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#871
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More tidbits. Kamikaze bug fixed for me (no more hangups). And Patch 4 reinstated the ranged penalty for Rune Mages and modified the description on Runic Staff to specify it has a penalty for "far targets." Meh.
Does anybody know what file controls ranged penalties? Curious if it's tied to the ability "runic staff" or if there is a master list of which units get ranged penalties and which ones don't. Last edited by camelotcrusade; 12-06-2012 at 08:14 PM. |
#872
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@camelotcrusade
Distance penalty for range attack units is in unit.atom file. Expl : archmage in game folder/sessions/addon/data.kfs archmage.atom look for his lightning attack Code:
lightning { group=1,2 class=scripted ad_factor=1 showdmg=1 penalty=1 distance=60 base_attack=1 script_attack=special_archmage_lightning_attack script_calccells=calccells_all_enemy_actors_takes_damage attack_cursor=archer_arrow damage { magic=5,8 } custom_params { shock=25 } Code:
throw1 { group=1,2 class=throw base_attack=1 ad_factor=1 distance=7 mindist=2 showdmg=1 penalty=0.5 animation=attack/throw/thtarget throw=priest3_ball framekey=x damage { magic=10,12 } custom_params { rune_num=0 } To change this just change value on distance=... to what you want, and in penalty from 0.01 to 0.99 (go nuts). You can also check druid.atom in same .kfs archive or necromant.atom , if you want to give some aoe bonus to attack, and aoe penalty. Druid.atom : Code:
throw1 { group=1,2 showdmg=1 device=natureforce class=throw distance=6 mindist=1 base_attack=1 penalty=0.5 animation=attack/throw/thtarget throw=druid_bullet framekey=x 7in1=0.5 hint_gen_script=hint_mass_attack_throw_7in1 damage { magic=4,8 } Play with it (i added aoe dmg to cannoner unit special salve attack, and it works great), and have fun. |
#873
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Oily / Greasy Mist animation time is fixed!
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#874
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My saved game in Hades loads my hero with no horse, and the camera no longer follows him rendering the game unplayable:
https://dl.dropbox.com/u/760507/camera.jpg |
#875
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#876
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Regarding:
Fear doesn't always work: We've seen two cases so far where ranged units have attacked units higher level than they are. In both cases there were no equal or lower level units for the feared unit to attack. Slinger shot a dragon and orc catapults shot a soothsayer, both when feared. Fear generally works, but I just encounter a situation where it did not work, so it is not fixed in Patch 4. A Slinger was able to attack my Emerald Green Dragon. Not sure if it was because it used an Attack Rune, because it used its talent Hail of Stones, because it was under the influence of Freeze, or something else. It happened again, a Slinger attacked my Emerald Green Dragon while Feared. This time the Slinger used a Luck Rune and its Hail of Stones talent. The Slinger had no extra effects affecting it. It got a new turn that round but did not use that because of Fear. Maybe Fear does not prevent units from using their talents? Last edited by ivra; 12-07-2012 at 10:53 AM. Reason: New case |
#877
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edit: also, I noticed a bug in 6249 and still in 6250. Whenever I use Runic Word / Chargers (yeah, this is so slow compared to rune mages, but hey, I wanted to play it without rune mages), after like the 3rd round of me doing this, the balls of rage / mana become much harder to see. In fact, they start to turn invisible and I have to play a game of "which magic hex has the goodies" without even knowing if it is mana or rage. Life would be much easier if they removed Geyser from the enemy spell casting list. ![]() Last edited by ckdamascus; 12-07-2012 at 01:04 PM. |
#878
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#879
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#880
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Go into the direction of a teleporter and then upgrade an item by fighting its guardian keepers. When the combat is finished, the camera in centered on where you were before the fight ! I made 3 fights and succeed in going into a teleporter and the problem has been solved for me !!! |
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