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[MOD] "Saturation Mod" v 1.4.1 for King's Bounty: Dark Side
Your attention is drawn to the global hardcore mod for King's Bounty Darkside, finally translated into English. The current version of Saturation mod 1.4.1 has the following features: unusually high difficulty, a lot of new creatures, artifacts, a variety of tactics, new hero skills, new medals, interesting opponents, new objects on the map and even a few new characters and quests, new game mechanics and much, much more.
Brief description of Saturation Mod v1.4.1: Added or modified content relative to the original: 1. The player's hero — 8 new skills for each class, available almost at the beginning of the game — A new type of slot for items "Pants" — Belt and Gloves are placed in separate slots — Change of conditions and awards for some medals — 11 new medals, 3 for each class and 2 overall — Slower acquisition of new levels — 33% less Leadership when getting a new level — The maximum number of runes is issued up to the 80th level — Increased the maximum number of levels for Blackie — Redesigned some skills, such as "Onslaught" and "Foresight" — The number of runes for getting a level is reduced by 1 — Redesigned gaining Experience and Gold for a fight in the direction of a significant reduction in Impossible Difficulty — A new item type has been added — "Arcane Stone" designed for permanent strengthening of combat and resurrection spells. Stones do not enhance the talents of creatures — The "Diversions" skill has been redesigned, now it cannot take away a turn, but it reduces Speed and blocks some abilities of enemy creatures — The "Lord" skill has been redesigned, now it gives an increasing Leadership bonus instead of discounts and also gives a Protection bonus to all creatures. 2. Artifacts — 300 new artifacts of various types — 30 new sets of items, 5 assembled artifacts — Items with improvements for runes or special conditions — Runestones for exchanging runes — A lot of new properties for artifacts: immunity to certain spells, strengthening the abilities of creatures, imposing effects in battle — Significantly increased cost of artifacts depending on their level and effectiveness 3. Magic and Spells — The balance of most types of spells has been redesigned in terms of the ratio of Mana to their effectiveness — Almost all spells with massive damage have been weakened, point spells have been slightly strengthened — Almost all spells now become more effective depending on Intellect — Most spells can receive bonuses from various sources, such as artifacts or hero skills — New spells: "Lizard Egg", "Revitalization", "Raise Dead", "Magic Resonance" — Some unbalance-effective spells, such as "Phantom", "Creation", "Invisibility", can only be used a certain number of times per battle for each creature — Added items that increase the usage limit of some of the spells described above — Some spells are now limited to Leadership to use — Changed the principle of operation of some spells, like "Last Hero" and "Doom" 4. Creatures — Total rebalance of Leadership, Initiative, Speed and Cost of creatures. Melee creatures have become faster and more powerful on average, low—level creatures have become more profitable — 40 new creatures for various factions — A full-fledged Lizard race — 300 new talents for creatures — Adding passive properties to many creatures — The influence of Intellect, artifacts or the hero himself on some talents or features of creatures — 5 Runic creatures, the effectiveness of which strongly depends on the player's free runes — Increase differences between dark and light versions of creatures 5. Arena — Added the mechanics of fatigue in battle, now in protracted battles, creatures will receive penalties for Speed, Initiative and Morale, with the effect for the player or the computer depending on the complexity — Each creature has one of five degrees of endurance in combat — Improved AI for the behavior of creatures and heroes — Rage skills are rebalanced, Jealousy depends on the hero's Leadership — There are always 10 enemy units in battles with Gremlins Towers now — The type of arena can have a stronger effect on creatures and even enable or disable certain talents for them — The power of effects with permanent damage is reduced — Now the randomness in battles is completely mathematical and does not depend on save/loads — The player automatically loses if he does not have a single real squad left alive 6. Global Map — 2 new characters in Portland and 3 new quests — A huge variety of creatures and artifacts in stores — The assortment of items in the Shelter stores is updated as prisoners are surrendered to Sorug — Chief Sorug and Don Romantic are now merchants, Peter Stuhr returns 100k of gold after his defeat — Enemy heroes are significantly enhanced, but various rewards can be given for defeating them, for example, Leadership or a bonus to the hero's characteristics — The strength of enemies is 300% instead of 170% on Impossible Difficulty, the rest of the levels are also enhanced — New objects and enemy heroes have been added to some locations 7. Technical features — Fixed a huge number of bugs in the game, leading to crashes or incorrect operation of the program — Some bugs, unfortunately, still remain, while it is not possible to fix some of them, but they are not critical at the same time — Fixed sounds in the game, such as the sounds of Blackie's attacks — Fixed missing music in some arenas — Fixed a lot of graphical interface bugs, for example, extra elements or incorrect location of the hero image — Now all hero slots are displayed when entering the castle — Fixed the type of some arenas — Fixed most of the typos of the original Some screenshots: https://drive.google.com/drive/folde...gY?usp=sharing Download the Mod: https://drive.google.com/file/d/17Od...ew?usp=sharing A full description of the mod, tips on the game and the history of all versions can be found in the downloadable archive with the mod. |
Sounds awesome! And Dark Side is the only episode of the saga I haven't played yet. I can't wait :)
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Well, here comes my first question:
What level of difficulty do you recommend for a newcomer to DarkSide along your mod? I'm a veteran of the series, though. |
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Experience in the Dark Side is not so important, except that sometimes there may be extra running around due to completing quests. Don't forget to read Advices & Tips for the mod. |
Impossible
Many thanks for your hard work!
In impossible: The difficult skyrocket after the Dark Spirit. Snow terrain and a ton of troops make the life of demoness hard :p Tavern as 1k vikings or frozen creatures. I got 1 demon and 2 executioner, if someone got a hint please share. I cannot pass the 2 heroes with a Vamp in impossible. This is not criticism, is my personal experience. Mod work flawless. |
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Moreover, the order of passage, the discovery of new islands, and so on are very important here. In this case, you should not fight on White Mountain (enemies will be killable there in the future), but try to levelup in Portland. |
Thank you
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Thank you for your answer. |
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Black Dragon
Is there a quest to not fight him? Already got the princess but still need to fight him and suffer very heavy loses.
I try several games but is always the same, I can defeat the map guardians without sweat but that guy is a monster. Even troops that are fire protected died like nothing. Is there no quest then just a hint about how to defeat a guy that barely got damage from 10 demons hit :p |
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Thanks!
Edit: You accept bug reports? - Kamikaze dont show damage. - The new item that add power to spells show a string error. Both of these are harmless. I dont know what need to edit to fix them. If the problem is in my side, please tellme. |
Whoa, I should have noticed this mod earlier. It looks very promising, I'll give it a try when I have time!
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Kamikaze's damage can be seen only in Magic Book or after the explosion. It doesn't have damage hint when casting. About this item: screenshot might help a lot, no idea what item you're talking about for now. |
The consumable that add damage to spells, like +50 to Poison Skull or +50 to Fire Arrow.
I think is this one: "— Added items that increase the usage limit of some of the spells described above" |
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UPD: you just had to tell this happens when you try to "use" the items. There was a hint missed by me, I reuploaded the mod now, check it out by reinstalling the mod files, nothing will be corrupted. |
Thank you
I just come back from work and see you did all this for my comment.
Thank you. |
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fc_bayern, what was wrong with your post?:)
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At the moment I have almost finished making version 1.5 (unfortunately, so far only in Russian), so there in general the passage will be so difficult that it will be possible to completely lose. The enemy will become even smarter and angrier :) |
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p.s. Do you have a link to v1.5? I don't find it in google or vk. |
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In the Dark Side, there are quite a few obstacles in the arenas, just in the future this will be fixed, but for now - it remains from the original. Yes, the computer is configured just like that (but it is far from complete) - it knows how to inflict unpleasant losses, and on average makes fewer stupid and meaningless moves. There is no link to version 1.5 yet, because I need at least a few more days to finish it at all. The general list of changes there is very large, and so far I have not organized it so as to write decently. |
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Why should snakes have to be protected from fire damage? In life, they're not:) AI monsters are generated one time per new game and are not changing during the plays. No idea what happened there with the same Difficulty. |
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In any case, believe me, a few percent of damage resistance does not play a big role, it's even strange that you focused on such ordinary units as snakes. And it is in mod that the issue of resistances in a variety of troops has been worked out more than a lot. The problem is not in the translation itself, but in finding all the places where this translation is needed. Everything is located in very different corners of different files, and you need to find a match for everything. |
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Trust me 30% resistance difference is a big deal. And it's not about just snakes, I gave you an example. I mixed all ordinary units: snakes, spiders, bears, fireflies and so on. I like variety in my strategy using a lot of different kind of units. In the previous mod that I was playing I usually added 2 extra reserve slots. Winrar and folders has a good searching machine and every change apply for the moment. I would help you but my english is not perfect and will make some mistakes. |
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I'll be more precise. Specifically in my mod, in my experience of all walkthroughs and balance, snakes are an unimportant unit. So specifically for them, 30% of the role does not play. Searching by dates certainly makes the job easier. But the problem is that you also need to find in the files themselves, for example, the exact line that I changed/added/modified compared to the last version. Since everything is done in a regular notepad, this search cannot be optimized. |
Dude, your mod is one of the best I have played. Every single battle is epic. But progressing with the levels the goal to end with no or few casualty became more and more difficult. You mod needs more healers desperately. At least one good healer per rаce. Demon healer - Ocultess is a crap and it's impossible to keep her alive. Her ability should ressurect, not only cure. Undead healer - Necromancer. Remove Shackles ability from him(you have this ability in your spellbook and don't need on him) and replace it with Animate Dead ability. Besides Skeletons and Zombies are very fragile and need to revive them constantly. Orc healer - Shaman is good. He has Dance Axes and Protective Totem which are enough but should be used by players more than once per battle.
Finally I should ask some assistance how to complete the quest ''Motley Army''. I gave the trader 2 runes per kind and buy an army from him but the quest doesn't end. What does he means to hire ''small mercenary troops''? I buy several times what I need from him. |
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This mod is difficult to pass at all, not to mention heavy losses in many battles. Usually, you can easily earn a Great Strategist's medal at about the thirtieth level. I would not like to add resurrectionists to each race, here resurrection is a way to reduce losses only sometimes, but not to avoid them completely. To give such opportunities to creatures is to ruin the economy in many ways, because it will be a free replenishment of troops, in fact. This is not exactly what I'm aiming for in development. However, don't worry - there are much more ways to resurrect and replenish troops here than in the original - but later. As for the quest with a set of mercenaries: to finish it completely, you need to pay 2, 4, 6, 8 and 10 Runes of each type, that is, 5 times. This is a very expensive quest, although some try to complete it as early as possible because of the great reward in Leadership and the availability of troops of any race. |
Crash
I get crashes whenever interacting with any enemy army or the portal towards Dragandor in the catacombs at the beginning of the game. Why does this happen?
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Thanks! I will reinstall the mod and check whether that particular file is missing or not.
Edit: It works now! Thanks again! |
Hello again! :)
I have started over with the vampire. And my only complain so far is the huge difficulty gap between Hard and Impossible. Impossible really forces you to struggle and medidate every single decision, whereas Hard feels like a cakewalk in comparison. Is there any easy way to change the parameters of any of them? Congratulations for the mod and the good work. Looking forward to v1.5! |
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No problem. Enjoy the game. |
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At the moment, the 1.5 version in Russian was released two months ago. I am currently working on version 1.5.1, so for now the translation will not be soon. |
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The other fields/parameters of Impossible are fine. |
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And yes, Logic.txt is the file. |
But... I don't know what exactly needs to be changed in order to set the game per described above.
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Right? Do I need to modify anything else? :confused: |
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200% Gold on Easy 140% Gold on Normal 80% Gold on Hard 20% Gold on Impossible You have to change 0.2 to 0.5 if you want to modify Gold on Impossible. Thats the only thing needed. |
Thanks, Molder. For now I'm trying to cope with Impossible default parameters, though. It feels exhausting yet rewarding.
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Hi again. :) I'm doing my best to get money and survive. And consequently, now that I face a certain famous novice I wonder, would recruiting a pack of pirates, sea wolves and mustache pirates =P be a good idea to both defeat my opponent and obtain gold on fights ahead? Or I'm thinking nonsense?
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I'm afraid that in your case, the pirates' losses may exceed the possible income from such tactics, although sometimes it will make sense. For good earnings per battle, artifacts with gold bonuses are best suited, compared to units for sure. |
Yeah, that's what I feared. Perhaps Assasins or other non specialized gold diggers units with good survivality would be actually a better deal.
Currently I'm using Marauders with discrete, not that good, results. They're much better than in previous Kings B. iterations, but is really difficult to keep them alive on certain battles. Which of course translate into a poor trade-off regarding gold/finances terms. Trade skill first rank is helping me out a bit, but casualties of both Skeletons & Skeletons archers, Marauders and common Imps are so many, I feel more like a beggar than an adventurer haha =P And this way Fat cat / Grand strategian medals are obviously out of equation as well. |
Didn't find any gold related artifacts other than the Pirate Halberd and the Jackboots, which, regrettably, I wasn't able to afford in time.
Bad luck, I guess. By contrast, in my precedent playthrough I found at least three items of this type. |
So a question, then. If I change gold income from battles now, will the effects show in game inmediatly, or I will need to restart?
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Hello again. I'm stuck in Portland.
The blacksmith forged the fault iron you buy from Blasquito and damage with the witch help, but it seems it doesn't affect the castle guard at all. Is this a known bug or I'm missing something? |
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It is better to defeat this hero by luring him out with the help of Feline. If you don't have enough strength to break through the heroes, it's better to make your way to other islands - Inzelburg and Monteville. Try to kill ordinary monsters there, and leave the heroes of Portland for later. |
Thanks but, how exactly can you lure him out with Feline aid? Every time I try to do so by talking to her, she says something along the lines of "I finally get your attention" and Daert replies "You'll have to wait longer", which leads nowhere.
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Also sorry, I don't remember most of the names in English, might be clumsy. |
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Time to report a bug: Death Eyes are not able to properly shock enemies. When their attacks/talent triggers the effect, it only decreases Initiative. Action Points remains the same. Quite annoying. Death eyes are both Leadership and gold extremely demandant. ---- Some features I would love to see someday: For conveniency: º At least four reserves available slots. Go and forth to the castles garrisoned troops is very time consuming. The pants and belt additional slots were superb. Not just for convenience. Is very funny to have the chance to collect more items. º Soldable troops! Waiting for it since The Legend. º An optional time limit (clock) to move and act each turn. Like chess. Three minutes? Five? That's not so important. But a time limit for us players whom can expend ages before making our minds, would be great, a saver. For challenge and realism: º AI further improvements. I have noticed some (a few) weird behaviours here and there. |
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Shock from Death Eyes is not a bug, but the standard mechanics of this effect. The fact is that they go last, that is, they do not have time to shock the enemy before he makes his move. In this case, only the Initiative is reduced for the next move, but not the Speed. You can try to raise their Initiative a lot, for example, with a Battle Cry spell - and you will see that in this case the Speed will also be cut. Additional reserve slots - technically it is extremely difficult and will not work quite correctly. For this purpose, the number of Castles increases in each new patch so that there are places to store everything. Selling troops is technically impossible to do normally, the game engine is not designed for this. Maximum - maybe something like this can be done with the help of artifacts and maybe a Blackie. Not in the near future. The timer during the battle is technically impossible for sure. AI is improving every patch. But he will never be reasonable as a person. There are two main reasons here - first, the AI does not know how to calculate moves for the future, it always makes only this particular move. Secondly, AI scripts are incredibly complex and cannot take into account any circumstances on the battlefield. |
Something in Wizards and Archmages code, creature info or whatever leads to erratic and buggy AI behaviour:
Kamikaze doesn't kick in, some units lose their turn, etc. It's a pity. That spread lightning looks awesome (although its damage overall is very poor) |
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Kamikaze is a pretty glitchy spell, the script wasn't changed from original for the reason "at least sometimes it works properly". |
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Yeah. Sometimes triggers almost right away and others at the correct time (when it's suppose to do, that is, the next round) |
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Currently I have only tested the Wizards in Whitehill and Monteville initial undead village where you arrive through sailing. |
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I have repeated the fight where I found the bug ten or more times. It appears to happen randomly, not always. Annoying and difficult to track. It can appear following these steps: 1. Casting kamikaze on the common bears. 2. Use "waiting", with the bone dragons. = Kamizake doesn't trigger and the bone dragons turn is skipped. |
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Hi Molder.
I'm suffering crashes when trying to suppress the Jackboots. More specifically, after casting Flame arrow on Celestial Guards. Is this a known bug? |
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I have attached my last savegame, just in case it helps.
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Congratulations for 1.5.1, by the way! May I, or a friend of mine help you with the translations process somehow? We're not russian expert, but maybe could fix english typos and check the english texts/strings for inconsistencies to remove/fix and so on. |
Oh, one last thing. Do you think buying the "XP bonus" wanderer scrolls is strategically a smart move, considering that my Vampire is currently level 16? I don't have Archmage nor Higher mage skills yet.
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As for the bonus experience, it is better to use these scrolls later, for example, on strong heroes. In your case, the increase will be weak. |
Hello there, Molder. Still playing your mod. I have put more than one thousand hours into it. I love it.
Looking forward to next english version release. Have you ever considered to make a Patreon? You would have quite a few supporters. Me among them. PS: Does Wanderer magic work in 1.4.1? Sometimes spells global effects aren't shown in the UI despite animations being properly displayed. EDITED: fixed a typo and other orthography errors. |
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Already told you about Patreon, I guess. About Wanderer Magic: for some reason Darkside never shows you active spells like in previous versions. You have to remember them:( |
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prostadine |
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