![]() |
HOMM3 Babies Mini-Expansion Beta now Available for Download!
Heroes of Might and Magic 3 Babies (HOMM3 Babies) Mod / Micro / Mini Expansion Pack for King's Bounty: The Legend
Created by: Matt Caspermeyer (matt.caspermeyer@cox.net) You are free to use any part of my work in your projects so long as you give me credit. The download link is provided at the bottom of this post. Please use this forum topic for posting comments about the mod. I'd like to keep this topic for just updates and change lists. The current change lists are incomplete, but are located here: Click here for *.ATOM list Click here for *.LNG list Click here for *.TXT list I'm not sure when I'll have the *.LUA change list and updates to the above lists updated, but I've been providing a change list with each update recently. Installation:
Uninstallation:
Notes:
Issues / Bugs: Since this is a beta release of this mod, it is quite possible that your game will crash or you'll find bugs in this mod. I've done my best to ensure the highest quality experience possible, but invariably I cannot check everything. If you do find issues, please provide me feedback on any issues that you are having with my mod so that I can make improvements and make your playing experience more enjoyable. If you have any problems during play, here are some pointers:
It is my intent to make this mod as bug free and enjoyable as possible! Updates:
Modders:
Copyright Issues:
THANK YOU!!!
Alpha Testing Phase Complete!!! Thanks to:
/C\/C\ Matt Caspermeyer Get the latest version here! |
Update V2012-01-16
This is a critical update!
I had an error in the map difficulty bonus where it was off by a factor of 100! This made the mod unplayable. Here is the change list:
|
Update V2012-02-09
I have had very little time to play test the mod lately, but I did find a couple of errors recently and have fixed them.
Here is the list:
|
Critical Update V2012-02-25
My time is still very limited, but I found a critical error that caused the game to crash and have fixed it.
It dealt with the fact that I made an error when updating the Necro Call / Animate Dead ability and didn't realize how it selected the units to create from the corpse and so I left a few units off the list. As it turned out, if you cast it on one of these units (Unicorn was one of the units missing from the list) the game would crash. So now I fixed this issue and also made it such that if a unit is somehow not in the list, then a random Undead unit is selected. There was also an issue with Enchanted Hero where it was using the attacker's hero's statistics rather than the receiver's hero's statistics (for which the Enchanted Hero spell was cast upon) for determining the power of the spells autocast on the defending unit. This was very tricky to notice because it was very subtle, but have now fixed this issue with that spell so that it correctly uses the defender's hero's statistics for autocasting the beneficial spells and not the attacker's. I also just finished my Paladin game! I might start one other game (Mage), but I'm going to transition to applying this mod to AP and CW next... Here is the change list for the individual files:
|
Critical Update V2012-04-08
I'm now able to mod during the weekday nights again as well as to continue playtesting my mod as I also work on the development of my mod for AP and CW. I'm currently playing a new mage game.
I've just discovered a critical bug that is fixed with this update that involves children that use the "scouting" templates. There's only a handful of babies affected, but if you are playing the game and cursor over one of these babies after your wife has them, the game will lockup. So please download this update, the files affected and the babies under each wife that are affected are listed below. Here is the change list: Version: Beta 2012-04-08
The download link is either in the first or last post. |
Critical Update V2012-06-12
Hope everyone is having a great summer!
This update provides many updates, but primarily fixes the locking up problem with "Armorer" babies that had the wrong template name. This issue has been fixed. The full update list is provided below, but here are some notable changes / additions:
I'm continuing to play my Mage game, but he's only at level 10, which shows you how much I've played King's Bounty since the last update. I'm pretty much done with my home remodeling and so expect to be able to work more on this as well as the AP / CW port in the next few months. The mod version now appears on the opening screen after the King's Bounty version number: H3B: BYYYY-MM-DD. Where: B stands for beta, YYYY is the release year, MM the month, and DD the day. This way you can determine exactly which version you are playing and check this post for whether you have the latest version or not. The link to the new download is provided below and once again the previous link has been removed - thanks for playing and trying my mod. I hope you enjoy it as much as I enjoyed creating it! Here's the change list (lots of changes): Version: Beta 2012-06-12
Okay - that's it! If you have any issues with this mod version, please let me know. /C\/C\ The download link is either in the first or last post. |
Critical Update V2012-06-16
I found an error where I accidentally introduced a typo into Gerda's baby Lorelei causing the game to crash when Gerda had babies.
The download link is either in the first or last post. |
Errata Update V2012-06-21
Frenzy level 2 and higher was adding too much rage per round to your hero - this has been fixed.
The download link is either in the first or last post. |
Critical Update V2012-12-01
This is a critical update that fixes an issue with Orcelyn having babies as well as makes many fixes, adds new features, and implements ideas that will also be going into my H3T mod for AP / CW.
The download link is at the bottom of this post - feel free to go down there if you don't want to read the change list. Here are the main changes from an idea / implementation standpoint:
Version: Beta 2012-12-01
That's a lot of changes, but they also serve as a preview of the features that I'd like to implement in my H3T mod for AP / CW. Please see the first or last post for the download link - thanks! /C\/C\ |
Spirits :
- nice idea to make rest/lvlup change. It was hard to use spirits early when you have only 1 skill and rest like 4 turns :-( - Lina ice thorns is from WotN, also nice touch. At least now she have some bonus for exp, not like before when you needed 100 battles to get her to lvlup. Units : - nice racial bonuses for dwarf/elf ... why would only demon/undead have area bonuses. - maybe give undead +25% on cemetery, because moral gives +stats for att,def,crit%. How about +25% for att/def , instead +50%def ? Hero : - bonus for every 7 points in att/def :-D it`s great you implemented this here. Intellect had to much bonuses compared to att/def before. - spell_dispel , who would figure this out if crashes started :-P - why limit lds reduction ? i loved my 28 lds griffins (Eddric , glory , griffin banner) :-) Spells/specials : - it`ll take some testing to see will it work all Wives : - great for Orcelin, and including shamans. Will this changes go into Ap/Cw version also ? |
Quote:
Quote:
Quote:
Quote:
The Leadership Reduction Limit is specified in CONFIG.TXT and so is easily changed (although you'd have to restart). I thought 50% was a good start, but I'm thinking that maybe 75% would be a better limit. I needed something, though since it was theoretically possible to exceed it with Undead units, even though it was virtually impossible. I don't know what would happen actually (would the game crash?), but thought it best to prevent the possibility. I had actually forgotten about the counter limits (that's how the rage and mana limits work). Let's see, with Edric, you get a total of -58% (18 + 10 + 30) so I'm clipping it 8%. Yah, I'll put that on the list of things to think about for the next update (I still need to check out mass Stone Skin more as well)... Quote:
Quote:
I haven't quite tested everything out, here, but wanted to get this update out since there were a lot of changes... The AP / CW modding is taking a lot longer because I'm unifying the common areas of the mod between both games. I think this will work better (and keep me saner) for the future and if I ever wanted to try to implement things in WotN (although it seems like a mod for that is light-years away, if at all). /C\/C\ |
H3B - Beta 2012-12-01 Bug List
As I've been playing the new beta, I've noticed some bugs that I'll be working on fixing in the near future:
/C\/C\ |
Critical Update V2013-01-26
This is a critical update that fixes quite a few bugs thanks to playing the game in Windows 8 with the -dev switch. There were quite a few things that I thought were working before, but apparently weren't. I've now fixed every issue I've discovered. I'm going to keep playing with the -dev switch until I finish my current Paladin play through (he's only level 6 so I got a ways to go).
I've also gone through the *.LOC files and increased the probability of getting rare units as well as added the possibility of being able to buy certain containers (i.e. eggs, seeds, etc.) at various shops. I've just started playing a new game and so far the extra variability gives you an opportunity to get some more varied units early in the game to try them out. For example, Druids are now much more of a possibility in Darion. You also now should be able to find Royal Thorns and Ancient Ents in your game, whereas before you could have a game without these units. NOTE: If you want to take advantage of the changes to the *.LOC files you must restart since the game engine only uses them when you start a new game and stores their information in your save game file. I've also implemented variability to the containers so that there is a possibility of getting all variants of a unit type from a container. For example, Spider Eggs now have a chance to produce Cave Spiders, Venomous Spiders, Undead Spiders, or Fire Spiders; Snake Eggs now have a chance to produce Snakes, Swamp Snakes, or Royal Snakes. Also, certain containers now have the possibility to produce their higher level variant after acquiring a certain amount. For example, Thorn Seeds now have a chance to produce a Royal Thorn if you have 47-76 seeds. The probability increases until you have 76 seeds, at which point you'll always produce 1 Royal Thorn for every 76 seeds you use (technically it is a random number of seeds between 47-76 so it is possible to get 2 Royal Thorns with 94 seeds if you're lucky or 152 seeds if you're unlucky). You can still produce Thorns / Thorn Warriors, but you have to use fewer than 47 seeds at a time when you do. This gives quite a bit of variability to these containers, plus since you can resupply your troops without a shop, there now is a slight advantage to using units that you can replenish with a container. NOTE: You must either 1) collect or buy another of these items or 2) restart if no more are available for the change to take effect. I removed the Leadership Reduction counter limits since they cannot be implemented. I improved the AI of certain unit abilities like the Royal Thorn Entangle, the Furious Goblin Throw Axe, and Web, for example. I've made some improvements to some animations here and there (like the Ent / Ancient Ent Summon Plant when summoning Ents / Ancient Ents). Ice Thorns now are treated like enemies and so ranged units cannot use their ranged attack when adjacent to one. The download link is at the bottom of the post - thanks for trying out my mod!:grin: I'll keep working on fixing the bugs as I find them, but to my knowledge there are no known crashing issues. Here is the detailed list of changes: Version: Beta 2013-01-26
If you have any problems playing this update, please let me know and thanks for trying out my mod! /C\/C\ Please see the first or last post for the download link - thanks! |
great i test your mod i begin a new game in impossible
|
Unfortunately, I can't get this to work.
1) Start new game 2) Enter Training area 3) Attempt to save or talk to Richard = crash to desktop It doesn't matter which hero I use, nor whether I rename the hero. I was able to test an earlier version of the mod very thoroughly, so I'm a bit stumped as to what is happening. I uninstalled your mod and the game runs normally. Any suggestions? Running version 1.7, build 35.234, H3B: B2013-01-26 Problem signature: Problem Event Name: APPCRASH Application Name: kb.exe Application Version: 0.0.0.0 Application Timestamp: 562b029a Fault Module Name: kb.exe Fault Module Version: 0.0.0.0 Fault Module Timestamp: 562b029a Exception Code: c0000005 Exception Offset: 0243b193 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 |
Critical Update V2013-01-27
1 Attachment(s)
***EDIT***
I've found a critical error with this version. If you started a new game with this version and want to marry Neoka, there is a strong possibility that the game will crash because of an error in the unit list when marrying her. The error is that I specified "druids" instead of "druid" in the unit shop list and so it is looking for DRUIDS.ATOM. So the fix (provided below) is to copy DRUID.ATOM to DRUIDS.ATOM and put it into the mods folder. This is what is included in the ZIP file. You can then marry Neoka, but don't buy the DRUIDS.ATOM units (their picture will be blank). This is the only way I can fix this problem since the unit shop data is in the save game file. You can continue your game after this (this is exactly what I've done) with Neoka and everything should be okay. If you restart your game with the newer release, this problem is fixed. I'm hoping that there are no more of these crashing type errors, but I'll do my best to review the changes I made to the *.LOC files and look for errors that might cause a crash during certain events. ***EDIT*** Okay I've found the problem and fixed it. I want to apologize for releasing the mod in that state, I guess I got in too much of a hurry to release it last night. Okay, the error was I had incorrectly implemented a couple of the Griffin Egg possibilities in ISLAND_1.EMBRYOS.LOC. Those errors have been fixed! I also added one more change that I had forgotten to implement and that was to give the Necromancer Dwarf a chance to sell Skeleton Graves and Vampire Coffins. Here is the detailed list of changes: Version: Beta 2013-01-27 - ***CRITICAL UPDATE***
Thanks again to Sir Whiskers for promptly listing the problem!:) I've removed the update since it includes a crashing problem, but provide a temporary fix here: |
Quote:
I'm not sure the creature containers are working as intended. I modified the hero.txt file to add some to my start and none showed any variability (no twins, no different results). To further test, I tried: 1) after finding/buying several in Greenwort 2) after traveling to a new area on the first island But the results didn't change. Thorn Seed = Thorn Hunter (or Royal Thorn, if using multiple) Dragonfly Egg = Fire Dragonfly Spider Egg = Venomous Spider Snake Egg = Snake Coffin = Skeleton Carved Coffin = Vampire |
Try this...
Quote:
Quote:
So use only 1 egg at a time and let me know if it is the same every time. I actually was using the code that they had setup for this, but there wasn't variability and so I changed it and it seemed like it was working, but I'm still using a part of the original code that doesn't quite seem totally random to me. So try that, note that for twins the possibility is really low (3% for Dragons and 6% for Griffins). /C\/C\ |
Quote:
I started a new game and some of the containers gave different results (fire spiders, lake dragonflies). I started a third game, and again some containers gave different results (skeleton archers). But within a specific game, the results never varied. So, it appears the random function is working fine when the game starts. I suspect it will also kick in whenever I find a container (not buy). That would match what I saw in AP/CW, where modifications to the Item_Monster file would not take until I found a container of the type I had modded. If that's the case, then I would guess that the random value is being saved in the game and not changing until certain trigger events. I'll keep testing the containers at various points to see if they change within the same game and let you know. |
Interesting...
Quote:
Quote:
I used 22 Spider Eggs (1 at a time) and I was able to get each type of unit (although the percentages didn't appear to match the percentages that I have listed). I also got a pretty good split between Thorns and Thorn Warriors (biased towards Thorn Warriors) when I used 12 seeds individually. I only had 2 Skeleton Graves, but got one of each and 3 Vampire Coffins and 2 instances of Vampires and 1 of Ancient Vampires. Quote:
Incidentally, if you don't restart a new game, and you use the item, the new item parameters will not show up when using the objuse_spawn_troop function. The item parameter data is only refreshed when reacquiring the item, hence why it doesn't work with a current save. Believe it or not, that function was already setup for random functions, but as you so astutely note it only changed with each new game (as they were using the Game.Mutate function which is a random function, but only for each game). There is another function, diap that is in LOGIC_HERO.LUA that is used for certain hero things and that's what objuse_spawn_troop is set up to use. The number I'm sending to diap is random (Game.Random( 1, total_prob)), but diap also uses Game.Mutate. So therein may be the issue, I may try to use another of their built-in random selection functions as it seems that I need to work on this part of the code more. Quote:
/C\/C\ |
Quote:
|
En*.lng?
***EDIT***
Okay, I checked to see if I updated all the EN*.LNG files and all their dates and times match the ENG*.LNG files, so that's not it. ***EDIT*** Quote:
I have not had any problem with this in a new game, but I have not tried an old game. Hmmm... you know, does your version use EN for the *.LNG files? I'm going to have to check to ensure that I created a new EN for each ENG that I edited. I do this manually, but need to come up with a way to do this automatically. It's possible I forgot to include the corresponding EN for an updated ENG LNG file... /C\/C\ |
H3B V2013-01-27 Bug List
Okay, I've been continuing to playtest and have started to accumulate a list of errors that I need to fix:
Quote:
I've also been experimenting more with the containers and I've changed the code to use a different randomizer as I think the one I was using wasn't totally random. Here is the list of changes for an upcoming release: Version: Beta 2013-MM-DD
Thanks again for trying out my mod and I hope you're enjoying it as much as I enjoyed creating it!:grin: /C\/C\ |
Critical Update V2013-02-10
***UPDATE***
I forgot to include DEVATRON.ATOM so please download this version (2013-02-10.1) if downloaded 2013-02-10 or your Ice Thorns are being destroyed by Zerock's Quake. ***UPDATE*** I've been continuing to playtest and have found a critical bug with V2013-01-27 that causes the game to crash when you marry Neoka. The error is that I specified "druids" instead of "druid" in the unit list when you marry her. The work around is provided in the V2013-01-27 post and the fix for new games directly here. Basically you just need to copy DRUID.ATOM and call it DRUIDS.ATOM and place it into the mods folder. If you do this, then you can marry Neoka and continue your game. Don't buy the DRUIDS.ATOM units - their picture will be blank. I needed to use this work around in my current game and it works okay. If you start a new game with this version, then you won't need that file (and hence it is not included in the KFS file for this version). I've also added some experimental code for showing the Spirit Experience in the Hero screen and during combat. This is mostly an aid to show you which abilities generate the most experience. It uses the CW code (EXP_PET_HINT.LUA), but as it turns out, the algorithm is slightly different than the CW code / the information supplied in the fan manual (i.e. sometimes the experience is off by 1 for abilities that don't damage units). As such, I provide a range of experience for certain abilities and for those that damage units directly there is no way to know how much damage you're going to do to units (except for mass attack ones) and so instead an experience range is specified. It's not perfect, but the algorithm is hidden from me since it is apparently in the C code (i.e. Attack.add_exp library). I've also fixed the issue with Critical Hit (and Attack and Defense for that matter) not dropping properly during long combats (as well as the Bone Dragon's Dread ability) - thanks to Gza for pointing this out! I've also switched to using a different random function for generating the container units. We'll see how this goes, but my initial tests showed that this provided random results in line with what is mentioned in the hint. I've also added hints to show you how many victories until your wife's next child. So now you don't have to keep track of the number of battles you've fought mentally as well as can see which fights count towards that (i.e. suppressing items doesn't count). This version also includes some more bug fixes thanks to playing in Windows 8 and some slight tweaks here and there. I'm now level 21 in my current game and just married Xeona, my last wife. So far I've fixed every bug that I've come across. I've been playing no loss impossible, but I couldn't beat Xeona no loss at that level (I was level 20 when I fought her and in fact I barely survived the battle with Neoka using Elves: Ancient Ents, Hunters, Elves, and Druids - susceptible to fire, ouch!). It could possibly be done with different units (i.e. Cyclops might work really well as well as Giants) or waiting until my hero was higher level, but I always play the minimum number of battles to get each wife and have all the children and then move to the next wife so I can check for bugs. There's one thing that's been bugging me about the AI that I might see if I can fix and that is the fact that thrower units always attack the enemy unit adjacent to them when they run away with their base throw attack. It'd be nice to have them reset and attack a different unit optimizing damage when they run away (basically Cannoneers do this with their triple shot). We'll see how it goes... Okay, here's the detailed list of changes: Version: Beta 2013-02-10 - CRITICAL UPDATE
Hopefully I've found all the critical crashing bugs, but I'll just have to keep play testing to be certain. Once again thanks for trying out my mod and provided feedback! ***UPDATE*** I forgot to include DEVATRON.ATOM so please download this version (2013-02-10.1) if downloaded 2013-02-10 or your Ice Thorns are being destroyed by Zerock's Quake. ***UPDATE*** Please see either the first or last post to get the latest version... |
H3B V2013-02-10.1 Bug List
Okay, I'm continuing to playtest and fix bugs as I find them.
Once again I'll work on a list and update it periodically and then release an update in a week or two depending on how many bugs I fix and their severity. I've found a new bug with respect to how I attempt to compute the enemy hero's attack and defense (there is no "normal" way to do this in the game) and it is possible to get values less than 0 which could possibly cause division by zero errors (in which case an attack will one shot a stack no matter how large they are). I'll provide this fix in a future update, but here is the current fix list for V2013-02-10.1: Version: Beta 2013-MM-DD
/C\/C\ |
Critical Update V2013-02-24
Please find attached a new release with just a couple of bug fixes and some slight tweaking to the Spirit ability rest pacing as well as an increase of Spirit levels to level 51 (50 is the max attainable).
Each Spirit had 4 new rest levels added to their abilities (see the detailed list below). I also doubled Spirit Experience for non-damaging Spirit Abilities (see below) so that using these abilities doesn't result in such a pain-stakingly slow experience gain (i.e. Lina now doesn't have to only use Ice Thorns to get her level up any more). I think this will result in a better Spirit leveling experience and with the rest level pacing changed, you won't have to be in a rut with respect to certain abilities having long rest times when they are at their first level. Here is the detailed list of changes: Version: Beta 2013-02-24
Thanks for playing my mod and providing comments!:grin: /C\/C\ Please see the first or last post for the latest version - thanks! |
Critical Update V2013-03-03
I was playing and I wasn't getting any rest decreases for my Spirits so I investigated and realized that I had botched the implementation of the rest level-ups and so that's why they weren't being offered.
I also noticed that I had issues with both the Stone Wall and Cloud of Poison time increases and fixed those as well. I also introduced a bug when I got Dispel to work with Last Hero properly that caused it not to work normally (it was Dispelling your enemy's Penalty spells for instance). This bug has been fixed also. So please download this update to fix these issues - here is the detailed list of changes. Version: Beta 2013-03-03
Please see the first or last post to download the latest update... |
Critical Update V2013-03-18
I've been having problems since last March 18th with trying to attach files to forum posts that exceed a certain file size. I get a Database Error message when I attach them. The files I'm trying to upload are well within the posting file size limits, but it looks like they've been reduced temporarily. @Nike-IT sent in a ticket about 2 or 3 weeks ago, but it still hasn't been fixed. So I've broken the file into 720KB parts and I was able to attach all 5 parts here. I tried 1.44MB attachments (i.e. 3.5" floppy size, but they were apparently too big).
You need to delete the .zip at the end of each archive's file name (leave the .zip before the 00X numbers) so that they are .001, .002, etc. and then you'll be able to un-ZIP them. For example, rename mod_h3b_VBeta2013_03_18.zip.001.zip to mod_h3b_VBeta2013_03_18.zip.001. Do this for the other 4 files and then you can un-ZIP them. I apologize for this inconvenience, but it is beyond my control. Hopefully they'll be able to get this resolved sooner or later, otherwise I'll have to find a place to host my mod files... I've been making progress on my H3T mod, where I'm working on implementing the tomes. I'm probably about 60% done with that implementation and hope to complete that aspect of my mod soon and then I can go on to implementing the rest of my H3T mod... So here was my original post from back then... Okay, I finally finished my current playthrough with my Paladin and made some more bug fixes and changes. I was able to play no loss impossible, only incurring losses when I fought Xeona. There were some other tough battles along the way, but now with all the +resist all abilities, I had my Phoenix up to 95% Resist All with the Twinkling Boots (+15 Physical Resist) and Healer Jacket (+20 Poison Resist) after the first round of cast. This was not quite what I intended and so the Resist Bonus for summoned units is now +percent base instead of +absolute. With this, the resistances are 68 Physical, 62 Poison. Summons still get the +Physical Resistance for their first round from your Start Defense skill so they can still get 95% Physical Resistance for a turn. If you play Mage, you should be able to get the summon resistances higher if you have the same two items, but not up to 95% resist all. I also thought having Orc's Ill-Tempered occur all the time was too much so I made it happen 50% of the time. This is better as it is harder for them to move 3 times a round if they move once and get Critically Hit twice (which I was seeing quite often actually). I still had a bug with Enchanted Hero and Dispel where if they enemy hero had cast Enchanted Hero on their troop and Dispel had been cast, there was the possibility of the check not resetting properly and if you cast Dispel on them it would Dispel the penalty not the bonus spells. So now I think I have this bug fixed for good - it was very tricky and subtle. I've also made some improvements to some more bugs most deal with nil values being compared to greater or less than comparators (this is illegal in LUA) so now I check to ensure that the value is not nil before I perform the compare. This mostly affected the new features that I had implemented. Here is the detailed change list: Version: Beta 2013-03-18
I now know how I can implement certain things in AP / CW now that I didn't before with this latest upgrade process over the past several months. There are still things that I'd like to do with my mod like possibly implementing level-ups for your wives / children, but I'll learn how to do this with my H3T mod. I'd also like to add Sapphire Blue Dragons and tie them to Drahha somehow after you complete his quest, but unfortunately I can only have Drahha sell a fixed amount due to his shop being an NPC shop instead of a regular shop. I tried to figure out how to do this by hand editing the LOC files and trying to change him to a regular shop, but unfortunately I think I may need the original development tools to convert him (i.e. Skaar is an NPC, but has a regular shop tied to him). So I may have Skaar or even Ank (the Giant that you rescue from the Land of Death) sell them (and the Sapphire Blue Dragon Eggs, which can't be sold in Drahha's NPC shop) with the typical unit probabilities. Maybe even have a shop (or shops) in Demonis sell them. So for now I have not created a new Sapphire Blue Dragon unit as I wanted to ensure that I could sell them from Drahha first. Maybe I'll learn more about how to do these things when I work on my H3T mod. Creating a quality mod is time-consuming and difficult (as can be seen by the WotN bugs) and so unfortunately it just takes a lot of time as there is a lot of trial and error when you're figuring things out and doing them where there is very little documentation. I've tried to share some of this in the mod tutorial posts to share my knowledge and I've literally tried many things that are not implemented simply because I couldn't figure out how to do them (such as Drahha not being able to have a regular shop like I mentioned above). So if anyone has any insight that would be most appreciated and conversely if you want to know how to mod a certain aspect of the game just ask me via post or private message (although I tend to not notice that I have notifications in my inbox so please be patient as it may take a couple of days for me to notice). So thanks for being patient through this past development cycle and trying out my mod and providing comments! :grin: /C\/C\ Please see the first or last post to download the latest version as this release has been removed. |
How to extract the .zip files? Not working. Upload please the full version.
|
Use this if you're having trouble renaming the files...
Just follow what I said about removing the .zip at the end of each file - here's a little CMD that will do it for you, then just right click on the first file and extract with your ZIP program...
Download this and put in the same folder as the 5 files above, extract the RenameVBeta2013-03-18.cmd, and then run it. It will rename the files for you. Then right click on the .001 file and you can extract with 7Zip or other extractor. Once again, sorry for the inconvenience, but until they fix the size limits on the forum or I find an offsite file host I'm stuck with doing it this way... /C\/C\ |
Failed. He writes: Archive has no end. Renamed, deleted the end. Zip file.
|
Quote:
Note: As near as I can tell, if the unzip works properly, you'll only get two files - mod_h3b.kfs and mod_h3b_readme.txt. Unzipping the first file actually unzips them all (at least, that's how it appeared when I did it). |
Critical Update V2013-05-18
Please find attached Critical Update V2013-05-18 that fixes the crashing problem with enemy heroes attempting to cast the Shroud spell (thanks both to Jorko80 and Sir Whiskers).
I've also made some minor improvements including changing Griffin and Dragon Eggs so that they give 1-2 units (since it didn't seem to really be working very well the other way - thanks to Sir Whisker's comments here). ***EDIT*** Oh yah, don't forget that you need to reacquire the container for this change to take effect. For example, if you have 10 Griffin Eggs, you'll need to buy 1 more and then this change will work or if you have 2 Black Dragon Eggs, buy another and then you'll see the correct text tip (you'll also notice that the tips are correct in the shops). I also made a change to the AI spell damage score calculation to include unit kills in the score so that they focus more on killing your troops. Lastly, I made some minor changes to Sleem and Zerock (some of which were based on Jorko80's comments). Note that if you acquired a spirit skill that now has a higher level requirement (or different prerequisites) that it will disappear until you again meet that criteria. So for example if you had Evil Shoal level 4 with its Sleem Level requirement of >7 you now have to meet the new Sleem Level requirement of >9 before this ability will reappear. You do not have to pick the ability again during an upgrade as you've already selected it, it's just disabled since you no longer meet the requirements. We'll see how these changes go, the big part was fixing the crashing bug with Shroud. Here is the detailed list of changes: Version: Beta 2013-05-18
Please keep the comments coming if you find an error or can think of an improvement - thanks! Matt /C\/C\ Please see the first or last post on where to get the latest version - thanks! |
Here's the CMD to rename the files...
If you're having trouble manually renaming the .ZIP files above (by removing the ending .ZIP) you can use this CMD file to rename them for you.
Note that I use 7Zip to extract the files (just right click on the 001 file and you should be able to extract it), others have reported issues with WinRAR as I understand it. If you successfully extract the files you'll have these 2 files:
Please see the first or last post to get the latest version - thanks! |
Critical Update V2013-05-26
Critical Update V2013-05-26
Thanks to @Nevar for pointing out the issues with Orcelyn's and Diana's dialogue / chats where I didn't have them specified correctly. I also fixed an error with the wife baby macro where it had incorrect logic in deciding whether to show you the number of victories until next baby hint. Here is the detailed list of changes: Version: Beta 2013-05-18
Please see the first or last post to get the latest version - thanks! Matt /C\/C\ |
Update VBeta2013-06-02
Update Version Beta 2013-06-02
I had forgotten to fix the issue with the 1 unit per 2 eggs issue with Bone Dragons. This issue is now fixed! Detailed list of changes: Version: Beta 2013-06-02
Please see the last message for the latest version and download link... Matt /C\/C\ |
Error with V1.7 Build 35,234
Quote:
Anybody know why the GoG version is not the latest build? I've got all the spirit ability hints working in V1.7 Build 35,396 (this is the Gamer's Gate version that I've had ever since the beginning) with the current unreleased version of the mod I'm working on, but they don't work in V1.7 Build 35,234. The problem with the Maria dialog is that the Logic.hero_lu_item library function does not work properly. In Build 35,234 it outputs 0 (even though I have 7 wings); whereas, loading the same game in Build 35,396 it shows 7. Note that the code to display that message correctly detects that I have more than 0 dragonfly wings (as it will not display the message if you don't have any wings) and so that aspect is the same in both builds. So if you're not using Build 35,396, then it is possible that my mod won't work as intended with your version. Matt /C\/C\ |
Quote:
Thanks for all your hard work. |
Build number not just version is important!
Quote:
I never paid attention to the build number before, just the version number, until I saw this issue with my mod. Now I know that the build number is just as important as the version number. I'm actually really happy with getting all the damage hints working on the spirit abilities in the latest version of the mod I've been working on (Evil Shoal, Ice Thorns, Ice Ball, and Poison Cloud), but it is too bad that build 35,234 does not support the features that I'm using. There is an "always_hint" flag that you can set to 1 on a spirit ability and it will then always execute the hint functions in COMBAT_LOG.LUA, but this is not implemented in that build for whatever reason and so the spirit abilities will not execute the damage hint code that I added. There's also the bug with the hero_lu_item function in the Logic library I mentioned above, but hopefully there are no other issues with build 35,234. I basically am playing two TL games right now - Warrior on 234 and Paladin on 396 and so I get to now see what is different between the two builds and my mod. It is easy to pass the save game back and forth between them and double check if something not working on 234 works on 396, which has been the case so far with the issues I've mentioned. /C\/C\ |
Update Beta V2014-01-01 Available!
New version beta 2014-01-01 is now available!
There are some bug fixes, new hints for Spirit Abilities that didn't have them before, and some new features. Here is the change list: Version Beta 2014-01-01
Now all Spirits have at least 2 damage abilities to help them keep up with Spirits that level faster. This is especially true for Lina as she now can be maintained at levels near the others whereas before she always fell behind. With Sleem, Poison Cloud was hard to use because it didn't give experience based on damage and units could move away from it. Now it does immediate damage and then will do additional damage based on its life. This makes this ability a lot more useful. All the Spirit abilities show damage hints now, but you have to have Build 35,396 to see them - if you have build 35,234 then you still won't see them. This is also true for Maria to show you the number of Dragonfly Wings you have. I have no idea why older builds are being sold, but I guess that's the way it is for now. Druids can now resurrect your animals (twice) so there is a new troop selection synergy with using them now. I haven't made any changes since the beginning of the year and so that's why it is V2014-01-01, but everything seems to be working great. See the last post to get the latest version... /C\/C\ |
Bug Fix Update Beta V2014-01-28 Available!
Here's a bug fix update to fix a few bugs I found a day or so ago.
Here's the list of changes: Version Beta 2014-01-28
I'm not sure why the tip counting is not working and so I just manually set the maximum tip number in LOGIC.LUA so that it will now show the extra tips that I added for my mod. That's it! Thanks for trying out my mod. /C\/C\ Please see the last post in this thread for the latest version... |
A couple bugs I've found recently:
1) The tip for shamans has no text. I'm referring to the normal load screen that has tips, such as "Orcs and Veteran orcs have a new ability...". The load screen comes up normally, it says "Shamans", but nothing else. 2) I'm in Haas' Labyrinth, at the Temple of Delights. Whenever I click the right arrow to cycle through the available troops, the game crashes to desktop. I'm very impressed with this mod. The tips, the info screens for spells and troops, all show the updated mod info. I absolutely love the new Phoenix spell. The troops have new abilities that make them more interesting to use, and more challenging to fight. The game allows my hero to become much more powerful than the base game, but that's necessary, as the battles become increasingly more difficult. Definitely a fun challenge. SW |
Thanks for pointing these out!
1 Attachment(s)
Thanks for pointing these out!
Quote:
Quote:
Quote:
I've got quite a few more changes coming in the next update, the largest being that difficulty level / map bonus now also affects the talent abilities of enemy units, improvements to bears, unicorns, daylight penalties to undead, and more! /C\/C\ Here's the fix for the Temple of Delights crash in the Labryrinth (just put this in the same folder as the mod): |
Quote:
I hope you still find time to work on your mod for AP/CW. I enjoy Legend, and will gladly grab your next update, but I feel the devs got the balance better in AP/CW, reducing the number of battles and increasing the hero levels. Thanks. |
Quote:
Quote:
I've actually taken a step back from the tomes part because of the issues I had with the number of items in the game, although the changes may roll back into my H3B mod because I think I like how I did the bonuses better. I have some ideas of how to combine a lot of the items into a single item and so am thinking about how to implement them - this would greatly reduce the total number of items and still allow me for the most part to implement all the HOMM3 heroes. We'll see how it goes... /C\/C\ |
Quote:
Matt, I'm gonna try your TL version now. Let's see how it goes. As I state in the other thread, your mini expansion sounds very promising. Regardless whether you keep working in the TL version for some time or jump to AP/CW, after a quick glance reading other posters comments, I'd perhaps suggest you to focus just on balance issues for a while, till all of them are adressed. It really makes the difference in the long run, and judging from how much you have changed/like to change, not an easy task. Again, congratulations for the hard work, it seems quite impressive! And I though for years it was just about babies, lol... |
I hope you enjoy it!
Quote:
Quote:
I've actually spent about the past month enhancing the spell AI and I've just started testing it out. So far things seem to be harder and spell selection more strategic to the situation at hand. However, I have not debugged all the spell paths and so there may still be some crash-to-desktop issues lurking. I also have quite a few other changes coming along that I think make the game more fun like stuff mentioned above, but others as well. Plus more bug fixes, which it seems like I keep finding them. If you have any issues, please let me know! Quote:
/C\/C\ |
Quote:
|
Hmmm... good question.
I'm playing the Paladin right now. I'm level 24, I think. I'd say just pick the one you like to play the most - should be different for you this go around and I'm sure there's always room to test all the classes. Quote:
|
Allright, time to give you some feedback, Matt. :), I've been playing for a while trying to explore different combinations. The warrior is the chosen class and Hard the difficult level. A satisfactory experience overall: although still being level 5, I can already tell you the units changes and novelties feel refreshing and imaginative, the spells changes intriguing and interesting from both the challenge and balance improvements perspective, and the hero skills trees revamps stimulating and overwhelming.
What I expect to see the most are tough, unpredictable battles against enemy heroes. The original game has a lot of room for improvement there. For now, I'm just worried about how well general balance and challenge will remain on the last stages of the game. Many modifications to be aware of. By the way, did you remove the resistance to damage cap? I hope not, it would be highly exploitable. Maybe Dryads are overpowered? Some ideas of mine which I find would really help to build and keep tension through the game, making it more thrilling: 1. The chance of being catched by the enemy when you're trying to avoid it. Perhaps setting a trigger so their speed can be randomly increased a bit from time to time. 2. The chance of being ambushed. Requisites: level... 6? or higher and Freedom isles reachable, so the player can still have his/her time and space to see what items, units and spells are initially available and choose army composition and general strategy. 3. The chance to fail the guess when trying to determine enemy power potential relative to yours. In my opinion, maximun percent to do it properly should never be above 80%. PS: I'm using Nobilis version, is it imperative to buy Gamersgate one to install their latest patch? If so I will. |
@Sirlancelot
Ahhh to be naive and still dont know what is waiting me in enemy heroes battles :-P Believe me, you`ll miss this time before you started doing that battles and item suppressing/upgrading :-D 1) Avoiding enemy heroes does you good for only a while because sooner or later you`ll have to do hardest battles with them to proceed in gameplay (quests and like) so their speed isnt important. 2) All encounters in game are determined moment you start new game, so ambushes are only wish. I asked this couple times, and answer was it`s impossible for enemy stacks to simply appear in game on areas already cleared or unexplored. 3) By this you mean skill scouting ? Never thought of it much, and lvled it up only for 1lvl for later skills. Interesting concept, maybe would be nice to get surprise form time to tie. But mostly ppl play this in way that you start battles when have good strategy and neutrals strength isn`t crucial. Good luck and have fun playing this great mod fellow tactical strategist :-) |
Thanks for the comments!
Quote:
Quote:
Quote:
The resistance to damage cap is still there, but the cap for Attack to Defense ratio can increase based on your Attack (+50% per 7 Attack) and the Defense to Attack goes down by 1 integer per 7 Defense (i.e. normal is 1/3, at 7 Defense it decreases to 1/4, etc.). Quote:
Lately, I've been revisiting reloadable / charged attacks and the Gift spell and so I actually thought that it might be desirable to charge the Dryad abilities. Not sure about it, but something to think about... I've been on the fence with the Druids, Alchemists, and Ents to make their abilities charged instead of reloadable. I currently have the Druid Summon Bear set to 2 charges, the Alchemist potions are 2 charges, and so is the Ent Summon Plant in my latest version I'm debugging. Still undecided what to do here, although, making them charged now lends more to using Gift to recharge those abilities. It may even make sense to make the Royal Thorn's Summon Plant ability have 2 charges. More things to think about... Quote:
Quote:
Quote:
Quote:
The Build number is shown next to the version in the bottom left when at the Main Menu. Well, thanks for your comments! Let me know if you have any other suggestions, etc. I'm hoping to be able to release my latest version that I'm debugging soon, but you know how it goes - there's only so much time in the day... /C\/C\ |
I've had a lot of fun with this mod. I played through with an older version twice awhile ago (roughly March or April 2013, can't recall for sure). I've tried playing with the current version, but I have a fair number of crashes in fights with heroes now.
The werewolf in Greenwort Drammina (dwarven woman in the mines) The robber in Marshan Swamps 2nd Arena fight All crash to desktop when the enemy makes their first move. No other fights have given me issues yet. I just entered the dwarven mines. Windows XP, Steam version if it matters. |
Could you please tell me which version of my mod you're playing? I just want to double check that you're playing 2014-01-28. Since these are all Hero battles (I assume 2nd Arena Fight is Robin of Greenwood).
***BEGIN EDIT*** Okay, whoops, these are the original spell lists for each hero: Quote:
***END EDIT*** **BEGIN EDIT2*** Ok, I've confirmed (at least with Robin of Greenwood) that the Shroud spell is cast properly without crashing the game. So I'm pretty sure this issue is fixed in my latest released version [2014-01-28] and also in my latest unreleased build. So hopefully that is the problem you're having... ***END EDIT2*** Do you have save games where you can easily check to see if those problems are still there? Depending on whether you're using the latest version or not, could you check and see if the game still crashes. If the game still crashes, I'd appreciate you emailing me the savegame files with instructions on how to get the game to crash (my email is in the README file included with my mod). This way I can bring up the LUA debugger and see where the game is crashing. Thanks! /C\/C\ P.S. Glad you've enjoyed playing, hopefully either the issues are fixed or your savegames will help me fix them. Quote:
|
I think I figured out what was causing it. I thought I was using the 2014-01-28 version. However, I had put a previous version in an extra folder I made to archive it if I wanted to go back to an old save(King's Bounty The Legend/Data/Archived). KB must have been trying to use that instead of the current one. When I deleted that folder, I stopped getting crashes. And I can confirm that Robin of Greenwood and Martin Vodash both cast shroud without crashes now.
Come to think of it, I must have played with an earlier version before shroud was causing issues, then downloaded the one with issues, then quit playing KBTL for awhile because of the crashes. |
Congratulations for the new creature! :)
Quote:
On King's Bunty: TL, however, I'm not totally against raising enemy stats due to its chess-like game mechanics and I concurr some measures were and are necessary to increase challenge but, according to my vision and preferences, I'd use a slightly different formula: something like a tiny fixed increment (let's say 3% Hard, 6% Impossible) plus a partially random amount: +3/+6 % + map difficulty modifier + *, where * is a quantity between -4% and +20%: -4 (2%), -3 (3%), -2 (5%), -1 (5%), 0 (10%), +1% (10%), +2 (10%), +3% (10%), +4% (10%), +5% (10%), +12 (5%), +14 (5%), +16 (5%), +18 (5%), +20 (5%) , this means most creatures (60%) would have equal or simmilar stats compared with default, but some of them be notably more powerful. Concretely up to +26 on Impossible, which is roughly the same maximum as you planned, and Hard would be even Harder. Quote:
Quote:
Not sure about Alchemists, though. Quote:
Quote:
Obviously to set random encounters the object used as a trigger should be invisible and the "click" involuntary. Quote:
|
Quote:
My opinion is influenced by a battle I had in my last game. I stumbled into a really nasty fight. My army consisted of some dragons and several ancient ents. The dragons went down almost immediately, but the ents (barely) held out using summons, swarms and rooting, along with my mage's spells. I think I finished the battle with a single ent, which made for a memorable fight. It was one the most enjoyable fights of the game, precisely because I had to work so hard over multiple rounds to pull out the victory. If the ent summons had been single charge, I'd have lost the fight within the first 7-8 rounds and simply reloaded. Just my two cents... |
Glad it is working!
Well, I'm relieved that it is working for you now!
I do my best to squish as many bugs as possible, but there are some that take a long time to find. My current unreleased version has many bug fixes. Since there are a lot of changes and I'm not finished implementing everything yet I'm holding off on releasing it, but am trying to get it finished as soon as I can. As always, if you ever have any additional issues, please let me know - thanks! /C\/C\ Quote:
|
Interesting Comments!
Quote:
Quote:
Quote:
I may visit the actual unit AI in the future because there are some things that I scratch my head about, like for example, when a shooter runs away from a troop and still shoots it even though it can only do a small amount of damage when it could do more damage to another troop further away. Quote:
Quote:
Quote:
I certainly want to maintain the level of play that Sir Whiskers is talking about as that is what makes the game truly fun! I also think that I've actually made plants useful now, whereas before they were pretty useless. With the increase to talent abilities, enemy Ancient Ents now really pack a wallop with their Wasps ability. Anyway, I certainly don't want to undo the utility of plants and so that's why I may keep Ents (normal Level 4 ones) with reloadable summons (plus if the combat goes long enough abilities don't recharge any more any way). Quote:
Quote:
I'll at least do a little probing to see if I can get a feel for how implementable something like this is... Quote:
Quote:
Well, thanks for the comments! Some interesting things to think about!:) /C\/C\ |
I do consider scouting mostly useless. I only bothered with the first rank of it for a long time. Search radius basically reduces tedium, but doesn't make a gameplay difference, since you'd dig up the same things with or without it. Assuming you run around constantly hitting D like I do. Eventually I went for rank 3 just for the int bonus.
About Ancient Ents: I've noticed that enemy ancient ents are obsessed with summoning. When I was first encountering them, looking at their resists and realizing it would be tough to kill them quickly, I was dreading their ranged attack. Instead, they all seem to summon on their first turn, usually giving me enough time to kill them. I'm playing as a mage with an elf army - my hunters'/elves' attacks feel like they barely scratch enemy ancient ents, until I use hellbreath. Which is a spell I rarely used in the vanilla version of the game, so that's a nice change. |
Quote:
Quote:
Their summoning is a priority if your army is smaller than theirs. Rooted becomes more important if they are on fire or your army is bigger than theirs. One thing is that the unit AI currently does not account for damage types, although I added extensive statistics for the spell AI. For example, I catalog the percent of damage of each type so that this can be used when casting spells such as Stone Skin or Divine armor. Conversely, resistance types are also catalogued so that it can be determined whether casting Hell Breath can be used effectively. Stuff like that. After I release my current development mod, I'll probably visit the unit AI to see if this data can be leveraged to aid the AI in choosing what to do... /C\/C\ |
Update Beta V2014-05-08 Available!
Please find attached (at the bottom) the latest update to my H3B mod!
This update contains a lot of changes! There is also some debug information that you will find at the start and during combat that I've left in for now so that you can get a feel for certain things that affect combat. The first is the map location and what terrain type it is as well as the time of day since these parameters are very important with respect to bonuses or penalties. I've been using this to update the arena location types so that arenas give proper bonuses. My work here is not done and so I plan to continue to use the information that you see on the first line to help me in altering the terrain type of a certain arena. As an example of this, there are many forest locations that have an arena type that is normal. I've changed these to be forest so that Elves now benefit from their "Loves the Forest" feature since technically you are running all around through the forest. The next combat message you will see appear is a listing of the enemy hero / tower spells and their score. I've spent a lot of time developing a much more strategic system with respect to the generation of the spell's score, which affects its probability of being cast. So if you are interested, you can scroll back through the combat log in fights with enemy spellcasters and see what the scores are for their spell choices. This information was invaluable in helping me improve this part of the game. Both of these messages will be removed in a future version, but for now I've left them since they help me with mod development and debugging. You can simply ignore these messages as they don't affect anything. This update also includes the addition of Blue Dragons as a new unit! I had a lot of fun developing them and so I hope you have fun playing them or fighting them. Note that you will need to start a new game to be able to "legitimately" use them since the *.LOC files that I edited only affect new games. Nonetheless, I've also added Blue Dragon Eggs and so you can always use the cheat command (tilde, ~) to open the cheat dialog and type "item blue_dragon_egg" to add one (or repeat for more) to your inventory. You can then hatch them and try them out in your current game! This is what I did to debug them. Note that I have added logic in ARENA.LUA to allow the AI to use their abilities, but this part I have not debugged yet to ensure that it works. There are also now several NPC's that will exchange a certain container type for crystals (eggs, seeds, etc.). So far I have Lady Beaulla (Ent Seeds), Frogus Bogis (Dragonfly Eggs), Old Chvakah (Spider Eggs), Milk Woman Wilma (Thorn Seeds), and Witch Helga (Snake Eggs). I still have more work to do here... Drahha will now offer to exchange dragon eggs for runes. You need to talk to him a couple of times after finishing his quest to get the option to make the exchange. Another big change is that the difficulty and map location bonuses now apply to enemy unit talents as well. This means that they do more damage with abilities that cause damage, summon more allies, have a higher percent chance of certain effects, etc. Ice damaging spells / abilities now amplify damage based on half of the target's fire resistance if the target is fire immune or they are demons and damage reduction from physical resistance is only half if they fit the above requirements. This change means that there is a pseudo "ice" damage to targets that should normally be vulnerable to ice spells (like Dragons and Demons, for example). There are also a ton of bug fixes that either you have pointed out or that I've discovered on my own. So let's hope that I've made the mod better in this regard. There are also myriad other changes, some deal with making units more interesting / playable (like the changes to bears and unicorns), others with adding penalties (like the new penalties to the Undead), and some that are just general. Since there are a ton of changes in this update, there may still be some bugs out there, so if you have any problems with this update, be sure to post them here. I'm not done making all the changes that I want, but I think I've implemented all the changes that require a restart. The only reason to restart is if you want to get the *.LOC file (note that the arena LOC changes do not require a restart) changes (like Blue Dragons, etc.), otherwise feel free to continue your game like normal after an update. Once again, thanks for downloading and trying out my mod - I hope you enjoy this update!:) Here is the detailed (long) list of changes (and the mod can be downloaded below): Version Beta 2014-05-08
Wow! Lots of changes! With so many, there are bound to be some areas that I haven't debugged yet, but I can restart a new game without it crashing and I've resolved all issues I've discovered to date. Nonetheless, I'll continue playtesting and debugging this release, but don't let this stop you from downloading this update and trying it out! Enjoy! :) /C\/C\ Download removed due to new version available. Please see the last post in this thread for the latest version - thanks! |
Critical Update Beta V2014-05-11 Available!
Please find attached below a critical update for those who use Build 35,234. If you are using Build 35,396 then this update simply adds new features (although it does have some more bug fixes).
There is a problem with Build 35,234 when using the LUA Game Library function LocType. This function is supposed to take an input and then output true / false depending on whether the current location type is the same as the input location type queried. No matter what the input I specify is, this function throws an internal error thereby halting execution of the current LUA script and preventing execution of subsequent LUA code. This problem is often fatal, causing the game to crash to the desktop when the game's error-handling code continues with the next execution task and that code expects certain code to have been executed. I currently use this function in ARENA.LUA to determine whether the location is cemetery, dungeon, etc. for reporting this at the start of combat. This is meant to allow me to debug my mod better and I can simply comment this section of code out and problem solved for this file since it is not important to anyone but me. However, I also use Game.LocType in UNIT_FEATURES.LUA for applying several new bonuses / penalties that I have recently added. Since this function is broken and it would cause similar LUA script halts, which would invariably cause a game crash, I've decided to create a fork for Build 35,234 users so that they can still play my mod, although, technically it is no longer compatible with build 35,234 due to the bug in Game.LocType. This development fork for Build 35,234 has Game.LocType calls commented out in ARENA.LUA and also UNIT_FEATURES.LUA as well. The unit features in UNIT_FEATURES.LUA affected by this are::(
If you use Build 35,396, then these work as intended without the above restrictions. For those using either build, this version adds new features and for the most part completes the initial development of adding in all the NPC's that I currently plan to use to exchange containers for Magic Crystals. Here are the NPC's and what they exchange for Magic Crystals: Carl Leonard - Griffin Eggs Dragon Attah - Bone Dragon Eggs Gelena Attahskaya - Dragon Eggs (Green, Red, Black, and Blue) Priest Owein - (Skeleton) Coffins Furious Paladin - (Vampire) Carved Coffins I've also added the capability for Black Dragons to select the Power of Fire path in finer detail (so that you can outline a path just like the AI) if you are controlling them. The developers made this change in WotN and now it comes to The Legend via this update!8) There are also a few bug fixes here and there - here's the detailed list of changes: Version Beta 2014-05-11
The next area I want to focus on is revisiting spell power because there have been a lot of changes since I initially developed this section of the mod. Pretty much damage I'm going to leave as it is since I think it is sufficient, but I'll be looking into the power of bonus and penalty spells to see if a change is warranted. Thanks for your patience as I fixed this problem if you're using build 35,234. Note that an email to 1CC or the vendor you got build 35,234 from is warranted since it is technically not the latest. I'm going to send another email to GoG to see if they respond to this issue because they should be using build 35,396. I'm fortunate that I have both builds, otherwise I would have been at a loss as to what the problem with Build 35,234 was. /C\/C\ Note that I'm no longer supporting Build 35,234 because I provide Build 35,396 here Please see the first or last post to get the latest version. |
Critical Update Beta V2014-06-01 Available!
1 Attachment(s)
Please find attached a critical update for my HOMM3 Babies mod.
Note that I am no longer supporting Build 35,234 - I actually have provided the kb.exe for Build 35,396 here. I tried it out with my GOG version of the game and it seems to work okay - I hope it works for you, too! There was a bug in the WotN code for the implementation of the Black Dragon - Dragon Power talent that caused issues when the AI used that talent. I've fixed the problem by having it use the WotN code if a human is controlling it or the original TL code if the AI is controlling the unit. I've also added some more NPC trading options - Archmage Rezo can now convert mana potions to an increase in your mana and Shaman Karrakh (if you don't kill him) can do the same with rage potions. Also Chief Engineer Debat in Mehgard has a machine that can exchange runes - the rates are very favorable: 2 for 1, 3 for 2, and 4 for 3. Now you can exchange runes if you end up with excess with only a 50 to 25% penalty in the exchange (Debat is very happy about his machine as a Dwarven inventor). Note that the mana / rage increase can be more than advertised if you have items that add %mana / %rage equipped on your hero. This was driving me crazy for a while as I didn't understand why I would sometimes get +2 rage instead of +1 for just one potion, but it was because the %rage increase item happened to be rounding up with just a +1 increase that would make it look like +2. I've also gone through the spell powers and readjusted values based on the bonuses that are possible in the game. Now it should take a very high-level mage with very good spell bonuses to maximize the power of most spells. You should now find that your spell power has decreased when applying this update. I've also added the capability for Life Light to resurrect troops. I've been wanting to do this for a long time and finally added the capability. It works on all units except summons (Phoenix and Evil Book) and Demons and still damages the Undead. Spell mana cost has gone up 50% or higher to account for the fact that it is very similar to the Paladin Prayer ability in AP / CW. This spell makes it possible to resurrect a group of units in a 7-hex radius, but the resurrection power is low for the mana involved so it should not be overpowered. As an example in my game, my Paladin has the best spell bonuses I've ever had @738% and with a base heal of 50 @level 1 the resurrection power @level 3 is 1485 per hex. So you'll be able to only res at most a few level 5 units per hex (still pretty awesome, though) and that is with a cost of 52 mana. You can combine it with Heal to make it more effective at lower levels if you have the turns and mana to do that. It also does an incredible amount of damage now to the Undead due to the increase cost, although the damage / mana is only slightly better than it was before. Mana / Crystals / Costs of a lot of spells have been updated to make them current with changes that I've made to the game since I initially devised these values. For example, Phoenix is now 20, 40, and 80 mana for Levels 1 through 3 since they have the ability to Sacrifice themselves to resurrect allies. The difficultly level now also amplifies enemy hero spell power and spell duration and so you'll find enemy heroes even tougher now on Hard and Impossible difficulty levels. I've also expanded the capability of the target's resistance to effect the duration of unit talents and Spirit abilities. For example, if a unit can cause stunning, the duration of the spell is lessened / amplified depending on the target's physical resistance. I've also added some more resistances to certain mage ATOM's (see the detailed change list) as well as the Undead now have a magic damage vulnerability based on their level due to them being magical constructs and magic damage's ability to disrupt this energy and cause more damage. There are also some other minor bug fixes - here is the detailed list: Version Beta 2014-06-01
I really feel like I've implemented everything that I want to implement here. The mod is really starting to feel complete to me. So this may be my last update for a while unless there are some crashing bugs that I have not found or if other bugs are found or reported. Don't forget if you don't have Build 35,396 of the game, you can download it here. Thanks again for trying out my mod and providing comments! :) Matt Caspermeyer /C\/C\ Download here and don't forget to get Build 35,396 if you don't have it above: |
unit changes
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
|
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
|
Note that I replied here since I want to keep this thread for releases and the other for discussion.
Thanks! /C\/C\ |
Version 1.0 2021-MM-DD
Checkout my other post, but these are changes I've been working on, with the bulk of these done almost 4 years ago and then some new changes in the past month since King's Bounty 2 has come out.
These changes are unreleased, but here is the change list with a hopeful release before the end of the year: Version 1.0 2021-MM-DD *.ATOM - altered the movement points of a lot of units and added the run ability to quite a few more atoms and the action points are now variable ^ Most biped units move just 1 or 2 movement points, but have the run ability to make up for it and it is also reloadable ^ Snakes have either 1 or 2 movement points (but can run) ^ Spiders have 2 movement points (but can run) ^ Most 4-legged units move 3 movement points (and can run) ^ Most flyers move 5 or more movement points ^ Most other units that could run before now have variable AP ^ Ogre's rage ability now has variable AP (and they can run now) ^ Increased dwarf unit resistance since they all move just 1 movement point now (they can run, though) and gave them Magic Resistance ^ Snakes now have Night Sight and receive a defense bonus in forests, but have reduced health in winter arenas. ^ ARCHMAGE.ATOM - fixed issues with shock no longer working for Archmages - thanks @SlickDragon! (when I added Blue Dragons, I broke Archmage's shock): % Removed the level= custom parameter from their moveattack section (now they can't shock with melee any more) % Added level=5 custom parameter to their lightning section (now they can shock with their ranged attack again) ^ WOLF.ATOM: Werewolf Elves in Wolf form now have their own Werewolf Cry which affects level 3 units ^ Changed Phoenix damage (all 3) to be 25% astral / 75% fire (instead of 50 / 50 before) ^ Increased Physical Resistance and Fire Resistance for Footmen, Horsemen, and Knights ^ Increased Physical Resistance of Black Knights ^ The following units are now furious (always retaliating to attacks): $ All Barbarians, Bears, and Cerberi ^ Thorns (Thorn Hunters, Thorn Warriors, and Royal Thorns) now rejuvenate 10% of their lost stack hp each turn ^ Cyclops recover 25% of their lost hp each turn *.CHAT - I currently don't have these put in as players can just run away from the dragon if it's too tough ^ These two deal with the changes to the increase in difficulty on impossible allowing the starting Dragon to be defeated (with the default 10 Knight's and Horsemen it was possible that the Dragon was unbeatable). % 1405621286.chat - increased Iron Richard's +Leadership to allow for 15 Knights and Horsemen % 1329609773.chat - Iron Richard now removes the same leadership added as above *.DAT ^ ITEXTURES.DAT - added new TEX340.DAT to include list ^ TEX340.DAT - new DDS icon data file for the item bonus icons *.DDS ^ TEX340.DDS - new picture file that contains the item bonus icons (i.e. attack, defense, etc.) *.LNG - some of these are pretty much just grammar / spelling fixes ^ EN(G)_BATTLE.LNG % Added new features to the combat log ^ EN(G)_CHAT_0814853819_0185019267.LNG (Lady Beaulla) - fixed misspelling: honer -> honor ^ EN(G)_CHAT_1920750196_1155319803.LNG (Furious Paladin) - "but no I don't remember... so what's" -> "but no, I don't remember... so, what's" (thanks to Dohi64) ^ EN(G)_ITEMS.LNG - grammar fixes (some of these are from my grammar patch that forked and others provided by Dohi64) % "strike it couple of" -> "strike it a couple of" (thanks to Dohi64) % "image of the skull and the crossbones" -> "image of a skull and crossbones" % "The ordinary golden" -> "An ordinary golden" (thanks to Dohi64) % "with a straw" -> "with straw" & "even of teeth" -> "even teeth" % "trident more" -> "trident is more" x3 % "This is item" -> "This item" % "are still sometimes still used" -> "are sometimes still" ^ EN(G)_CREDITS.LNG - updated the credits for beta testers! Pretty much if you provided comments in the forum then I included you in the credits: % @bacchus1974 % @Gza % @Helios % @jorko80 % @Kiras % @Nevar % @ShuiMienLung % @SirLancelot % @Sir Whiskers % @SlickDragon % @Zepdog ^ EN(G)_HERO.LNG - added bonuses to descriptions for the following on the hero screen: % Gold % Rage % Mana ^ EN(G)_ITEMS_BONUS.LNG - new file that contains all the labels for the auto-generated item bonuses ^ EN(G)_SKILLS.LNG % Added Summon Dragonfly to the list of talents affected by the Glory skill % Clarified Frenzy description a little bit % Skill Healer: $ (Level 3) now lists the bonus for Bless as two possibilities, whichever is greater (see SPELL_EFFECTS.LUA) $ Added Recovery and Rejuvenation to the list of abilities increased by it % Skill Necromancy (Level 3) now lists the bonus for Weakness as two possibilities, whichever is greater (see SPELL_EFFECTS.LUA) ^ EN(G)_SPELLS.LNG % Bless now maximizes the target's damage for all attacks and allows use of talents at maximum capability % Weakness now minimizes the target's damage for all attacks and allows use of talents at minimum capability % Added updates to spell descriptions where the number of targets could change as a function of level ^ EN(G)_UNITS.LNG % Leadership reduction bonus is now shown on the unit card % Added new multi-unit descriptions for combined units: $ cpsn_sprites - all sprites (Sprites & Lake Fairies) $ cpsn_unicorns - all unicorns (Unicorns & Black Unicorns) $ cpsn_zombies - all zombies (Zombies & Decaying Zombies) $ cpsn_ghosts - all ghosts (Ghosts & Cursed Ghosts) $ cpsn_imps - all imps (Imps and Scoffer Imps) $ cpsn_barbarians - all barbarians (Barbarians & Berserkers) $ cpsn_dragonflies - all dragonflies (Fire & Lake Dragonflies) $ cpsn_snakes - all level 2 snakes (Snakes & Swamp Snakes) $ cpsn_bears - all level 3 bears (Bears & Ancient Bears) ^ EN(G)_UNIT_FEATURES.LNG % Updated descriptions to include changes to snakes % Added new features: $ Recovery for Cyclops $ Rejuvenation for all Thorns ^ EN(G)_UNIT_SPECIALS.LNG % Updated description of Bless to include changes (see EN(G)_SPELLS.LNG) ^ EN(G)_WINDOWS.LNG $ Updated hints on the loading screen for the new features $ Changed version ID ^ TEMPLATES.LNG % Added new macros to "left_t" template for displaying the additional information identified in EN(G)_HERO.LNG % Added weakness macro to "skills_tPar" template to display the bonus to the weakness spell in the Necromancy skill description (see EN(G)_SKILLS.LNG) % Added new sp_lead_unit macro to def_hint_t1 template for showing the leadership reduction bonus on the unit card % Added new bonuses macro to items_tM to auto generate all item bonuses *.LUA & ARENA.LUA ^ ***BUG*** Fixed issue that only affected Paladins: the Holy Rage Attack bonus would cause the Evil Book to apply 2x damage to Undead and Demons when casting damage causing spells on these targets ^ ***NEW*** Function correct_damage_minmax now is used to apply Bless / Weakness bonuses to talents and abilities (see EN(G)_SPELLS.LNG) ^ ***FIX*** I think I was double dipping on the Morale and Attack / Defense / Critical Hit penalties during long combats and so I've commented out the code that was changing the 3 latter parameters and now am relying solely on the Morale penalty to affect the other 3 ^ New! Added logic for the new Werewolf Cry ^ Beautiful units now only have a 50% and Cute units a 25% chance of being struck by humanoid troops ^ New! Haas's influence now spreads far and wide and there is a chance of a unit's map difficulty bonus being doubled at the start of combat & the unit always retaliating % As an example of this, if you're fighting in Marshan Swamp Impossible, the difficulty bonus is 0.5 and the map bonus is 0.0625 for a total of 0.5625. The 0.0625 could now double to 0.135 for a total of 0.635. % The chance of this happening is diff_k * maplocK in LOGIC.TXT (0.5625 * 1e4 = 5625) out of maplocPct in LOGIC.TXT (25000) or about 1/5 of the units could be affected in Marshan Swamp. Chance for the number of units affected goes up by map location difficulty. & ITEMS_HINT.LUA ^ Due to the change in CONFIG.TXT to include ITEMS.TXT (and hence its includes) now the function brute_force_get_params can use Game.Config to get egg parameters when the Object library is not available ^ New function: gen_item_bonus_fight_hint that autogenerates the item "fight" bonuses ^ New function: gen_item_bonus_mod_hint that autogenerates the item "mod" bonuses & LOGIC.LUA - total hints is now 185 & LOGIC_HERO.LUA - implemented new levelup parameter, sp_counter, functions: ^ Function hero_sp_counter: implemented the logic to parse through the sp_counter list ^ Function levelup_counter: generic function that adds a value to a counter or limit ^ The spell's level (i.e. profit) is now used to divide into the chance of getting that spell at start (so for example if spell_chance = 15 and profit = 5, then there is only a 15 / 5 = 3% chance of getting that spell at the start of that game) & SKILLS.LUA ^ ***FIX*** Added Blue Dragons to leadership reduction list for Glory Skill (note that this change either requires a restart or for you to have remaining points in your Glory skill since this code only runs when selecting a skill (note that you'll be missing part of the bonus if you already have a point or two in this skill)) ^ Updated function skill_param to output changes to Healer and Necromancy (see EN(G)_SKILLS.LNG) & SPECIAL_ATTACKS.LUA ^ ***BUG*** AI Black Dragons were still landing on your troops with the WotN code, and so I added logic for all the functions to default to the TL logic if they are controlled by the computer ^ Summon functions now use the new common function in SPELLS.LUA to apply your hero's leadership reduction bonuses to summon talents: % special_cast_thorn % special_cast_bear % special_cast_demon % special_summon_plant % special_summon_dragonfly ^ Updated talent functions so that they implement the changes to Bless / Weakness (see EN(G)_SPELLS.LNG) ^ ***BUG*** I screwed up on the implementation of a change to the special_bless_attack thereby breaking Priest's Bless and Inquisitor's Holy Rage - now it's fixed! ^ New! Added new Werewolf Cry functions ^ ***BUG*** There was an issue with transforming units where it was possible that their special difficulty bonus was not reapplied after transforming and I think I now have this fixed! & SPECIAL_HINT.LUA ^ Updated function gen_special_hint to include changes to Bless / Weakness (see EN(G)_SPELLS.LNG) ^ Due to the issues with sp_lvl_inc, I needed to change the bonus name to sp_lev_inc & SPELL_EFFECTS.LUA ^ ***FIX*** Function effect_bless_weakness_attack: added belligerent input so that the bonus to either Bless or Weakness is only carried out if the caster is human ^ ***NEW*** Function apply_bless_weakness_bonus: now either adds ±bonus or ±bonus*10%, whichever is greater & SPELLS.LUA ^ New function, common_get_leadership_bonus, for applying hero leadership reduction bonuses (sp_lead_unit_<atom>) to summoning spells / abilities ^ sp_lead_unit_<demon_atom> bonus now applies to Demon Portal ^ ***FIX*** Spell functions spell_weakness_attack and spell_bless_attack now pass the belligerent into their common function so that the bonus is only applied if the caster is human (see SPELL_EFFECTS.LUA) ^ Function common_freeze_attack: cold_fear (the unit's fire resistance used as a pseudo cold resistance) is now capped at 0 (so, for example, plants have -100 fire resistance, but this doesn't necessarily give them +100 cold resistance, which was causing them to be freeze immune) ^ ***FIX*** Commented out the Critical Hit increase for spell_reaction_attack since the Morale bonus should account for the Critical Hit increase ^ The following spells can be cast on 1, 3, or all targets based on spell level: % Stone Skin, Bless, Helplessness, Dragon & Demon Slayer, Battle Cry, Precision, Haste, Slow, Magic Shackles, Weakness, and Doom ^ The Following spells can be cast on 1, 1, or 3 targets based on spell level: % Divine Armor, Blind, and Fear ^ Updated Life Light so that it can now be cast on 3, 7, and 19 targets depending on its level ^ Trap can now be cast on 1, 3 (triangular), and 3 (line) squares depending on its level & SPELLS_COMMON.LUA ^ Updated selection functions to handle number of targets changes & SPELLS_POWER.LUA ^ ***NEW*** function get_ehero_spell_bonus - this function allows the addition of a new spell parameter in SPELLS.TXT, ehero_bonus, that effectively implements a spell power modifier (which the enemy hero files don't have) ^ ***FIX*** Glory was supposed to increase the leadership value for the Demonologist and Hypnosis spells, but it wasn't doing this and now I've added the proper Glory Leadership bonus to these spells for your hero ^ ***NEW*** Function int_dur: % Now has updated description for the Bless / Weakness bonuses to include changes in SPELL_EFFECTS.LUA % Added new description for item bonuses (this had been omitted before) ^ Due to the issues with sp_lvl_inc, I needed to change the bonus name to sp_lev_inc & TEXT_GEN.LUA ^ Implemented addition of the changes to EN(G)_HERO.LNG Hero Screen to display Gold, Rage, and Mana bonuses with the description when pointing at them with the mouse ^ Implemented changes to gen_lead_count to also compute and show the leadership reduction bonus on the unit card & UNIT_FEATURES.LUA ^ Function special_bowman: % Updated the special_bowman function to take into account the arrows=1 custom parameter for all their ranged attacks to properly show / do damage % Removed bonus applicators for burn, freeze, and arrows since they are meant to be identifiers % Organized the function to properly show / perform damage based on which attack the Bowman is using ^ Function special_archer: % Did similar to special_bowman to ensure that modifiers aren't used for parameters that are set to specific values % Added "special_difficulty" to the list of bonuses not dispelled by the Archer Dispel skill *.TXT & BABY TXT's - numbered all fight filters (where appropriate) so that their bonuses may be auto generated, affects: ^ DIANA_BABIES.TXT ^ FEANORA_BABIES.TXT % ***BUG*** made an error in the sp_rage_battle bonus that affected 9 babies - it has now been corrected % ***BUG*** made an error in the intellect bonus that affected 10 babies - it has now been corrected % kid_bron and kid_arlach - added Werewolf Elves and Werewolves to their bonuses ^ GERDA_BABIES.TXT % ***BUG*** made an error in the sp_rage_battle bonus that affected 12 babies - it has now been corrected ^ MIRABELLA_BABIES.TXT % ***BUG*** made an error in the sp_rage_battle bonus that affected 11 babies - it has now been corrected ^ NEOKA_BABIES.TXT ^ ORCELYN_BABIES.TXT ^ RINA_BABIES.TXT % ***BUG*** made an error in the sp_rage_battle bonus that affected 11 babies - it has now been corrected % ***BUG*** made an error in the intellect bonus that affected 7 babies - it has now been corrected ^ XEONA_BABIES.TXT & CONFIG.TXT ^ Now includes ITEMS.TXT which in turn includes a lot of files - there appears to be no change in performance (so far as I can tell from including all of ITEMS.TXT and its includes in the Game.Config data structure) ^ The above allows leverage of the Game.Config to enumerate any list included and so this opens up the possibility of being able to autogenerate item descriptions amongst other things & HERO.TXT ^ New levelup parameter, sp_counter: % Extensible list of the form: sp_counter=sp_counter1_group1,pct,value1-value2,type|sp_counter2_group1,pct,value1-value2,type;sp_counter1_group2,pct,value1-value2,type;sp_counter1_group3,pct,value1-value2,type|sp_counter2_group3,pct,value1-value2,type|sp_counter3_group3,pct,value1-value2,type;... % Note that pct is normalized to the sum of all pct's (i.e. it does not need to add to 100) % Note that with value1-value2, value2 may be omitted if the value doesn't have variance % Type is either "count" or "limit" ^ Implements sp_counter such that now during levelup, a hero will get a +1 in either rage decrease on the map (sp_rage_map) or mana increase on the map (sp_mana_map_prc) % Warriors are: $ 67% chance of +1 to sp_rage_map (average at level 30 is +20 or 20% slower rage drain) $ 33% chance of +1 to sp_mana_map_prc (average at level 30 is +10 or 10% faster mana recovery) % Paladins are: $ 50% chance of +1 to sp_rage_map (average at level 30 is +15 or 15% slower rage drain) $ 50% chance of +1 to sp_mana_map_prc (average at level 30 is +15 or 15% faster mana recovery) % Mages are: $ 33% chance of +1 to sp_rage_map (average at level 30 is +10 or 10% slower rage drain) $ 67% chance of +1 to sp_mana_map_prc (average at level 30 is +20 or 20% faster mana recovery) % Note that these are in addition to any item or skill bonuses to these counters & ITEMS.TXT ^ ***FIX*** rahha_shield (Rahha's Shield) - added Blue Dragons to the list of dragons that the shield can produce ^ ***FIX*** demetrios1,2,3 (all levels - Demetrius, Class 1, 2, & 3) now applies the leadership reduction to Fire Spiders (since they are Demon troops and I had overlooked this in the past) ^ ***NEW*** in order to auto generate item descriptions, each fight item (for multiple bonuses) must be numbered ^ Items that increase rage inflow now use the bonus sp_rage_battle_inflow to delineate them from sp_rage_battle_prc, which is now only used for items that convert mana into rage (for example, this affect the item rage_spear) & LOGIC.TXT - these changes either make easy difficulty level easier or hard and impossible difficulty levels harder: ^ Easy: % Enemy units have 75% (was 100%) of nominal statistics % Enemy hero spell power is 75% (was 100%) of nominal % Round at which mana gain is 1/2: 35 (was 30); 1/4: 50 (was 40) % Boss attack and hitpoints are 75% (was 100%) of nominal % When dying, the hero now gets 125% (was 100%) of money ^ Hard: % Hero experience gain is 50% (was 70%) % Enemy power is 150% (was 130%) % Spirit experience gain is 75% (was 85%) % Money gain is 75% (was 77%) % Rage gain during combat is 75% (was 85%) % Rage decreases 25% (was 20%) faster on the map % Mana recharges 25% (was 20%) slower on the map % Enemy units have 125% (was 110%) of nominal statistics % Enemy hero spell power is 125% (was 110%) of nominal % Boss attack and hitpoints are 150% (were 140%) of nominal ^ Impossible: % Hero experience gain is 25% (was 30%) % Enemy power is 200% (was 170%) % Spirit experience gain is 50% (was 70%) % Money gain is 50% (was 60%) % Rage gain during combat is 50% (was 70%) % Enemy units have 150% (was 125%) of nominal statistics % Enemy hero spell power is 150% (was 125%) of nominal ^ Added 2 new parameters for the Haas Map Location Difficulty Bonus % maplocK - this is the gain applied to the chance that this will happen % maplocPct - this is the chance that the Haas bonus can be applied and goes with maplocK above & MORALE.TXT ^ ***FIX*** Added Blue Dragons to +1 Morale unit list for Diplomacy Level 2 & SKILLS.TXT ^ ***FIX*** Added Blue Dragons to Dark Commander skill bonuses ^ ***BUG*** I did not implement the level 3 Tolerance +6 Resist All bonus properly (now it's fixed!) - thanks @SlickDragon! & SPECIALS.TXT ^ New! Added Werewolf Cry special ability (which is a more powerful version of the Wolf Cry) & SPECIAL_PARAMS.TXT ^ (Technically not used, but) sp_lev_inc_resurrection -> sp_lvl_inc_resurrection (all the other bonuses like this are this way) ^ Okay, I tried the above and it would cause new games to crash! So now all sp_lvl_inc bonuses are sp_lev_inc bonuses since naming all the bonuses those names does not cause new games to crash and makes all the names consistent. Now I just have to fix where these are used in the LUA files... ^ New! Added new sp_... for the Werewolf Cry & SPELLS.TXT ^ Demon Portal (spell_demonologist) - power is now 5, 10, 20 (was 10, 20, 40) this still gives over 100% of Leadership for really high-power mages ^ Evil Book (spell_evilbook) - mana is now 15 (was 10) for level 1 (levels 2 and 3 via formula) ^ ***NEW*** parameter, ehero_bonus: % That is of the form: actor_number:bonus (multiple enemy heroes are separated by commas, i.e. actor1_number:bonus,actor2_number:bonus) % The actor numbers are in EN(G)_ACTORS.LNG % Implements spell power mod functionality for enemy heroes since they technically didn't have this capability in their .HERO file % Note that it is now possible to give enemy hero spell power bonuses, for example, all enemy Demon(ess) heroes have a bonus to Demon Portal that restores the power to 10, 20, 40 only for them % Current Enemy Hero Spell Bonuses: $ Resurrection: Zelum:27, Puppeteer:16 $ Berserker: Igdym Urkurshak:18, Bagud:29 $ Hypnosis: Aha:25, Heo:15 $ Fire Ball: Baal:27, Raab Sotten: 25 $ Evil Book: Book of Evil:23 $ Demonologist: Isshara, Deira Oman, Xeona, Baal, and Raab Sotten: all 100 $ Fire Rain: Isshara:25, Deira Oman:24, Xeona:23 $ Necromancy: Ambrosius:27, Zelberra:23, Ehno Partes:23, Ruin Guy:14, Necromancer Neirum:20, Duke Helm:10, Katana:26, General Karador:50, Egirra:7, Sir Amber:26, Kemilho:30, Tiberius:12 ^ Updated spells for multiple targets based on level (see above in SPELLS.LUA for those spells affected) ^ Updated Price, Mana, and Crystals for the above changes & WIFES.TXT ^ Numbered all fight filters (where appropriate) so that their bonuses may be auto generated ^ Rina - added peasants, pirates, and sea dogs to her bonuses ^ Feanora - added Werewolf Elves and Werewolves to her bonuses ^ For wives with attack / defense bonuses, the bonuses are now: % Level 2: +4 % Level 3: +9 % Level 4: +16 % Level 5: +25 Okay, that's it for now! I don't have any other features that I want to add or any other changes I can think of implementing for now; however, if I find any bugs, etc., I'll work on fixing them... Hopefully some playtesting can be done so that I can release this before the end of the year... /C\/C\ |
some mechanics too op?
Feel like that being able to use one spirit power(especially some of the powerful spirit powers like timeback and gizmo) every one turn seem a little too overpowered.
As for children, "wisdom kids" also seem too op as they add too much spellpower especially when stacked, while the morale bonus kids are more or less useless since its so easy to max morale. |
Quote:
If you haven't, you should try it! /C\/C\ Matt |
Quote:
I have, I do really like your mod btw, actually like it better than the original game in terms of gameplay. I made my way to elves, maybe im still too early into the game, but i do feel that some mechanics a bit op. |
Quote:
Also, you'll have to mention what difficulty, etc. If you haven't faced some of the powerful heroes yet in battle, then you'll need some of those mechanics to help with no loss. In fact, facing Xeona is extremely difficult for no loss, but can be done. There are a lot of tough heroes in the Elven land and beyond. Anyway, be specific and I can consider something as I'm working on my latest batch of changes. /C\/C\ Matt |
New treasure discovered. So many wise ideas!
|
Welcome back, Matt!
@andy7: I have played the game along the mod from the beggining to the end. Trust me, is not easy on Impossible at all. In fact, in order to win some enemy heroes encounters you will need to get the best of you. And even then one mistake/step wrong or simple bad luck can be your doom. |
I'm tempted to play the mod again. There's only something that keeps me away from repeting: the absence of troops development in The Legend that Warriors of the North first introduced. I'm so accustomed and fond of it nowadays...
|
Quote:
|
Ohh, I got confused =P It's not what I thought. A good modification, anyway. By the way, you have a PM ;D
|
All times are GMT. The time now is 03:41 PM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.