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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  
Old 11-24-2012, 02:23 PM
ckdamascus ckdamascus is offline
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Could you please add these are they are introduced with build 6249 and previously worked fine.

Pygmy does not work properly now. It reduces the health of enemy stacks to 1 HP per unit instead of -20%/-30%/-40% of their max health.

Whenever a demon kills a stack, a rage ball is supposed to appear and it can heal all demons on the field. This no longer works now.

The random 1 HP issue can occur when no one is using Avenging Angel the spell. This is PROBABLY because The "Favorite of the Gods" passive that smites back enemies says it is an "Avenging Angel" skill. So the bugs are probably interelated.
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  #2  
Old 11-24-2012, 06:31 PM
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camelotcrusade camelotcrusade is offline
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Originally Posted by ckdamascus View Post
Could you please add these are they are introduced with build 6249 and previously worked fine.

Pygmy does not work properly now. It reduces the health of enemy stacks to 1 HP per unit instead of -20%/-30%/-40% of their max health.

Whenever a demon kills a stack, a rage ball is supposed to appear and it can heal all demons on the field. This no longer works now.

The random 1 HP issue can occur when no one is using Avenging Angel the spell. This is PROBABLY because The "Favorite of the Gods" passive that smites back enemies says it is an "Avenging Angel" skill. So the bugs are probably interelated.
Thanks so much for the summary, these are all added. I've been busy with the U.S. holiday weekend. If you can let me know the exact name of the trait which is not working for the demon I'll update the list with that information.

@ivra I've updated the inventory bug entry.
@Nirual I've updated the powder keg entry. I also noticed skeleton coffins have 0/1 hp but didn't get to test it to see if it opens automatically. If anyone can test it, let me know.
@Ufozile I've added an entry for Kamikaze. I tested it, too, and it's happening for me regardless of what kills the target stack. I used it on bowmen and killed them with a spell and the bomb just hovers there, then hangs up the game when the next turn starts. Ugh.

Last edited by camelotcrusade; 11-24-2012 at 07:02 PM.
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  #3  
Old 11-24-2012, 10:44 PM
ckdamascus ckdamascus is offline
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Originally Posted by camelotcrusade View Post
Thanks so much for the summary, these are all added. I've been busy with the U.S. holiday weekend. If you can let me know the exact name of the trait which is not working for the demon I'll update the list with that information.

@ivra I've updated the inventory bug entry.
@Nirual I've updated the powder keg entry. I also noticed skeleton coffins have 0/1 hp but didn't get to test it to see if it opens automatically. If anyone can test it, let me know.
@Ufozile I've added an entry for Kamikaze. I tested it, too, and it's happening for me regardless of what kills the target stack. I used it on bowmen and killed them with a spell and the bomb just hovers there, then hangs up the game when the next turn starts. Ugh.
Understood!

The demon trait that is not 100% working is called "Ardent".

If a demon picks up a rage ball from Hilda, it will heal the stack, but if a demon does a fatal blow to wipe out a stack a rage ball is supposed to spawn. It does not spawn right now but I swear it used to in 6246.

Also, "Greasy Oil" or "Oil Mist" takes about 5 seconds to cast now.

Last edited by ckdamascus; 11-24-2012 at 10:47 PM.
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Old 11-24-2012, 11:23 PM
LegendMaker LegendMaker is offline
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Originally Posted by ckdamascus View Post
Also, "Greasy Oil" or "Oil Mist" takes about 5 seconds to cast now.
"Greasy Mist" and yes, I have that bug too. It only appeared a couple of days ago.

I'm guessing a recent patch has managed to affect my saved game, although it originally wasn't supposed to (my ongoing walkthrough is still the same game I started the day of the release). Maybe that's even why I had all these saves spontaneously deleted, I don't know, but I have a bunch of new bugs now that I didn't a few days ago. Some of them already posted here, like this one and the unscrollable Inventory (really annoying with a lot of arties).

I'd like to add to this one:

Quote:
Powder Keg problems: Kill priority on exploding barrels is so high that enemy units cannot wait to hit them and kill themselves. Is this intentional? Update: Build 6249. Powder Kegs have 0/1 hp and explode instantly upon starting combat or appearing in combat. On a related note, skeleton coffins also have 0/1 hp but whether they automatically open or not is unconfirmed.
I can confirm that ALL obstacles/neutral objects, that I know of, now show 0/1 Health, but for all except for the Keg, it makes them tougher to kill. I'm definitely experiencing this with: Altar of Lightning, Cursed Cross, Holy Statue, Coffin, Wasp Nest (don't remember the exact name), and the Powder Keg as well (with the same instant-explosion issue described).

More specifically, all those fixed objects can now ONLY be killed by a MELEE UNIT attacking them DIRECTLY. They are unaffected by area effects, be it from spells, rage skills or creatures, and range units cannot target them, nor can semi-range units, for instance the astral ray of the Rune Mage doesn't work either. Meanwhile, their powers work just fine; your units will eat Poison Skull or Lightning until you move them away or waste a turn with your Paladin to destroy the object. Not funny.

Much more minor, but Regina's Messenger also lags tremendously now, about as much as Greasy Mist. Other Valkyrie skill animations still run smoothly.

Edit: I've checked, I definitely have the build 6249 too, now.

Another one I forgot (though I don't know if it's new, but it's not been listed):

The Labyrinth (Catacombs) in Verlon Wastelands doesn't close when you get out (and complete the Quest). It stays open, but only one-way. You can enter it again, but if you do, you'll be trapped forever. The cup opening the exit is no longer there, and there's no other way out, and not even an enemy to suicide on. The only possible workaround might be to upgrade an artifact (if you have an upgradable one in your inventory) and then flee from the fight; losing your entire army in the process, if it even works (I haven't tested that).

Last edited by LegendMaker; 11-24-2012 at 11:39 PM.
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  #5  
Old 11-25-2012, 04:07 AM
dainbramage dainbramage is offline
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I haven't read the whole thread, but these aren't in the OP:

-When a stack dies on a trap I get the mana bonus from transmute twice
-Lord of the North does reduced damage to high leadership units which isn't reflected in the skill description. Haven't figured out the actual formula.
-Engineers inflict burn every time they attack. It should be 15%.
-Berserkers' main hit does 4-7 damage but is listed as 4-5.
-Berserkers' retaliation does the shield bash animation and 3-5 damage of shock shield, but the description implies this is for their second attack only ("counter-attacks" rather than "attacks").
-Valhalla's Messenger doesn't do anything, at least at level 1. Berserkers and Warrior Maidens (the two vikings troops I'm currently using) tooltip damage is as it would be with no boost, and this is confirmed with crit damage.
-Speaking of which, I'm currently level 55 and have still only run into 15 viking enemies. Not sure if there's more vikings later, or this medal is unachievable.
-I managed to have two stacks on top of eachother. Told paladins to move to a different tile, but they went on-top of my berserkers instead. Screenshot attached. Haven't been able to reproduce this. Berserkers were the unit attacked/buffed when another stack targeted them, and for the sake of completion weren't healed by prayer.


Late EDIT: Map isn't aligned with everything placed on it in New Kordar. The character icon, alongside every building and portal are located about 1cm to the right of where they should be.
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Last edited by dainbramage; 11-25-2012 at 06:51 AM.
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  #6  
Old 11-27-2012, 12:38 AM
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camelotcrusade camelotcrusade is offline
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Originally Posted by dainbramage View Post
I haven't read the whole thread, but these aren't in the OP:

-When a stack dies on a trap I get the mana bonus from transmute twice
-Lord of the North does reduced damage to high leadership units which isn't reflected in the skill description. Haven't figured out the actual formula.
-Engineers inflict burn every time they attack. It should be 15%.
-Berserkers' main hit does 4-7 damage but is listed as 4-5.
-Berserkers' retaliation does the shield bash animation and 3-5 damage of shock shield, but the description implies this is for their second attack only ("counter-attacks" rather than "attacks").
-Valhalla's Messenger doesn't do anything, at least at level 1. Berserkers and Warrior Maidens (the two vikings troops I'm currently using) tooltip damage is as it would be with no boost, and this is confirmed with crit damage.
-Speaking of which, I'm currently level 55 and have still only run into 15 viking enemies. Not sure if there's more vikings later, or this medal is unachievable.
-I managed to have two stacks on top of eachother. Told paladins to move to a different tile, but they went on-top of my berserkers instead. Screenshot attached. Haven't been able to reproduce this. Berserkers were the unit attacked/buffed when another stack targeted them, and for the sake of completion weren't healed by prayer.
Thanks for taking the time to share all that. Which build are you using? Want to confirm before I look into adding these in - especially since people are saying the viking medal works in build 6249 (you get credit for using any viking armies to kill off a stack . Also, can you remind me what Valhalla's Messenger is supposed to do when you get it? I haven't actually seen it in-game yet because my class doesn't have it.

@ivral wow, I'm surprised. It was reported as a bug that Gudrila's dialog contains spoilers so they must have done something about it. Kind of a confusing solution but glad it opens up later. She should probably say something like "It's too soon to ask a favor of you..." until she's ready to give the quest.

@Rork interesting, I thought only ghost blade was supposed to ignore magic resistance. Has anyone else confirmed magic axe working on magic immune enemies in build 6249? Maybe some of their tweaks introduced it.
If anyone else has seen any of these bugs persisting across builds let me know.

Last edited by camelotcrusade; 11-27-2012 at 04:31 AM.
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  #7  
Old 11-28-2012, 09:36 AM
dainbramage dainbramage is offline
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Originally Posted by camelotcrusade View Post
Thanks for taking the time to share all that. Which build are you using? Want to confirm before I look into adding these in - especially since people are saying the viking medal works in build 6249 (you get credit for using any viking armies to kill off a stack . Also, can you remind me what Valhalla's Messenger is supposed to do when you get it? I haven't actually seen it in-game yet because my class doesn't have it.
It's through steam, so all are the latest build 6249

Valhalla's messenger makes some viking stacks (slingers, berserkers, WMs, jarls) do increased damage. Or at least that's what it claims, it doesn't do anything (at least not for berserkers or WMs. Haven't checked slingers or jarls).

To demonstrate this, my stack of warrior maidens show up as doing 7434-9558 damage against undead spiders.

Now, the maidens have 93 attack and 14-18 damage while the spiders have 3 defence (so I'm easily at the x3 cap), so the expected damage ignoring valhalla's messenger would be:

14*177*3 = 7434
18*177*3 = 9558

which is exactly what they show as doing

Now I check their crit, which is 21506 damage

Theoretically, 9558*2.25 = 21505.5 which rounds to 21506

Both should be doing 15% more damage if valhalla's messenger was working.
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Old 11-25-2012, 02:29 PM
Nirual Nirual is offline
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Originally Posted by camelotcrusade View Post
@Nirual I've updated the powder keg entry. I also noticed skeleton coffins have 0/1 hp but didn't get to test it to see if it opens automatically. If anyone can test it, let me know.
the coffins dont have 0/1 for me.

Quote:
Originally Posted by dainbramage
-When a stack dies on a trap I get the mana bonus from transmute twice
Noticed that aswell. Also, when triggers on kills with damage spells, you get the mana from transmute before the spell cost is substracted from your mana, so you dont get anything out of it if your mana was full before casting.
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  #9  
Old 11-25-2012, 02:34 PM
ckdamascus ckdamascus is offline
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the coffins dont have 0/1 for me.



Noticed that aswell. Also, when triggers on kills with damage spells, you get the mana from transmute before the spell cost is substracted from your mana, so you dont get anything out of it if your mana was full before casting.
Hmmm I experienced a lot of "0/1" coffins, traps, obstacles as well. I can't take them out without explicitly attacking them (e.g., flame flood from red dragon doesn't break them anymore).

Regarding spells and transmute, I think that was how it worked back in Armored Princess. One of the big reasons why I felt nuking spell casters were at a distinct disadvantage. I couldn't spell nuke my way to victory without costing a lot of REAL time loss (waiting for mana to regenerate).

I had to keep a 'mop' up team or waste a few rounds using mana accelerator to save "game time" while wasting "real time".

[edit]
So, I decided to re-tool my build to get the "High Magic" achievement. Looks hard at 500K dmg and after many hours I was only at 210K dmg. Wrong. I forgot the new skills including how mana regenerates and how spells are so powerful that a mop up team is easy to use. I hit the achievement in merely 6 more battles.

This is a huge plus.


Quote:
Another thing I just noticed, post-patch (build 6249). My tooltip no longer tells me how many units I will resurrect with sacrifice or with the maidens call of valhalla ability. That makes it difficult to know whether I should use level 1, 2, or 3 sacrifice. Ugh.

Can anyone else confirm this? Is it the same with the actual resurrect spell and/or inquisitors?
Sorry, I don't usually use Maidens, nor have Resurrection, nor usually the time / battle for sacrifice.

But NOW I do! I tried sacrifice and it works fine regarding tooltips. Worked perfectly.

Using "initial save game" of build 6246, but playing build 6249. Vanilla install. No add-ons or mods.

Tooltip works fine for me. I was using level 1 Sacrifice

Last edited by ckdamascus; 11-26-2012 at 02:24 AM.
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  #10  
Old 11-26-2012, 07:00 AM
Nirual Nirual is offline
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Hmmm I experienced a lot of "0/1" coffins, traps, obstacles as well. I can't take them out without explicitly attacking them (e.g., flame flood from red dragon doesn't break them anymore).
Gotta correct myself. Yes, the coffins also have 0/1, possibly other objects too. Powder Kegs are the only ones that are instantly destroyed at the start of battle however. And yes, these objects are immune to area effects and spells now, which I actually consider a good thing. AI seems less eager to destroy them now aswell.

Quote:
Regarding spells and transmute, I think that was how it worked back in Armored Princess. One of the big reasons why I felt nuking spell casters were at a distinct disadvantage. I couldn't spell nuke my way to victory without costing a lot of REAL time loss (waiting for mana to regenerate).
Could be. I wasn't much of a nuker in AP, but I love myself some Blizzard now, which is why I noticed this.
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