![]() |
#231
|
|||
|
|||
![]()
As an update for the mind skill sense weakness I have now taken tier 2 and tier 3 with the same viking units:
Warrior Maiden, Berzerker, Jarl, Axe thrower, Soothsayer. Lvl 1 gives a universal +6% critical, Lvl 2 gives nothing and level 3 gave Warrior Maidens and Axe Throwers +2% critical chance and everything else +3%. I initially thought that it increased the percentage dependent on the units base crit rating but soothsayers went from 20% crit to 23% whilst axe throwers went from 24% to 26% as did Warrior Maidens. So now I am officially confused - and have 22 mind runes to use ![]() |
#232
|
||||
|
||||
![]() Quote:
![]() |
#233
|
||||
|
||||
![]() Quote:
So Rage Ready is correctly effecting Viking powers, but is tooltipping like it works on Valkyrie oens. |
#234
|
|||
|
|||
![]()
Not sure if this has been mentioned, but Ice Prison can instantly kill pretty much any lower level stack.
If a target is hit with Ice Prison, and then you break the prison with the Arrows rage ability, the entire stack will be annihilated and replaced with a charger. |
#235
|
||||
|
||||
![]() Quote:
|
#236
|
|||
|
|||
![]()
It's probably not going to be a quick fix. I'm sure it has something to do with the Ice Prison being considered a unit, so when the arrows kill it, it has to put the charger somewhere, overwriting the existing occupant of that hex. I'm not a code guy, so either somehow make it such that arrows can't target someone in an ice prison, or that ice prisons can't spawn a charger from the arrows.
|
#237
|
||||
|
||||
![]() Quote:
|
#238
|
|||
|
|||
![]() Quote:
Anyway, the numbers don't make a lot of sense. There seems to be a typo based on the tooltip, as the level 2 has a -5% where the other two levels have a 3% and 7% respectively. But that doesn't explain how it's messing up the numbers. edit: Ah, I found the problem. In skills.txt: Code:
levels { 1 { deps=1 runes=0,11,1 trade= pars=+3%,3% fight { { filter { belligerent=ally } pbonus=krit,5,0,0,-100,0,0 } } } 2 { deps=1 runes=0,11,1 trade= pars=+5%,-5% fight { { filter { belligerent=ally } pbonus=krit,5,0,0,-100,0,0 } } } 3 { deps=1 runes=0,11,1 trade= pars=+7%,7% fight { { filter { belligerent=ally } pbonus=krit,7,0,0,-100,0,0 } } } } There's something "extra" going on with vikings, as they seem to get different bonuses than other things do. The animals I checked with all got the +5% for the first level that it indicates they should, but the vikings seemed to get +6%. Not sure where the extra 1% comes from. Also not sure what the pars=3%,3% etc, is supposed to be doing. Last edited by Bhruic; 10-31-2012 at 06:38 PM. |
#239
|
|||
|
|||
![]()
Traveling between any islands consumes one whole day always, not just few hours.
|
#240
|
|||
|
|||
![]()
Well, it was the same in KBTL. There was also a mechanic in KBTL when if you wait for the right moment in time (before the day rolls over to next one) you can travel in like an hour or so. I wonder if the same thing can be used here.
__________________
|
![]() |
|
|