@Tiberiu
Quote:
I'd like to add that Beholder is treated as Mage unit. Beholder has no spells so it shouldn't. (He gets more damage from the Magic arrow spell)
|
Beholders and their kin evil (from red sands for CW mod - medium/gorgon/mystic/sinister/Asmodeo beholder familiar) are all range units but dont get any of range unit bonuses from quick draw skill or items for range units like bows, or crit% or from precision spells. On other hand they have all some active abilities similar to spells - hypnotize/evlin from corpses/summon snakes... so they are in some kind magic using units, and therefore should get some bonuses from magic skill tree. Just my thought.
@Qnk
Modding skills take 3 steps :
1) setting parameters of skill in sessions/addon/ses.kfs/skills.txt ,
2) setting those parameters to match with their pair in sessions/addon/loc_ses.kfs/eng_skill.lng
3) checking skill mechanics in sessions/addon/ses.kfs/skills.lua
I try to find this skill description in skills.lua and cant find it, so it maybe missed by devs. Didi you ever get some enemy unit frozen for 2 rounds by viking troops ? If YES then only rage skills crit% is broken, if NO then whole skills doesnt work
@BB shockwave
Quote:
Btw, quick question - a bug that I once fixed but could never replicate the process for some reason, in Crossworlds. The morale-raising ability of Royal Griffins did not affect Rune Mages for some reason. Pissed me off as I was using an all-human+Griffins army. Was that ever fixed for WotN?
|
Go to game folder/sessions/addon/ses.kfs find morale.txt and in unit2unit/griffin2 add knight,paladin and rune mage, they all are missed.
I just installed game and on to checking millions of files before starting to play, and this moral thing miss is only star of journey