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  #1  
Old 04-29-2014, 08:00 AM
Kiras Kiras is offline
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I do consider scouting mostly useless. I only bothered with the first rank of it for a long time. Search radius basically reduces tedium, but doesn't make a gameplay difference, since you'd dig up the same things with or without it. Assuming you run around constantly hitting D like I do. Eventually I went for rank 3 just for the int bonus.

About Ancient Ents: I've noticed that enemy ancient ents are obsessed with summoning. When I was first encountering them, looking at their resists and realizing it would be tough to kill them quickly, I was dreading their ranged attack. Instead, they all seem to summon on their first turn, usually giving me enough time to kill them. I'm playing as a mage with an elf army - my hunters'/elves' attacks feel like they barely scratch enemy ancient ents, until I use hellbreath. Which is a spell I rarely used in the vanilla version of the game, so that's a nice change.

Last edited by Kiras; 04-29-2014 at 08:12 AM.
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  #2  
Old 04-30-2014, 02:30 AM
MattCaspermeyer MattCaspermeyer is offline
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Quote:
Originally Posted by Kiras View Post
I do consider scouting mostly useless. I only bothered with the first rank of it for a long time. Search radius basically reduces tedium, but doesn't make a gameplay difference, since you'd dig up the same things with or without it. Assuming you run around constantly hitting D like I do. Eventually I went for rank 3 just for the int bonus.
Right - I think it is a little better now, but still not very useful although at least the rune requirements are very modest. The search radius does help you from missing stuff, though.

Quote:
Originally Posted by Kiras View Post
About Ancient Ents: I've noticed that enemy ancient ents are obsessed with summoning. When I was first encountering them, looking at their resists and realizing it would be tough to kill them quickly, I was dreading their ranged attack. Instead, they all seem to summon on their first turn, usually giving me enough time to kill them. I'm playing as a mage with an elf army - my hunters'/elves' attacks feel like they barely scratch enemy ancient ents, until I use hellbreath. Which is a spell I rarely used in the vanilla version of the game, so that's a nice change.
Yep - fire is still plants' enemy!

Their summoning is a priority if your army is smaller than theirs. Rooted becomes more important if they are on fire or your army is bigger than theirs.

One thing is that the unit AI currently does not account for damage types, although I added extensive statistics for the spell AI. For example, I catalog the percent of damage of each type so that this can be used when casting spells such as Stone Skin or Divine armor. Conversely, resistance types are also catalogued so that it can be determined whether casting Hell Breath can be used effectively. Stuff like that.

After I release my current development mod, I'll probably visit the unit AI to see if this data can be leveraged to aid the AI in choosing what to do...

/C\/C\
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  #3  
Old 05-09-2014, 06:45 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool Update Beta V2014-05-08 Available!

Please find attached (at the bottom) the latest update to my H3B mod!

This update contains a lot of changes!

There is also some debug information that you will find at the start and during combat that I've left in for now so that you can get a feel for certain things that affect combat.

The first is the map location and what terrain type it is as well as the time of day since these parameters are very important with respect to bonuses or penalties. I've been using this to update the arena location types so that arenas give proper bonuses. My work here is not done and so I plan to continue to use the information that you see on the first line to help me in altering the terrain type of a certain arena.

As an example of this, there are many forest locations that have an arena type that is normal. I've changed these to be forest so that Elves now benefit from their "Loves the Forest" feature since technically you are running all around through the forest.

The next combat message you will see appear is a listing of the enemy hero / tower spells and their score. I've spent a lot of time developing a much more strategic system with respect to the generation of the spell's score, which affects its probability of being cast. So if you are interested, you can scroll back through the combat log in fights with enemy spellcasters and see what the scores are for their spell choices. This information was invaluable in helping me improve this part of the game.

Both of these messages will be removed in a future version, but for now I've left them since they help me with mod development and debugging. You can simply ignore these messages as they don't affect anything.

This update also includes the addition of Blue Dragons as a new unit! I had a lot of fun developing them and so I hope you have fun playing them or fighting them. Note that you will need to start a new game to be able to "legitimately" use them since the *.LOC files that I edited only affect new games. Nonetheless, I've also added Blue Dragon Eggs and so you can always use the cheat command (tilde, ~) to open the cheat dialog and type "item blue_dragon_egg" to add one (or repeat for more) to your inventory. You can then hatch them and try them out in your current game! This is what I did to debug them.

Note that I have added logic in ARENA.LUA to allow the AI to use their abilities, but this part I have not debugged yet to ensure that it works.

There are also now several NPC's that will exchange a certain container type for crystals (eggs, seeds, etc.). So far I have Lady Beaulla (Ent Seeds), Frogus Bogis (Dragonfly Eggs), Old Chvakah (Spider Eggs), Milk Woman Wilma (Thorn Seeds), and Witch Helga (Snake Eggs). I still have more work to do here...

Drahha will now offer to exchange dragon eggs for runes. You need to talk to him a couple of times after finishing his quest to get the option to make the exchange.

Another big change is that the difficulty and map location bonuses now apply to enemy unit talents as well. This means that they do more damage with abilities that cause damage, summon more allies, have a higher percent chance of certain effects, etc.

Ice damaging spells / abilities now amplify damage based on half of the target's fire resistance if the target is fire immune or they are demons and damage reduction from physical resistance is only half if they fit the above requirements. This change means that there is a pseudo "ice" damage to targets that should normally be vulnerable to ice spells (like Dragons and Demons, for example).

There are also a ton of bug fixes that either you have pointed out or that I've discovered on my own. So let's hope that I've made the mod better in this regard.

There are also myriad other changes, some deal with making units more interesting / playable (like the changes to bears and unicorns), others with adding penalties (like the new penalties to the Undead), and some that are just general.

Since there are a ton of changes in this update, there may still be some bugs out there, so if you have any problems with this update, be sure to post them here. I'm not done making all the changes that I want, but I think I've implemented all the changes that require a restart. The only reason to restart is if you want to get the *.LOC file (note that the arena LOC changes do not require a restart) changes (like Blue Dragons, etc.), otherwise feel free to continue your game like normal after an update.

Once again, thanks for downloading and trying out my mod - I hope you enjoy this update!

Here is the detailed (long) list of changes (and the mod can be downloaded below):

Version Beta 2014-05-08
  • *.ATOM
    • ARCHMAGE.ATOM - added level=4 custom param since features_shock has been updated to work with blue dragons
    • Bear ATOM's
      • Increase in hitpoints, critical hit and some resistances
      • Have a new ability: Maul that has a chance to stun and / or cause bleeding in the target
      • BEAR.ATOM
        • Health: 60 -> 80
        • Resistance:
          • Physical: 0 -> 5
          • Poison: 0 -> 5
        • Critical Hit: 20 -> 30
      • BEAR2.ATOM
        • Health: 70 -> 95
        • Resistance:
          • Poison: 0 -> 5
        • Critical Hit: 30 -> 40
      • BEAR_WHITE.ATOM
        • Health: 120 -> 190
        • Resistance:
          • Poison: 0 -> 5
        • Critical Hit: 30 -> 40
    • ARMY_BLUEDRAGON.ATOM - implents the blue dragon army map atom, based on the red dragon and Drahha army map atoms.
    • BLUEDRAGON.ATOM New Unit! Thanks to Sir Whiskers for providing brain storming ideas!
      • Blue Dragons have the following abilities:
        • Move attack
          • Does half fire and half astral lightning damage that is the long2 attack like Black and Red Dragons
          • Has a 50% chance to burn and a 50% chance to shock targets
          • Damage is 60 - 70 fire and astral (total is 120 - 140)
          • Effects all creatures regardless of level
        • Can summon Dragonflies, 25 to 40% of their leadership (this idea was provided by Sir Whiskers)
        • Has a "Zap" attack that is similar to the Bone Dragon Poison Cloud attack.
        • Gives morale bonus to Dragonflies
        • Discharge - 25% chance to discharge "Zap" attack when being struck
        • Aversion - other dragons dislike them, reducing the morale of those dragons.
        • For other info, see the ATOM file
    • BLUE_DRAGON_EGG01.ATOM - based on the sapfir (sapphire or blue egg that Welbewooll has you get in Ultrax) egg
      • Implements the blue dragon egg as an item that can be added to the map.
      • There may be more work to do here, but since technically it doesn't exist in the game it is probably okay.
    • BONEDRAGON.ATOM - base attack is now 50% poison and 50% physical and they have a 25% chance to cause poison when attacking / counterattacking
    • CYLCOP.ATOM - stone throw attack now does 200% damage to obstacles, barriers, and gremlin towers
    • ATOM's with the Dragon Arrow ability (ARCHER, BOWMAN, ELF, ELF2) - damage is now x2 of their normal throw ability
    • Plant Summoning ATOM's - these changes will give the enemy roughly the same summoning percent on impossible and max map difficulty (so they really mostly affect your summoning)
      • DRYAD.ATOM - reduced summoning from 30-55% to 20-40%
      • ENT.ATOM - reduced summoning from 30-50% to 20-35%
      • ENT2.ATOM - reduced summoning from 35-55% to 25-40%
      • KINGTHORN.ATOM - reduced summoning from 75-95% to 50-60%
      • THORN.ATOM - reduced summoning from 80-90% to 55-65%
      • THORN_WARRIOR.ATOM - reduced summoning from 80-90% to 55-65%
    • Undead ATOM's - receive -25% health in daylight (excludes cemeteries, dungeons, and lava):
      • ARCHER.ATOM
      • BAT.ATOM
      • BAT2.ATOM
      • BLACKKNIGHT.ATOM
      • BONEDRAGON.ATOM
      • GHOST.ATOM - receive -50% health in daylight
      • GHOST2.ATOM - receive -50% health in daylight
      • NECROMANT.ATOM
      • SKELETON.ATOM
      • SPIDER_UNDEAD.ATOM
      • VAMPIRE.ATOM
      • VAMPIRE2.ATOM
      • ZOMBIE.ATOM
      • ZOMBIE2.ATOM
      • Note: even though I've listed the above atoms, the capability was done with a subturn function due to limitations of the ATOM's arena bonus section
    • Unicorn ATOM's:
      • Horn of Light now has a chance to blind enemy troops when attacking or counter-attacking (chance is doubled for beholders, cyclopses, demons, and the undead and duration +1 and doubled again if combat takes place in the evening or at night or undergound and another +1 duration as well)
      • Have a magic aura that either adds magic resistance to all allies (Unicorns) or subtracts magic resistance from all enemies (Black Unicorn)
      • UNICORN.ATOM
        • Blind chance is 15% (x2 vs beholders, cyclopses, demons, & undead and then x2 again for evening / night combat)
        • Magic aura is +20 magic resistance to all allies (except Unicorns and Black Unicorns)
      • UNICORN2.ATOM
        • Blind chance is 20% (x2 vs beholders, cyclopses, demons, & undead and then x2 again for evening / night combat)
        • Magic curse is -30 magic resistance to all enemies (except Unicorns and Black Unicorns)
    • This batch of changes deal with the fact that since I changed some unit abilities to be reloadable, the Gift spell is far less important. Now I've changed some reloadable skills back to charged skills so that Gift is now more desirable for long combats:
      • ALCHEMIST.ATOM (note that reload time is still enforced)
        • throw1 - moves=2
        • throw2 - moves=2
        • throw3 - moves=2
      • DRUID.ATOM (note that reload time is still enforced) - cast bear moves=2
      • DRYAD.ATOM - sleep moves=1
      • ENT.ATOM (note that reload time is still enforced) - summonplant1 moves=2
  • *.CHAT
    • 185019267.CHAT (Lady Beaulla) - Now includes extra snaps and logic for selling ent seeds to get crystals!
    • 248920890.CHAT (Milk Woman, Wilma) - Now includes extra snaps and logic for selling thorn seeds to get crystals!
    • 460900476.CHAT (Frogus Bogis) - Now includes extra snaps and logic for selling dragonfly eggs to get crystals!
    • 1378754138.CHAT (Old Chvakha) - Now includes extra snaps and logic for selling spider eggs to get crystals!
    • 111145785.CHAT (Witch Helga) - Now includes extra snaps and logic for selling snake eggs to get crystals!
    • 1567022839.CHAT (Dragon Drahha) - Now includes extra snaps and logic for selling dragon eggs to get runes!
  • *.LOC:
    • Arena LOC's - most of these changes have to do with stricter enforcement of the logbits (terrain) for applying bonuses / penalties more correctly, especially with the Undead health penalty during daylight
      • ACASTLE_KARADOR.ARENA.LOC - logbits 1 (cemetery) -> 5 (cemetery & dungeon)
      • ADARION4_MAGICTOWER.ARENA.LOC - logbits 0 -> 4 (dungeon), even though this is above ground it is still considered dungeon because it is dark inside
      • ADARION_1_COAST_1.ARENA.LOC - logbits 16 (sea) -> 24 (sea & forest)
      • ADARION_1_FOREST_4.ARENA.LOC - logbits 0 -> 8 (forest)
      • ADARION_1_LAKE_1.ARENA.LOC - logbits 0 -> 8 (forest)
      • ADARION_1_LAKE_2.ARENA.LOC - logbits 0 -> 8 (forest)
      • ADARION_1_LAKE_3.ARENA.LOC - logbits 0 -> 8 (forest)
      • ADARION_2_KINGTOMB.ARENA.LOC - logbits 0 -> 5 (cemetery & dungeon), this is part of the old King's Castle in Verlon Forest and so parts of the castle apply both of these bonuses to the Undead making them very tough
      • ADARION_2_ROAD_2.ARENA.LOC - logbits 0 -> 8 (forest)
      • ADARION_3_DEADLAND_1.ARENA.LOC - logbits 1 (cemetery) -> 9 (cemetery & forest)
      • AELLINIA_BOOK.ARENA.LOC - logbits 1 (cemetery) -> 9 (cemetery & forest)
      • AELLINIA_1_COAST_1.ARENA.LOC - logbits 16 (sea) -> 24 (sea & forest)
      • AELLINIA_1_FOREST_3.ARENA.LOC - logbits 0 -> 8 (forest)
      • AELLINIA_1_FOREST_4.ARENA.LOC - logbits 0 -> 8 (forest)
      • AISLAND_1_BRIDGE_1.ARENA.LOC - logbits 16 (sea) -> 24 (sea & forest)
      • AKORDAR_DEMONROAD.ARENA.LOC - logbits 0 -> 4 (dungeon), this is the underground sea area
      • AITEM_DEMON01.ARENA.LOC - logbits 0 -> 2 (lava)
      • AITEM_DEMON02.ARENA.LOC - logbits 0 -> 2 (lava)
      • AITEM_DWARF_01.ARENA.LOC - logbits 0 -> 32 (winter)
      • AITEM_DWARF_02.ARENA.LOC - logbits 0 -> 32 (winter)
      • AITEM_ELF_01.ARENA.LOC - logbits 0 -> 8 (forest)
      • AITEM_ELF_02.ARENA.LOC - logbits 0 -> 8 (forest)
      • AITEM_UNDEAD_01.ARENA.LOC - logbits 0 -> 5 (cemetery & dungeon)
      • AITEM_UNDEAD_02.ARENA.LOC - logbits 0 -> 5 (cemetery & dungeon)
      • AUNDEAD_BLACKMOUNTAINS.ARENA.LOC - logbits 0 -> 1 (cemetery)
      • AUNDEAD_BOOK.ARENA.LOC - logbits 0 -> 9 (cemetery & forest)
      • AUNDEAD_COAST.ARENA.LOC - logbits 16 (sea) -> 25 (sea, forest, & cemetery)
      • AUNDEAD_DRAGONDUNGEON1.ARENA.LOC - logbits 4 (dungeon) -> 5 (cemetery & dungeon)
      • AUNDEAD_DRAGONDUNGEON2.ARENA.LOC - logbits 4 (dungeon) -> 5 (cemetery & dungeon)
      • AUNDEAD_ISLAND.ARENA.LOC - logbits 16 (sea) -> 17 (sea & cemetery)
      • AUNDEAD_REDMOUNTAINS.ARENA.LOC - logbits 0 -> 1 (cemetery)
      • DEADLAND_02_ARENA.ARENA.LOC - logbits 1 (cemetery) -> 9 (cemetery & forest)
    • DEMON_1_EMBRYOS.LOC (Demonis) (only affects new games)
      • building_demon04 (Welbewooll's shop)
        • Now always sells 1 to 5 Blue Dragon Eggs
        • Now always sells 1 to 5 Blue Dragons
        • Has an additional chance to sell 5 to 10 Blue Dragons
      • army_demon (embyro_1) - now has a chance to spawn Blue Dragons in the army
      • Baal's Army - now has a chance to spawn Blue Dragons with the second variant
      • army_demon (embyro_2) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_23) - now has a chance to spawn Blue Dragons in the army
      • Xeona's Army - now has a chance to spawn Blue Dragons with the second variant
      • army_demon (embyro_42) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_46) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_51) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_52) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_63) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_64) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_67) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_74) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_75) - now has a chance to spawn Blue Dragons in the army
      • army_demon (embyro_76) - now has a chance to spawn Blue Dragons in the army
    • DEMON_ULTRAX.EMBRYOS.LOC (Ultrax) (only affects new games)
      • army_blackdragon (embyro_1) - now has a chance to spawn Blue Dragons in the army
      • army_reddragon (embyro_12) - now has a chance to spawn Blue Dragons in the army
      • army_blackdragon (embyro_13) - now has a chance to spawn Blue Dragons in the army
    • ELLINIA_1_LABIRINT_1.EMBRYOS.LOC (only affects new games)
      • Dragon Shop:
        • Now has a 25% chance to sell Blue Dragon Eggs (2:10)
        • Now always sells 10 to 20 Blue Dragons
    • ELLINIA_1_LABIRINT_2.EMBRYOS.LOC (only affects new games)
      • (only affects new games) - ***CRASH*** fixed mispelling of "cereberus" - should be spelled cerberus (thanks to Sir_Whiskers for pointing this out!).
      • Skaar's Shop:
        • Now has a 50% chance to sell Blue Dragon Eggs (1:5)
        • Now always sells an additional either 10 to 20 Black, Blue, or Red Dragons (even chance)
      • Giant Shop:
        • Now has a 50% chance to sell Blue Dragon Eggs (2:5)
        • Chance to sell either Black or Red Dragons is now those two or Blue Dragons (same number)
      • Dragon Averr (army_greendragon (embryo_21)) now has a chance to spawn Blue Dragons in the army
      • Dragon Wirz (army_greendragon (embryo_22)) now has a chance to spawn Blue Dragons in the army
    • ELLINIA_1_LABIRINT_3.EMBRYOS.LOC
      • Dragon Shop:
        • Now has a 25% chance to sell Blue Dragon Eggs (1:5)
        • Chance to sell either Black or Red Dragons is now either Black or Blue Dragons
        • Additional chance to sell either 10 to 20 Blue or Red Dragons
        • Alternate chance is now 5 to 10 Blue Dragons (was nothing before) (the other alternate is still the same: Black, Bone, or Red Dragons)
      • Dragon Reige (army_reddragon (embryo_39)) now has a chance to spawn Blue Dragons in the army
      • Dragon Ferr (army_reddragon (embryo_5)) now has a chance to spawn Blue Dragons in the army
    • GREMLIN_CASTLE.EMBRYOS.LOC (only affects new games) - now you get one of each type of dragon (instead of 1 Bone and 2 Black)
      • Changed bonedragon_egg01 (Bone Dragon egg) -> dragon_egg01 (Green Dragon egg)
      • Changed (first) blackdragon_egg01 (Black Dragon egg) -> red_dragon_egg01 (Red Dragon egg)
      • army_blackdragon (embyro_13) - now has a chance to spawn Blue Dragons in the army
      • army_blackdragon (embyro_19) - now has a chance to spawn Blue Dragons in the army
      • army_necromant (embyro_24) - now has a chance to spawn Blue Dragons in the army
      • army_necromant (embyro_25) - now has a chance to spawn Blue Dragons in the army
      • army_goblin2 (embyro_33) - now has a chance to spawn Blue Dragons in one of the army choices
      • army_goblin2 (embyro_53) - now has a chance to spawn Blue Dragons in one of the army choices
    • KORDAR_2.EMBRYOS.LOC (only affects new games) - Raab Sotten's army now has a chance (33%) to spawn Blue Dragons in the Dragon Army choice
    • TURTLE_HEAD.EMBRYOS.LOC (only affects new games)
      • Cruel Haas's army: 100% chance of Bone Dragons is now either Blue or Bone Dragons
      • Cruel Haas's army: 100% chance of either Fire Dragonflies, Black, Bone, Green, or Red Dragons now adds Blue Dragons to the list
  • *.LNG
    • EN(G)_BATTLE
      • add_blog_snarl_1, 2 -> snarled changed to ensnarled
      • added add_blog_blind_ and add_block_purblind_ macros for (Black) Unicorns new ability
      • added for when the (Black) Unicorns blind and fear targets:
        • add_blog_blind_fear_ normal message
        • add_blog_purblind_fear_ +1 blind duration
        • add_blog_blind_frightened_ +1 scare duration
        • add_blog_purblind_frightened_ +1 blind and scare duration
      • added for when the Bears stun and bleed targets:
        • add_blog_stunned_bleeding_ normal message
        • add_blog_dazed_bleeding_ +1 stun duration
        • add_blog_stunned_hemoraging_ +1 bleeding duration
        • add_blog_dazed_hemoraging_ +1 stune and bleeding duration
      • added add_blog_manaburn_ for when Green Dragons mana burn your hero
    • EN(G)_CHAT_0814853819_0185019267.LNG (Lady Beaulla) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_1000228560_0460900476.LNG (Frogus Bogis) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_1056215454_1378754138.LNG (Old Chvakah) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_1107629933_0248920890.LNG (Milk Woman, Wilma) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_1237766457_0111145785.LNG (Witch Helga) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_1253377691_1567022839.LNG (Dragon Drahha) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_1315394584_0068736578.LNG (Diana) - fixed spelling errors coarse -> course
    • EN(G)_ITEMS.LNG
      • Added Blue Dragon Egg labels
    • EN(G)_SKILLS.LNG
      • Updated Tolerance skill for changes (see MORALE.TXT)
      • Updated Mega Mage skill for changes (see SKILLS.TXT)
    • EN(G)_SPELLS.LNG
      • Highlighted in red the mana_rage_gain_k effect on Magic Spring
      • Altered Ice Snake and Geyser descriptions to include changes for Fire Immune and Demon targets as noted below
      • Updated Dragon Arrow description to include changes above (see Dragon Arrow ATOM's).
    • EN(G)_SPIRITS.LNG
      • Added hint for possibility of rage or mana burn if an enemy picks up your Lina Charger
      • Highlighted in red the mana_rage_gain_k effect on Lina's Chargers and Reaper's Rage Gain
      • Added Fire Immune and Demon target description to Ice Thorns
    • EN(G)_UNITS.LNG
      • Added Blue Dragon labels
      • Changed Black Dragons's Dragon Power description to match the changes made in UNIT_FEATURES.LUA.
    • EN(G)_UNITS_SPECIALS.LNG
      • Green Dragon Mana Source now mana burns the target troop's hero if they do not have a hero controlling them and mention that it is affected by combat duration (due to mana_rage_gain_k)
    • EN(G)_UNITS_FEATURES.LNG
      • Changed (Black) Unicorn's Horn of Light description to include blind and fear chance
      • Added new (Black) Unicorn's Magical Aura / Curse feature
      • Changed Cyclop's stone_thrower to include changes made above
    • EN(G)_WIVES.LNG
      • Changed the children postambles so that the line break is leading rather than trailing
      • Added itm_kid_fire_spells, _attack_, and _defense_ spell labels to delineate spell lists better
    • EN(G)_WINDOWS.LNG
      • Added more tips
      • Fixed errors in previous tips (for example, Shamans pointed out by Sir_Whiskers)
    • TEMPLATES.LNG
      • <br> next line codes are now controlled in the childs macro instead of ITEMS_HINT.LUA (<br> are now leading instead of trailing - improves children bonus display by eliminating blank lines at the end of the bonus description)
      • Added some new color macros so that I could show the mana_rage_gain_k effect language in red, for example
      • Fixed attack and defense spell templates (i.e. Deemer)
  • *.LUA
    • ARENA.LUA
      • ***BUG*** Fixed issue with casting Stone Skin multiple times in a row (was due to Pentagram casts and the fact that it somehow does not register as a pawn even though it is classified as one)
      • ***BUG*** Fixed issue with enemy Priests casting Healing on their own Undead troops thereby damaging them
      • Enemy unit talents that cause damage are now effected by the difficulty level / map bonus
      • Added logic to ai_solver for enemy units to consider picking up chargers if they can so they can rage or mana burn you
      • Major revision to Spell Casting AI:
        • Fixed bugs - Geyser was not computing probability correctly (Jorko80 pointed this out a long time ago, but didn't realize it was a bug until now)
        • A lot more data is collected on the ally and enemy units to aid in spell probability computation
        • Probability computation for a spell is more pertinent to the situation for which the spell is being used
      • I had made a change previously where if an enemy (your) unit was incapacitated (i.e. sleep, unconscious, blind) that the AI would leave them alone until as long as the duration of the spell was greater than 1 turn. Sounded reasonable, however, if there was no one else to attack, the AI would keeping moving the troop back and forth until it ran out of movement even if attacking the incapacitated troop was their only option. So I've made a change where this doesn't happen any more.
      • Gremlin Towers now amplify exp / gold based on their level
      • Added chance to get more dragonfly wings if you actually fight dragonflies:
        • Chance to get wings is the sqrt( number killed )
        • Number of wings is sqrt( chance )
      • Added Blue Dragon's summondragonfly to summon logic and zap to poison_cloud and gain_mana logic
    • COMBAT_LOG.LUA
      • Implemented changes to Ice Snake (see SPELLS.LUA changes)
    • ITEMS_HINT.LUA
      • Removed the <br> "next line" codes since they are now controlled in TEMPLATES.LNG
      • Added fire_, attack_, and defense_ as variants to spell bonus templates to identify spell groups better
    • LOGIC.LUA - total hints is now 164
    • SPECIAL_ATTACKS.LUA
      • Implemented changes to talent functions to implement difficulty level bonus to enemy units when using talents
      • Green Dragon's special_gain_mana now mana burns enemy hero's if they don't have one (otherwise works same as before)
    • SPECIAL_HINT.LUA - all enemy unit talents are effected by the difficulty level bonus / map bonus, including:
      • Damage
      • Action points when running
      • Curative powers
      • Duration of effects
      • Infliction chances (i.e. burning, poison, etc.)
      • Health of summoned totems
      • Percent of summons
      • Effect power, bonuses, etc.
      • Penalties are reduced (i.e. the new Undead Health penalty is reduced by this)
      • More...
    • SPELLS.LUA
      • The (Ancient) Ent's Tree of Life ability can no longer be dispelled.
      • Freeze immune units can no longer be frozen
      • Ice Snake now ignores half of the target's physical reistance and amplifies damage based on half of the target's fire resistance if they are either Fire Immune or Demons (otherwise it is same as before)
      • Mana Spring function spell_magic_source_attack now has a new boolean input to let it know if it is being called by Enchanted Hero or not. The way I implemented Enchanted Hero is that it casts spells at the power of the time of the Enchanted Hero cast. So this meant if you cast Enchanted Hero on your troop on turn 9 and then on turn 10 mana / rage increase dropped to 50%, it would cast Mana Spring on your troop at full power. However, if you cast Mana Spring on your troop on turn 10, then that would be at the current mana / rage gain increase. This boolean now discerns between the two situations and allows Mana Spring to be cast appropriately.
    • SPELLS_POWER.LUA
      • Made changes to function res_dur so that it can work with the Spell Casting AI in ARENA.LUA
      • ***BUG*** Fixed limits on Armageddon spell 0 to 95 is now 5 to 100 (they were set backwards - thanks to Kiras for pointing this out!)
    • SPIRIT_LINA.LUA
      • Chargers - now rage or mana burn your hero if they are picked up by enemy troops not controlled by an enemy hero. So don't let them pick up your Chargers!
      • Similar to Ice Snake, Ice Thorns now amplify damage to Fire Immune and Demons in the same way
    • TEXTGEN.LUA - fixed double dipping on the display of your Hero Resistance bonus due to their Defense during combat (i.e. if your bonus was +2% it would show as +4% in combat even though it was still just +2%)
    • UNIT_FEATURES.LUA
      • ***BUG*** Bear's Hibernation now checks to ensure that the bear is not unconscious
      • ***BUG*** Fixed broken features_stun path for Snakes / Cyclops
      • ***BUG*** Archers' Black Arrow can no longer dispel summons' "special_summon_bonus" (thanks to Kiras for pointing this out!)
      • Implemented changes to talent functions to implement difficulty level bonus to enemy units when using talents
      • Implemented features_undead_penalty function to apply Undead health penalty bonuses
      • Implemented changes to Horn of Light
      • Added magic aura / curse Unicorn functions
      • Added check on a lot of the functions to ensure that the stack is not killed when applying a feature
      • Soul draining and Vampirism are only 50% effective during daylight (morning and afternoon, and are not affected if combat is in a cemetery, lava, or underground)
      • Implemented Undead health penalty function for daylight (and not cemetery, lava, or dungeon)
      • Added boolean to the call for spell_magic_source_attack per changes above to correctly cast Mana Spring from Enchanted Hero.
      • Black Dragon's Dragon Power now is -2 initiative to level 1 and 2 troops (and remains -1 initiative to level 3 and 4 troops)
  • *.TXT
    • BABY TXT's - Ugg! All these errors deal with a typo copied from place to place nerco -> necro! Doh! Thanks Windows 8.1!
      • DIANA_BABIES.TXT
        • ***BUG*** 3 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
        • Added bonuses for blue dragons where applicable
      • FEANORA_BABIES.TXT
        • ***BUG*** 7 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
        • Added bonuses for blue dragons where applicable
      • GERDA_BABIES.TXT
        • ***BUG*** 1 error! Fixed typo nerco -> necro (for necromant ATOM reference)
        • Added bonuses for blue dragons where applicable
      • MIRABELLA_BABIES.TXT
        • ***BUG*** 10 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
        • Added bonuses for blue dragons where applicable
      • NEOKA_BABIES.TXT
        • ***BUG*** 18 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
        • Added bonuses for blue dragons where applicable
      • ORCELYN_BABIES.TXT
        • ***BUG*** 7 errors! Fixed typo nerco -> necro (for necromant ATOM reference)
        • Added bonuses for blue dragons where applicable
      • RINA_BABIES.TXT
        • ***BUG*** 15 errors!
          • Fixed typo nerco -> necro (for necromant ATOM reference)
          • Fixed typo sp_lead_unit_nercomant -> sp_lead_unit_necromant (which means previously that Necromancer Leadership Reduction was not working!)
        • Added bonuses for blue dragons where applicable
      • XEONA_BABIES.TXT
        • ***BUG*** 9 errors! Fixed typo sp_lead_unit_nercomant -> sp_lead_unit_necromant (which means previously that Necromancer Leadership Reduction was not working!)
        • ***BUG*** Changed Deemer's Rage Increase from +40% -> +20%
        • Changed Deemer's Attack / Spell bonus from +10% -> +5%
        • Added bonuses for blue dragons where applicable
    • ITEMS.TXT
      • Added bluedragons to items that would affect them
    • ITEMS_MONSTER.TXT
      • Added new container - Blue Dragon Eggs!
      • Made unit range consistent with leadership for all variants:
        • snake: 1-3 -> 2-4, snake_green: 1-3 -> 2-4
        • vampire: 1-3 -> 2-4
    • MORALE.TXT
      • -2 Morale (was -1) from Robber's negated by Tolerance level 2
      • -2 Morale from Giants to Green Dragons negated by Tolerance level 3
      • +1 Morale from Green Dragons to Giants negated by Tolerance level 3 (I guess they are no longer as happy since they can't eat 'em)
      • Blue Dragons:
        • -2 Morale to Green & Red Dragons negated by Tolerance level 3
        • -1 Morale to Black Dragons negated by Tolerance level 2
        • +2 Morale to Fire / Lake Dragonflies
    • PARAMS.TXT
      • In order to get the dragonfly wings to show up in the combat screen I added a dummy parameter, dfly_wng, so that you'd at least see its picture when you were awarded dragonfly wings. I tried to show the number that you get, but it somehow doesn't format on the screen properly. So I just show the wings picture and you'll have to check your inventory to see how many you got for now...
    • SKILLS.TXT
      • Evil Book now gets Mega Mage bonuses
      • Tolerance now removes penalties for other units (i.e. Robbers, Green Dragons / Giants, etc.)

Wow! Lots of changes! With so many, there are bound to be some areas that I haven't debugged yet, but I can restart a new game without it crashing and I've resolved all issues I've discovered to date.

Nonetheless, I'll continue playtesting and debugging this release, but don't let this stop you from downloading this update and trying it out!

Enjoy!



/C\/C\

Download removed due to new version available. Please see the last post in this thread for the latest version - thanks!

Last edited by MattCaspermeyer; 05-12-2014 at 03:36 AM. Reason: New version available so download links removed
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  #4  
Old 05-12-2014, 03:34 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Exclamation Critical Update Beta V2014-05-11 Available!

Please find attached below a critical update for those who use Build 35,234. If you are using Build 35,396 then this update simply adds new features (although it does have some more bug fixes).

There is a problem with Build 35,234 when using the LUA Game Library function LocType. This function is supposed to take an input and then output true / false depending on whether the current location type is the same as the input location type queried. No matter what the input I specify is, this function throws an internal error thereby halting execution of the current LUA script and preventing execution of subsequent LUA code.

This problem is often fatal, causing the game to crash to the desktop when the game's error-handling code continues with the next execution task and that code expects certain code to have been executed.

I currently use this function in ARENA.LUA to determine whether the location is cemetery, dungeon, etc. for reporting this at the start of combat. This is meant to allow me to debug my mod better and I can simply comment this section of code out and problem solved for this file since it is not important to anyone but me.

However, I also use Game.LocType in UNIT_FEATURES.LUA for applying several new bonuses / penalties that I have recently added. Since this function is broken and it would cause similar LUA script halts, which would invariably cause a game crash, I've decided to create a fork for Build 35,234 users so that they can still play my mod, although, technically it is no longer compatible with build 35,234 due to the bug in Game.LocType.

This development fork for Build 35,234 has Game.LocType calls commented out in ARENA.LUA and also UNIT_FEATURES.LUA as well. The unit features in UNIT_FEATURES.LUA affected by this are:
  1. (Black) Unicorn's new Blind Post Hit Effect will not apply twice the chance to blind and +1 to duration if combat takes place in dungeons (it will however still apply this bonus if it is evening or night no matter the location).
  2. Vampire / Ghost Soul drain will always be 50% power if combat takes place in the morning or afternoon regardless of the location (it normally doesn't apply for cemetery, lava, and dungeon locations).
  3. The Undead will now receive a -25% health penalty if combat takes place in the morning or afternoon regardless of the location (it normally doesn't apply for cemetery, lava, and dungeon locations).
To my knowledge, there is no way for me to get around these issues with build 35,234 because I needed to use this function due to limitations with the ATOM location / time blocks.

If you use Build 35,396, then these work as intended without the above restrictions.

For those using either build, this version adds new features and for the most part completes the initial development of adding in all the NPC's that I currently plan to use to exchange containers for Magic Crystals.

Here are the NPC's and what they exchange for Magic Crystals:

Carl Leonard - Griffin Eggs
Dragon Attah - Bone Dragon Eggs
Gelena Attahskaya - Dragon Eggs (Green, Red, Black, and Blue)
Priest Owein - (Skeleton) Coffins
Furious Paladin - (Vampire) Carved Coffins

I've also added the capability for Black Dragons to select the Power of Fire path in finer detail (so that you can outline a path just like the AI) if you are controlling them. The developers made this change in WotN and now it comes to The Legend via this update!

There are also a few bug fixes here and there - here's the detailed list of changes:

Version Beta 2014-05-11
  • *.ATOM
    • BLACKRAGON.ATOM
      • Added WotN functions to allow selection of the path of the Dragon's Power of Fire talent just like the AI uses
  • *.LUA
    • ITEMS_HINT.LUA
      • There's a situation when after talking to an NPC in a castle that they add a container (such as an egg, seed, etc.) and the Obj.get_param library function is unable to acquire the container parameters for displaying the container variant text. So I added code to brute force set the Obj.get_param's if they are returning empty strings by setting the values to what they should be in ITEMS_MONSTER.TXT. The unfortunate part of this is that if I change something in ITEMS_MONSTER.TXT, then I have to change it here as well, but at least I've gotten around this problem now.
    • SPECIAL_ATTACKS.LUA
      • New WotN function special_blackdragon_firepower_attack for implementing the damage caused by Power of Fire (I integrated my changes of the function special_blackdragon_firepower (which is the original script attack) into the WotN function).
      • New WotN function special_blackdragon_firepower_calccells that is the new script_calccells for the Power of Fire talent (I added a text description to aid you in what to do)
      • New WotN function special_blackdragon_firepower_highlight that highlights the cells as you click your Power of Fire path (note that the original function has the same name so it has been commented out).
      • New WotN fucntion hint_dmg_blackdragon_firepower that shows the damage to targets as you layout your path of destruction when using Power of Fire
    • SPIRITS_HINT.LUA ***BUG*** - fixed error with experience computation when your spirits are level 1 for the experience hint during combat.
  • *.CHAT
    • 1422394811.CHAT (Carl Leonard) - Now includes extra snaps and logic for selling griffin eggs to get crystals!
    • 1348067287.CHAT (Dragon Attah) - Now includes extra snaps and logic for selling bone dragon eggs to get crystals!
    • 686733070.CHAT (Gelena Attahskaya) - Now includes extra snaps and logic for selling dragon eggs to get crystals!
    • 920168865.CHAT (Priest Owein) - Now includes extra snaps and logic for selling skeleton coffins to get crystals!
    • 1155319803.CHAT (Furious Paladin) - Now includes extra snaps and logic for selling vampire coffins to get crystals!
  • *.LNG
    • EN(G)_BATTLE
      • Added bmsg_firepower_1 and 2 for aiding you in selecting the Black Dragon's Talent, Power of Fire, path.
    • EN(G)_CHAT_0002578364_1422394811.LNG (Carl Leonard) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_0353666255_1348067287.LNG (Dragon Attah) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_0389231472_0686733070.LNG (Gelena Attahskaya) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_0997083665_0920168865.LNG (Priest Owein) - added additional dialog for changes to *.CHAT indicated above
    • EN(G)_CHAT_1920750196_1155319803.LNG (Furious Paladin) - added additional dialog for changes to *.CHAT indicated above
    • These changes are just to give you a reminder of how many of the container you need in case you forgot and you don't have enough
      • EN(G)_CHAT_0814853819_0185019267.LNG (Lady Beaulla) - added reminders for the exchange rate to dialog options when you don't have enough to trade
      • EN(G)_CHAT_1000228560_0460900476.LNG (Frogus Bogis) - added reminders for the exchange rate to dialog options when you don't have enough to trade
      • EN(G)_CHAT_1056215454_1378754138.LNG (Old Chvakah) - added reminders for the exchange rate to dialog options when you don't have enough to trade
      • EN(G)_CHAT_1107629933_0248920890.LNG (Milk Woman, Wilma) - added reminders for the exchange rate to dialog options when you don't have enough to trade
      • EN(G)_CHAT_1237766457_0111145785.LNG (Witch Helga) - added reminders for the exchange rate to dialog options when you don't have enough to trade
Okay that's it!

The next area I want to focus on is revisiting spell power because there have been a lot of changes since I initially developed this section of the mod. Pretty much damage I'm going to leave as it is since I think it is sufficient, but I'll be looking into the power of bonus and penalty spells to see if a change is warranted.

Thanks for your patience as I fixed this problem if you're using build 35,234. Note that an email to 1CC or the vendor you got build 35,234 from is warranted since it is technically not the latest. I'm going to send another email to GoG to see if they respond to this issue because they should be using build 35,396.

I'm fortunate that I have both builds, otherwise I would have been at a loss as to what the problem with Build 35,234 was.

/C\/C\

Note that I'm no longer supporting Build 35,234 because I provide Build 35,396 here

Please see the first or last post to get the latest version.

Last edited by MattCaspermeyer; 06-01-2014 at 09:47 AM. Reason: New version available so download links removed
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  #5  
Old 06-01-2014, 09:45 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Exclamation Critical Update Beta V2014-06-01 Available!

Please find attached a critical update for my HOMM3 Babies mod.

Note that I am no longer supporting Build 35,234 - I actually have provided the kb.exe for Build 35,396 here. I tried it out with my GOG version of the game and it seems to work okay - I hope it works for you, too!

There was a bug in the WotN code for the implementation of the Black Dragon - Dragon Power talent that caused issues when the AI used that talent. I've fixed the problem by having it use the WotN code if a human is controlling it or the original TL code if the AI is controlling the unit.

I've also added some more NPC trading options - Archmage Rezo can now convert mana potions to an increase in your mana and Shaman Karrakh (if you don't kill him) can do the same with rage potions. Also Chief Engineer Debat in Mehgard has a machine that can exchange runes - the rates are very favorable: 2 for 1, 3 for 2, and 4 for 3. Now you can exchange runes if you end up with excess with only a 50 to 25% penalty in the exchange (Debat is very happy about his machine as a Dwarven inventor).

Note that the mana / rage increase can be more than advertised if you have items that add %mana / %rage equipped on your hero. This was driving me crazy for a while as I didn't understand why I would sometimes get +2 rage instead of +1 for just one potion, but it was because the %rage increase item happened to be rounding up with just a +1 increase that would make it look like +2.

I've also gone through the spell powers and readjusted values based on the bonuses that are possible in the game. Now it should take a very high-level mage with very good spell bonuses to maximize the power of most spells.

You should now find that your spell power has decreased when applying this update.

I've also added the capability for Life Light to resurrect troops. I've been wanting to do this for a long time and finally added the capability. It works on all units except summons (Phoenix and Evil Book) and Demons and still damages the Undead. Spell mana cost has gone up 50% or higher to account for the fact that it is very similar to the Paladin Prayer ability in AP / CW. This spell makes it possible to resurrect a group of units in a 7-hex radius, but the resurrection power is low for the mana involved so it should not be overpowered.

As an example in my game, my Paladin has the best spell bonuses I've ever had @738% and with a base heal of 50 @level 1 the resurrection power @level 3 is 1485 per hex. So you'll be able to only res at most a few level 5 units per hex (still pretty awesome, though) and that is with a cost of 52 mana. You can combine it with Heal to make it more effective at lower levels if you have the turns and mana to do that.

It also does an incredible amount of damage now to the Undead due to the increase cost, although the damage / mana is only slightly better than it was before.

Mana / Crystals / Costs of a lot of spells have been updated to make them current with changes that I've made to the game since I initially devised these values. For example, Phoenix is now 20, 40, and 80 mana for Levels 1 through 3 since they have the ability to Sacrifice themselves to resurrect allies.

The difficultly level now also amplifies enemy hero spell power and spell duration and so you'll find enemy heroes even tougher now on Hard and Impossible difficulty levels.

I've also expanded the capability of the target's resistance to effect the duration of unit talents and Spirit abilities. For example, if a unit can cause stunning, the duration of the spell is lessened / amplified depending on the target's physical resistance.

I've also added some more resistances to certain mage ATOM's (see the detailed change list) as well as the Undead now have a magic damage vulnerability based on their level due to them being magical constructs and magic damage's ability to disrupt this energy and cause more damage.

There are also some other minor bug fixes - here is the detailed list:

Version Beta 2014-06-01
  • *.ATOM
    • BEHOLDER.ATOM - +15% Magic Resistance (since classed as a mage)
    • BEHOLDER2.ATOM - +20% Magic Resistance (since classed as a mage)
    • BLACKKNIGHT.ATOM - +25% Fire Resistance (similar to horseman and knight)
    • DRUID.ATOM - +25% Poison Resistance (familiar with poisons common in nature)
    • PRIEST.ATOM
      • Poison Resistance: +15 was 0 (being holy, they have personal fortitude to resist damage common with the Undead)
      • Magic Resistance: +20 was 10
    • PRIEST2.ATOM
      • Poison Resistance: +20 was 0 (similar to Priest)
      • Magic Resistance: +25 was 10
    • SHAMAN.ATOM
      • Poison Resistance: +25 was 10 (similar to Druid poison knowledge)
      • Magic Resistance: +20 was 0
    • Undead ATOM's - receive -50% magic resistance for level 1, half that for level 2, and so on (rounding to the nearest 5% where applicable) (except ghosts, which are -100% and Necromancers who are not affected):
      • -50%
        • ARCHER.ATOM
        • SKELETON.ATOM
        • SPIDER_UNDEAD.ATOM
      • -25%
        • ZOMBIE.ATOM
        • ZOMBIE2.ATOM
      • -10%
        • BAT.ATOM
        • VAMPIRE.ATOM
      • -5%
        • BAT2.ATOM
        • BLACKKNIGHT.ATOM
        • VAMPIRE2.ATOM
  • *.CHAT
    • 1183480135.CHAT (Archmage Rezo)
      • Now increases your mana limit based on the number of potions you give him (note that if you have an item that increases your mana limit it may appear that you get a larger increase, but this is actually due to the bonus):
        • +1 for 1 mana potion
        • +2 for 2 mana potions
        • +7 for 5 mana potions
        • +15 for 10 mana potions
    • 1195220771.CHAT (Chief Engineer Debat)
      • Added capability to exchange runes of different types for the other
      • Exhanges rates are very favorable:
        • 2 for 1
        • 3 for 2
        • 4 for 3
    • 1594798170.CHAT (Maria) - updated snaps to add more trading options if you want to exchange 1, 2, 5, or 10 Dragonfly Wings for Magic Crystals
    • 1986778263.CHAT (Shaman Karrakh) (if you don't kill him)
      • Now increases your rage limit based on the number of potions you give him (note that if you have an item that increases your rage limit it may appear that you get a larger increase, but this is actually due to the bonus):
        • +1 for 1 rage potion
        • +2 for 2 rage potions
        • +7 for 5 rage potions
        • +15 for 10 rage potions
  • *.LNG
    • CHAT's - added additional dialog for changes to *.CHAT indicated above
      • EN(G)_CHAT_0013319904_1594798170.LNG (Maria)
      • EN(G)_CHAT_1067500631_1183480135.LNG (Archmage Rezo)
      • EN(G)_CHAT_1957388512_1195220771.LNG (Chief Engineer Debat)
      • EN(G)_CHAT_2079420493_1986778263.LNG (Shaman Karrakh)
    • EN(G)_SPELLS.LNG - updated Life Light description to match changes in SPELLS.LUA & SPELLS.TXT
    • EN(G)_UNITS.LNG
      • Updated race Undead description to include changes to Undead ATOM's
      • Updated race Orc to add a description about additional resistances (which they've had for a long time)
      • Updated race Dwarf to add a description about additional resistances (which they've had for a long time)
    • EN(G)_UNITS_FEATURES.LNG - updated to include ATOM changes above
  • *.LUA
    • ARENA.LUA
      • Added changes to int_dur function calls to include new enemy hero bonus
      • Added damage time shift parameter (technically nil) due to res_dur function input list changes (see SPELLS_POWER.LUA)
      • ***BUG FIX*** Due to issues with how I had implemented the Critical Hit / Res All bonuses from your (enemy) Hero's Attack / Defense, I've now implemented these bonuses by modificators so that the standard LUA library functions will have the correct values (before these functions would return the unmodified parameter (like res_dur, for example), which was incorrect):
        • Critical Hit from your (enemy) Hero's Attack is applied as a modificator in the arena
        • Resistance from your (enemy) Hero's Defense is applied as a modificator in the arena
      • Commented out Attack.log messages for arena location type, time of day, and spell cast AI
    • COMBAT_LOG.LUA
      • Holy Rain hint updated to include changes in SPELLS.LUA and hint fixed to be formatted properly
    • LOGIC.LUA - total hints is now 167
    • SPECIAL_ATTACKS.LUA
      • ***BUG FIX*** the Black Dragon AI did not work with the WotN Dragon Power ability so now if it it controlled by a human I use the WotN code, otherwise I use the original code for the AI
      • The way I was doing the Shaman totem initiative resulted in too high of initiative bonuses for their totems, now it is the 1/5 power of their health (before the health was divided by 2000 specified in their ATOM)
      • Updated summoning functions to apply Hero Attack / Defense bonuses changed in ARENA.LUA & TEXT_GEN.LUA
      • ***BUG FIX*** When the Griffin uses its split ability, the split troop now receives the difficulty level bonus if the parent troop had this bonus applied previously
      • New function, tal_dur, that is the talent resistance duration check function similar to res_dur. The target's resistance can now affect the talent or effect duration
      • Added tal_dur check to many unit talents (usually self cast talents are not affected by target's own resistance) to increase / decrease talent duration based on target's resistance
    • SPECIAL_HINT.LUA
      • Updated Shaman totem hint per changes above in SPECIAL_ATTACKS.LUA
    • SPELLS.LUA
      • Added changes to int_dur function calls to include new enemy hero bonus
      • Updated all res_dur function calls to include damage time shift parameter
      • Holy Rain
        • Now resurrects targets
        • Targets include golems (Cyclops) and magic immune creatures (Black / Blue Dragons) (per the description)
        • Targets exclude special_summon_bonus (i.e. Phoenix and Evil Book) (and Demons still)
        • Heal and Undead Damage changed (see SPELLS.TXT changes)
      • Updated summoning spell functions to apply (enemy) Hero Attack / Defense bonuses changed in ARENA.LUA & TEXT_GEN.LUA
    • SPELL_EFFECTS.LUA
      • Updated all res_dur function calls to include damage time shift parameter
    • SPELLS_POWER.LUA
      • Enemy hero spell power is now increased by the difficulty level and map location bonus
      • Enemy hero infliction chance is now increased by the difficulty level and map location bonus
      • Enemy hero spell duration is now increased by the difficulty level and map location bonus
      • Function res_dur now accepts a damage time shift input to display the log text in the right sequence
    • SPIRIT_SLIME.LUA - added tal_dur to abilities whose duration is affected by the target's resistance
    • SPIRIT_THEROCK.LUA - added tal_dur to abilities whose duration is affected by the target's resistance
    • TEXT_GEN.LUA - with the changes to the (enemy) Hero Attack / Defense bonuses, these changes deal with display of the unit card
      • Function gen_unit_krit now only manually applies this bonus outside of combat
      • Function gen_unit_res now only manually applies this bonus outside of combat
    • UNIT_FEATURES.LUA
      • Added tal_dur check to many unit features, where applicable
      • Bowman cold arrow now uses common_freeze_attack for duration and common_freeze_im_vul for damage / rage gain
  • *.TXT
    • LOGIC.TXT - new "espell" parameter that SPELLS_POWER.LUA uses to scale enemy hero spell parameters based on difficulty level (set to same as eunit, but parameter is independent)
    • SPELLS.TXT
      • Spell power / mana / crystals rebalancing (due to the number of changes that have occured since these changes were originally made) - note that cost and level increases are changed per formula
      • Mana for level 1 has been determined by sorting the spells versus their mana cost and seeing if I'd be willing to spend more / less mana for spells higher / lower on the list
      • Dispel (spell_dispell) - mana for all levels is essentially the average of the spells it can dispell at the level
      • Helplessness (spell_defenseless) - power is now 5,10,10 (was 10,20,20) (this is to prevent maxing out power, except for only the highlest level spell casters with awesome power bonuses)
      • Stone Skin (spell_stone_skin)
        • Power is now 5,10,10 (was 10,20,20) (this is to prevent maxing out power, except for only the highlest level spell casters with awesome power bonuses)
        • Mana is now 5,8,40 was 4,7,35 (levels 2 and 3 via formula)
      • Enchanted Hero (spell_last_hero) - mana costs updated since it is the average of all the spells it can cast
      • Dragon Arrows (spell_dragon_arrow) - mana reduced from 10 to 7 for level 1 (other levels via formula)
      • Bless (spell_bless) - mana for level 1 reduced from 3 to 2 (other levels via formula)
      • Phoenix (spell_phoenix) - mana is now 20,40,80 was 15,30,60 (Phoenix has dramatically improved so these values are more representative of its power now)
      • Gift (spell_gift) - mana for level 1 is now 11 was 14 (other levels via formula)
      • Divine Armor (spell_divine_armor)
        • Power is now 3,6,9 was 5,10,15 (this is to prevent maxing out resist all, except for only the highlest level spell casters with awesome power bonuses)
        • Mana for level 1 is now 12 was 15 (other levels via formula)
      • Life Light (spell_holy_rain) - I've been wanting to add a resurrection ability to Life Light for a long time. It is, in essence, very similar to the Paladin Prayer ability in the newer KB games.
        • rephits is now 50 was 75
        • prc_damage is now 750 was 300 (matched with rephits decrease and mana increase so damage per mana is slightly higher than before)
        • Now that spell resurrects, mana for level 1 is now 15 was 10 (other levels via formula)
      • Precision (spell_accuracy) - mana for mass is now 2.5 times level 2 instead of 5 (so it assumes that only half of your troops out of 5 (the normal mass multiplier) are eligible)
      • Battle Cry (spell_reaction) - mana for level 1 reduced from 4 to 3 (other levels via formula)
      • Mana Spring (spell_mana_source) - mana for level 1 increased from 5 to 6 (other levels via formula)
      • Phantom (spell_phantom) - mana for level 1 changed from 15 to 14 (other levels via formula)
      • Pygmy (spell_pygmy)
        • Power is now 5,10,15 was 5,10,20 (this is to prevent maxing out power, except for only the highlest level spell casters with awesome power bonuses)
        • Mana for level 1 is now 15 was 10 (other levels via formula)
      • Blind (spell_blind) - mana for level 1 is now 13 was 15 (other levels via formula)
      • Hypnosis (spell_blind) - mana for level 2 and 3 has been updated to their proper values
      • Fear (spell_scare) - mana for level 1 is now 11 was 9 (other levels via formula)
      • Plague (spell_plague)
        • Power is now 5,10,15 was 5,10,20 (this is to prevent maxing out power, except for only the highlest level spell casters with awesome power bonuses)
        • Mana for level 1 is now 17 was 11 (other levels via formula)
      • Hell Breath (spell_fire_breath) - mana for level 1 is now 5 was 4 (other levels via formula)
      • Magic Shackles (spell_magic_bondage) - mana for level 1 is now 7 was 6 (other levels via formula)
      • Weakness (spell_weakness) - mana for level 1 reduced from 3 to 2 (other levels via formula)
      • Doom (spell_crue_fate) - mana for level 1 is now 9 was 8 (other levels via formula)
      • Sheep (spell_ram) - mana for level 1 reduced from 22 to 19 (other levels via formula)
      • Demon Portal (spell_demonologist) - mana for level 1 changed from 15 to 13 (other levels via formula)
      • Armageddon (spell_armageddon)
        • prc_damage is now 5,10,15 was 5,10,20 (this is to prevent maxing out damage reduction, except for only the highlest level spell casters with awesome power bonuses)
        • Mana for level 1 is now 25 was 20 (other levels via formula)
Okay, that's it!

I really feel like I've implemented everything that I want to implement here. The mod is really starting to feel complete to me.

So this may be my last update for a while unless there are some crashing bugs that I have not found or if other bugs are found or reported.

Don't forget if you don't have Build 35,396 of the game, you can download it here.

Thanks again for trying out my mod and providing comments!

Matt Caspermeyer

/C\/C\

Download here and don't forget to get Build 35,396 if you don't have it above:
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File Type: zip mod_h3b_VBeta2014-06-01.zip (3.37 MB, 277 views)
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  #6  
Old 08-13-2014, 08:47 AM
matod4 matod4 is offline
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Posts: 11
Default unit changes

Hello i like this mod a lot , but i dont agree with mesing up so much with creature speed and initiative , i thin it destroys the game core of combat
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  #7  
Old 09-05-2014, 04:47 AM
matod4 matod4 is offline
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Mana is bugged , with mana flask you will exchange with mana , and also that quest where you have to be mage or level 15 , i am always left from 109 mana to 30 permanently
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  #8  
Old 09-06-2014, 12:57 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Default

Note that I replied here since I want to keep this thread for releases and the other for discussion.

Thanks!

/C\/C\
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