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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#1
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Hello fellow KB players.
Here i`m trying to make a bit more difference between classes in KB as it is now in WotN. I got this idea from `class difference` tread and from Csimbi`s mod for extended skills. Generally idea was to make each class more unique (4 of them) from other and give some skills 5th lvl. So changes : 1) Viking class have Bloodlust , Arctic rage, Absolute rage, Runic power. My thought is that viking should have domain over best/strongest rage skills and that`s why i changed it this way. This skills are unique for viking class and have 5 lvl`s. Lvlup bonuses are a bit lower so on 5th lvl are still better then previous 3 original so it`s useful to upgrade them to higher lvls. 2) Skald class have Edda, Jarl, Resurrection, Tolerance. Skald is made to have biggest army with some passive bonuses and highest possible moral if invested runes those unique skills for him. Here skills dont have 5th lvl because there are no need to upgrade them pass 3rd (Resurrection and Tolerance) so i added 4th lvl for some other to make up difference in skill lvlups from Viking/Soothsayer (Spirit power, Weakness lore, Learning have 4th lvl) 3) Sooth class have Alchemy, Initiation, Destroyer, Higher magic. As was plan for viking to have best rage, here sooth have best and most numerous spells. Low on lds and att/def stats sooth have lowest cost for upgrading spells, and highest mana = intellect for his spells. Not much more to say on him. Same as any other mod got to game folder/sessions/addon/mods and unzip my archive there. I dont think there is need for new game, but just to be sure i ask some of you to start 3 new games (1 for each class), and on start save and use `shift + ~` cheat code to get runes (shift + ~, rune might # where # is numebr of runes you want, get 100 of every one just for testing purposes) and lvlup skills to see if they will work in your game, i had no prob in mine. I rearranged some skills so my restrictions work, so i you could post screenshot of your skill trees would be great, i have it in my game but i`m currently on first patch, so not sure if there will be any prob with later update. If there is any problems in game just delete my mod files and return to old settings. Thx in advance, and for questions/suggestions post here i`ll try to help ![]() |
#2
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Just a suggestion for Soothsayers... I'd be nice as a mage to have a skill that reduces the mana cost of spells. Perhaps Level 1~3 for anywhere between a 5% and 25% reduction.
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#3
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This would be a nice feature to have, unfortunately, unless something has been radically changed in WotN versus older KB versions the mana system is hard coded to use the mana cost for spells specified in SPELLS.TXT.
It is easy to change the mana cost display, but the game still uses the values specified in SPELLS.TXT. I tried very hard to work around this with my H3B mod (for The Legend), but no matter what I did, the game still used the values specified in SPELLS.TXT. About the only thing you can do is give a "rebate" for casting spells, i.e. cast spell X and then mana cost is subtracted, but then a certain amount is added back (that's basically how Mana Spring and other mana giving abilities work as they essentially just add mana to your Hero when the right condition occurs). This is the only way I could think of to get it to "work", but it's not the same, plus since I haven't implemented it, there may be other issues... Maybe someone will find out a way, but for now I'm almost 100% certain that it is not possible - sorry! ![]() /C\/C\ |
#4
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pretty interesting
it would be nice to show some info /ss more elaborated before i pance into this ![]() |
#5
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Well my idea was to make classes a bit more different in skill build, and so gameplay vise make player to plan more comparing to original WotN settings.
I made each class have 4 unique skills (instead 2 as it is now), and those class skills have 5lvls (due to Csimbys idea for extended skill lvlup, only i didnt like all skill have 5lvls). So each class will have bigger difference in late game ; no more double rage skill/trun for paladin/mage, only paladin will have Jarl skil and so biggest army, mage will have cheapest spell upgrades and other classes will have to decide what spells to upgrade and not waste crystals for nothing ... And some other little changes. As said above, I made this change to first version of game, so I`m not sure if there might be problems with new patch version. But if any1 want to try and reply with impressions and suggestions I`ll try to make it functional for use. |
#6
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Cool idea.
I was thinking, but not yet tested, that the greater differences between classes could come from the runes cost for each skill and the runes gained each level. This will pre-derteminate the choices you make when leveling up but at the same time allow everyone to try different tactics. This idea is best designed in this game:http://www.pathofexile.com/passive-skill-tree Where all skills are available for every class but if a warrior wants to cast spells has to pay much more to do so. Each class starts at a different position on the skill tree and some skills are closer some are very far away and you need many steps to reach them. |
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