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  #1  
Old 12-23-2011, 02:48 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Enjoy your Christmas!

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Originally Posted by Fatt_Shade View Post
But consider this : you fight in order game is planed Darion-Taron-Elenia (all battles here will get you to some 300-350k exp)-Undead lands-Demonis-Orc lands (this last 3 locations have 600-650k exp, double more then first half of game), so later locations have maybe lees battles but in demonis-undead lands every battle gave me around 6000exp with normal creatures, not heroes. And i calculated all quest rewards get to about 200k exp.All item suppressing i did is less then 40k (23k from dwarf hammer, some 5k elven crown and maybe 15k for all others, marshal baton doesnt lose moral, my legendary banner only 1300 exp worth, suppressing blackthorn crown 300 exp worth only nuisance later in game)so it was only so i can use item ,not as source of more exp.
I guess you're right since you did it!

I'm still going to bump up to 2,000,000, though...

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Originally Posted by Fatt_Shade View Post
For warrior crystals arent much needed, army is my main source of costs since no much use from sacrifice. First time i played this game i got excited when i ran on dragons in shop and spend all gold on them with no idea how actually to use them (12 black dragons, 15 red 15 green . . . that allot of gold) now i bought 200 knights/horseman 500k gold all of them, 650 inquisitors 200k gold so all together my whole army didnt cost more then 1-1,2 mil.
Yah, I wasn't sure which spells you spent your crystals on - plus which school or schools did you get to Level 3?

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Originally Posted by Fatt_Shade View Post
Rage for warrior isnt problem with 200 rage pool my regular course was piranha(45 rage)-black hole(60rage)-blades/falling rocks(40/45rage)-maybe rage draining/gizmo(15/70 rage) and then chargers/gloth armor. All this with anger and inquisitors as rage generators isnt problem. Mage on other side i had completely different spirits usage but that`s way it supposed to be.
Yah, you said it - different play styles for each class. I like that you got your rage pool to 205! Reaping is pretty expensive, but when you can do over 20K damage towards the end of the game, it should cost that much!

By the way, Poison Rain gets very potent once you level it up, but it is hard to get it to do all that damage without hurting your own units!

I'm not sure why the developers decided to make Fishes and Poison Rain damage allies, but it obviously makes the use of those abilities more strategic.

You know, they didn't put Poison Rain in CW.

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Originally Posted by Fatt_Shade View Post
I didnt used any 5th lvls, but if i did what 5th lvl unit have some skill that need gift for it ? No rune mages for revive, or ogres with drain in tL
You know, I don't really use any either! At least later in the game. I do enjoy using Cyclops when you have a chance to get them and they work well with any of the early wives really. I also use Giants with Gerda when I get her. I also got Rashka last game and had Red Dragons with his bonus, but only used them in certain situations because if they all got killed then even Gizmo couldn't resurrect them!

The Phoenix in CW has Resurrection, but not for level 5's. I haven't added it in my mod, but have considered it many times. I think I'd make it available for level 5's in CW. I've also considered a "starburst" ability that sends out flames in every direction healing (maybe even resurrecting) allies and damaging enemies when it dies for real the second time. Just some thoughts I've had...

Well, right now all the level 5's abilities reload, but I'm thinking of giving them charges so that they run out of them during long combats.

Quote:
Originally Posted by Fatt_Shade View Post
No need for unique spell, just make him use illusion. If demon heroes can summon archdemons why not him use illusion on his 5th lvl army. Here you cant use dispel on summoned units, so it will make his battle a bit harder. As it is now many enemy heroes use mass shackles or doom which isnt big problem, but those that cast sheep/blind often are pain in ass.
You know, Haas has Phantom! I'm not sure why he doesn't use it - I might have to look at the AI scoring for that spell, but I know I've seen other heroes use it!

I did fiddle with this aspect of the game and I'll tell you it was tricky working with it. Looks like I may need to work on it some more...

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Originally Posted by Fatt_Shade View Post
Also did you changed hypnosis from original settings ? Now it give`s control of % of players lds so for mage it`s absolutely useless, and i dont think any self aware warrior would use hypnosis on enemy so how about buffing hypnosis a bit.
You know, you're right - I think I just need to give it more power and it'll be okay. It doesn't scale as high as I thought it would since it is encumbered by the Mage's lower leadership, but if I give it more power it should be okay...

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Originally Posted by Fatt_Shade View Post
I didnt think kick small units off, but be honest how many games you play using hyena/wolf/even spiders, snakes are interesting but rest of animal kingdom arent much interesting to use (just my opinion). Dragons on other hand are great for crowd controlling with fear and esier to keep alive with gizmo.
Not very many - that's why I've tried to help them out! At least you had Royal Snakes at the end!

I do use Fire Spiders, though, if I get Calh from Xeona! They're fun then - I like using their web ability! That was a couple of plays back...

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Originally Posted by Fatt_Shade View Post
Try finding in AP/CW files how does demon/executioner post hit fear works, and just copy it here. Wolf howl on them would be bad now that i think about it, but sheep with reload 4 would be better (1 charge not even useful) and this way if you play with them you can use them for controling enemy later in battle for saving your army. Or playing against them makes you focus archdemons to stop them from perma wool your army If they use their 1 charge you no need to fear them any more, but if you knew next turn it will be recharged ...well you get my hint. This would make 5x1 archdemon army interesting to fight against
You know, I agree with you here! After I typed the 1 charge post I went for a drive to do some Christmas shopping and kept thinking that it would be pretty useless if it was only 1 charge, but if it was reloadable, just as you mentioned, then it would be a force to be reckoned with!

I've basically already done the fear - it is the same for Bone Dragons, I just need to have it be just fear or I've also been thinking of a kind of pain mirror (which I guess is similar to the Brontor) for them as well. I've also been thinking of making it multi-effect like the Bone Dragon's new Chaos Ability. Fear, Pain Mirror, Pygmy, those are some of the effects I'm thinking about...

Anyway, time to relax a little bit and do some more thinking about some of this stuff and decide how I want to implement some of the suggestions you've made in previous posts...

Quote:
Originally Posted by Fatt_Shade View Post
Great work so far Matt, enjoy holidays and get rest before going with this on AP/CW field
Thanks, you too!

Yep, onto AP/CW hopefully soon!

/C\/C\
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  #2  
Old 12-23-2011, 12:02 PM
Fatt_Shade Fatt_Shade is offline
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Originally Posted by MattCaspermeyer View Post
Yah, you said it - different play styles for each class. I like that you got your rage pool to 205! Reaping is pretty expensive, but when you can do over 20K damage towards the end of the game, it should cost that much!
By the way, Poison Rain gets very potent once you level it up, but it is hard to get it to do all that damage without hurting your own units!
I'm not sure why the developers decided to make Fishes and Poison Rain damage allies, but it obviously makes the use of those abilities more strategic.
You know, they didn't put Poison Rain in CW.
Well only in skills is 100 rage, 25 on start, i ate 9 rats so in all game of 31 lvls and some altars i got 60 rage, not much.
And poison rain is great for any range army combination, but not so much when you go melee build. To much problems saving your units from it. Maybe if i played undead it would be useful.

Resurrection on 3rd lvl phoenix would be nice to give him use later in combat if he survives at least to help reviving troops, instead just standing there

Hypnosis spell you made really weak, i set it on 20/40/60%, it`s lower then in original but still useful in game for mage with higher intellect.

Small animal team (wolf,hyena ...) isnt much fun since they dont have any interesting abilities/talents. But in AP/CW i had fun playing spider army undead/fire/cave/poison spider with belt for dmg, and shield that gave them moral/initiative/speed/and +9att/deff. But here in tL it`s just not fun to use those units

I havent seen that new bone dragon ability you mention, but is it like pugmy or plague or . . .? Fear for archedemons would be nice, same as demon/executioner in AP/CW. And for bone dragons maybe 30% plague on attack.
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  #3  
Old 12-23-2011, 08:09 PM
MattCaspermeyer MattCaspermeyer is offline
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Cool 9 Rats!

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Originally Posted by Fatt_Shade View Post
Well only in skills is 100 rage, 25 on start, i ate 9 rats so in all game of 31 lvls and some altars i got 60 rage, not much.
And poison rain is great for any range army combination, but not so much when you go melee build. To much problems saving your units from it. Maybe if i played undead it would be useful.
9 rats! Wow! I usually get 7 + 1 (purchase), so you must be pretty persistant with those dwarves! I think I saw somewhere in the game files that the limit was 10.

Quote:
Originally Posted by Fatt_Shade View Post
Resurrection on 3rd lvl phoenix would be nice to give him use later in combat if he survives at least to help reviving troops, instead just standing there
Yah, I've thought of it many a time! Perhaps the Phoenix needs to die once to enable it even - or maybe they sacrifice their life (lives) and resurrect by the amount of their health left. Hmmm...

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Originally Posted by Fatt_Shade View Post
Hypnosis spell you made really weak, i set it on 20/40/60%, it`s lower then in original but still useful in game for mage with higher intellect.
Yah, you know I made it similar to Divine Armor, but if it's only 60% or so at the end of the game then it's not that useful. Your values are pretty good as Level 3 would be about 180% at the end of the game for a good mage which would be around 16-17K Leadership * 1.8, which would be 28.8-30.6K Leadership - that sounds about right! Maybe even 25/50/75... for a little extra...

Quote:
Originally Posted by Fatt_Shade View Post
Small animal team (wolf,hyena ...) isnt much fun since they dont have any interesting abilities/talents. But in AP/CW i had fun playing spider army undead/fire/cave/poison spider with belt for dmg, and shield that gave them moral/initiative/speed/and +9att/deff. But here in tL it`s just not fun to use those units
Hyena's Preparation is pretty decent with a large stack! Did you know that the Hyena was originally an Orc unit? It is pictured with the Orcs in one of the game wallpapers and grouped with the orc units in some of the game files!

I've thought of changing them to an Orc unit a couple of times, but left it as is since they don't have an all race bonus, but it would kinda be neat for them to get a +1 Morale from the Orc Commander Morale bonus.

Quote:
Originally Posted by Fatt_Shade View Post
I havent seen that new bone dragon ability you mention, but is it like pugmy or plague or . . .? Fear for archedemons would be nice, same as demon/executioner in AP/CW. And for bone dragons maybe 30% plague on attack.
Okay, I've attached a screenie of the new Bone Dragon "Chaos" ability!

You can see that they have an equal chance of Fear, Plague, Weakness, Doom, Sheep, or Curse, but the list gets smaller if the defender is immune to that kind of spell (like Plague has no effect on Demons) and the percent chance is based on level of the defender, too. In the modding example post where I discuss implementation of the ability those percentages were 100% for level 1 and 25% for level 4, but I changed it to what you see in the screenie: 80% for level 1 and 20% for level 4 that way it doesn't always happen.

Fear is defininitely going to be an ArchDemon post-hit effect and Sheep a reloadable ability. I'm still thinking about what else to pair with the post-hit effect and I'm most likely going to make it 100% chance, not different chance based on level like I did with the Bone Dragon...

/C\/C\
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File Type: jpg Bone Dragon New Chaos Abilty.jpg (195.5 KB, 6 views)
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  #4  
Old 12-23-2011, 08:37 PM
Fatt_Shade Fatt_Shade is offline
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Yumm, yumm those tasty rats. It was funny first time i went to lucky james mines i just try and got 4 rats in a row form same dwarf so i stick to it and got 8, and 1 more in giant fist below taron.

Phoenix need something, if he survives battle sacrifice (resurrection) would be great.

Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds 22/44/66 with intellect bonus will be just right.

Here`s crazy idea for those mountains of gold most ppl end game with : in dwarf prince that sell runes be possible to reset items (gladiator sword, banner of faith, anciant amulet, ring of mind) for some 500-750k gold, you`ll get runes but still need to carry item in 50 battles. Or giving his inventory blood potion from AP/CW for 150 lds, with higher price every time you buy it like with runes/crystals. Would it be possible to hard code him to always have those items available, like his runes/crystals are now ?
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  #5  
Old 12-24-2011, 12:52 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Hmmm... interesting!

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Originally Posted by Fatt_Shade View Post
Yumm, yumm those tasty rats. It was funny first time i went to lucky james mines i just try and got 4 rats in a row form same dwarf so i stick to it and got 8, and 1 more in giant fist below taron.
I like to put ketchup on mine! They're a little crunchy, though!

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Originally Posted by Fatt_Shade View Post
Phoenix need something, if he survives battle sacrifice (resurrection) would be great.
Yah - it would be a good use for him when you're sitting there healing units...

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Originally Posted by Fatt_Shade View Post
Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds 22/44/66 with intellect bonus will be just right.
Yah - that sounds great - should be able to work well towards the end of the game.

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Originally Posted by Fatt_Shade View Post
Here`s crazy idea for those mountains of gold most ppl end game with : in dwarf prince that sell runes be possible to reset items (gladiator sword, banner of faith, anciant amulet, ring of mind) for some 500-750k gold, you`ll get runes but still need to carry item in 50 battles. Or giving his inventory blood potion from AP/CW for 150 lds, with higher price every time you buy it like with runes/crystals. Would it be possible to hard code him to always have those items available, like his runes/crystals are now ?
This sounds really interesting! I have no idea how to do it, but you'd think that there's gotta be a way to do it! I'll see what I can find out about this!

Probably 1,000,000 to reset the item or maybe 500-750K like you mention. Yah, I guess I've forgotten about that potion - that would be interesting...

I'll see what I can figure out with respect to your suggestion - I'm not sure if it's possible, but it seems like there should be a way...

/C\/C\
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  #6  
Old 12-24-2011, 01:46 AM
Fatt_Shade Fatt_Shade is offline
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Come on Matt , you added new wives with bunch of kids, and you say adding 1 item in Tibold inventory would be problem Adding item in game is no prob, only copy from AP/CW items.txt en_items.lua and image, how to add it in Tibolds shopping choice is prob. It should working same way as for runes i guess every time you buy potion for +150 lds(or more) it cost 50% more starting with 5k gold maybe (it would come up to 130k gold for 900 lds, and some 5million gold to lead 1 more black dragon 2250lds if you have glory 3lvl, so who have that much gold for throwing away go for it). At least this way there will be reason to take trophy skill more then 1lvl.
And adding those 4 items 3 for +10 runes and +3 int ring in his castle inventory as obligatory item, since i have no idea how to `reset` those items battle counter. But then their price will have to change, if game random them in some other shop it wont cost 1000000 gold

Found miss in xeona children :
kid_ignatius you gave +2 attack imps 2 times.
kid_fiur you gave all melee 20% bonus dmg, and then +20% more to all units. Is this planed or ...?
kid_ignisa same as for fiur +10% melee dmg, and +20% for all units.
kid_demeer sp_spell_defense=count,10 , sp_spell_attack=count,10 What does this do?

gerda children :
kid_ordwald +1 initiative , 2 times mistake or you planed +2 initiative ?

neoka children :
kid_monere kid_pasis same as for xeona`s fiur/ignisa +10% dmg, then +20% more magic dmg. Planed or ...

eng_homm3_babies_neoka in itm_kid_mephala_hint text string change [armorer2] to [armor2] , because game freezes when mephala is born with current settings.

eng_homm3_babies_orcelyn :
kid_gretchyn you wrote [goblin1] and [goblin21] error ?
kid_jabarkas [orc1] and [orc21] also error ?

Last edited by Fatt_Shade; 12-25-2011 at 01:12 AM.
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  #7  
Old 12-30-2011, 12:17 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Thanks for finding these errors!

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Originally Posted by Fatt_Shade View Post
Come on Matt , you added new wives with bunch of kids, and you say adding 1 item in Tibold inventory would be problem Adding item in game is no prob, only copy from AP/CW items.txt en_items.lua and image, how to add it in Tibolds shopping choice is prob.
That's what I mean! Tibold's inventory is the tricky part...

Quote:
Originally Posted by Fatt_Shade View Post
Found miss in xeona children :
kid_ignatius you gave +2 attack imps 2 times.
kid_fiur you gave all melee 20% bonus dmg, and then +20% more to all units. Is this planed or ...?
kid_ignisa same as for fiur +10% melee dmg, and +20% for all units.
kid_demeer sp_spell_defense=count,10 , sp_spell_attack=count,10 What does this do?
Imps - fixed!
Fiur - Melee Damage: +20%, +1 Fire; All Units Fire Damage: +20%, Resist All: +5%. This is ok.
Ignissa: Melee Damage: +10%; Ranged Unit Attack: +20%; All Units Fire Damage: +20%, Resist All: +5%. This is ok.
Deemer: in SPELLS.TXT, sp_spell_attack are attack spells where there is a parameter of attack=1; sp_spell_defense are defense spells where there is a parameter of defense=1.

Attack spells are (this is also in the kid's description if you get them): Healing (for damage to Undead), Magic Pole Axe, Dragon Slayer (adds to the damage of your units against Dragons), Phoenix (does damage), Demon Slayer (same as Dragon Slayer), Lightning, Holy Rain (for damage to Undead), Precision (adds to unit damage), Berserker (adds to unit damage), Pain Mirror, Trap, Ghost Sword, Geyser, Fire Arrow, Poison Skull, Greasy Mist, Hell Breath (adds to unit damage), Ice Snake, Fire Ball, Evil Book (same as Phoenix), Kamikaze, Fire Rain, and Armageddon.

Defense spells are (in kid's description): Stone Skin, Phoenix (since it defends), Divine Armor, Magic Spring (since it adds to unit defense), and Evil Book (same as Phoenix).

Note that stuff in () are just my comment for why they are that type of spell and don't appear in the kid's description (just the spell names do).

Quote:
Originally Posted by Fatt_Shade View Post
gerda children :
kid_ordwald +1 initiative , 2 times mistake or you planed +2 initiative ?
Should be +1 init, +1 speed. Copy, paste, but forget to change keyword - whoops! This is now fixed!

Quote:
Originally Posted by Fatt_Shade View Post
neoka children :
kid_monere kid_pasis same as for xeona`s fiur/ignisa +10% dmg, then +20% more magic dmg. Planed or ...
Monere: Melee Damage: +10%; +1 Speed; All Unit Magic Damage: +20%, Magic Resistance: +20%. This is ok.
Pasis: Melee Damage: +10%; Ranged Unit Attack: +20%; All Unit Magic Damage: +20%, Magic Resistance: +20%. This is ok.

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Originally Posted by Fatt_Shade View Post
eng_homm3_babies_neoka in itm_kid_mephala_hint text string change [armorer2] to [armor2] , because game freezes when mephala is born with current settings.
Great catch - armor2 is the correct value - fixed!

We got keep an eye out for these as I fixed Josephine (for her, mysticism was misspelled) in the update I sent you on the 28th! Unfortunately, these are hard to find unless the game freezes or you are a very, very good proof reader! By the way, if the game freezes when cursoring over an item, then there is an error in the template (i.e. a misspelling in this case) for the item's language file.

Quote:
Originally Posted by Fatt_Shade View Post
eng_homm3_babies_orcelyn :
kid_gretchyn you wrote [goblin1] and [goblin21] error ?
kid_jabarkas [orc1] and [orc21] also error ?
These are okay, because they refer to Goblins level 1 (goblin1) and Furious Goblins Level 1 (goblin2 is Furious Goblin and then level 1 = goblin21). Same for orc1 (Orcs, level 1) and orc21 (Veteran Orcs, level 1).

Thanks for checking these, though, as errors here will cause the game to lockup. I checked all "generator codes" by copying them to an existing child and making sure they worked and looked good in the game; however, if I mistyped the name than that is a problem. I'm usually pretty good with copying and pasting the names (because of this very problem), but every once in a while, I have to type it in if it is too much trouble to search for a baby with the same or similar bonus or it is new.

These fixes will go into the next update - thanks!

/C\/C\
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  #8  
Old 12-25-2011, 07:09 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Interesting thing about Hypnosis

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Originally Posted by Fatt_Shade View Post
Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds 22/44/66 with intellect bonus will be just right.
You know what? The hypnosis spell does not use its power function properly.

Typically, each spell has a function to compute its power (pwr_spell_name_attack) and then the hint uses that function to show its values.

Well, as it turns out, hypnosis wasn't using its hint, so it was not even working properly! Looks like the developers didn't link the cell selection function to the spell's power function.

So, obviously, I'm going to fix it, but I'll have to check it to see what it was really doing since the unit selection script (calccells_hypnosis) was doing its own thing!

So even though I had a method for computing its power, it was ignoring what I was doing!

Okay, anyway, just a curious thing about hypnosis in that it wasn't coded properly and I'll fix it then evaluate power values...

/C\/C\
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  #9  
Old 12-26-2011, 02:04 PM
Fatt_Shade Fatt_Shade is offline
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Same as for hypnosis, problem with demon portal 5/10/20% of heroes lds summon, to low. But here big problem will come when battle with enemy heroes, as i said Baal summon 2x8 archdemons per turn with current settings.
If we change spell that would be much more, ad MUCH bigger problem to defeat him
Also i think gift of life is a bit OP, but you be the judge of that. I just wanted to check how it works and consider that my starting lds was 12k (with warrior this would be even more ridiculous) screen_1.
When i try my old mage save, every time i fight enemy hero we both cast phoenix spell. Wasnt it set in original that only 1 phoenix can be present on battle field?
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  #10  
Old 12-26-2011, 05:00 PM
MattCaspermeyer MattCaspermeyer is offline
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Default Wow, I don't think I've ever seen that many Royal Thorns!

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Originally Posted by Fatt_Shade View Post
Same as for hypnosis, problem with demon portal 5/10/20% of heroes lds summon, to low. But here big problem will come when battle with enemy heroes, as i said Baal summon 2x8 archdemons per turn with current settings.
If we change spell that would be much more, ad MUCH bigger problem to defeat him
Also i think gift of life is a bit OP, but you be the judge of that. I just wanted to check how it works and consider that my starting lds was 12k (with warrior this would be even more ridiculous) screen_1.
When i try my old mage save, every time i fight enemy hero we both cast phoenix spell. Wasnt it set in original that only 1 phoenix can be present on battle field?
Wow!, how'd that screenie happen? The out of control code should have kicked in somewhere...

I'll also look into Demon Portal, but I did do a lot of testing on that one. Since it is based on leadership, enemy heroes have much higher leadership than you do and that's why you saw Baal summoning such big stacks.

I think 5/10/20 will produce pretty close to 100% leadership towards the end of the game at level 3 for a mage, which is pretty good for a permanent stack. Even 50% for an enemy hero can be big stacks just because of the their leadership (I think 40K leadership for an enemy hero is pretty normal - especially with the impossible difficulty modifier).

By the way, I'm in the midst of coding up the Archdemon's special abilities.

Sheep seems to work okay, 5 charges with cast every 5 turns is what it's looking like right now.

So far for their attack spells I've got: Fear, Helplessness, Pygmy, Magic Shackles, and Blind.

This one's been trickier than the Bone Dragon's because I need to add the spell after the enemy retaliates otherwise Blind would automatically cancel. I'm also having trouble with Pygmy - the attacked units don't go small! Hmmm.... seems like a weird problem with the Attack.act_small function.

Hopefully I can get it working, or I'll have to drop Pygmy...

/C\/C\
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