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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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  #211  
Old 11-25-2012, 05:29 PM
tikitoki tikitoki is offline
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Quote:
Originally Posted by namad View Post
1) the powerful raise ability is intentionally limited to the recent past... as a balancing factor... its still prolly op!

2) what does the witchhunter fix actually do? (I didn't know what was wrong with them before)


also... is 20intiative rune mages a bug? what should it be? is that fixable via lua? what was it in crossworlds? 20 seems like its gotta be a typo? 20 is prolly the max possible value or something?
Its BUGGED! Why? Cause los of times I cant revive my fallen soldiers next turn. Its clearly says you can use this ability for soldiers fallen in last TWO rounds and sometimes I can "call them back" the next turn, sometimes not.

I think it might have something to do with extra moves due to luck runes or something like that and game counts those as ROUNDS and that is simply bugged as using that skill becomes like a gamble and its pretty annoying.

Otherwise I agree, this is one seriously overpowered skill. Especialy combined with soem other skills.
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  #212  
Old 11-25-2012, 06:03 PM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by tikitoki View Post
Its BUGGED! Why? Cause los of times I cant revive my fallen soldiers next turn. Its clearly says you can use this ability for soldiers fallen in last TWO rounds and sometimes I can "call them back" the next turn, sometimes not.

I think it might have something to do with extra moves due to luck runes or something like that and game counts those as ROUNDS and that is simply bugged as using that skill becomes like a gamble and its pretty annoying.

Otherwise I agree, this is one seriously overpowered skill. Especialy combined with soem other skills.
Well, not really bugged. Just bad description. If you raise a fallen unit via Maiden, you can't re-raise them again until 2 turns pass again.

So, if you raise, then lose units next turn, they are lost forever (at least with this skill).
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  #213  
Old 11-26-2012, 12:39 AM
Bet2ty
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I'm listing the time of file update at the end of this post
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  #214  
Old 11-26-2012, 07:02 AM
Nirual Nirual is offline
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Quote:
Originally Posted by ckdamascus View Post
Well, not really bugged. Just bad description. If you raise a fallen unit via Maiden, you can't re-raise them again until 2 turns pass again.

So, if you raise, then lose units next turn, they are lost forever (at least with this skill).
It also seems that if you use other means of raising troops, they are removed from the "pool" of losses that the Maiden can ressurect, even if the troop lost more earlier than those two turns.
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  #215  
Old 11-29-2012, 06:40 AM
ftww ftww is offline
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Default Pygmy hitpoint fix?

With regard to this bug:
Quote:
Pygmy reduces to 1 HP: Build 6249. Pygmy reduces the health of enemy stacks to 1 HP per unit instead of -20%/-30%/-40% of their max health.
Does the following look like the right fix? In spells.lua, line 2446:
Code:
Attack.act_apply_par_spell( "health", -bhealth*penalty, 0, 0, -100, false)
Change to:
Code:
Attack.act_apply_par_spell( "health", -bhealth*penalty/100, 0, 0, -100, false)
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  #216  
Old 11-29-2012, 10:03 PM
Donnylicious Donnylicious is offline
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Quote:
Originally Posted by Bhruic View Post
If you download the zip file, you need to extra the files in the sessions\addon subfolder off your main WotN installation.

File updated Nov 7, 3:56 pm (local time)
Where to download the zip file?
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  #217  
Old 11-30-2012, 03:30 AM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by ftww View Post
With regard to this bug:


Does the following look like the right fix? In spells.lua, line 2446:
Code:
Attack.act_apply_par_spell( "health", -bhealth*penalty, 0, 0, -100, false)
Change to:
Code:
Attack.act_apply_par_spell( "health", -bhealth*penalty/100, 0, 0, -100, false)
Yes, this looks like it works!!!

Thanks! I'm going to try to figure out avenging angel now... haha!

I think I found the problem with avenging angel, but it almost seems like it was intentional. Was it a buff to avenging angel then? Unfortunately, the Favorite of the Gods thing is tied to Avenging Angel.

I can revert it back to the old behavior hmmm.

Doesn't look like I can fix Demon Rage Ball or Evil Book since they seem to call functions outside of the .lua files? How does that work? Also, Shroud / aka Oil Mist aka Greasy Mist looks heavily re-worked with different parameters going in. So it is probably changed too heavily for me to safely adjust. Just going for the low hanging fruit now!


CODE FIX for AVENGING ANGEL and FAVORITE OF THE GODS
In spells.lua, line 745:
Code:
  elseif minmax == 0 then
    Attack.act_posthitslave(receiver, "post_spell_slave_angel_avenger", 0)
  end
  return 1,1--damage, addrage
end
Code:
  elseif minmax == 0 then
    Attack.act_posthitslave(receiver, "post_spell_slave_angel_avenger", 0)
  end
  return damage, addrage
end

Last edited by ckdamascus; 11-30-2012 at 02:16 PM. Reason: corrected for addrage
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  #218  
Old 11-30-2012, 01:35 PM
Nirual Nirual is offline
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Quote:
Originally Posted by ckdamascus View Post
Yes, this looks like it works!!!

Thanks! I'm going to try to figure out avenging angel now... haha!

I think I found the problem with avenging angel, but it almost seems like it was intentional. Was it a buff to avenging angel then? Unfortunately, the Favorite of the Gods thing is tied to Avenging Angel.
I really don't think AA needed a buff. And if Beloved by the Gods is affected by the same change, it seems to be calculated separately since troops can take 1 dmg without the damage return and vice-versa.

Also, your code fix seems to also disable rage gain from the avenging angel, ( addrage), which I don't think is part of the problem.
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  #219  
Old 11-30-2012, 01:42 PM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by Nirual View Post
I really don't think AA needed a buff. And if Beloved by the Gods is affected by the same change, it seems to be calculated separately since troops can take 1 dmg without the damage return and vice-versa.

Also, your code fix seems to also disable rage gain from the avenging angel, ( addrage), which I don't think is part of the problem.
Maybe just try damage, addrage.
What boggles me beyond belief is, that code was there but commented out.

1,1, -- damage, addrage.

I suppose maybe just revert it to that instead? Last minute debug stuck in there?
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  #220  
Old 12-01-2012, 11:15 AM
Mickelangello Mickelangello is offline
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Do you have any idea what to do if i have non-steam version? There are no .lua files...
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