachmentid=14398&d=1401610373)

Thanks again for trying out my mod and providing comments! :)

Matt Caspermeyer

/C\/C\

Download here and don't forget to get Build 35,396 if you don't have it above:

matod4
08-13-2014, 08:47 AM
Hello i like this mod a lot , but i dont agree with mesing up so much with creature speed and initiative , i thin it destroys the game core of combat

matod4
09-05-2014, 04:47 AM
Mana is bugged , with mana flask you will exchange with mana , and also that quest where you have to be mage or level 15 , i am always left from 109 mana to 30 permanently

MattCaspermeyer
09-06-2014, 12:57 AM
Note that I replied here (http://forum.1cpublishing.eu/showpost.php?p=706209&postcount=317) since I want to keep this thread for releases and the other for discussion.

Thanks!

/C\/C\

MattCaspermeyer
09-27-2021, 01:13 AM
Checkout my other post (http://forum.1cpublishing.eu/showpost.php?p=720971&postcount=364), but these are changes I've been working on, with the bulk of these done almost 4 years ago and then some new changes in the past month since King's Bounty 2 has come out.

These changes are unreleased, but here is the change list with a hopeful release before the end of the year:

Version 1.0 2021-MM-DD
*.ATOM - altered the movement points of a lot of units and added the run ability to quite a few more atoms and the action points are now variable
^ Most biped units move just 1 or 2 movement points, but have the run ability to make up for it and it is also reloadable
^ Snakes have either 1 or 2 movement points (but can run)
^ Spiders have 2 movement points (but can run)
^ Most 4-legged units move 3 movement points (and can run)
^ Most flyers move 5 or more movement points
^ Most other units that could run before now have variable AP
^ Ogre's rage ability now has variable AP (and they can run now)
^ Increased dwarf unit resistance since they all move just 1 movement point now (they can run, though) and gave them Magic Resistance
^ Snakes now have Night Sight and receive a defense bonus in forests, but have reduced health in winter arenas.
^ ARCHMAGE.ATOM - fixed issues with shock no longer working for Archmages - thanks @SlickDragon! (when I added Blue Dragons, I broke Archmage's shock):
% Removed the level= custom parameter from their moveattack section (now they can't shock with melee any more)
% Added level=5 custom parameter to their lightning section (now they can shock with their ranged attack again)
^ WOLF.ATOM: Werewolf Elves in Wolf form now have their own Werewolf Cry which affects level 3 units
^ Changed Phoenix damage (all 3) to be 25% astral / 75% fire (instead of 50 / 50 before)
^ Increased Physical Resistance and Fire Resistance for Footmen, Horsemen, and Knights
^ Increased Physical Resistance of Black Knights
^ The following units are now furious (always retaliating to attacks):
$ All Barbarians, Bears, and Cerberi
^ Thorns (Thorn Hunters, Thorn Warriors, and Royal Thorns) now rejuvenate 10% of their lost stack hp each turn
^ Cyclops recover 25% of their lost hp each turn
*.CHAT - I currently don't have these put in as players can just run away from the dragon if it's too tough
^ These two deal with the changes to the increase in difficulty on impossible allowing the starting Dragon to be defeated (with the default 10 Knight's and Horsemen it was possible that the Dragon was unbeatable).
% 1405621286.chat - increased Iron Richard's +Leadership to allow for 15 Knights and Horsemen
% 1329609773.chat - Iron Richard now removes the same leadership added as above
*.DAT
^ ITEXTURES.DAT - added new TEX340.DAT to include list
^ TEX340.DAT - new DDS icon data file for the item bonus icons
*.DDS
^ TEX340.DDS - new picture file that contains the item bonus icons (i.e. attack, defense, etc.)
*.LNG - some of these are pretty much just grammar / spelling fixes
^ EN(G)_BATTLE.LNG
% Added new features to the combat log
^ EN(G)_CHAT_0814853819_0185019267.LNG (Lady Beaulla) - fixed misspelling: honer -> honor
^ EN(G)_CHAT_1920750196_1155319803.LNG (Furious Paladin) - "but no I don't remember... so what's" -> "but no, I don't remember... so, what's" (thanks to Dohi64)
^ EN(G)_ITEMS.LNG - grammar fixes (some of these are from my grammar patch that forked and others provided by Dohi64)
% "strike it couple of" -> "strike it a couple of" (thanks to Dohi64)
% "image of the skull and the crossbones" -> "image of a skull and crossbones"
% "The ordinary golden" -> "An ordinary golden" (thanks to Dohi64)
% "with a straw" -> "with straw" & "even of teeth" -> "even teeth"
% "trident more" -> "trident is more" x3
% "This is item" -> "This item"
% "are still sometimes still used" -> "are sometimes still"
^ EN(G)_CREDITS.LNG - updated the credits for beta testers! Pretty much if you provided comments in the forum then I included you in the credits:
% @bacchus1974
% @Gza
% @Helios
% @jorko80
% @Kiras
% @Nevar
% @ShuiMienLung
% @SirLancelot
% @Sir Whiskers
% @SlickDragon
% @Zepdog
^ EN(G)_HERO.LNG - added bonuses to descriptions for the following on the hero screen:
% Gold
% Rage
% Mana
^ EN(G)_ITEMS_BONUS.LNG - new file that contains all the labels for the auto-generated item bonuses
^ EN(G)_SKILLS.LNG
% Added Summon Dragonfly to the list of talents affected by the Glory skill
% Clarified Frenzy description a little bit
% Skill Healer:
$ (Level 3) now lists the bonus for Bless as two possibilities, whichever is greater (see SPELL_EFFECTS.LUA)
$ Added Recovery and Rejuvenation to the list of abilities increased by it
% Skill Necromancy (Level 3) now lists the bonus for Weakness as two possibilities, whichever is greater (see SPELL_EFFECTS.LUA)
^ EN(G)_SPELLS.LNG
% Bless now maximizes the target's damage for all attacks and allows use of talents at maximum capability
% Weakness now minimizes the target's damage for all attacks and allows use of talents at minimum capability
% Added updates to spell descriptions where the number of targets could change as a function of level
^ EN(G)_UNITS.LNG
% Leadership reduction bonus is now shown on the unit card
% Added new multi-unit descriptions for combined units:
$ cpsn_sprites - all sprites (Sprites & Lake Fairies)
$ cpsn_unicorns - all unicorns (Unicorns & Black Unicorns)
$ cpsn_zombies - all zombies (Zombies & Decaying Zombies)
$ cpsn_ghosts - all ghosts (Ghosts & Cursed Ghosts)
$ cpsn_imps - all imps (Imps and Scoffer Imps)
$ cpsn_barbarians - all barbarians (Barbarians & Berserkers)
$ cpsn_dragonflies - all dragonflies (Fire & Lake Dragonflies)
$ cpsn_snakes - all level 2 snakes (Snakes & Swamp Snakes)
$ cpsn_bears - all level 3 bears (Bears & Ancient Bears)
^ EN(G)_UNIT_FEATURES.LNG
% Updated descriptions to include changes to snakes
% Added new features:
$ Recovery for Cyclops
$ Rejuvenation for all Thorns
^ EN(G)_UNIT_SPECIALS.LNG
% Updated description of Bless to include changes (see EN(G)_SPELLS.LNG)
^ EN(G)_WINDOWS.LNG
$ Updated hints on the loading screen for the new features
$ Changed version ID
^ TEMPLATES.LNG
% Added new macros to "left_t" template for displaying the additional information identified in EN(G)_HERO.LNG
% Added weakness macro to "skills_tPar" template to display the bonus to the weakness spell in the Necromancy skill description (see EN(G)_SKILLS.LNG)
% Added new sp_lead_unit macro to def_hint_t1 template for showing the leadership reduction bonus on the unit card
% Added new bonuses macro to items_tM to auto generate all item bonuses
*.LUA
& ARENA.LUA
^ ***BUG*** Fixed issue that only affected Paladins: the Holy Rage Attack bonus would cause the Evil Book to apply 2x damage to Undead and Demons when casting damage causing spells on these targets
^ ***NEW*** Function correct_damage_minmax now is used to apply Bless / Weakness bonuses to talents and abilities (see EN(G)_SPELLS.LNG)
^ ***FIX*** I think I was double dipping on the Morale and Attack / Defense / Critical Hit penalties during long combats and so I've commented out the code that was changing the 3 latter parameters and now am relying solely on the Morale penalty to affect the other 3
^ New! Added logic for the new Werewolf Cry
^ Beautiful units now only have a 50% and Cute units a 25% chance of being struck by humanoid troops
^ New! Haas's influence now spreads far and wide and there is a chance of a unit's map difficulty bonus being doubled at the start of combat & the unit always retaliating
% As an example of this, if you're fighting in Marshan Swamp Impossible, the difficulty bonus is 0.5 and the map bonus is 0.0625 for a total of 0.5625. The 0.0625 could now double to 0.135 for a total of 0.635.
% The chance of this happening is diff_k * maplocK in LOGIC.TXT (0.5625 * 1e4 = 5625) out of maplocPct in LOGIC.TXT (25000) or about 1/5 of the units could be affected in Marshan Swamp. Chance for the number of units affected goes up by map location difficulty.
& ITEMS_HINT.LUA
^ Due to the change in CONFIG.TXT to include ITEMS.TXT (and hence its includes) now the function brute_force_get_params can use Game.Config to get egg parameters when the Object library is not available
^ New function: gen_item_bonus_fight_hint that autogenerates the item "fight" bonuses
^ New function: gen_item_bonus_mod_hint that autogenerates the item "mod" bonuses
& LOGIC.LUA - total hints is now 185
& LOGIC_HERO.LUA - implemented new levelup parameter, sp_counter, functions:
^ Function hero_sp_counter: implemented the logic to parse through the sp_counter list
^ Function levelup_counter: generic function that adds a value to a counter or limit
^ The spell's level (i.e. profit) is now used to divide into the chance of getting that spell at start (so for example if spell_chance = 15 and profit = 5, then there is only a 15 / 5 = 3% chance of getting that spell at the start of that game)
& SKILLS.LUA
^ ***FIX*** Added Blue Dragons to leadership reduction list for Glory Skill (note that this change either requires a restart or for you to have remaining points in your Glory skill since this code only runs when selecting a skill (note that you'll be missing part of the bonus if you already have a point or two in this skill))
^ Updated function skill_param to output changes to Healer and Necromancy (see EN(G)_SKILLS.LNG)
& SPECIAL_ATTACKS.LUA
^ ***BUG*** AI Black Dragons were still landing on your troops with the WotN code, and so I added logic for all the functions to default to the TL logic if they are controlled by the computer
^ Summon functions now use the new common function in SPELLS.LUA to apply your hero's leadership reduction bonuses to summon talents:
% special_cast_thorn
% special_cast_bear
% special_cast_demon
% special_summon_plant
% special_summon_dragonfly
^ Updated talent functions so that they implement the changes to Bless / Weakness (see EN(G)_SPELLS.LNG)
^ ***BUG*** I screwed up on the implementation of a change to the special_bless_attack thereby breaking Priest's Bless and Inquisitor's Holy Rage - now it's fixed!
^ New! Added new Werewolf Cry functions
^ ***BUG*** There was an issue with transforming units where it was possible that their special difficulty bonus was not reapplied after transforming and I think I now have this fixed!
& SPECIAL_HINT.LUA
^ Updated function gen_special_hint to include changes to Bless / Weakness (see EN(G)_SPELLS.LNG)
^ Due to the issues with sp_lvl_inc, I needed to change the bonus name to sp_lev_inc
& SPELL_EFFECTS.LUA
^ ***FIX*** Function effect_bless_weakness_attack: added belligerent input so that the bonus to either Bless or Weakness is only carried out if the caster is human
^ ***NEW*** Function apply_bless_weakness_bonus: now either adds ±bonus or ±bonus*10%, whichever is greater
& SPELLS.LUA
^ New function, common_get_leadership_bonus, for applying hero leadership reduction bonuses (sp_lead_unit_<atom>) to summoning spells / abilities
^ sp_lead_unit_<demon_atom> bonus now applies to Demon Portal
^ ***FIX*** Spell functions spell_weakness_attack and spell_bless_attack now pass the belligerent into their common function so that the bonus is only applied if the caster is human (see SPELL_EFFECTS.LUA)
^ Function common_freeze_attack: cold_fear (the unit's fire resistance used as a pseudo cold resistance) is now capped at 0 (so, for example, plants have -100 fire resistance, but this doesn't necessarily give them +100 cold resistance, which was causing them to be freeze immune)
^ ***FIX*** Commented out the Critical Hit increase for spell_reaction_attack since the Morale bonus should account for the Critical Hit increase
^ The following spells can be cast on 1, 3, or all targets based on spell level:
% Stone Skin, Bless, Helplessness, Dragon & Demon Slayer, Battle Cry, Precision, Haste, Slow, Magic Shackles, Weakness, and Doom
^ The Following spells can be cast on 1, 1, or 3 targets based on spell level:
% Divine Armor, Blind, and Fear
^ Updated Life Light so that it can now be cast on 3, 7, and 19 targets depending on its level
^ Trap can now be cast on 1, 3 (triangular), and 3 (line) squares depending on its level
& SPELLS_COMMON.LUA
^ Updated selection functions to handle number of targets changes
& SPELLS_POWER.LUA
^ ***NEW*** function get_ehero_spell_bonus - this function allows the addition of a new spell parameter in SPELLS.TXT, ehero_bonus, that effectively implements a spell power modifier (which the enemy hero files don't have)
^ ***FIX*** Glory was supposed to increase the leadership value for the Demonologist and Hypnosis spells, but it wasn't doing this and now I've added the proper Glory Leadership bonus to these spells for your hero
^ ***NEW*** Function int_dur:
% Now has updated description for the Bless / Weakness bonuses to include changes in SPELL_EFFECTS.LUA
% Added new description for item bonuses (this had been omitted before)
^ Due to the issues with sp_lvl_inc, I needed to change the bonus name to sp_lev_inc
& TEXT_GEN.LUA
^ Implemented addition of the changes to EN(G)_HERO.LNG Hero Screen to display Gold, Rage, and Mana bonuses with the description when pointing at them with the mouse
^ Implemented changes to gen_lead_count to also compute and show the leadership reduction bonus on the unit card
& UNIT_FEATURES.LUA
^ Function special_bowman:
% Updated the special_bowman function to take into account the arrows=1 custom parameter for all their ranged attacks to properly show / do damage
% Removed bonus applicators for burn, freeze, and arrows since they are meant to be identifiers
% Organized the function to properly show / perform damage based on which attack the Bowman is using
^ Function special_archer:
% Did similar to special_bowman to ensure that modifiers aren't used for parameters that are set to specific values
% Added "special_difficulty" to the list of bonuses not dispelled by the Archer Dispel skill
*.TXT
& BABY TXT's - numbered all fight filters (where appropriate) so that their bonuses may be auto generated, affects:
^ DIANA_BABIES.TXT
^ FEANORA_BABIES.TXT
% ***BUG*** made an error in the sp_rage_battle bonus that affected 9 babies - it has now been corrected
% ***BUG*** made an error in the intellect bonus that affected 10 babies - it has now been corrected
% kid_bron and kid_arlach - added Werewolf Elves and Werewolves to their bonuses
^ GERDA_BABIES.TXT
% ***BUG*** made an error in the sp_rage_battle bonus that affected 12 babies - it has now been corrected
^ MIRABELLA_BABIES.TXT
% ***BUG*** made an error in the sp_rage_battle bonus that affected 11 babies - it has now been corrected
^ NEOKA_BABIES.TXT
^ ORCELYN_BABIES.TXT
^ RINA_BABIES.TXT
% ***BUG*** made an error in the sp_rage_battle bonus that affected 11 babies - it has now been corrected
% ***BUG*** made an error in the intellect bonus that affected 7 babies - it has now been corrected
^ XEONA_BABIES.TXT
& CONFIG.TXT
^ Now includes ITEMS.TXT which in turn includes a lot of files - there appears to be no change in performance (so far as I can tell from including all of ITEMS.TXT and its includes in the Game.Config data structure)
^ The above allows leverage of the Game.Config to enumerate any list included and so this opens up the possibility of being able to autogenerate item descriptions amongst other things
& HERO.TXT
^ New levelup parameter, sp_counter:
% Extensible list of the form: sp_counter=sp_counter1_group1,pct,value1-value2,type|sp_counter2_group1,pct,value1-value2,type;sp_counter1_group2,pct,value1-value2,type;sp_counter1_group3,pct,value1-value2,type|sp_counter2_group3,pct,value1-value2,type|sp_counter3_group3,pct,value1-value2,type;...
% Note that pct is normalized to the sum of all pct's (i.e. it does not need to add to 100)
% Note that with value1-value2, value2 may be omitted if the value doesn't have variance
% Type is either "count" or "limit"
^ Implements sp_counter such that now during levelup, a hero will get a +1 in either rage decrease on the map (sp_rage_map) or mana increase on the map (sp_mana_map_prc)
% Warriors are:
$ 67% chance of +1 to sp_rage_map (average at level 30 is +20 or 20% slower rage drain)
$ 33% chance of +1 to sp_mana_map_prc (average at level 30 is +10 or 10% faster mana recovery)
% Paladins are:
$ 50% chance of +1 to sp_rage_map (average at level 30 is +15 or 15% slower rage drain)
$ 50% chance of +1 to sp_mana_map_prc (average at level 30 is +15 or 15% faster mana recovery)
% Mages are:
$ 33% chance of +1 to sp_rage_map (average at level 30 is +10 or 10% slower rage drain)
$ 67% chance of +1 to sp_mana_map_prc (average at level 30 is +20 or 20% faster mana recovery)
% Note that these are in addition to any item or skill bonuses to these counters
& ITEMS.TXT
^ ***FIX*** rahha_shield (Rahha's Shield) - added Blue Dragons to the list of dragons that the shield can produce
^ ***FIX*** demetrios1,2,3 (all levels - Demetrius, Class 1, 2, & 3) now applies the leadership reduction to Fire Spiders (since they are Demon troops and I had overlooked this in the past)
^ ***NEW*** in order to auto generate item descriptions, each fight item (for multiple bonuses) must be numbered
^ Items that increase rage inflow now use the bonus sp_rage_battle_inflow to delineate them from sp_rage_battle_prc, which is now only used for items that convert mana into rage (for example, this affect the item rage_spear)
& LOGIC.TXT - these changes either make easy difficulty level easier or hard and impossible difficulty levels harder:
^ Easy:
% Enemy units have 75% (was 100%) of nominal statistics
% Enemy hero spell power is 75% (was 100%) of nominal
% Round at which mana gain is 1/2: 35 (was 30); 1/4: 50 (was 40)
% Boss attack and hitpoints are 75% (was 100%) of nominal
% When dying, the hero now gets 125% (was 100%) of money
^ Hard:
% Hero experience gain is 50% (was 70%)
% Enemy power is 150% (was 130%)
% Spirit experience gain is 75% (was 85%)
% Money gain is 75% (was 77%)
% Rage gain during combat is 75% (was 85%)
% Rage decreases 25% (was 20%) faster on the map
% Mana recharges 25% (was 20%) slower on the map
% Enemy units have 125% (was 110%) of nominal statistics
% Enemy hero spell power is 125% (was 110%) of nominal
% Boss attack and hitpoints are 150% (were 140%) of nominal
^ Impossible:
% Hero experience gain is 25% (was 30%)
% Enemy power is 200% (was 170%)
% Spirit experience gain is 50% (was 70%)
% Money gain is 50% (was 60%)
% Rage gain during combat is 50% (was 70%)
% Enemy units have 150% (was 125%) of nominal statistics
% Enemy hero spell power is 150% (was 125%) of nominal
^ Added 2 new parameters for the Haas Map Location Difficulty Bonus
% maplocK - this is the gain applied to the chance that this will happen
% maplocPct - this is the chance that the Haas bonus can be applied and goes with maplocK above
& MORALE.TXT
^ ***FIX*** Added Blue Dragons to +1 Morale unit list for Diplomacy Level 2
& SKILLS.TXT
^ ***FIX*** Added Blue Dragons to Dark Commander skill bonuses
^ ***BUG*** I did not implement the level 3 Tolerance +6 Resist All bonus properly (now it's fixed!) - thanks @SlickDragon!
& SPECIALS.TXT
^ New! Added Werewolf Cry special ability (which is a more powerful version of the Wolf Cry)
& SPECIAL_PARAMS.TXT
^ (Technically not used, but) sp_lev_inc_resurrection -> sp_lvl_inc_resurrection (all the other bonuses like this are this way)
^ Okay, I tried the above and it would cause new games to crash! So now all sp_lvl_inc bonuses are sp_lev_inc bonuses since naming all the bonuses those names does not cause new games to crash and makes all the names consistent. Now I just have to fix where these are used in the LUA files...
^ New! Added new sp_... for the Werewolf Cry
& SPELLS.TXT
^ Demon Portal (spell_demonologist) - power is now 5, 10, 20 (was 10, 20, 40) this still gives over 100% of Leadership for really high-power mages
^ Evil Book (spell_evilbook) - mana is now 15 (was 10) for level 1 (levels 2 and 3 via formula)
^ ***NEW*** parameter, ehero_bonus:
% That is of the form: actor_number:bonus (multiple enemy heroes are separated by commas, i.e. actor1_number:bonus,actor2_number:bonus)
% The actor numbers are in EN(G)_ACTORS.LNG
% Implements spell power mod functionality for enemy heroes since they technically didn't have this capability in their .HERO file
% Note that it is now possible to give enemy hero spell power bonuses, for example, all enemy Demon(ess) heroes have a bonus to Demon Portal that restores the power to 10, 20, 40 only for them
% Current Enemy Hero Spell Bonuses:
$ Resurrection: Zelum:27, Puppeteer:16
$ Berserker: Igdym Urkurshak:18, Bagud:29
$ Hypnosis: Aha:25, Heo:15
$ Fire Ball: Baal:27, Raab Sotten: 25
$ Evil Book: Book of Evil:23
$ Demonologist: Isshara, Deira Oman, Xeona, Baal, and Raab Sotten: all 100
$ Fire Rain: Isshara:25, Deira Oman:24, Xeona:23
$ Necromancy: Ambrosius:27, Zelberra:23, Ehno Partes:23, Ruin Guy:14, Necromancer Neirum:20, Duke Helm:10, Katana:26, General Karador:50, Egirra:7, Sir Amber:26, Kemilho:30, Tiberius:12
^ Updated spells for multiple targets based on level (see above in SPELLS.LUA for those spells affected)
^ Updated Price, Mana, and Crystals for the above changes
& WIFES.TXT
^ Numbered all fight filters (where appropriate) so that their bonuses may be auto generated
^ Rina - added peasants, pirates, and sea dogs to her bonuses
^ Feanora - added Werewolf Elves and Werewolves to her bonuses
^ For wives with attack / defense bonuses, the bonuses are now:
% Level 2: +4
% Level 3: +9
% Level 4: +16
% Level 5: +25

Okay, that's it for now! I don't have any other features that I want to add or any other changes I can think of implementing for now; however, if I find any bugs, etc., I'll work on fixing them...

Hopefully some playtesting can be done so that I can release this before the end of the year...

/C\/C\

andy7
10-11-2021, 11:21 PM
Feel like that being able to use one spirit power(especially some of the powerful spirit powers like timeback and gizmo) every one turn seem a little too overpowered.

As for children, "wisdom kids" also seem too op as they add too much spellpower especially when stacked, while the morale bonus kids are more or less useless since its so easy to max morale.

MattCaspermeyer
10-18-2021, 11:32 PM
Feel like that being able to use one spirit power(especially some of the powerful spirit powers like timeback and gizmo) every one turn seem a little too overpowered.

As for children, "wisdom kids" also seem too op as they add too much spellpower especially when stacked, while the morale bonus kids are more or less useless since its so easy to max morale.

None of this is really relevant for my mod - I don't think you've even tried playing it.

If you haven't, you should try it!

/C\/C\ Matt

andy7
11-03-2021, 10:19 PM
None of this is really relevant for my mod - I don't think you've even tried playing it.

If you haven't, you should try it!

/C\/C\ Matt


I have, I do really like your mod btw, actually like it better than the original game in terms of gameplay. I made my way to elves, maybe im still too early into the game, but i do feel that some mechanics a bit op.

MattCaspermeyer
11-12-2021, 09:11 PM
I have, I do really like your mod btw, actually like it better than the original game in terms of gameplay. I made my way to elves, maybe im still too early into the game, but i do feel that some mechanics a bit op.

Well, okay, but you'll have to be specific, then. Saying something's overpowered without any context provides me with no help.

Also, you'll have to mention what difficulty, etc.

If you haven't faced some of the powerful heroes yet in battle, then you'll need some of those mechanics to help with no loss. In fact, facing Xeona is extremely difficult for no loss, but can be done.

There are a lot of tough heroes in the Elven land and beyond.

Anyway, be specific and I can consider something as I'm working on my latest batch of changes.

/C\/C\ Matt

zhoudaohan
11-16-2021, 12:32 AM
New treasure discovered. So many wise ideas!

Sirlancelot
11-16-2021, 02:06 PM
Welcome back, Matt!

@andy7:

I have played the game along the mod from the beggining to the end. Trust me, is not easy on Impossible at all. In fact, in order to win some enemy heroes encounters you will need to get the best of you. And even then one mistake/step wrong or simple bad luck can be your doom.

Sirlancelot
12-18-2021, 11:35 AM
I'm tempted to play the mod again. There's only something that keeps me away from repeting: the absence of troops development in The Legend that Warriors of the North first introduced. I'm so accustomed and fond of it nowadays...

Sirlancelot
12-18-2021, 11:39 AM
*.ATOM - altered the movement points of a lot of units and added the run ability to quite a few more atoms and the action points are now variable

Yihaaa! You did it!

Sirlancelot
12-18-2021, 11:42 AM
Ohh, I got confused =P It's not what I thought. A good modification, anyway. By the way, you have a PM ;D