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#1
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I have a lot of free time at the moment and I started to mod Orcs on the Marsh game. What do you think of the following changes in the game:
Skill Changes: MIGHT Heroism: +2,+4,+6 Attack (was +1, +3, +6) Resistance: +2, +4, +6 Defense (was +1, +3, +5) Anger: 20%/+2, 40%/+4, 60%/+8 Rage Increase/Maximum Rage (was 20%,40%,60% rage flow increase) The Power of Darkness: +3, +5/1, +7/2 Attack AND Defense/Initiative of all Undead (was +3, +5/1, +7/2 Attack/Initiative) Bloodlust: +6/+2, +12/+4, +18/+6 Maximum Rage/Attack (was +5,+10,+15 maximum rage) Counter-Attack: now in the Might Tree. Level 2 and 3 now give no retaliation ability to all allies for the 1st/2nd round. MIND Prayer: +3%/+1, +5%/+2, +7%/+3 Critical Chance/Defense (was +3%,+5%,+7% Critical Chance) Absolute Balance: +4/+1, +8/+2, +12/+3 Mana and Rage/Attack and Defense (was +4,+8,+12 Mana and Rage) Dragon Voice: +1/+6, +1/+12, +2/+18 Morale to animals and dragons/Increases Maximum Rage (was +1,+1,+2 Morale) Trophy now costs only 5,5,5 mind runes, not 5+1,5+1,5+1 mind+magic runes Holy Armor: now in the Mind Tree. Increases the magic, fire, poison and astral resistance with 30%, 30%, 50% for the first 1,2,2 rounds. MAGIC Linguistics: +2, +4, +6 Intellect (was +1, +3, +6 Intellect) Order Magic: +6, +9, +12 Maximum Scrolls (was with no scolls bonus) Distortion Magic: +2, +4, +6 Maximum Mana and Scrolls (was with no mana/scrolls bonus) Chaos Magic: +6, +9, +12 Maximum Mana (was witn no mana bonus) Thesis: +2/+8, +4/+16, +6/+24 Intellect/Maximum Mana (was +2/+7, +4/+14, +6/+21 Intellect/Maximum Mana) Mega Mage: Now slows down all enemies and reduces their initiative for the first 1/2/2 rounds with -1/0, -2/0, -2/-1 speed/initiative With all skills learned now your hero will be with: Attach +18 (was +9 ) Defense +18 (was +11 ) Intellect +18 (was +18 ) Mana +90 (was +69 ) Rage +90 (was +67 ) Scrolls +27 Changes after the battle: Hero gains different bonuses Alchemy skill: 5%/10%/15% Chance for 2,4,6 Crystalls Rage skill: 5%/10%/15% Chance for 1,2,3 Rage Potions Wisdom skill: 5%/10%/15% Chance for 1,2,3 Mana Potions High Magic skill: 3%/6%/9% Chance for 1 Mana Well Spirit Power skill: 5%/10%/15% Chance for 1,2,3 Life Fruits Bloodlust skill: 2%/4%/6% Chance for Divine Blood Potion (+150 Leadership) Warrior class: Might Runes: 3% Chance for 2 Might Runes (~18 might runes for the whole game) Mind Runes: 3% Chance for 3 Mind Runes (~27 mind runes for the whole game) Magic Runes: 5% Chance for 4 Magic Runes (~60 magic runes for the whole game) Paladin Class: Might Runes: 4% Chance for 3 Might Runes (~36 might runes for the whole game) Mind Runes: 3% Chance for 3 Mind Runes (~27 mind runes for the whole game) Magic Runes: 4% Chance for 3 Magic Runes (~36 magic rune for the whole game) Mage Class: Might Runes: 5% Chance for 4 Might Runes (~60 might runes for the whole game) Mind Runes: 3% Chance for 3 Mind Runes (~27 mind runes for the whole game) Magic Runes: 3% Chance for 2 Magic Runes (~18 magic runes for the whole game) Morale Whole army of humans (or with neutrals) +1 Morale Whole army of elves (or with neutrals) +1 Morale Whole army of humans and elves (or with neutrals) +1 Morale Whole army of dwarves (or with neutrals) +1 Morale Whole army of orcs (or with neutrals) +1 Morale Whole army of lizards (or with neutrals) +1 Morale Demons always have at least +1 Morale Hunters give +1 morale to elven archers. Green Dragons give +1 morale to all elves and all spellcasters. Skill dependencies A lot has been changed in Might and Mind Tree. Look at the attached pictures. Absolute Balance since it was improved to give not only Mana and Rage but Attack and Defense is made harder to be reached. High Magic 2 now needs Destruction 2, High Magic 3 needs Destruction 3 (until now High Magic only needed 5 previous skills to be learned, Bloodthirst needs 7 skills and Resurrection needs 6). Last edited by The Rider; 10-13-2010 at 01:08 PM. |
#2
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Since i didnt even started the new orcs campaign yet, i cant tell u if your changes will be good, but i think they will. Since the gain runes after a battle is no longer working on the other campaigns (almost i tried without success, the code must be different or something) would be good if u can adapt the bonuses after the battles to the other campaigns.
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#3
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Here is the mod, changed few things in the description in the first post.
Unfortunately for some reason the file with the descriptions of the skills that is in the mod_equilibrium_orcs.kfs doesnt work. To make it work, you have to open the mod file and to extract the eng_skills.txt in the same directory. Both mod_equilibrium_orcs.kfs and eng_skills.txt should be in the Kings Bounty Armored Princess\sessions\orcs directory Last edited by The Rider; 10-14-2010 at 02:44 PM. |
#4
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For the changes after the battle; it is possible to get 2 bonuses or just one of the following. If is only one which is the order?
Alchemy skill: 5%/10%/15% Chance for 2,4,6 Crystalls Rage skill: 5%/10%/15% Chance for 1,2,3 Rage Potions Wisdom skill: 5%/10%/15% Chance for 1,2,3 Mana Potions High Magic skill: 3%/6%/9% Chance for 1 Mana Well Spirit Power skill: 5%/10%/15% Chance for 1,2,3 Life Fruits Bloodlust skill: 2%/4%/6% Chance for Divine Blood Potion (+150 Leadership) |
#5
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It is chance based on the level of the skill, usually 3 or 5% per skill level. You can get several bonuses after one battle.
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#6
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Very interesting mod, for now the best for Crossworlds, but maybe too "overpowered" I think - maybe half of the bonuses value would be sufficient for real, hardcore, not only easy fun & finally boring gameplay? I don't want overpowered terminators of any 5-th level enemy units.
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#7
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Hello and thank you for the mod. But, should it be in the directory as you say or in a mods folder that I should create there (as per usual)?
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#8
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#9
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great mod, i thought the balance was great and the new skills are nice too.
there is a problem with the inflow skill, after getting one level of it, any increase in rage is set to 100, 200, 300 based on level (i think), the rage fills to max with each attack is what i meant. |
#10
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