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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#1
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As an addition to that - suicidal units. For some reason they upped the target priority of the various statues/etc, which is fine in general, but melee units seem to have an unhealthy (for them) desire to run up and whack exploding barrels. Which explode. In their face.
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#2
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![]() At least I have exciting bug fixes to look forward to! |
#3
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As an update for the mind skill sense weakness I have now taken tier 2 and tier 3 with the same viking units:
Warrior Maiden, Berzerker, Jarl, Axe thrower, Soothsayer. Lvl 1 gives a universal +6% critical, Lvl 2 gives nothing and level 3 gave Warrior Maidens and Axe Throwers +2% critical chance and everything else +3%. I initially thought that it increased the percentage dependent on the units base crit rating but soothsayers went from 20% crit to 23% whilst axe throwers went from 24% to 26% as did Warrior Maidens. So now I am officially confused - and have 22 mind runes to use ![]() |
#4
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#5
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Anyway, the numbers don't make a lot of sense. There seems to be a typo based on the tooltip, as the level 2 has a -5% where the other two levels have a 3% and 7% respectively. But that doesn't explain how it's messing up the numbers. edit: Ah, I found the problem. In skills.txt: Code:
levels { 1 { deps=1 runes=0,11,1 trade= pars=+3%,3% fight { { filter { belligerent=ally } pbonus=krit,5,0,0,-100,0,0 } } } 2 { deps=1 runes=0,11,1 trade= pars=+5%,-5% fight { { filter { belligerent=ally } pbonus=krit,5,0,0,-100,0,0 } } } 3 { deps=1 runes=0,11,1 trade= pars=+7%,7% fight { { filter { belligerent=ally } pbonus=krit,7,0,0,-100,0,0 } } } } There's something "extra" going on with vikings, as they seem to get different bonuses than other things do. The animals I checked with all got the +5% for the first level that it indicates they should, but the vikings seemed to get +6%. Not sure where the extra 1% comes from. Also not sure what the pars=3%,3% etc, is supposed to be doing. Last edited by Bhruic; 10-31-2012 at 06:38 PM. |
#6
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Traveling between any islands consumes one whole day always, not just few hours.
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#7
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Well, it was the same in KBTL. There was also a mechanic in KBTL when if you wait for the right moment in time (before the day rolls over to next one) you can travel in like an hour or so. I wonder if the same thing can be used here.
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#8
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Do you guys think I should list it as a bug then? The game does suggest it should be hours and not days. And does it even matter for anything besides spell point regen and rage loss? I don't recall if there is a score for speed or not.
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#9
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skill_weakness_lore_text_1=^skills_tPar^Troops. Chance of allies inflicting a critical hit [param1]. <br>Chance of allies to escape a critical hit [param2]. In mechanics files these values are referenced using name of the skill, followed by a single number for which param to pull. For example, the diplomacy skill power calculation pulls the first param listed via the following (in skills.lua) Code:
local perc_pacify = skill_power("diplomacy", 1) Consistency is awesome, this usually(!) allows a modder to modify only the skills.txt file to have the change effected in both description as well as calculations. EDIT: Also, some calculations are super simple to do (like adding a fixed percentage to critical chance, or increasing morale of certain troops by one), these are written directly in the skills.txt file. So changing the pars of these won't affect actual values ingame unless you also change the values in the pbonus (parameter bonus), rbonus (resistance bonus), or dbonus (not sure...) lines. Last edited by QNk; 10-31-2012 at 08:20 PM. |
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