Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King`s Bounty: Warriors of the North

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

Reply
 
Thread Tools Display Modes
  #511  
Old 11-07-2012, 08:34 PM
ckdamascus ckdamascus is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,059
Default

Quote:
Originally Posted by PennyT18 View Post
Christa's Gift now hangs up for me even if the unit has a clear path to the gold. I just had to bail out of two fights in a row because the unit was attracted to it and could have gone after it but just stood there while the clock kept ticking.
Yeah, mental note, NEVER UPGRADE Christa's Gift radius... EVER.



Now units get stuck and it hangs too if you aren't careful
Reply With Quote
  #512  
Old 11-07-2012, 08:39 PM
Oji Oji is offline
Registered Member
 
Join Date: Nov 2012
Posts: 7
Default

Is it possible to make combat animation even faster then fastest setting? Or its hard coded? Would be great if its possible...it gets old waiting for Valkyries animation to end for 1000th time.
Reply With Quote
  #513  
Old 11-07-2012, 08:44 PM
Bhruic Bhruic is offline
Approved Member
 
Join Date: Oct 2012
Posts: 233
Default

Quote:
Originally Posted by camelotcrusade View Post
the Phoenix fire breath (not always igniting but description implies it does). Thanks.
Phoenix breath burn chance depends on the level of the Phoenix. Level 1 (Young Phoenix) has a 70% burn chance. Level 2 (Adult Phoenix) has an 85% chance. And level 3 (Ancient Phoenix) has a 100% chance. So the description might be slightly misleading, but at level 3, you do get your 100% chance.

Last edited by Bhruic; 11-07-2012 at 08:46 PM.
Reply With Quote
  #514  
Old 11-07-2012, 08:59 PM
camelotcrusade's Avatar
camelotcrusade camelotcrusade is offline
Approved Member
 
Join Date: Apr 2009
Location: San Francisco, CA
Posts: 448
Default

Quote:
Originally Posted by Bhruic View Post
Phoenix breath burn chance depends on the level of the Phoenix. Level 1 (Young Phoenix) has a 70% burn chance. Level 2 (Adult Phoenix) has an 85% chance. And level 3 (Ancient Phoenix) has a 100% chance. So the description might be slightly misleading, but at level 3, you do get your 100% chance.
Good find - I'll mention it in the language mod thread in case Zech wnts to mention the burn chance goes up with power level.

RE Orcs, I am alt-tabbed and fighting a battle using Orcs right now. Some observations:
  • My blood shaman shows nothing but River of Blood, but if you hover over his ability "Adrenaline" it lists out three special powers. You'd never know he had them until you got the right level of adrenaline. During the fight, he got enough for Rage Totem, and voila, there it appears.
  • In contrast, my Orc Hunter shows Wild Call right away whether he has enough adrenaline to use it or not. Furthermore, the unattackable unit things wasn't reported right. What actually happens is the hunter can't attack anything once the control wears off.
  • My orc chieftan, similar to the blood shaman, mentions talents given by adrenaline but doesn't show the icon until he has enough adrenaline to use them.

So if I can state a general bug it would be that most orc units don't display adrenaline talents until they are avaialble. Is it possible to find what lets us see the Hunter's talents and apply it to all of the orcs? It would be nice to actually read what your powers are even when they aren't applicable yet. Did it work that way in KBAP?
Reply With Quote
  #515  
Old 11-07-2012, 09:03 PM
Bhruic Bhruic is offline
Approved Member
 
Join Date: Oct 2012
Posts: 233
Default

Hmm, that could be the case, it doesn't display the abilities if they don't have the adrenaline for them. That's a bad way of doing it, imo, because if you are looking at the enemy to see what they might hit you with, you want to know that they have abilities they just can't use at that exact moment.

Ok, so for the Orc Hunter, you used the Training ability on an enemy stack? Or you used Wild Call to summon a stack?
Reply With Quote
  #516  
Old 11-07-2012, 09:22 PM
camelotcrusade's Avatar
camelotcrusade camelotcrusade is offline
Approved Member
 
Join Date: Apr 2009
Location: San Francisco, CA
Posts: 448
Default

Quote:
Originally Posted by Bhruic View Post
Hmm, that could be the case, it doesn't display the abilities if they don't have the adrenaline for them. That's a bad way of doing it, imo, because if you are looking at the enemy to see what they might hit you with, you want to know that they have abilities they just can't use at that exact moment.

Ok, so for the Orc Hunter, you used the Training ability on an enemy stack? Or you used Wild Call to summon a stack?
For the Orc Hunter, I tested control animal on a stack of 34 bears and they behaved just like hypnotize, then I made sure they didn't die. In the meantime, I got into combat and got enough rage to use Wild Call, which I used to successfully summon 43 bears. Then, once Training wore off, I couldn't use the huters to attack anymore (just get a ? cursor) so they could only defend or wait.

Edit:

I was wrong about how I listed the bug... what's happening is that adrenaline abilities disappear from the info screen and use menus when orcs don't have enough adrenaline to use them. You can see them out of combat just fine. The reason I thought the Orc Hunter was special was because he was my first unit. He was getting all the extra rage from that bug which funnels rage into the first orc intead of dividing it up among all the orcs, so that is why I could always read his stuff.

Wild call is also not what I thought. Those bears I summoned are life-linked both ways with the Orc Hunters. So when the summon gets hurt, half damage goes to them and half goes to the hunter. Is that how it worked in KB:AP? I thought the link only proc'ed when the Hunters got hit, not the other way around. The way it is now you should just hide your summons and use them for a life bag. It also doesn't show the life link damage in the combat log, and I think the life link only procs once per round. Aargh.

Last edited by camelotcrusade; 11-07-2012 at 10:07 PM. Reason: New Information
Reply With Quote
  #517  
Old 11-07-2012, 09:28 PM
camelotcrusade's Avatar
camelotcrusade camelotcrusade is offline
Approved Member
 
Join Date: Apr 2009
Location: San Francisco, CA
Posts: 448
Default

And for everyone else:

@Pucemoose, haven't seen a persistent chaos dragon workaround yet. But let us know if casting another wanderer spell cancels it.
@oas, I think all those upgrade bugs are a result of using patch-compatible .lua or .kfs files with an unpatched game. Remove all those and it should upgrade normally.
@Xargon, yes that's reported. Never thought of the griffon only affecting units of level 1-3, that could be the intention rather an omitting the high level units. I'll make a note of it.
@Oji thanks again for the info how to get that viking award to go up, I did update the bugs thread.
Reply With Quote
  #518  
Old 11-07-2012, 09:46 PM
oas oas is offline
Approved Member
 
Join Date: Nov 2012
Posts: 63
Default

yep, as soon i deleted the files and updated with patch (and installed again the fixes) I was able to.

About the Valhalla's Messenger Award I tried a few more times probably must be one-hit KO. I still have 6/10

By the way, after defeating the soothsayer can I buy more vikings in Greenwort(to gain the medal)?
Reply With Quote
  #519  
Old 11-07-2012, 09:50 PM
camelotcrusade's Avatar
camelotcrusade camelotcrusade is offline
Approved Member
 
Join Date: Apr 2009
Location: San Francisco, CA
Posts: 448
Default

Quote:
Originally Posted by oas View Post
yep, as soon i deleted the files and updated with patch (and installed again the fixes) I was able to.

About the Valhalla's Messenger Award I tried a few more times probably must be one-hit KO. I still have 6/10

By the way, after defeating the soothsayer can I buy more vikings in Greenwort(to gain the medal)?
Try finishing off a stack with the Viking shield bash and let me know if that works. And I found one place to sell vikings after Greenwort, but really you can get a ship later and sail back to buy them from wherever you got them on the first couple islands.
Reply With Quote
  #520  
Old 11-07-2012, 10:29 PM
Loopy Loopy is offline
Approved Member
 
Join Date: Mar 2011
Posts: 71
Default

Quote:
Originally Posted by Oji View Post
Is it possible to make combat animation even faster then fastest setting? Or its hard coded? Would be great if its possible...it gets old waiting for Valkyries animation to end for 1000th time.
It's possible with heavy editing of stuff. You'd need to dig up some mod threads from AP to figure out how.

I recommend using Cheat Engine, which has a built in speed hack. Bind a key to 5x speed and another to 1x speed, you can trigger super fast mode on any game. In KB it bugs out whenever a level is loading and slows things down a ton, so make sure you are at 1x speed before loading a game or entering/exiting a battle.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 07:30 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.