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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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  #801  
Old 11-29-2012, 08:12 PM
Rork Rork is offline
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Quote:
Originally Posted by LegendMaker
Well, that's certainly moving outside of technical advice and well into strategical advice, but it still saddens me to see you missing the point that bad. Allow me to try and clarify, okay?

What ckdamascus was pointing at is the fact that if you one day decide to switch to a difficulty level a little more challenging than "Normal", as you currently play, you should hopefully come to realize that Magic Shackles only ever applies when you are way more powerful than the enemy anyways, due to the leadership cap he mentioned. He wasn't telling you "not turning your back on your enemy is a better defense than tying your enemy's hands", as you apparently understood; he was more telling you "if you're in a position where an enemy will let you tie his hands easily, then this enemy is not much of a threat to begin with". Seriously, man, think about that. WotN's "Impossible" mode is already ridiculously easy to beat, I can't even fathom how overpowered you must be in "Normal" mode.

If you really have a thing for "Magic Shackles", try recruiting Witch Hunters if you get the chance. Their shackles are not limited by leadership. You should have fun.
Well, I was wondering when someone who thinks he proves something by playing on impossible would step in.
For your information, I don't "have a thing for magic shackles", it was just a perfect opportunity to see if it worked as advertised - I even upgraded them in fight for this, as they're currently level 1. I would suggest trying to re-read carefully this time (word by word, in case you're missing my point) the messages, but before that do try to put some points into your reading skills.
In short, to be polite, please save your precious "stategical advice" for someone who cares and do step in only when your valiant efforts on impossible will actually amount to something else besides making you feel high and mighty.

Last edited by Rork; 11-29-2012 at 08:37 PM.
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  #802  
Old 11-29-2012, 08:36 PM
Rork Rork is offline
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Originally Posted by ckdamascus
For 35 mana that 'might' or might not work if the stack is weak enough? Considering you can double cast... so many cheaper/stronger methods.
Whatever works - as I've already said, it's not important. And I'd rather avoid stirring the wasps' nest about what level of difficulty we're playing on or what spells/gear builds we use. O darn, too late .

Quote:
Originally Posted by ckdamascus
If they are too strong to finish in one round...
Um... do you get many battles where you can finish in one round or is that a figure of speech? I don't know whether the game scales the enemies according to the character's level, but even labels such as Strong or Very Strong usually means at least three turns - at least to me, it does.

Quote:
Originally Posted by ckdamascus
Not to mention it costs a LOT of crystals to get.
It's only at level 1, haven't upgraded it (and probably won't), since I don't use it.

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Originally Posted by ckdamascus
Ok that sounds like a bug then. There really is no point in discussing old bugs though. ... Also, incorrect about not existing before. This bug existed in Armored Princess (double fight), but far more rare.
I've played twice AP, not including Crossworlds, and never once ran into such a bug. It already occured several times in KBWotN. So it may be an old bug, but they kept it while adding others - not worth mentioning it then?

Quote:
Originally Posted by ckdamascus
Incorrect. Patch does not render previous saves useless. Of course, you should back up the game just in case (I have).
What happens is if the new patch fixes an old Quest bug, continuing your existing game will not HAVE that quest bug fixed despite being in the new patch because your save was generated in the old one.
And why is that incorrect? If the patch doesn't apply to my current save, than that save is pretty much useless when it comes to the fixed bugs.
If you wanna talk semantics, then I suppose we could debate whether "useless" might or might not be too strong a word here: the save can still be used after the patch, xcept the patch won't do anything for your game, might as well start from scratch again. That's pretty much useless in my book .
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  #803  
Old 11-29-2012, 08:51 PM
ckdamascus ckdamascus is offline
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Originally Posted by Rork View Post
Um... do you get many battles where you can finish in one round or is that a figure of speech? I don't know whether the game scales the enemies according to the character's level, but even labels such as Strong or Very Strong usually means at least three turns - at least to me, it does.
No, you want to kill or cripple the assassin STACK in round 1 if you are going to bait them into a trap early on.

step 1), walk 'bait' unit up one step.
step 2) cast trap behind bait.
step 3) when assassin goes, they will backstab, and FAIL/get INTERRUPTED before doing ANY damage to your bait, but they will be STUCK behind your bait.
step 4) beat the living daylights out of the assasin stack

But you don't want to do this if you can't cripple the 300 assassin stack in the first round because then you might take losses the next round because you just put a big stack of assassins next to your army

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Originally Posted by Rork View Post
I've played twice AP, not including Crossworlds, and never once ran into such a bug. It already occured several times in KBWotN. So it may be an old bug, but they kept it while adding others - not worth mentioning it then?
You made the claim "Double fights like this are shit (obviously a bug not present in the other games), something like a cheat.", I was simply saying it isn't true. (e.g. not present in other games). Nevermind that it was fixed in build 6249 as far as I can tell (at the last island, didn't see a single double fight).

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Originally Posted by Rork View Post
And why is that incorrect? If the patch doesn't apply to my current save, than that save is pretty much useless when it comes to the fixed bugs.
If you wanna talk semantics, then I suppose we could debate whether "useless" might or might not be too strong a word here: the save can still be used after the patch, xcept the patch won't do anything for your game, might as well start from scratch again. That's pretty much useless in my book .
Because the patch does apply to your current saved game. Just some parts of the patch does not. e.g. If you had the patch, Loki fire does not screw up at all. You can continue your existing game. So it DOES apply to your saved game just some of the Quest patches do not.

Unfortunately it means you will break pygmy, favorite of the gods, avenging angel, demon rage balls, but you will fix loki crashes, assassin weirdness, ice dragon crashes, double fights, a few other things which I don't remember to list right now, etc all of this WITHOUT RESTARTING the game.

I'm not sure if you feel just because you can't fix a few optional quests you consider it 'useless' but I would hardly say it "wont' do anything for your game" considering you are running into bugs that appear to have been fixed in said patch.

Last edited by ckdamascus; 11-29-2012 at 08:55 PM.
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  #804  
Old 11-29-2012, 08:52 PM
LegendMaker LegendMaker is offline
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Originally Posted by Rork View Post
Well, [butthurt message aiming for a snap rebuttal]
Cool story, bro. No more strategy advice or plain English for you, duly noted. Have fun.
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  #805  
Old 11-29-2012, 09:42 PM
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camelotcrusade camelotcrusade is offline
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Some interesting tangents here, but I'm not sure if I am missing new bugs or not. I am also getting exasperated with how many we are finding as a result of the last patch.

I kind of want to throw up my hands and say let's start counting again after the next patch. Assuming we get one. Should be soon, I hope, it's been a good while.
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  #806  
Old 11-29-2012, 09:49 PM
ckdamascus ckdamascus is offline
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Originally Posted by camelotcrusade View Post
Some interesting tangents here, but I'm not sure if I am missing new bugs or not. I am also getting exasperated with how many we are finding as a result of the last patch.

I kind of want to throw up my hands and say let's start counting again after the next patch. Assuming we get one. Should be soon, I hope, it's been a good while.
Fixed bugs.
- Courtley Garb can be upgraded now
- Ay Vaz works in build 6249 start 6246 (patch 2)
- Giant spider missile weapon is magic damage, not poison. working as intended.

New bugs.
- EDIT: Sorry not a bug, I left the game in dev mode. (If Action Re-Rage is activated just once, you can now press 'r' (keep spamming 'r') even when rage skill is not available and re-cast any rage skill. This ALSO maxes your rage skill. This can be repeated until multiple times until your rage cooldown runs out.)
- Friendly fire crit damage does way too much damage. It seems to ignore resists or defense or both. e.g. flame flood from red dragon can crit my black dragons for 934 damage. That just isn't normal considering I only have 22K leadership
- "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)."
- Obstacles on the field are now immune to area of effect skills like Regina's Golem summoning, fire flood, black dragon's fire flood, etc. You have to manually attack it with melee or ranged to directly kill them. e.g. Cursed Shrine, Dwarven Shrine, etc. Plus they all have 0/1 HP or something absurd.

Mistake on my part
- Pygmy has been BUFFED in this patch to -20%, -35%, -50%. Also, a pygmy patch was made by ftww and appears to work. I believe I can get an avenging angel patch to work, but I don't know why they stuffed the 1 dmg bit in there.
- Sorry if I was misleading, but if the enemy casts avenging angel on their own units, if I cast an offensive spell like fireball on them, they take only 1 dmg and it doesn't tick away a usage. That probably makes sense since normally a spell should do full damage and not do any ticks since you aren't "avenging" the main spell caster. In any event, I think my tiny one line patch fixes this though!

- I think I fixed Avenging Angel and consequently Favorite of the Gods. The logic seems to still work (Favorite of the Gods and Avenging Angel), so that's a good sign. This means I was right. They were completely related yet one simple line fix seems to have fixed both for now. I'll post patches after I've done a bit more testing.

Last edited by ckdamascus; 11-30-2012 at 04:39 AM.
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  #807  
Old 11-30-2012, 07:42 AM
Rork Rork is offline
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Quote:
Originally Posted by ckdamascus
No, you want to kill or cripple the assassin STACK in round 1 if you are going to bait them into a trap early on.
Different approaches, different players, whatever works best for each. Not moving my units = not exposing them = the assassin's skills don't work = gives time to focus on other more immediate threats + added bonus of not casting trap but a more efficient spell. Of course, it all depends on the opposing army's composition.
But this is a thread about bugs, not about strategy tips'n'tricks.

Quote:
Originally Posted by ckdamascus
You made the claim "Double fights like this are shit (obviously a bug not present in the other games), something like a cheat.", I was simply saying it isn't true. (e.g. not present in other games).
Ah, I stand corrected. I made the wrong assumption that since I haven't encountered it, that particular bug wasn't present in the other games - my bad.

Quote:
Originally Posted by ckdamascus
I'm not sure if you feel just because you can't fix a few optional quests you consider it 'useless' but I would hardly say it "wont' do anything for your game" considering you are running into bugs that appear to have been fixed in said patch.
A few bugs fixed, a lot more introduced, some fixes will not show up in your current game, meaning a restart - not normal. I expect a patch to:
1. work as a whole, not "just some parts";
2. let me get on with the game, not force me to restart (even if it's only for minor details, which a quest is not imho).
O well, maybe it's just me and I'm growing too disillusioned with this new & botched KB. Still damn adddictive though, even despite its multitude of problems .
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  #808  
Old 11-30-2012, 07:59 AM
Woods7Van
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Trapper only works when the stack dies as a result of a trap





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  #809  
Old 11-30-2012, 11:08 AM
ckdamascus ckdamascus is offline
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Originally Posted by Woods7Van View Post
Trapper only works when the stack dies as a result of a trap





The links to the images are broken (they probably disallow hotlinking, you can just upload the pictures directly here via manage attachments in advanced mode).

That said, trapper is supposed to only work when the stack dies to increase the challenge of maxing it out.
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  #810  
Old 11-30-2012, 01:18 PM
Nirual Nirual is offline
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Originally Posted by Rork View Post
A few bugs fixed, a lot more introduced, some fixes will not show up in your current game, meaning a restart - not normal. I expect a patch to:
1. work as a whole, not "just some parts";
2. let me get on with the game, not force me to restart (even if it's only for minor details, which a quest is not imho).
Unfortunately the way some of the game's coding works having to start a fresh game for some changes to apply is quite understandable. And a patch failing to fix a problem isnt entirely unheard of either.
that said, this game was obviously rushed out without any serious testing and so were the patches. Even the patchnotes seem rushed. I would've liked to know what they found to be wrong with all those spells they "corrected".
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