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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 11-08-2012, 01:30 PM
travelingoz travelingoz is offline
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Just a suggestion for Soothsayers... I'd be nice as a mage to have a skill that reduces the mana cost of spells. Perhaps Level 1~3 for anywhere between a 5% and 25% reduction.
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  #2  
Old 11-12-2012, 06:11 AM
MattCaspermeyer MattCaspermeyer is offline
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Angry Unfortunately, You Can't...

This would be a nice feature to have, unfortunately, unless something has been radically changed in WotN versus older KB versions the mana system is hard coded to use the mana cost for spells specified in SPELLS.TXT.

It is easy to change the mana cost display, but the game still uses the values specified in SPELLS.TXT. I tried very hard to work around this with my H3B mod (for The Legend), but no matter what I did, the game still used the values specified in SPELLS.TXT.

About the only thing you can do is give a "rebate" for casting spells, i.e. cast spell X and then mana cost is subtracted, but then a certain amount is added back (that's basically how Mana Spring and other mana giving abilities work as they essentially just add mana to your Hero when the right condition occurs). This is the only way I could think of to get it to "work", but it's not the same, plus since I haven't implemented it, there may be other issues...

Maybe someone will find out a way, but for now I'm almost 100% certain that it is not possible - sorry!



/C\/C\

Quote:
Originally Posted by travelingoz View Post
Just a suggestion for Soothsayers... I'd be nice as a mage to have a skill that reduces the mana cost of spells. Perhaps Level 1~3 for anywhere between a 5% and 25% reduction.
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  #3  
Old 11-19-2012, 07:45 PM
Razorflame Razorflame is offline
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pretty interesting

it would be nice to show some info /ss

more elaborated before i pance into this
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  #4  
Old 11-19-2012, 08:52 PM
Fatt_Shade Fatt_Shade is offline
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Well my idea was to make classes a bit more different in skill build, and so gameplay vise make player to plan more comparing to original WotN settings.
I made each class have 4 unique skills (instead 2 as it is now), and those class skills have 5lvls (due to Csimbys idea for extended skill lvlup, only i didnt like all skill have 5lvls).
So each class will have bigger difference in late game ; no more double rage skill/trun for paladin/mage, only paladin will have Jarl skil and so biggest army, mage will have cheapest spell upgrades and other classes will have to decide what spells to upgrade and not waste crystals for nothing ... And some other little changes.

As said above, I made this change to first version of game, so I`m not sure if there might be problems with new patch version. But if any1 want to try and reply with impressions and suggestions I`ll try to make it functional for use.
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  #5  
Old 11-19-2012, 10:39 PM
Rah Rah is offline
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Cool idea.

I was thinking, but not yet tested, that the greater differences between classes could come from the runes cost for each skill and the runes gained each level.

This will pre-derteminate the choices you make when leveling up but at the same time allow everyone to try different tactics. This idea is best designed in this game:http://www.pathofexile.com/passive-skill-tree

Where all skills are available for every class but if a warrior wants to cast spells has to pay much more to do so. Each class starts at a different position on the skill tree and some skills are closer some are very far away and you need many steps to reach them.
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  #6  
Old 11-19-2012, 11:02 PM
blacklegionary blacklegionary is offline
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I like your idea but Tolerance restrict to Skald class would a pain for other class. I think you should consider other skills like Ovatory. Also you can consider moving "Favorite of the god" to other spot. It's more an annoyance than useful.

Last edited by blacklegionary; 11-19-2012 at 11:06 PM.
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  #7  
Old 11-19-2012, 11:42 PM
Fatt_Shade Fatt_Shade is offline
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@Rah
Yea i saw that game (skill tree there is seriously f...ed up ), that`s why i decided to make difference here. But already each class get different runes on lvlup, same amount but not same kind (warrior more might runes, mage more magic ofc).
In my modification you simply cant have same lvl of rage skills with warrior and paladin because only warrior have % for double rage skill/turn, but paladin have highest leadership and possible highest moral for units (big bonus for att/def/crit% but not high dmg as warriors units or much rage), on other hand only mage can lvlup bunch of spells because he have alchemy, and have highest intellect/mana in game due to Initiation skill.

@blacklegionary
I pick Tolerance and Oratory that way so only paladin/skald could have highest moral army compared to other classes. Skald sings battle songs to his army, and lift their spirits so only he can have high moral army. Warrior must rely on rage skills and high dmg/crit% from his units, mage on spells and buff/debuff, and paladin on huge army with high moral. Sure you can go in other skill tree but best skills in other trees will be locked.
I thought about Favorite of Gods, but there isnt really place to move that skill, and it`s only 1 lvl needed for Edda and later Resurrection. So only Skald class really need this skill on 1 lvl, warrior and mage need it only if want Oratory skill.

I might change for oratory 3lvl give +2moral, it seems fair to invest bunch of runes, at least get something for all that cost.

And if any1 can just try mod, start new game and cheat runes on start to lvlup skill and post screen, so i can see if there is any problems to fix. In my game there are non, but as I said i have mod before patch game, so dont know if it will work on other users after patch.

Last edited by Fatt_Shade; 11-20-2012 at 02:45 AM.
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