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MattCaspermeyer 05-10-2014 08:54 PM

Upcoming changes to next version...
 
***BEGIN EDIT 2014-05-11***

There is a new update available, see this thread for the changes.

***END EDIT 2014-05-11***

Now that I've just released this major update, I thought it would be a good idea to keep track of changes as I make them before I release my next update.

So this list is meant to keep a running tally of changes in case you have a bug or crashing problem, you can check this post from time to time to see if your issue has been fixed or see what's coming in the next update.

The first problem with ITEMS_HINT.LUA deals with the variable text for containers. You only see an error message if you're running in debug mode, but the container text doesn't show properly if you talk to an NPC in a castle and when closing the conversation they add new container items to the castle shop and you cursor over them to see their description (a natural response for new items). I'm not sure why, but the Obj Library function get_param does not work in this situation. I tried various ideas to see if I could get the information some other way, but none of them worked. So I had to brute force generate the values when get_param returns empty strings.

The other changes so far deal with adding two new NPC's that will trade containers for Magic Crystals. Father Owein will trade 125 (Skeleton) Coffins for 1 Magic Crystal and Furious Paladin will trade 20 (Vampire) Carved Coffins for 1 Magic Crystal. This allows them to train their priests or recruits on actual Undead troops. Seemed like a good fit for both NPC's and it keeps them close to Greenwort.

So I just have Griffin and Bone Dragon Eggs left to find NPC's that might be willing to exchange Magic Crystals for those eggs. I'll keep searching, but I might pick Carl Leanard for trading Griffin Eggs. He'll say that he's getting ready to travel and would like to bring them along to help him and Martha in their travels. I can't remember, though, if Carl is not available after a certain point in the game, so I need to check that unless someone here remembers.

I'm thinking for the Bone Dragon Eggs it's probably going to be someone in the Undead lands. I need to find an NPC that still brings up the dialog before their shop. I have a couple NPC's I want to check to see if they meet this criteria - the first is the Necromancer that has you get the Red Dragon Eggs (he's going to experiment on them or something like that to make them stronger) or the Necromancer that has you get the Evil Book (same premise probably). I can't remember, though, if either bring up their dialog after you complete their quests, so I'll see...

***BEGIN EDIT 2014-05-10***
Well, it looks like both Necromancers that I mentioned above just show their shops after completing their quests. So I'm going to look for some other candidates... I may have to learn how to change NPC's from just showing their shops if I can't find anyone else. Maybe Foritop, the Dwarf in Marhan Swamp wants Bone Dragon Eggs. Hmmm... or maybe Welbewooll in Demonis. Hmmm... or maybe Dragon Atta in Verlon Forest. Hmmm...

I also implemented Carl Leonard as the one to trade Griffin Eggs for Crystals, although I may still consider Harl for trading Griffin Eggs for Runes if I decide to implement Rune exchange variants for the other containers like I did with Drahha exchanging dragon eggs for Runes. We'll see...

I added the capability to choose the path for the Black Dragon's Power of Fire talent, just like the AI uses! I basically used the Warriors of the North (WotN) functions and spliced the changes I had made to burn into the WotN ones as well as added a battle message to aid you in selecting your path. The reason why I added the message is that the first time I used the talent in WotN I had no idea what was going on, but then realized that I could select the path.

Can you select their path in AP / CW? I don't remember, and don't have a savegame handy to check - just curious...

I also made some changes to the dialogue text when you don't have enough of a container to exchange Magic Crystals so that you are reminded of the exchange rate in case you can't remember what it is.

Here is the file change list in the upcoming release...

Version Beta 2014-MM-DD (future date unknown, but certainly this year!)
  • *.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_params 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
  • *.CHAT
    • 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!
    • 1422394811.CHAT (Carl Leonard) - Now includes extra snaps and logic for selling griffin eggs 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_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
***END EDIT 2014-05-10***

That's it for now! If you have any issues, check this list to see if it has been fixed. If it hasn't then please post the problem or issue so that I can see if I can resolve it - thanks!:)

/C\/C\

Sir Whiskers 05-10-2014 10:34 PM

Quote:

Originally Posted by MattCaspermeyer (Post 659960)
So I just have Griffin and Bone Dragon Eggs left to find NPC's that might be willing to exchange Magic Crystals for those eggs. I'll keep searching, but I might pick Carl Leanard for trading Griffin Eggs. He'll say that he's getting ready to travel and would like to bring them along to help him and Martha in their travels. I can't remember, though, if Carl is not available after a certain point in the game, so I need to check that unless someone here remembers.

King Harl in Arlania (the griffin king who gives us the Griffin Crown quest) might be a good choice for griffin eggs.

MattCaspermeyer 05-11-2014 01:13 AM

Quote:

Originally Posted by Sir Whiskers (Post 659963)
King Harl in Arlania (the griffin king who gives us the Griffin Crown quest) might be a good choice for griffin eggs.

Yah, I've thought of him, too.

I wasn't sure if it would be weird for him to sell them and then ask for them in return, but I could have him say that there have been a lot of thefts of griffin eggs or something like that and that he'd like them returned to him for crystals.

/C\/C\

jorko80 05-11-2014 07:48 AM

Hi Matt! You can't select the black dragon fire path in AP/CW. But the russians have made a mod for that and I actually can't remember the last time when I played without it. I can give you a link if you think it'll help you.

saroumana 05-11-2014 01:42 PM

Hello Matt,

I tryed the last version with a new game, but the game crash (no message error even with the -dev :( ) at first battle with dragonfly and thorn. I'm 100% certain thorn are the cause. And specially archer one.

The crash don't start at the begining of the battle but during. This happened near turn 3, the thorn was moving away of my nearest unit and should have fire, but crash pop between.

MattCaspermeyer 05-11-2014 05:43 PM

Quote:

Originally Posted by saroumana (Post 659978)
Hello Matt,

I tryed the last version with a new game, but the game crash (no message error even with the -dev :( ) at first battle with dragonfly and thorn. I'm 100% certain thorn are the cause. And specially archer one.

The crash don't start at the begining of the battle but during. This happened near turn 3, the thorn was moving away of my nearest unit and should have fire, but crash pop between.

Great to hear from you! Sorry about the crash - can you email me the savegame with instructions to repeat the crash? Then I'll have a good shot at debugging it - thanks!

***BEGIN EDIT***

Okay, I tried fighting some Thorns (both variants), but haven't had any issues so far so it might be somewhere else. I'll certainly need your savegame with instructions to be able to fix this it looks like. The only other thing I can suggest is make absolutely certain you're not running it with any other mods or you may want to go through your KB directories and ensure that you don't have any stray files that don't belong.

***END EDIT***

***BEGIN EDIT2***

Okay, Saroumana sent me the save and I can confirm there is a crashing issue if you are using Build 35,234. This is the GoG version of the game. There are no issues with Build 35,396. I have both 35,396 and 35,234 and so I'll see what I can do to figure out the crash.

For now I'm going to say that if you have Build 35,234 then you may have problems with this update. I noticed something curious that on turn 1, the first unit, Elves, showed damage as 0, although when I attacked it still killed a stack. I know that Build 35,234 cannot show all the rage abilities' damage properly as well as issues with using Logic.hero_lu_item in certain situations.

I emailed GoG before about them using Build 35,234, but I never got a response, but maybe it's time for us to press the issue with them to see if they can somehow get Build 35,396. I'm not sure if emailing 1CC would help either, but I'd rather not support two different builds of the game if I can help it.

Nonetheless, I will investigate this further to see if I can figure out what is going on here as maybe there is a way to fix it so that it works with both - it must be something new I've added so there may be a different way to go about doing something without sacrificing new features I've added...

I'll keep you posted with respect to the progress with this issue...

***END EDIT 2***

***BEGIN EDIT 3***

Okay, I discovered the issue and there is no easy fix. Go here for the latest updated version that provides a workaround for the issue...

***END EDIT 3***

/C\/C\

saroumana 05-12-2014 07:17 PM

Thank for looking about it.

Yeah it's a shame 1c tolerate 2 versions and don't offer an update to harmonise this. But i loose faith on 1c long time ago.

My version is a DVD retail (european), but it's normal you develop your mod on the last one. I don't know if we can't update the 35.324 to 35.396 by coping some files, but i doubt.

Katauri make a better job with Armored princess, as far i know there only one version.

Kiras 05-18-2014 07:55 PM

I started a warrior with the 2014-05-11 35.234 version. In the dwarven area now, haven't encountered blue dragons yet so I'll give an opinion on them later. I'm recording the number of dragon eggs I pick up and the amount I spend on them to see how many runes I get from turning them in. I'm curious to see how many runes total I get from that vs the cost. Obviously, the comparison point is the machine that makes runes starting at 150k/rune, which scales up by 50k for each rune you buy of a particular type.

I think the Horseman's charge! skill may be subtly broken. Here's numbers from several possible attack routes (mostly attacking different enemies, so don't directly compare the damage between the different sets, except 1 and 5). All in straight lines. Equipped artifacts/kids include +1 poison damage and +1 physical damage.

2 empty hexes:
Attack - 5395-7093 damage
Charge! - 5094-6782 damage

3 empty hexes:
Attack - 4755-6206 damage
Charge! 4855-6477 damage

4 empty hexes:
Attack - 5943-7771 damage
Charge! - 6269-8359 damage

1 empty hex: Same enemy as 5 empty hexes
Attack - 5083-6647
Charge!: 4905-6541

5 empty hexes: Same enemy as 1 empty hex
Attack - 6932-9064
Charge! - 7565-9953

Supposedly, attacking in a straight line is +10% damage per hex, and charge is 15% per hex. So why does attack do more damage over 1 and 2 hexes and charge do more over 3+?

MattCaspermeyer 05-19-2014 07:43 AM

The 2 attacks work differently...
 
This is just a difference in how the two attacks work...

The normal attack allows the horseman to back up to maximize distance with respect to action points, whereas charge is always in a straight line with no backing up.

The horseman typical speed is 5 and here is a damage summary based on number of hexes from the enemy (this assumes the horseman has adequate room to back up):

Adjacent: +20% (moves two hexes back for a total of 2 hexes away)
1 Hex: +20% (moves one hex back for a total of 2 hexes away)
2 Hexes: +30% (moves one hex back for a total of 3 hexes away)
3 Hexes: +30% (attacks from this distance)
4 Hexes: +40% (attacks from this distance)

Now for charge, it is only the number of hexes away from the target that matter as the horseman does not back up (it is up to you to position them for maximum damage since they can charge even with just 1 action point left):

Adjacent: not valid, must be a minimum of 1 hex away (note that you can backup manually to increase distance, more on this below)
1 Hex: +15%
2 Hexes: +30%
3 Hexes: +45%
4 Hexes: +60%
...

So you can see here that there are situations where the normal attack appears to be better, but the strategy of charge is that you can manually position the horseman for a minimum of ( AP - 1 ) * 15% if you have the room. With a speed of 5, you should always do a minimum of +60% damage if you have the room or at the very least attack from the same maximum distance as the normal attack.

Note that if you have higher speed for your horseman, then their normal attack will appear to be even better than the numbers above (so don't forget that you can manually position them with charge because the numbers are misleading you).

/C\/C\

Quote:

Originally Posted by Kiras (Post 660167)
I started a warrior with the 2014-05-11 35.234 version. In the dwarven area now, haven't encountered blue dragons yet so I'll give an opinion on them later. I'm recording the number of dragon eggs I pick up and the amount I spend on them to see how many runes I get from turning them in. I'm curious to see how many runes total I get from that vs the cost. Obviously, the comparison point is the machine that makes runes starting at 150k/rune, which scales up by 50k for each rune you buy of a particular type.

I think the Horseman's charge! skill may be subtly broken. Here's numbers from several possible attack routes (mostly attacking different enemies, so don't directly compare the damage between the different sets, except 1 and 5). All in straight lines. Equipped artifacts/kids include +1 poison damage and +1 physical damage.

2 empty hexes:
Attack - 5395-7093 damage
Charge! - 5094-6782 damage

3 empty hexes:
Attack - 4755-6206 damage
Charge! 4855-6477 damage

4 empty hexes:
Attack - 5943-7771 damage
Charge! - 6269-8359 damage

1 empty hex: Same enemy as 5 empty hexes
Attack - 5083-6647
Charge!: 4905-6541

5 empty hexes: Same enemy as 1 empty hex
Attack - 6932-9064
Charge! - 7565-9953

Supposedly, attacking in a straight line is +10% damage per hex, and charge is 15% per hex. So why does attack do more damage over 1 and 2 hexes and charge do more over 3+?


Kiras 05-19-2014 07:21 PM

What you say makes sense, however, there was no backing up in my experiments. I just tried this again: Walking a horseman forward one hex at a time and comparing charge vs normal attack. When he was really close to the enemy, he didn't have the movement left to back up, but normal attack was superior with 1 hex empty. I launched the attack and there was no backing up movement.

In any case, charge is useful for the no retaliation and being able to cross the map with almost no movement left, so I use both still.

MattCaspermeyer 05-20-2014 03:18 AM

I think the bonuses you have only apply to base and not talent damage...
 
I think in this case, your +1 poison and +1 physical damage may have been coming into play, as I'm pretty sure these damage bonuses only apply to base attack and not to talents (by the way, these types of bonuses are awesome on low level troops).

Horseman damage is 12-16, but with +2 your damage was technically 14-18 (+16.7% to +14.3%), while charge damage was still 12-16.

I checked some things out yesterday, and I couldn't get the horseman base attack damage to exceed the charge damage for the same hex distance, but I didn't have any bonuses.

Here are some numbers that seem to verify what is happening in your situation:

Base Attack Damage / Charge Damage: 14-18 (with your +2) / 12-16 (no bonuses)
+10% / +15%: 15.4-19.8 / 13.8-18.4
+20% / +30%: 16.8-21.6 / 15.6-20.8
+30% / +45%: 18.2-23.4 / 17.4-23.2
+40% / +60%: 19.6-25.2 / 19.2-25.6
+50% / +75%: 21.0-27.0 / 21.0-28.0
+60% / +90%: 22.4-28.8 / 22.8-30.4

So you can see that you only do more maximum damage with charge at the +40%/+60% and up cases whereas the minimum damage is always equal or lower unless you go to +60% / +90% (which would require you to have a speed bonus to your horseman). If you have other bonuses (sounds like you may have some additional melee damage bonuses) then the base attack will most likely always be higher damage because 14-18 might be 15-19 or even higher.

I'm pretty sure this is what is going on...

/C\/C\

Quote:

Originally Posted by Kiras (Post 660201)
What you say makes sense, however, there was no backing up in my experiments. I just tried this again: Walking a horseman forward one hex at a time and comparing charge vs normal attack. When he was really close to the enemy, he didn't have the movement left to back up, but normal attack was superior with 1 hex empty. I launched the attack and there was no backing up movement.

In any case, charge is useful for the no retaliation and being able to cross the map with almost no movement left, so I use both still.


Kiras 05-20-2014 04:18 AM

Yep, that explains it. Seems like skills systemically don't deal with the bonus damage items. I remember archers using their cold arrows doing less damage than their physical attack. I still love those items though.

I ended up abandoning my warrior run. Playing again as a mage. The warrior was plenty powerful, but I just find it more fun to play as a mage. Casting 2 spells a turn gives me much better control of the battlefield than having bigger stacks. So it'll probably be a week before I get to combat test the new dragons.

MattCaspermeyer 06-01-2014 08:19 PM

Mod development done for the time being
 
I'm pretty pleased with this last effort since the start of this year to update my mod to V2014-06-01.

I feel that I've implemented everything that I wanted to implement as I've improved the spell casting AI, added Blue Dragons, added options to trade containers for crystals or runes, added the rune exchange capability, added difficulty level and map bonuses to enemy hero spell power and enemy unit talents, most ability / spell / spirit ability durations are now affected by the target's resistance, and many other changes that I feel make the game more enjoyable.

So I'm going to be finishing up my current Paladin game (I'm level 29 and in the Labyrinth) and then probably take a break before I move on to modding AP/ CW / WotN / I&F / DS.

If there are any crashing bugs or bugs discovered, I'll work on an update to fix those as they are found.

I've also been updating the *.LNG files with grammar fixes found by @Dohi64 and me. There are a few grammar errors in a couple of *.LNG files in my mod (for example EN(G)_ITEMS.LNG) since I updated them before I fixed the originals. I'll probably wait for @Dohi64 to finish his current playthrough before I update my mod to include all the grammar fixes found in the *.LNG files that were updated after I modified them for my mod.

The next update in a few months will most likely (finally!) be V1.0.

Thanks to everyone's input for helping make my mod the way it is! This has been almost 4 years in the making and it is crazy to look back at all the time that has passed and how far the mod has come in that time!

:)

/C\/C\

jorko80 06-02-2014 10:57 AM

Hi Matt, thanks again for all the work you have done. It was a pleasure playing your mod :) .
I have a question - is it possible for me somehow to extract the blue dragon and implement it in other mods as well? I want to play with it in my other favorite mod for TL.
You've said "AP/ CW / WotN / I&F / DS " - what is the meaning of "DS" ?
Wish you a pleasant time working on the future mods :)
Thanks!

MattCaspermeyer 06-02-2014 06:18 PM

Quote:

Originally Posted by jorko80 (Post 661146)
Hi Matt, thanks again for all the work you have done. It was a pleasure playing your mod :) .

Thanks for the kind words - glad you enjoyed it! :)

Quote:

Originally Posted by jorko80 (Post 661146)
I have a question - is it possible for me somehow to extract the blue dragon and implement it in other mods as well? I want to play with it in my other favorite mod for TL.

It is possible, but it is not a drop in solution since my mod has many features that other mods do not have. There would have to be copying, splicing in of code, and then editing it - no small task and not easy to describe either.

Quote:

Originally Posted by jorko80 (Post 661146)
You've said "AP/ CW / WotN / I&F / DS " - what is the meaning of "DS" ?

DS is Dark Side, which you see has a few posts down below in the main King's Bounty thread. I'm not sure why it doesn't have its own forum thread heading, but it is coming out soon and you can actually buy the game now and get in on beta development if you so desire...

Quote:

Originally Posted by jorko80 (Post 661146)
Wish you a pleasant time working on the future mods :)
Thanks!

Thanks - it is going to be nice to actually play some games and take a break before I get back to it! :)

/C\/C\

Fatt_Shade 06-03-2014 07:28 PM

It was a long journey ,but many interesting and fun moments Mat :-)
I`m glad you concluded your mod, and you should be proud on your work.

Onward to future victories :-D

MattCaspermeyer 09-06-2014 12:55 AM

Quote:

Originally Posted by matod4 (Post 705707)
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

I'm not sure exactly what you mean here - do you mean you don't like the creature speed / initiative bonuses that the children provide to your units or that the difficulty level (i.e. impossible) applies to the enemy units?

Both, in my opinion, are great features of this mod because 1) it encourages you to play a unit that you might not play and 2) it makes the enemy more challenging.

Quote:

Originally Posted by matod4 (Post 706178)
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

I'm not exactly sure what you mean here, either. Are you talking about the Mana Potion that provides +30 Mana? Is your Mana limit decreasing by drinking a Mana Potion?

I've never seen that before with my mod and I did not even change any of that mechanic and so there should not be this problem.

So if you could be more clear with what you're thinking here maybe I can be of more help...

/C\/C\

matod4 09-08-2014 10:32 AM

Mine english is not so well so ill try explain once again , i had maximum mana auround 110 then i started quest where you have to battle those 3 altars in the map most left from start location.But when i finished quest i had only 30 mana maximum.And this happend also i think when i want rise mine mana cap in archamge tower , when you give archmage 2 manapotions. I have save games somewhere maybe i can send them to you. Hm?

matod4 09-08-2014 10:37 AM

Also i want to thank you for yours work done, its 100x better game than for example darks side or wont cause theres no real difficulty balance and i hope you will mod these games same way you did here, and i also wish you will do this to CW red sands or red sans extreme mod.. i like most on yours mod that you are changig attack and defense od creatures not thier numbers only.. Also is thomes for AP this good also? and do you need any help betatesting or something?

MattCaspermeyer 09-08-2014 11:22 AM

Quote:

Originally Posted by matod4 (Post 706261)
Mine english is not so well so ill try explain once again , i had maximum mana auround 110 then i started quest where you have to battle those 3 altars in the map most left from start location.But when i finished quest i had only 30 mana maximum.And this happend also i think when i want rise mine mana cap in archamge tower , when you give archmage 2 manapotions. I have save games somewhere maybe i can send them to you. Hm?

Hmmm... I've never had any problem with this part of the game before, but perhaps it is something that I did. If you can email the save games to me with instructions on how to repeat the problem then I'll do my best to see if I can find the problem and fix it (my email address is in the readme file for my mod that you downloaded).

Thanks in advance for sending me the saves and reporting the problem here in the forum!

/C\/C\

MattCaspermeyer 09-08-2014 11:28 AM

Quote:

Originally Posted by matod4 (Post 706262)
Also i want to thank you for yours work done, its 100x better game than for example darks side or wont cause theres no real difficulty balance and i hope you will mod these games same way you did here, and i also wish you will do this to CW red sands or red sans extreme mod.. i like most on yours mod that you are changig attack and defense od creatures not thier numbers only.. Also is thomes for AP this good also? and do you need any help betatesting or something?

Thanks for the kind words! :)

I've been playing Dark Side recently, but hope to get back to modding AP / CW soon.

I released just some basic alpha versions of my Tomes mod for those 2 games, but I ran into a snag with the implementation of my mod so I've been taking a break so that I can start fresh on the problem.

I hope to get back to modding them in another few months.

I do plan to mod the new games at some point, but there's only so much time in the day and I kind of needed a break from modding and so have been enjoying playing games again.

We'll see how it goes...

/C\/C\

MattCaspermeyer 09-12-2014 11:13 PM

Scratching my head on this problem and other ideas...
 
Quote:

Originally Posted by MattCaspermeyer (Post 706264)
Hmmm... I've never had any problem with this part of the game before, but perhaps it is something that I did. If you can email the save games to me with instructions on how to repeat the problem then I'll do my best to see if I can find the problem and fix it (my email address is in the readme file for my mod that you downloaded).

Thanks in advance for sending me the saves and reporting the problem here in the forum!

/C\/C\

Just an update on this as @matod4 did send me two save game files, but I could not repeat it. One of the save games was before the problem happened and the other afterwards. I could see that his Mana was lower, but when I played from the save game before the problem and repeated the Magic Range and Staff quests, I had no issues.

So I'm just scratching my head on that one. For now, since I can't repeat it we'll just keep an eye out for it, but if anyone runs into this problem, please let me know - preferably with a save game that repeats the problem in only a step or two.

I do have some bugs that I've fixed, but haven't released yet. For example, with the WotN code, Black Dragons will still land on your troops occasionally. So I just set it to use the original TL code if the Black Dragon is controlled by the computer, otherwise it will use the WotN code to allow you to use the special ability to full effect.

There are 3 functions that this ability uses and so now the AI will use all the original TL ones and humans will use the WotN code. Before I had only 2 of these 3 functions doing this and now all, but it is more likely that the one I had originally excluded was the culprit so I may do some more experimentation with this in the future to see if I can use the WotN code for the other two functions.

I've kind of been taking a break from modding, but I have some other features that are going to be nice like displaying more information about your total Mana Recovery / Rage Drain rates when you cursor over those icons.

As mentioned previously, I pretty much have everything that I want implemented and so am mostly in the debugging / polishing phase.

I'm also experimenting with having Bless / Weakness affect all talents / abilities with a range. So for example, if you Bless a troop and they have a talent that causes damage, it will also be maxed or, for example, Demons will summon at the maximum of the range. With Weakness the opposite is true.

I kind of got this idea from Dark Side, but expanded it to include all talents / abilities instead of ones that just damage. Unfortunately, there are a lot of places in the code where I had to change this so I've been trying to debug them before I do any kind of release.

I'm also thinking of expanding Critical Hits (krit) to damaging talents so that there is no penalty for using them in this regard since krit is so important. We'll see as I'm still on the fence with respect to this from its implementation in WotN / I&F / DS.

/C\/C\

SlickDragon 09-21-2015 01:15 AM

Great Mod, Bugs Galore
 
An amazing mod MattCaspermeyer, my heartfelt thanks for your great work! :-P

I doubt you are still dealing with it, but just in case I will try to list at least some of the bugs I have come across, and if you need screenshot proof of them I will go the extra mile to make sure you fully understand the issues listed. This is only a partial list of the bugs I've encountered, but over the coming weeks or months as I replay with other Heroes on Impossible I'll add more bugs and clarify things If i discover more information.

Bugs Homm3 Babies-

Archmage- Range attack doesn't cause shock, whether in Fighting Trance or otherwise (melee attacks can cause shock). Going into Trance also changes the critical hit rate incorrectly (i.e a 22% critical hit rate in normal mode due to things like belt of luck which grants +10% total by itself, can then be reduced to 15% in trance, namely a 100% critical hit increase of base and not even counting crit bonuses from Hero having 7 attack multiples and ignoring everything else). Archmage as is is borderline unplayable barring his Magic Shield.

Critical Hit rate- Plenty of issues with this. For starters though the tooltip doesn't display the effect of morale on the critical hit rate (however as far as I can tell it is correctly applying the morale bonus to the total crit rate i.e if a peasant has a 30% crit rate and +3 morale for the 200% bonus it is correctly doubling the total to 60%), even in battle the critical hit number doesn't factor in morale. However if you cast morale spells like Battle Cry, or get morale lowered from battle going long or things like Necromancer's Curse, then the critical hit number will change, albeit it will still be incorrect.

Battle dragging long morale penalty- Reduces stats BELOW their norm. For example if a unit was at +1 morale normally, but then the battle dragged long for the first -1 morale, making the total neutral, the stats of the unit will still take a slight negative hit below neutral morale affect on stats (you can see a Red effect on stats that reduce it below the base). This bug does make it beneficial to have over 3 morale on units if battles go long. Also i believe that morale reducers like Curse variants from Undead Units like Necromancer/Undead Spider and the Bone Dragon ability have the same overally powerful negative effect that lowers stats more than it should be.

Bowman- Melee attack can cause freeze or extend freeze duration (perhaps mainly against high fire resistance enemies). Same with regular ranged shots as well occasionally causing freeze or extending the duration of freeze (again likely tied to high fire resistance units).

Cyclops- Can't be Burned, Frozen, and presumably most other status effects like Stun/Poison etc. Eventhough on impossible the resistances to the respective damage types are obscenely high, there is no immunity granted to these status effects by any of its abilities and it should be fixed. "Stone" and a Tier 5 unit should not grant it immunity to basically all status effects. Period.

Mirabella- Not granting Unit Level- Atk/Def bonus to Human Race units and , only working with the 3 units (griffin, pirate, sea dog) who are listed individually. My findings indicate that any wife that lists specific units under a Unit Level- Atk/Def bonus the benefit works for them, but any units that should be included under "Race" don't get the benefit properly. This radically weakens nearly all wives and is a monumental oversight.

Rina- Human form not giving the full 12% discount to leadership for Robbers/Mauraders, seems closer to a 6% discount like the Undead rina gives to undead units (i.e Robbers at 20 base leadership are only being reduced to 19, even though it should be at minimum 18 leadership. Mauraders at 30 leadership are only getting reduced to 28, eventhough it should at minimum reduce it to 27 .)

Rina- Zombie form not granting full 12% discount to undead (I believe only 6% leadership discount). Like all wives not granting Unit Level- Atk/Def bonus to anything listed under Race, in this case Undead. States that enemies get -6% poison resistance, but is giving them -12% poison resistance (which is probably as intended since just -6% would be even more pitiful a bonus than it already is, namely debately the worst wife resist/ - enemy resist bonus).

Gerda- Not granting Unit Level- Atk/Def bonus to Dwarven Race units. Presumably all wives that grant the Race variant of Unit Level bonus don't work.

Spellcasting Bug- Spells like Sacrifice or Phantom (presumably every spell can get this bug) sometimes you can't cast a lower level of it, and it automatically casts the highest level of the spell (even if you haven't learned the respective magic school to level 3). You can for instance cast a level 1 phantom for only 14 mana and get the level 3 effect (in terms of the % and the duration) early game/for cheap, which is technically beneficial albeit broken for the player, but with something like sacrifice this can be a real problem due to gaining to many units since it automatically casts level 3 sacrifice. Not sure how to replicate this bug, but a fair amount of battles seem to have the bug randomly (if the bug isn't active for the battle then it never will happen, if at any time it does happen then it automatically will cast the level 3 version of a spell for the rest of the battle, even if you don't have the total mana to be able to cast the level 3 version, as long as you can afford the level 1 version of the spell).

Combat Takes Place Underground Morale Bonus- Some units like the Cannonneer (http://tinypic.com/usermedia.php?uo=...c#.VgA-Rt9Viko) get this undocumented Morale bonus, presumably due to its "Likes Dungeons" ability. However other units like Alchemist (http://tinypic.com/usermedia.php?uo=...c#.VgA-Q99Viko) or Dwarf (http://tinypic.com/usermedia.php?uo=...c#.VgA-Vt9Viko) with the same "Likes Dungeons" ability are not gaining the Morale bonus. Also one can see the Red status from -morale due to the battle being long, which is a negative effect beyond what losing that morale should be.

Lina's Ice Ball- Not gaining critical hit bonus from the Hero Attack (i.e the +2% from 7 attack, +4% from 14 attack etc). Is properly gaining the bonus from items like Elven Belt or Babies like Ufretin with his +40% crit rate for all units. Also not gaining the Hero resistance bonuses from multiples of 7 defense (not sure about tolerance resist bonus but will check).

Tolerance Level 3- INCREDIBLY annoying bug, level 3 tolerance ONLY gives it's +6 resist all during the first turn. As soon as units finish their turn the entire tolerance bonus goes away for the remainder of the battle. However any summons/phantoms or whatever keep the tolerance level 3 bonus for the entire battle. Basically upgrading from level 2 to level 3 in Tolerance is pointless with the bug, since atleast the level 2 Tolerance works with it's +4 resist all throughout the battle without any hitches.. The biggest loss is the extra 2% resistance from the final bonus, but even the demon/elf morale penalty negation being "lost" due to it being foolish to upgrade to Bugged Level 3 Tolerance, is unfortunate.

Werewolf Elf, Vampire, Ancient Vampire- Using their transform ability causes them to lose the hero resistances from 7 defense multiples. Potentially many other things not properly affecting them due to transformation, will possibly update (albeit am ignoring them due to the bug).

Necro's Call or Necromancer Raise Undead- The units raised don't benefit from either Hero Crit boosts from 7 attack multiples, nor resistance boosts from 7 def multiples (not sure about tolerance).

Necromancer's Raise Undead- Devastatingly bugged beyond belief. Basically if using it to resurrect another undead unit or itself it will not end the necromancer's turn, allowing him to keep using for "free" and finish his turn as he wishes either attacking, moving, defending, using another ability, or using Raise Undead to actually raise corpses which atleast does end it's turn. The best work around for fairness sake if one intends to use it as a resurrect is to use it once and then necro's turn manually with either defense or walking back to that position with the final action point to prevent the cheap defense boost. Eventhat requires one to not use the Raise Undead ability for a couple more turns manually since it doesn't start the reload countdown on the ability since it didn't "really" use it.. One way or another the battle is likely to crash if you screw around with Raise Undead, especially if in a future turn you attempt to use it on another unit.

Skeleton Archers Magic Arrow- Actually removes the difficulty (i.e Impossible) bonus which is probably a bug (but a cool feature that gives the heavily nerfed Skel Archer more juice), but it actually only lowers base damage, with all other stats still boosted with the A.I bonus (even damage from talents remains). As a whole Undead have an outrageous amount of bugs starting from the Wife, plenty of babies, nearly all the units in one capacity or another, and they go from basically the best race in original KB The Legend w/ the best wife and the only Hero Skill specifically boosting them in the form of Dark Commander, to the absolute worst race for the player in Babies. Maybe later i'll go into depth chronicling their massacre in this mod as it stands.

Babies (So many bugs it's almost disheartening, and i'm almost too lazy to chronicle all the numbers that are off but i'll try..)-

Piquedram- Numbers are off for every plant unit benefited. I.e Ancient Ents get a 5% leadership discount and 5% extra health, not the 4% each as listed (even still the number should be higher AND he should get +1 initiative/speed/morale since as the slowest base unit in the game at 1/1 init/speed he can really use it). Royal Thorn numbers are off (believe it's actually 7% discount and health bonus, not 9%), same with the thorn hunters and thorn warriors who are getting even less of a bonus then listed (which is already behind par to other babies for level 1 units). In short he can use fixes and and buffs to make him not complete garbage.

Clancy and the other Unicorn Baby- Could REALLY use +1 initiative on top of the +1 speed/morale.

Cool Features that would add to the replay value-

When starting a new game having the option to exclude certain babies from wives (if you have already acquired some of the babies in a previous playthrough and want to guarantee all new babies to eventually experience most/all of them).

Critical Hit for Abilities/Talents- Featured in the newer games, would be cool in Babies as well (including things like bless affecting Talents). Only problem is that on Impossible enemies have outrageous critical hit rates as is (seemingly a minimum of 40, and many enemy units getting near outright 100%), so having to suffer constant crits with their Talents is not particularly exciting..

Enemy Morale like in future games- Would right away benefit 3 of the Undead troops which are weakened for the player; namely Undead Spider with his Cursed ability, Necromancer with his Cursed ability, and the completely useless Bone Dragon Morale Penalty ability. This change would make the woefully weak undead slightly more playable, and not quite as imbalanced in terms of being a strong enemy but terrible army for the player to use.

Sirlancelot 03-09-2016 10:45 PM

Quote:

Originally Posted by SlickDragon (Post 710979)
An amazing mod MattCaspermeyer, my heartfelt thanks for your great work! :-P

I doubt you are still dealing with it, but just in case I will try to list at least some of the bugs I have come across, and if you need screenshot proof of them I will go the extra mile to make sure you fully understand the issues listed. This is only a partial list of the bugs I've encountered, but over the coming weeks or months as I replay with other Heroes on Impossible I'll add more bugs and clarify things If i discover more information.

Bugs Homm3 Babies-

Archmage- Range attack doesn't cause shock, whether in Fighting Trance or otherwise (melee attacks can cause shock). Going into Trance also changes the critical hit rate incorrectly (i.e a 22% critical hit rate in normal mode due to things like belt of luck which grants +10% total by itself, can then be reduced to 15% in trance, namely a 100% critical hit increase of base and not even counting crit bonuses from Hero having 7 attack multiples and ignoring everything else). Archmage as is is borderline unplayable barring his Magic Shield.

Critical Hit rate- Plenty of issues with this. For starters though the tooltip doesn't display the effect of morale on the critical hit rate (however as far as I can tell it is correctly applying the morale bonus to the total crit rate i.e if a peasant has a 30% crit rate and +3 morale for the 200% bonus it is correctly doubling the total to 60%), even in battle the critical hit number doesn't factor in morale. However if you cast morale spells like Battle Cry, or get morale lowered from battle going long or things like Necromancer's Curse, then the critical hit number will change, albeit it will still be incorrect.

Battle dragging long morale penalty- Reduces stats BELOW their norm. For example if a unit was at +1 morale normally, but then the battle dragged long for the first -1 morale, making the total neutral, the stats of the unit will still take a slight negative hit below neutral morale affect on stats (you can see a Red effect on stats that reduce it below the base). This bug does make it beneficial to have over 3 morale on units if battles go long. Also i believe that morale reducers like Curse variants from Undead Units like Necromancer/Undead Spider and the Bone Dragon ability have the same overally powerful negative effect that lowers stats more than it should be.

Bowman- Melee attack can cause freeze or extend freeze duration (perhaps mainly against high fire resistance enemies). Same with regular ranged shots as well occasionally causing freeze or extending the duration of freeze (again likely tied to high fire resistance units).

Cyclops- Can't be Burned, Frozen, and presumably most other status effects like Stun/Poison etc. Eventhough on impossible the resistances to the respective damage types are obscenely high, there is no immunity granted to these status effects by any of its abilities and it should be fixed. "Stone" and a Tier 5 unit should not grant it immunity to basically all status effects. Period.

Mirabella- Not granting Unit Level- Atk/Def bonus to Human Race units and , only working with the 3 units (griffin, pirate, sea dog) who are listed individually. My findings indicate that any wife that lists specific units under a Unit Level- Atk/Def bonus the benefit works for them, but any units that should be included under "Race" don't get the benefit properly. This radically weakens nearly all wives and is a monumental oversight.

Rina- Human form not giving the full 12% discount to leadership for Robbers/Mauraders, seems closer to a 6% discount like the Undead rina gives to undead units (i.e Robbers at 20 base leadership are only being reduced to 19, even though it should be at minimum 18 leadership. Mauraders at 30 leadership are only getting reduced to 28, eventhough it should at minimum reduce it to 27 .)

Rina- Zombie form not granting full 12% discount to undead (I believe only 6% leadership discount). Like all wives not granting Unit Level- Atk/Def bonus to anything listed under Race, in this case Undead. States that enemies get -6% poison resistance, but is giving them -12% poison resistance (which is probably as intended since just -6% would be even more pitiful a bonus than it already is, namely debately the worst wife resist/ - enemy resist bonus).

Gerda- Not granting Unit Level- Atk/Def bonus to Dwarven Race units. Presumably all wives that grant the Race variant of Unit Level bonus don't work.

Spellcasting Bug- Spells like Sacrifice or Phantom (presumably every spell can get this bug) sometimes you can't cast a lower level of it, and it automatically casts the highest level of the spell (even if you haven't learned the respective magic school to level 3). You can for instance cast a level 1 phantom for only 14 mana and get the level 3 effect (in terms of the % and the duration) early game/for cheap, which is technically beneficial albeit broken for the player, but with something like sacrifice this can be a real problem due to gaining to many units since it automatically casts level 3 sacrifice. Not sure how to replicate this bug, but a fair amount of battles seem to have the bug randomly (if the bug isn't active for the battle then it never will happen, if at any time it does happen then it automatically will cast the level 3 version of a spell for the rest of the battle, even if you don't have the total mana to be able to cast the level 3 version, as long as you can afford the level 1 version of the spell).

Combat Takes Place Underground Morale Bonus- Some units like the Cannonneer (http://tinypic.com/usermedia.php?uo=...c#.VgA-Rt9Viko) get this undocumented Morale bonus, presumably due to its "Likes Dungeons" ability. However other units like Alchemist (http://tinypic.com/usermedia.php?uo=...c#.VgA-Q99Viko) or Dwarf (http://tinypic.com/usermedia.php?uo=...c#.VgA-Vt9Viko) with the same "Likes Dungeons" ability are not gaining the Morale bonus. Also one can see the Red status from -morale due to the battle being long, which is a negative effect beyond what losing that morale should be.

Lina's Ice Ball- Not gaining critical hit bonus from the Hero Attack (i.e the +2% from 7 attack, +4% from 14 attack etc). Is properly gaining the bonus from items like Elven Belt or Babies like Ufretin with his +40% crit rate for all units. Also not gaining the Hero resistance bonuses from multiples of 7 defense (not sure about tolerance resist bonus but will check).

Tolerance Level 3- INCREDIBLY annoying bug, level 3 tolerance ONLY gives it's +6 resist all during the first turn. As soon as units finish their turn the entire tolerance bonus goes away for the remainder of the battle. However any summons/phantoms or whatever keep the tolerance level 3 bonus for the entire battle. Basically upgrading from level 2 to level 3 in Tolerance is pointless with the bug, since atleast the level 2 Tolerance works with it's +4 resist all throughout the battle without any hitches.. The biggest loss is the extra 2% resistance from the final bonus, but even the demon/elf morale penalty negation being "lost" due to it being foolish to upgrade to Bugged Level 3 Tolerance, is unfortunate.

Werewolf Elf, Vampire, Ancient Vampire- Using their transform ability causes them to lose the hero resistances from 7 defense multiples. Potentially many other things not properly affecting them due to transformation, will possibly update (albeit am ignoring them due to the bug).

Necro's Call or Necromancer Raise Undead- The units raised don't benefit from either Hero Crit boosts from 7 attack multiples, nor resistance boosts from 7 def multiples (not sure about tolerance).

Necromancer's Raise Undead- Devastatingly bugged beyond belief. Basically if using it to resurrect another undead unit or itself it will not end the necromancer's turn, allowing him to keep using for "free" and finish his turn as he wishes either attacking, moving, defending, using another ability, or using Raise Undead to actually raise corpses which atleast does end it's turn. The best work around for fairness sake if one intends to use it as a resurrect is to use it once and then necro's turn manually with either defense or walking back to that position with the final action point to prevent the cheap defense boost. Eventhat requires one to not use the Raise Undead ability for a couple more turns manually since it doesn't start the reload countdown on the ability since it didn't "really" use it.. One way or another the battle is likely to crash if you screw around with Raise Undead, especially if in a future turn you attempt to use it on another unit.

Skeleton Archers Magic Arrow- Actually removes the difficulty (i.e Impossible) bonus which is probably a bug (but a cool feature that gives the heavily nerfed Skel Archer more juice), but it actually only lowers base damage, with all other stats still boosted with the A.I bonus (even damage from talents remains). As a whole Undead have an outrageous amount of bugs starting from the Wife, plenty of babies, nearly all the units in one capacity or another, and they go from basically the best race in original KB The Legend w/ the best wife and the only Hero Skill specifically boosting them in the form of Dark Commander, to the absolute worst race for the player in Babies. Maybe later i'll go into depth chronicling their massacre in this mod as it stands.

Babies (So many bugs it's almost disheartening, and i'm almost too lazy to chronicle all the numbers that are off but i'll try..)-

Piquedram- Numbers are off for every plant unit benefited. I.e Ancient Ents get a 5% leadership discount and 5% extra health, not the 4% each as listed (even still the number should be higher AND he should get +1 initiative/speed/morale since as the slowest base unit in the game at 1/1 init/speed he can really use it). Royal Thorn numbers are off (believe it's actually 7% discount and health bonus, not 9%), same with the thorn hunters and thorn warriors who are getting even less of a bonus then listed (which is already behind par to other babies for level 1 units). In short he can use fixes and and buffs to make him not complete garbage.

Clancy and the other Unicorn Baby- Could REALLY use +1 initiative on top of the +1 speed/morale.

Cool Features that would add to the replay value-

When starting a new game having the option to exclude certain babies from wives (if you have already acquired some of the babies in a previous playthrough and want to guarantee all new babies to eventually experience most/all of them).

Critical Hit for Abilities/Talents- Featured in the newer games, would be cool in Babies as well (including things like bless affecting Talents). Only problem is that on Impossible enemies have outrageous critical hit rates as is (seemingly a minimum of 40, and many enemy units getting near outright 100%), so having to suffer constant crits with their Talents is not particularly exciting..

Enemy Morale like in future games- Would right away benefit 3 of the Undead troops which are weakened for the player; namely Undead Spider with his Cursed ability, Necromancer with his Cursed ability, and the completely useless Bone Dragon Morale Penalty ability. This change would make the woefully weak undead slightly more playable, and not quite as imbalanced in terms of being a strong enemy but terrible army for the player to use.

Are you using the unofficial patch V1.7 Build 35,396 provided by Matt?: http://forum.1cpublishing.eu/showthr...873#post664873

Sirlancelot 10-02-2016 05:16 PM

Allright, Matt, I'm playing with a warrior the Gamersgate version of the game, that is, theorically, latest one. :)

Issues/bugs I have found so far:

- Critical percent rate doesn't take anger into account. At least the numbers says so (they remain the same regardless your current rage quantity)

- My hero has been defeated several times already and still gains a full army and money after losing. Is this intentional?

- Whenever a unit does 11x damage, damage output text is apparently incorrec. Higher than it should. Like ten times or so.

I didn't suffer a CTD or frozen screen bug yet. *Cross fingers* =P

MattCaspermeyer 10-03-2016 08:00 PM

Looks like I need to get my head back into this stuff...
 
Hmmm... Let me see if I can answer your questions...

Quote:

Originally Posted by Sirlancelot (Post 714293)
Allright, Matt, I'm playing with a warrior the Gamersgate version of the game, that is, theorically, latest one. :)

Issues/bugs I have found so far:

- Critical percent rate doesn't take anger into account. At least the numbers says so (they remain the same regardless your current rage quantity)

Is that the critical percent on the Hero card? Where you cursor on his Attack? Or is it somewhere else? At any rate, I think if you cursor on the Hero's Attack, it is meant to show the increase in critical hit as a function of the Hero's Attack value. If it is on the Unit Card, then I probably didn't think to take into account adding the Anger Skill critical hit to their card.

I'll have to take a look at this (although I probably don't have the time at this juncture) and see what is going on here...

Quote:

Originally Posted by Sirlancelot (Post 714293)
- My hero has been defeated several times already and still gains a full army and money after losing. Is this intentional?

Ummm, I'm not sure - what do you mean by the full army? Similar to what you started with or your current army? I remember that when I randomized the Hero's starting army, I actually saved it so that I could recall it later if needed. Now I can't remember what is going on here - but you should get either the same army you started the game with, or a newly created one up to your current leadership. So maybe it is intentional - I'll have to take a look. As far as money goes, I can't remember what happens here, either...

Quote:

Originally Posted by Sirlancelot (Post 714293)
- Whenever a unit does 11x damage, damage output text is apparently incorrec. Higher than it should. Like ten times or so.

What is 11x damage? I did fiddle with this a little bit to get the Bless and Weakness spells to show max and min damage correctly with the +1 / -1 modifiers, but I think everything else should be okay, but I need to understand what you mean by 11x damage (and the scenario under which this occurs).

Quote:

Originally Posted by Sirlancelot (Post 714293)
I didn't suffer a CTD or frozen screen bug yet. *Cross fingers* =P

Well that's encouraging! :-)

Man, I haven't fiddled with any of this stuff in years, so I'm a bit foggy with it. I'll have to get my head back into it to fully answer your questions...

At any rate - thanks for the post!

:-)

Matt

Sirlancelot 10-04-2016 07:10 PM

Hey Matt, how nice to see you around again! ^^

Quote:

Originally Posted by MattCaspermeyer (Post 714311)
Hmmm... Let me see if I can answer your questions...

Is that the critical percent on the Hero card? Where you cursor on his Attack? Or is it somewhere else? At any rate, I think if you cursor on the Hero's Attack, it is meant to show the increase in critical hit as a function of the Hero's Attack value. If it is on the Unit Card, then I probably didn't think to take into account adding the Anger Skill critical hit to their card.

I'll have to take a look at this (although I probably don't have the time at this juncture) and see what is going on here...

Ummm, I'm not sure - what do you mean by the full army? Similar to what you started with or your current army? I remember that when I randomized the Hero's starting army, I actually saved it so that I could recall it later if needed. Now I can't remember what is going on here - but you should get either the same army you started the game with, or a newly created one up to your current leadership. So maybe it is intentional - I'll have to take a look. As far as money goes, I can't remember what happens here, either...

What is 11x damage? I did fiddle with this a little bit to get the Bless and Weakness spells to show max and min damage correctly with the +1 / -1 modifiers, but I think everything else should be okay, but I need to understand what you mean by 11x damage (and the scenario under which this occurs).

Well that's encouraging! :-)

Man, I haven't fiddled with any of this stuff in years, so I'm a bit foggy with it. I'll have to get my head back into it to fully answer your questions...

At any rate - thanks for the post!

:-)

Matt

You're very welcome.

Yes, the hint displayed when placing the cursor over the Attack attribute. It seems to overlook Rage quantity. I have not obtained Spirits of Rage cage yet, though. Maybe it's normal.

An army based on your level plus some gold. Approx 9000 gold first, then 2700. Also based on your level, I guess.

I think the number of units you get should be periodically reduced and lessen overall. Otherwise it's very difficult to actually lose the game. In fact, the mechanic can be exploited.

About the 11x damage output. Nevermind. My fault. The floating numbers show both the damage inflicted and the number of units killed mixed together. Hence my confusion.

MattCaspermeyer 10-05-2016 02:32 AM

Quote:

Originally Posted by Sirlancelot (Post 714326)
Hey Matt, how nice to see you around again! ^^

Thanks! I'm not sure how much back I am, but hopefully I'll be popping by more than once a year! ;-)

Quote:

Originally Posted by Sirlancelot (Post 714326)
Yes, the hint displayed when placing the cursor over the Attack attribute. It seems to overlook Rage quantity. I have not obtained Spirits of Rage cage yet, though. Maybe it's normal.

Yah, so when you cursor on Attack, it shows the "krit" increase due to just your attack skill, cursoring on Defense shows the increase in resistance to all, and cursoring on Intellect shows the increase in damage / spell duration. None of these show any other bonuses to my knowledge.

Quote:

Originally Posted by Sirlancelot (Post 714326)
An army based on your level plus some gold. Approx 9000 gold first, then 2700. Also based on your level, I guess.

I think the number of units you get should be periodically reduced and lessen overall. Otherwise it's very difficult to actually lose the game. In fact, the mechanic can be exploited.

I can't quite remember here if it is affected by the difficulty level (I should probably look it up, but it is possible that when playing harder difficulty levels that the number of troops and gold goes down) - I just can't remember right now.

At any rate, a counter could be used to divide into this value (for example, the first time, it is divided by 1 (so 100%), the second time 2 (so 50%), the third time 3 (or 33.3%), etc.). This would apply to both number of troops and gold. That way every time you die, the value diminishes.

I don't have any plans to do any update right now, but let me think about this...

Quote:

Originally Posted by Sirlancelot (Post 714326)
About the 11x damage output. Nevermind. My fault. The floating numbers show both the damage inflicted and the number of units killed mixed together. Hence my confusion.

Okay, thank goodness!

I do actually have some unfinished changes that are in the works, but it has been so long that I'd have to get my head back into it to see.

The biggest issue was that when I added the Black Dragon code from the newer expansions to allow you to map out their fire path, the AI code didn't work properly with the Legend so that sometimes the AI would land on a troop. I changed it so that the AI uses the TL code (which of course works perfectly with the Legend) and then if it is a human player then you use the new code.

I also was looking at the bonuses for the babies and comparing them to the tomes and I thought that the tomes bonuses for various HOMM3 skills were possibly better so I was incorporating some of that into the TL baby bonuses. That was a lot of work, but I was working on some automation so that I wouldn't go crazy with manually entering in all the data.

There were some other things, that escape me, but hopefully I'll fiddle with it sometime in the near future.

Anyway, thanks for the comments!

:-)

Matt

Sirlancelot 10-05-2016 06:17 PM

Quote:

Originally Posted by MattCaspermeyer (Post 714332)
Yah, so when you cursor on Attack, it shows the "krit" increase due to just your attack skill, cursoring on Defense shows the increase in resistance to all, and cursoring on Intellect shows the increase in damage / spell duration. None of these show any other bonuses to my knowledge.

Rage description in the Hero card states the characteristic increases the chance of criticals.

Quote:

Originally Posted by MattCaspermeyer (Post 714332)
I can't quite remember here if it is affected by the difficulty level (I should probably look it up, but it is possible that when playing harder difficulty levels that the number of troops and gold goes down) - I just can't remember right now.

At any rate, a counter could be used to divide into this value (for example, the first time, it is divided by 1 (so 100%), the second time 2 (so 50%), the third time 3 (or 33.3%), etc.). This would apply to both number of troops and gold. That way every time you die, the value diminishes.

I don't have any plans to do any update right now, but let me think about this...

Sounds fine. Another good modification would be to revise conditions of victory. Whenever you're fighting and the opponent isn't able to win anymore, the combat should end. Otherwise skills like Gift of life and the like become exploitable.

Quote:

Originally Posted by MattCaspermeyer (Post 714332)
I do actually have some unfinished changes that are in the works, but it has been so long that I'd have to get my head back into it to see.

The biggest issue was that when I added the Black Dragon code from the newer expansions to allow you to map out their fire path, the AI code didn't work properly with the Legend so that sometimes the AI would land on a troop. I changed it so that the AI uses the TL code (which of course works perfectly with the Legend) and then if it is a human player then you use the new code.

I also was looking at the bonuses for the babies and comparing them to the tomes and I thought that the tomes bonuses for various HOMM3 skills were possibly better so I was incorporating some of that into the TL baby bonuses. That was a lot of work, but I was working on some automation so that I wouldn't go crazy with manually entering in all the data.

There were some other things, that escape me, but hopefully I'll fiddle with it sometime in the near future.

Anyway, thanks for the comments!

:-)

Matt

No problem, I'm having much fun. There're little bugs scattered all over the place, but overall, the experience is fantastic. If you're interested I'll comment on issues later on. Many are neligible (like some typos here and there), while others could be more of a problem. For example, Enchanted Hero resurrection/random beneficial effect seems to always kick as long an unit takes damage, regardless the source of such damage. And fire or poison can make it trigger more than once.

MattCaspermeyer 10-07-2016 11:49 PM

Quote:

Originally Posted by Sirlancelot (Post 714346)
Rage description in the Hero card states the characteristic increases the chance of criticals.

Does it? Dang, I forgot about this! I'll need to check it out and see what it says...

Quote:

Originally Posted by Sirlancelot (Post 714346)
Another good modification would be to revise conditions of victory. Whenever you're fighting and the opponent isn't able to win anymore, the combat should end. Otherwise skills like Gift of life and the like become exploitable.

I could see no end to the cursing from people here if this were implemented, fortunately, it seems pretty hard to implement, plus the AI never gives up technically and I can see people would just change their strategy to account for it and still do what they need to do to exploit it.

There could always be a turn limit, though, I guess where you either lose the battle or start sustaining lots of damage.

Note that I took the other tact where I make your troops tired, and you can't regenerate mana / rage any more, etc. so I think this makes up for it pretty well...

Quote:

Originally Posted by Sirlancelot (Post 714346)
No problem, I'm having much fun. There're little bugs scattered all over the place, but overall, the experience is fantastic. If you're interested I'll comment on issues later on. Many are neligible (like some typos here and there), while others could be more of a problem. For example, Enchanted Hero resurrection/random beneficial effect seems to always kick as long an unit takes damage, regardless the source of such damage. And fire or poison can make it trigger more than once.

I would love to see your comments as I can always use them to improve it if I ever get back into it. I also mean to check @SlickDragon's comments just to ensure that he hasn't found anything there, but I think he was using the wrong KB.EXE that you suggested and that's why he had so many issues.

I'm playing (or at least I was) Ice & Fire right now since I never played it all the way through. Unfortunately, I haven't played it in about a month since I have so many other things that are soaking up my time right now...

Matt

Sirlancelot 10-11-2016 04:40 PM

Quote:

Originally Posted by MattCaspermeyer (Post 714378)
Does it? Dang, I forgot about this! I'll need to check it out and see what it says...

Yep. It textually says "the higher the rage, the higher the chance of a critical".

Quote:

Originally Posted by MattCaspermeyer (Post 714378)
I could see no end to the cursing from people here if this were implemented, fortunately, it seems pretty hard to implement, plus the AI never gives up technically and I can see people would just change their strategy to account for it and still do what they need to do to exploit it.

There could always be a turn limit, though, I guess where you either lose the battle or start sustaining lots of damage.

Note that I took the other tact where I make your troops tired, and you can't regenerate mana / rage any more, etc. so I think this makes up for it pretty well...

Heheh. Yeah, perhaps some of them would swear. However eventually, everybody who install your mod is looking for new challenges and emotions, so it should pay off.

The turn limit is an interesting concept. Moreover, probably complementary with your current penalties approach. First time I saw the penalties in action I really like the concept and how it was implemented, by the way. It makes sense the troops get fatigued over time.

Quote:

Originally Posted by MattCaspermeyer (Post 714378)
I would love to see your comments as I can always use them to improve it if I ever get back into it. I also mean to check @SlickDragon's comments just to ensure that he hasn't found anything there, but I think he was using the wrong KB.EXE that you suggested and that's why he had so many issues.

I'm playing (or at least I was) Ice & Fire right now since I never played it all the way through. Unfortunately, I haven't played it in about a month since I have so many other things that are soaking up my time right now...

Matt

To name a few:

Minor bugs:

- Polar bears critical percent chance bonus derived from Barbarian presence is apparently not applied. The morale bonus shows up/is displayed, and as a consequence attack and defence are improved, but the critical percent remains the same.

- Rockfall can frighten instead of stun. It feels ok, though. Watch meteors falling from the sky must be quite scary.

A typo:

- All bleeding creatures show up as attacked by a werewolf. I mean, when you place the cursor over their claw icon, the description always point to the lupines, regardless the source of the damage.

MattCaspermeyer 10-27-2016 02:48 AM

Quote:

Originally Posted by Sirlancelot (Post 714420)
Yep. It textually says "the higher the rage, the higher the chance of a critical".

Oh, okay - I guess I just didn't remember that. I'll have to look into it in the future...

Quote:

Originally Posted by Sirlancelot (Post 714420)
Heheh. Yeah, perhaps some of them would swear. However eventually, everybody who install your mod is looking for new challenges and emotions, so it should pay off.

The turn limit is an interesting concept. Moreover, probably complementary with your current penalties approach. First time I saw the penalties in action I really like the concept and how it was implemented, by the way. It makes sense the troops get fatigued over time.

Good points there.

Quote:

Originally Posted by Sirlancelot (Post 714420)
To name a few:

Minor bugs:

- Polar bears critical percent chance bonus derived from Barbarian presence is apparently not applied. The morale bonus shows up/is displayed, and as a consequence attack and defence are improved, but the critical percent remains the same.

Okay - I'll have to check that in the future...

Quote:

Originally Posted by Sirlancelot (Post 714420)
Rockfall can frighten instead of stun. It feels ok, though. Watch meteors falling from the sky must be quite scary.

Really? That's not right! Not sure what happened there - I must have broke something...

Quote:

Originally Posted by Sirlancelot (Post 714420)
A typo:

- All bleeding creatures show up as attacked by a werewolf. I mean, when you place the cursor over their claw icon, the description always point to the lupines, regardless the source of the damage.

I guess I didn't realize that the bleeding text was so specific to werewolves. I'll have to fix that in the future...

Okay, sorry for the late reply - so many other things going on for me right now...

I have no plans to fix any of this stuff in the near term, but hopefully once my schedule frees up I'll get back to this stuff...

Matt

Sirlancelot 10-30-2016 04:45 PM

It would be possible to insert a countdown within combat? I mean, that you only have x seconds per turn to decide your next play/move.

I really miss such a feature.

MattCaspermeyer 11-02-2016 01:32 AM

I don't think so...
 
Uhmmm I don't think so since I think it would violate the turn-based paradigm of the tactical combat system that is hard coded into the game.

Quote:

Originally Posted by Sirlancelot (Post 714538)
It would be possible to insert a countdown within combat? I mean, that you only have x seconds per turn to decide your next play/move.

I really miss such a feature.


Sirlancelot 09-12-2017 07:02 PM

I've been playing my Warrior game for a while :) Some reflections:

- Gizmo feels overpowered. You can resurrect infinite units with it. Should be definitely nerfed, in my opinion.

- Sometimes Evil Beholders take control of their own companions instead of player's.

MattCaspermeyer 09-13-2017 03:14 AM

Quote:

Originally Posted by Sirlancelot (Post 716739)
I've been playing my Warrior game for a while :) Some reflections:

- Gizmo feels overpowered. You can resurrect infinite units with it. Should be definitely nerfed, in my opinion.

Well, not infinite - it has a counter that counts down with each resurrection (or attack) and once consumed then it disappears; heals don't consume a charge (it actually indicates how many charges it has left in the battle log). The max charges are 9 if you are able to max that part of Gizmo out and it starts with just 1 (and each upgrade that increases charges increases it by just 1). Gizmo checks the power of your enemy versus yours and the percent of power to another determines attack percent vs heal / resurrect percent. So if your enemy's power is 75% and yours is 25% then there is a 75% it will attack the enemy versus 25% chance that it will heal / resurrect. So you can see that as the enemy's power depletes the higher percent chance that it will heal / resurrect your units and as the enemy's power rises the higher percent chance it will attack.

It is also smart and heals / resurrects higher level units (especially level 5's) before lower level units as well as prioritizes the removal of highly negative effects on your units / highly beneficial effects on your enemies.

Also, Lina has to be over level 40 to get the last two charges and so maxing her Gizmo out is difficult unless you work on her damage abilities (which is pretty much just Ice Thorns). Her other abilities are very potent, too (even Ice Thorns) and so maxing out Gizmo is often not a priority until later in the game since its starting single charge is usually a deterrent for other abilities until you are much later in the game / Lina is very high in level.

Gizmo can become very powerful towards the end game (mostly due to its intelligence that I added), but the enemy hero's spells are terribly devastating so in my experience it balances out in the end.

Quote:

Originally Posted by Sirlancelot (Post 716739)
- Sometimes Evil Beholders take control of their own companions instead of player's.

Interesting - have you ever seen this in the unmodded game? I'm not sure if I made a change here, but this one is obviously a bug.

I wish I had the time / interest to come back to this and fix bugs like this and add features that I still want to put in (Haas unique spell for final battle: Summon Dragon, anyone?), but unfortunately, I've been so dialed out of King's Bounty and gaming in general that I doubt I'd ever get back into to it to research and fix something like this, but you never know...

Thanks for the comments and it is amazing that you're still playing! :-)

Matt

Sirlancelot 09-13-2017 10:29 PM

Quote:

Originally Posted by MattCaspermeyer (Post 716741)
Well, not infinite - it has a counter that counts down with each resurrection (or attack) and once consumed then it disappears; heals don't consume a charge (it actually indicates how many charges it has left in the battle log). The max charges are 9 if you are able to max that part of Gizmo out and it starts with just 1 (and each upgrade that increases charges increases it by just 1). Gizmo checks the power of your enemy versus yours and the percent of power to another determines attack percent vs heal / resurrect percent. So if your enemy's power is 75% and yours is 25% then there is a 75% it will attack the enemy versus 25% chance that it will heal / resurrect. So you can see that as the enemy's power depletes the higher percent chance that it will heal / resurrect your units and as the enemy's power rises the higher percent chance it will attack.

It is also smart and heals / resurrects higher level units (especially level 5's) before lower level units as well as prioritizes the removal of highly negative effects on your units / highly beneficial effects on your enemies.

Also, Lina has to be over level 40 to get the last two charges and so maxing her Gizmo out is difficult unless you work on her damage abilities (which is pretty much just Ice Thorns). Her other abilities are very potent, too (even Ice Thorns) and so maxing out Gizmo is often not a priority until later in the game since its starting single charge is usually a deterrent for other abilities until you are much later in the game / Lina is very high in level.

Gizmo can become very powerful towards the end game (mostly due to its intelligence that I added), but the enemy hero's spells are terribly devastating so in my experience it balances out in the end.

Problem is, you can invoke Gizmo several times until your rage is consumed, which translates into tons of resurrections. In fact, you can even have more than one Gizmo floating over the battlefield.

It improved AI is moore than welcome, just keep in mind the exploits.

MattCaspermeyer 09-14-2017 04:35 AM

Quote:

Originally Posted by Sirlancelot (Post 716749)
Problem is, you can invoke Gizmo several times until your rage is consumed, which translates into tons of resurrections. In fact, you can even have more than one Gizmo floating over the battlefield.

It improved AI is moore than welcome, just keep in mind the exploits.

Can't argue with you there, but the min turns for a max Gizmo is 5 (9 without any rest reductions) so you can get 2 max at a time (sometimes 3 if the first one is traveling or healing instead of using a charge); however, by the time you factor in its rage cost (min of 70 when maxed out vs 115 without any rage reductions), the rage / mana generation reduction due to the round of battle and you'd probably be able to cast only 4 max per battle towards the end of the game, possibly 5 if you play the Warrior when playing impossible difficulty level.

Since the Warrior's Resurrection spell casting is typically weak, you can see Gizmo being a big help for the Warrior class and since the Mage has a hard time getting a lot of Rage accumulation it is a lot harder to cast Gizmo a lot for the Mage, which offsets his Resurrection spell power.

So in my experience, things tend to balance out and if you're casting Gizmo, you're missing out on the other Lina abilities and so usually Lina's first casts are for offensive abilities (of which Gizmo is a possibility) and then Gizmo is cast after round 5 (no hero fight) or 10 (hero fight) to start resurrecting your fallen units.

Gizmo is a powerful ability of Lina's when maxed out, but I think it is more than made up for on the impossible difficulty level by the strength of your enemies.

Thanks for the comments!

:-)

Matt

Sirlancelot 09-27-2017 11:43 AM

Quote:

Originally Posted by MattCaspermeyer (Post 716751)
Can't argue with you there, but the min turns for a max Gizmo is 5 (9 without any rest reductions) so you can get 2 max at a time (sometimes 3 if the first one is traveling or healing instead of using a charge); however, by the time you factor in its rage cost (min of 70 when maxed out vs 115 without any rage reductions), the rage / mana generation reduction due to the round of battle and you'd probably be able to cast only 4 max per battle towards the end of the game, possibly 5 if you play the Warrior when playing impossible difficulty level.

Since the Warrior's Resurrection spell casting is typically weak, you can see Gizmo being a big help for the Warrior class and since the Mage has a hard time getting a lot of Rage accumulation it is a lot harder to cast Gizmo a lot for the Mage, which offsets his Resurrection spell power.

So in my experience, things tend to balance out and if you're casting Gizmo, you're missing out on the other Lina abilities and so usually Lina's first casts are for offensive abilities (of which Gizmo is a possibility) and then Gizmo is cast after round 5 (no hero fight) or 10 (hero fight) to start resurrecting your fallen units.

Gizmo is a powerful ability of Lina's when maxed out, but I think it is more than made up for on the impossible difficulty level by the strength of your enemies.

Thanks for the comments!

:-)

Matt

Well, I'm restraining myself and reserving it against heroes.

What's annoying me now is the 0% chance to shock of my archmages. It was supposed to be higher and work sometimes, specially when the "frozen" condition is met, but I don't remember a single time it did.

MattCaspermeyer 09-29-2017 04:07 AM

Hey, what part of the game are you in by the way, and how high is your hero level, your spirit levels, etc., etc.?

Sirlancelot 09-29-2017 12:27 PM

Quote:

Originally Posted by MattCaspermeyer (Post 716789)
Hey, what part of the game are you in by the way, and how high is your hero level, your spirit levels, etc., etc.?

Ellinia- Death Valley. :)

23, if I recall correctly. My spirits are something like 32, 23,23, 27.

MattCaspermeyer 09-29-2017 11:26 PM

Have you tried the Blue Dragons, yet? Have you had to fight any yet?

Sirlancelot 09-30-2017 11:26 AM

Quote:

Originally Posted by MattCaspermeyer (Post 716791)
Have you tried the Blue Dragons, yet? Have you had to fight any yet?

Yep. And they worked allright. No crashes nor any other inconvenience.

They're quite powerful, by the way. Took me one or two arrows to defeat them, heh heh.

Sirlancelot 10-06-2017 06:28 PM

Ok, this is serious It seems I cannot defeat Karador no matter the army. Five attempts and nothing. Already cleared Demonis and everything else you can do before the fight.

EDITED: Cyclops did the trick.

MattCaspermeyer 10-08-2017 12:47 AM

Well, better late than never!
 
***EDIT***

Okay, I've delved into these issues more and I'm thinking pretty much all the issues I thought were game build ones are real bugs that I've probably added along the way - I'll provide more detail below...

***EDIT***

I've kind of been getting back up to speed on where I left off, but I wanted to address these comments to at least let people know that I've looked at these issues...

These comments also assume that you are using the proper game build and that could be part of the problems...

By the way, I'm not sure if I have the time to do all this, but if I do then that's what it means when I'll look into something...

Quote:

Originally Posted by SlickDragon (Post 710979)
An amazing mod MattCaspermeyer, my heartfelt thanks for your great work! :-P

Thanks! :-)

Quote:

Originally Posted by SlickDragon (Post 710979)
I doubt you are still dealing with it, but just in case I will try to list at least some of the bugs I have come across, and if you need screenshot proof of them I will go the extra mile to make sure you fully understand the issues listed. This is only a partial list of the bugs I've encountered, but over the coming weeks or months as I replay with other Heroes on Impossible I'll add more bugs and clarify things If i discover more information.

Ok

Quote:

Originally Posted by SlickDragon (Post 710979)
Bugs Homm3 Babies-

Archmage- Range attack doesn't cause shock, whether in Fighting Trance or otherwise (melee attacks can cause shock). Going into Trance also changes the critical hit rate incorrectly (i.e a 22% critical hit rate in normal mode due to things like belt of luck which grants +10% total by itself, can then be reduced to 15% in trance, namely a 100% critical hit increase of base and not even counting crit bonuses from Hero having 7 attack multiples and ignoring everything else). Archmage as is is borderline unplayable barring his Magic Shield.

I checked and double checked this - I did not make any change to the code here where it makes a difference.

Range attack should cause shock as the code where this is applied is the same and I didn't change anything in their Lightning Attack code, either. So I'm not sure what is going on here...

***EDIT***

Okay, I found out the issue here - when I added Blue Dragons, they shared the shock code with the Archmages and I added a new level= custom parameter to their ATOMs; however, I did not implement it properly for Archmages (I had only placed it in their melee attack, which was not right), but I have it fixed now (I needed to place this parameter in their ranged attack) and will provide a future update to resolve this issue.

***EDIT***


As far as Critical Hit, there are three ways about this:

1. Critical Hit modifiers are just + to the Critical Hit
2. Critical Hit modifiers are percent increases to the Critical Hit
3. Critical Hit modifiers are set to a specific value

I looked at the original code here and the code actually takes the Archmage's current Critical Hit and applies the bonus as the *difference* between the bonus from the Archmage's ATOM and their current Critical Hit. So, it is possible that it could actually reduce their critical hit, if the bonus is lower than their current value.

Since this is stock TL code, then this has always been an issue with the game, but probably not due to Critical Hit for Archmages now having quite a few modifiers in H3B.

It is most likely that the Skill description is not accurate in the original game and I inherited this functionality.

I'll see what to do here...

***EDIT***

I'm going to implement this differently so that it works properly.

***EDIT***


Quote:

Originally Posted by SlickDragon (Post 710979)
Critical Hit rate- Plenty of issues with this. For starters though the tooltip doesn't display the effect of morale on the critical hit rate (however as far as I can tell it is correctly applying the morale bonus to the total crit rate i.e if a peasant has a 30% crit rate and +3 morale for the 200% bonus it is correctly doubling the total to 60%), even in battle the critical hit number doesn't factor in morale. However if you cast morale spells like Battle Cry, or get morale lowered from battle going long or things like Necromancer's Curse, then the critical hit number will change, albeit it will still be incorrect.

Showing the unit's critical hit was actually not originally in the TL game at all, but it was added in AP. I've tried to create the functionality of adding it to my H3B mod, but it is possible that there are issues here beyond my control. I think I did list the issues previously; however, I will attempt to look into this...

***EDIT***

I think there is a bit of confusion here as to what the effect is meant to do. I'm going to revisit the descriptions and see if they are confusing (I remember a lot of them were). I will then see how I've implemented them in the game.

So I will attempt to make the descriptions for their implementation more clear and if I need to make any code changes because I implemented them wrong then I'll do that...

***EDIT***


Quote:

Originally Posted by SlickDragon (Post 710979)
Battle dragging long morale penalty- Reduces stats BELOW their norm. For example if a unit was at +1 morale normally, but then the battle dragged long for the first -1 morale, making the total neutral, the stats of the unit will still take a slight negative hit below neutral morale affect on stats (you can see a Red effect on stats that reduce it below the base). This bug does make it beneficial to have over 3 morale on units if battles go long. Also i believe that morale reducers like Curse variants from Undead Units like Necromancer/Undead Spider and the Bone Dragon ability have the same overally powerful negative effect that lowers stats more than it should be.

I'm not sure what is happening here - a lot of the modifiers use the LUA library functions to perform these tasks. It is possible that the way I've implemented features are beyond what the creators of the game originally intended and perhaps when bonuses are added and then subtracted it is possible that there are round off errors or other possibilities caused by how the bonuses add and subtract.

Barring an exhaustive search on what could be causing this, I'm going to chalk this up to being the nature of the beast...

***EDIT***

Okay, I think I may know what is going on here. When I originally implemented this bonus (well, er penalty), I think I thought that when I was modifying the morale that it wasn't changing the unit's attack, defense, and critical hit properly. I was probably mistaken here as I am double dipping dropping Attack, Defense, and Critical Hit as well as morale (which causes the Attack, Defense, and Critical Hit to drop all by itself).

I will double check this, but it looks like I can just comment out the double dipping code and it should then be okay.

***EDIT***


Quote:

Originally Posted by SlickDragon (Post 710979)
Bowman- Melee attack can cause freeze or extend freeze duration (perhaps mainly against high fire resistance enemies). Same with regular ranged shots as well occasionally causing freeze or extending the duration of freeze (again likely tied to high fire resistance units).

This could be something for me to check.

Since Cold Resistance is not an actual resistance category in TL, the game designers sort of used Fire Resistance as a pseudo Cold Resistance. I made a change such that effect durations are affected by the unit's resistance. So, for example, if a poison resistant unit is poisoned, then the duration is reduced by the resistance (so if poison lasts 3 turns and their resistance is 30%, then it will last just 2 turns). The opposite is also true if a unit has resistance less than 0. Since Fire Resistance acts as a pseudo Cold Resistance, Freeze duration is increased on units that have high Fire Resistance.

If regular shots are causing freezing on Fire Resistant units, then that is a bug that I'll will have to track down - I know that the shot code sometimes reuses the same function and so it is possible that I failed to check the type of attack being carried out (actually, I don't think there is a way to know the type of attack, but what the developers would do is look at the special values of the attack in the unit's ATOM and guess the attack from the values there). So I may need a way to discern appropriately between their 3 different attacks.

***EDIT***

I've actually gone through both Bowman and Skeleton Archers to ensure that I've implemented my changes here properly. The issues arose with the possibility of modifying parameters that the LUA code assumed would be a specific value.

I have implemented the use of the arrows= custom parameter, which was set to 1 when the attack was ranged and I now check that the attack is ranged (arrows=1) and only implement "throw" attacks if this is set to 1; otherwise, it is a melee attack (arrows=0).

I then discern which throw attack it is properly by the values set in its custom parameters section (by the way, this is normally the way the original developers discerned attacks via values in their custom parameters section) to make sure that it is casting the proper attack.

I've also performed a cursory check to ensure that I don't have errors with the other unit's special attacks and abilities and I think everything looks okay.

***EDIT***


Quote:

Originally Posted by SlickDragon (Post 710979)
Cyclops- Can't be Burned, Frozen, and presumably most other status effects like Stun/Poison etc. Eventhough on impossible the resistances to the respective damage types are obscenely high, there is no immunity granted to these status effects by any of its abilities and it should be fixed. "Stone" and a Tier 5 unit should not grant it immunity to basically all status effects. Period.

I think we'll agree to disagree from here. Cyclops in the original game are pretty useless and so by adding this capability to them (they are effectively magical stone creatures) they are a lot better. I took it that you can't really stun, poison, freeze, or burn stone - none of those effects made sense to me and so since you can't normally heal them either, they are able to last a lot longer in combat.

***EDIT***

Another thing to mention here is that the Cyclops is considered a "golem" and units with that feature are normally not affected by most effects (other golems are the Ice Ball, Phoenix, and Evil Book).

***EDIT***


Quote:

Originally Posted by SlickDragon (Post 710979)
Mirabella- Not granting Unit Level- Atk/Def bonus to Human Race units and , only working with the 3 units (griffin, pirate, sea dog) who are listed individually. My findings indicate that any wife that lists specific units under a Unit Level- Atk/Def bonus the benefit works for them, but any units that should be included under "Race" don't get the benefit properly. This radically weakens nearly all wives and is a monumental oversight.

If this is true, then this is simply a bug with the game; however, I remember explicitly checking these during my initial development and they did indeed work because I wanted to ensure that I was implementing the bonuses correctly. In WIFES.TXT, the bonuses are specified correctly as far as I can tell. Since you say they are working correctly for Griffins, Pirates, and Sea Dogs, they must also be working for Guardsmen, Inquisitors, Bowmen, Footmen, Priests, and Marauders because those units are grouped either with the Griffins or Pirates.

So if this is not working in your game, then I'm not certain what the problem would be...

Quote:

Originally Posted by SlickDragon (Post 710979)
Rina- Human form not giving the full 12% discount to leadership for Robbers/Mauraders, seems closer to a 6% discount like the Undead rina gives to undead units (i.e Robbers at 20 base leadership are only being reduced to 19, even though it should be at minimum 18 leadership. Mauraders at 30 leadership are only getting reduced to 28, eventhough it should at minimum reduce it to 27 .)

Rina- Zombie form not granting full 12% discount to undead (I believe only 6% leadership discount). Like all wives not granting Unit Level- Atk/Def bonus to anything listed under Race, in this case Undead. States that enemies get -6% poison resistance, but is giving them -12% poison resistance (which is probably as intended since just -6% would be even more pitiful a bonus than it already is, namely debately the worst wife resist/ - enemy resist bonus).

Rina has 6% on her Leadership bonuses - the tip must be wrong... Same with Zombie Rina. I'll have to check the descriptions as I tried to have these autogenerated, but perhaps something is wrong there.

Quote:

Originally Posted by SlickDragon (Post 710979)
Gerda- Not granting Unit Level- Atk/Def bonus to Dwarven Race units. Presumably all wives that grant the Race variant of Unit Level bonus don't work.

Same as above with Mirabella these should work. Check your game build is the only thing I can think...

***EDIT***

For all the children bonuses, I will revisit this and check them to ensure that they are correct and working, but as I mentioned above, they are implemented properly as far as I can tell and since they are grouped with ones that are working, the only way they wouldn't work is if I misspelled something.

***EDIT***


Quote:

Originally Posted by SlickDragon (Post 710979)
Spellcasting Bug- Spells like Sacrifice or Phantom (presumably every spell can get this bug) sometimes you can't cast a lower level of it, and it automatically casts the highest level of the spell (even if you haven't learned the respective magic school to level 3). You can for instance cast a level 1 phantom for only 14 mana and get the level 3 effect (in terms of the % and the duration) early game/for cheap, which is technically beneficial albeit broken for the player, but with something like sacrifice this can be a real problem due to gaining to many units since it automatically casts level 3 sacrifice. Not sure how to replicate this bug, but a fair amount of battles seem to have the bug randomly (if the bug isn't active for the battle then it never will happen, if at any time it does happen then it automatically will cast the level 3 version of a spell for the rest of the battle, even if you don't have the total mana to be able to cast the level 3 version, as long as you can afford the level 1 version of the spell).

The only thing I can think of here is if there is an error in the Enemy Hero casting logic where the game is confusing whether it you or the enemy hero casting a spell. I've never come across this, so I'm guessing it may be an issue with the game build you're using...

***EDIT***

This one I've given it some more thought and if this is a problem, it is probably due to creatures that have spell casting abilities and I tried to share code between the hero spell casting and the unit spell casting. I know that it is really hard to discern sometimes who is casting what and so it is possible that the code is confusing who the caster is.

I'm thinking that maybe this happens during enemy hero fights or during fights with enemy units that can cast "spells". I'm going to look into this more and for areas where the code is being shared, I may need to add a custom parameter to the unit to help identify it as a caster.

I know that Bone Dragons can cast spells at level 3, regardless of the spell level of the caster and both them and Arch Demons gain spell power from their hero and so it is possible that this behavior is mistakenly being used for hero spell casts instead of only for the unit spell casts.

***EDIT***


Quote:

Originally Posted by SlickDragon (Post 710979)
Combat Takes Place Underground Morale Bonus- Some units like the Cannonneer (http://tinypic.com/usermedia.php?uo=...c#.VgA-Rt9Viko) get this undocumented Morale bonus, presumably due to its "Likes Dungeons" ability. However other units like Alchemist (http://tinypic.com/usermedia.php?uo=...c#.VgA-Q99Viko) or Dwarf (http://tinypic.com/usermedia.php?uo=...c#.VgA-Vt9Viko) with the same "Likes Dungeons" ability are not gaining the Morale bonus. Also one can see the Red status from -morale due to the battle being long, which is a negative effect beyond what losing that morale should be.

This is probably an issue with the descriptions being similar, but different. Cannoneers get +1 Morale in Dungeons, but Alchemists get +25% Attack as specified in their ATOM's.

Quote:

Originally Posted by SlickDragon (Post 710979)
Lina's Ice Ball- Not gaining critical hit bonus from the Hero Attack (i.e the +2% from 7 attack, +4% from 14 attack etc). Is properly gaining the bonus from items like Elven Belt or Babies like Ufretin with his +40% crit rate for all units. Also not gaining the Hero resistance bonuses from multiples of 7 defense (not sure about tolerance resist bonus but will check).

Summons do not normally get any of the hero bonuses. Since Lina's Ice Ball counts as a summon, that's why, but it is probably something to think about as it is possible to modify its stats.

Quote:

Originally Posted by SlickDragon (Post 710979)
Tolerance Level 3- INCREDIBLY annoying bug, level 3 tolerance ONLY gives it's +6 resist all during the first turn. As soon as units finish their turn the entire tolerance bonus goes away for the remainder of the battle. However any summons/phantoms or whatever keep the tolerance level 3 bonus for the entire battle. Basically upgrading from level 2 to level 3 in Tolerance is pointless with the bug, since atleast the level 2 Tolerance works with it's +4 resist all throughout the battle without any hitches.. The biggest loss is the extra 2% resistance from the final bonus, but even the demon/elf morale penalty negation being "lost" due to it being foolish to upgrade to Bugged Level 3 Tolerance, is unfortunate.

I'm not sure why, but I somehow didn't implement this bonus properly. I will fix...

Quote:

Originally Posted by SlickDragon (Post 710979)
Werewolf Elf, Vampire, Ancient Vampire- Using their transform ability causes them to lose the hero resistances from 7 defense multiples. Potentially many other things not properly affecting them due to transformation, will possibly update (albeit am ignoring them due to the bug).

Unit transformations cause a complete loss of all spells, bonuses, etc; however, I can see where this is an issue and I need to do the same thing that I did with the enemy unit transformations that keep their bonuses...

Quote:

Originally Posted by SlickDragon (Post 710979)
Necro's Call or Necromancer Raise Undead- The units raised don't benefit from either Hero Crit boosts from 7 attack multiples, nor resistance boosts from 7 def multiples (not sure about tolerance).

Once again, this is due to the game treating them as summons and so I will need to think about this...

Quote:

Originally Posted by SlickDragon (Post 710979)
Necromancer's Raise Undead- Devastatingly bugged beyond belief. Basically if using it to resurrect another undead unit or itself it will not end the necromancer's turn, allowing him to keep using for "free" and finish his turn as he wishes either attacking, moving, defending, using another ability, or using Raise Undead to actually raise corpses which atleast does end it's turn. The best work around for fairness sake if one intends to use it as a resurrect is to use it once and then necro's turn manually with either defense or walking back to that position with the final action point to prevent the cheap defense boost. Eventhat requires one to not use the Raise Undead ability for a couple more turns manually since it doesn't start the reload countdown on the ability since it didn't "really" use it.. One way or another the battle is likely to crash if you screw around with Raise Undead, especially if in a future turn you attempt to use it on another unit.

There are no ENDMOVE=0 lines in the Necromancer's ATOM, which is the only way for this to happen, so I'm not sure what the issue would be here except a possible game build issue.

Quote:

Originally Posted by SlickDragon (Post 710979)
Skeleton Archers Magic Arrow- Actually removes the difficulty (i.e Impossible) bonus which is probably a bug (but a cool feature that gives the heavily nerfed Skel Archer more juice), but it actually only lowers base damage, with all other stats still boosted with the A.I bonus (even damage from talents remains). As a whole Undead have an outrageous amount of bugs starting from the Wife, plenty of babies, nearly all the units in one capacity or another, and they go from basically the best race in original KB The Legend w/ the best wife and the only Hero Skill specifically boosting them in the form of Dark Commander, to the absolute worst race for the player in Babies. Maybe later i'll go into depth chronicling their massacre in this mod as it stands.

I noticed this before, but I can't remember if I decided to fix this or not as the Dispel capability removes all unit modifiers. I'd need to look at this to see where I left it...

***EDIT***

Okay, I've added the special_difficulty bonus to the list of spells not removed by this attack.

***EDIT***


Quote:

Originally Posted by SlickDragon (Post 710979)
Babies (So many bugs it's almost disheartening, and i'm almost too lazy to chronicle all the numbers that are off but i'll try..)-

Piquedram- Numbers are off for every plant unit benefited. I.e Ancient Ents get a 5% leadership discount and 5% extra health, not the 4% each as listed (even still the number should be higher AND he should get +1 initiative/speed/morale since as the slowest base unit in the game at 1/1 init/speed he can really use it). Royal Thorn numbers are off (believe it's actually 7% discount and health bonus, not 9%), same with the thorn hunters and thorn warriors who are getting even less of a bonus then listed (which is already behind par to other babies for level 1 units). In short he can use fixes and and buffs to make him not complete garbage.

It is possible that the auto-generated description is wrong here. I would need to look at this.

Quote:

Originally Posted by SlickDragon (Post 710979)
Clancy and the other Unicorn Baby- Could REALLY use +1 initiative on top of the +1 speed/morale.

Unfortunately, the way it works is that the higher the unit level, the fewer modifiers they get. So only using 2 out of the 3 is how all the level 4 unit children bonuses work.

Quote:

Originally Posted by SlickDragon (Post 710979)
Cool Features that would add to the replay value-

When starting a new game having the option to exclude certain babies from wives (if you have already acquired some of the babies in a previous playthrough and want to guarantee all new babies to eventually experience most/all of them).

Implementing this is simply not possible.

Quote:

Originally Posted by SlickDragon (Post 710979)
Critical Hit for Abilities/Talents- Featured in the newer games, would be cool in Babies as well (including things like bless affecting Talents). Only problem is that on Impossible enemies have outrageous critical hit rates as is (seemingly a minimum of 40, and many enemy units getting near outright 100%), so having to suffer constant crits with their Talents is not particularly exciting..

I've made this change in the unreleased version of my mod that I was working on over 3 years ago...

Quote:

Originally Posted by SlickDragon (Post 710979)
Enemy Morale like in future games- Would right away benefit 3 of the Undead troops which are weakened for the player; namely Undead Spider with his Cursed ability, Necromancer with his Cursed ability, and the completely useless Bone Dragon Morale Penalty ability. This change would make the woefully weak undead slightly more playable, and not quite as imbalanced in terms of being a strong enemy but terrible army for the player to use.

Unfortunately, in TL the developers decided not to implement Morale for the enemy player. I experimented with changing the enemie's morale and it literally had no effect on their stats! So this is not possible in TL.

Well, sorry for taking forever to respond, but if I ever get back into modding this game I will see about fixing these issues. I actually looked at my change log from 3 or years ago and I have quite a few changes that I never released. So here's hoping that I can spend some time with this in the near future.

Thanks for your comments! :-)

Matt

***EDIT***

If I find out any more information about the above issues, I'll be sure to post here and hopefully I'll be able to find some time soon to provide an update that fixes the issues that I've already fixed.

***EDIT***

MattCaspermeyer 10-08-2017 12:49 AM

Yep, he's a lot tougher!
 
Quote:

Originally Posted by Sirlancelot (Post 716816)
Ok, this is serious It seems I cannot defeat Karador no matter the army. Five attempts and nothing. Already cleared Demonis and everything else you can do before the fight.

EDITED: Cyclops did the trick.

Oh yah, Karador is a lot harder now isn't he?

;)

Matt

MattCaspermeyer 10-08-2017 06:35 PM

Maybe...
 
Quote:

Originally Posted by MattCaspermeyer (Post 716820)
I checked and double checked this - I did not make any change to the code here where it makes a difference.

Range attack should cause shock as the code where this is applied is the same and I didn't change anything in their Lightning Attack code, either. So I'm not sure what is going on here...

I thought about this some more and it is possible that the common shock function that I created is not working properly for mages. I'll see if I can find out what is going on here...

Matt

MattCaspermeyer 10-08-2017 08:27 PM

Found the source of this bug!
 
Quote:

Originally Posted by SlickDragon (Post 710979)
Archmage- Range attack doesn't cause shock, whether in Fighting Trance or otherwise (melee attacks can cause shock).

Okay, I found the source of this bug - when I added the Blue Dragons, they share the features_shock function with Archmages and there is a level custom parameter that I added that breaks the Archmage's capability to shock targets unless it is melee!

This is a great find. I have to dig up the purpose of this level parameter for Blue Dragons and ensure that I don't break them by fixing the Archmages...

Matt

MattCaspermeyer 10-08-2017 11:06 PM

I think I see the problem here...
 
Quote:

Originally Posted by MattCaspermeyer (Post 716820)
This could be something for me to check.

Since Cold Resistance is not an actual resistance category in TL, the game designers sort of used Fire Resistance as a pseudo Cold Resistance. I made a change such that effect durations are affected by the unit's resistance. So, for example, if a poison resistant unit is poisoned, then the duration is reduced by the resistance (so if poison lasts 3 turns and their resistance is 30%, then it will last just 2 turns). The opposite is also true if a unit has resistance less than 0. Since Fire Resistance acts as a pseudo Cold Resistance, Freeze duration is increased on units that have high Fire Resistance.

If regular shots are causing freezing on Fire Resistant units, then that is a bug that I'll will have to track down - I know that the shot code sometimes reuses the same function and so it is possible that I failed to check the type of attack being carried out (actually, I don't think there is a way to know the type of attack, but what the developers would do is look at the special values of the attack in the unit's ATOM and guess the attack from the values there). So I may need a way to discern appropriately between their 3 different attacks.

The way the "special_bowman" function was originally written, I can see where it may have some potential issues with some of the changes I made.

I think I'll have to add some checks to this function to discern properly between whether the attack is burn or freeze and whether it is ranged or melee (the original code didn't really discern this) - I think that's where it might be behaving strange with the changes I made...

Matt

Sirlancelot 10-11-2017 12:55 AM

Quote:

Originally Posted by MattCaspermeyer (Post 716821)
Oh yah, Karador is a lot harder now isn't he?

;)

Matt

Perhaps too much. It seemed impossible without the cyclops.

MattCaspermeyer 10-11-2017 09:29 PM

Who'd you try?
 
Quote:

Originally Posted by Sirlancelot (Post 716841)
Perhaps too much. It seemed impossible without the cyclops.

I remember it being harder, but I don't think I had any problem with Xeona as my wife with her Demon troops.

What kind of troops did you use before you resorted to the Cyclops?

Matt

Sirlancelot 10-13-2017 11:36 PM

Quote:

Originally Posted by MattCaspermeyer (Post 716850)
I remember it being harder, but I don't think I had any problem with Xeona as my wife with her Demon troops.

What kind of troops did you use before you resorted to the Cyclops?

Matt

A human army plus elves and dwarves. Consisting on something along the lines of Archmages, Horseman, Inquisitors, Elves and Dwarves.

Then I left archmages, dwarves and inquisitors and switch to Black Dragons, Unicorns and Cannoners. And finally discarded dragons in favour of cyclops. Regardless the army composition, all units were slaughtered except the cyclops, who ended the battle with 200 attack.

MattCaspermeyer 10-14-2017 03:54 AM

How were you losing?
 
Quote:

Originally Posted by Sirlancelot (Post 716856)
A human army plus elves and dwarves. Consisting on something along the lines of Archmages, Horseman, Inquisitors, Elves and Dwarves.

Then I left archmages, dwarves and inquisitors and switch to Black Dragons, Unicorns and Cannoners. And finally discarded dragons in favour of cyclops. Regardless the army composition, all units were slaughtered except the cyclops, who ended the battle with 200 attack.

So can you tell me more about how you were losing?

For example, were you being overrun by the Dark Crystal summons or were the dead stacks being reanimated causing problems or was there some other issue?

Were you using your Phoenix, Ice Ball, etc.?

There is actually a strategy to this one and based on how you were losing, I could probably give you some tips...

Matt

Sirlancelot 10-14-2017 11:58 AM

Quote:

Originally Posted by MattCaspermeyer (Post 716858)
So can you tell me more about how you were losing?

For example, were you being overrun by the Dark Crystal summons or were the dead stacks being reanimated causing problems or was there some other issue?

Were you using your Phoenix, Ice Ball, etc.?

There is actually a strategy to this one and based on how you were losing, I could probably give you some tips...

Matt

Totally overwhelmed by the enemies which were there already. The zombies and necromancers were specially mean. That's why I tried to counter effect with unicorns, whose increase magic resistance and horn of light could made a difference.

Yep, I used Ice Ball a few times. And Phantom. Not the best cannon fodder this time. Both were destroyed by a single skeletons attack. Same as Black Dragons.

Ice Ball proved to be useful later on, though. When my cyclops were agonizing, less units kept alive and the distance between them were larger.

My Mature Phoenix wasn't powerful enough to endure the fight.

Also employed traps and teleport to no avail.

Sirlancelot 10-14-2017 06:18 PM

Sigh. Now I'm struggling against Bagu. Any tip? It seems I cannot cope with his three spells per turn.

My army consist of Inquisitors, Black Dragons, Cyclops, Elves, Horsemen, Knights and Guardsmen. Two of them in reserve, obviously.

I cast Target on Horsemen (they have unlimited retaliation due to my son), but Bagu turns them into sheep or make them weaker through Pigmy. Things get worse when the orc boost his troops with Phantom or Berserk.

It seems key to get some of his units out of play, make them irrelevant. I try to do so through Ice Ball and Phantom, but haven't been very lucky so far.

Sirlancelot 10-14-2017 09:20 PM

Quote:

Originally Posted by Sirlancelot (Post 716860)
Sigh. Now I'm struggling against Bagu. Any tip? It seems I cannot cope with his three spells per turn.

My army consist of Inquisitors, Black Dragons, Cyclops, Elves, Horsemen, Knights and Guardsmen. Two of them in reserve, obviously.

I cast Target on Horsemen (they have unlimited retaliation due to my son), but Bagu turns them into sheep or make them weaker through Pigmy. Things get worse when the orc boost his troops with Phantom or Berserk.

It seems key to get some of his units out of play, make them irrelevant. I try to do so through Ice Ball and Phantom, but haven't been very lucky so far.

I did it!! I defeated the bastard on my own!! Epic.

My tactic was to maximize damage output by using repetidaly Cloud of Poison, Black Hole even when such strategy implied sacrify some of my units. And put meanwhile the rest of my last troops at safe positions, boosting them with Enchanted Hero and Gizmo, and using Ice Ball as both a distraction and a weapon.

MattCaspermeyer 10-15-2017 09:48 PM

Wow - you've had some epic fights!
 
Glad you did it!

I think you're playing warrior, right?

Enchanted Hero is a very important spell to cast due to its autocast capability.

Could you not afford the Ancient Phoenix? What about getting your Evil Book to Level 3 or Summon Demon?

Glad Poison Could worked! I made that ability significantly better than the original. Also, I think Zerock's Wall can work really good for a Warrior as well as Lina's Ice Thorns for blocking troops, returning damage, etc. I'm glad Gizmo bailed you out.

As far as Karrador is concerned, it is important not to destroy his original stacks, but weaken them significantly so that the Dark Crystal summons new Undead troops that don't have the difficulty level bonuses applied to them; otherwise, if you destroy the original stacks, the Dark Crystal will just reanimate them.

Back to Bagud, I've never really had any trouble with him, either.

It is possible that since I like to end the game with Xeona and her Demon troops that they are just more powerful than some of the other troops. The ArchDemons are really potent with their Amalgamation ability and no retaliation and then Demons are really good with their summon and unlimited retaliation.

I actually haven't tried any other troop combinations since I like to cycle through each wife, having the 4 kids and then immediately moving on to the next wife (this works great for debugging, too). I find that when you can get each wife, that the troops she gives bonuses to are well suited to the area of the game you are going through.

My most difficult fight (where I usually can't do no loss) is fighting Xeona with Neoka's Elves. I find that Elves vs Demons is a poor matchup due to the fire vulnerability of the Elven Troops, but usually I have enough Ancient Ents to push through and since I'm about to switch to Xeona's troops, I don't necessarily mind losing most of my Elven troops during that battle.

Hey, by the way, did you run into any of the issues @SlickDragon mentioned, especially with the spell casting. I've been going through some of the code and I've never seen any issues before, but it is possible that there are some bugs lurking in there still.

Let me know how your fight with Haas goes! Also, what is your Hero Level and Spirit Levels now that you're at the end of the game?

Matt

Sirlancelot 10-16-2017 06:05 PM

Yeah, I beat Hass yesterday night with the warrior. Another epic fight, although surprisingly a bit easier than the others thanks to two factors: one, the sword you get from defeating Dreddho the Dragon in the tournament (+50% attack vs dragons); second, troops I bought specially designed to exploit Cloud of Poison. I purchased Royal Snakes and Shamans, to pair them with the cyclops and cast Cloud of Poison upon them when surrounded by dragons. He he, devastating.

And of course Enchanted hero, Gizmo, and the Reaper power to kill X% units from a troop (don't remember its name) were key again. First I went for the Ogres, then the dragons (tons of them) and finally face the Ancient ents (another +30 stack)

Finished the game with a level 30 character, 41 Zerock , 33 Sleem, 39 Lina and 47 Reaper.

Honestly I don't know if suffered all the bugs that Slick Dragon mentioned, I'm just certain about the archmages inability to shock and the weird critical percent calculations. I mean, some skills stated your troops would receive +30% to inflict a critical but only shown little increments in their related fields (tooltips)

Now started Armored Princess. =P I want to go with a ranged specialist this time, with Alchemists, Archmages and so on. What class would suit me better? =P I guess you didn't designed another version of your mod to AP, right?

MattCaspermeyer 10-17-2017 05:13 AM

Quote:

Originally Posted by Sirlancelot (Post 716869)
Yeah, I beat Hass yesterday night with the warrior. Another epic fight, although surprisingly a bit easier than the others thanks to two factors: one, the sword you get from defeating Dreddho the Dragon in the tournament (+50% attack vs dragons); second, troops I bought specially designed to exploit Cloud of Poison. I purchased Royal Snakes and Shamans, to pair them with the cyclops and cast Cloud of Poison upon them when surrounded by dragons. He he, devastating.

And of course Enchanted hero, Gizmo, and the Reaper power to kill X% units from a troop (don't remember its name) were key again. First I went for the Ogres, then the dragons (tons of them) and finally face the Ancient ents (another +30 stack)

Finished the game with a level 30 character, 41 Zerock , 33 Sleem, 39 Lina and 47 Reaper.

Wow! That's pretty awesome! You got your spirits pretty high - for some reason, I try really hard to even out their levels.

That +50% attack vs dragons weapon is pretty awesome (I think you always get that from beating Dreddho, if memory serves).

I also presume you weren't able to do no loss - is that right or were you able to do no loss?

Quote:

Originally Posted by Sirlancelot (Post 716869)
Honestly I don't know if suffered all the bugs that Slick Dragon mentioned, I'm just certain about the archmages inability to shock and the weird critical percent calculations. I mean, some skills stated your troops would receive +30% to inflict a critical but only shown little increments in their related fields (tooltips)

Yah, I've fixed the Archmages problem - I biffed the implementation of a parameter when I added the Blue Dragons.

I also messed up the Priests / Inquisitors - they couldn't use their Bless / Holy Rage skills and I've now fixed that, too.

I have some other fixes coming, too.

I haven't made a new release, yet, but I want to try to play a little and see if I can discover if @SlickDragon's bugs that I haven't been able to find, yet are real. I don't know if I have the time or inclination to play all the way through, but if I can at least play and double check all the bugs he's mentioned then I can feel better about putting up a new release (not that anyone's playing anymore).

Also, I think the Critical Hit issues are with the descriptions not being clear. I need to go back through them and ensure that they are clearer. Typically a lot of them work off of base and so one might say +30% Critical Hit, but it doesn't mean that it adds, but rather increases it 30%, and usually to its base. If the base is only 5% than it will only increase it 2% (rounding up). So I think that's where the confusion lies. I think when I first created those bonuses, I didn't realize how low some of the unit's Critical Hit chances were and so bonuses seem small, but I do remember comparing them to other stock TL Critical Hit bonuses and a lot of them worked the same way.

In the expansions, they are pretty stingy on Critical Hit bonuses like +3% and stuff like that.

Quote:

Originally Posted by Sirlancelot (Post 716869)
Now started Armored Princess. =P I want to go with a ranged specialist this time, with Alchemists, Archmages and so on. What class would suit me better? =P I guess you didn't designed another version of your mod to AP, right?

Alas, I ran into a snag when I was working on my Tomes where I hit the limit of items that you can have in the game. With all the additional items they've added in the expansions, I don't have room for my additional stuff and so that took the wind out of my sails. Now I have no desire to spend a year plus working on a mod to that or any of the other expansions, because there is too much work play testing, etc. to iron out all the bugs.

There are still bugs in my H3B mod, apparently, and I've been working on that since 2010! 7 years is a long time, although I did take the last 3 years off away from King's Bounty.

I am going to try to see what I can do about fixing the current issues and would like to make things a little bit tougher for the Hard and Impossible difficultly levels.

Anyway, have fun with AP - I think it has a better engine than TL, but I still find that TL is my favorite!

Matt

Sirlancelot 10-17-2017 10:47 AM

Quote:

Originally Posted by MattCaspermeyer (Post 716874)
Wow! That's pretty awesome! You got your spirits pretty high - for some reason, I try really hard to even out their levels.

That +50% attack vs dragons weapon is pretty awesome (I think you always get that from beating Dreddho, if memory serves).

I also presume you weren't able to do no loss - is that right or were you able to do no loss?

No, happily I couldn't. The mana and rage gain limitations work great against it. You really have to take money and supplies into account.

Quote:

Originally Posted by MattCaspermeyer (Post 716874)
Yah, I've fixed the Archmages problem - I biffed the implementation of a parameter when I added the Blue Dragons.

I also messed up the Priests / Inquisitors - they couldn't use their Bless / Holy Rage skills and I've now fixed that, too.

I have some other fixes coming, too.

I haven't made a new release, yet, but I want to try to play a little and see if I can discover if @SlickDragon's bugs that I haven't been able to find, yet are real. I don't know if I have the time or inclination to play all the way through, but if I can at least play and double check all the bugs he's mentioned then I can feel better about putting up a new release (not that anyone's playing anymore).

Such are great news! Now that you're at it, perhaps might rethink about Gizmo. Its resurrection feature is really needed versus enemy heroes, but overpowered against regular armies. Remember it is even able to resurrect black dragons, cyclops and so on. (I hope this was intended!) :)

Quote:

Originally Posted by MattCaspermeyer (Post 716874)
Also, I think the Critical Hit issues are with the descriptions not being clear. I need to go back through them and ensure that they are clearer. Typically a lot of them work off of base and so one might say +30% Critical Hit, but it doesn't mean that it adds, but rather increases it 30%, and usually to its base. If the base is only 5% than it will only increase it 2% (rounding up). So I think that's where the confusion lies. I think when I first created those bonuses, I didn't realize how low some of the unit's Critical Hit chances were and so bonuses seem small, but I do remember comparing them to other stock TL Critical Hit bonuses and a lot of them worked the same way.

In the expansions, they are pretty stingy on Critical Hit bonuses like +3% and stuff like that.

Yes, that was my impression, too. The target of the bonuses is not clear enough. Where it goes and how applies. The way it works in practical terms. Hence the confusion.

Quote:

Originally Posted by MattCaspermeyer (Post 716874)
Alas, I ran into a snag when I was working on my Tomes where I hit the limit of items that you can have in the game. With all the additional items they've added in the expansions, I don't have room for my additional stuff and so that took the wind out of my sails. Now I have no desire to spend a year plus working on a mod to that or any of the other expansions, because there is too much work play testing, etc. to iron out all the bugs.

There are still bugs in my H3B mod, apparently, and I've been working on that since 2010! 7 years is a long time, although I did take the last 3 years off away from King's Bounty.

I am going to try to see what I can do about fixing the current issues and would like to make things a little bit tougher for the Hard and Impossible difficultly levels.Matt

Balance out a mod like this is never easy. There're so many novelties and modifications to keep in mind. Bug fixing also requires unusual playtesting, as sometimes some bugs only appear under x circumstances, where x is not your usual playing route.

Sirlancelot 10-18-2017 01:05 PM

By the way Matt, may I ask you a little question concerning AP? Does the hero has no choice when level up? I mean, in TL you can develop him the way you want, but in AP seems you always receive something fixed, like leadership upgrades or whatever.

MattCaspermeyer 10-19-2017 12:36 AM

Great comments!
 
Quote:

Originally Posted by Sirlancelot (Post 716875)
No, happily I couldn't. The mana and rage gain limitations work great against it. You really have to take money and supplies into account.

I'm sure certain people can still do it no loss, but I'm glad it was a challenge for you as that was the intent! :-)

Quote:

Originally Posted by Sirlancelot (Post 716875)
Such are great news! Now that you're at it, perhaps might rethink about Gizmo. Its resurrection feature is really needed versus enemy heroes, but overpowered against regular armies. Remember it is even able to resurrect black dragons, cyclops and so on. (I hope this was intended!) :)

Yep, resurrecting those creatures is the intent (I think I mentioned it in Gizmo's description that it can resurrect pretty much anything) and it focuses on level 5 troops first, since it "knows" that you cannot resurrect them.

The enemy heroes are much more powerful than the original TL and so I don't think it is possible to balance a non-enemy hero-led stack with an enemy hero-led stack (I have thought of the possibility of what to do with the gap since it widens as the game progresses), but I actually don't mind easier battles here and there since it helps take the pressure off and not make it so much of a grind and so the Spirit abilities (and Spell abilities for that matter) take in mind enemy hero fights (I treat them as Item fights) and so that is where the power comes from to help you push through those tough hero fights.

Plus, people will just kite around if things are too hard early (just like people do in the AP / CW / etc. and in WotN, I'd just fly around and snag all the goodies and purchase some good level 5 troops) and so it is nice that you don't have to do that too much (although it is nice to kite in Demonis the first time you get there to see what good troops and other goodies you can get).

I think with the mild increase in difficulty (actually hard is going to be closer to impossible, although not quite (say about 90% of what impossible currently is), and impossible is going to be about 25% harder than it is now) that the way I currently have things will work out - I'll see...

Quote:

Originally Posted by Sirlancelot (Post 716875)
Yes, that was my impression, too. The target of the bonuses is not clear enough. Where it goes and how applies. The way it works in practical terms. Hence the confusion.

Some of this comes from me inheriting the descriptions from the original game, in which some of them were poorly translated to English. I think I just need to read through them again (and since I haven't read them in years, it will be like reading them for almost the first time!) and make them clearer if they are confusing. Some of it, though, comes from having to be choosy with the wording since I don't have much room in the description as well...

Quote:

Originally Posted by Sirlancelot (Post 716875)
Balance out a mod like this is never easy. There're so many novelties and modifications to keep in mind. Bug fixing also requires unusual playtesting, as sometimes some bugs only appear under x circumstances, where x is not your usual playing route.

Yes, and sometimes when adding features, I break things accidentally, and although I do try to test to ensure that I haven't messed things up, sometimes I do miss things.

Balancing is tricky because it is different for every person. Make things too hard and then people don't want to play and the same with too easy. That's, of course, where the difficulty levels come in to play, but a one size fits all just doesn't exist and we, as humans, are very adaptable and often find strategies that are very effective compared to what the original developer intended.

So we'll see if I can squish some more bugs if I haven't found them, yet, and hopefully do a touch of refining, to what (in my biased opinion) is one of the best mods for TL!

Thanks again for all the comments!

:grin:

Matt

MattCaspermeyer 10-19-2017 12:40 AM

Quote:

Originally Posted by Sirlancelot (Post 716882)
By the way Matt, may I ask you a little question concerning AP? Does the hero has no choice when level up? I mean, in TL you can develop him the way you want, but in AP seems you always receive something fixed, like leadership upgrades or whatever.

Yah - that's something I didn't like about how in AP it was just the automatic give you stuff on level up rather than have you choose.

I think since they scaled the hero level to increase more rapidly, they figured people didn't want to be bothered with having to choose something.

I like the TL way better, but I think it was a game engine choice, so I don't even think it would be possible to modify it - not sure.

Matt

MattCaspermeyer 09-27-2021 12:24 AM

New Release?
 
Hey, everyone, hope you're all doing well!

So I've been sitting on some changes to my mod now for almost 4 years, with most of the changes done about that time ago, but with King's Bounty 2 out, I've had the itch to go back and see what I've done and then I've been able to add some new features within the last month.

Unfortunately, I only have one day a week to work on it and I've had only enough time to playtest a current change to ensure that it works as intended.

I'd like to release a V1.0 of my mod, which would quite possibly be the last release I do, but I was wondering if anyone was interested in doing some play testing for me to see if there are no game breaking bugs.

So either post here, or PM me and I can send you an unreleased version if you are interested in trying it out.

Matt

P.S. I am playing KB2, but I only have time to play it once a week as well (and usually I have to alternate between modding or playing KB2). I'll post some potential changes in the change list post so that you can at least see what I've been working on...


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