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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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  #241  
Old 10-31-2012, 08:09 PM
QNk QNk is offline
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Quote:
Originally Posted by Bhruic View Post
There's something "extra" going on with vikings, as they seem to get different bonuses than other things do. The animals I checked with all got the +5% for the first level that it indicates they should, but the vikings seemed to get +6%. Not sure where the extra 1% comes from. Also not sure what the pars=3%,3% etc, is supposed to be doing.
Pars (parameters) are what the language and mechanics files pull to do calcumalations. It goes Pars=[param1],[param2],[param3], so on and so forth. The localization files (eng_skills.lng for most of us) pull these directly as [param#]. For example, level 1 of Sense Weakness has the following description (I think I reworded this one to make more sense, so don't expect it to match yours).

Code:
skill_weakness_lore_text_1=^skills_tPar^Troops. Chance of allies inflicting a critical hit [param1]. <br>Chance of allies to escape a critical hit [param2].
In game, where [param1] is supposed to be will instead display the number in the pars list.

In mechanics files these values are referenced using name of the skill, followed by a single number for which param to pull. For example, the diplomacy skill power calculation pulls the first param listed via the following (in skills.lua)

Code:
local perc_pacify = skill_power("diplomacy", 1)
This defines the local variable "perc_pacify" by pulling the first param listed in Diplomacy's pars list. This variable is then used for fancy mathematics further down the line.

Consistency is awesome, this usually(!) allows a modder to modify only the skills.txt file to have the change effected in both description as well as calculations.

EDIT: Also, some calculations are super simple to do (like adding a fixed percentage to critical chance, or increasing morale of certain troops by one), these are written directly in the skills.txt file. So changing the pars of these won't affect actual values ingame unless you also change the values in the pbonus (parameter bonus), rbonus (resistance bonus), or dbonus (not sure...) lines.

Last edited by QNk; 10-31-2012 at 08:20 PM.
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  #242  
Old 10-31-2012, 08:19 PM
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camelotcrusade camelotcrusade is offline
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Originally Posted by DGDobrev View Post
Well, it was the same in KBTL. There was also a mechanic in KBTL when if you wait for the right moment in time (before the day rolls over to next one) you can travel in like an hour or so. I wonder if the same thing can be used here.
Do you guys think I should list it as a bug then? The game does suggest it should be hours and not days. And does it even matter for anything besides spell point regen and rage loss? I don't recall if there is a score for speed or not.
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  #243  
Old 10-31-2012, 08:47 PM
Khornn Khornn is offline
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1. The artifact Courtly Garb can't be upgraded. When you select the Upgrade option from the right-click-menu the fight does not start, in fact nothing happens. I can upgrade other items, before and after getting Courtly Garb, so it's a bug only for this item.

2. Regina's Messenger rage ability spawns a lava golem that does not have a name, instead it has a tag that says [cpn_lava_golem5] NF

Last edited by Khornn; 10-31-2012 at 08:53 PM.
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  #244  
Old 10-31-2012, 08:52 PM
pr0 pr0 is offline
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The third valkyrie (hilda) does not grant a leadership bonus at lvl 2 if not senior. Workaround - either make her senior or wait until you have enough items to promote her to lvl3 as this does not trigger the bug.

Last edited by pr0; 10-31-2012 at 08:58 PM.
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  #245  
Old 10-31-2012, 09:33 PM
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camelotcrusade camelotcrusade is offline
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Updates -
  • Revised Sense Weakness bug with new understanding under Skills (go read it... it's kind of omg)
  • Added blocked orc unit on Eastern Island to Maps
  • Added Courtly Garb to Items
  • Added Regina's Lava Golem to Tooltips/Descr.
  • Added Hilda's Leadership Bonus to Valkyries

I am amazed how busy this thread keeps me, and equally amazed how diligent everyone is at reporting (and solving!) bugs. Go team!
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  #246  
Old 10-31-2012, 11:08 PM
torquemada torquemada is offline
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Discovered yet another bug. Slow lvl3 says it immobilises enemts with less speed than the spell power (as I understand it is a stack with 2 or less in speed gets immobilised). This does not happen however the stack retains 1 speed despite this.
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  #247  
Old 10-31-2012, 11:17 PM
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camelotcrusade camelotcrusade is offline
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Originally Posted by torquemada View Post
Discovered yet another bug. Slow lvl3 says it immobilises enemts with less speed than the spell power (as I understand it is a stack with 2 or less in speed gets immobilised). This does not happen however the stack retains 1 speed despite this.
It does? That's kind of cool. I like that level 3 spells are starting to show new powers. But they do pop up bugs, though. I'll add it to spells in a minute.

On a semi-related note, does level 3 haste do anything special?
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  #248  
Old 11-01-2012, 12:06 AM
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Zechnophobe Zechnophobe is offline
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Quote:
Originally Posted by torquemada View Post
Discovered yet another bug. Slow lvl3 says it immobilises enemts with less speed than the spell power (as I understand it is a stack with 2 or less in speed gets immobilised). This does not happen however the stack retains 1 speed despite this.
Woa, that's a surprise. I mean, that they had that as the intention. Like, did Slow really need to be made more powerful? Heh.

At least they didn't give it mass effect.
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  #249  
Old 11-01-2012, 12:09 AM
QNk QNk is offline
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Immobilized units still get 1 AP to attack things right next to them, wouldn't make sense to reduce speed to 0 because they wouldn't be able to act at all if there were no nearby units (assuming target is melee).
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  #250  
Old 11-01-2012, 12:17 AM
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camelotcrusade camelotcrusade is offline
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Originally Posted by QNk View Post
Immobilized units still get 1 AP to attack things right next to them, wouldn't make sense to reduce speed to 0 because they wouldn't be able to act at all if there were no nearby units (assuming target is melee).
Yeah, I don't know what they were going for. But if that description is right then I wouldn't expect the unit to move once it's slowed. Can it have 0 speed but 1 AP? I don't remember how it handles that when you're say, webbed.
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