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raknefne 04-14-2019 12:11 PM

help, hopefully
 
Quote:

Originally Posted by Axeslammer (Post 719038)
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.

That must be an installation issue or windows or? There has not been such a problem before... have you tried more than 1 time, is it when u start 'NEW GAME' it crashes?

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

raknefne 04-14-2019 12:15 PM

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.

Sirlancelot 04-14-2019 01:18 PM

Quote:

Originally Posted by raknefne (Post 719040)
- 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.

Fantastic idea. And I'm really grateful for it. :-D

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.

Sirlancelot 04-14-2019 01:25 PM

Quote:

Originally Posted by raknefne (Post 719039)
That must be an installation issue or windows or? There has not been such a problem before... have you tried more than 1 time, is it when u start 'NEW GAME' it crashes?

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

Yes, but just for him to know, Crossworlds includes both Orcs on the marsh and Armored Princess, hence simply having Crossworlds is enough.

raknefne 04-14-2019 05:01 PM

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...

Sirlancelot 04-14-2019 10:07 PM

Quote:

Originally Posted by raknefne (Post 719047)
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...

Well, I actually like (love) to cast Berserker sometimes, its usefulness is very situational but when it does the job as intended is both funny and lethal.

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.

raknefne 04-15-2019 12:04 PM

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)

raknefne 04-15-2019 06:45 PM

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...

Sirlancelot 04-15-2019 09:22 PM

Quote:

Originally Posted by raknefne (Post 719060)
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...

That depends on your level and luck I guess. Did you find it early, in Jerneland?

raknefne 04-15-2019 10:24 PM

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.

Sirlancelot 04-16-2019 12:10 PM

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)

raknefne 04-16-2019 02:06 PM

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.

Sirlancelot 04-16-2019 03:56 PM

Quote:

Originally Posted by raknefne (Post 719073)
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

I think that this time yes, that's the best solution. The skills are not for free, in fact we could raise a bit their rune cost, because all three are quite useful (but not OP) and fit the three classes properly.

Axeslammer 04-16-2019 05:00 PM

Quote:

Originally Posted by raknefne (Post 719039)
That must be an installation issue or windows or? There has not been such a problem before... have you tried more than 1 time, is it when u start 'NEW GAME' it crashes?

Yep NEW GAME, after selecting Mage, a new name and difficulty and pushing start...it gave a stack error (without a number or message).

I have tried it several times.

Quote:

Originally Posted by raknefne (Post 719039)
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.

Nope this is a clean install (redsands was on previous pc).

Quote:

Originally Posted by raknefne (Post 719039)
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...

Yep, I have that installed.

Quote:

Originally Posted by raknefne (Post 719039)
hope it helps

Unfortunately it doesn't.

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 :)

raknefne 04-16-2019 07:35 PM

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...

Sirlancelot 04-17-2019 12:58 AM

Quote:

Originally Posted by raknefne (Post 719077)
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...

Perfect. Hmm, I'm not sure if that's a good idea, you already get a level 5 unit after defeating Bill the Legend in Sprudne Islands. Let it be random.

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:


https://3.bp.blogspot.com/-mUN4LIL7K...une%2BMage.png

Rune Mage (Crossworlds version)
Level: 5
Hiring Cost: 15,000
Leadership: 2000
Attack/Defense: 35 / 44
Initiative/Speed: 5 / 3
Health: 450
Damage: 40-55 Magical/Physical
Resistances: 50% Magic
Talents: Destruction (Reload: 2. Does Astral damage to everything in a straight line, with the damage increasing by 10% for each unused Might Rune the player is carrying), Revive (Charge: 1. Heals a single ally stack for 100 HP per Rune Mage in the casting stack, gaining 9% healing power per unused Mind Rune carried by the player. Will resurrect dead units in the stack, and additionally purges all negative effects. Healing power is also bolstered if the Hero has points in Resurrection), Illusion (Reload: 3. Generates a clone of a randomly chosen enemy that is Level 1-3. If there are no such enemies, generates a stack of Angelic Guard instead. Either way, the size of the stack is 500 Leadership, with Magic Runes increasing the Leadership number by 5% per unused one carried by the player)
Abilities: Persistence of Mind (Immunity to mental effects), Favorite Enemy, High Mage (+1 Morale to Priests, Inquisitors, and Archmages), Runic (50% Magic resist), Runic Armor (Damage increases with unused Might Runes. Health increases with unused Mind Runes. Additionally, the Rune Mage's ranged attack has a chance to inflict a debuff on enemies, the chance of which rises with unused Magic Runes and the exact spell changes based on the number)

Behold! One of the most complicated units in the entire series! (And the new Human unit for Orcs on the March)

Quick aside: strangely, the game doesn't give Rune Mages an explicit Ability to indicate they're a ranged unit, but they nonetheless are. Their effective range is 7, which can be a bit unintuitive due to being an Archmage reskin, but between their above-average Speed and 7 being a plenty good range they usually don't have to worry. Especially since they prefer to contribute with their Talents anyway.

I think the idea of the Rune Mage is very very interesting, but in practice it's burdened by problems. The Rune Mage is fairly opaque to use, for one, but most critical is how it's clearly scaled to only be all that great if you have lots of unused Runes, which is something you should be avoiding if possible. Maybe they're viable in the endgame, when you're running out of Skills to spend your Runes on, but for a long, long time they're just going to be this neat unit that's really questionable to actually use.

Also, they're heinously expensive to hire.

One odd quirk of Destruction is that you inexplicably can't target Gremlins with it, but they nonetheless can be hit by its line of damage.

Regardless, as allies Rune Mages can actually be serviceable just on the basis of spamming Illusion to distract and stall enemies (Note that Illusions summons last until destroyed, and can't be wiped with a Dispel: they're not a Phantom, in spite of the Talent graphic clearly being based on Phantom), with Destruction and so on being a nice bonus. Revive purging negative effects can also be hugely notable in the early-midgame for helping you get Grand Strategy ranks by not only undoing minor casualties but wiping Burn or Poisoning in the process and thus preventing still further casualties. Only Destruction is fairly forgettable without serious Rune backing, truthfully.

As enemies, Rune Mages are... sort of obnoxious in principle, as they get to benefit from Rune scaling effects with the AI shouldering no opportunity cost for this effect, but in practice they're usually not too big a deal. They don't show up very often, they're mostly restricted to the early-midgame (As late-game islands aren't Human-using islands), and the AI just doesn't use them very well. They'll frequently open with a Destruction aimed sub-optimally, they'll aggressively waste their Revive charge much like Paladins waste their Prayer charge, and the AI just doesn't play in a way that emphasizes the utility of summons so Illusion isn't a problem. The only truly problematic thing is that they're a lot more likely to have some moderately serious negative effect attached to their ranged attack than in your hands, and if they ever get around to using it before you kill them that can be really inconvenient, but it doesn't crop up often between their behavior and the fact that it's RNG-based whether they even impose such an effect.

Ultimately the most interesting thing about Rune Mages to me is more conceptual/design-level: they're the first Human unit to be Level 5. They're also the last one, as no later game adds in a new one.

Still, they're kind of a neat idea, even if the actual execution is... odd
.
Quote:


https://3.bp.blogspot.com/-mUN4LIL7K...une%2BMage.png

Rune Wizard (WotN version)
Level: 5
Hiring Cost: 17,000
Leadership: 2000
Attack/Defense: 45 / 46
Initiative/Speed: 5 / 3
Health: 450
Damage: 50-65 Magical/Physical
Resistances: 50% Magic
Talents: Destruction (Reload: 3. Does 45-65 Astral damage to everything in a straight line, with the damage increasing by 10% for each unused Might Rune the player is carrying, to a maximum of +200%), Phantom (Charge: 1. Generates a clone of a selected unit that is below Level 5. Either way, the size of the stack is 20% of the Health of the targeted stack, with Spirit Runes increasing the Health number by 2% per unused one carried by the player to a maximum of +40% and thus a total of 60% of the targeted stack's Health), Runic Word (Charges: 3. Grants a target unit 2 Runes, distribution of Rune type randomly chosen. Every ten Magic Runes adds another Rune, to a maximum of 2 more)
Abilities: Persistence of Mind (Immunity to mental effects), Personal Enemy, High Mage (+1 Morale to Priests, Inquisitors, Archmages, and Pyromages), Runic Staff (Range: infinite. Unused Skill Runes provide increasing benefits, up to a maximum of 20 of each type. Might Runes increase base damage by 2 apiece, Spirit Runes increase Health by 10 apiece, and Magic Runes determine the effect that ranged attacks have a 30% chance of inflicting), Runic Armor (Physical resistance increases by 1% per unused Might Rune. Poison and Fire resistances increase by 1% per unused Spirit Rune. Magic and Ice resistance rises 1% per unused Magic Rune)

+10 Attack and +2 Defense, base damage has gone up 10 points, Destruction reloads slower, Phantom is no longer infinitely spammable (But you get to pick what gets summoned!) among other changes, their super-revival Talent has been replaced entirely, and their mechanics regarding unused Skill Runes have been switched up and given hard caps on their effectiveness. Also they cost 2000 more Gold, like they weren't obnoxiously expensive as-is.

The overall result is that Rune Mages no longer feel like they're balanced around the possibility of insanely high bonuses from huge piles of unused Talent Runes, and are actually pretty serviceable even if you have no unused Talent Runes. Two more indirect buffs to them are that Warriors of the North is shockingly generous with Talent Runes in general, and that the Runic Power Might Skill exists to incentive holding on to 20-ish Talent Runes past a certain point anyway. (That is, you already have a general reason to hold onto Talent Runes, and if you're indulging it Rune Mages are incidentally benefiting) A third, more indirect 'buff' is that Skill costs in Warrior of the North trend a bit higher overall, enough so that you're a lot more likely to be completely unable to afford any Skills while still having 10 or so Talent Runes lying around: back in Armored Princess it's a lot easier to spend your Talent Runes down to nothing or nearly nothing.

Those points aside, the way you use and fight them is broadly similar, aside the caveat that they can't be used to reduce/undo casualties. They're just better in player hands and less able to be irritatingly effective in AI hands. (They still get arbitrary Talent Rune boosts, just like Armored Princess, but no longer are enemy Rune Mages getting benefits that a player would pretty much never achieve)

Something worth noting is that unused Might Runes scale up Destruction's strength a little faster overall than they scale up the Rune Mage's base damage. Usually it's more important to pay attention to their respective damage types and mechanical behavior in terms of eg Destruction being a line attack, but occasionally it'll matter: don't get used to either thinking of Destruction as harder-hitting than the base attack on a given target or vice-versa, because it depends on how many Might Runes you're carting around.

While we're on a unit that performs summons of a regular unit type, a point about experience: summons don't interact with experience. If you have a Rune Wizard use Phantom on eg your Level 10 Jarl stack, the resulting Jarl stack will not contribute experience to your Jarls and will not benefit from the 9 levels your actual Jarls have, having the stats of a completely inexperienced unit. This applies to all summons, including enemy summons and non-standard unit types like eg Phoenix. This tends to be offset by the fact that summoners increase how much they summon by leveling, but when it comes to Initiative and Speed considerations it's important to keep in mind that eg a Phantom Jarl will have 3 Speed even though your high-level Jarls have 4 Speed.

Yes, Awake Dragon can be very useful and strong. For the warrior the most of course. And the more powerful you become, the more lethal. You can use it to level up your pet or to wipe out enemies through Fiery Phantoms or Ball of lightning. It becomes clearly OP at the mid and later stages of the game, when Ball of L. kills more than 20%, up to 55% of opponents hit points per hit. The fact that you can have several Balls working at the same time doesn't helps.

Quote:


https://1.bp.blogspot.com/-5-N95UzJk...BLightning.png

Ball of ligthning final stats (when fully developed; Crossworlds version)
Damage: 20%-55%
Shock chance: 50% (+30%)
Rage: 35
Experience: 46
Rest: 2
(Hits: 4 times)

Damage 1 Upgrade: Damage: + [0-5]%, chance of shock: +2%, Rage: +2, Experience: +4
Damage 2 Upgrade: Damage: + [0-7]%, chance of shock: +2%, Rage: +3, Experience: +6
Damage 3 Upgrade: Damage: + [10-15]%, chance of shock: +2%, Rage: +5, Experience: +8 Rest: 2 (Requires Level 26)
I'm not sure what would be the best way to make it less OP, though. Let me think about it.

raknefne 04-17-2019 05:22 AM

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.

Sirlancelot 04-17-2019 04:27 PM

Quote:

Originally Posted by raknefne (Post 719088)
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.

Yep, I like to investigate. :)

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.

raknefne 04-17-2019 07:25 PM

3 Attachment(s)
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.

raknefne 04-18-2019 02:39 AM

1 Attachment(s)
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.

Sirlancelot 04-18-2019 04:21 AM

Quote:

Originally Posted by raknefne (Post 719095)
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.

60% and for a price, sounds good.

Quote:

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.
Yes, probably.

We'll see how it goes.

raknefne 04-18-2019 09:42 AM

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).

raknefne 04-18-2019 05:24 PM

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...

Sirlancelot 04-18-2019 11:08 PM

I have stomachache and perhaps won't be able to play for some days. Don't worry, though, I'll comeback. ;)

raknefne 04-19-2019 12:05 AM

1 Attachment(s)
Quote:

Originally Posted by Sirlancelot (Post 719113)
I have stomachache and perhaps won't be able to play for some days. Don't worry, though, I'll comeback. ;)

Don't EAT Mystic Egg, put it on the battlefield... maybe that's why? ... the stomach ache... ;)



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.

Erkilmarl 04-19-2019 10:18 AM

Are you going to release 1.53 soon? Shall I download version 1.52 or shall I wait?

raknefne 04-19-2019 11:38 AM

Quote:

Originally Posted by Erkilmarl (Post 719117)
Are you going to release 1.53 soon? Shall I download version 1.52 or shall I wait?

I will release 1.53 within a week... If u play warrior it is best to wait. 1.53 is only these pet dragon enhancement and also a possibility of a quest regarding two skills in the skill tree.
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..

jorko80 04-19-2019 02:06 PM

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 :)

raknefne 04-20-2019 06:25 AM

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

raknefne 04-21-2019 08:03 PM

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...

raknefne 04-22-2019 10:09 AM

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.

Sirlancelot 04-22-2019 02:11 PM

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.

Sirlancelot 04-22-2019 03:10 PM

Quote:

Originally Posted by raknefne (Post 719139)
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.

I've been thinking about the Runemages and the hero special skills. Perhaps it's better to keep Runemages vanilla leadership & price and just increase their basic & destruction damage by a certain percent. This way we don't improve their resurrection and illusion talents at the same time.

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.

raknefne 04-22-2019 06:11 PM

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.

1darklord 04-22-2019 08:57 PM

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.

raknefne 04-22-2019 09:36 PM

Quote:

Originally Posted by 1darklord (Post 719146)
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.

Hehe, it was not an accident with 'Bounter-attack', intended, but it is bugged, doesnt work, nor does 'Boly Armor'... not sure if using 1.53 will work with your saved games, maybe... in v1.52, dont develop 'Bounterattack' nor 'Boly Armor'... Anyway I have been making so many updates, can't start new all the time... Just play

1darklord 04-22-2019 11:01 PM

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.

raknefne 04-22-2019 11:44 PM

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...

Axeslammer 04-23-2019 08:36 AM

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 :(

raknefne 04-23-2019 09:03 AM

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

1darklord 04-23-2019 06:07 PM

Hehe I was considering downloading and restarting too, glad I waited!

Daniel.

raknefne 04-23-2019 07:57 PM

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.

1darklord 04-24-2019 12:55 AM

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.

raknefne 04-24-2019 08:46 AM

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?

1darklord 04-24-2019 10:06 AM

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.

Axeslammer 04-24-2019 12:51 PM

Quote:

Originally Posted by 1darklord (Post 719161)
The Paladin was level 5, I was managing but each battle was very tough losing me units, that I was struggling to replace.

I had the same problem, but I managed....it added to the difficulty (I thought it was part of playing as Paladin which I never did before).

From level 12-ish to 22 (where I am/was now) units where no longer a *serious* issue and limitation.

Sirlancelot 04-24-2019 01:16 PM

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.

raknefne 04-24-2019 02:49 PM

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.

1darklord 04-24-2019 03:54 PM

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.

1darklord 04-24-2019 07:12 PM

Quote:

Originally Posted by raknefne (Post 719165)
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.

Good idea, I've made this change. (I didn't realise it was so easy to mod)

Daniel.

1darklord 04-25-2019 02:44 PM

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.

raknefne 04-25-2019 05:33 PM

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...

1darklord 04-25-2019 06:05 PM

Quote:

Originally Posted by raknefne (Post 719171)
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...

Good shout I'll keep my eye out!

Daniel.

raknefne 04-25-2019 06:46 PM

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...

Axeslammer 04-25-2019 09:31 PM

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...:)

raknefne 04-26-2019 04:45 PM

Hmmm, cant use the droid/marauder tactic any more... too tough hehe. Need fighting armies.

1darklord 04-28-2019 03:37 PM

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.

raknefne 04-28-2019 04:05 PM

Some exp. But most exp u get directly from the fight.

1darklord 04-29-2019 12:02 AM

Quote:

Originally Posted by raknefne (Post 719185)
Some exp. But most exp u get directly from the fight.

Heh yeah it may be excessive, I went up 3 levels immediately!

Daniel.

raknefne 04-29-2019 08:42 AM

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...

1darklord 04-29-2019 09:50 AM

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.

raknefne 04-29-2019 11:45 AM

Still same call nature tactics?

1darklord 04-29-2019 01:07 PM

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.

raknefne 04-29-2019 06:47 PM

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.

Sirlancelot 04-29-2019 11:00 PM

Quote:

Originally Posted by raknefne (Post 719200)
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.

I feel waay better, thanks!

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.

Axeslammer 05-03-2019 01:06 PM

Haven't had much time, have 4/5 th of the first Island done now.

Still loving it !

Sirlancelot 05-04-2019 02:22 AM

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.

raknefne 05-04-2019 08:51 AM

Quote:

Originally Posted by Sirlancelot (Post 719251)
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.

Don't think he nerfed stone skin with the -2 initiative as trent. Noted with Phoenix. Especially because it is stronger half the game in vanilla which is equal to whole Trent. Not sure why he nerfed invisibility so much

Sirlancelot 05-05-2019 01:29 AM

Quote:

Originally Posted by raknefne (Post 719254)
Don't think he nerfed stone skin with the -2 initiative as trent. Noted with Phoenix. Especially because it is stronger half the game in vanilla which is equal to whole Trent. Not sure why he nerfed invisibility so much

Nop, but Stone Skin is so good that I cast it all the time even with the -2 initiative penalty.

Invisibility can be used for some weird solo tactics, if I remind correctly.

How Call Phoenix could be nerfed?

Sirlancelot 05-05-2019 04:10 AM

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.

raknefne 05-05-2019 01:07 PM

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).

Sirlancelot 05-06-2019 02:04 AM

Quote:

Originally Posted by raknefne (Post 719266)
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).

Yes.

Unfortunely, I don't remember the conversation nor the choice I chosen.

Axeslammer 05-07-2019 11:03 AM

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 :)

raknefne 05-09-2019 08:16 PM

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).

Sirlancelot 05-10-2019 01:54 AM

Quote:

Originally Posted by raknefne (Post 719294)
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).

Great! Now, if you'd so kind to upload the new spells.txt file(s) for the related changes to take effect on earlier versions... mine is 1.32, if I remind correctly. :D

raknefne 05-10-2019 07:03 PM

Spell changes for old versions
 
2 Attachment(s)
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

Sirlancelot 05-11-2019 01:26 AM

Quote:

Originally Posted by raknefne (Post 719297)
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

Thanks, rak.

Don't worry, if the phoenix changes don't work I will make the spell more mana demanding.

raknefne 05-12-2019 05:38 PM

I have been thinking of 20-30-40 Mana for phonix or maybe just 25 at level 2...

Sirlancelot 05-14-2019 05:37 AM

Quote:

Originally Posted by raknefne (Post 719303)
I have been thinking of 20-30-40 Mana for phonix or maybe just 25 at level 2...

Sounds good. I changed locally to 20-25-45.

Axeslammer 05-15-2019 10:45 AM

I'm getting near the end of this (excellent) campaign, which King's Bounty mod is the next best thing to install ?

raknefne 05-16-2019 12:56 PM

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?

Axeslammer 06-02-2019 01:20 PM

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 :))

Sirlancelot 06-26-2019 05:52 AM

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)

raknefne 07-02-2019 08:38 PM

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.

Megabajka 07-27-2019 03:52 PM

1 Attachment(s)
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

Sirlancelot 07-28-2019 07:01 AM

Quote:

Originally Posted by Megabajka (Post 719615)
If anyone needs any help beating the mod no loss, I can help, apart from bosses :-D

Heh, I would actually preferred that "no losses" were impossible to achieve. Specially if you play on Impossible.

Really happy that you liked the campaign, though, raknefne deserves more recognition... and feedback!

1darklord 08-20-2019 09:26 PM

Quote:

Originally Posted by Megabajka (Post 719615)
1. My game only had low amounts of lvl 5 units in shops,

You know that's kinda irrelevant as you can summon any level 5 units you like with the Wanderer scrolls right?

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.

AndreiTz 09-30-2019 12:05 AM

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.

AndreiTz 09-30-2019 09:04 AM

Update: nope, the map is still missing ever after loading the game before the Miss fight. Please help me advance to the next map

Erkilmarl 09-30-2019 06:47 PM

I have played the first island quite many times and have never encountered or heard about such bug. Could re-install help you?

AndreiTz 10-01-2019 05:46 AM

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.

raknefne 10-03-2019 12:08 PM

Good to hear you fixed it. As Erkihlmarl said, it is not a known bug.

Sirlancelot 10-05-2019 08:10 AM

Quote:

Originally Posted by AndreiTz (Post 719749)
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.

Never suffered such bug. Which version are you using? NVDIA or AMD graphic card? GPU driver version?

PS: Rak, I sent you a PM a few days ago.

Glad to see you again.

Sirlancelot 10-26-2019 07:12 PM

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.

raknefne 11-11-2019 10:56 PM

Paladin again, again?

Sirlancelot 11-13-2019 05:28 PM

Quote:

Originally Posted by raknefne (Post 719815)
Paladin again, again?

Haha, yeah. I wanted to test the mod with the paladin from the beggining to the end.

raknefne 11-13-2019 08:41 PM

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).

Lelander 11-26-2019 12:27 AM

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).

AndreiTz 12-09-2019 06:12 AM

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.

raknefne 12-19-2019 10:20 AM

Quote:

Originally Posted by Lelander (Post 719837)
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).

Did the quest not complete even though you had killed it? If so I have to make it invisible before getting the quest. Not sure if I will repair this though. The campaign Trent is far away now... haven't been playing KB or any other games for months...


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