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Fatt_Shade
11-08-2012, 01:06 PM
Hello fellow KB players.
Here i`m trying to make a bit more difference between classes in KB as it is now in WotN. I got this idea from `class difference` tread and from Csimbi`s mod for extended skills.
Generally idea was to make each class more unique (4 of them) from other and give some skills 5th lvl.
So changes :
1) Viking class have Bloodlust , Arctic rage, Absolute rage, Runic power. My thought is that viking should have domain over best/strongest rage skills and that`s why i changed it this way. This skills are unique for viking class and have 5 lvl`s. Lvlup bonuses are a bit lower so on 5th lvl are still better then previous 3 original so it`s useful to upgrade them to higher lvls.

2) Skald class have Edda, Jarl, Resurrection, Tolerance. Skald is made to have biggest army with some passive bonuses and highest possible moral if invested runes those unique skills for him. Here skills dont have 5th lvl because there are no need to upgrade them pass 3rd (Resurrection and Tolerance) so i added 4th lvl for some other to make up difference in skill lvlups from Viking/Soothsayer (Spirit power, Weakness lore, Learning have 4th lvl)

3) Sooth class have Alchemy, Initiation, Destroyer, Higher magic. As was plan for viking to have best rage, here sooth have best and most numerous spells. Low on lds and att/def stats sooth have lowest cost for upgrading spells, and highest mana = intellect for his spells. Not much more to say on him.

Same as any other mod got to game folder/sessions/addon/mods and unzip my archive there. I dont think there is need for new game, but just to be sure i ask some of you to start 3 new games (1 for each class), and on start save and use `shift + ~` cheat code to get runes (shift + ~, rune might # where # is numebr of runes you want, get 100 of every one just for testing purposes) and lvlup skills to see if they will work in your game, i had no prob in mine.
I rearranged some skills so my restrictions work, so i you could post screenshot of your skill trees would be great, i have it in my game but i`m currently on first patch, so not sure if there will be any prob with later update. If there is any problems in game just delete my mod files and return to old settings.
Thx in advance, and for questions/suggestions post here i`ll try to help :-)

travelingoz
11-08-2012, 01:30 PM
Just a suggestion for Soothsayers... I'd be nice as a mage to have a skill that reduces the mana cost of spells. Perhaps Level 1~3 for anywhere between a 5% and 25% reduction.

MattCaspermeyer
11-12-2012, 06:11 AM
This would be a nice feature to have, unfortunately, unless something has been radically changed in WotN versus older KB versions the mana system is hard coded to use the mana cost for spells specified in SPELLS.TXT.

It is easy to change the mana cost display, but the game still uses the values specified in SPELLS.TXT. I tried very hard to work around this with my H3B mod (for The Legend), but no matter what I did, the game still used the values specified in SPELLS.TXT.

About the only thing you can do is give a "rebate" for casting spells, i.e. cast spell X and then mana cost is subtracted, but then a certain amount is added back (that's basically how Mana Spring and other mana giving abilities work as they essentially just add mana to your Hero when the right condition occurs). This is the only way I could think of to get it to "work", but it's not the same, plus since I haven't implemented it, there may be other issues...

Maybe someone will find out a way, but for now I'm almost 100% certain that it is not possible - sorry!

:(

/C\/C\

Just a suggestion for Soothsayers... I'd be nice as a mage to have a skill that reduces the mana cost of spells. Perhaps Level 1~3 for anywhere between a 5% and 25% reduction.

Razorflame
11-19-2012, 07:45 PM
pretty interesting

it would be nice to show some info /ss

more elaborated before i pance into this;)

Fatt_Shade
11-19-2012, 08:52 PM
Well my idea was to make classes a bit more different in skill build, and so gameplay vise make player to plan more comparing to original WotN settings.
I made each class have 4 unique skills (instead 2 as it is now), and those class skills have 5lvls (due to Csimbys idea for extended skill lvlup, only i didnt like all skill have 5lvls).
So each class will have bigger difference in late game ; no more double rage skill/trun for paladin/mage, only paladin will have Jarl skil and so biggest army, mage will have cheapest spell upgrades and other classes will have to decide what spells to upgrade and not waste crystals for nothing ... And some other little changes.

As said above, I made this change to first version of game, so I`m not sure if there might be problems with new patch version. But if any1 want to try and reply with impressions and suggestions I`ll try to make it functional for use.

Rah
11-19-2012, 10:39 PM
Cool idea.

I was thinking, but not yet tested, that the greater differences between classes could come from the runes cost for each skill and the runes gained each level.

This will pre-derteminate the choices you make when leveling up but at the same time allow everyone to try different tactics. This idea is best designed in this game:http://www.pathofexile.com/passive-skill-tree

Where all skills are available for every class but if a warrior wants to cast spells has to pay much more to do so. Each class starts at a different position on the skill tree and some skills are closer some are very far away and you need many steps to reach them.

blacklegionary
11-19-2012, 11:02 PM
I like your idea but Tolerance restrict to Skald class would a pain for other class. I think you should consider other skills like Ovatory. Also you can consider moving "Favorite of the god" to other spot. It's more an annoyance than useful.

Fatt_Shade
11-19-2012, 11:42 PM
@Rah
Yea i saw that game (skill tree there is seriously f...ed up :-D ), that`s why i decided to make difference here. But already each class get different runes on lvlup, same amount but not same kind (warrior more might runes, mage more magic ofc).
In my modification you simply cant have same lvl of rage skills with warrior and paladin because only warrior have % for double rage skill/turn, but paladin have highest leadership and possible highest moral for units (big bonus for att/def/crit% but not high dmg as warriors units or much rage), on other hand only mage can lvlup bunch of spells because he have alchemy, and have highest intellect/mana in game due to Initiation skill.

@blacklegionary
I pick Tolerance and Oratory that way so only paladin/skald could have highest moral army compared to other classes. Skald sings battle songs to his army, and lift their spirits so only he can have high moral army. Warrior must rely on rage skills and high dmg/crit% from his units, mage on spells and buff/debuff, and paladin on huge army with high moral. Sure you can go in other skill tree but best skills in other trees will be locked.
I thought about Favorite of Gods, but there isnt really place to move that skill, and it`s only 1 lvl needed for Edda and later Resurrection. So only Skald class really need this skill on 1 lvl, warrior and mage need it only if want Oratory skill.

I might change for oratory 3lvl give +2moral, it seems fair to invest bunch of runes, at least get something for all that cost.

And if any1 can just try mod, start new game and cheat runes on start to lvlup skill and post screen, so i can see if there is any problems to fix. In my game there are non, but as I said i have mod before patch game, so dont know if it will work on other users after patch.

Razorflame
11-22-2012, 11:11 AM
Fatt_shade

can u post some things how they are changing the game when u have the mod

E.G)

what is the difference with leveling up/the cost of runes/maybe the change of skill tree and stuff

and can someone confirm this stays on even after a patch?

Fatt_Shade
11-22-2012, 12:05 PM
@Razorflame
OK here`s expl for lvlup on some skills (i didnt change rune cost, just added cost for lvl`s 4 and 5 on skills that i added), because here you can get hero to 70 lvl. And as I see there are lots of ways to get runes, or make item, then destroy it with chance for even more runes. So 4/5 lvl`s of skills are a bit costly but i think worth it.

Warrior starting stats from hero.txt, and blocked skills (in bold). I added him spell from start (this idea i got from MattCaspermayer in his HoMM3 mod for tL), so now you can use accuracy spell from start for ranged units, but due to low mana and poor choice of ranged units it`s not big boost, and only benefit is that warrior can use mana for something before getting magic skill (not just spam rage skills). If paladin and mage can use rage AND spells from start, why would even 1 spell be much for warrior on first lvl.
hero_warrior { // ******************** Âčęčíă ********************
// ńňŕđňîâűĺ ďŕđŕěĺňđű
start {
leadership=200
attack=1
defense=1
intellect=0
mana=10
rage=20
gold=1000
rune_might=5
rune_mind=2
rune_magic=1
crystals=0
book=6
// ńňŕđňîâűĺ óěĺíč˙ čçó÷ĺííűĺ č íĺäîńňóďíűĺ
skills_open=heroism,rage_rein
skills_off=edda_skald,resurrection,jarl,tolerance, alchemist,initiation,destroyer,hi_magic
army=berserk2|3|slinger_man|9|bear|2
spells {
spell_accuracy=1
spell_berserker=-1
spell_rune_word=-1
}

items {

}
}

Here is skill Arctic rage :
arctic_rage {
pos=2,3
deps=rage
pic=skillicon1_19_
name=skill_arctic_rage_caption
hint_header=skill_arctic_rage
hint_text=skill_arctic_rage_hint
levels {
1 {
deps=1
runes=8,0,1
trade=
pars=3%,1,20%
}
2 {
deps=1
runes=9,0,2
trade=
pars=5%,1,30%
}
3 {
deps=1
runes=10,0,3
trade=
pars=7%,2,40%
}
4 {
deps=1
runes=11,0,4
trade=
pars=9%,2,50%
}
5 {
deps=1
runes=12,0,5
trade=
pars=11%,2,65%
}
So on 5th lvl there is 11% for rage skill crit hit , and 60% chance to freeze enemy unit for 2 turns , for 17 runes.

Or Absolute rage :
absolute_rage {
pos=1,4
deps=brutality,arctic_rage
pic=skillicon1_18_
name=skill_absolute_rage_caption
hint_header=skill_absolute_rage
hint_text=skill_absolute_rage_hint
levels {
1 {
deps=1,1
runes=12,0,0
trade=
pars=+25%,15%,+20%,+10%
}
2 {
deps=1,1
runes=14,0,0
trade=
pars=+25%,30%,+35%,+25%
}
3 {
deps=1,1
runes=16,0,0
trade=
pars=+30%,30%,+50%,+40%
}
4 {
deps=1,1
runes=18,0,0
trade=
pars=+30%,50%,+65%,+55%
}
5 {
deps=1,1
runes=20,0,0
trade=
pars=+35%,50%,+80%,+70%
}
we have here 50% to get 35% attack bonus for 2 turns, and 80% crit chance on retaliating hit. Crit dmg is +70%.

Or Destroyer skill :
destroyer {
pos=2,3
deps=chaos
pic=skillicon3_08_
name=skill_destroyer_caption
hint_header=skill_destroyer
hint_text=skill_destroyer_hint
levels {
1 {
deps=1
runes=2,1,8
trade=
pars=+15%,4%
}
2 {
deps=1
runes=2,1,8
trade=
pars=+30%,7%
}
3 {
deps=1
runes=3,2,10
trade=
pars=+45%,10%
}
4 {
deps=1,1
runes=3,2,10
trade=
pars=+60%,14%
}
5 {
deps=1,1
runes=4,3,12
trade=
pars=+75%,18%
}
Mage have 18% to crit with spells , and 75% more basic dmg with spells. So if you want high dmg mage go for this skill on 5th lvl.

In case you want to keep your 5th lvl unit army alive go for Higher magic max lvl :
hi_magic {
pos=2,4
deps=,destroyer,initiation
pic=skillicon3_12_
name=skill_hi_magic_caption
hint_header=skill_hi_magic
hint_text=skill_hi_magic_hint
levels {
1 {
deps=1,1
runes=0,0,10
trade=
pars=2,10
}
2 {
deps=1,1
runes=0,0,12
trade=
pars=4,15
}
3 {
deps=1,1
runes=0,0,14
trade=
pars=6,20
}
4 {
deps=1
runes=1,1,16
trade=
pars=7,25
}
5 {
deps=1
runes=2,2,18
trade=
pars=8,30
}
with it you can cast time back x2 turn on 5th lvl unit to keep them alive(max 8 times per battle) but it will cost you 22 runes.

As for general changes in skill tree i rearranged some skill places, but but didnt relocate them in other tree, just different location in same tree. And does it stay same after patch i have no idea, i`m not sure if they changed anything in skills in patches.
If you want extract this 3 files from your game and post them here, i`ll change them like in my mod and you can try it out. If it doesnt work just delete that files and play on your old settings (eng_skills.lng , hero.txt , skills.txt).

Razorflame
11-22-2012, 12:41 PM
i will wait after some patching and then we can do our run:)

putting this game on a shelf i gues;)

when u have time we can do the run :)