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  #191  
Old 03-19-2019, 08:15 AM
Axeslammer Axeslammer is offline
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Just started an Armoured Princess campaign again....but I don't think I've ever played this campaign, will certainly give it a spin !
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  #192  
Old 03-19-2019, 01:34 PM
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Sirlancelot Sirlancelot is offline
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Quote:
Originally Posted by raknefne View Post
As you can c Sirlancelot, I've taken many of your ideas in v1.32. For future updates, some ideas, plz comments:

- Higher Magic 1-2-2 Magic Runes more expensive, but Destruction 1-2-2 cheaper.

- Adjustments in the Warrior skill tree?

- Rage pet adjustments?? More damage to Dragon Dive?? Suggestions. Does rage skills develop fast enough? etc.

- some troop randomness adjustments? Undead troops are not so easy to find in Trent, in Sprudne a ship offers undeads, but don't think there are other options.

- other?

- Foremen: I didn't have time to make something funny new talents for him in v1.32, I just gave him more resistance and made it cheaper, still I don't think many will use him... could be summon/recruit 1 stack of Miners, 33% of leadership or so. ??
Higher magic vs. Destruction rune cost: Hmm, interesting. That'll make Destruction a bit more cheaper for non Mage characters. Thus offensive spells more appealing in general. Sounds good.

The warrior skill tree is already pretty good, in my opinion. I have played several times the original campaign as a warrior and never felt there was something relevant missing.

That being said, perhaps Onslaught level three could make the Initiative bonus last for one more turn, for example. Otherwise there're not much reasons to improve it to such extent.

Frenzy first rank could start at +4 Attack per slayed enemy instead of +2. I don't recall in Trent many battles where the number of enemy stacks where high enough to make Frenzy bonuses worth its rune cost. Thus Frenzy ranks could be +4/+6/+8, where at least the last level should be more expensive than in vanilla.

More damage to Dragon dive? Sure, because unless you're fighting a bunch of pterodactyls (I don't remember their name in game) or something like that, is only interesting against summons and Gremlin Towers.

I never play an undead army, but probably yes, another shipwreck here and there would be desirable for that kind of party. Just don't force the player to fight thousands of undead, that's a WoTN weak spot.

Foremen alone are too easy to defeat, that's right. They barely have a chance thanks for their high initiative, and are intrinsically related to miners. So yes, it could be interesting to test how it would be if they were able to summon some miners on their own.
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  #193  
Old 03-19-2019, 01:48 PM
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Sirlancelot Sirlancelot is offline
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Originally Posted by Axeslammer View Post
Just started an Armoured Princess campaign again....but I don't think I've ever played this campaign, will certainly give it a spin !
Do it, you won't regret.
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  #194  
Old 03-20-2019, 06:51 AM
raknefne raknefne is offline
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Plans for next update:
=================

The skill changes have same overall cost if whole skill tree is maxed:
- Higher Magic: 13-16-18 Magic Runes (was 12-14-16)
- Destruction: 7-7-8 Magic Runes (was 8-9-10). 3 Might Runes cheaper overall when maxed. Damage 20-40-60% (was 15-30-50). Makes Damage spells more interesting.
- Distortion Magic: 1 Might Runes more expensive at level 3.
- Concentration: Overall 2 Might Runes more expensive when maxed.
- Frenzy: 4-6-8 extra Attack after a kill (was 2-4-6). Last 2 levels each cost 1 Might Rune more (2 in all).
- Onslaught: Level 3 costs 2 Might Runes less (still gives +3 Initiative in the first round).

Dragon Pet:
- Dive: 10% cheaper at level 1 (was 20). 8-10% more Damage from level 2.
- Lava: 10% cheaper at level 1.
- Frenzy (the mass astral dmg): 10% cheaper at level 1.
- Ball? Do you use this? Very random what it hits...
- Perhaps the starting choice of pet also affects which dragon skills that becomes stronger. Choosing Ball could give +10% Damage on Dive, Lava, Frenzy.
- Perhaps a few new items with pet enhancements.

Plz comment

Btw in Sprudne (map2): Do u remember to checkout the lakes after certain quests? I think it is after the frog Gunhilda quest, they open up so you can walk in the lakes and look for chests (hidden or sea chests).

Last edited by raknefne; 03-20-2019 at 11:41 AM.
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  #195  
Old 03-20-2019, 02:38 PM
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Sirlancelot Sirlancelot is offline
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Quote:
Originally Posted by raknefne View Post
Plans for next update:
=================

The skill changes have same overall cost if whole skill tree is maxed:
- Higher Magic: 13-16-18 Magic Runes (was 12-14-16)
- Destruction: 7-7-8 Magic Runes (was 8-9-10). 3 Might Runes cheaper overall when maxed. Damage 20-40-60% (was 15-30-50). Makes Damage spells more interesting.
- Distortion Magic: 1 Might Runes more expensive at level 3.
- Concentration: Overall 2 Might Runes more expensive when maxed.
- Frenzy: 4-6-8 extra Attack after a kill (was 2-4-6). Last 2 levels each cost 1 Might Rune more (2 in all).
- Onslaught: Level 3 costs 2 Might Runes less (still gives +3 Initiative in the first round).

Dragon Pet:
- Dive: 10% cheaper at level 1 (was 20). 8-10% more Damage from level 2.
- Lava: 10% cheaper at level 1.
- Frenzy (the mass astral dmg): 10% cheaper at level 1.
- Ball? Do you use this? Very random what it hits...
- Perhaps the starting choice of pet also affects which dragon skills that becomes stronger. Choosing Ball could give +10% Damage on Dive, Lava, Frenzy.
- Perhaps a few new items with pet enhancements.

Plz comment

Btw in Sprudne (map2): Do u remember to checkout the lakes after certain quests? I think it is after the frog Gunhilda quest, they open up so you can walk in the lakes and look for chests (hidden or sea chests).
Yep, in fact I use Ball of lightning all the time. When conveniently developed, can inflict large amounts of damage. Very powerful and cheaper than most in mana terms.

I will pay attention to that. I don't remember checking the lakes again in my previous playthrough, so it's possible last time I missed some goodies.

Quote:
- Perhaps the starting choice of pet also affects which dragon skills that becomes stronger. Choosing Ball could give +10% Damage on Dive, Lava, Frenzy.
I'm not sure if this would be a wise decision. The margin to choose what abilities you develop is quite narrow already.
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  #196  
Old 03-21-2019, 06:38 AM
raknefne raknefne is offline
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Comments on the future update:

- Good to hear, Ball of Lightning is used. I just haven't used that a lot.

- Wall can be good at first, but I suppose it is too weak later? Wonder if items with +25% would be interesting. There's already a pet item that gives +50% Health.

- And also the Egg, very risky since it can break before hatching. Could improve the shell health and lower the rage price, what do u think? Or items that gives bonus to the egg.

- I recall a 1c forum post that requested some effects on the starting Dragon choice. That's why I start thinking of bonus depending on the choice. I also recall the mod RedSand that gives bonus to the pet thru skills (a new paladin skill late) and in the medals. Most petskill enhancements was around the Push damage (forgot name of the pet attack that pushes just 1 creatures 1+ back).
But for now I just make the Lava, The astral mass attack and Dive 10% cheaper in the 1st level.

- Foremen: Working on making them recruit miners, just need to make AI use the ability too. It works now when I summon them. I have lowered the amount they summon because Miners can be very defensive with their skill talent. Foremen only recruits around 25% of his leadership, but with a reload of 5-6. I might use them now, actually! Before it was always Ingeneers, droids, perhaps Alchemist from the dwarf race.
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  #197  
Old 03-22-2019, 08:31 AM
raknefne raknefne is offline
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Default New items for next release

I'm adding some new items for the next v1.4, it is basically items from Hylfire or Bonfire adjusted a bit. Here's a new set item for low levels and only 2 are needed for the set bonus:

very used sword.bmpinvis armor.bmp

Notice that there's NO picture for the 'Invisible Armor' ... hoho

I will make it 10% dmg instead of 5% crush blow. And increase wall health a bit I guess

Last edited by raknefne; 03-22-2019 at 08:55 AM.
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  #198  
Old 03-22-2019, 10:18 AM
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Sirlancelot Sirlancelot is offline
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Quote:
Originally Posted by raknefne View Post
[U][B][COLOR="DarkOliveGreen"]
- Wall can be good at first, but I suppose it is too weak later? Wonder if items with +25% would be interesting. There's already a pet item that gives +50% Health.

- And also the Egg, very risky since it can break before hatching. Could improve the shell health and lower the rage price, what do u think? Or items that gives bonus to the egg.

- I recall a 1c forum post that requested some effects on the starting Dragon choice. That's why I start thinking of bonus depending on the choice. I also recall the mod RedSand that gives bonus to the pet thru skills (a new paladin skill late) and in the medals. Most petskill enhancements was around the Push damage (forgot name of the pet attack that pushes just 1 creatures 1+ back).
But for now I just make the Lava, The astral mass attack and Dive 10% cheaper in the 1st level.

- Foremen: Working on making them recruit miners, just need to make AI use the ability too. It works now when I summon them. I have lowered the amount they summon because Miners can be very defensive with their skill talent. Foremen only recruits around 25% of his leadership, but with a reload of 5-6. I might use them now, actually! Before it was always Ingeneers, droids, perhaps Alchemist from the dwarf race.
Wall. I rarely use it in the later stages of the original campaign, but in Trent I'm not so sure whether would be useful or not. On my previous playtrough I improved it quite a bit. Proceed with caution with the bonuses.

Hmm, I think the egg is pretty much ok. Is easy to improve it to the point that summons a level 2-5 creature of 90% your leadership, which is rather amazing. Yes, you can't use it every time without risk to break it, but that's part of the balance.

Ah, that's an innovative way of improve the pet. Interesting.

Push damage can be improved for the midgame and endgame, sure. It loses effectiveness at that point, although the pushback effect continues to be useful most of the game.

Good. I never bought Foremen myself, either. Hence that modification looks cool. Time will say if is balanced or not. 25% of leadership and reload 5 or 6 seems reasonable.

Quote:
I'm adding some new items for the next v1.4, it is basically items from Hylfire or Bonfire adjusted a bit. Here's a new set item for low levels and only 2 are needed for the set bonus:

Attachment 15641Attachment 15640

Notice that there's NO picture for the 'Invisible Armor' ... hoho

I will make it 10% dmg instead of 5% crush blow. And increase wall health a bit I guess
Neat. Fancy idea. An item that balances itself (like the Usurer's ring), and enhances 1-2 level creatures.

The invisible armor lack of picture can lead to confusion, though. Nevertheless, it's kind of logical the way it shows.
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  #199  
Old 03-22-2019, 03:29 PM
raknefne raknefne is offline
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Ive added a blurred picture of the invisibility armor.

Foreman: when miners strike with their talent they get 100% defense but don't retal. The strike makes foremen have Max critical for 2 turns once in a battle along with some other stat buff. Will be fun... Terroin is helping modding that to avoid headache....
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  #200  
Old 03-22-2019, 06:20 PM
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Sirlancelot Sirlancelot is offline
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Quote:
Originally Posted by raknefne View Post
Ive added a blurred picture of the invisibility armor.

Foreman: when miners strike with their talent they get 100% defense but don't retal. The strike makes foremen have Max critical for 2 turns once in a battle along with some other stat buff. Will be fun... Terroin is helping modding that to avoid headache....
Great! I'm looking forward to it. I hope keeps balance.
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