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Originally Posted by MattCaspermeyer
Wow! That's pretty awesome! You got your spirits pretty high - for some reason, I try really hard to even out their levels.
That +50% attack vs dragons weapon is pretty awesome (I think you always get that from beating Dreddho, if memory serves).
I also presume you weren't able to do no loss - is that right or were you able to do no loss?
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No, happily I couldn't. The mana and rage gain limitations work great against it. You really have to take money and supplies into account.
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Originally Posted by MattCaspermeyer
Yah, I've fixed the Archmages problem - I biffed the implementation of a parameter when I added the Blue Dragons.
I also messed up the Priests / Inquisitors - they couldn't use their Bless / Holy Rage skills and I've now fixed that, too.
I have some other fixes coming, too.
I haven't made a new release, yet, but I want to try to play a little and see if I can discover if @SlickDragon's bugs that I haven't been able to find, yet are real. I don't know if I have the time or inclination to play all the way through, but if I can at least play and double check all the bugs he's mentioned then I can feel better about putting up a new release (not that anyone's playing anymore).
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Such are great news! Now that you're at it, perhaps might rethink about Gizmo. Its resurrection feature is really needed versus enemy heroes, but overpowered against regular armies. Remember it is even able to resurrect black dragons, cyclops and so on. (I hope this was intended!)
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Originally Posted by MattCaspermeyer
Also, I think the Critical Hit issues are with the descriptions not being clear. I need to go back through them and ensure that they are clearer. Typically a lot of them work off of base and so one might say +30% Critical Hit, but it doesn't mean that it adds, but rather increases it 30%, and usually to its base. If the base is only 5% than it will only increase it 2% (rounding up). So I think that's where the confusion lies. I think when I first created those bonuses, I didn't realize how low some of the unit's Critical Hit chances were and so bonuses seem small, but I do remember comparing them to other stock TL Critical Hit bonuses and a lot of them worked the same way.
In the expansions, they are pretty stingy on Critical Hit bonuses like +3% and stuff like that.
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Yes, that was my impression, too. The target of the bonuses is not clear enough. Where it goes and how applies. The way it works in practical terms. Hence the confusion.
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Originally Posted by MattCaspermeyer
Alas, I ran into a snag when I was working on my Tomes where I hit the limit of items that you can have in the game. With all the additional items they've added in the expansions, I don't have room for my additional stuff and so that took the wind out of my sails. Now I have no desire to spend a year plus working on a mod to that or any of the other expansions, because there is too much work play testing, etc. to iron out all the bugs.
There are still bugs in my H3B mod, apparently, and I've been working on that since 2010! 7 years is a long time, although I did take the last 3 years off away from King's Bounty.
I am going to try to see what I can do about fixing the current issues and would like to make things a little bit tougher for the Hard and Impossible difficultly levels.Matt
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Balance out a mod like this is never easy. There're so many novelties and modifications to keep in mind. Bug fixing also requires unusual playtesting, as sometimes some bugs only appear under x circumstances, where x is not your usual playing route.