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#1
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Hi Matt , glad to see that you continue to work on your mod
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#2
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Case in point, you had mentioned that a lot of enemy heroes were choosing Geyser and I had not seen it to the extent you had, but guess what? When I was making my pass through the spell AI, I found that I had an error there, where the probability of them choosing Geyser had a bug due to the misalignment of some variables on the output of the power function and duration was being set to the chance of stun! So you can imagine if you're supposed to be multiplying by a number from 2 to 6 and instead multiply by a number more like 40 to 80 making them 10 times or so more likely to choose that spell! There was also the double casting of Mass Stone Skin sometimes, and I looked into there and found out that the Demon's Blood Rune was acting like a unit and causing a division by zero error that made the probably of casting Stone Skin infinity! So this update that I'm working on has numerous bug fixes, and it just goes to show that debug, debug, debug new code you're working on as you add it. Just because things appear to be working, they might not be intended as you look under the hood. Some of these things, though, I need people to play and post comments to find - take a look at WotN and I&F and you'll see that it takes time to find errors and fix them and they are using many people! The important thing, is that all comments, good or bad, are used to make this mod better and this should lend to making the AP / CW / WotN / I&F / DS versions of this mod better if and when I get to them. I don't necessarily agree with everyone's comments, but I think we all enjoy playing a game that is challenging and fun and to that end, I work to make the King's Bounty world better. Unfortunately, there is only so much time in the day, and between a normal day job that typically consumes at least 50 hours a week and then my second "job" creating King's Bounty mods you can see where time quickly runs out. I've actually not been able to play any games for about two months due to my continuing work on the H3B TL version of my mod (my poor Diablo 3 Reaper of Souls (I can't even remember the new Paladin class's name) character sits at level 4). Nonetheless, I do hope to bring these ideas forward to the other KB games, but I certainly have to learn to deal with the intricacies of each (for example the item limit has forced me to rethink the Tomes aspect), and so taking a step back from the AP / CW H3T development has helped with giving me ideas going forward. I have no idea what awaits for WotN and beyond, but I'm sure there will be some fun stuff to learn along that path as well. I can only hope by the time I'm done, I'm not the only King's Bounty player left... ![]() /C\/C\ |
#3
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Okay, I've finished implementing Blue Dragons!
Let me say, they are awesome! I had fun doing their attack animation - I used the KB Editor to attach the particles to Drahha and then I copied and pasted them into my BLUEDRAGON.ATOM file. This is the first time I used the editor to edit the particles of ATOM's - it is really neat! There are a ton of particles that start with TheRock and I imagine that there are all kinds of neat animations that I didn't even look at. Regardless to say, I came up with a combined Electro-fire breath attack, and then their zap attack animation is really cool, too! The 25% chance of accidentally discharging their zap attack as retaliation can be quite dangerous if a unit is in a surrounding hex! My poor Dragonflies got accidentally zapped hanging around them. Ranged attackers especially can wreak havoc on your troops if they attack the Blue Dragon and your troops are around it and it goes off! Having Tactics is probably going to be a necessity to move them away from your troops if they get attacked before they can move to the enemy. Fortunately, they do have high initiative [8]. Their main attack is 60-70 Fire and 60-70 Astral with 50% chance to burn or shock and hits two targets (like normal dragons). Their Zap attack does 140-170 Astral Damage and has a 75% chance to shock targets (resistance is Astral, which means there is no resistance to it). They are going to be very rare, but there will be at least two shops that sell them - Welbewooll's shop in Demonis (he has you go get the Sapphire Egg in Ultrax) and a Dragon Shop in the Labyrinth. Welbewooll sells 1-5 Blue Dragon Eggs and 1-5 Blue Dragons. The Dragon Shop in the Labyrinth sells 10 to 20 Blue Dragons so you'll have a minimum of 11 Blue Dragons in a game. There are a few other shops in the Labyrinth that have a chance to sell them or their eggs, but only a max of 50% chance (with most of the probabilities 33% or less). Well, I have some more debugging to do, but I'm hoping to get a new update out soon... /C\/C\ |
#4
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I ran into something that seemed a little bit odd, but it might be present in the vanilla version of the game, or be intentional. An enemy skeleton archer dispelled hero summon bonus on my summoned phoenix.
Blue dragons sound fun, looking forward to trying them out. |
#5
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I can't wait to share the Blue Dragons with everyone! ![]() /C\/C\ |
#6
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Hi Matt ! Thanks again for your hard work. My thoughts about the mod are exactly the same - better polish and make it superb for TL first and then move on to CW and hopefully WotN. For me King's Bounty is the best up to date single player game,so you'll have at least one player left
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#7
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***BEGIN EDIT 2014-05-11***
There is a new update available, see this thread for the changes. ***END EDIT 2014-05-11*** Now that I've just released this major update, I thought it would be a good idea to keep track of changes as I make them before I release my next update. So this list is meant to keep a running tally of changes in case you have a bug or crashing problem, you can check this post from time to time to see if your issue has been fixed or see what's coming in the next update. The first problem with ITEMS_HINT.LUA deals with the variable text for containers. You only see an error message if you're running in debug mode, but the container text doesn't show properly if you talk to an NPC in a castle and when closing the conversation they add new container items to the castle shop and you cursor over them to see their description (a natural response for new items). I'm not sure why, but the Obj Library function get_param does not work in this situation. I tried various ideas to see if I could get the information some other way, but none of them worked. So I had to brute force generate the values when get_param returns empty strings. The other changes so far deal with adding two new NPC's that will trade containers for Magic Crystals. Father Owein will trade 125 (Skeleton) Coffins for 1 Magic Crystal and Furious Paladin will trade 20 (Vampire) Carved Coffins for 1 Magic Crystal. This allows them to train their priests or recruits on actual Undead troops. Seemed like a good fit for both NPC's and it keeps them close to Greenwort. So I just have Griffin and Bone Dragon Eggs left to find NPC's that might be willing to exchange Magic Crystals for those eggs. I'll keep searching, but I might pick Carl Leanard for trading Griffin Eggs. He'll say that he's getting ready to travel and would like to bring them along to help him and Martha in their travels. I can't remember, though, if Carl is not available after a certain point in the game, so I need to check that unless someone here remembers. I'm thinking for the Bone Dragon Eggs it's probably going to be someone in the Undead lands. I need to find an NPC that still brings up the dialog before their shop. I have a couple NPC's I want to check to see if they meet this criteria - the first is the Necromancer that has you get the Red Dragon Eggs (he's going to experiment on them or something like that to make them stronger) or the Necromancer that has you get the Evil Book (same premise probably). I can't remember, though, if either bring up their dialog after you complete their quests, so I'll see... ***BEGIN EDIT 2014-05-10*** Well, it looks like both Necromancers that I mentioned above just show their shops after completing their quests. So I'm going to look for some other candidates... I may have to learn how to change NPC's from just showing their shops if I can't find anyone else. Maybe Foritop, the Dwarf in Marhan Swamp wants Bone Dragon Eggs. Hmmm... or maybe Welbewooll in Demonis. Hmmm... or maybe Dragon Atta in Verlon Forest. Hmmm... I also implemented Carl Leonard as the one to trade Griffin Eggs for Crystals, although I may still consider Harl for trading Griffin Eggs for Runes if I decide to implement Rune exchange variants for the other containers like I did with Drahha exchanging dragon eggs for Runes. We'll see... I added the capability to choose the path for the Black Dragon's Power of Fire talent, just like the AI uses! I basically used the Warriors of the North (WotN) functions and spliced the changes I had made to burn into the WotN ones as well as added a battle message to aid you in selecting your path. The reason why I added the message is that the first time I used the talent in WotN I had no idea what was going on, but then realized that I could select the path. Can you select their path in AP / CW? I don't remember, and don't have a savegame handy to check - just curious... I also made some changes to the dialogue text when you don't have enough of a container to exchange Magic Crystals so that you are reminded of the exchange rate in case you can't remember what it is. Here is the file change list in the upcoming release... Version Beta 2014-MM-DD (future date unknown, but certainly this year!)
That's it for now! If you have any issues, check this list to see if it has been fixed. If it hasn't then please post the problem or issue so that I can see if I can resolve it - thanks! ![]() /C\/C\ Last edited by MattCaspermeyer; 05-12-2014 at 03:40 AM. Reason: New update available! |
#8
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#9
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I wasn't sure if it would be weird for him to sell them and then ask for them in return, but I could have him say that there have been a lot of thefts of griffin eggs or something like that and that he'd like them returned to him for crystals. /C\/C\ |
#10
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I started a warrior with the 2014-05-11 35.234 version. In the dwarven area now, haven't encountered blue dragons yet so I'll give an opinion on them later. I'm recording the number of dragon eggs I pick up and the amount I spend on them to see how many runes I get from turning them in. I'm curious to see how many runes total I get from that vs the cost. Obviously, the comparison point is the machine that makes runes starting at 150k/rune, which scales up by 50k for each rune you buy of a particular type.
I think the Horseman's charge! skill may be subtly broken. Here's numbers from several possible attack routes (mostly attacking different enemies, so don't directly compare the damage between the different sets, except 1 and 5). All in straight lines. Equipped artifacts/kids include +1 poison damage and +1 physical damage. 2 empty hexes: Attack - 5395-7093 damage Charge! - 5094-6782 damage 3 empty hexes: Attack - 4755-6206 damage Charge! 4855-6477 damage 4 empty hexes: Attack - 5943-7771 damage Charge! - 6269-8359 damage 1 empty hex: Same enemy as 5 empty hexes Attack - 5083-6647 Charge!: 4905-6541 5 empty hexes: Same enemy as 1 empty hex Attack - 6932-9064 Charge! - 7565-9953 Supposedly, attacking in a straight line is +10% damage per hex, and charge is 15% per hex. So why does attack do more damage over 1 and 2 hexes and charge do more over 3+? |
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