A global mod for Crossworlds
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A global mod that offers a natural flavor close to the vanilla version, along with loads of new polished content and bug fixes.
You can now play with nearly all the new units from Warriors of the North and Dark Side. It significantly enhances the tactical variety and depth of an already great game. Highlights: » 35+ new units, with nearly all vanilla units now having new/enhanced talents or abilities » 70+ new items, with more than half of the vanilla items reworked or tweaked » 10+ new spells, and all vanilla spells have been revisited » New and improved skills for Amelie » Smarter and more challenging enemies » More diverse early game » More unique pet dragon Download: https://www.nexusmods.com/kingsbount...worlds/mods/10 Attention: Remove all other mods before you install this one. Or run them simultaneously at your own risk. Change log: https://www.nexusmods.com/kingsbount...ds/10?tab=docs |
Where is this download going to? I paused it, since it doesn't show on my screen as downloads do.
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Mirror link added. |
Thanks. I downloaded and tried it. (I have played this game over 500 hours in Steam only, so I don't know how fast I'll go forward.) It seems to be quite promising. The diversity of units is fine, usually I find it hard to find the first decent units. Now there are almost too many choices. BTW, have you deliberately tweaked Bolo so that one can not get the exp boost without triggering the nearby enemy unit?
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Sounds interesting with the new creatures. Did you change something map-wise in the editor regarding landscape or is it more what to hire in shops?
I will try it one of these days! Right now I'm trying to get thru Darkside which I only played very little when it was released. Have made a small mod for it. |
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Did the 1c company just update Crossworlds (in Steam)? Or where did that come from? Anyway, I must reinstall the mod, since the game won't start.
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I played a little until I god to the Scrarlet Wind Island. It is soo funny trying like Amazon which I didnt meet in Darkside yet. My only concern - and made me have a break from the mod - is balance. I can get very good creatures early, at level 3 I bought Demonologists in the main castle in Scarlet Wind.
Perhaps change the difficulty in the game to become harder, since having better creatures and more items makes it easier overall? Maybe 250% on Impossible instead of 170%? Or similar things... 120% - 160% - 200% - 250% for instance. Then you can always choose to play Normal if 250% is too much. I suppose it is a matter of taste. |
Nice work. I especially like the pegasus maiden. I'm curious to know how you created this model and how you managed to add the ice dryad without breaking transparency
Each time I try to create a new unit, transparency is broken |
Why is my game updated now? Anyway, the solution is easy: I keep the mod files in Steam directory and reinstall them every time I want to play.
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I will have a go again with a bit increased difficulty, maybe 200% on impossible...
I mailed you thru the 1C, I have a question about creatures/modding. In Xworld it is actually easy to make the mod a standalone game to choose from among other mods/games, to avoid replacing the orcs.kfs ... I couldn't do it in WoTn, but works fine in Xworld with for instance the RedSand or Trent mod. |
The Grinskin encounter in Rusty Anchor is broken: I can't use pet dragon and any damage is shown as 0 but will kill the whole unit.
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I did a few changes to the latest v1.31 so that you can play Huntiro's from the game menu without having to overwrite the ORCS ON THE MARSH. Instead you see 'Huntiro mod' in the game menu along with other mods etc.
Download: Removed, use Zhoudaohan's download link now. I only changed this: 1) I put everything in a new folder named 'huntiro' 2) The orcs.kfs, I renamed huntiro.kfs 3) The text file eng_orc.txt I descriped text info about the mod. To Huntiro: You can just change this if you use my changes in an update. So you unpack unto ... Crossworld\sessions. You will then see a folder next to ORCS, REDSAND or whatever mod u have named HUNTIRO |
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About the ice dryad, if you mean some visual glitches with part of the reskined units like dryad, then this issue exists in "Ice and Fire" expansion and I guess the original creator of those new units has no access to the model files so he/she can only edited them using a hex editor and this may cause some alike issues. I changed the name of ice dryad's texture file to match another model file which was found an orignal one. |
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i enjoy playing this game... everytime i feel so tired this is the game that i wana play.. :D tnx for this mod :D
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An installation question: You write in your first post that the LOCATION directory from Orcs on the marsh should be copied into HUNTIRO directory. Didn't you make any changes in the shops? I recall you wrote something about u did...
or did u mean copy the LOCATION files from a Huntiro mod ? Impossible level: E-hm, I might have been carried a little away when saying 230% for impossible... it is a big gab down to 150% on hard... perhaps something like 100% - 140% - 170% - 200% and keep all other stats the same for hard and impossible, this way the player can choose an ultra impossible or just impossible game. Or if you insist, 100 - 140 - 170 - 230% Enemy: Just a thought; Could be interesting with some of the new creatures from WotN and Darkside in enemy armies... the races that already exist will have the new ones except if the armies have stated exactly which one instead of just level 3 neutrals for instance. The Necro LIz, Vikings and Ice Elves which is new races will not occure. I'm up for a playthru now. Game crashes when starting a new game (after choosing hero class)... first I didn't have the directory LOCATIONs in Huntiro directory, then I copied LOCATION from ORCS, which is very small... v1.30 worked fine. |
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You only need to copy and paste the nine .stream files in "locations" folder. I will check the reason why game crashes when starting a new game. |
Info for crash: My first try was with the 9 location files. I started a game as Warrior.
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" effect_blood { category=s hide=1 image=book_effect_blood.png // не нужно для эффекта icon=s_overtime_blood.png label=EN_stun attack=scripted hint_config=object_spell school=3 hint=effect_stun_hint hint_header=effect_blood_header icon=book_effect_blood.png // не нужно для эффекта scripted { script_attack=effect_blood_attack script_calccells= attack_cursor= ad_factor=0 // use attack/defense } params { inbonus=2 duration=2 type=bonus moral=2 } levels {} } " I'm also uploading the fixed file now. |
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If you open the dryad texture file and turn the alpha channel to be totally white, you will see what I am talking about. I have learnt a few things about transparency when playing with Oblivion and Skyrim models: - first, the transparency has to be enabled on the model itself. This is something that has to be done with the proper model editor - second, the transparency level (from invisible to totally opaque) is set on the alpha channel of the texture But there seem to be an other parameter in KB. For example, when I worked on my mod "Amelie fairy princess", just copying the model removes the transparency. Strangely, the wings weren't affected The vampiress from DS could make a nice ghost lady if I can add transparency to the model, but it is out of the range of what a simple text editor can do. Lariel as well could make a great new unit but even if her skeleton is the same as the other elves archers, the nodes names aren't the same, so it doesn't work :( |
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- Looks very interesting with your skill enhancements, for instance PRAYER in the paladin skill tree. Also the mage skills looks cool. I like the Neatness which is a combo of crystal reduction skill as before with WotN's neatness when destroying items. Good work! - The paladin/warrior shift with leadership when leveling up, good idea! paladin should be stronger compared to vanilla imo (I might use that for my own TRENT mod too...) - I'm not an expert impossible player, never played NO-loss, but have played a lot. - I found an enemy army early on with vikings in it, must be an army with random between all races... I have been to the first 4 islands before any fight besides turtorial and the academy... - Wonder if the paladin skill that gives extra att/def against demons and undead also should include Necro Lizardmen? That would make sence. |
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I'll start a new hero with an easier impossible level. Maybe 190% - after all I'm not an expert player and this is a new mod. I did find Royal Griff on a boat in bola before any fights btw. It had both Polar bear and Royal Griffin...
I changed this in logic.txt, so stats for HARD and IMPOSSIBLE are same except 170% and 190%, for instance rage/mana etc. Perhaps it should be exp=1.2|1.5|1.70|1.9 since most players know this game a lot and not playing normal easy/normal anymore (you would have to change alead accordingly too). exp=1.0|1.3|1.70|1.9 // experience gained=1/exp ; if bigger than ALEAD then it takes longer to level up, was 0.5|1.0|1.30|1.7 alead=1.1|1.5|2.0|2.24 // enemy stacks -- exp and alead, was 0.7|1.1|1.5|2.0 spexp=1.0|1.15|1.3|1.3 // PET experience gained=1/spexp was 0.5|1.0|1.15|1.3 money=1.0|0.75|0.5|0.5 // gold from battle was 3.0|1.0|0.7|0.5 rage=1.0|0.85|0.7|0.7 // rage in battle was 2.0|1.0|0.85|0.7 manarage=1.0|0.85|0.5|0.5 // mana recovery was 1.0|1.0|0.80|0.5 start_gold=5.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. çîëîòà start_crystals=5.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. êðèñòàëëîâ start_mana=2.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ìàíû start_rage=2.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ÿðîñòè start_rune_might=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí ñèëû start_rune_mind=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí äóõà start_rune_magic=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí ìàãèè start_book=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðàçìåð êíèãè bossatk=1.0|1.0|1.4|1.7 // was 1.0|1.0|1.4|1.7 bosshp=1.0|1.0|1.4|2.0 // was 1.0|1.0|1.4|2.0 deadmoney=1.1|0.9|0.6|0.3 //was 3.0|2.0|1.7|1.5 boxradar= 1 | 0 | 0 | 0 // was 1 | 1 | 0 | 0 Here is the logic.txt : Attachment 15634 and eng_windows so the text is changed accordingly: Attachment 15635 |
Really nice additions !
I have noticed few bugs : -Enemy hero cast only one spell at turn 1 and never again after -Sleeping ray of evil beholder don't work |
Found !
Here the correction But i wonder if the gog version is not the good one. Here, we don't have any new music and some other files are missing. old post :I can't find in lua file why AI hero cast spell only the first turn, and no more after. Anyone have an idea about this ? |
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Thanks. These 2 bugs have been fixed in new version. Edit: About the new music, you can extract file "playlists.txt" in "huntiro.kfs" to "(Game Folder)\data\" |
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Edit: Perhaps you forget to register the .dds file in file "textures.sub" ? In addition there is a parameter indeed that affects the transparency of units. You can try this: 1.Open a "atom" file. For example, "pirat_ghost.atom" 2.Let's see: " main { class=chesspiece model=pirat_ghost.bma cullcat=0 blend=0.6 ---This is the parameter for transparency spawnscale=0.95 } " 3.You can edit the value(0-1). If there is none, add it. Hope it will help. |
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I'm back, raknefne! I have beaten the impossible level with Warrior and Paladin! But not Mage, the last Boss fight is perhaps too hard for Mage I think. I'm working on adding maps from WotN and Darkside these days and now the Riftlands is nearly done. And by the way, please feel free to use my mod if you like. |
The new patch sound good, but the download link trigger a security alert from Malwarebyte.
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Thank you.
Imo, it's the best mod for Crossworld. |
-Academy in Elon don't have enough unit stock.
-with new unit and new item, you should increase shop slot for both and also increase quantity, many are lacking. -new music don'ttrigger. -ent and anciant ent regen without dryad. -metamorph make game crash ( got an error with atom "). -thread of life can't be dispelled. -axe of the elements is missing in Montero. -there are 4 beholders now, but no items for them, may be a good idea. Also, what about to add them to the archmage skill ? |
About missing new music which I can see you have added: You have to add the music also in each map and arenas to make it work. In properties, I think it is.
Spells: There're a lot of new ones, even in Crossworld some are too strong, some too weak. In Darkside some are very OP, also Ice Crystals from WotN. Perhaps have a look of them? You can maybe use the spell changes from 'Expensive', 'Trent', 'Darkside balance mod' - we have balanced a lot of the spells. Something??? Spells are easy to balance, its just spells.txt in most cases. |
-Blind is not working.
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Thank you for your advice. -new music don'ttrigger. I didn't learn that file "playlists.txt" needs to be put in "game folder\data" when this version was released. Please try to unzip the file to the path. -ent and anciant ent regen without dryad. All plants now regenerate each turn. The ents regenerate more when allied dryad exits. -metamorph make game crash ( got an error with atom "). It's related to the AI and I can't figue out the reason now. Please open "clown.atom" and change the name of "transform" attack to "transform2" or something else to avoid the crash. -thread of life can't be dispelled. Some effects can't be dispelled. -axe of the elements is missing in Montero. It was missing in earlier version and later I fixed it but you need to start a new game to apply the fix or you can use the command to add specific item: press "shift" + "~" and type "item king_axe_d00" after you load a save. -there are 4 beholders now, but no items for them, may be a good idea. Also, what about to add them to the archmage skill ? I will consider it. IMO "Evil beholder" and "Gorgon" are very powerful units and they benefit from the "Quick Draw" skill. "Dread Eye" is undead so. |
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Thank you, raknefne. I found some files need to be put into folder "game path\data" to take effect. Like "playlists.txt" and "textures.sub". It's strange. About spells, I totally agree with you that some spells are OP like "phantom" and many are weak. I have balanced a few spells and will check the mods you mentioned. |
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They are not bad unit, just for making them used more. Item because we got a familly now, could be fun to have a full beholder party. Quote:
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Having a game with Warrior on Impossible with verison Halfmoon 1.3, but:
1. Pegasus Maiden is OP: The talent 'Gift' with 2 charges that gives extra charge on allied talents, for instance Paladins etc is very very strong. I have an army with Inquisitor, Warrior Maiden, Pegaus Maiden and Polar Bears; I can give Warrior Maiden extra gift so it can resurrect, seems very strong. 2. Warrior Maiden's talent North Adjudgement doesnt seem to work (ice shell on enemy). 3. Hunter (orc race): is it normal when he casts talent 'pet' 2nd time, that he can cast untop of existing summoned pet? He can't cast other places, I think I recall it would summon a new stack of pet and erase old one if it was on the battlefield. 4. txt info bottom screen about hunter's pet, text bug: [cpn_hunter_pet] NF 5. on mountain in Debir I found a map scroll that said something like 'n> ice_prison', but didnt get any scroll, could it be that it is the Iceprison scroll from Rune Magic in WotN that is bugged? I didnt have any scrolls in spell book afterwards neither in normal scrolls or the strong scrolls (forgot name, like Titans Armor etc). I'm not sure of the first 'n>' couldnt really read the strange text, only 'ice_prison'. 6. Warrior skill to the bottom left is unclear what it gives: Says at lvl1 it gives 10% chance of double damage, how much crit etc does it give, the same ? Anyway, it sounds OP.... if so then maybe halved in bonus... |
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Thank you for your feedback. I have updated my mod. 1. Pegasus Maiden is OP: The talent 'Gift' with 2 charges that gives extra charge on allied talents, for instance Paladins etc is very very strong. I have an army with Inquisitor, Warrior Maiden, Pegaus Maiden and Polar Bears; I can give Warrior Maiden extra gift so it can resurrect, seems very strong. --Talent 'Gift' now no longer reloads talents, only gives charges. I think it's OK with Pegasus Maiden herself, but OP when combined with spell "Phantom", so I nerfed them. 2. Warrior Maiden's talent North Adjudgement doesnt seem to work (ice shell on enemy). --I've no ideas what happened but when I tested it works:confused:. 3. Hunter (orc race): is it normal when he casts talent 'pet' 2nd time, that he can cast untop of existing summoned pet? He can't cast other places, I think I recall it would summon a new stack of pet and erase old one if it was on the battlefield. --Orc Hunter can only sommon one stack in KBWN, I like that setting and applied it in my mod:-P. 4. txt info bottom screen about hunter's pet, text bug: [cpn_hunter_pet] NF --fixed 5. on mountain in Debir I found a map scroll that said something like 'n> ice_prison', but didnt get any scroll, could it be that it is the Iceprison scroll from Rune Magic in WotN that is bugged? I didnt have any scrolls in spell book afterwards neither in normal scrolls or the strong scrolls (forgot name, like Titans Armor etc). I'm not sure of the first 'n>' couldnt really read the strange text, only 'ice_prison'. --fixed 6. Warrior skill to the bottom left is unclear what it gives: Says at lvl1 it gives 10% chance of double damage, how much crit etc does it give, the same ? Anyway, it sounds OP.... if so then maybe halved in bonus... --When a crit and the skill are triggered at the same time, then that crit deals crit*2 damage. |
Version Christmas moon added.
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My compliments to this mod, also very nicely done! such a wide range of possibilities now. love it. just started but seems like this new unit metamorph can result in interesting combis...
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1st congratulations for the mod, good idea, and it gave me an excuse to reinstall kb.
Now a bug : arriving on scarlet island, one of the 1st fights, there is a fire elemental troop with the enemies and when its turn starts I get "can't use "obj" function set" in a dialog box, I click ok, and everything is frozen. I can't be 100% sure it's the fire elemental since it does absolutely nothing but if I am not mistaken he should act at this precise moment... On the balance : not bad, more powerful enemies early on but my dragon pet has a powerful ability early on too, so it balances things. I tried to install this in a real "kb armored princess" version, not crossroads, and it kind of works by the way. It's like the vanilla quest, no orc anywhere, but there are some slight changes, like the pirate ship on the 1st iland which is not there in armored princess original game. But I didn't get the updated army when starting the game (no viking !), so I guess the mod is mostly broken in armored princess, which was to be expected. After testing this, I reinstalled crossroads and restarted... |
Malevolent
Great mod, can't imagine playing without it at this point.
One issue I encountered: Trolls Malevolent ability does not seem to work. (The one that gives them +5 att everytime a unit dies) |
The mod was updated, nice !
I'm not sure if it intented but my ancient phoenix don't really rise in power when i increase nor the summoner skill neither intelligence. |
Updating (loading the fight) of amulet of icy waters make the game crash
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I have uploaded a hotfix to fix some reported bugs. By the way, the race of insectoid units has been restored.
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and I have tweaked the difficulty so the enemies early on are less powerful now. Quote:
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Update:
version Dark Moon beta6 added. |
version Dark Moon is finished. Please download the stable version.
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Thank you!
Your mod is SUPER, zhoudaohan! A gem!
Far better and balanced than the original games, that I've played since 2010. I've found only a few "bugs" (maybe you wanted this! but I don't know..): 1) When the Cyclop hit back a unit, 2 cells back, if there is a trap in the first cell, the unit doesn't activate the trap 2) Veteran Orcs: when they use their second ability, the extra damage (150%) is not activated for them, but only for other orcs units. I have only one question: how can you edit the "orc recruiter" and "goblin recruiter" abilities? I cannot find them! And in the vanilla game I think they have some bugs. Wonderful work. Thank you! |
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I am happy you like my mod. |
New beta version updated!
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I have a BIG question for you: do you think it's possibile make a mod for battles "Player vs Player"? I think it should be one of the best KB:C mods of all time, because the game is too much long and repetitive, for hardcore gamers. But a match with real people and real intelligence... wow! I wonder why devs didn't allow in the original games. Thank you! |
Why doesn't the game recognize my save files for Huntiro anymore? I did play a bit of Crossworlds after playing Huntiro though, and I didn't the save files are still there.
Edit: Solved. |
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Yeah, it's a shame that KBCW is single-player only. Sadly, I think it is impossible to make such kind of mod without access to the source code. There is a KB multiplayer game King's Bounty: Legions there, although I have never tried it. |
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maybe with an improved version of "Hypnosys", maybe you can "simulate" a "player vs player" battle? Modding "Defender of the crown" or "Champion of the arena"? I'd like to learn how to do, but I think it's too much complicated! Your work is really super. Really. PS.I've noticed a bug with Red Dragon vs Gremlin Tower: the base attack sometimes doesn't hit the tower. PPS. How can I modify the "labels" of the items? Thank you! |
Since dragon bugs were mentioned, I noticed that my Green Dragons will suddenly deal 24k-68k critical hit damage from time to time, which is times more than it should deal (it's sometimes dealt as non-critical damage too).
Edit: Oh, it's the Summoned Despiser thing. |
Btw, where are the Horde and Vengeful abilities decided? I tried to port Vengeful Gorguls, but those two don't seem to work, and creatures like Graywolf and Viking Warrior already have them. And yes, I looked into their .atom files, but found nothing relevant yet.
Edit: Just found the horde, next is Vengeful. :D Still trying to get them to work though. Edit 2: Wow, looks like both of them don't even work in WotN Ice and Fire to begin with. Any fix ideas? Edit 3: I made Horde work correctly, Vengeful not so much (it doesn't work for Viking Warriors at least, btw). Edit 4: I managed to correctly port Necro Lizardmen, Dwarves, Snow Elves (with Sorcerer's "Snow Elf" ability as well as Hardening and Snowstorm), Contemplators and Gorgons (with "Master of Snakes"'s exception). How could I port the certain abilities and talents I failed to port? Yotun's Greed and Boldness don't seem to work either (nor can I locate them). |
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There are many script changes between KBAP and KBWN. I.Ability "Vengeful": ("Master of Snakes" can also work this way) Solution a(the way vanilla KBAP took): You can modify "subturn_modificators" in the .atom file. If you can't find that line, check "barbarian.atom"(vanilla KBAP file) for help. Solution b(the way KBWN and my mod took): You can modify "subturns.lua". If you are making your own mod, then you should first partly rewrite "on_round_start()" script in "arena.lua" and add "on_battle_start_pretactics()" in "addon_arena.lua" from KBWN then port "common_subturn_refresh()" in "subturns.lua" from KBWN. The purpose is to spawn the atom "subturn_handler" at the beginning of combat which manages all the "subturn_modificators". II:Yotun's "Greed": Modify "on_knockout()" in "arena.lua". III:Yotun's "Boldness": Check "unit_features_on_krit()" in "addon_arena.lua" from KBWN-ice and fire. Some additions of scripts which trigger specific abilities when a critical hit is rolled are needed. The related script is "apply_damage()" in "arena.lua". |
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When I tried to mod this game first time, I knew nothing about programming. It's a bit complicated, but not that much. You need the right tools like notepad++ to edit the scripts. A software which can compare different folders and files is also suggested. As far as I know, it's still impossible to simulate a "player vs player" battle. Will check the Red Dragon and I don't know what's your "labels" exactly mean. |
Wow, thanks for the in-depth guide! Also, I just finished playing with your mod yesterday, no-loss impossible with Paladin and dragon army (+Runemages and/or Tirex). The game was harder than the original (which is welcome), and the Emerald Green Dragons' Summon Despiser came in really handy in Sheterra especially. I did have to change to just a single stack of Paladins for the last battle though, Baal really kills a lot of dragons and Runemages with his attacks, too many to keep up with the Resurrection.
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The new unit "Weaver" is really a great idea... :-)
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Yup, I agree.
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@zhoudaohan
I've sent bug reports a week ago by private message to your forum inbox. You can assess 'Private Messages' easily with the link just above the 'Log Out' button. |
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wow, Emerald Green Dragons against the gating demons, good idea:) Baal is a "real" demon now, his cold resistance is -25% and the spell "Demon Slayer" can make our troops hit him harder. Perhaps ghosts are another considerable choice, yeah, with the new item "Clot of Darkness". I will try it in my next run. |
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I have just replied to your message. |
Version Bitter Moon stable r2 is released.
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Great to see the mod updated !
With increased number of item, spell and creatures, it's harder to get the composition we would like to make. Specially most of viking spell are not great to use but over abundant. On the other hand, trying to make a viking army is often impossible. The actual best way the mod is to rework shop to increase slot and diversity for both creatures and items. |
I like the kind of strategy based on certain randomness. If we can own most of the units/spells/items all the time, then there will be somewhat a (fixed)best build/solution, which will lower the fun in the long run imo.
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I would agree with zhoudaohan; the randomness is a critical element to the fun and playability. Man, you did an amazing job and having a blast! Very nice tweaks and additions. Even started to use methamorph which is really fun.
Perhaps 2 small items on the wishlist - Red Sands had a separate dragon item slot, which was cool (I understand, it's just an extra item, still nice touch). Also, I like the idea to have medals to 5 levels (needed) so that they remain interesting for longer. Tried to do this but fail (added text in 'medals'. Also needs hints updated perhaps?). So cool that this old game still gets love and players active, chapeaux! |
Randomness is a critical element, no one contest.
But with the amplitude of Vanilla. With more unit, more item and more spell and exact same number of slot in shop, the game because to random. Specially we can't acheive synergie inside races or combo (+item synergie with unit). But the worst is the run are too similar. Most of units slot are set. When they are not strictly set, the choice is limited and between the same race. We'll be able to make an army of elf when we'll arrive on elf's island, same for demon...ect. It's a default of original game, great for flavour, but so many year (and run) after i found it become a default. |
"Bitter Moon stable r2" is the first version of your mod I have played and I have to say it was a blast. I loved every minute of it. In fact I liked it so much that I played not one but three impossible no loss runs since then.
I played one game of warrior, one game of mage and finally one game of paladin. The armies I used were respectively demon (demonologists, succubi, demons, demon eyes/blood priestesses and archdemons) for warrior, mages (rune mage, archmage, inquisitor, royal griffin/green dragon/black dragon, soothsayer) for mage and paladin+dwarves (alchemist, engineer, paladin, cannoneer, giant) for paladin. All of the above proved to be viable to clear almost all content, although for warrior (because demon resurrection abilities were a bit iffy) I had to resort to playing a stack of archdemons with stone skin and vampirism to beat some of the toughest opponents. Fights like Ktahu and Gremlion I had to bring Green Dragons in as I lacked the means to keep mana up (and had no magic resist items apart from the diploma for the latter). The other classes were a little bit easier to stick with main armies as they offered a lot of resurrection through high intellect life light for mage (and rune mage/inquisitor mana+rage batteries) and paladin coupled with turn back time. Of course it is subjective, but I would say warrior>paladin>mage. I am pretty confident warrior can play many strategies, while paladin probably has to build around a strong resurrection creature (like the paladins). As for mage he struggles to play effectively with most armies until getting life light. After that it's smooth sailing until the very end game. There are a few bugs I discovered: - trigger (the companion) is bugged, in companion.txt there is no line break (enter) between belligerent=ally and unit filter line making him not give crit at all, adding an enter between those lines solves it - the reward from master neotar is missing - the lines for the last crossbow are still here, but the crossbow doesn't appear (may be connected to me buying all the other items from the shop before completing the quest?) - rakush quest to kill the frog is bugged and the dialog option to return the quest is missing - troops of the same race bonus seems to not work for demons; maybe some requirements should be made more lenient? (count droids as dwarves, demonologists and demon eyes as demons etc.) Other thoughts: - Green Dragons mana drain seems a bit too strong when targetting summoned creatures (mostly refills your entire mana), although some of the late game bosses may be unbeatable at impossible no loss with bad item randomness without green dragons - Eye of the Storm (lowers the speed of soaring and flying creatures) is an extremely strong artifact that has changed my entire playthrough as a mage - Demon Eyes are extremely weak and I was happy to change them to Blood Priestesses as soon as I was able, the ability to consume fire is counterproductive and their overall stats are lackluster compared to other Beholders, maybe they could function on some kind of adrenaline-like basis, so that they don't start at 0 flame every time - Demons, Dwarves and Humans are great overall, I would like to try beasts and Vikings at some point as they also seem very nice, I'd say elves are a bit lackluster and the Undead are by far the worst race, both for amelie's army and as opponents, they have poor stats, proc holy anger, are difficult to resurrect and immune to vampirism. Having neutral morale is also very problematic as positive morale boosts creatures a lot. Nameless Island is the easiest one to clear. - New items are great and seem interesting and well balanced, although it may be difficult to complete item sets with the same amount of shops/enemies as Vanilla and way more items/content |
Ok I see what you mean then. A slight increase in available units should balance this.
What sort of units are you guys having fun with? What's the overall army you play with? I am having fun with fireflies (multiply) archmage and some other humans. |
I have just uploaded a small patch.
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My top favorite units:
Necrohs Weavers Archdemons Storm Falcons Fungus Thorns Snow Nymphs Succubi Combos I have tried: Snow Nymphs + Storm Falcons/Ice Dragons Weavers + Choshas Royal Thorns + Fungus Thorns + Fauns Magma Elementals + Archdemons + Succubi Necromancers + Plague Zombies + Black Knights/Bone Dragons Royal Griffins + Archmages Pegasus Maidens + Paladins ... Tips: 1.Storm Falcons are beasts, like Royal Griffins. 2.Necrohs, Choshas, (Dragonflies, Fungus Thorns) and Soothsayers are the kind of units who don't need other healers in most instances. 3.Druids‘ talent "Nature's Vitality" now can resurrect units. 4.How to deal with undead units' ability "Back from ashes": spell sheep, Fungus Thorns, Necrohs, Sisters, Inquisitors, Pegasus Maidens' talent "Spear of Wrath", etc |
The quest from Master Neotar I mentioned before would be The Driller! After visiting with him after killing the boss he sends Amelie to the factory to pick up one of his masterpieces - a crossbow. However, even though the dwarf at the factory says that he has the last one available for you, the crossbow is nowhere to be found.
Weavers are very interesting, unfortunately it takes some time to kill the giant spider, making them only available for late game encounters. Also, since you have mentioned "Back from Ashes" - shouldn't the resurrected undead lose their current turn? That would be more consistent with other similar mechanics, like the demon gating or most regular creature summoning spells (rune mages, royal griffins, druids etc.). On the other hand, the undead are already very weak, so nerfing them further would make Nameless Island even more of a cakewalk. Thanks for the update, it looks great! |
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The missing crossbow has returned. I even have no idea why it was missing. It's there in the vanilla game. The resurrected undead troop will have action points only if it hadn't take its turn before killed. |
how hard would it be to get this to work with red sands?
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Yeah. It would be nice to add this to Red Sands.
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An idea from a 10 years old guy...
My son said: "woundn't be nice to add the ability of cast a Gremlin Tower, for Amelie? a tower that fights for Amelie?"
Me: "Wooooooow!" The mage class is weaker than others. What do you think, zhoudaohan? Is it possibile? Thank you! |
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what is you guys approach to the spider? its health is over 108.000 so a cheeky strategy seems the only way to beat no loss - like ice spikes. I really do enjoy the game now as Mage. what do you consider the top items to have? a few small things: Item Sand Bag for Choshas does not seem to give the morale boost Spell Vampire the III rd level - it seems like it does not always work as intended, but may be just me. |
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Anyone knows where that mod can be downloaded? nice to keep it safe for future use :) |
ah, small last question: anyone an idea how to make the ice spike smaller? it gets quickly so full, cant see a thing any more..
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It seems like I can't use the mod, everytime I launch it after extracting every files where they're supposed to be, my game background turns black, and after trying to create my character, I have an error message. Anyone knows how to make it works?
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Small comment: it seems the addon2_artefact_ice_dragon_amulet does not give the intended bonus of reducing speed for frozen enemies by 2, instead of 1.
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You can train thorns into Fungus Thorns with the help of the military academies. Ice spikes/mass summons which can take up the empty cells as soon as possible is a choice to deal with the spider boss. It was always a tough combat for me. Depending on your build, totally different items can be top-tier imo. Item Sand Song was partly reworked. I will test other issues later. |
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Make a clean reinstallation of King's Bounty Crossworlds and unpack the 2 parts of my mod into the game folder. |
A small new version was released.
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It so cool you keep updating the mod. the new ability of cursed ghost is very nicely done and works great.
Sand Song works as intended - not sure if I saw it wrong before.. The +1 extra movement reduction of frozen enemies can be very strong with the right items and army. In my current mage play-through i have this in place, so looking forward to take advantage of it! (i have the item that gives 30% chance to freeze enemy upon hit). Looking at Assassin, his kills are checked individually. I presume this is where the Red Sands experience system is build on. are you considering adding that at some future stage? Its a pretty cool addition, as you continue to train units. |
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I had some ideas about the experience system long ago which is a bit different from that of Red Sands. Maybe I'll add it when I have enough time. |
Eye of the Storm is finally tweaked.
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I'm currently working on the balance instead of new features. If you have any suggestions, don't hesitate.
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I'm not enthusiastic about experience for unit.
First, enemy would always have it at most when player would be discouraged of alter their team. Second, speed increase is fundamentally bad. I know the experience system is not limited to such modification, but it's a be the same thing, it alter philosophical features of units like slow but tanky. |
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That system needs too many work. In my design, different units have their own upgrade trees. When a troop get promoted, it may even acquire new talents. I will only consider starting to work on it when I have enough time and resource. |
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