View Full Version : So what new fire and ice content have you seen?
camelotcrusade
01-31-2014, 12:46 AM
I'm not aware of a fan site that reveals the new units, abilities, spells, etc. introduced in WoTN: Fire and Ice. If you know about one, let me know.
Otherwise, with an obvious spoiler warning, what have you guys seen that's new?
I've only had a little time with the new campaign, but I've noticed that polar bears have a new icy claw attack that damages and slows, and I've been trying out a new level 4 viking unit called a Mystic which can go into trances to buff your defense or control an enemy. Some undead I fought have a new trait, too, called Necro energy, which builds up as the battle goes on and let's them regenerate destroyed units. I didn't let any of them live that long to see it happen, though. :)
Edit: I forgot to mention combat experience for units. Your units get a little XP each time they act, and they get a small, stacking benefit on ranking up. For example +2 attack and +1 defense at rank 2 (rank 1 means no xp and no bonus). The bonuses don't seem to be customized in a way that I can tell yet. I only have vikings right now, but they are different levels and types, and they all got the same thing at rank 2. The one army I have at rank 3 got another +1 attack and +1 critical chance.
camelotcrusade
01-31-2014, 01:29 AM
Okay, just found a Gorgon. It is a variant on the beholder. It can summon snakes, turn things to stone with its eye beams, and give curses to enemies. It also has poisonous breath if you melee it. For a funny thing, when it turns an enemy to stone they still do their idle animations. :cool:
I guess that could be considered a bug. Another bug I found is if you use the Mystic's mind control on a griffon, then use Split when it's your turn, you get to keep the other half of the stack for the fight (the mind control debuff doesn't travel with it) and at the end of the fight it just adds the number you got to another stack (I ended up with an extra axe thrower and a rebellion debuff due to not enough leadership). Maybe someone will start a bug thread (/dies).
ckdamascus
01-31-2014, 02:33 AM
Aw man, you are making me want to play! :) Do you like it so far?
camelotcrusade
01-31-2014, 03:13 AM
Hi ck, nice to see you. Yeah, it's fun to play KB again, cackling to yourself while everything goes after the mind-controlled unit that used to be their friend. The mystic can do it to undead (I think it's trying to tell me it's a 50% chance of success... wording is odd) so those big piles of skeleton archers are now my playthings. :twisted:
It feels good to restart, too... and this time I'm not gonna use rune mages making me afraid to spend my runes because they can roflroll every fight all powered up. So far, so good, haven't seen any.
In other news, Polar bears also have a spirit of the north ability they can do once per fight, which makes all allied vikings get cold resistance and do some extra cold damage. The other bears seem the same. Also, all ghosts seem to do 100% ice damage now, including pirate ghosts. More emphasis on elemental stuff this time, I see (goes with the theme ice and fire, I 'spose).
aristobal
01-31-2014, 05:13 AM
Here link to russian site where some new content has been presented:
http://www.gamer.ru/king-s-bounty-voin-severa/pro-lyod-i-plamya-ili-chto-novogo-v-king-s-bounty-voin-severa
MattCaspermeyer
01-31-2014, 06:40 AM
Here link to russian site where some new content has been presented:
http://www.gamer.ru/king-s-bounty-voin-severa/pro-lyod-i-plamya-ili-chto-novogo-v-king-s-bounty-voin-severa
Pretty interesting read - some highlights (hope the above link is accurate as well as the Google translation):
You need to acquire all the Valkyries before you get the ability to fly - after the first battle with Guilford? Wow.
Better tooltips for using the Valkyries' special abilities
Some new items and sets
Quest items may be usable
Medals go up to level 5
Looks like at least heaven in Demonis is now open (maybe the rest of hell, too)
Some of the new units seem to be inspired by mods - there are Glacial Thorns and the Snow Nymphs (Army of Darkness had Ice Thorns and Ice Nymphs). Someone already mentioned the Undead Lizards from Red Sands.
All bears have a chance to stun
Looks like there is some Underworld/Twilight-inspired extra damage that werewolves do to vampires and vice-versa
I'm not 100% certain, but it looks like Rune Mages are Level 5 again (or is that a new unit?)
No mention of Marshan Swamp - that's too bad
There are more changes, but these seem to be the bigger ones - looks like they listened to some of the complaints about WotN and incorporated them into I&F.
/C\/C\
aristobal
01-31-2014, 06:56 AM
Besides two additional bosses were mentioned.
camelotcrusade
01-31-2014, 06:59 AM
Cool, I will check out that Russian site soon and thanks for those highlights, Matt.
I hadn't seen the bear stunning thing come up yet, so I went back and read an ancient bear and sure enough, there was a 25% stun chance (no icon, just ability text for 'stun').
I also can report that combat experience levels can offer different rewards, though I don't know the details of how that works. My Gorgon got to level 3 and he got +10% more summon power instead of +1% crit. So far, he's the only one of my units not to get crit% (the rest all are vikings faction, maybe that's relevant...).
Edit - just had another unit reach level 4. I have three level 4's now and they are all different. Axe Thrower has +6 attack, 1 defense and +2% crit. Mystic (also a viking) has +4 attack, 3 defense, +1% resistance and +1 runes (which still says zero on the info screen, could be a bug as the popup said +1 runes), Jarl has +4 attack, +3 defense and +1% crit and resistance. I have also noticed it has some randomness. Upon loading and experimenting, I saw my Jarl get +5% health and +1 runes. Note - if you get +1 it doesn't update the display. Not sure if you get one or not.
I'm quite glad to hear about the flying, really. The biggest killjoy of WoTN for me was lack of combat pacing once I had wings. Flying allowed me to pick and choose my fights, so naturally I went for the biggest challenges I could win. But the downside was after I'd had my fun the maps were only left with easy fights that made combat boring. Hopefully that won't happen this time.
Mandea
01-31-2014, 07:24 AM
One question: are the fights more varied or are they the same as WotN? I mean in AP and CW the enemy troops were a mix, a different and interesting mix every time so you had to fight accordingly. But this didn't happen in WotN, you had to fight undeads and then orcs and vikings and so on. are they different here, more like CW?
If they were mixed from the beginning it might get interesting to play the game again.
Zhuangzi
01-31-2014, 08:10 AM
Okay, you guys have convinced me. I'll get it :) :cool:
camelotcrusade
01-31-2014, 04:07 PM
One question: are the fights more varied or are they the same as WotN?
I can only speak to the first island, and those fights are between vikings, animals, undead, spiders and snakes. Most groups had slight to moderate variations in composition. The story makes an effort to include each of these types in the narrative, so it's possible we'll see more enemy variety when story opens up later.
As for your team, I had 8 or 9 non-viking units available - more if you count variations from opening eggs and reloading. There is also an early quest to unlock a supply of higher-level viking units to spice up your army (you can pick a maiden, jarl, or soothsayer), plus there's the new Mystic to try. Reading its abilities hints at letting us finally recruit undead later on (it has tolerance) so cross your fingers.
Edit - woot, The first ghost ship has undead in it! Yay! It's not enough to field an army, but it's a start. I had 13 pirate ghosts and 40 undead spiders for sale.
With all of that together I had a good time on the first island and my finishing army was nothing like the one i started with. So is it crazy different? No? Was it fun? It was for me.
Zhuangzi
01-31-2014, 10:15 PM
I can only speak to the first island, and those fights are between vikings, animals, undead, spiders and snakes. Most groups had slight to moderate variations in composition. The story makes an effort to include each of these types in the narrative, so it's possible we'll see more enemy variety when story opens up later.
As for your team, I had 8 or 9 non-viking units available - more if you count variations from opening eggs and reloading. There is also an early quest to unlock a supply of higher-level viking units to spice up your army (you can pick a maiden, jarl, or soothsayer), plus there's the new Mystic to try. Reading its abilities hints at letting us finally recruit undead later on (it has tolerance) so cross your fingers.
Edit - woot, The first ghost ship has undead in it! Yay! It's not enough to field an army, but it's a start. I had 13 pirate ghosts and 40 undead spiders for sale.
With all of that together I had a good time on the first island and my finishing army was nothing like the one i started with. So is it crazy different? No? Was it fun? It was for me.
For me the biggest positive difference out of that lot is the combat experience for troops. That sounds like a great idea. I like Ancient/Polar Bears so I'm happy to see them get some new abilities too. I've only just started (still level 1!) but I'm having fun so far.
camelotcrusade
01-31-2014, 10:46 PM
For me the biggest positive difference out of that lot is the combat experience for troops. That sounds like a great idea. I like Ancient/Polar Bears so I'm happy to see them get some new abilities too. I've only just started (still level 1!) but I'm having fun so far.
Yep that's neat. It also makes me agonize over the lack of garrisons, though. I got this stack of level 4 soothsayers that is too small (3/5) and if I destroy them I am not sure if new stacks will carryover their xp. Hmm. I better test it.
GOOD NEWS... I completely destroyed every axe thrower I had and bought fresh ones. They came in at level 4. So you get to keep the xp, phew.
For more good news, I have just discovered dwarves have new alcohol related abilities, bottle of rum, dwarven beer, etc. It makes them drunk but unlocks new abilities... and watch out when it wears off, they can fall asleep. :rolleyes:
sethmage
02-03-2014, 10:00 PM
Hi there
I see the regulars are back.;)
I for one am in support of later flying access, reminds me more of AP/CW, just finished the starting 4 islands. Getting higher end units on the beginning makes easier start without question.
So far, Book of Evil didn’t find worthy adversary.
Zhuangzi
02-03-2014, 10:04 PM
The problem with WoTN early on is that you are stuck on those first islands (similar to AP, I know) but more importantly you are more or less forced to use Viking units and most of the enemy stacks are undead based. The good news is that they've definitely improved the Vikings, especially with the addition of the Mystics who can cause havoc in enemy ranks. I'm playing Impossible Mage and I'm finding it quite easy to defeat Very Hard stacks with a combination of Level 3 Trap, Christa's Gift, Mystic and Soothsayer abilities and finally Berserkers, Vikings and Warrior Maidens to mop up.
That second island, Vestlig, is still quite boring though.
sethmage
02-03-2014, 10:11 PM
Quick question, since the gold now is not in the millions; did anybody get to the point of buying fights in the inn? How much are they now?
camelotcrusade
02-04-2014, 02:51 AM
I haven't gotten to the fight buying part yet, but I did want to share a new unit: The Contemplator. It's a beholder-type unit that is level 4 and has strange new abilities. It accumulates energy each turn, and when it has enough energy its abilities do extra things. Normally it's an archer with magic damage.
The abilities: First it can shoot a beam of fire that hits everything through a straight line. If he has enough energy, it does 50% more damage and can cause burning. Second, it can cause an energy pulse that does damage out to three squares from his body. If he has enough energy it can also push back and stun weaker and it does 50% more damage. Finally, it can enter a fighting trance to do 50% more damage with its regular attack, but it can't use skills if it does that. If he has max energy when he uses the trance, his shot gains a 60% chance to hypnotize (:shock:) units it hits for 1 turns (levels 1-4 only).
Fatt_Shade
02-04-2014, 05:30 AM
The Contemplator. It's a beholder-type unit that is level 4 and has strange new abilities. It accumulates energy each turn, and when it has enough energy its abilities do extra things. Normally it's an archer with magic damage.
I`m sorry to break bubble about `new` things in this mod, but almost all of it was already done and played in red sands back in 2010 (3,5 years is allot of time in digital world). Devs should be ashamed for using that material and calling this Ice/Fire new DLS for half-assed job WotN from last year. Not impressed by far with it.
The Contemplator = Mistik from Red sands main {
class=chesspiece
model=mistik.bma
cullcat=0
}
arena_params {
features_label=cpi_mistik_feat
features_hints=soars_header/soars_hint,shot_header/shot_hint,mistik_hypnosis_header/mistik_hypnosis_hint,underground_header/underground_hint,mind_immunity_header/mind_immunity_hint,no_melee_header/no_melee_hint,mistik_runic_feature_header/mistik_runic_feature_hint
race=neutral
cost=1090
level=4
leadership=340
attack=20
defense=28
defenseup=4
initiative=5
speed=3
hitpoint=150
krit=12
movetype=1
hitback=1
hitbackprotect=0
//each_turn_script=mistik_each_turn
attacks=moveattack,ray,impulse,mistik_trance,vekto r
features=shot,mind_immunitet,nonecro,mage,multy_ey e,night_vision,special_attacks
posthitmaster=mistik_posthitmaster
resistances {
physical=0
poison=0
magic=20
fire=0
}
moveattack {
group=1,1
showdmg=1
nonextifenemy=1
base_attack=1
ad_factor=1
damage {
physical=6,10
}
custom_params {
sleep=0
dod=no
duration=0
special=0
holy=150
level=0
vamp=1
dread=200
halflife=0
rabid=0
burn=40
}
}
ray {
group=1,2
class=scripted
ad_factor=1
showdmg=1
mindist=1
base_attack=1
script_attack=mistik_ray_attack
script_calccells=calccells_all_enemy_actors_takes_ damage
distance=7
penalty=.5
damage {
magic=6,10
}
custom_params {
sleep=50
dod=no
duration=1
special=1
level=4
vamp=0
halflife=0
rabid=0
throw_attack=1
}
}
impulse {
class=scripted
hinthead=mistik_impulse_head
hint=mistik_impulse_hint
reload=4
ad_factor=1
script_attack=mistik_impulse_attack
script_calccells=
attack_cursor=
picture=ba1_mistik_impulse_
picture_small=ba1_mistik_impulse_small.png
custom_params {
level=4
typedmg=magic
nomiss=1
nothorns=1
dam=8-12
amp=10
special=0
sleep=0
vamp=0
halflife=0
rune=might
talent=1
rabid=100
duration=1
dist=3
tars_available=3
mass_attack=1
atk_type=cast
}
}
mistik_trance {
class=scripted
script_calccells=
script_attack=special_mistik_battle_trance
endmove=0
picture=ba1_mistik_battle_trance_
picture_small=ba1_mistik_battle_trance_small.png
reload=4
hinthead=mistik_trance_head
hint=mistik_trance_hint
custom_params {
duration=2
power=100 //%
penalty=50 //%
type=bonus
rune=mind
talent=1
burn=40
}
}
vektor {
class=scripted
ad_factor=1
showdmg=1
script_attack=mistik_vektor_attack
script_calccells=mistik_vektor_selcells
script_filter=mistik_vektor_filter
script_highlight=mistik_vektor_highlight
picture=ba1_mistik_vektor_
picture_small=ba1_mistik_vektor_small.png
hinthead=mistik_vektor_head
hint=mistik_vektor_hint
reload=4
distance=100
attack_cursor=archer_arrow
hint_gen_script=mass_attack_hint_gen
custom_params {
sleep=0
dod=no
duration=2
power=15
special=0
holy=150
level=0
vamp=0
typedmg=astral
nomiss=0
nothorns=1
dam=7-15
halflife=30
rune=magic
talent=1
rabid=0
atk_hint=railgun
tars_available=3
mass_attack=1
atk_type=cast
Zhuangzi
02-04-2014, 10:08 AM
Okay, I never played Red Sands so it'll be new to me at least :cool:
Darkeonz
02-04-2014, 12:16 PM
I am still disappointed in this DCL. I mean it improves warriors of the north a little bit, but it is still a drag to finish the game as I have come to the main land. And the dcl cost 9 euro or so. I really think they need to move on and work on a King's Bounty 2 for their next release. New graphics, some new concepts, new races (instead of everything being reskinned). Seriously the reskinning of units is driving me ♥♥♥♥ing nuts! Why can't they come up with some new unique races/units rather that doing Snow Elves, Necro Lizards. Sure there were viking units, and that was all fine. But they need to do more.
They could add a fourth skill tree for king's bounty 2. Maybe some sort of economical/diplomatic skill tree that gave some unique advantages. Why not have a king's bounty 2 where you got your own city where you could build some buildings that would give you certain advantages. Doesn't have to be like heroes of migtht and magic. Actually I do not want it to be like that at all, and the buildings should not work anything like in heroes. There are many areas in which they could improve. The camera could be improved a lot as well. I mean claiming that there are 20 new units when they are all reskinned units, is silly! I mean wtf? it is ridiculous. It feels like they are happy doing mediocre work and getting as much money for that as possible.
Another thing that frustrated me is that there are valkyries instead of companions. If they had been innovative they would have had both. The 4 items that you could put on a companion was great. It gave you a much wider range on artifact combinations. In WOTN you pretty much have to use the 4 artifacts that completes a set. And everybody gets it!! so those slots are filled and it is very limited what you can do when hunting for artifacts. I like what the valkyries does, but it should have replaced companions. It feels like every expansion of this game replaces things rather then expands.
I love independent units which does not belong to a race. Have more of those!
BB Shockwave
02-04-2014, 12:28 PM
The problem with WoTN early on is that you are stuck on those first islands (similar to AP, I know) but more importantly you are more or less forced to use Viking units and most of the enemy stacks are undead based. The good news is that they've definitely improved the Vikings, especially with the addition of the Mystics who can cause havoc in enemy ranks. I'm playing Impossible Mage and I'm finding it quite easy to defeat Very Hard stacks with a combination of Level 3 Trap, Christa's Gift, Mystic and Soothsayer abilities and finally Berserkers, Vikings and Warrior Maidens to mop up.
That second island, Vestlig, is still quite boring though.
And what, Christa's gift actually works this time? For me, it only ever attracted Pirate Ghosts, every other enemy left the gold piles intact.
camelotcrusade
02-04-2014, 05:12 PM
And what, Christa's gift actually works this time? For me, it only ever attracted Pirate Ghosts, every other enemy left the gold piles intact.
Ha, Christa's gift it has worked for me every time, including that strange occurrence where occasionally it nabs a level 3 even though it says it won't.
Also, I don't know if it did this before, but now it will put "Greed's Curse" as a debuff on the mob that is likely to pick it up.
Zhuangzi
02-05-2014, 07:48 AM
And what, Christa's gift actually works this time? For me, it only ever attracted Pirate Ghosts, every other enemy left the gold piles intact.
Christa's Gift is working fine and it is very useful.
BB Shockwave
02-05-2014, 07:52 AM
I was using the latest patch and all enemies ignored it save for Pirate Ghosts... :( Weird. And yeah, the Greed's Curse affix does appear on mobs (it did before too) but it still did not prevent enemies running past the gold and attacking me instead.
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