#61
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Quote:
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Their summoning is a priority if your army is smaller than theirs. Rooted becomes more important if they are on fire or your army is bigger than theirs. One thing is that the unit AI currently does not account for damage types, although I added extensive statistics for the spell AI. For example, I catalog the percent of damage of each type so that this can be used when casting spells such as Stone Skin or Divine armor. Conversely, resistance types are also catalogued so that it can be determined whether casting Hell Breath can be used effectively. Stuff like that. After I release my current development mod, I'll probably visit the unit AI to see if this data can be leveraged to aid the AI in choosing what to do... /C\/C\ |
#62
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Update Beta V2014-05-08 Available!
Please find attached (at the bottom) the latest update to my H3B mod!
This update contains a lot of changes! There is also some debug information that you will find at the start and during combat that I've left in for now so that you can get a feel for certain things that affect combat. The first is the map location and what terrain type it is as well as the time of day since these parameters are very important with respect to bonuses or penalties. I've been using this to update the arena location types so that arenas give proper bonuses. My work here is not done and so I plan to continue to use the information that you see on the first line to help me in altering the terrain type of a certain arena. As an example of this, there are many forest locations that have an arena type that is normal. I've changed these to be forest so that Elves now benefit from their "Loves the Forest" feature since technically you are running all around through the forest. The next combat message you will see appear is a listing of the enemy hero / tower spells and their score. I've spent a lot of time developing a much more strategic system with respect to the generation of the spell's score, which affects its probability of being cast. So if you are interested, you can scroll back through the combat log in fights with enemy spellcasters and see what the scores are for their spell choices. This information was invaluable in helping me improve this part of the game. Both of these messages will be removed in a future version, but for now I've left them since they help me with mod development and debugging. You can simply ignore these messages as they don't affect anything. This update also includes the addition of Blue Dragons as a new unit! I had a lot of fun developing them and so I hope you have fun playing them or fighting them. Note that you will need to start a new game to be able to "legitimately" use them since the *.LOC files that I edited only affect new games. Nonetheless, I've also added Blue Dragon Eggs and so you can always use the cheat command (tilde, ~) to open the cheat dialog and type "item blue_dragon_egg" to add one (or repeat for more) to your inventory. You can then hatch them and try them out in your current game! This is what I did to debug them. Note that I have added logic in ARENA.LUA to allow the AI to use their abilities, but this part I have not debugged yet to ensure that it works. There are also now several NPC's that will exchange a certain container type for crystals (eggs, seeds, etc.). So far I have Lady Beaulla (Ent Seeds), Frogus Bogis (Dragonfly Eggs), Old Chvakah (Spider Eggs), Milk Woman Wilma (Thorn Seeds), and Witch Helga (Snake Eggs). I still have more work to do here... Drahha will now offer to exchange dragon eggs for runes. You need to talk to him a couple of times after finishing his quest to get the option to make the exchange. Another big change is that the difficulty and map location bonuses now apply to enemy unit talents as well. This means that they do more damage with abilities that cause damage, summon more allies, have a higher percent chance of certain effects, etc. Ice damaging spells / abilities now amplify damage based on half of the target's fire resistance if the target is fire immune or they are demons and damage reduction from physical resistance is only half if they fit the above requirements. This change means that there is a pseudo "ice" damage to targets that should normally be vulnerable to ice spells (like Dragons and Demons, for example). There are also a ton of bug fixes that either you have pointed out or that I've discovered on my own. So let's hope that I've made the mod better in this regard. There are also myriad other changes, some deal with making units more interesting / playable (like the changes to bears and unicorns), others with adding penalties (like the new penalties to the Undead), and some that are just general. Since there are a ton of changes in this update, there may still be some bugs out there, so if you have any problems with this update, be sure to post them here. I'm not done making all the changes that I want, but I think I've implemented all the changes that require a restart. The only reason to restart is if you want to get the *.LOC file (note that the arena LOC changes do not require a restart) changes (like Blue Dragons, etc.), otherwise feel free to continue your game like normal after an update. Once again, thanks for downloading and trying out my mod - I hope you enjoy this update! Here is the detailed (long) list of changes (and the mod can be downloaded below): Version Beta 2014-05-08
Wow! Lots of changes! With so many, there are bound to be some areas that I haven't debugged yet, but I can restart a new game without it crashing and I've resolved all issues I've discovered to date. Nonetheless, I'll continue playtesting and debugging this release, but don't let this stop you from downloading this update and trying it out! Enjoy! /C\/C\ Download removed due to new version available. Please see the last post in this thread for the latest version - thanks! Last edited by MattCaspermeyer; 05-12-2014 at 04:36 AM. Reason: New version available so download links removed |
#63
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Critical Update Beta V2014-05-11 Available!
Please find attached below a critical update for those who use Build 35,234. If you are using Build 35,396 then this update simply adds new features (although it does have some more bug fixes).
There is a problem with Build 35,234 when using the LUA Game Library function LocType. This function is supposed to take an input and then output true / false depending on whether the current location type is the same as the input location type queried. No matter what the input I specify is, this function throws an internal error thereby halting execution of the current LUA script and preventing execution of subsequent LUA code. This problem is often fatal, causing the game to crash to the desktop when the game's error-handling code continues with the next execution task and that code expects certain code to have been executed. I currently use this function in ARENA.LUA to determine whether the location is cemetery, dungeon, etc. for reporting this at the start of combat. This is meant to allow me to debug my mod better and I can simply comment this section of code out and problem solved for this file since it is not important to anyone but me. However, I also use Game.LocType in UNIT_FEATURES.LUA for applying several new bonuses / penalties that I have recently added. Since this function is broken and it would cause similar LUA script halts, which would invariably cause a game crash, I've decided to create a fork for Build 35,234 users so that they can still play my mod, although, technically it is no longer compatible with build 35,234 due to the bug in Game.LocType. This development fork for Build 35,234 has Game.LocType calls commented out in ARENA.LUA and also UNIT_FEATURES.LUA as well. The unit features in UNIT_FEATURES.LUA affected by this are:
If you use Build 35,396, then these work as intended without the above restrictions. For those using either build, this version adds new features and for the most part completes the initial development of adding in all the NPC's that I currently plan to use to exchange containers for Magic Crystals. Here are the NPC's and what they exchange for Magic Crystals: Carl Leonard - Griffin Eggs Dragon Attah - Bone Dragon Eggs Gelena Attahskaya - Dragon Eggs (Green, Red, Black, and Blue) Priest Owein - (Skeleton) Coffins Furious Paladin - (Vampire) Carved Coffins I've also added the capability for Black Dragons to select the Power of Fire path in finer detail (so that you can outline a path just like the AI) if you are controlling them. The developers made this change in WotN and now it comes to The Legend via this update! There are also a few bug fixes here and there - here's the detailed list of changes: Version Beta 2014-05-11
The next area I want to focus on is revisiting spell power because there have been a lot of changes since I initially developed this section of the mod. Pretty much damage I'm going to leave as it is since I think it is sufficient, but I'll be looking into the power of bonus and penalty spells to see if a change is warranted. Thanks for your patience as I fixed this problem if you're using build 35,234. Note that an email to 1CC or the vendor you got build 35,234 from is warranted since it is technically not the latest. I'm going to send another email to GoG to see if they respond to this issue because they should be using build 35,396. I'm fortunate that I have both builds, otherwise I would have been at a loss as to what the problem with Build 35,234 was. /C\/C\ Note that I'm no longer supporting Build 35,234 because I provide Build 35,396 here Please see the first or last post to get the latest version. Last edited by MattCaspermeyer; 06-01-2014 at 10:47 AM. Reason: New version available so download links removed |
#64
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Critical Update Beta V2014-06-01 Available!
Please find attached a critical update for my HOMM3 Babies mod.
Note that I am no longer supporting Build 35,234 - I actually have provided the kb.exe for Build 35,396 here. I tried it out with my GOG version of the game and it seems to work okay - I hope it works for you, too! There was a bug in the WotN code for the implementation of the Black Dragon - Dragon Power talent that caused issues when the AI used that talent. I've fixed the problem by having it use the WotN code if a human is controlling it or the original TL code if the AI is controlling the unit. I've also added some more NPC trading options - Archmage Rezo can now convert mana potions to an increase in your mana and Shaman Karrakh (if you don't kill him) can do the same with rage potions. Also Chief Engineer Debat in Mehgard has a machine that can exchange runes - the rates are very favorable: 2 for 1, 3 for 2, and 4 for 3. Now you can exchange runes if you end up with excess with only a 50 to 25% penalty in the exchange (Debat is very happy about his machine as a Dwarven inventor). Note that the mana / rage increase can be more than advertised if you have items that add %mana / %rage equipped on your hero. This was driving me crazy for a while as I didn't understand why I would sometimes get +2 rage instead of +1 for just one potion, but it was because the %rage increase item happened to be rounding up with just a +1 increase that would make it look like +2. I've also gone through the spell powers and readjusted values based on the bonuses that are possible in the game. Now it should take a very high-level mage with very good spell bonuses to maximize the power of most spells. You should now find that your spell power has decreased when applying this update. I've also added the capability for Life Light to resurrect troops. I've been wanting to do this for a long time and finally added the capability. It works on all units except summons (Phoenix and Evil Book) and Demons and still damages the Undead. Spell mana cost has gone up 50% or higher to account for the fact that it is very similar to the Paladin Prayer ability in AP / CW. This spell makes it possible to resurrect a group of units in a 7-hex radius, but the resurrection power is low for the mana involved so it should not be overpowered. As an example in my game, my Paladin has the best spell bonuses I've ever had @738% and with a base heal of 50 @level 1 the resurrection power @level 3 is 1485 per hex. So you'll be able to only res at most a few level 5 units per hex (still pretty awesome, though) and that is with a cost of 52 mana. You can combine it with Heal to make it more effective at lower levels if you have the turns and mana to do that. It also does an incredible amount of damage now to the Undead due to the increase cost, although the damage / mana is only slightly better than it was before. Mana / Crystals / Costs of a lot of spells have been updated to make them current with changes that I've made to the game since I initially devised these values. For example, Phoenix is now 20, 40, and 80 mana for Levels 1 through 3 since they have the ability to Sacrifice themselves to resurrect allies. The difficultly level now also amplifies enemy hero spell power and spell duration and so you'll find enemy heroes even tougher now on Hard and Impossible difficulty levels. I've also expanded the capability of the target's resistance to effect the duration of unit talents and Spirit abilities. For example, if a unit can cause stunning, the duration of the spell is lessened / amplified depending on the target's physical resistance. I've also added some more resistances to certain mage ATOM's (see the detailed change list) as well as the Undead now have a magic damage vulnerability based on their level due to them being magical constructs and magic damage's ability to disrupt this energy and cause more damage. There are also some other minor bug fixes - here is the detailed list: Version Beta 2014-06-01
I really feel like I've implemented everything that I want to implement here. The mod is really starting to feel complete to me. So this may be my last update for a while unless there are some crashing bugs that I have not found or if other bugs are found or reported. Don't forget if you don't have Build 35,396 of the game, you can download it here. Thanks again for trying out my mod and providing comments! Matt Caspermeyer /C\/C\ Download here and don't forget to get Build 35,396 if you don't have it above: |
#65
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unit changes
Hello i like this mod a lot , but i dont agree with mesing up so much with creature speed and initiative , i thin it destroys the game core of combat
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#66
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Mana is bugged , with mana flask you will exchange with mana , and also that quest where you have to be mage or level 15 , i am always left from 109 mana to 30 permanently
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#68
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Version 1.0 2021-MM-DD
Checkout my other post, but these are changes I've been working on, with the bulk of these done almost 4 years ago and then some new changes in the past month since King's Bounty 2 has come out.
These changes are unreleased, but here is the change list with a hopeful release before the end of the year: Version 1.0 2021-MM-DD *.ATOM - altered the movement points of a lot of units and added the run ability to quite a few more atoms and the action points are now variable ^ Most biped units move just 1 or 2 movement points, but have the run ability to make up for it and it is also reloadable ^ Snakes have either 1 or 2 movement points (but can run) ^ Spiders have 2 movement points (but can run) ^ Most 4-legged units move 3 movement points (and can run) ^ Most flyers move 5 or more movement points ^ Most other units that could run before now have variable AP ^ Ogre's rage ability now has variable AP (and they can run now) ^ Increased dwarf unit resistance since they all move just 1 movement point now (they can run, though) and gave them Magic Resistance ^ Snakes now have Night Sight and receive a defense bonus in forests, but have reduced health in winter arenas. ^ ARCHMAGE.ATOM - fixed issues with shock no longer working for Archmages - thanks @SlickDragon! (when I added Blue Dragons, I broke Archmage's shock): % Removed the level= custom parameter from their moveattack section (now they can't shock with melee any more) % Added level=5 custom parameter to their lightning section (now they can shock with their ranged attack again) ^ WOLF.ATOM: Werewolf Elves in Wolf form now have their own Werewolf Cry which affects level 3 units ^ Changed Phoenix damage (all 3) to be 25% astral / 75% fire (instead of 50 / 50 before) ^ Increased Physical Resistance and Fire Resistance for Footmen, Horsemen, and Knights ^ Increased Physical Resistance of Black Knights ^ The following units are now furious (always retaliating to attacks): $ All Barbarians, Bears, and Cerberi ^ Thorns (Thorn Hunters, Thorn Warriors, and Royal Thorns) now rejuvenate 10% of their lost stack hp each turn ^ Cyclops recover 25% of their lost hp each turn *.CHAT - I currently don't have these put in as players can just run away from the dragon if it's too tough ^ These two deal with the changes to the increase in difficulty on impossible allowing the starting Dragon to be defeated (with the default 10 Knight's and Horsemen it was possible that the Dragon was unbeatable). % 1405621286.chat - increased Iron Richard's +Leadership to allow for 15 Knights and Horsemen % 1329609773.chat - Iron Richard now removes the same leadership added as above *.DAT ^ ITEXTURES.DAT - added new TEX340.DAT to include list ^ TEX340.DAT - new DDS icon data file for the item bonus icons *.DDS ^ TEX340.DDS - new picture file that contains the item bonus icons (i.e. attack, defense, etc.) *.LNG - some of these are pretty much just grammar / spelling fixes ^ EN(G)_BATTLE.LNG % Added new features to the combat log ^ EN(G)_CHAT_0814853819_0185019267.LNG (Lady Beaulla) - fixed misspelling: honer -> honor ^ EN(G)_CHAT_1920750196_1155319803.LNG (Furious Paladin) - "but no I don't remember... so what's" -> "but no, I don't remember... so, what's" (thanks to Dohi64) ^ EN(G)_ITEMS.LNG - grammar fixes (some of these are from my grammar patch that forked and others provided by Dohi64) % "strike it couple of" -> "strike it a couple of" (thanks to Dohi64) % "image of the skull and the crossbones" -> "image of a skull and crossbones" % "The ordinary golden" -> "An ordinary golden" (thanks to Dohi64) % "with a straw" -> "with straw" & "even of teeth" -> "even teeth" % "trident more" -> "trident is more" x3 % "This is item" -> "This item" % "are still sometimes still used" -> "are sometimes still" ^ EN(G)_CREDITS.LNG - updated the credits for beta testers! Pretty much if you provided comments in the forum then I included you in the credits: % @bacchus1974 % @Gza % @Helios % @jorko80 % @Kiras % @Nevar % @ShuiMienLung % @SirLancelot % @Sir Whiskers % @SlickDragon % @Zepdog ^ EN(G)_HERO.LNG - added bonuses to descriptions for the following on the hero screen: % Gold % Rage % Mana ^ EN(G)_ITEMS_BONUS.LNG - new file that contains all the labels for the auto-generated item bonuses ^ EN(G)_SKILLS.LNG % Added Summon Dragonfly to the list of talents affected by the Glory skill % Clarified Frenzy description a little bit % Skill Healer: $ (Level 3) now lists the bonus for Bless as two possibilities, whichever is greater (see SPELL_EFFECTS.LUA) $ Added Recovery and Rejuvenation to the list of abilities increased by it % Skill Necromancy (Level 3) now lists the bonus for Weakness as two possibilities, whichever is greater (see SPELL_EFFECTS.LUA) ^ EN(G)_SPELLS.LNG % Bless now maximizes the target's damage for all attacks and allows use of talents at maximum capability % Weakness now minimizes the target's damage for all attacks and allows use of talents at minimum capability % Added updates to spell descriptions where the number of targets could change as a function of level ^ EN(G)_UNITS.LNG % Leadership reduction bonus is now shown on the unit card % Added new multi-unit descriptions for combined units: $ cpsn_sprites - all sprites (Sprites & Lake Fairies) $ cpsn_unicorns - all unicorns (Unicorns & Black Unicorns) $ cpsn_zombies - all zombies (Zombies & Decaying Zombies) $ cpsn_ghosts - all ghosts (Ghosts & Cursed Ghosts) $ cpsn_imps - all imps (Imps and Scoffer Imps) $ cpsn_barbarians - all barbarians (Barbarians & Berserkers) $ cpsn_dragonflies - all dragonflies (Fire & Lake Dragonflies) $ cpsn_snakes - all level 2 snakes (Snakes & Swamp Snakes) $ cpsn_bears - all level 3 bears (Bears & Ancient Bears) ^ EN(G)_UNIT_FEATURES.LNG % Updated descriptions to include changes to snakes % Added new features: $ Recovery for Cyclops $ Rejuvenation for all Thorns ^ EN(G)_UNIT_SPECIALS.LNG % Updated description of Bless to include changes (see EN(G)_SPELLS.LNG) ^ EN(G)_WINDOWS.LNG $ Updated hints on the loading screen for the new features $ Changed version ID ^ TEMPLATES.LNG % Added new macros to "left_t" template for displaying the additional information identified in EN(G)_HERO.LNG % Added weakness macro to "skills_tPar" template to display the bonus to the weakness spell in the Necromancy skill description (see EN(G)_SKILLS.LNG) % Added new sp_lead_unit macro to def_hint_t1 template for showing the leadership reduction bonus on the unit card % Added new bonuses macro to items_tM to auto generate all item bonuses *.LUA & ARENA.LUA ^ ***BUG*** Fixed issue that only affected Paladins: the Holy Rage Attack bonus would cause the Evil Book to apply 2x damage to Undead and Demons when casting damage causing spells on these targets ^ ***NEW*** Function correct_damage_minmax now is used to apply Bless / Weakness bonuses to talents and abilities (see EN(G)_SPELLS.LNG) ^ ***FIX*** I think I was double dipping on the Morale and Attack / Defense / Critical Hit penalties during long combats and so I've commented out the code that was changing the 3 latter parameters and now am relying solely on the Morale penalty to affect the other 3 ^ New! Added logic for the new Werewolf Cry ^ Beautiful units now only have a 50% and Cute units a 25% chance of being struck by humanoid troops ^ New! Haas's influence now spreads far and wide and there is a chance of a unit's map difficulty bonus being doubled at the start of combat & the unit always retaliating % As an example of this, if you're fighting in Marshan Swamp Impossible, the difficulty bonus is 0.5 and the map bonus is 0.0625 for a total of 0.5625. The 0.0625 could now double to 0.135 for a total of 0.635. % The chance of this happening is diff_k * maplocK in LOGIC.TXT (0.5625 * 1e4 = 5625) out of maplocPct in LOGIC.TXT (25000) or about 1/5 of the units could be affected in Marshan Swamp. Chance for the number of units affected goes up by map location difficulty. & ITEMS_HINT.LUA ^ Due to the change in CONFIG.TXT to include ITEMS.TXT (and hence its includes) now the function brute_force_get_params can use Game.Config to get egg parameters when the Object library is not available ^ New function: gen_item_bonus_fight_hint that autogenerates the item "fight" bonuses ^ New function: gen_item_bonus_mod_hint that autogenerates the item "mod" bonuses & LOGIC.LUA - total hints is now 185 & LOGIC_HERO.LUA - implemented new levelup parameter, sp_counter, functions: ^ Function hero_sp_counter: implemented the logic to parse through the sp_counter list ^ Function levelup_counter: generic function that adds a value to a counter or limit ^ The spell's level (i.e. profit) is now used to divide into the chance of getting that spell at start (so for example if spell_chance = 15 and profit = 5, then there is only a 15 / 5 = 3% chance of getting that spell at the start of that game) & SKILLS.LUA ^ ***FIX*** Added Blue Dragons to leadership reduction list for Glory Skill (note that this change either requires a restart or for you to have remaining points in your Glory skill since this code only runs when selecting a skill (note that you'll be missing part of the bonus if you already have a point or two in this skill)) ^ Updated function skill_param to output changes to Healer and Necromancy (see EN(G)_SKILLS.LNG) & SPECIAL_ATTACKS.LUA ^ ***BUG*** AI Black Dragons were still landing on your troops with the WotN code, and so I added logic for all the functions to default to the TL logic if they are controlled by the computer ^ Summon functions now use the new common function in SPELLS.LUA to apply your hero's leadership reduction bonuses to summon talents: % special_cast_thorn % special_cast_bear % special_cast_demon % special_summon_plant % special_summon_dragonfly ^ Updated talent functions so that they implement the changes to Bless / Weakness (see EN(G)_SPELLS.LNG) ^ ***BUG*** I screwed up on the implementation of a change to the special_bless_attack thereby breaking Priest's Bless and Inquisitor's Holy Rage - now it's fixed! ^ New! Added new Werewolf Cry functions ^ ***BUG*** There was an issue with transforming units where it was possible that their special difficulty bonus was not reapplied after transforming and I think I now have this fixed! & SPECIAL_HINT.LUA ^ Updated function gen_special_hint to include changes to Bless / Weakness (see EN(G)_SPELLS.LNG) ^ Due to the issues with sp_lvl_inc, I needed to change the bonus name to sp_lev_inc & SPELL_EFFECTS.LUA ^ ***FIX*** Function effect_bless_weakness_attack: added belligerent input so that the bonus to either Bless or Weakness is only carried out if the caster is human ^ ***NEW*** Function apply_bless_weakness_bonus: now either adds ±bonus or ±bonus*10%, whichever is greater & SPELLS.LUA ^ New function, common_get_leadership_bonus, for applying hero leadership reduction bonuses (sp_lead_unit_<atom>) to summoning spells / abilities ^ sp_lead_unit_<demon_atom> bonus now applies to Demon Portal ^ ***FIX*** Spell functions spell_weakness_attack and spell_bless_attack now pass the belligerent into their common function so that the bonus is only applied if the caster is human (see SPELL_EFFECTS.LUA) ^ Function common_freeze_attack: cold_fear (the unit's fire resistance used as a pseudo cold resistance) is now capped at 0 (so, for example, plants have -100 fire resistance, but this doesn't necessarily give them +100 cold resistance, which was causing them to be freeze immune) ^ ***FIX*** Commented out the Critical Hit increase for spell_reaction_attack since the Morale bonus should account for the Critical Hit increase ^ The following spells can be cast on 1, 3, or all targets based on spell level: % Stone Skin, Bless, Helplessness, Dragon & Demon Slayer, Battle Cry, Precision, Haste, Slow, Magic Shackles, Weakness, and Doom ^ The Following spells can be cast on 1, 1, or 3 targets based on spell level: % Divine Armor, Blind, and Fear ^ Updated Life Light so that it can now be cast on 3, 7, and 19 targets depending on its level ^ Trap can now be cast on 1, 3 (triangular), and 3 (line) squares depending on its level & SPELLS_COMMON.LUA ^ Updated selection functions to handle number of targets changes & SPELLS_POWER.LUA ^ ***NEW*** function get_ehero_spell_bonus - this function allows the addition of a new spell parameter in SPELLS.TXT, ehero_bonus, that effectively implements a spell power modifier (which the enemy hero files don't have) ^ ***FIX*** Glory was supposed to increase the leadership value for the Demonologist and Hypnosis spells, but it wasn't doing this and now I've added the proper Glory Leadership bonus to these spells for your hero ^ ***NEW*** Function int_dur: % Now has updated description for the Bless / Weakness bonuses to include changes in SPELL_EFFECTS.LUA % Added new description for item bonuses (this had been omitted before) ^ Due to the issues with sp_lvl_inc, I needed to change the bonus name to sp_lev_inc & TEXT_GEN.LUA ^ Implemented addition of the changes to EN(G)_HERO.LNG Hero Screen to display Gold, Rage, and Mana bonuses with the description when pointing at them with the mouse ^ Implemented changes to gen_lead_count to also compute and show the leadership reduction bonus on the unit card & UNIT_FEATURES.LUA ^ Function special_bowman: % Updated the special_bowman function to take into account the arrows=1 custom parameter for all their ranged attacks to properly show / do damage % Removed bonus applicators for burn, freeze, and arrows since they are meant to be identifiers % Organized the function to properly show / perform damage based on which attack the Bowman is using ^ Function special_archer: % Did similar to special_bowman to ensure that modifiers aren't used for parameters that are set to specific values % Added "special_difficulty" to the list of bonuses not dispelled by the Archer Dispel skill *.TXT & BABY TXT's - numbered all fight filters (where appropriate) so that their bonuses may be auto generated, affects: ^ DIANA_BABIES.TXT ^ FEANORA_BABIES.TXT % ***BUG*** made an error in the sp_rage_battle bonus that affected 9 babies - it has now been corrected % ***BUG*** made an error in the intellect bonus that affected 10 babies - it has now been corrected % kid_bron and kid_arlach - added Werewolf Elves and Werewolves to their bonuses ^ GERDA_BABIES.TXT % ***BUG*** made an error in the sp_rage_battle bonus that affected 12 babies - it has now been corrected ^ MIRABELLA_BABIES.TXT % ***BUG*** made an error in the sp_rage_battle bonus that affected 11 babies - it has now been corrected ^ NEOKA_BABIES.TXT ^ ORCELYN_BABIES.TXT ^ RINA_BABIES.TXT % ***BUG*** made an error in the sp_rage_battle bonus that affected 11 babies - it has now been corrected % ***BUG*** made an error in the intellect bonus that affected 7 babies - it has now been corrected ^ XEONA_BABIES.TXT & CONFIG.TXT ^ Now includes ITEMS.TXT which in turn includes a lot of files - there appears to be no change in performance (so far as I can tell from including all of ITEMS.TXT and its includes in the Game.Config data structure) ^ The above allows leverage of the Game.Config to enumerate any list included and so this opens up the possibility of being able to autogenerate item descriptions amongst other things & HERO.TXT ^ New levelup parameter, sp_counter: % Extensible list of the form: sp_counter=sp_counter1_group1,pct,value1-value2,type|sp_counter2_group1,pct,value1-value2,type;sp_counter1_group2,pct,value1-value2,type;sp_counter1_group3,pct,value1-value2,type|sp_counter2_group3,pct,value1-value2,type|sp_counter3_group3,pct,value1-value2,type;... % Note that pct is normalized to the sum of all pct's (i.e. it does not need to add to 100) % Note that with value1-value2, value2 may be omitted if the value doesn't have variance % Type is either "count" or "limit" ^ Implements sp_counter such that now during levelup, a hero will get a +1 in either rage decrease on the map (sp_rage_map) or mana increase on the map (sp_mana_map_prc) % Warriors are: $ 67% chance of +1 to sp_rage_map (average at level 30 is +20 or 20% slower rage drain) $ 33% chance of +1 to sp_mana_map_prc (average at level 30 is +10 or 10% faster mana recovery) % Paladins are: $ 50% chance of +1 to sp_rage_map (average at level 30 is +15 or 15% slower rage drain) $ 50% chance of +1 to sp_mana_map_prc (average at level 30 is +15 or 15% faster mana recovery) % Mages are: $ 33% chance of +1 to sp_rage_map (average at level 30 is +10 or 10% slower rage drain) $ 67% chance of +1 to sp_mana_map_prc (average at level 30 is +20 or 20% faster mana recovery) % Note that these are in addition to any item or skill bonuses to these counters & ITEMS.TXT ^ ***FIX*** rahha_shield (Rahha's Shield) - added Blue Dragons to the list of dragons that the shield can produce ^ ***FIX*** demetrios1,2,3 (all levels - Demetrius, Class 1, 2, & 3) now applies the leadership reduction to Fire Spiders (since they are Demon troops and I had overlooked this in the past) ^ ***NEW*** in order to auto generate item descriptions, each fight item (for multiple bonuses) must be numbered ^ Items that increase rage inflow now use the bonus sp_rage_battle_inflow to delineate them from sp_rage_battle_prc, which is now only used for items that convert mana into rage (for example, this affect the item rage_spear) & LOGIC.TXT - these changes either make easy difficulty level easier or hard and impossible difficulty levels harder: ^ Easy: % Enemy units have 75% (was 100%) of nominal statistics % Enemy hero spell power is 75% (was 100%) of nominal % Round at which mana gain is 1/2: 35 (was 30); 1/4: 50 (was 40) % Boss attack and hitpoints are 75% (was 100%) of nominal % When dying, the hero now gets 125% (was 100%) of money ^ Hard: % Hero experience gain is 50% (was 70%) % Enemy power is 150% (was 130%) % Spirit experience gain is 75% (was 85%) % Money gain is 75% (was 77%) % Rage gain during combat is 75% (was 85%) % Rage decreases 25% (was 20%) faster on the map % Mana recharges 25% (was 20%) slower on the map % Enemy units have 125% (was 110%) of nominal statistics % Enemy hero spell power is 125% (was 110%) of nominal % Boss attack and hitpoints are 150% (were 140%) of nominal ^ Impossible: % Hero experience gain is 25% (was 30%) % Enemy power is 200% (was 170%) % Spirit experience gain is 50% (was 70%) % Money gain is 50% (was 60%) % Rage gain during combat is 50% (was 70%) % Enemy units have 150% (was 125%) of nominal statistics % Enemy hero spell power is 150% (was 125%) of nominal ^ Added 2 new parameters for the Haas Map Location Difficulty Bonus % maplocK - this is the gain applied to the chance that this will happen % maplocPct - this is the chance that the Haas bonus can be applied and goes with maplocK above & MORALE.TXT ^ ***FIX*** Added Blue Dragons to +1 Morale unit list for Diplomacy Level 2 & SKILLS.TXT ^ ***FIX*** Added Blue Dragons to Dark Commander skill bonuses ^ ***BUG*** I did not implement the level 3 Tolerance +6 Resist All bonus properly (now it's fixed!) - thanks @SlickDragon! & SPECIALS.TXT ^ New! Added Werewolf Cry special ability (which is a more powerful version of the Wolf Cry) & SPECIAL_PARAMS.TXT ^ (Technically not used, but) sp_lev_inc_resurrection -> sp_lvl_inc_resurrection (all the other bonuses like this are this way) ^ Okay, I tried the above and it would cause new games to crash! So now all sp_lvl_inc bonuses are sp_lev_inc bonuses since naming all the bonuses those names does not cause new games to crash and makes all the names consistent. Now I just have to fix where these are used in the LUA files... ^ New! Added new sp_... for the Werewolf Cry & SPELLS.TXT ^ Demon Portal (spell_demonologist) - power is now 5, 10, 20 (was 10, 20, 40) this still gives over 100% of Leadership for really high-power mages ^ Evil Book (spell_evilbook) - mana is now 15 (was 10) for level 1 (levels 2 and 3 via formula) ^ ***NEW*** parameter, ehero_bonus: % That is of the form: actor_number:bonus (multiple enemy heroes are separated by commas, i.e. actor1_number:bonus,actor2_number:bonus) % The actor numbers are in EN(G)_ACTORS.LNG % Implements spell power mod functionality for enemy heroes since they technically didn't have this capability in their .HERO file % Note that it is now possible to give enemy hero spell power bonuses, for example, all enemy Demon(ess) heroes have a bonus to Demon Portal that restores the power to 10, 20, 40 only for them % Current Enemy Hero Spell Bonuses: $ Resurrection: Zelum:27, Puppeteer:16 $ Berserker: Igdym Urkurshak:18, Bagud:29 $ Hypnosis: Aha:25, Heo:15 $ Fire Ball: Baal:27, Raab Sotten: 25 $ Evil Book: Book of Evil:23 $ Demonologist: Isshara, Deira Oman, Xeona, Baal, and Raab Sotten: all 100 $ Fire Rain: Isshara:25, Deira Oman:24, Xeona:23 $ Necromancy: Ambrosius:27, Zelberra:23, Ehno Partes:23, Ruin Guy:14, Necromancer Neirum:20, Duke Helm:10, Katana:26, General Karador:50, Egirra:7, Sir Amber:26, Kemilho:30, Tiberius:12 ^ Updated spells for multiple targets based on level (see above in SPELLS.LUA for those spells affected) ^ Updated Price, Mana, and Crystals for the above changes & WIFES.TXT ^ Numbered all fight filters (where appropriate) so that their bonuses may be auto generated ^ Rina - added peasants, pirates, and sea dogs to her bonuses ^ Feanora - added Werewolf Elves and Werewolves to her bonuses ^ For wives with attack / defense bonuses, the bonuses are now: % Level 2: +4 % Level 3: +9 % Level 4: +16 % Level 5: +25 Okay, that's it for now! I don't have any other features that I want to add or any other changes I can think of implementing for now; however, if I find any bugs, etc., I'll work on fixing them... Hopefully some playtesting can be done so that I can release this before the end of the year... /C\/C\ |
#69
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some mechanics too op?
Feel like that being able to use one spirit power(especially some of the powerful spirit powers like timeback and gizmo) every one turn seem a little too overpowered.
As for children, "wisdom kids" also seem too op as they add too much spellpower especially when stacked, while the morale bonus kids are more or less useless since its so easy to max morale. |
#70
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Quote:
If you haven't, you should try it! /C\/C\ Matt |
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