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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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  #31  
Old 04-03-2017, 10:23 AM
aristobal aristobal is offline
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How do you calibtate (design stats) units of different level in mod?
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  #32  
Old 04-03-2017, 11:44 AM
raknefne raknefne is offline
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Quote:
Originally Posted by aristobal View Post
How do you calibtate (design stats) units of different level in mod?
To make it more interesting with lower level units we altered the units stats already in the HYlfire mod. We uses same system in the BOnfire mod:

In most cases
level 1: 50 Leadership, 50 Health, 100 Gold, 10 points distributed between Att/Def/crit/speed/hitback/no retal (for instance one could have 3 att, 2 Def, 2 speed, 3 crits. Endless retal would give 1 point).

level 2: 150 Leadership, 100 Health, 20 points distributed. 600 Gold.

level 3: 250 Leadership, 150 Health, 30 points distributed. 1100 Gold

level 4: 450 Leadership, 200 Health, 40 points distributed. 1800-2800 Gold.

level 5: 600 Leadership, around 350-400 Health, 50 points distributed. Around 5000-7000 gold

With some variations. Rats only have 30 Health (level 1 shooter, new unit). Devilfish 30-35 Health. Level 4-5 have variations in price/health but leadership is fixed. They were overpow to begin with so we reduced the Health. Thorns we reduced in prices since we rarely bought them.
Acrimaldo gives sometimes, around each 10th fight, a bonus if you har a level 1-3 in your army or in the Reserve. It could be att/def/gold/mana/rage/transformation to other units etc. Playtesting should balance it even further. According to Eucrysty (the 1st tester other than the modders), it seemed balanced. There can be small adjustment needed, but we were tired of games just ending up with the same units. On the downside, you can get level 5 earlier than Vanilla, but they are weaker than Vanilla too. We added more leadership to level 4-5, since they often are more tactical then level 1-3.

Last edited by raknefne; 04-03-2017 at 11:51 AM. Reason: adding
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  #33  
Old 04-09-2017, 01:02 PM
aristobal aristobal is offline
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What are Rats?
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  #34  
Old 04-10-2017, 10:33 AM
raknefne raknefne is offline
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It is a new neutral unit. they have a short range shooting, can give Rage and use the Preperation talent like the Hyena. Also double in numbers in fight like the Devilfish from the Hylfire mod. Only downside is they are very small... you can start with just 1 and make big numbers from it (from the double in numbers in fight, that stays after fight, 1-2-4-8-16...)

Last edited by raknefne; 04-20-2017 at 09:54 AM.
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  #35  
Old 04-15-2017, 12:13 PM
silvrtung silvrtung is offline
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Raknefne, I would love to be kept in the loop on your mod. Been hurtin for a new kb for a long long time.
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  #36  
Old 04-22-2017, 03:01 PM
raknefne raknefne is offline
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Terroin is coming over today, hopefully we can finish for the last playtest today.

Werewolf, Whitewerewolf, all Vampires, level 3-5 Dragon of Chaos: They only have partial regeneration now. It was too strong with full regeneration of Health, and very difficult to fight against early game.

Listening to the recent Hylfire review from Xev and the last topics in the Hylfire threat (post 130-33 or so) all level 5 will (hopefully be more balanced).

I have added quests too after the first playtest by Eucrysty: Some in the maps, other in the Guild - it's the same Guild as in HYlfire, but they can give quests too, but with limited text. The quests in the landscape are more "natural" with text/talk etc.

SKILL ADJUSTMENTS:
DIVERSION: 5-10-20-30-40% (ended at 60%)
CONCENTRATION: 1-2-3-4-6 mana (ended at 9)
DESTRUCTION: 10-20-30-40-50 and 5% crit
CREATION: 10-20-30-30-45 and +1 duration of spells from lvl4 (ended at 60, was 3)
ANGER: 10%, 20%, 30%, 40% and 1 rage, 70% and 1 rage (ended with +3 rage and 60% both in Hylfire and Vanilla)
ACTION RAGE: -0, -1, -2, -3, -4 turns (ended at -5)
HIGHER MAGIC: 6-10-15 mana requirements for 2nd cast, 34 Magic Runes to Max it (was 30 runes, 10-15-20 mana),
GUARDIAN (BETTER NOW): 3-6-10-15-20 defense when pressing def.button


Furthermore: When meeting the Mapmaker hero to get a new map, you get just one random map (not a choice of all as it was in the first test). So when you play Bonfire next time, the first map you get will most likely be different. Completely random which order you get to the different maps!!

Last edited by raknefne; 04-22-2017 at 06:09 PM. Reason: updating
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  #37  
Old 04-23-2017, 12:12 PM
raknefne raknefne is offline
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Each of the 9 maps in the "Dansken World" as we call it in Bonfire are very different from each other - in all of them you can build random buildings with woodpiles. A lot of time has been spent to make the maps beautiful:


Hopland: = "Jumping Land" translated from Danish. 5 islands you can jump between with a random teleporter. 1 cave with difficult fights where you have to be level 10 to get access to. Limited sailing. 1 quest here.

Fryseland: = "Freezing Land" translated from Danish. Mainly snow, the biggest map, sailing. 1 cave. 1 castle to store troops etc.

Fefne Islands / Fynnen Islands: A lot of sailing. Sea portal between Fefne/Fynnen. In Fynnen there's a 33% chance of gremlin towers in fight. 1 small cave.

Mangelangeland: = "Many Long Lands" translated from Danish. Mainly autumn forest alike or Skandinavian, 1 is with snow, 1 tidy lizard-inspired cave.

Skrumpeland: = "Shrink Land" translated from Danish. Dwarven inspired, big mountain, 3 caves. Limited sailing.

Hrasken: 3 islands which are connected threw a huge dungeon. Also a Cellar/cave and a castle. Limited sailing.

Bonbong Land: Starting island. The Tungsinn map completely changed. 2 fixed caves and 1 random cave (random one out of 3 caves!). Many quests. Sailing. You can build a castle, inn with gambling, building with free neutrals/scrolls/items if you are lucky and a special building of choice. In the castle you'll build you can choose an alliance out of all races and that alliance will appear in the castle build. Inside the castle you can furthermore build up to 3 buildings.

Pnelve Islands: Elvish inspired islands. Sailing. 2 quests.

Zellock: Dead/Demon inspired, 2 islands connected with a long bridge. 2 caves. Some sailing in a submarine in a sea of blood.


All except Pnelve have a Guild. There are no WoTn or Ice'n fire quests/story - the only map from Vanilla is Tungsinn but it is changed a lot. Each map has a mapmaker you can visit and pay 10k Gold for a random new map. You need to kill at least 8 armies before being able to buy a new map on the new island you get to.

It is a huge new experience!

Last edited by raknefne; 04-23-2017 at 12:46 PM. Reason: updating
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  #38  
Old 04-24-2017, 07:33 AM
raknefne raknefne is offline
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The second round of playtesting is on now, Eucrysty, Aristobal, Erkilmarl and Xev are testing it!

Follow the test results in the other Bonfire threat about testing.
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  #39  
Old 04-26-2017, 05:13 AM
BB Shockwave BB Shockwave is offline
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Given that the last two "games" were more like extensive mods themselves - from people who were often worst at it than amateur modders - frankly I am reluctant to try any mods. I want a new game from Katauri, using the team that created the first 2 games (and Crossworlds)...
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  #40  
Old 04-26-2017, 05:32 AM
eucrysty eucrysty is offline
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What you want is impossible. The Katauri will not make another kb game. They ended franchise with the failed release kb dark side
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