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-   -   THE TRENT WAR --- a new campaign! (http://forum.fulqrumpublishing.com/showthread.php?t=230196)

raknefne 02-22-2019 09:18 AM

Quote:

Originally Posted by Sirlancelot (Post 718581)
I have adjusted (reduced) locally the duration of Fear to 1, 2 and 3 turns respectively, to make it more in line with the changes to Slow.

Been thinking the same... Could be 8-10-12 Mana with duration 1-2-3.

Witch Hunt bug: noted.

About creatures: hehe I don't have enough patience. When making Hylfire and Bonfire, Terroin did the modding. I only did quests and maps in Bonfire. And testing. This is new to me...

raknefne 02-24-2019 03:47 PM

Witch Hunter bug: I tried having witchies and right clicked - also in battle, had no crash here...



Made a small update 1.22, since I noticed I've left an enemy with a new creature which I later deleted. Game would crash, so had to update:

Trent version 1.22

- Jerneland, bug: A crash might occur, since an army in the snow had a new creature which I later deleted. It could only happen in new games started in v1.21
- Fromlen: Leisner the Superfly (in the water north-west) said 20% more Damage but was actually +20 Damage. Now corrected to just 100% of base attack, which meens double damage.
- Fear: Duration 1-2-3 (was 2-3-4). Price 8-10-12 (was 10-10-10). Crystal 3-5-8 (was 3-3-3).



Wonder about fear, it could be 5-10-15 Mana since the duration is 1-2-3 ...?

Sirlancelot 02-24-2019 08:20 PM

Quote:

Originally Posted by raknefne (Post 718597)
Witch Hunter bug: I tried having witchies and right clicked - also in battle, had no crash here...

The crash should only occur under the circumstances I described, I think. Were the Witch H. modified, anyway? Because if not I figure it would be a problem related to the shipwreck or the area, not to the creature.

Quote:

- Fear: Duration 1-2-3 (was 2-3-4). Price 8-10-12 (was 10-10-10). Crystal 3-5-8 (was 3-3-3).

Wonder about fear, it could be 5-10-15 Mana since the duration is 1-2-3 ...?
Maybe, although in general terms Fear is better than Slow, so it makes sense that the first level of the spell is also more mana expensive.

raknefne 02-25-2019 04:42 AM

I haven't touched the witch hunters

Sirlancelot 02-25-2019 02:43 PM

I insist about Magic Shackles level 3. It always work and feels OP. Makes fights against demons (for example) too easy. :|

I'm now clearing Trent Dungeon. A few days ago had a nasty surprise with the pirate who sails the seas at Fromlen. Oh my... haha, it was a good battle.

raknefne 02-26-2019 03:41 AM

Hmm... It was another player who suggested no leadership limit on magic shackles... Actually...

For next v1.3 I lowered it to leadership 125% - 160% - 250% (was 200-300-10000). Still higher than vanilla (100% only).

Sirlancelot 02-26-2019 03:27 PM

Quote:

Originally Posted by raknefne (Post 718604)
Hmm... It was another player who suggested no leadership limit on magic shackles... Actually...

For next v1.3 I lowered it to leadership 125% - 160% - 250% (was 200-300-10000). Still higher than vanilla (100% only).

And/or make it more mana expensive. In my opinion is just the third level which clearly need to be nerfed, and maybe with +8 or +10 mana cost is enough.

20 -> 28 or 30.

raknefne 02-26-2019 07:49 PM

It was 35 Mana in vanilla for level 3 magic shackles. I forgot it was for all enemies not just one - that's why I lowered the Mana price. I'll change it to 30 Mana at level 3 instead of current 20 Mana. In the code it says "one,one,all" - must meen all enemies at once at level 3. Never used it... but strong, I can see. And 125-200-250% of leadership. Crystal 4-8-30.

Sirlancelot 03-02-2019 12:14 AM

Quote:

Originally Posted by raknefne (Post 718606)
It was 35 Mana in vanilla for level 3 magic shackles. I forgot it was for all enemies not just one - that's why I lowered the Mana price. I'll change it to 30 Mana at level 3 instead of current 20 Mana. In the code it says "one,one,all" - must meen all enemies at once at level 3. Never used it... but strong, I can see. And 125-200-250% of leadership. Crystal 4-8-30.

I have increased the mana cost of the third level to more than vanilla cost, 38... it felt still OP. And I wonder yet if that's enough. I'm clearing much of the dungeon easily thanks to this spell.

Sirlancelot 03-03-2019 11:00 AM

Currently testing with leadership limit 125, 200, 200. And mana cost 10, 15, 40.

I'm also tempted to try out 125, 200, 150. Mana cost 10, 15-20, 35. That way you'd have to choose between disable the talents of the probably most dangerous foe on the field or disable all the rest.

I reached upper Trent, by the way. No strange/weird text bugs yet. :)

Priests and Rune Mages, at least. Huzzah!

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Reduced locally physical resistance of units with Steel Armor to 25%. The game should cap resistances at 75-80% IMO, but as I assume this is not possible through simple modding, this is the best I can do to keep balance. In fact, even 75 or 80% cap could prove to be insufficient of a nerf if combined with Magic Shield from Archmages. The AI should try to disable that kind of combos right away (with dispel or the like)

Let's hope the devs do a better job on balance and AI terms on next KB iteration.

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