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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 10-31-2012, 11:03 AM
Dragnipurake Dragnipurake is offline
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Originally Posted by Zechnophobe View Post
Point Number 3: Sadly the Runic Word ability on the Rune Mages is broken. It does not give you more runes when you have more Magic Runes. Otherwise it would be even more ridiculous.
I noticed that no additional runes were granted at 30+ Magic Runes, but at 40+ Runes I was getting 4 (so an additional 2). You're pretty much guaranteed at least 1 Defence Rune per Runic Word use, so each Runic Mage can cast phantom at least every other turn.

4 Runic Mage stacks + Anything pretty much rolls over everything ...
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  #2  
Old 10-31-2012, 12:02 PM
saroumana saroumana is offline
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I agree that runemage is too powerfull with phantom. I have nerfed it in my minimod, but i don't stop splitting runemage abuse. May be by setting leadership requirement ?
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  #3  
Old 10-31-2012, 12:17 PM
Xargon Xargon is offline
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Originally Posted by saroumana View Post
I agree that runemage is too powerfull with phantom. I have nerfed it in my minimod, but i don't stop splitting runemage abuse. May be by setting leadership requirement ?
I think the phantom ability should have a leadership cap like other summoning abilities. Something like "create a phantom of 60% of the target stack, but no more than half the leadership of this rune mage stack". This still leaves the other problems to be fixed, though (I think you introduced a decrease in power with each use in your minimod, this might take care of the rest).

edit: edited in "rune mage" for clarity.

Last edited by Xargon; 10-31-2012 at 12:43 PM.
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  #4  
Old 10-31-2012, 12:32 PM
saroumana saroumana is offline
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Yeah it work if you have one troop of runemage. You're first summon would have 40% of the initial troop, the second 26%, the third 17% etc... (because it's infinite with one of the rune's spell).
But it don't cover the case of splitting runemage. Leadership requirement would not be hard to implement.
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  #5  
Old 10-31-2012, 12:14 PM
Fatt_Shade Fatt_Shade is offline
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@Zechnofobe
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Point Number 3: With level 3 in Rune Magic, your Rune Mages start with 2 Defense runes. A Mage can cast Runic Word twice on them in the first turn to give them 4 more, for a total of 6. You can then phantom jarls or paladins, have them give the Rune Mage another turn, and repeat until you've used them all up. All on the first turn. That's right, you could phantom 6 times (7 with wanderer scroll) on a single turn! Those 7 stacks could each be 60% of a single stack, giving you 430% of a single stacks worth of troops! That's almost a full extra army of guys!
It doesnt work this way my friend : units play in order or initiative, so first play runemage then paladin OR jarl give them second wind and so on to lowest initiative unit, then second turns go in reverse order, from lower to high initiative so runemage will play last in that turn with second wind from pala/jarl. It`s still to much to 1 units cast 60% phantom of whole stack but it cant act more then 2 times/turn (only goblin is able to do that I`m not sure if things changed in WotN but in AP/CW it worked this way, order of units is decided on initiative from high to low, then in reverse and then turn ended, next turn same . . .

As for fixing their basic initiative go to game folder/data/data.kfs and find runemage.atom open it set initiative from 20 to any value you think appropriate (i chose 25 ) close file save it in data.kfs and try game, new init value will be implemented right away in game.

Last edited by Fatt_Shade; 10-31-2012 at 12:20 PM.
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  #6  
Old 10-31-2012, 12:41 PM
redsox0717 redsox0717 is offline
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This is a single player game, you make your own challenge. If they are so broken that it makes the game too easy then don't use them?
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  #7  
Old 10-31-2012, 12:54 PM
zjazd18 zjazd18 is offline
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Originally Posted by redsox0717 View Post
This is a single player game, you make your own challenge. If they are so broken that it makes the game too easy then don't use them?
Yes i agree with you, this game doesnt need perfect balance to be enjoyable. They should focus on fixing bugs as a first priority then balance issues.
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  #8  
Old 10-31-2012, 02:21 PM
Dragnipurake Dragnipurake is offline
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Originally Posted by zjazd18 View Post
Yes i agree with you, this game doesnt need perfect balance to be enjoyable. They should focus on fixing bugs as a first priority then balance issues.
I would consider this a bug though.

All other summon spells/mind control spells (basically anything that nets you a new unit) have a built in leadership cap.
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  #9  
Old 10-31-2012, 02:34 PM
Colbert30 Colbert30 is offline
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Yes, I'm sure it's an oversight. A big one, but it's obvious they didn't intend them to be able to do that.

Hopefully they'll fix them soon. In the meantime, exploit them at your own risk. Risk of making the game too boring, that is
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  #10  
Old 10-31-2012, 03:13 PM
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hatuan1983 hatuan1983 is offline
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hix, the game is too buggy (spell/crash...) and over power at the moment.
Make it Imposible mode is not a really challenge. Because when u meet a hard boss/enemy, you have to try all the ways to fight it in impo, and then you will choose massive summon! that's natural, hard to not abuse !
I think I'll stop abit and wait for the next official patch ! I think !
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