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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series

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  #231  
Old 10-31-2012, 03:58 PM
pr0 pr0 is offline
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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
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  #232  
Old 10-31-2012, 04:11 PM
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camelotcrusade camelotcrusade is offline
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Quote:
Originally Posted by pr0 View Post
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
Don't forget, this skill is also causing random recovery from rage and other weirdness. Do any code hawks have time to crack this open? In the mean time I will list it.
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  #233  
Old 10-31-2012, 04:29 PM
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Zechnophobe Zechnophobe is offline
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Originally Posted by Nevar View Post
Are you sure? My Christa had Rest 2 before but seemed to have Rest 1 after picking up Rage Ready. The Rest values in your Rage menu seem to reflect the Net Rest after subtracting Rage Ready. However, the Rest values you see when leveling up Rage skills is gross, so you still have to subtract Rage Ready mentally.

I cannot confirm nor disprove this at the moment.
Yeah. My Gurlida's Rage has shown as 'Rest 1' forever, and yet had 2 turns of delay before casting. Then I got a level of the medal for using Valkyrie special abilities, and it dropped down one. The tooltip is clearly not showing the right rest times. Rest 1 means you should have no delay in using the ability again.

So Rage Ready is correctly effecting Viking powers, but is tooltipping like it works on Valkyrie oens.
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  #234  
Old 10-31-2012, 04:46 PM
Bowie Bowie is offline
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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.
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  #235  
Old 10-31-2012, 05:04 PM
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camelotcrusade camelotcrusade is offline
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Originally Posted by Bowie View Post
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.
That sounds like something is wrong. I don't have either ability so I'm not sure what "should" happen. If I add it, what do you suggest?
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  #236  
Old 10-31-2012, 05:19 PM
Bowie Bowie is offline
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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.
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  #237  
Old 10-31-2012, 05:34 PM
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camelotcrusade camelotcrusade is offline
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Quote:
Originally Posted by Bowie View Post
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.
Thanks. I'll add it to the bugs under rage abilities, even though it impacts spells too. I think you're right that it's the charger that's messing things up.
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  #238  
Old 10-31-2012, 06:18 PM
Bhruic Bhruic is offline
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Quote:
Originally Posted by pr0 View Post
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
I'm trying really hard to figure out what "espace" means... *sigh* They really did a horrible job with some of these tooltips.

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
          }
        }
      }
    }
The "pbonus" part is what's relevant here, it goes 5, 5, 7 for the 3 levels.

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.
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  #239  
Old 10-31-2012, 06:33 PM
DeRex DeRex is offline
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Traveling between any islands consumes one whole day always, not just few hours.
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  #240  
Old 10-31-2012, 06:43 PM
DGDobrev DGDobrev is offline
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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.
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