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raknefne 03-23-2019 11:01 AM

New items for next version, part 1
 
3 Attachment(s)
Some old items have been changed:

Attachment 15642Attachment 15644

I reduced the Stonewall a bit, since there're other items that enhance it now. Also -1 Attack instead of +1 Attack: You pay for it.
The hat was previous the Invisibility Hat.



Reducing the number of items for some of the current sets:

Attachment 15643

There used to be 3 items for the set. I will perhaps lower the enemy resistance to -30% instead of -50%

raknefne 03-23-2019 11:03 AM

New items for next version, part 2
 
4 Attachment(s)
2 new sets, Gold Set and Pisling Set:

Attachment 15645Attachment 15646


Attachment 15648Attachment 15647

- I changed the photo of the armor for the Pisling Set, also changed name from Invisible ARmor, since there is an Invisible Set - to avoid confuse.

raknefne 03-23-2019 11:05 AM

New items for next version, part 3
 
3 Attachment(s)
New set, Summoner set:

Attachment 15649Attachment 15650Attachment 15651

Doesn't seem to work on all types of snakes (photo 3...). ;)

Increasing the price of the shield though.

All have been tested.

raknefne 03-23-2019 05:44 PM

What about the legend spells like fish. I never used them. Should they be improved?

Sirlancelot 03-23-2019 07:16 PM

Quote:

Originally Posted by raknefne (Post 718732)
What about the legend spells like fish. I never used them. Should they be improved?

I don't know, honestly. Never felt the need to use them with the warrior in vanilla. They appear late in the game, anyway. And I have not found them in Trent, yet.

I suggest reading GhoulKing spells analysis for a reference:

Order spells:

https://www.vigaroe.com/2018/05/armo...is-part-2.html

Distortion spells:

https://www.vigaroe.com/2018/05/armo...is-part-3.html

Chaos spells:

https://www.vigaroe.com/2018/05/armo...is-part-1.html

raknefne 03-23-2019 08:52 PM

Interesting readings thx

I Will use inputs. Did u c the new 3 sets I posted sirlancelot?

Sirlancelot 03-24-2019 10:24 AM

Yep, all seem balanced, except the Invisible set which sounds OP. The ghost sword for example is rather OP. -50% physical resistance is a lot.

By the way I tried some of these items in vanilla and they appeared to be broken. For example, Ray of light didn't work. Or at least didn't seem to work. The HUGE attack bonus wasn't noticeable at all.

It looks like they were only made to spice up the game without worrying too much about balance. They were part of Crossworlds addons.

raknefne 03-24-2019 01:34 PM

I just checked code for ghost sword. It halves physical resistance not subtract. Still op?
Could reduce to 25% reduction

Using your spell link to balance even more. Life light costed 50.000!!! I reduced the mana as well etc

ataris 03-24-2019 02:04 PM

I'm playing in the second island and really enjoying. Hope you will have enough strength creating new campaigns :)

raknefne 03-24-2019 05:21 PM

Quote:

Originally Posted by ataris (Post 718739)
I'm playing in the second island and really enjoying. Hope you will have enough strength creating new campaigns :)

Good to know!
Not sure about such a big project. Actually I'm working on a smaller project with Terroin, an even shorter campaign in Xworld, inspired by the Huntiro mod with all possible creatures from all the KB releases, plus some more. He just made a 'Gold Dragon' whith NO battleskill but gives a certain amount of gold after battle.
It is more a fun project we make together, don't know if we release it. Right now, he is working on the 10 races. The 10 medals equals the 10 races (instead of Statregian, Dragonslayer; then Orcs-killed, Lizard-killed etc). And you can win the game by fullfilling all medals by killing X armies from each race. You can also win by defeating the last boss. 2-3 different ways of winning. We'll see how it goes, so far I mapmake, and he mod. But right now, I'm onto Trent update-making;

I will use the balancing of items and spells in the small project I talked about, the project is called 'Kvulm' ... like strange silly names, lol. It doesn't mean anything, even in my language, Danish.


About next release, having a balance look at the spells in Trent, this is what I have changed.

Spell balancing, inspired by GhoulKing's old 1C post about Crossworld spells, listening to his view, also if I never use a spell, well... time to look at it:

ORDER:
- Dragonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-3-12 (was 2-5-25).
- Demonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-4-15 (was 2-5-20).
- Resurrection: Crystal 8-12-20 (was 10-15-25).
- Divine Armor: Duration 3-3-4 (was 2-3-4). Resistances 15-22-30 (was 20-25-30). Mana 12-18-24 (was 15-20-30).
- Life Light: Price 14k (was 50k). Mana 8-15-22 (was 10-20-30). Crystal 3-6-14 (was 4-8-16).
- Battle Cry: Crystal 3-6-9 (was 3-12-20).
- Ice Thorns: Only as scrolls, cannot be learnt (cost 1000 Crystal now since it was broken, summons in a 15 cell area!). Price 1500.
- Earth Blades: Mana 18-28-38 (was 25-35-50). Crystal 8-14-22 (was 10-20-30). Price 16k (was 10k).
- Gizmo: Only as scrolls, cannot be learnt (cost 1000 Crystal now). Price 1000. Damage 200% more, Heal 300% more.

CHAOS:
- Fishes: Crystal 5-10-15 (was 10-15-20).
- Stone Rain: 20% more Damage. Mana 12-25-35 (was 30-35-45). Crystal 5-10-15 (was 10-15-20).
- Soul Drain: Kills 13-23-33% (was 10-20-30). Mana 8-17-28 (was 10-20-40). Crystal 5-15-25 (was 10-20-30).
- Fire Rain: 7% Burn (was 5%). Crystal 5-8-20 (was 7-10-25).
- Death Star: Mana 25-32-38 (was 30-40-50). Crystal cheaper too.

U can use the Gizmo or Icethorn scrolls in tough battles, for instance icethorns against the Boss Spider... I will place a few in shops, but random if you find them.. and not too early.

What do u think of Divine ARmor, I never used it...
The last 2 are The Legend spirit spells. Earth Blades hit all enemies....
Often in Xworld singletarget spells are used if using damaging spells, IMO, maybe except from Amageddon. Hope Earth Blades can be an alternative to Amageddon.

Coming back with more on Distortion magic later. We'll keep an eye on changes... often I use same tactic over and over again... so perhaps new ones will appear now.

raknefne 03-25-2019 02:52 PM

Trent version 1.4 (big version) uploading today later.


- A few scenic surprises... only scenic, nothing regarding creature, story etc. Just for the randomness.
- Shipwreck in Sprudne: Bigger amount of troops, but still random amount. Also level 1 undead units. You can still be lucky to get Dragons or other level 5 units.
- Upper Trent: Around 80% chance of a shipwreck with evil/neutral units to hire. More Crystals to find.
- Lower Trent: A bigger chance to find Undead troops in the Church at the graveyard.
- Sprudne: 15% more exp against the Boss Turtle
- Late game shops: Bigger chance of buying items and high level scrolls.

The skill changes have the SAME overall cost if whole skill tree is maxed:
- Higher Magic: 13-16-18 Magic Runes (was 12-14-16)
- Destruction: 7-7-10 Magic Runes (was 8-9-10). 3 Might Runes cheaper overall when maxed. Damage 15-30-60% (was 15-30-50). Makes Damage spells a little more interesting.
- Linguistic: 4-7-11 Magic Runes (was 4-8-12).
- Distortion Magic: 1 Might Runes more expensive at level 3.
- Concentration: Overall 2 Might Runes more expensive when maxed.
- Frenzy: 4-6-8 extra Attack after a kill (was 2-4-6). Last 2 levels each cost 1 Might Rune more (2 in all).
- Onslaught: Level 3 costs 2 Might Runes less (still gives +3 Initiative in the first round).

Medals (only minor bonuses in v1.4 for the dragon pet, until tested for balance endgame):
- Headhunter: Added 5-10-15% extra Damage to dragon pet 'Crushing Blow'.
- Guardian Angel: Resistances reduced to 1-3-5% (was 3-5-7%). Added 5-10-15% extra Health to dragon pet 'Stone Wall'.
- Dragonslayer: Added 2-6-10% extra Damage to dragon pet skills. Pet experience lowered to 10-25-40% (was 10-30-50%).
- Reptile Slayer (warrior hero): 3-7-12 Lizard kills (was 5-10-15).

Dragon Pet:
- Dive: 10% cheaper at level 1 (was 20). 8-10% more Damage from level 2.
- Lava: 10% cheaper at level 1.
- Fiery Phantom: 10% cheaper at level 1.
- Mystic Egg: A little more 'base' leadership if you choose the other choice than % of your leadership.
- A little faster dragon pet experience. Still Normal difficulty equals same pet exp as vanilla Impossible level!

Creature:
- Looting gives 35% more gold (Marauder for instance).
- Foremen: New talent 'Recruit Miner' which summons around 25% of Foremen's leadership and with a reload. Price as vanilla again. 10% Phys. Res (was 0 in vanilla), 25% Fire Res. (was 10%). Let me know if he is OP now...
The AI cannot use the new talent, sorry, just cannot find a way to make it happen, nor could Terroin who helped me...

Items and sets:
- Raven bug fixed: Crash when talking to it, dialog removed. Price only 4500k now (was 29k). Level 1 (was level 3).
- Shovel: Reduced to +40% Health Dragon 'Stone Wall', -1 Attack Penalty (was +1). Price lowered.
- Former 'Princess Dress' is now called 'Dress of the Lady'
- Undertaking Mask: -30% Leadership req. for zombies (was 20%).
- Insanity Staff: Not in Madman Set anymore. 15% Attacking spells (was 10%). Still with a morale.
- Ghost Sword: Higher start morale. Only reduced enemy phys.resistance by 35% now (was 50%) - it doesn't subtracts -35%, but reduces by 1/3. Price lowered by 1/3.
- Invisibility Hat: Now called 'Lady Gugu Hat'. Price is still 10k, but you can rip 6k Gold from it. So if you find it without buying, you get an extra bonus of 5k.
- Invisibility Set (changed): Only Ghost Sword and Ghost Armor required (was also the Invisibility Hat).
- New set, 'Elven Set': Elven bow + Elven crown. Was part of a 4 item 'Forest Defender Set'. Gives +2 Intellect, +2 Mana per turn in battle.
- Changed set, 'Forest Defender Set': Silver Chain Mail + Silver Rapier now. Gives +4 Intellect, +2 Mana for dragon pet 'Mana Accelerator'.
- Princess Set: Only Cat Collar + Shoes (was 3 items). Set bonus stats reduced.
- Knight Set: Only Boots, Armor and Sword are needed now (was 5 items).
- Valor Set (new): 2 remaining items from previous Knight Set; Shield and Helm: +15% Physical Resistance to Swordsmen and Guardsmen
- Ogre Set: Only Ogre Club and Ogre Belt now (was 3 items): Only gives 1500 Leadership (was 2500).
- Life set: Only Life Bow and Shield now (was also the Raven).
- Set of the Dead: Only 2 items now (was 3 including the amulet).
- Light Set: Only 2 items now, the sword 'Ray of Light' removed. Ray of Light price reduced to 35k (was 50k).
- Madman Set: Only White Slippers + Dress now (was 4 items). Bonus reduced to -2 Intellect, -500 Leadership, +20 Rage, +10% Crit. (was -1000 Leadership, +40 Rage, +20% Crit.)
- Shaman Set: Only Weapon + Scull now (was 3 items). +5 Att/Def/Crit of undead/orcs, +10 scrolls (lowered a little).
- Hunter Set: Only Boots + Gloves (was 3 items). Bonus -25% leadership req on Bears, Wolves and Werewolves.
- Ingeneer Set: Only 2 items (was 4). Set name changed, was 'Set of Techno-Alchemist' or so. Bonus changes.

New items and sets:
- Nature's Shield: +4 Mana, +2 Attack/Defense of spiders, animals and snakes including unicorns.
- Hunters Horn: +2 Mana and Rage, Dragon 'Hunt': +1 more chests and objects
- Used Wide Belt: +2 Defense to allied level 1-3 units, +5% gold after battle, +10% Health Dragon 'Stone Wall'.
- Enriched Armor: +2 Defense, Dragon 'Hunt': +1 more chests and objects, rip for gold (get 9000 gold once). Price 29000.
- Gold Set (Used Wide Belt + Enriched Armor): +1 Morale to dwarves, +15% gold after battle, +25% Health Dragon 'Stone Wall'.
- Pisling Set (Invisible Armor + Very Used Sword): A set of just 2 items that combined gives +25% Health Dragon 'Stone Wall' and +10% Physical Resistance of level 1-2 units.
- Summoner Set (Nature's Shield + Hunters Horn): +10% Fire Resistance, +20% on the spells 'Call of Nature' and 'Demon Portal'.



Spell balancing, inspired by GhoulKing's old 1C post about Crossworld spells:
ORDER:
- Dragonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-3-12 (was 2-5-25).
- Demonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-4-15 (was 2-5-20).
- Resurrection: Crystal 8-12-20 (was 10-15-25).
- Divine Armor: Duration 3-3-4 (was 2-3-4). Resistances 15-22-30 (was 20-25-30). Mana 12-18-24 (was 15-20-30).
- Life Light: Price 14k (was 50k). Mana 8-15-22 (was 10-20-30). Crystal 3-6-14 (was 4-8-16).
- Battle Cry: Crystal 3-6-9 (was 3-12-20).
- Earth Blades: Mana 18-28-38 (was 25-35-50). Crystal 8-14-22 (was 10-20-30). Price 16k (was 10k).
- Ice Thorns: Only as scrolls, cannot be learnt (cost 1000 Crystal now since it was broken, summons in a 15 cell area!). Price 1500.
- Gizmo: Only as scrolls, cannot be learnt (cost 1000 Crystal now). Price 1000. Damage 200% more, Heal 300% more.

DISTORTION:
- Pygmy: Mana 5-10-18 (was 5-10-20).
- Hypnotize: 60-80-100% of hero leadership (was 40-60-80%, but Trent has stronger armies).
- Precision: Attack 25-35-35% (was 25-30-30). Mana 1 less at level 2-3. Crystal cheaper at level 3. Halved gold price.
- Invisibilty: Mana 10-15-20 (was 10-20-30).
- Excorcism: Mana 10-18-25 (was 10-20-30). Crystal 5-10-15 (was 8-14-20). Damage 15% more.
- Balance: Mana 2-6-10 (was 5-10-15). Crystal halved. Bonus 2-4-6 (was 1-3-5 adrenalin). Chance of speed/ini other race 50-75-100% (was 33-66-100%)
- Glot's Armor: Mana 8-12-16 (was 15-18-23). Crystal 5-7-10 (was 10-10-10). Health about 30% more each level.
- Poison Spit: Duration 4-5-6 (was 3-4-5). Damage 25-85 (was 20-60). Poison 20-30 (was 10-30).
- Ice Orb: Mana 18-24-30 (was 20-30-40). Crystal 8-10-20 (was 10-20-35). Not rare anymore.

CHAOS:
- Fishes: Crystal 5-10-15 (was 10-15-20).
- Stone Rain: 20% more Damage. Mana 12-25-35 (was 30-35-45). Crystal 5-10-15 (was 10-15-20).
- Soul Drain: Kills 13-23-33% (was 10-20-30). Mana 8-17-28 (was 10-20-40). Crystal 5-15-25 (was 10-20-30).
- Fire Rain: 7% Burn (was 5%). Crystal 5-8-20 (was 7-10-25).
- Death Star: Mana 25-32-38 (was 30-40-50). Crystal cheaper too.


ONLY USE version 1.4 FOR NEW GAMES!!!! You cannot use for saved games.

(it might work if you don't use LOCATION folder from v1.4 which is landscapes changes, and often this is what makes it impossible to load saved games when I change something here. But no guarantee for the use of saved games if you use v1.4 in any way...)

raknefne 03-26-2019 02:11 PM

Having a play as mage on Hard. Balancing some skills, noticed that Avenging Angel is OP now, Fear is too weak at level 1 with just 1 turn, only worth if leveled up... adjusted for next v1.41:

- Stoneskin: 3-5-8 Mana. Duration 2-3-4 (was 3-4-5 in vanilla, 3-3-4 in Trentv1.4)
- Fear: Duration 2-3-3. Mana 10-13-10. Crystal 4-4-4. The 3th level is just for a cheaper spell now.
- Slow: Duration 2-3-3+. Mana 5-8-12.
- Avenging Angel: Mana 7-10-13 (raised compared to v1.4 but lower than vanilla). Damage as vanilla now. Is OP in Trentv1.4. Mana was 9-13-18 in vanilla, was very expensive...

Sirlancelot 03-26-2019 03:12 PM

Quote:

Originally Posted by raknefne (Post 718743)
Having a play as mage on Hard. Balancing some skills, noticed that Avenging Angel is OP now, Fear is too weak at level 1 with just 1 turn, only worth if leveled up... adjusted for next v1.41:

- Stoneskin: 3-5-8 Mana. Duration 2-3-4 (was 3-4-5 in vanilla, 3-3-4 in Trentv1.4)
- Fear: Duration 2-3-3. Mana 10-13-10. Crystal 4-4-4. The 3th level is just for a cheaper spell now.
- Slow: Duration 2-3-3+. Mana 5-8-12.
- Avenging Angel: Mana 7-10-13 (raised compared to v1.4 but lower than vanilla). Damage as vanilla now. Is OP in Trentv1.4. Mana was 9-13-18 in vanilla, was very expensive...

Avenging Angel doesn't feel OP as a paladin in 1.31, and Slow & Fear really needed to be nerfed, in my opinion. Yes, with the changes we made they were not that relevant on level 1 of Distortion Magic, but that's precisely the point. To invite the player to use other spells.

Of course I always played as a paladin, maybe playing as a mage things looks different.

raknefne 03-26-2019 06:16 PM

We agree that fear, slow and stone skin should be nerfed.

Slow Im just making more expensive at first level in the next update. It cost 4 mana at level 1 in 1.4....

Fear was 2-3-4 turns in vanilla. So basically it is the last level I reduced by 1. It's just that would anybody use it at level 1 if it was just 1 turn? Ofc the mana price could be higher, 12-14-10 for 2-3-3 turns. What u think?

I think stone skin is better with duration 2 3 4 but I turned it to 3 3 4 in 1.4. I noticed I didn't want to use it for 4 mana for 3 turns which it is in 1.4. 3 mana for 2 turns is more expensive but then I used it. Else trap would be better

Av angel:. My 1.4 changes made it about 100% stronger compared to Mana cost. That's why I reduce it a little. At Max in vanilla it cost 18 Mana. I turned it into 10 mana and 15% stronger plus it last longer... In 1.41 it is 13 Mana for same dmg as vanilla. As mage I only have 2 intellect - I just started today. Perhaps 6-9-12 Mana for same dmg as vanilla but still longer time

I bought chaos dragon scroll early so I use that with avenging angel, trap, stone skin a little, fire arrow.


So basically Fear is where I have the most doubt about what to do.

Btw the foreman doesn't seem Op with miner summon. I actually maxed trophy paladin skill already as level 5 mage for the 30% gold... I never did that before.

raknefne 03-26-2019 09:46 PM

Ive changed fear back to v1.4 for now which is 1-2-3 duration and ten Mana.

Balance spell is Op now... Never used it before. Gives too good bonus to ally non orcs for just 2 mana at level 1...

The chaos dragon spell is quite good.... In a way Op.... But leave it for now..

Maybe I HAVE been lucky but I can get a lot of level 4 creatures in jerneland... it was not Intended

Btw have u checked all tree stumbs? I mean the ones that used to be just scenairy... Some works as the treasure tree stumbs...

Sirlancelot 03-26-2019 11:37 PM

Quote:

Originally Posted by raknefne (Post 718747)
Ive changed fear back to v1.4 for now which is 1-2-3 duration and ten Mana.

Balance spell is Op now... Never used it before. Gives too good bonus to ally non orcs for just 2 mana at level 1...

The chaos dragon spell is quite good.... In a way Op.... But leave it for now..

Maybe I HAVE been lucky but I can get a lot of level 4 creatures in jerneland... it was not Intended

Btw have u checked all tree stumbs? I mean the ones that used to be just scenairy... Some works as the treasure tree stumbs...

Balance of Power? I never used it, either. Its previously mana cost was 5, how about 4?

You were very lucky to find such a spell. Not so sure about the level 4 units, though. I always found several in some places, like in the farm (where you need to collect 15 sprouts) or the barbarian style shop guarded by a hero. Also near the cave entrance in the snowy area.

You mean the caches in trees? Yes I think so.

raknefne 03-27-2019 06:04 AM

I got paladins from church, horseman from Bob's castle, Royal Thorn and druid from thornguy, 15 repair droid and a few guard droid from cave, 4 Polar bear from icehut, foreman from a town building.

Going with rep droid now, paladins, guard droid and foreman....

I can actually make a summon army w druid, foreman and Rthorn. Btw foreman is fun to play with now!

Balance spell i sort of broken in vanilla too. When I cast it, even without orcs, I have a chance of giving my own non-orcs either haste or battle cry. In code it says duration 1-2-2, but I got 3 turns on all units that got the spell.
Instead Im changing it to be more an orc thing:

Mana 3-6-9 (was 5-10-15 vanilla)
Crystal 1-5-10 (was 5-10-15 vanilla)
Gives 3-6-9 adrenalin (was 1-3-5 vanilla)
Chance for each of other races to get Haste/Battle Cry 5-10-15% (was 33-66-100% vanilla).

This way u can use it to give your orcs each 3-6-9 Adrenaline from start, which helps a lot. I think it is useful now without making it OP for the other races with the buff.

BTW with all these updates and changes, I discover I had to start a new game, then and only then I could LOAD my current game. I guess it depends what the changes are. I know editor-changes always make it impossible to load existing games. Spell changes alone doesn't.

Sirlancelot 03-27-2019 02:01 PM

Quote:

Originally Posted by raknefne (Post 718749)
I got paladins from church, horseman from Bob's castle, Royal Thorn and druid from thornguy, 15 repair droid and a few guard droid from cave, 4 Polar bear from icehut, foreman from a town building.

Yes, I also got level 4 units from that locations, after solving the related quests.

Quote:

Balance spell i sort of broken in vanilla too. When I cast it, even without orcs, I have a chance of giving my own non-orcs either haste or battle cry. In code it says duration 1-2-2, but I got 3 turns on all units that got the spell.
Instead Im changing it to be more an orc thing:

Mana 3-6-9 (was 5-10-15 vanilla)
Crystal 1-5-10 (was 5-10-15 vanilla)
Gives 3-6-9 adrenalin (was 1-3-5 vanilla)
Chance for each of other races to get Haste/Battle Cry 5-10-15% (was 33-66-100% vanilla).

This way u can use it to give your orcs each 3-6-9 Adrenaline from start, which helps a lot. I think it is useful now without making it OP for the other races with the buff.
Hmm, yes, sounds good for an orc focused army. Although the chance of buffs for non orcs is very low. Maybe too low.

By the way, my shamans get +50 health on level two of adrenaline, but their adrenaline description states that the health bonus is applied at level three. What's wrong there?

Quote:

Going with rep droid now, paladins, guard droid and foreman....
Heh, heh. I hate robots. I only use them when go with engineers.

Glad you're enjoying the modified foreman. :)

raknefne 03-27-2019 06:11 PM

I was tired of playing Trent because I had been modding it... But it is fun again. I also have ambivalence with mechanicals ...

I haven't touched orc adrenaline.... Can't answer..

Btw when I read information on rage skill Ball of lightning it gives a strange text instead of showing shock chance etc. Was it also a bug in vanilla?

Balance: now focused on orcs instead of bonus to others. I only use shamans from that race btw

Sirlancelot 03-27-2019 07:36 PM

Quote:

Originally Posted by raknefne (Post 718751)
I was tired of playing Trent because I had been modding it... But it is fun again. I also have ambivalence with mechanicals ...

What do you mean?

Quote:

Btw when I read information on rage skill Ball of lightning it gives a strange text instead of showing shock chance etc. Was it also a bug in vanilla?
I don't remember, sorry. But yes, I also see that weird tagged text instead of the shock chance.

Sirlancelot 03-27-2019 10:01 PM

By the way, one question. I don't remember if an item with morale zero still retains its price and crystals/runes value. I ask this because I can buy Hand of Necropolis but don't want to waste my gold on a item that when its morale falls to zero I'm not able to suppress nor exchange it for money or crystals/runes.

raknefne 03-28-2019 06:08 AM

I was tired of playing Trent because I had spent a lot of time testing and modding. The droid tactics I don't use so often but it is strong. I lost one stack in a fight by one hit and instead of reload I bought other creatures. I haven't put too many droids in map1 so Sooner or later the player has to change tactics.

I don't know about item price when moral is zero. But it should be 30% easier to suppress.

The kraken boss was easy for me but the hero in the dungy in Sprudne is too difficult for me. I have level 2 chaos dragon now. Is 25-35-45 Mana. I might increase by 2 mana each level. I don't use slow or fear yet. Just chaos dragon, fire arrow, poison scull, Stone skin, avenging angel, trap. The dragon gives a lot of rage and use pets mana ball plus sometimes the other rage skills

ataris 03-28-2019 10:22 AM

I'm enjoying Trent War since it is like new campaign.

Raknefne,

you should consider spending more time on it. Create more shops and more monsters like someone did in Red Sands. Trent War is really amazing and people who are still playing KB want new content and respect yout work :)

raknefne 03-28-2019 10:49 AM

Good to hear, Ataris. I have added a few more monsters to hire from current shops in v1.4 in Sprudne, Hopland and Upper Trent. Still needing more creatures? Or more randomness? Also thinking of reducing amount of level 4's in Jerneland, adding level 2-3 instead. Which maps do you think need more creatures? I think Jerneland has plenty. What version are u playing?

Or are you requesting something like more maps to the campaign like another guy surgested. I could add 1-2 large dungeons from Darksand, there're 2 very beautiful crafted ones. Adding more surface maps takes a lot of work with graphic for the overview when pressing 'M' and also when sailing to it. Can't even remember how we did it, Terroin did that part.

I'm actually thinking of reducing Crystals in Sprudne, seems I have added too many in a previous update.

Also in Sprudne (map2), after you complete Grylhar's 2 quests he offers free units and all shops get more creatures, items and scrolls.

BTW Hopland is a re-use with changes of a map from my other mod, Bonfire.

Using Dragon chaos spell level 3 now, seems very strong!!!! I bought it for 10k only (same as vanilla). I think it should be 30k or so, that way u cant get too early. Also increasing Summon Phoenix gold price to 15k or so. I'm cruising thru Fromlen now with Chaos Dragon...

Jerneland: a little gimmick;:when u have done a few quests early more and more rats will appear in castle area. Also the two whales in water appear and dissappears randomly.

ataris 03-28-2019 05:44 PM

I'm playing 1.31 since I had downloaded before you uploaded new version :)

Yes, I would want more maps and more dungeons. It can be like in RedSands when you can go to the islands through One Big dungeon.

I liked RedSand because of length and a lot of shops. It is nice to check what mobs and items will appear in the shop :)

Also I liked of monsters which can summon another ones. For example my favorite Black Knight which can summon Skeletons (in RedSands).

BTW very nice quest with red/blue skulls :)

Sirlancelot 03-28-2019 06:52 PM

Quote:

Originally Posted by ataris (Post 718758)
I'm playing 1.31 since I had downloaded before you uploaded new version :)

Yes, I would want more maps and more dungeons. It can be like in RedSands when you can go to the islands through One Big dungeon.

I liked RedSand because of length and a lot of shops. It is nice to check what mobs and items will appear in the shop :)

Also I liked of monsters which can summon another ones. For example my favorite Black Knight which can summon Skeletons (in RedSands).

BTW very nice quest with red/blue skulls :)

Heya ataris, nice to meet another player. :cool:

What kind of playthrough are you doing? I mean, what type of character and difficulty have you chosen.

ataris 03-28-2019 07:56 PM

Quote:

Originally Posted by Sirlancelot (Post 718759)
Heya ataris, nice to meet another player. :cool:

What kind of playthrough are you doing? I mean, what type of character and difficulty have you chosen.

Hey :) I play as Paladin since I like enjoy with spells and Pet dragon together.
But difficulty I choose low since I don't want too much struggle - just take fun from a game :)

What about you?

raknefne 03-28-2019 08:39 PM

Quote:

Originally Posted by ataris (Post 718758)
I'm playing 1.31 since I had downloaded before you uploaded new version :)
Yes, I would want more maps and more dungeons. It can be like in RedSands when you can go to the islands through One Big dungeon.
I liked RedSand because of length and a lot of shops. It is nice to check what mobs and items will appear in the shop :)
Also I liked of monsters which can summon another ones. For example my favorite Black Knight which can summon Skeletons (in RedSands).
BTW very nice quest with red/blue skulls :)

I guess it is kind of taste... I like shorter games, that's why I made this about 50% of vanilla in length. Redsand is too big for me... even vanilla orcs on marsh I only played thru just once. So I probably wont add more, would need too much testing again when adding more maps. Perhaps a dungy here and there over time. But probably will use my time on updating trent and perhaps in the future find new projects.

In v1.4 Foremen summon Miners (Recruit Miner is the new talent called). I focused on mapmaking in this release, not so much spells and new creatures, just adjustments. I do this modding alone btw!
I would wait a little for v1.41 for next playthru.

Sirlancelot 03-28-2019 09:55 PM

Quote:

Originally Posted by ataris (Post 718760)
Hey :) I play as Paladin since I like enjoy with spells and Pet dragon together.
But difficulty I choose low since I don't want too much struggle - just take fun from a game :)

What about you?

Paladin too, but on Hard. I like the thrilling of not knowing if I'll win beforehand.

There're tons of hidden or partially hidden treasures and other goodies. Exploring is very rewarding.

Sirlancelot 03-29-2019 12:07 AM

Bug: I can dig for treasures in Lower Trent.

Where/how can I find Fit of energy in spells.txt? I'm trying to reduce its mana cost accordingly to what we spoken for 1.4, with no avail.

Fauns damage is ridiculously low. I like their concept and talents, but with its actual implementation I'd never consider worthwhile recruiting them.

raknefne 03-29-2019 03:40 AM

3 Attachment(s)
Fit of energy is called spell_adrenalin in spells.txt

You can also use the 3 attached files, which is all spell changes incl the ones from Legendspirit and some new ones from Orcson the Marsh for Trent v1.4 - v1.41.

I will have a look at Faun. Reducing Royal thorns summoning.

I'll check lower trent. Where could u dig excactly?

raknefne 03-29-2019 10:35 AM

4 Attachment(s)
About next v1.41:

The Legend spirit, Orb, was rare v1.4 upto, in v1.41 it should be easier to find. Mana at level 3 is 10 lower than vanilla. I changed it from Destortion to Order magic and all 3 have +1 initiativ. Heroe's Defense/Attack influence it, my hero had 12 Def and 10 attack. The 2 pictures show a level 3 orb:

Attachment 15655Attachment 15656

Time will show about the balance. Never used it before. The ability, 'Blizzard', which it has at level 3, lower enemy attack by 25% standing next to.
In a test with the same hero, the level 1 orb could kill 5-6 Cave spiders without the crit. To summon it cost 18-24-30 Mana. 10-20-30% Phys resistance etc.



I also added 2 new low level items and set bonus for them:

Attachment 15657 Attachment 15658

The cow has glasses (found on the internet. There is a poster on its back and stickers on the side).

Sirlancelot 03-29-2019 02:02 PM

Quote:

Originally Posted by raknefne (Post 718765)
Fit of energy is called spell_adrenalin in spells.txt

You can also use the 3 attached files, which is all spell changes incl the ones from Legendspirit and some new ones from Orcson the Marsh for Trent v1.4 - v1.41.

I will have a look at Faun. Reducing Royal thorns summoning.

I'll check lower trent. Where could u dig excactly?

Everywhere.

Do you think Royal Thorns are OP?

Sirlancelot 03-29-2019 02:32 PM

Quote:

- Fit of Energy: 18-16-14 Mana (was 20-20-20)
I'm testing 14, 12, 10 Mana. 18-16-14 seems still too expensive.

Catched a red dragon from Bill the Legend. Since then I use mainly Target and Stone Skin on it, and sometimes Heal, Slow, Fear, Flame arrow or Poison Skull.

Sirlancelot 03-29-2019 03:47 PM

Quote:

Originally Posted by raknefne (Post 718765)
You can also use the 3 attached files, which is all spell changes incl the ones from Legendspirit and some new ones from Orcson the Marsh for Trent v1.4 - v1.41.

Is it enough to upgrade spells.txt with the compressed file or must I overwrite spells_spirit.txt and new_spells.txt too?

raknefne 03-29-2019 05:09 PM

Quote:

Originally Posted by Sirlancelot (Post 718771)
Is it enough to upgrade spells.txt with the compressed file or must I overwrite spells_spirit.txt and new_spells.txt too?

Spell.txt is enough. Will work.

U Said u could dig but did u get chests? U can always press D but won't always find chests. There should be no chests to find

Sirlancelot 03-29-2019 05:13 PM

Quote:

Originally Posted by raknefne (Post 718772)
Spell.txt is enough. Will work.

U Said u could dig but did u get chests? U can always press D but won't always find chests. There should be no chests to find

I meant dig with the dragon pet within battle. I thought that was the impossible thing to do.

raknefne 03-29-2019 08:00 PM

Hehe no-no. It is digging when walking in the landscape... I can't band the pet thing.

I'm rapping up v1.41, how about Fit of Energy, the mana price. What do you think? 16-14-12 Mana?

I've increase the Faun a bit as u requested.

Sirlancelot 03-29-2019 08:19 PM

Quote:

Originally Posted by raknefne (Post 718774)
Hehe no-no. It is digging when walking in the landscape... I can't band the pet thing.

I'm rapping up v1.41, how about Fit of Energy, the mana price. What do you think? 16-14-12 Mana?

I've increase the Faun a bit as u requested.

I prefer 14-12-10, I think. If the price is above 14 or 15 mana I don't see myself using the spell with a low or medium quantity of mana, which is what an ordinary warrior or a paladin will have. And mages, unless I'm mistaken, won't get much benefit from it, since their power come from spells, not from units.

raknefne 03-30-2019 02:17 AM

Uploading Trent version 1.41


- Text bug fixed with Ball of Lightning petskill fixed, but number of Charges and Shock chance is no longer shown only damage%
- Text bug fixed when fighting the Turtle Boss.
- Different adjustments
- Some Crystals removed from Sprudne.
- Less level 4 to hire in Jerneland but more troops later. Chance of hiring extra troops (elves level 1-3) in starting area.

Spells adjustments:
- Stoneskin: 4-6-8 Mana. Duration 2-3-4.
- Slow: Duration 2-2-2. Mana 5-8-12. Crystal 3-8-14.
- Avenging Angel: Mana 6-9-12 (raised mana prize compared to v1.4, was 7-12-18 in vanilla). Little less damage but more than vanilla. Was OP from Trentv1.32
- Balance: Mana 3-6-9 (was 5-10-15 vanilla). Crystal 1-5-10 (was 5-10-15). Gives 3-6-9 adrenalin (was 1-3-5). Chance for other races to get Haste/Battle cry 5-10-15% (was 33-66-100%). This way it is an ORC spell to get adrenalin boost at start.
- Grot's Armor should be found more.
- Summon Phoenix: Gold price raised to 16k (was 11k).
- Chaos Dragon: Gold price rasied to 30k (was 10k). Cost 10 crystals more to max. About 6% less Health, Defense and Attack.
- Orb: +1 Initiative all levels.
- Stone Rain (legend spirit as spell): Can only be used as scroll, hits in a 19 cell area with good damage each cell.
- Fit of Energy: Mana price lowered to 14-12-10.

Creatures:
- looting adjusted, now 25% more than vanilla.
- Inkvisitor: Holy Rage is reload instead of just 1 charge.
- Faun: 2-5 Damage (was 2-4). Crit 17% (was 15%). Price lowered to 60 gold (was 80).
- Royal Thorn: Summons 8% less.

Items:
- New set, Farmer Set with 2 new items, Scary Cow + Grass Jacket: Set bonus= +3 Defense of neutrals, +1 Mana per turn in Battle, +10% gold after battle.
- Scale Bracelet is Green Bracelet now and NOT part of Scale Set.
- Scale Set: Only the shield + armor now. Bonus is +20% Physical Damage Resistance to level 1-3 units.
- Rage Set: Only the mask + spear now (was 3 items): Bonus is 10 Rage (was 25).
- Blood Goddess: You got 150 Leadership either wearing it or drinking it, now you only get 100 Leadership if you drink it (as WotN) and 150 when wearing it.
- New item, Snake Pet.
- Different small adjustments in price and stats.

Medals:
- Headhunter: 'Crushing Blow' bonus 5-12-20% (raised from 5-10-15%).

Skills:
- Learning and Scouting only gives 3 Intellect at level 3 compared to v.1.4.
- Trophy 2 Runes more expensive when maxed, Ressurrection 2 cheaper compared to v.1.4.
- Concentration 2 Might Runes cheaper, Summoner 2 more expensive compared to v.1.4.

raknefne 03-30-2019 02:24 AM

When updating your Trent version:

If you have finished Trent before, you might want to keep your high score recordings. To do so, extract 'records.txt' from your old TRENT\Trent.kfs and overwrite in new installed TRENT\Trent.kfs
- else it will be erased.

raknefne 03-30-2019 10:32 AM

Just wonder if the pet only should be able to dig up 1 chest and not 2 ...

Sirlancelot 03-30-2019 11:59 AM

Quote:

Originally Posted by raknefne (Post 718782)
Just wonder if the pet only should be able to dig up 1 chest and not 2 ...

That change could affect dramatically the game experience, and not necessarily for the better. With the latest updates there're tons of things to test, hence I would keep for a while the mod like it is now, with just little changes here and there.

Sirlancelot 03-30-2019 01:33 PM

Quote:

Originally Posted by raknefne (Post 718738)
I just checked code for ghost sword. It halves physical resistance not subtract. Still op?
Could reduce to 25% reduction

Yep, 25% reduction for now. We'll se whether is not strong enouh or not.

Quote:

- Divine Armor: Duration 3-3-4 (was 2-3-4). Resistances 15-22-30 (was 20-25-30). Mana 12-18-24 (was 15-20-30)
Fine. Yes, I have used this spell several times. If I remind correctly, it's the only option you have when you want to raise your resistance to elements like poison or fire.

raknefne 03-30-2019 04:56 PM

Pet chests: I leave it for now, was just a thought. It's just kind of repetive, digging twice each battle...

Divine Armor: Yes, think it is only way to raise all resistances. It was too expensive before though. In vanilla it was 30 mana at level 3... I never used it. Did you use it when it was expensive, or was it in The LEgend? Ghoulking's "spell guide" said it was more useful mana-wise in The Legend than Xworld. In general, I used his guide - as you suggested - it was very helpful. I guess, I tend to use spells like a habit... so some spells might be good, but never came around them, like Turn-back-time.

Pet spells: I'm eager to see how the cheaper Grot's Armor and Orb works regarding balance and if players actually use it. Also the 3 spells that cannot be learnt but only used as scrolls to cast to get an edge: Icethorns, Stone Rain and Gizmo. They cost 1000-2000 with bigger damage than they would have as level 1 spells. The spells cost 1000 crystals to learn, that's how I did it...

Right now, I'm focused on adding new items and sets.

Sirlancelot 03-30-2019 08:25 PM

Quote:

Originally Posted by raknefne (Post 718785)
Divine Armor: Yes, think it is only way to raise all resistances. It was too expensive before though. In vanilla it was 30 mana at level 3... I never used it. Did you use it when it was expensive, or was it in The LEgend? Ghoulking's "spell guide" said it was more useful mana-wise in The Legend than Xworld. In general, I used his guide - as you suggested - it was very helpful. I guess, I tend to use spells like a habit... so some spells might be good, but never came around them, like Turn-back-time.

Yes, because I played vanilla on Impossible, and at that level some fights were very difficult without this spell. I'm thinking about the Spider boss battle, for example.

raknefne 03-31-2019 01:13 PM

4 Attachment(s)
Some more items / new set, for next version, as you can see some of you are represented..:

Attachment 15659Attachment 15660

Attachment 15662Attachment 15661

raknefne 03-31-2019 01:17 PM

some new items
 
5 Attachment(s)
A new set, there arent much for orcs:

Attachment 15663Attachment 15664Attachment 15665

I gave +1 Damage for the amulet. A goblin will get about 33% more damage (normally do 2-4 damage, will be 3-5 now), but level 5 much less relatively. I was thinking of +2 damage, but wouldn't it be too much for the goblin with 66% more damage ...? or would u use the goblin anyways?


2 standalone items:

Attachment 15666Attachment 15667

Sirlancelot 03-31-2019 02:50 PM

Quote:

Originally Posted by raknefne (Post 718792)
I gave +1 Damage for the amulet. A goblin will get about 33% more damage (normally do 2-4 damage, will be 3-5 now), but level 5 much less relatively. I was thinking of +2 damage, but wouldn't it be too much for the goblin with 66% more damage ...? or would u use the goblin anyways?

Heh,heh,heh, my own amulet :)

What about +1 for levels 1-2, +2 for level 3 and +5 for levels 4-5. Or something like that... is that viable?

raknefne 03-31-2019 03:21 PM

Then it would be easier just giving like 15% extra damage all orc. I gave +1 dam to help low levels more. But not sure if low levels 1-2 will be used anyway so perhaps 15%
there is a long spear that gives 15% dam to orcs

Sirlancelot 03-31-2019 05:08 PM

Quote:

Originally Posted by raknefne (Post 718794)
Then it would be easier just giving like 15% extra damage all orc. I gave +1 dam to help low levels more. But not sure if low levels 1-2 will be used anyway so perhaps 15%
there is a long spear that gives 15% dam to orcs

Fine. :)

I'm currently worried about Target. It works even against units inmune to mind spells (it shouldn't), and has made my game much much easier since I found it. Only level 5 units are not affected by it.

Don't know how would be the best way to nerf it. What do you think?

raknefne 03-31-2019 06:12 PM

good point, target is one of the good tactics used. it is current very cheap to learn, could make it more expensive in crystals and mana, now it cost 5000 gold (3000 vanilla). Crystal 4-8-13, mana 4-8-13. Same as vanilla.

Could be gold 12k, crystal 6-12-18, mana 5,10,15

Sirlancelot 03-31-2019 08:00 PM

Quote:

Originally Posted by raknefne (Post 718796)
good point, target is one of the good tactics used. it is current very cheap to learn, could make it more expensive in crystals and mana, now it cost 5000 gold (3000 vanilla). Crystal 4-8-13, mana 4-8-13. Same as vanilla.

Could be gold 12k, crystal 6-12-18, mana 5,10,15

Gold and crystals ok, mana 5, 10,... 18?

Ideally, this spell should only make a target more appealing (ie: increase its aggro), not completely force all the units under control of the AI to attack it.

raknefne 04-01-2019 04:08 AM

2 Attachment(s)
I have changed Target to 4-10-16 mana.

Another option, but think it would be too much here, is to add "rare=1" to a spell, which means that it wont be found so often. Most of the Legend spirit spells in vanilla were all with "rare=1" and were not found so often. I guess target or the copy spell in distortion (forgot name) is the best spells for a warrior/paladin along with stoneskin. When I played mage recently, the Chaos Dragon was extreme good, could take about any fight when it was maxed. I made it harder to learn and made it 8% weaker, more expensive. Alternatively for target it could be rare, but with 100% chance to buy it for instance in Upper Trent in the Dragon building. But I'd rather leave it for random.

Another question, in Legend the Paladin started with the Resurrecton scroll, in Trent he could start with the Life Light scroll ??? It is stronger than vanilla and would make sense. But too much? I have already made Paladin more "holy" with giving it Holy Anger from start instead of Scouting, and Life Light scroll would make it even more "holy" as paladin is. He could start with less gold instead. Normally each hero start off with 2500 gold.


Made some text changes to an existing item, sirlancelot:

Attachment 15668Attachment 15669

Sirlancelot 04-01-2019 02:10 PM

Quote:

Originally Posted by raknefne (Post 718801)
I have changed Target to 4-10-16 mana.

Another option, but think it would be too much here, is to add "rare=1" to a spell, which means that it wont be found so often. Most of the Legend spirit spells in vanilla were all with "rare=1" and were not found so often. I guess target or the copy spell in distortion (forgot name) is the best spells for a warrior/paladin along with stoneskin. When I played mage recently, the Chaos Dragon was extreme good, could take about any fight when it was maxed. I made it harder to learn and made it 8% weaker, more expensive. Alternatively for target it could be rare, but with 100% chance to buy it for instance in Upper Trent in the Dragon building. But I'd rather leave it for random.

You speak wisely. Target plus Stone skin and/or even Magic shield is one the best combinations out there. Specially if cast over Dragons, Paladins or the like.

But turn it into rare could be indeed too much. I'd rather leave it for random, too.

Let's try out that 4-10-16 mana for a while, and see how it goes.

Quote:

Another question, in Legend the Paladin started with the Resurrecton scroll, in Trent he could start with the Life Light scroll ??? It is stronger than vanilla and would make sense. But too much? I have already made Paladin more "holy" with giving it Holy Anger from start instead of Scouting, and Life Light scroll would make it even more "holy" as paladin is. He could start with less gold instead. Normally each hero start off with 2500 gold.
Can you remember me please the description and statistics of Life Light?

Quote:

Made some text changes to an existing item, sirlancelot:

Attachment 15668Attachment 15669
+30% to Wall Health should be enough, I think. Keep in mind you can focus on Wall development by skipping other upgrades on level up. Specially if you skip new abilities.

raknefne 04-01-2019 02:41 PM

In post #2 in this forum I have descriped all changes to creatures and spells, Life Light:

Life Light: Price 14k (was 50k). Mana 8-15-22 (was 10-20-30). Crystal 3-6-14 (was 4-8-16).
It was too expensive before compared for only use against the undead. It just fits to the paladin type a lot. The damage compared to mana is better now. It heals own unit except demons in a 7 cell area and damage the undead and they run away 1 tile. with zero intellect or other skills it does damage/healing, level 1-2-3: 150-300-440.
Did you ever use it? And for 50.000 gold... too expensive. You have to invest crystals... it heals, not resurrects btw. Perhaps it should be cheaper in case some think it is better to sell it for the money if they have it early on. 5000 gold for instance.

The shovel will be reduced, yes, it was 50% in vanilla and +1 Attack, but I have added up to 15% wall health you get from the Guardian Medal, so yes, 30% wall health would be fine. Then perhaps remove the -1 attack penalty.
Maybe you don't wanna put your name on an overpowered item? hehe

Sirlancelot 04-01-2019 03:45 PM

Quote:

Originally Posted by raknefne (Post 718806)
In post #2 in this forum I have descriped all changes to creatures and spells, Life Light:

Life Light: Price 14k (was 50k). Mana 8-15-22 (was 10-20-30). Crystal 3-6-14 (was 4-8-16).
It was too expensive before compared for only use against demons and undead. It just fits to the paladin type a lot. The damage compared to mana is worth it now. It heals own unit in a 7 cell area and damage the evils and they run away 1 tile. Did you ever use it? And for 50.000 gold... too expensive. You have to invest crystals... it heals, not resurrects btw. Perhaps it should be cheaper in case some think it is better to sell it for the money if they have it early on. 5000 gold for instance.

The shovel could be reduced, yes, it was 50% in vanilla and +1 Attack, but I have added up to 15% wall health you get from the Guardian Medal, so yes, 30% wall health would be fine. Then perhaps remove the -1 attack penalty.
Maybe you don't wanna put your name on an overpowered item? hehe

You're right. I never used such spell. But why not? If its not overpowered can be a good way to force players to test it now. :twisted:

"This is an overpowered shovel made by Sirlancelot" Hahahah :mrgreen:

Yep, better that way.

raknefne 04-01-2019 09:10 PM

I also made ice snake with same damage as fireball and the mage start with it. Before ice snake cost 50% more maxed compared to fireball regarding to damage. Again, ghoulking s guide was very helpful since some spells I never used like life light, ice snake, poison spit, grots armor, orb etc.
With stone skin I made it 4-6-8 Mana and 2-3-4 duration. Dont know with peacefulness w 60% maxed if u find item with 10% extra strength on it. I guess it is rare u find it and I never used peacefulness before...

Uploading Tuesday v1.42 with about 8-10 new items most as sets.

Have u experienced a crash at church in jerneland? Mine is crashing 1/3 of the time the first time. Hm. Doing last test tomorrow. I will have to start a new paladin... The mage I played recently had a way too easy time with chaos dragon. It is soooo strong at level 3 even though I reduced its stats by about 5%. Well now player has to save 30.000 unless they find it for free.

Also the starting area can give elfs 1-2 (3). And even rarely undead or demons. More difficult getting level 4s else it will be fewer.

Poison spit can poison up to 6 rounds when maxed etc

How far are u sirlancelot in Trent?

Sirlancelot 04-01-2019 09:47 PM

Quote:

Originally Posted by raknefne (Post 718809)
Have u experienced a crash at church in jerneland? Mine is crashing 1/3 of the time the first time. Hm. Doing last test tomorrow. I will have to start a new paladin... The mage I played recently had a way too easy time with chaos dragon. It is soooo strong at level 3 even though I reduced its stats by about 5%. Well now player has to save 30.000 unless they find it for free.

Also the starting area can give elfs 1-2 (3). And even rarely undead or demons. More difficult getting level 4s else it will be fewer.

Poison spit can poison up to 6 rounds when maxed etc

How far are u sirlancelot in Trent?

Yes, it crashed one or two times. Also crashed after some battles at the snowy area. That was all, fortunately.

Lower Trent. I'll be going across the Trent dungeon in no time.

raknefne 04-01-2019 11:37 PM

Uploading Trent version 1.42 now:


- It is more random if and when you find all 5 teeth for the combined artifact. There's a big chance, but can also be at different locations.
- A little less chests in arenas in Lower Trent (a lot in Trent arena in lower Trent because you cannot dig in the open map in that area).
- Paladin start off with a little less gold, but a scroll of Life Light which is improved btw.
- Mage start off with (improved) Ice Snake spell instead of Fireball. A more elfish start army.

Creatures:
- Faun: Crit 22% (was 15%), Price 70 (was 80 gold) else as vanilla. Changes didn't work properly in v1.41

Spells:
- Fire Arrow, Poison Scull same dmg as vanilla now (lowered).
- Target: 4-10-16 Mana (was 4-8-13), Crystal 6-10-18 (was 4-8-15). Gold 12k (was 3k or so).
- Ice snake: Improved; 10-15-20 Mana (was 10-20-30). Now it does same damage as Fireball and cost the same (except the amount of burn/freeze afterwards).
- LIfe Light: 10-15-20 Mana (was 10-20-30 vanilla). Damage grows 5% less for level 2 and 3 than vanilla.
- Poison Spit poison chance reduced a little, but stronger than vanilla.

New items:
- Recycle set (Rusty Knife + Rusty Shield): +200 Leadership,+50% Health to level 1-2 orcs and lizardmen, Enhances the Dragon's ability 'Stone Wall': +15% Health
- Rusty Knife, new item: +1 Attack, +50% Health to level 1-2 orcs and lizardmen
- Rusty Buckler, new item: +2 Rage, +2 Attack and Defense to orcs and lizardmen
- Lizzy's Shield: +2 Defense, +10 Physical Resistance of Gobot, Adult Gobot and Gorguls. You can rip/extract a random amount of gold 2000-9000. Cost 12000
- Raknefne's Armor: +5% Health of allied troops, +5% gold after battle, +8% on attacking spells, costs 100.000 (level 5), explore the hidden pocket in the armor and get 50.000 gold.
- Anger Amulet: +15% Damage all orcs, +4 Rage
- Pain Boots: +5% Crit, 30% on the spell 'Pain Mirror', gives same scrolls.
- Anger Set (Pain Boot + Anger Amulet): +4 Rage, +4 Attack all orcs, 50% slower drain of Rage in battle.
- Demon Set (only 2 items now, was 4, the other 2 is part of new set Fury): -3 Defense, +6 Attack, +10 Rage, +6% chance of Critical Hit, +30% burn on the Pet ability 'Lava'
- Fury Set: -3 Defense, +6 Attack, +10 Rage, +6% chance of Critical Hit, +300 Damage on the Pet ability 'Lava'
- Witch Amulet: +1 Intellect, +10% on the spells Peacefulness, Pain Mirror, Call of Nature and Demonologist.
- Witch Dress: +8 Mana, +10% Magic Resistance
- Witch Set (new): amulet + dress: +10% Magic Resistance, +2 Mana per turn in battle,

Sirlancelot 04-01-2019 11:43 PM

Trying out Target with 18 mana cost at third level... With 16 there's not much of a difference. I could use it all the time.

raknefne 04-02-2019 12:13 AM

Ok... I'd rather leave it for now in my version... but thx for testing.

Grrr, the church crashes again, tried 5 times with no problems, nothing looks wrong in editor. I remember 2 players mentioned before, and we thought it was how creatures were randomized, but it must be something else. It doesnt make sense in the editor... strange... must be some new sick KB spell 1C has casted on my, MYYYYYYY TRENT... hehe.

I try something else today.... So maybe I can fix.

. I found 3 scrolls of stone rain early . Overpowered early. They hit all enemy with 150-250 damage each.... I will change it...

raknefne 04-02-2019 10:47 PM

I managed to fix the church crash bug in Jerneland: now (in next v1.43) the church works like a castle where you can store troops and sell spells. Well I tried 5-6 times with no problems.

There's only 1-2 sets left with more than 2 items in it! So it should be easier to find, although Trent is shorter than vanilla. For instance, the

Winter Set: Only Ice Scates + Warm Mittens; bonus +1 repulsion distance for 'Crushing Blow', +10% Damage on Lightning / IceSnake / Geyser spells. It was -1 Speed to enemy before.

Sirlancelot 04-03-2019 12:03 AM

Still cakewalk. Let's see with 20 mana cost...

raknefne 04-03-2019 07:30 AM

But even with 20 it will be easy for u since it is only 1 or twice u use it in a fight. Perhaps if it only works on level 1-2, 1-3, 1-3 and not level 4s and cost 4-9-14 mana is better

Or level 1, 2, 3.

Sirlancelot 04-03-2019 09:08 AM

I'm trying with 40 mana cost (this spell ruins/makes irrelevant an entire party of enemies, whereas Sheep or the like, only crumbles one unit) If it still feels OP I'll do what you suggest.

This spell, Phantom and maybe one or two spells more are the most in need of some lua magic. Too bad Matt is not around.

raknefne 04-03-2019 10:51 AM

I made Phantom a little more expensive too in Trent. Phantom: 20-25-30 Mana (was 15-20-25 vanilla and 16-22-28 in earlier Trents).

Target could be 5-15-30 Mana for up to level 4 enemies...?

Sirlancelot 04-03-2019 07:02 PM

Quote:

Originally Posted by raknefne (Post 718827)
I made Phantom a little more expensive too in Trent. Phantom: 20-25-30 Mana (was 15-20-25 vanilla and 16-22-28 in earlier Trents).

Target could be 5-15-30 Mana for up to level 4 enemies...?

Let me test it a little more.

raknefne 04-03-2019 09:58 PM

Im playing v1.43 Paladin. It's actually quite funny with the new sets and in general that you only need 2 items for a set... haven't found a complete, just level 5, but it gives a kick, knowing there's actual a chance to complete it.

Let me know about target, uploading v1.43 in 1-2 days, but not before your target-test.

What skills do you focus on early as a paladin? And what later? Do you develop Resurrection? I'm kind of newbie in Paladin, most times I play Mage. Until now I develop Learning, Trophy, well I never developed Trophy other than level 1 in vanilla.

Sirlancelot 04-03-2019 11:34 PM

Quote:

Originally Posted by raknefne (Post 718829)
Im playing v1.43 Paladin. It's actually quite funny with the new sets and in general that you only need 2 items for a set... haven't found a complete, just level 5, but it gives a kick, knowing there's actual a chance to complete it.

Let me know about target, uploading v1.43 in 1-2 days, but not before your target-test.

What skills do you focus on early as a paladin? And what later? Do you develop Resurrection? I'm kind of newbie in Paladin, most times I play Mage. Until now I develop Learning, Trophy, well I never developed Trophy other than level 1 in vanilla.

30 mana cost for Target seems ok. At least with my current mana supply which is 51-58 (depending of the items equipped) Now I really need to think twice before casting it.

Also have increased the initiative penalty of Stone Skin to -2, and boosted a little the defense bonuses of Magic Spring: 7, 12, 18. This way SS is not always the preferable choice and both MS and Battle Cry seem a bit more interesting.

I have developed exactly the same skills than you, hahhah xD Trophy is quite tempting due to its cheaper cost, and Learning is also appealing if you can combine it with an item like Hand of Necropolis (+10% extra experience gained in battle), which I found and bought.

Also developed Diplomacy and Adrenaline to their first level.

I don't know what to do next in the paladin skill tree; Resurrection would be an ideal, obvious choice with a creature like Griffin, but I haven't found many of them yet. On the other side, Voice of the Dragon would improve my Royal and ordinary snakes besides my dragons. Hmm.

Sirlancelot 04-04-2019 12:49 AM

https://i.imgur.com/kYFKzCR.jpg

https://i.imgur.com/KEBHYjb.jpg

raknefne 04-04-2019 12:50 PM

I can see u have some heads from fromlen u haven't turned in to the skeleton without head quest for a reward...

Seems Dudu Boy levels as u...

Sirlancelot 04-04-2019 07:19 PM

Quote:

Originally Posted by raknefne (Post 718851)
I can see u have some heads from fromlen u haven't turned in to the skeleton without head quest for a reward...

Seems Dudu Boy levels as u...

Yep, I didn't find the skeleton head yet. Maybe because didn't fight with the Superfly yet or simply due to bad luck. In last playthrough, I found the skeleton head easily.

I reached Learning level three and found and bought the Hand of Necropolis just one or two levels ago, whereas developed Pet training level one near the beginning.

Sirlancelot 04-05-2019 10:04 PM

Did you see my message before the screenshots?

I still have my doubts about Target (perhaps the best nerf is what you proposed -> affect only level 1-3 enemies), but I'm pretty satisfied with the initiative increased penalty to Stone Skin and the improve to Magic Spring.

By the way, the boost to the bonus defense of Magic Spring benefits low level units the most.

raknefne 04-06-2019 03:38 PM

Yes I saw posts before screenshots. Magic spring is improved as u suggested.

Stone skin ok -2 ini. Duration 2-3-4. Mana 3-5-7 and not 4-6-8...(?).

Target could be level 1, 1-2, 1-3. Still duration 1-2-3. Mana? 4-8-15?? Or 5-10-15? Hm.. was 4-8-13 in vanilla I think.

I noticed u kept the dragon pet name, Dudu Boy... Hehe

Foremen: The AI couldnt cast 'Recruit Miner', now fixed for v1.43, thx to Terroin. It was in the arena.lua file, had to add that summon with this name has high priority.
They are probably not so fun to fight... hehe. Still, I played with them, they are not overpow, only summons 25% of leadership Miners.

In my current game in v1.43 I have a chance for a full set after finishing jerneland. Set bonus gives 15% physical resistance to swordsmen and guardsman... Don't have money to buy and haven't found enough creatures worth it yet but fun to have the chance

Sirlancelot 04-07-2019 03:07 AM

Quote:

Originally Posted by raknefne (Post 718912)
Yes I saw posts before screenshots. Magic spring is improved as u suggested.

Stone skin ok -2 ini. Duration 2-3-4. Mana 3-5-7 and not 4-6-8...(?).

Target could be level 1, 1-2, 1-3. Still duration 1-2-3. Mana? 4-8-15?? Or 5-10-15? Hm.. was 4-8-13 in vanilla I think.

I noticed u kept the dragon pet name, Dudu Boy... Hehe

Foremen: The AI couldnt cast 'Recruit Miner', now fixed for v1.43, thx to Terroin. It was in the arena.lua file, had to add that summon with this name has high priority.
They are probably not so fun to fight... hehe. Still, I played with them, they are not overpow, only summons 25% of leadership Miners.

In my current game in v1.43 I have a chance for a full set after finishing jerneland. Set bonus gives 15% physical resistance to swordsmen and guardsman... Don't have money to buy and haven't found enough creatures worth it yet but fun to have the chance

Stone Skin: Fine

Target: 4-8-15 sounds good. The important level, mana cost related, is the third. There something between 15 and 25 should be ok. For a reference, Sheep level 2 cost 30 mana, and only disable one creature. Hence something in the interval of 20-25 should fit probably better.

Perhaps Terroin could help you also with the AI of enemy Heroes? So they would be able to cast more spells both in number and in diversity. Even spells like Invisibility, Target, and so on. That would be amazing.

Yeah, Dudu boy is quite charming.

raknefne 04-07-2019 07:45 AM

Target will be 4-8-20 then. We can always adjust.

Terroin does not have time. He is working on another Crossworld project with 10 races, 3 different units for each level 1-4 plus 1 level 5 == 13 in each race... Each of the 10 medals has to do with one of the 10 races (kills)... no promises of release...

raknefne 04-07-2019 09:57 AM

Trent version 1.43 uploaded.


- Jerneland: Church bug crash repaired fully. Church is also a castle where you can store troops now but u need to talk to the priest inside the church to get his quest (you it automatically before).
- Small adjustments

Creatures, bug fixes:
- Faun: the 'sleep' didnt work, now does. Also fixed text error for 'Fatigue'.
- Foremen: Enemy can also use 'Recruit Miner'.

Spells:
- Stone Rain: Was OP in v1.41, well it was intended, but not that player could find it early. Now 10-20-30 Mana and same damage as vanilla (cheaper than vanilla to cast), and can now be learnt (costed 1000 crystals in 1.41).
- Life Light: Same damage as vanilla, just cheaper in mana and a little more damage/healing at level 2-3.
- Phantom: 20-25-30 Mana (was 15-20-25 vanilla).
- Target: Level up to level 1-2-3 (was 2-3-4). Mana 4-8-20 (was 4-8-13).
- Magic Spring: Gives a little more defense: 7-12-18 (was 5-10-15) makes it stronger for lower level unit.

Item:
- Winter Set: Only Ice Scates + Warm Mittens only; bonus +1 repulsion distance for 'Crushing Blow', +10% Damage on Lightning / IceSnake / Geyser spells.
- Inquisitor Set (blade + amulet only): +1 Morale to Humans and Elves, plus 10 additional scroll slots in the Spell Book
- Different price adjustments.
- Iron Cross can no longer be talked to (text bug). And other small adjustments.


Not sure if you can play existing games, if you try it, use your old files from directory 'locations'.

raknefne 04-08-2019 12:38 PM

During the many updates, I think it can only be minor regarding balance in the future... I won't add more maps etc., but let me know about shops and creatures for hire, that should maybe be adjusted, although I have already added more creatures in my many updates. Sirlancelot, your inputs on especially spells have been very helpful!

Sirlancelot 04-08-2019 07:55 PM

Quote:

Originally Posted by raknefne (Post 718940)
During the many updates, I think it can only be minor regarding balance in the future... I won't add more maps etc., but let me know about shops and creatures for hire, that should maybe be adjusted, although I have already added more creatures in my many updates. Sirlancelot, your inputs on especially spells have been very helpful!

Hmm, now that you mention it, the creatures for hire in Sprudne Islands castle seem very fixed. I can be mistaken but the two or three times I checked it had ordinary Goblins, Orc Shamans and Royal Thorns, among other units. Other possibilites could be Goblins Shamans, Blood Shamans, Furious Goblins...

Perhaps would be interesting to raise a bit Fauns hit points. They die very easily. I'm always tempted to enroll them but finally discard them for some reason.

My pleasure. :)

raknefne 04-08-2019 08:13 PM

Fauns: Well it is level 2... I increased the crit and reduced price...

Sprudne castle: There are ALWAYS orc race from start, it is random which level 2-4, completely, but ALWAYS orc, could be random if another race should appear? I guess most use Shaman as number one from orc race, sometimes orchunter I guess. I added items/sets that supports orcs and lizards, since there's less items that do that compared for dwarves and humans.
After quests are done in sprudne, more random troops appear in all places, and not always orcs in the castle.

Sirlancelot 04-09-2019 02:17 AM

Quote:

Originally Posted by raknefne (Post 718947)
Fauns: Well it is level 2... I increased the crit and reduced price...

Sprudne castle: There are ALWAYS orc race from start, it is random which level 2-4, completely, but ALWAYS orc, could be random if another race should appear? I guess most use Shaman as number one from orc race, sometimes orchunter I guess. I added items/sets that supports orcs and lizards, since there's less items that do that compared for dwarves and humans.
After quests are done in sprudne, more random troops appear in all places, and not always orcs in the castle.

Hmm, better in my opinion to actually increase their price, leave the critical chance unaltered and raise their hit points instead.

I actually like to use some level 2 creatures from the beggining to the end or near the end. I did it with Bowmen in Crossworlds vanilla campaign (I had tons of items to improve them), and I'm doing the same in Trent with either Snakes (I have two items that boost snakes), Priests (I'm a paladin) or Fire Spiders (fire attack and a high critical chance)

By the way, now that I read what I have written, perhaps would be a good idea to reduce Fire Spiders critical chance. -2% or -3%. They can be really lethal.

Some enslaved Demons or Dwarfs, perhaps? Not high level, but imps or the like.

raknefne 04-09-2019 04:59 AM

Ok to Faun/Firespider.

btw have you tried Grot's Armor? Not sure if it is too good, cost 8-12-16 mana and gives a health wall of 350-800-1800 Health. I use level 2 a lot, often casted on my shooters to protect them in certain fights, or my Knights if they are low in health and want to protect them in a tank situation. I also notice that Arcmages can break the whole grot armor even with 15 damage(!) I guess I can just write Arcmages can break it, no problemo. But could u test it when u find Grots armor?
I have reduced mana price and increased the health you get by 10-15% or so, perhaps mana should be higher?

Sirlancelot 04-09-2019 01:03 PM

Quote:

Originally Posted by raknefne (Post 718953)
Ok to Faun/Firespider.

btw have you tried Grot's Armor? Not sure if it is too good, cost 8-12-16 mana and gives a health wall of 350-800-1800 Health. I use level 2 a lot, often casted on my shooters to protect them in certain fights, or my Knights if they are low in health and want to protect them in a tank situation. I also notice that Arcmages can break the whole grot armor even with 15 damage(!) I guess I can just write Arcmages can break it, no problemo. But could u test it when u find Grots armor?
I have reduced mana price and increased the health you get by 10-15% or so, perhaps mana should be higher?

Hmm, I didn't find Grot's Armor yet. My most recent catchs were Sacrifice, Phantom and Weakness.

By the way, I have ended my supply of Inquisitors, will I have to use Rune Magues? Will see. :D

raknefne 04-09-2019 04:02 PM

I found my first full set ever in KingsBounty... my own Recycle Set, as level 8. Two items. 200 leadership, 15% Wall Health, + a little other stat cant remember.

Never used Glot's Armor before... only in The Legend as spirit. Actually fun to use.

I've increased the Faun's health from 23 to 35. Perhaps more?

Sirlancelot 04-09-2019 10:04 PM

Quote:

Originally Posted by raknefne (Post 718960)
I've increased the Faun's health from 23 to 35. Perhaps more?

This should be quite noticeable. Let's see how it goes.

raknefne 04-10-2019 08:11 AM

I dont think Glot's Armor is OP compared to mana and the health it gives afterall. I noticed that just 1 archmage can break the armor with just 1 hit regardless of damage. Else I use it situationable. Health is 300-800-1700.

I have 28 Griffen eggs and can buy Royal griffens so I might develope Ressurection skill afterall. I have diplomacy level 2 for defense for my low levels from pet Mystic Egg or Call of Nature (level 2). It is fun w diplomacy, never used it before, looking for troops that I can make join... the only thing about Ressurection, you need it maxed before it is of any value. I do think Mage is stronger than Paladin, that's one of the reasons I improved the Paladin skill tree some updates back.

BTW, you can use the spell changes in Trent for vanilla games too, just copy and overwrite spells.txt, and perhaps spells_spirit.txt to orcs.kfs. The same with new items, but you need text files too, let me know if you need I can post a guide or something.

Sirlancelot 04-11-2019 01:27 AM

Quote:

BTW, you can use the spell changes in Trent for vanilla games too, just copy and overwrite spells.txt, and perhaps spells_spirit.txt to orcs.kfs. The same with new items, but you need text files too, let me know if you need I can post a guide or something.
Very interesting indeed! Although I think after Trent my next stop will be WotN with either Hellfire or Bonfire, the mod you suggest.

raknefne 04-11-2019 10:17 AM

new set
 
2 Attachment(s)
New set from existing items, Treasure chest more expensive but bigger bonus:


Attachment 15676Attachment 15677

Sirlancelot 04-11-2019 11:50 AM

Heheheh, people are gonna think I'm a greedy bastard.

By the way, it's good to know that Brianna Banks is on our side! :lol:

Sirlancelot 04-11-2019 01:49 PM

Lake fairies should travel frequently along with arquers. That way they can make use of their talent.

I say this because I have seen them often accompanied by any other kind of units but arquers.

raknefne 04-12-2019 03:46 AM

In later version elf shooter level two can be bought in starting area jerneland. or there is a chance.

Sirlancelot 04-12-2019 06:48 AM

Quote:

Originally Posted by raknefne (Post 719011)
In later version elf shooter level two can be bought in starting area jerneland. or there is a chance.

Well, I was actually referring to them as enemies. It seems logical that Lake fairies would patrol with archers. At least sometimes.

I know they can be bought together at some places, if you're a bit lucky. I'm fine with that.

Sirlancelot 04-12-2019 01:28 PM

Quote:

Originally Posted by raknefne (Post 718970)
I have 28 Griffen eggs and can buy Royal griffens so I might develope Ressurection skill afterall.

Other good options are creatures that cannot be resurrected on ordinary ways, like Black Dragons or Cyclops. But Griffins or Demons are perfect because of their "Furious" characteristic (ie they reply to any attack)

raknefne 04-12-2019 06:46 PM

v1.44
 
2 Attachment(s)
Quote:

Originally Posted by Sirlancelot (Post 719012)
Well, I was actually referring to them as enemies. It seems logical that Lake fairies would patrol with archers. At least sometimes.

I know they can be bought together at some places, if you're a bit lucky. I'm fine with that.

Good point.


Btw, in a 'certain' mood tonight, made this new set, no stats on each other than the hat that actually gives more gold than it costs... and can be used just to get crystals:

Attachment 15678Attachment 15679




Trent version 1.44

- Skills maxed: Learning -2 Mind Runes, Absolute Balance +3 Mind Runes, Dragon Voice -1 Mind Runes.
- 65% chance to find joining troops - especially Imps (can be other low levels) will join in the cave in Sprudne map.
- A few more items and different troops for hire in Lower Trent and Hopland.
- A little more gold for Normal/Hard difficulties.

Items:
- Minor adjustments to price etc.
- New set, Sirlancelot Set: Shovel + Treasure Chest, gives 15% extra gold after combat.
- Treasure Chest: 21k (was 10k), now gives 11k (was 1k). Gives 5% extra gold after combat (was 3%).
- Valor set: Gave 15% phys res to Guardmen/Footmen, now 20%, now more interesting as tank compared to Knight / Paladin etc
- New set, Hula Hula Set (Fjong-Fjong Hat + Klonk-Klonk Shoes): +5 Rage, +5 Attack to level 1-3 units, 50% slower loss of Rage after battle, +50% Mana restoration
- Fjong-Fjong Hat + Klonk-Klonk Shoes: part of set, has no stats!, cheap.

Spells:
- Target: Mana 4-10-20
- Poison Spit: Mana 6-8-10 (was 10-10-10).

Creatures:
- Fire spider: Crit chance reduced to 18% (was 20%)
- Faun: Same as vanilla now, but health increased to 35 (was 23).
- Inkvisitor: Slower reload on Holy Rage.

raknefne 04-13-2019 02:44 AM

To sirlancelot:

Hm, wonder if Warrior hero is actually more difficult to play in Trent, since there're relative more bosses and Heroic Battles (with no rage use) than vanilla - I mean compared to the length of the game.. just thinking if something need to be added the Warrior skill tree compared to vanilla...

And how is difficulty in trent later in game? U said Trent Dungeon was a cruise with Target spell...

What do u focus on skill wise when playing a warrior? Fast pet development?? What is most important in the bottom of might tree? The skill that gives 40% rage minimum always

Sirlancelot 04-13-2019 10:00 AM

Quote:

Originally Posted by raknefne (Post 719026)
To sirlancelot:

Hm, wonder if Warrior hero is actually more difficult to play in Trent, since there're relative more bosses and Heroic Battles (with no rage use) than vanilla - I mean compared to the length of the game.. just thinking if something need to be added the Warrior skill tree compared to vanilla...

And how is difficulty in trent later in game? U said Trent Dungeon was a cruise with Target spell...

What do u focus on skill wise when playing a warrior? Fast pet development?? What is most important in the bottom of might tree? The skill that gives 40% rage minimum always

Hmm, I don't know, would have to try Warrior out to know for certain. My impression is though it should be able to go through without too much hassle, because the lack of mana and intellect is compensated with the highest leadership, attack and retaliation power. Besides, remember we improved Frenzy skill. And most important, Heroic challenges are not mandatory and you can face them whenever you want. You can wait till you feel ready and in the mood for that kind of fighting.

Nonetheless, if you're still a bit worried about their competence for such battles, you could give them an scroll (or the spell) Calm Rage for free.

Trent Dungeon was much easier this time (with my paladin), since I had the old version of Target and didn't encounter Archdemons. Without old Target things could have been quite different, mostly because of Demonesses and other deadly level 4 creatures. However, with the aid of the level 5 creature you can liberate from Bill the Legend, Magic Shackles, Slow and other crowd control Distortion (which is the easier school to max out for non mages, by the way) spells, the dungeon should be feasible for everyone. Specially taking into account that you can ignore most of it and going straighly to the exit to Upper Trent guarded by the last troop... Whre then you can resupply and level up several times before returning.

You can for example either focus on pet and rage/adrenaline development or max out attacking skills, Quick Draw, Frenzy and Tactics. Or persue defensive skills, Quickdraw and again, Tactics.

Yes, Anger and Bloodlust are brutal. In fact... Awaken Dragon (the distortion spell) can be crazy OP if combined with a full developed Ball of Lightning, since you can have several Balls working together at the same time, and in the mid/later phases of the vanilla game (around level 26), they can do up to 55% damage percent, which is rather insane.

https://www.vigaroe.com/2018/05/armo...-analysis.html

raknefne 04-13-2019 12:55 PM

Ok I won't touch warrior yet. I'm not a warrior player... Yet.

From the link u gave, seems following changes will help: I will reduce mystic eggs rest from 2 to 1.

Sirlancelot 04-14-2019 06:03 AM

Hey there,

I wonder how would you prefer to develop my paladin next:

Go for Summoning to use Phoenix and Phantom, or purchase Destruction alike skills, ie: Chaos Magic level 3 and Destruction.

What you prefer for testing purposes?

https://i.imgur.com/lwF2x7y.jpg

Axeslammer 04-14-2019 09:25 AM

I finally installed this campaign (giving up my current Armoured Princess run).

To my disappointment I get an immediate crash if I try to play as (my favourite) Mage :(

Paladin appears to work, so I'll try that.


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