Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   King`s Bounty: Warriors of the North (http://forum.fulqrumpublishing.com/forumdisplay.php?f=206)
-   -   Bugs Thread (http://forum.fulqrumpublishing.com/showthread.php?t=35325)

QNk 10-31-2012 08:09 PM

Quote:

Originally Posted by Bhruic (Post 475720)
There's something "extra" going on with vikings, as they seem to get different bonuses than other things do. The animals I checked with all got the +5% for the first level that it indicates they should, but the vikings seemed to get +6%. Not sure where the extra 1% comes from. Also not sure what the pars=3%,3% etc, is supposed to be doing.

Pars (parameters) are what the language and mechanics files pull to do calcumalations. It goes Pars=[param1],[param2],[param3], so on and so forth. The localization files (eng_skills.lng for most of us) pull these directly as [param#]. For example, level 1 of Sense Weakness has the following description (I think I reworded this one to make more sense, so don't expect it to match yours).

Code:

skill_weakness_lore_text_1=^skills_tPar^Troops. Chance of allies inflicting a critical hit [param1]. <br>Chance of allies to escape a critical hit [param2].
In game, where [param1] is supposed to be will instead display the number in the pars list.

In mechanics files these values are referenced using name of the skill, followed by a single number for which param to pull. For example, the diplomacy skill power calculation pulls the first param listed via the following (in skills.lua)

Code:

local perc_pacify = skill_power("diplomacy", 1)
This defines the local variable "perc_pacify" by pulling the first param listed in Diplomacy's pars list. This variable is then used for fancy mathematics further down the line.

Consistency is awesome, this usually(!) allows a modder to modify only the skills.txt file to have the change effected in both description as well as calculations.

EDIT: Also, some calculations are super simple to do (like adding a fixed percentage to critical chance, or increasing morale of certain troops by one), these are written directly in the skills.txt file. So changing the pars of these won't affect actual values ingame unless you also change the values in the pbonus (parameter bonus), rbonus (resistance bonus), or dbonus (not sure...) lines.

camelotcrusade 10-31-2012 08:19 PM

Quote:

Originally Posted by DGDobrev (Post 475730)
Well, it was the same in KBTL. There was also a mechanic in KBTL when if you wait for the right moment in time (before the day rolls over to next one) you can travel in like an hour or so. I wonder if the same thing can be used here.

Do you guys think I should list it as a bug then? The game does suggest it should be hours and not days. And does it even matter for anything besides spell point regen and rage loss? I don't recall if there is a score for speed or not.

Khornn 10-31-2012 08:47 PM

1. The artifact Courtly Garb can't be upgraded. When you select the Upgrade option from the right-click-menu the fight does not start, in fact nothing happens. I can upgrade other items, before and after getting Courtly Garb, so it's a bug only for this item.

2. Regina's Messenger rage ability spawns a lava golem that does not have a name, instead it has a tag that says [cpn_lava_golem5] NF

pr0 10-31-2012 08:52 PM

The third valkyrie (hilda) does not grant a leadership bonus at lvl 2 if not senior. Workaround - either make her senior or wait until you have enough items to promote her to lvl3 as this does not trigger the bug.

camelotcrusade 10-31-2012 09:33 PM

Updates -
  • Revised Sense Weakness bug with new understanding under Skills (go read it... it's kind of omg)
  • Added blocked orc unit on Eastern Island to Maps
  • Added Courtly Garb to Items
  • Added Regina's Lava Golem to Tooltips/Descr.
  • Added Hilda's Leadership Bonus to Valkyries

I am amazed how busy this thread keeps me, and equally amazed how diligent everyone is at reporting (and solving!) bugs. Go team! :mrgreen:

torquemada 10-31-2012 11:08 PM

Discovered yet another bug. Slow lvl3 says it immobilises enemts with less speed than the spell power (as I understand it is a stack with 2 or less in speed gets immobilised). This does not happen however the stack retains 1 speed despite this.

camelotcrusade 10-31-2012 11:17 PM

Quote:

Originally Posted by torquemada (Post 475851)
Discovered yet another bug. Slow lvl3 says it immobilises enemts with less speed than the spell power (as I understand it is a stack with 2 or less in speed gets immobilised). This does not happen however the stack retains 1 speed despite this.

It does? That's kind of cool. I like that level 3 spells are starting to show new powers. But they do pop up bugs, though. I'll add it to spells in a minute.

On a semi-related note, does level 3 haste do anything special?

Zechnophobe 11-01-2012 12:06 AM

Quote:

Originally Posted by torquemada (Post 475851)
Discovered yet another bug. Slow lvl3 says it immobilises enemts with less speed than the spell power (as I understand it is a stack with 2 or less in speed gets immobilised). This does not happen however the stack retains 1 speed despite this.

Woa, that's a surprise. I mean, that they had that as the intention. Like, did Slow really need to be made more powerful? Heh.

At least they didn't give it mass effect.

QNk 11-01-2012 12:09 AM

Immobilized units still get 1 AP to attack things right next to them, wouldn't make sense to reduce speed to 0 because they wouldn't be able to act at all if there were no nearby units (assuming target is melee).

camelotcrusade 11-01-2012 12:17 AM

Quote:

Originally Posted by QNk (Post 475867)
Immobilized units still get 1 AP to attack things right next to them, wouldn't make sense to reduce speed to 0 because they wouldn't be able to act at all if there were no nearby units (assuming target is melee).

Yeah, I don't know what they were going for. But if that description is right then I wouldn't expect the unit to move once it's slowed. Can it have 0 speed but 1 AP? I don't remember how it handles that when you're say, webbed.


All times are GMT. The time now is 06:04 PM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.