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help, hopefully
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Have you been modding in the original game? because my mod loads this first, then overwrite with Trent. If this is the case, then reinstall the original game. BTW this is a mod based on ORCS ON THE MARSH, if you dont have this installation, you will have problems since the mod overwrites these files but also need the ones I havent touched... hope it helps |
To Sirlancelot:
Play as you normal would, I think using chaos damaging spells would surprise me if a paladin can get so much use of that. It's up to u. It would be more important for a Mage to test damaging spells. BTW, I'm changing the medals a bit for v1.45 - Iron Knight (warrior): The spells needed are now: 'Haste', 'Precision', 'Battle Cry' and 'Awaken Dragon' - Holy Knight (Paladin): The spells needed are now: 'Healing', 'Peacefulness', 'Bless' and 'Holy Light'. - larger amount of spells needed for each hero class for medal leveling. - Grand Strategy: Now no longer measures 'no loss', instead numbers of enemy pirates slain. This is to help player use other strategies than always using strong units for 'no loss'. It also fit the story. Holy Knight idea: I might change bonus to 10-20-30% Damage for the 3 holy warriors but add 2-4-5 Mana and Rage. Warrior and Mage get a bonus they always can use (rage/Mana) but not the Paladin. He might not have the boosted troops. |
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Hmm, I prefer the damage bonus rather than a bit more rage/mana. You can access to plenty of mana & rage by getting the appropiate skills, specially Absolute Balance. Thinking about improvements, maybe Glory last tier could give a larger amount of leadership. I use to ignore this skill in vanilla, because the runes it cost are more much valuable than the leadership increments, specially at later stages of the game. +700 leadership is not big deal at that point. |
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I have changed the Paladin skill 'Glory' to Leadership 100-450-900 (was 100-350-700). Mind Runes 5-7-9 ( was 6-7-8 ). Is it enough, would u sometimes develop it?
Wonder about the Mage medal 'Fire Mage' if it is ok with Fire Arrow, Shroud, Hell Fire and Fireball. $?!? Could be other name than FireMage, 'Magician', with more used spells like Fire Arrow, Poison Scull, Ice Snake, call of nature and Slow (mage has 3 of the spells from start). I noticed I often cast FireArrow just for the medal and nothing else, with the Slow, Poison Scull included I will probably less think of medalling and just play (I hope). It is also possible to make Ice Snake and Call of Nature count as double. That can be done with other expensive spells too: Life light, Divine armor, awake dragon... Any comments on Warrior and Paladin spells to use for the medals (Iron Knight / Holy Knight)? I'll leave the paladin bonus for Holy Knight as it is for now. With the new changes, all hero classes can start working on medals from the start. The Warrior had to develop Distortion fast to start working on medals, and often it was spells you didnt need, just for the medals, like Berserker etc. - it is sort of lame or zombie-like casting spells just for medals and nothing else... |
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But yes, the selection of spells you mention are more reasonable. Glory tier three granting 900 leadership is more appealing, yes. Although I would raise that quantity a bit more, up to 1000. As a level 21 paladin now I'm getting around 325-350 points of leadership per level already, and the rune cost for Glory level three is 21 mind runes. |
Trent version 1.5:
================= - Different small adjustments - Pet dragon's Mystic Egg only has 1 rest now. - Pet dragon's Lava only has 1 rest now, but same startprice as vanilla, 35 Rage, it was lowered in earlier Trents, but instead with no rest. - Paladin skill 'Glory': Leadership 150-450-950 (was 100-350-700). Mind Runes 5-7-9 ( was 6-7-8 ). Medals - u can see pictures of some of the changes in Post no. #2: - 'Magician' (former 'Fire Mage' for the Mage): New spells for the medal; 'Flaming Arrow', 'Poison Skull', 'Call of Nature', 'Ice Snake' and 'Slow'. - 'Iron Knight' (warrior): The spells needed are now: 'Haste', 'Precision', 'Battle Cry' and 'Awaken Dragon'. - 'Holy Knight' (Paladin): The spells needed are now: 'Healing', 'Peacefulness', 'Bless' and 'Holy Light'. - A larger amount of spells needed for each hero class for medal leveling. - 'Grand Strategy', now called 'Pirate Slayer': No longer measures 'no loss', instead numbers of enemy pirates slain. Gives Leadership 100-250-500. This is to help player use other strategies than always using strong units for 'no loss'. - 'Treasure Searcher': 3-6-9% experience (was 3-5-7 but more chests to find for reward than earlier Trent). Items: - Farmer Set bug fixed: Didnt give +1 Mana per round, fixed. Spells: - Poison spit: Same damage as vanilla, but poison chance higher and duration 4,5,6. Mana 6-8-10. - Stone Rain: Area 3-7-19. Mana 10-22-35 (was 30-35-45 vanilla) |
I had some fun with v1.5, was losing part of a stack, useally I'd start thinking of reloading or accepting the loss... then I realized it doesn't matter so much any more... with the Grand Strategian transformed into Pirate Slayer. Time will show about if we need to adjust Pirate Slayer, it is 75-250-600 pirates to slay for the medal. Ofc higher difficulties will spawn more troops, so it is easier to get the medal on higher difficulties.
I found the Fjong-Fjong hat for 10k, and extracted 19k from it, good deal... wonder if the set bonus is too strong or? ... I posted pics of the set a few posts back. The Hula-Hula Set... |
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I bought the hat in the church in Jerneland. The first thing I bought since I would get 19k from it. But dont have the set... it is completely different to play now, I'm using the free peasants from the miller in starting town, since casualties doesnt matter. Never used them before... just to save money...
V1.5 had a medal bug for Iron knight and holy knight. Get v1.51 fixed. |
RuneMagues:
This unit is, despite our efforts, still severely underpowered. You don't have time enough in Trent to hoard runes all the way down from the beggining to the end, hence their power is very diminished. I have made the following changes & tests locally in my game: Leadership -> 1500. Perhaps a bit too much, but it seems the only way to make them any useful at the dps department. It's the leadership cost that pay the wizards for them when they develop their Archmage skill. Leadership -> 1700. Seems more reasonable for paladins & warriors which have a higher leadership than wizards, probably the best general approach. However... could it be possible to give the Archmage skill to all classes? That way you (the player), would be the one to choose if develop this unit properly or not, depending on your taste and playstyle. Destruction talent reloading time: 2 (one les than vanilla, what we have now in current Trent version): The area damage compensates a bit for the poor damage. It can feel OP sometimes, though, because from time to time you can catch three or four units on its way, yet it's not that easy to move the runemage to the perfect position to do so, because this unit is not a dragon or the like (ie: it doesn't fly nor have a large speed) 3 (vanilla): You rely more on the 30% to apply the magical current effect associated to the mage, depending on your number of magic runes. I rather to choose what to do, so prefer the current reloading time (2) |
Runemage: Let me know what u find out with the tests. Lowering leadership sounds like an idea. The talent u get that lowering the leadership reg. for archmages etc. is now for mage, but can be made for all players. The 3 different talents u get in Sprudne at the monk - depending on your hero type, could be talents all hero types get??? It is possible, I just place them at empty places in the skill tree (different places depending on the hero).
- Alternatively I could have a look in the lua file for Runemage and c if I can increase the rune bonus u get per rune.... - or make them available early like in vanilla. - make hero leveling faster siince it is a short game. But takes a lot of adjustments for balance. - give more runes late game Poison Spit: Adjusted again, again; found out it ALWAYS poisons even at level 1, so in next version Mana is 8-9-10, same 3-4-5 duration and poison each turn as vanilla. Also changed the text. It is not that bad a spell afterall - read some guides that the chance to poison was low, so I adjusted the poison 10-30 to 17-30, but that is actually the damage it does each turn, and it always poisons. |
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I do have to give you a HUGE compliment though for an excellent campaign so far (Í'm halfway through the second Island) : I love it ! It's so much more dense, difficicult than the original...and I'm constantly in need of troops, that's a new thing for me too. I love the simple solutions/for timing on quests you've implemented, like gather 15 thornsprouts. Simple, efficient....and extremely elegant : me like :) |
I'm glad u enjoy it!!! About crash, could it be a antivirus program? Have u tried cleaning for malware etc? I have not heard of this crash before.
About. Runemage: I will add other skills so all can develop it. Could add 1-2 runemages to hire in castle lower TRENT? No leadership lowering? No other changes? I guess I Will keep skill price as vanilla, u need other runes like ur hero to develop it. U get them at the monk. Awake dragon: playing warrior now. It is a very strong spell. 13 Mana? Was 10. I can use it to level pet. Casting awake dragon then Mana Ball, repeat... |
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With the Archmage skill maxed out, Runemage leadership is reduced to 1500. That should be enough, I think. Remember we already set Destruction talent reloading time to 2 (one less than vanilla), and raised their attack +5. I'm using WoTN attack and defense as a reference, though. (+10 attack and +2 defense instead of +5 /+0 (Trent current version) and +0/+0 (Crossworlds vanilla) From Vigaroe: Quote:
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You have done a lot of research! ...
Ball of lightning: I have made changes; Fully upgraded it costs 5 Rage more, -5% stack reduce, -5% Shock Chance. It will end up doing 15-50% Damage on stacks. The helm that support this future is removed.. Btw I have reduced rest for Mystic Egg to 1. Works fine, only use it sometimes. Awake dragon: Changed to 12 Mana and Mana expend 40-25-10% - now it is 30-20-10%. Cost 10000 gold was 1600 in vanilla. Alternatively it could be a 'rare' spell, only rarely found. Runemages: I think that spending runes to lower leadership for them is costly compared to saving runes for bonus talent. I think we need to adjust their stats instead. 1800 leadership and 10.000 gold. ? New skills: it will take some testing to add new skills to monk in Sprudne. Instead I suggest, For paladin the skill could be where 'Hi mage/other mage skill is' and 'absolute rage' was but u need to develop all the way to it and u have the two from start. Same principle for other two heroes. Alchemist bug (still): I notice crashes when using the Alchemist unit. Not fixed yet afterall. I implemented the vanilla Alchemist, and it works just fine, so I just use vanilla bloke. New Medal 'Pirate Slayer': Works fine, I leveled it to max early in Sprudne, which is ok on Hard, it will be later on easy/normal. I get only 500 leadership afterall, but very helpful and necessary. Really a joy slaughtering pirates now, hehe... the other medals are at level 0-1, I'm level 8 warrior. Been having an easy time with Awaken Dragon in Jerneland, but it is a lot tougher now in Sprudne, losing troops more... np. |
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Ball of lightning: Fine. Let's see how it goes. It should be a bit less deadly now. Awake dragon: I'd make it "rare", then. I've beaten vanilla on Impossible with the Warrior without using Awake Dragon until the endgame. Runemages: You're probably right. 1800 leadership and 10.000 gold seem a good point to start from, then. New skills:: Hmm. It's a long way until the last skill. I would suggest 1700 leadership cost for runemages, then. Alchemist bug: I knew they were broken. Vanilla alchemists are not that bad, anyway, so no problem. |
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To Axeslammer: I too have had a few crashes with mage lately, never had before. When I start another hero class, no problemo, and if I try the mage later, no problemo,but sometimes it do crash, strange. It must be something relating with a late version, because it is a new phonemen.
To Sirlancelot: - The 3 skills normally learned at the monk in Sprudne (1 depending on the hero class normally). Now you get your hero class skill as usually, but u can buy the other 2 too, they cost 9 runes more than usual (3 of each) to max. a) 'Bounter-attack': The Paladin and Mage can learn this, is in the Might tree where Bloodlust was. You have to develop everything before. b) 'Barchmage': The Paladin and Warrior can learn this, is in the Mage tree where Highermagic was. You have to develop everything before. Only 15% (and not mage's 25%) more troops. c) 'Boly Armor': The Warrior and Mage can learn this, is in Mind tree where Ressurrection was. You have to develop everything before. I'm not sure any will have enough runes to develop it in Trent... but think it is too much if player can develop it without the prereq. The new skills, depending on your hero: Attachment 15690Attachment 15691Attachment 15692 The text error on last pic will be fixed. Not sure about rune price, but to be sure, I increased it by 3x3 of each rune when maxed (1 of each rune each level). Perhaps make a 60% chance to meet a guy in jerneland that can research the opportunity to use just one of these skills without a prerequisite? Maybe for a price. It should be able to be done even though the skills can be seen from the start. Or it could be the monk in Sprudne after u get your hero class skill ... Runemage will be 1800 leadership and 9k for now. Awaken Dragon will be rare. |
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The Poison Spit spell that were never used in vanilla - partly because the description was wrong so it sounded awful for 10 Mana (at all 3 levels). I fixed the text to what it actually does, quit good actually, since it poisons ALWAYS already from level 1. It is duration 3-4-5 and is still a distortion spell, costs 8-9-10 Mana:
Attachment 15693 It will get new name, 'Vomit'... Mage bug: I think I fixed it, seems the problems occur after I added the spell 'Ice Snake' to the spell book. It is now a scroll she has along with a Call of Nature scroll. So mage starts off with only 'Slow' and 'Flaming Arrow' learnt. To Sirlancelot: Let me hear about comments on the 3 new skills, then I'll upload v1.52. Alchemist are still improved with 4% extra crit and 100 gold cheaper Thinking of a new campaign... Inspired by a campaign I made for heroes 4 about crazy scientists. I will reuse some maps from Darkside, 10 races and many new creatures thx to Terroin. Also in Crossworld. Perhaps new pet system. Some skills and spells shall be researched. Let's see how it goes. |
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We'll see how it goes. |
The chance to research the new skills so they are without prereg. is not in this version, maybe later.
Trent version 1.52 - Mage hero bug crash fixed !! - Minor adjustments; text, prices for items, Pet Dragon etc. - Pet Dragon 'Lightning Ball': Fully upgraded it costs 5 Rage more, -5% stack reduce, -5% Shock Chance. The helm that support this future is removed. - Pet Dragon 'Dive': Only difference now from vanilla is higher damage at the highest levels. - The 3 skills normally learned at the monk in Sprudne (1 depending on the hero class normally). Now you get your hero class skill as usually, but u can buy the other 2 too, they cost 9 runes more than usual (3 of each) to max. a) 'Bounter-attack': The Paladin and Mage can learn this, is in the Might tree where Bloodlust was. You have to develop everything before. b) 'Barchmage': The Paladin and Warrior can learn this, is in the Mage tree where Highermagic was. You have to develop everything before. Only 15% (and not mage's 25%) more troops. c) 'Boly Armor': The Warrior and Mage can learn this, is in Mind tree where Ressurrection was. You have to develop everything before. I doubt though that player will have enough runes for the new skills... Creatures: - Runemage: Price 9k (was 15k). Leadership 1800 (was 2k). Attack 40 (was 35 in vanilla, 40 in later Trents, 45 in WotN). Reason for improving is lack of Runes in a short game for the bonus he gives from them. - Alchemist bug fixed (a lot of crashes with this unit on the field). Old vanilla guy used. 'Good-old-timer'. Spells: - Poisonous Spit: Adjusted again, again; new name 'Focused Vomit'. I found out it ALWAYS poisons even at level 1, so now Mana is 8-9-10, same 3-4-5 duration and poison each turn as vanilla. Also changed the text. - Awaken Dragon: Mana 12. Price 8k (was 1600 gold). Now rare to find. Medals: - Iron Knight: Berserker spell has been added. - Guardian Angel: Magic Shield from Archmages has been replaced with the spell Magic Spring. - Pirate Slayer: 100-400-1200 (raised to the double from v1.5). |
Let me know about difficulty later if it gets easier or tougher. I haven't heard any comments on that. If challenge is too high we can adjust so hero develop faster and get more runes, leadership etc
Also when someone tries v1.52 if the game crash at start as mage, should be fixed. Next v1.53: The guy I talked about giving option of no prerequisite to the two new skills is random if he is there and u need to kill the hero Orc guarding the Portal between lower Trent and upper Trent plus bring a certain high level unit. That's the plan. He will be in jerneland at a place u cannot c from start so u don't reload... |
I have stomachache and perhaps won't be able to play for some days. Don't worry, though, I'll comeback. ;)
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Pet choice for v1.53: Attachment 15694 Also a Pet Dragon development change (inspired by Sirlancelot's link about pet balance): - Much can be developed a few levels earlier due to a shorter game. - Lava: -5 Rage at start, still only 1 rest from earlier Trent version, now cheaper when leveling damage and pillars. - Frenzy: Cheaper. About 10% but also less damage at first - no rest on crushing blow late - Mana Accelerator: 1 extra level with 35 Mana late game. When leveling up AbilityPoints - only +1 Rage (was +3). U can start develop it 1 level earlier. - Mystic Egg: The fixed leadership like +400/+800 etc, cost much less rage than vanilla (for instance at +400 leadership it doesn't cost more rage!). Btw in vanilla it was 100-300-700-1300 leadership, it was raised in earlier trents, nobody put point in this before. It is more expensive for leveling the % factor and for level 2-5. Rest is only 1. - Stone Wall: Rest reduced to 1 (harder to find Awaken Dragon from v1.52, it is a so-called 'rare' spell). But +1 Rest from 1000 Health. I have speed tested all. Remember it is more difficult to find awake dragon. Warrior would be too crippled with too much rest. |
Are you going to release 1.53 soon? Shall I download version 1.52 or shall I wait?
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Else spells etc have been balanced and a lot of new items and sets have been added since u play tested it. Sets are mostly just two items.. |
Hi raknefne! Glad to see that your campaign is getting the attention it deserves, you were pessimistic earlier :) . Maybe I can try it again on impossible , when you are done with changes. Meanwhile I'm ready with the translation of my mod for Warriors of the North, but maybe I'll wait a bit for the people to enjoy your first :)
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Thx jorko80! Didn't u play Trent before? Can u recall the difficulty late compared to the start? Don't think of me just release, I'd be happy to play something myself after working w Trent for so long. I probably don't play to the end, I rarely do even in Trent.
About two new skills for 1.53, I will make them a refuced skill else it will be too unbalanced. Either choosecounter attack w just one level and one retal or archmage skill w 10% reduce leadership f magic units. U don't get the skill before midgame after a quest if u can fullfil it... Also their is a chance u don't get the quest at all. There will be no prereg to the skills |
If my last speed test on a new quest is fine when I test it Monday, v1.53 will be released during Monday. Had some problems with new skills from quest so it will be a little different...
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Trent version 1.53
- New quest in Jerneland for 5 Might, Mind or Magic Runes or if you are Paladin/Warrior, 1 new skill: Talk to the Dark Elf in a hut to the north-east in Jerneland. - Spell Evilbook: 15-20-25 Mana (was 15-20-30). Pet Dragon: - Much can be developed a few levels earlier due to a shorter game. - Lava: -5 Rage at start, still only 1 rest from earlier Trent version, now cheaper when leveling damage and pillars. - Frenzy: Cheaper. About 10% - Mana Accelerator: 1 extra level with 35 Mana late game. When leveling up AbilityPoints - only +1 Rage (was +3). - Mystic Egg: The fixed leadership like +400/+800 etc, cost much less rage than vanilla (for instance at +400 leadership it doesn't cost more rage!). Btw in vanilla it was 100-300-700-1300 leadership, it was raised in earlier trents. It is more expensive for leveling the % factor and for level 2-5. - Stone Wall: Rest reduced to 1 (harder to find Awaken Dragon from v1.52). But +1 Rest from 1000 Health. - Start choice: Has been changed, so read carefully when u choose at the pet trainer, O'gnark. a) +1 Initiative to Animals and Dragons, "Mystic Egg" b) +2 Attack, "Ball of Lightning" c) +2 Intellect, "Treasure Searcher" d) +2 Defense, "Stone Wall" e) +4 Rage, "Mana Accelerator" f) +5 Mana, "Ball of Lightning" g) +3% Crit, "Mana Accelerator" To players: Let me know about balance in the end, since much have been changed since the first tests! Worse case it is easier than intended. But increased a few crucial units last map. Also about the balance with leveling the Pet Dragon. |
I have completed the Ogre set. That means, +2500 leadership. Yes, I'm a lucky bastard. I think the game will be easier from now on.
I'm level 23. Still suffering pain due to the stomachache, though. I've not played much since the other day. |
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About the quest to obtain all the hero special skills "for free" (without having to reach their respective position in the skill trees), I would give the player only 25% or so to have access to it. 60% seems a bit too much. |
Spec skill: only skill to get is archmage skill level 1 w 10% less leadership req. U choose this or get 5 might, 5 mind or 5 magic runes. Not both. The mage can only choose the runes since he has the skill from Sprudne. Their is a 100% chance for the options in 1.53. the archmage skill cost 3-3-7 runes (0-1-6 normally). Alternatively this option for archmage skill could be only 50% of games. So Holy Armor and count attack cannot be learned by other than normal classes... It was bugged, didn't work in 1.52
Runemages: yes they can be strong w 10% that's 1620 leadership w archmage skill... Could be 45 attack as in wotn and 1900 leadership, 12000 gold... But let's w8 after tests. I have changed a lot lately.. To Sirlancelot: Bad when u are so sick u cannot play!!! ... grats on set, 2500 leadership is a big boost. Never finished a set before. In later Trents it is only 2 items for the ogre set but around 1k leadership or so, cant remember. Still let me know about difficulty in Hopland / Krasen. The final boss in Krasen especially. Shouldnt be a walkover... how much leadership do you have the the ogre set as level 23? I only finished Trent once, on Hard. |
So I downloaded and started playing 1.52 yesterday. Can I just download and overwrite the files, or would I need to start again from scratch for this build?
Having a lot of fun so far. :) Incidentally the Might power should be Counter-Strike not Bounter-Strike. Guess you accidentally renamed it. Cheers, Daniel. |
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No worries!
Playing Hard as a Paladin at the moment, finding it more challenging than usual, even the supposedly easy fights aren't that easy. It'll probably get easier once I gain a few levels and get Order and Chaos spells unlocked. (9 magic to unlock the additional scrolls pre requisite for Order magic seems harsh) That and find more units, I have a lot of leadership due to being a Paladin with two levels of extra leadership, but I'm struggling to find enough warriors that don't hate each other. I have several under sized stacks at the moment, due to deaths in most combats. Daniel. |
It is not more expensive to get magic in Trent than vanilla... I guess it is either elf - human - neutral units or human- orc - neutral units early...
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Wow, I'm absolutely *loving* this campaign so far: can't give enough compliments.
I'm around level 21 now, mopping up Lower and Upper Trent. There's just one thing that has me worried : Before I met with the dwarf that has the windmill technology, the option to enter the cellar in Lower Trent appeared. Now that I have met the dwarf the story indicates the cellar should become available and it is an open quest thing. However I've already cleared the entire cellar (been down and up again to try if that makes a difference). Looks like I won't be able to finish this quest : will this fcuk up my playthrough ? And one thing that has me puzzled : I'm supposed to find the head for a skeleton...but I can't find it anywhere :( |
Skelet head: I checked the editor and items.txt, all the heads have somehow disappeared! The quest is not currently working... did u find other heads in Fromlen, like Bronter head, woman head...? In v1.53 I can see there's a serious error, you will not be able to end the game!!! Some other heads, like kill proofs from the undead in Lower Trent is missing, kill proof in last map, Krasen... sorry guys. V1.43 seems ok, not v1.5-v1.53 !!
I'll make update soon! Genereally, if you find head in Fromlen (any), kill proofs in Lower Trent from undeads, eluctrunic device from windmill master in Lower Trent, then you have the right version - else wait for v1.54. ... ups!!! Quest cellar: have to check. If u can get quest at King in upper Trent about undead armies u are fine. It's probably a txt error. I check it. U should not be able to enter cellar before visiting the miller. The problem with missing kill proof or heads has to do with missing items in items file- must have overwritten with old file or so... I have to talk to him Raknefne...hehe |
Hehe I was considering downloading and restarting too, glad I waited!
Daniel. |
To 1darkload: I was checking why u couldnt find the skeleton head when I discovered all the bugs, so thx! I speed checked all the changes/fixed in DEV.
BTW you dont 'need' to do the 2nd last map, Hopland, to finish game, that is if you can beat the final hero... let me know about difficulty late, if you do/need Hopland first. And the diffi last map, since much, much has been changed since the early maps - in most cases it is an easier game although spells are more balanced and therefore more difficult, still: little lower difficulty %, easier to complete sets, more troops to hire, new quest in Jerneland that gives 5 Runes etc. In earlier version Impossible difficulty was with 250% enemy strength... Trent version 1.54 uploading... - Serious bugs fixed: in v1.5 - v1.53 you couldn't finish game, nor do skeleton head quest in Fromlen, undead heads in Lower Trent... - Fromlen: Skeleton Head's quest is more clear in the quest log. - Quest Erolf scientist in Jerneland: Only 50% chance you can get the 'Scientist's Archmage' skill if you are Warrior/Paladin. - Runemage: 45 Attack (was 40 in Trent 1.53, 45 in Wotn, 35 in vanilla), 1900 leadership, 12k gold. - Medal Dragonslayer is 20% easier to max. |
I restarted as a Mage using 1.54. Thougt you'd like a report on my balance findings so far.
The Paladin on Hard was really tough, there weren't enough units hire-able to fill up most of my stacks. (I took Glory twice) So I decided to restart as a Mage that way the units matter less. My thoughts were correct. This new Mage is super easy. I learnt Call of Nature early summoning 360 leadership worth of animals for just 10 mana, so twice per combat. (this probably shouldn't be a starting spell) With that spell, I'm able to defeat Lethal enemies with few or no losses... Now at level 3 I have upgraded to Order level 2 for a stack of 900 leadership Animals. Oh and I found an Officers Baton for sale giving me 450 Leadership in total. I'm now running Beholders, Archers, Elves, Priests and Forest Fairies. The Fairies deliver the animal stacks, everything else shoots. The Beholders were an excellent find putting enemies to sleep. Daniel. |
Thx for report. How high level were your paladin? In jerneland I didn't want to have too many lvl 4s but ofc enough later. More units from Sprudne and forward?
Ur propably right about Call nature from start. Anyway it was easy to find before. A previous player suggested it to be 10-20-30 Mana instead of vanilla 20-30-40. Perhaps 15-25-35? |
The Paladin was level 5, I was managing but each battle was very tough losing me units, that I was struggling to replace. The Resurrection spell as a default would help? Or give more of each unit for hiring? Doesn't need to be high level units, more of 1,2,3's would be good too. In fact I'm really enjoying the way this mod makes the lower level units more valid an option.
Ah the drop in cost for Call of Nature explains it. Yeah an in-between points cost would probably be better. I would only be able to cast it once per combat then. Daniel. |
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From level 12-ish to 22 (where I am/was now) units where no longer a *serious* issue and limitation. |
I didn't have much trouble with the Paladin at the start, once you find all the recruiting shops you have plenty of units to keep forward. You can feel overwhelmed though if you try to kill some of the heroes or the boss before reaching that point.
I killed the Kraken at level 8 or 9 and did the Heroic challenge even later. |
To 1darklord: to test Mana price u could open Trent\trent.kfs and find spells.txt, then search for animal. Call of nature is called spell_call_animal I think. Change Mana to 15-25-35. It will work in current game.
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I actually managed the heroic challenge with my level 5 Paladin. Mostly by using the Trap spell, combined with the Dragons push.
Left my army pretty anhilated though. Daniel. |
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Daniel. |
Well about 15 fights since and the new values feel way more balanced. The difficulty feels much better now as I had very little spare Mana after casting, giving me a genuine choice.
I'm casting the order magic blades spell quite a lot now, at 7 Mana for level 2 it does a lot of damage, so is pretty efficient. Daniel. |
Good to hear. I'm cruising games these days, will have a go with a mage in trent and test the Call nature spell. BTW modding in .txt files is relatively easy, its the .lua files that are more complicated! For instance when I made several new items for Trent, I just had to have a 52x52 pic, adding a copy-paste code from existing item and just change a few stats, and ofc add text for the item. Also spells are easy to mod. If you create a completely new spell it is more difficult, easy to adjust existing spells. Also let me know about the new items you find, the the general 2-items set combo which is ofc easier to find but with a lesser bonus than a 3-4 items set. Most new items is low level items/set.
If you are still cruising you could consider having a stack of marauder for gold, in trent they pick up about 25% more than vanilla... |
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Daniel. |
Also keep an eye when looting the landscape, tree stubs etc that normally wouldnt give anything might... hidden treasures here and there...
How do you like the Medal system? You get more bonus from useful spells incl. Call of Nature for Magician medal. The medal system is quit new, has not been tested to the endgame - therefore only added smaller bonus for pet dragon. I just found the Call of Nature spell and will start using it (some of us are not so lucky to have it from start, lol... I removed it). Until now it was Flaming Arrow and Magic Spring which I found as a scroll (Magic Spring now add to medal Guardian instead of the Archmage's Shield). In Trent.kfs\Hero.txt file you can see what the heroes start with, warrior/pal/mage regarding items, spells etc. - I add 100 Giants and leadership when I speed test something, or Runes to test new skills etc. Hmm... using this trick: 10 Droid split in two, 26 Marauder split in two, 1 stack of bowmen (found the Knight Shield in a chest with 300 leadership, and bought the potion with 150 leadership). The Marauder pick up around 2k gold in a fight (2x2 pickups). I'm level 6-7 ... seems a lot... dont think the level 2 Call of Nature is overpow for 25 mana, depends on the situation. I can see I might have to lower the spell Axe of Magic a bit, seems better than Lightning mana-wise... I have found the Rusty Buckler, if I find the other part in set, I will get +20% res to Swordsmen/Guardsmen, I might even try that! I started using the free peasants from the Miller, since casualties doesnt effect the Medals any more... fun... else I was always using level 4-5 asap. Fauns are stronger now, and very useful! I use them to make enemy sleep and before the new marauder/droid tactic I also used them for healing my Thorn Hunters. I might lower the gold Marauders pick up back to vanilla... anyway... seems they balanced it anayway... I only used them in Legend, never in Crossworld... |
I had to quit my campaign, installed 1.54 and hoped to be able to play as a Mage.
Insta crash again on new game :( Edit....yet a second try succeeded...:) |
Hmmm, cant use the droid/marauder tactic any more... too tough hehe. Need fighting armies.
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Oops I accidentally fought the Kraken before getting the quest. My ally was like oh you've already done it!
Did I miss out on much of a reward? Daniel. |
Some exp. But most exp u get directly from the fight.
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Yes, very helpful for Sprudne... anyway u can always reload an old game BEFORE the krasen fight and then talk to Janus and receive the quest to c what you have missed...
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It's OK, I'm on the 2nd island now. :) It's gone from very hard encounters to easy, I'm sure I'll find harder enemies soon though.
Daniel. |
Still same call nature tactics?
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Yeah I got order up level 3, so I'm summoning huge stacks now. (about 2.5 times bigger than my normal ones)
What I really want is the phoenix spell! Daniel. |
It is random which spells to find. I have seen Phoenix in castle in jerneland.
Having a bad neck so can't play, makes it worse... To sirlancelot: how is ur stomach doing? Btw: the paladin skill that gives leadership is improved, gives 150-450-950 leadership, was up to 700 vanilla. But doesn't sound necessary in your game, darklord. What tactics did u use against Kraken? After doing all quests in Sprudne, check all shops, more items, scrolls and creatures are added all places. Also check all 3 lakes after quests, they often becomes accessable. |
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Currently playing again and doing difficult fights to get the most of my Ogre set before the Ogre's Club morale reachs zero, as then I'll have a challenging fight to get the set working again! (and will be forced to dismiss a lot of units in between, arrghh) I defeated the huge frog in Upper Trent and the spider boss in Trent dungeon, and I'm looking for the most powerful enemies in both Lower Trent and Hopland. Finally found a Teleport and Glot's armor respectively scrolls. Glot's armor is really helpful now! Very good to protect my Inquisitors or even my snakes. Suggestion for Frenzy skill: Instead of +4, +6, +8, I would change it to +2, +5 and +8. This way you have a really appealing boost for the second and third tiers, while keeping the first one as the simple step to get Tactics it uses to be. |
Haven't had much time, have 4/5 th of the first Island done now.
Still loving it ! |
I have reduced Stone Skin bonuses to 10%-20%-30%. I was using it still 90% of the time along Call Phoenix. (which is also too powerful, in my opinion) Its obvious to my eyes why jorko80 nerfed them.
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Invisibility can be used for some weird solo tactics, if I remind correctly. How Call Phoenix could be nerfed? |
Possible bug in Hopland?:
After some time going across these islands, a message appears: "... Elif, the governor of Hopland castle doesn't recognizes King George Mark as the ruler anymore..." or something as such. Is this event supposed to be triggered under specific circumstances, or random? After the message, Hopland Castle turns hostile. |
It happens when walking around Hopland, right? You had talked to Elif before, making a choice. I recall it has to do how you answered him (it's a long time ago for me, have to check editor).
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Unfortunely, I don't remember the conversation nor the choice I chosen. |
Cleared a lot of Lower Trent : the cellar quest was working well this time, got a paper to take to King Mark and he gave me new quests, this is new compared to my previous run, yay !
Digging up heads is now also working. Still loving it, this is an *awesome* campaign ! Thanks for all the hard work :) |
Upcoming Trent version 1.6:
- More stacks in unit for hire different places. - Marauder: A little less looting, still more than vanilla. - Skill Frenzy: 2-5-8 Attack (was 4-6-8 and 2-4-6 in vanilla). - Small adjustments. Spells: - Call of Nature: 15-25-35 Mana (between Trent 1.53 and vanilla in Mana price). Removed as starting scroll from the Mage hero. - Axe of Magic: 110 Damage (was 130 in v1.53, 100 in vanilla). - Lightning: 8-16-24 Mana (was 10-20-30 vanilla, 10-15-20 early Trents). - Stone Skin: Res 10-20-30% (was 20-30-40). Crystal 2-5-8 (was 1-3-5 vanilla). Duration 3-3-4 (was 3-4-5 vanilla). Still -2 Initiative (was -1). - Turn Back Time: Mana 40-50-60 (vanilla 30-30-30, earlier Trent in between). Crystal as vanilla now. - Invisibility: Mana 15-25-35 (vanilla 10-20-30). Crystal 5-8-10 (was 3-6-9). - Phoenix: Gold 20k (was 11k+ earlier). Crit halved. Attack reduced about 15%. - Divine Armor: 15-20-25 Res (was 20-25-30). Mana 15-20-25 (was 15-20-30). |
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Spell changes for old versions
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To Sirlancelot:
Well, the file Attachment 15700 overwrites same in ...Trent\trent.kfs To make the changes for Phoenix, it is actually like 3 creatures, but not sure if it will work with existing games: Unzip Attachment 15699 unto Trent\trent.kfs\Creatures Not sure it will work in existing games, because the 3 Phoenix files in phoenix.zip is NOT in previous games in Trent\trent.kfs\Creatures But all the other spell changes will work in current game. So if you wanna be sure, just use spells.txt |
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Don't worry, if the phoenix changes don't work I will make the spell more mana demanding. |
I have been thinking of 20-30-40 Mana for phonix or maybe just 25 at level 2...
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I'm getting near the end of this (excellent) campaign, which King's Bounty mod is the next best thing to install ?
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Wotn camps:
- Bonfire, mine, new game system and maps. hard. Made it w Terroin. He modded and I mapmaked. - Expensive. New mod out now. Hard Xworld: - Red Sand - Hytori mod w all kb spells, creature, items from all releases. Seemed easy at first look. The Legend: - ask Sirlancelot about mod. Hard by Matt something I have only flirted with these mods except my own Bonfire. I also made Hylfire which is a wotn w though start but easier later. Mainly for short games, never played to the end. Expensive is the most recent release so maybe this? Perhapsrrussian forums have some too? |
Well, it turned out there was (even) more content to the Trent War than I thought. (and I had less time playing than I thought).
It's finished now. Yet again I have to thank the makers : what an awesome campaign ! (I'll move on to Bonfire now :)) |
Hey Rak! I think gonna start a new Trent game on Impossible with the paladin. I'm curious about how difficult will be this time. Last time get bored at the latest stages of the playthrough (too much leadership due to the Ogre Set and the common enemies not powerful enough to be a challenge. I played on Hard)
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To Sirlancelot: No clue about difficulty, since so much have been changed... There are many new sets, some just low level sets but "easy" to find with just 2 items. I have only had feedback from u that it was bored in the endgame. I guess it depends on luck etc. But if you encounter same situation, let me know. I won't be checking the forum as much as before, only now and then.
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First of all, thank you for making this mod! I had a lot of fun playing it and can certainly be a stand alone game if it was longer!
Here are some of my thoughts completing it on hard - no loss except for bosses (never had a good strategy and patience to do them without losses) 1. My game only had low amounts of lvl 5 units in shops, apart from black dragons and rune mages. Only 12 trolls (3 in unguarded shop, rest gated behind difficult fight), 6 archdemons and 8 red dragons in entire game. Which would be fine for mage, but as warrior, 3/5 of my stacks weren't full most of time. Also no bone dragons to buy. 2. Never completed any set till like 95% in the game, even toy items set - I got last piece on last island. (the one with 1 happiness). By that stage, those sets are useless sadly. Can also be bad luck. 3. We don't fight much pirates, but after 1st half of the game, 80% of fights are either undead or gobots and friends, in very large quantity with tends to bore fast. 4. Hero fights are really good, most of them were very unique, sadly AI is too stupid to properly utilize spells given. Especially Paladin hero at last island, he bugged for me and never used his teleport. 5. Game could really use additional small side island between lower-upper trent progression - especially after you spawn undead stacks in lower trent. Even for my warrior most of them were "invicible". 1k + vampires, 3k spiders/skele archers and 20 + bone dragons. Phew. 6. Playing as warrior - it isn't that bad, I would say he is second strongest, last being paladin and 1st being mage. Dragon of Chaos even lvl 2 was probably most used spell by me. 7. Very big imbalance between pet dragon dmg skills. By some point I didn't even want my dragon to lvl up because all upgrades were bad for me. Either dmg boost wasn't worth the rage cost or +1 rest would skew my strategy hard. Mystic Egg is best one by far, especially when it cost 12-17 rage on later lvls. Wall is super good, but +1 rest on 1k hp wall is big nono, I had to use awaken dragon in last part of game a lot. Sadly scroll for it was in island after frog boss -.- 8. Best dragon - yellow one. 3% crit and mana accelerator makes getting trap and other medals really fast and easy. Especially for warrior. By the end of game, my troops crit chance was between 41-53%! Small Bug - dragon egg nest (bone one for me) in left section of dungeon on the last island was unreachable for me. Just a small position adjusment and it's ok. If anyone needs any help beating the mod no loss, I can help, apart from bosses :-D |
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Really happy that you liked the campaign, though, raknefne deserves more recognition... and feedback! |
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Save game, Use scroll. if you don't get what you want, reload, summon 1 spider/thorn etc. Save. Use scroll again to get a different level 5 unit. Repeat until you get whatever you want. The above works in all the Kings Bounty versions. Daniel. |
Possible bug
Hi everyone!
Feels like I'm coming late to the party but I just started Trent War. First of all, thank you very very much for this new campaign, I was searching for a proper custom campaign for KB for years, finally gave up on this idea a couple of years ago and now I stumbled upon this marvel by mistake. You, sir, made me very happy :) Second of all, is there any known bug for missing Sprudne Island map from the Distant Travel Map? I just beat Miss, opened the map but the sky is not clearing to show me the new island. I'll try a second time from a previous save, but... just in case... is there any workaround? I almost cleared the entire first map and I would hate restarting it. |
Update: nope, the map is still missing ever after loading the game before the Miss fight. Please help me advance to the next map
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I have played the first island quite many times and have never encountered or heard about such bug. Could re-install help you?
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Hi! Re-installing didn't help (anyway, thank you for the suggestion) but I've installed it on a second PC, loaded the same savegame and...that did the trick :)
I don't think there is any difference between the installation files. Maybe it's the windows version? Maybe driver related? Wierd. But I'm glad I can move forward. |
Good to hear you fixed it. As Erkihlmarl said, it is not a known bug.
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PS: Rak, I sent you a PM a few days ago. Glad to see you again. |
Currently doing my third playthrough with a paladin. Playing version 1.6 of the mod (the latest one)
The game feels more polished and balanced than ever. At least at impossible. I had several headaches to get past certain situations, but it feels very rewarding when you finally do so. I'm clearing Lower Trent and Trent dungeon areas rigth now. |
Paladin again, again?
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I changed some skills in the Paladin tree since your first playthru...
I've been having a computer break (bad mouse-shoulder and less game interest). |
Question about your walkthrough
As a completionist, I generally tend to check the walkthroughs to make sure I am not killing a named mob that I need for a quest. When I got to Hopland, and checked your quest walkthrough, I saw that I did not need Lars the pirate that kept pestering me as I was doing a round of the island. So, I killed him. Imagine my dismay when I got to the castle on Hopland and found out he was actually a quest mob. Could you please update the quest section of Hopland for those of us that really want to complete all the quests? I honestly had to take a couple day break after this happened, as it bothered me that badly. I absolutely hate ending a game with an open quest. so I almost did not even try to play it again (and am also far enough that starting over seemed not worth it).
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It happened on my AMD powered PC. RX570, Ryzen 2600, driver version not relevant I think, since I had the same problem after several driver updates (v19.12.x0)
It worked using an NVidia powered laptop with Intel processor. i5 7300 I think. |
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