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Old 08-19-2012, 06:45 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Default HOMM3 Tomes for CW Alpha 2012-08-18 Now Available!

The next update of the H3T mod is available!

Here is the list of changes:

Version: Alpha 2012-08-18
-------------------------
  1. Bug Fix (to original game):
    1. Ice Orb unit features fixed - the features are supposed to be Ice, Ball, and Magic Immunity (the error was missing the comma between Ice & Ball).
  2. Improvement:
    1. Goblin Shamans and Blood Shamans Magic damage undone and returned to Astral.
      1. Goblin Shamans:
        1. Throw Attack damage type returned to Astral.
        2. Astral Attack returned (was Magic Attack from previous release).
        3. Astral Attack damage is now 2-4 (was 2-3 from previous release).
      2. Blood Shamans:
        1. Spirit Rage damage type returned to Astral (was Magic in previous release).
        2. Spirit Rage damage reduced from 7-15 to 6-14 (just a minor attenuation).
    2. Gizmo AI updated:
      1. Gizmo now decides whether to attack or heal based on your power compared to your enemy's. For example, if your power is 25% and the enemy's 75%, there is a 75% chance Gizmo attacks the enemy and a 25% chance it heals your troops. Ally / enemy power is updated when Gizmo's turn takes place.
      2. Gizmo uses a scoring system to determine which ally needs healing / dispelling / more action points.
      3. Gizmo uses a scoring system to determine which enemy needs attack / fewer action points (the latter isn't used much since Gizmo initiative is so low, but will come into play in the future when Gizmo gets initiative bonuses).
      4. The scoring of either ally or enemy is based on whether Gizmo can get to that hex location on this turn or not. The unit with the highest score is the one selected by Gizmo.
Files affected:
  • mod_homm3_tomes_cw.kfs
    • *.ATOM
      • GIZMO.ATOM - "scripted" ability now references "h3_gizmo_attack" for its script attack function
      • GOBLIN_SHAMAN.ATOM
        • Returned "throw" damage type to astral
        • Returned "badabum" damage type to astral
        • Changed "badabum" damage to 2-4
      • ORC_HUNTER.ATOM - "veterinar" ability now references "h3_hunter_veterinar_calccells" for script calccells function
      • PALADIN.ATOM - "prayer" ability now references "h3_special_prayer" as its script attack function
      • SHAMAN_BLOOD.ATOM - returned "bs_spirit_rage" damage type to astral
    • *.LUA - All new content (if possible) will be implemented in "H3_" files that harbor the same functions without that prefix
      • H3_NEW_SPELLS.LUA - implements the Hero's Gizmo spell cast function "h3_lina_gizmo"
      • H3_ORC_HUNTER.LUA - implements the changes to the Orc Hunter's script calccels function "h3_hunter_veterinar_calccells"
      • H3_SPECIAL_ATTACKS.LUA - implements the changes to the Paladin's script attack function "h3_special_prayer"
      • H3_SPIRIT_LINA.LUA - implements Gizmo's script attack function "h3_gizmo_attack"
    • *.TXT
      • SPELLS_SPIRIT.TXT - "spell_gizmo" now references "h3_lina_gizmo" for its script attack function
  • mod_homm3_tomes_cw_en(g)_lng.kfs
    • EN(G)_ORCS_RAGE.LNG - file removed from archive (i.e. reversion to original)
    • EN(G)_UNITS_FEATURES.LNG - fixed cpi_orb_feat to properly delimit the Ice Orb features (note that this file is part of the AP base file set and CW does not use its own version)
As you can see, I'm still toying around with the Goblin and Blood Shaman damage. I returned their damage to Astral since I didn't realize in CW that there are quite a few units that do Astral damage. Because of this, I decided to leave the damage type alone, but plan to make resistance all spells / skills / abilities apply to Astral Damage type as well. Previously, Astral Damage was special and used by certain skills / spells / abilities to bypass resistance. Now Astral Damage / Resistance is an integral part of the game, and so those skills that previously relied on zero resistance (Ghost Armor comes to mind) will have to be re-examined.

For Gizmo, I think this AI will end up working better than what I implemented in my H3B mod. Let me know how this works - it should be significantly better than the stock AI. Also, I probably won't do any more Gizmo changes until Alpha Stage 2 (i.e. Resurrection; variable charges, initiative, and action points; dispell enemy spells, etc.).

Also, with respect to the files changed, you can see that I'm going to attempt to implement all my updates and new content in "h3_*.LUA files, where the * corresponds with the file that the unmodified function is located in - this is so that I change as few as the original CW LUA files as possible since there are issues with them that I posted here: http://forum.1cpublishing.eu/showpos...50&postcount=7. Also, this will make updating or using my mod with other mods or expansion packs (i.e. WOTN) easier. You'll note that most of the LUA file changes were just moving the changes from the original LUA files to there "h3_" counterparts.

By the way, I just finished by CW game and will be noting some observations in my other forum topic...

Thanks for trying out my mod and please provide comments!

/C\/C\

The mod can be downloaded here:
Attached Files
File Type: zip mod_homm3_tomes_cw_Valpha2012-08-18.zip (58.3 KB, 16 views)

Last edited by MattCaspermeyer; 08-21-2012 at 02:29 AM. Reason: Added File List Changes and Explanation
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