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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  
Old 11-19-2012, 07:45 PM
Razorflame Razorflame is offline
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pretty interesting

it would be nice to show some info /ss

more elaborated before i pance into this
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  #2  
Old 11-19-2012, 08:52 PM
Fatt_Shade Fatt_Shade is offline
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Well my idea was to make classes a bit more different in skill build, and so gameplay vise make player to plan more comparing to original WotN settings.
I made each class have 4 unique skills (instead 2 as it is now), and those class skills have 5lvls (due to Csimbys idea for extended skill lvlup, only i didnt like all skill have 5lvls).
So each class will have bigger difference in late game ; no more double rage skill/trun for paladin/mage, only paladin will have Jarl skil and so biggest army, mage will have cheapest spell upgrades and other classes will have to decide what spells to upgrade and not waste crystals for nothing ... And some other little changes.

As said above, I made this change to first version of game, so I`m not sure if there might be problems with new patch version. But if any1 want to try and reply with impressions and suggestions I`ll try to make it functional for use.
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  #3  
Old 11-19-2012, 10:39 PM
Rah Rah is offline
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Cool idea.

I was thinking, but not yet tested, that the greater differences between classes could come from the runes cost for each skill and the runes gained each level.

This will pre-derteminate the choices you make when leveling up but at the same time allow everyone to try different tactics. This idea is best designed in this game:http://www.pathofexile.com/passive-skill-tree

Where all skills are available for every class but if a warrior wants to cast spells has to pay much more to do so. Each class starts at a different position on the skill tree and some skills are closer some are very far away and you need many steps to reach them.
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  #4  
Old 11-19-2012, 11:02 PM
blacklegionary blacklegionary is offline
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I like your idea but Tolerance restrict to Skald class would a pain for other class. I think you should consider other skills like Ovatory. Also you can consider moving "Favorite of the god" to other spot. It's more an annoyance than useful.

Last edited by blacklegionary; 11-19-2012 at 11:06 PM.
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  #5  
Old 11-19-2012, 11:42 PM
Fatt_Shade Fatt_Shade is offline
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@Rah
Yea i saw that game (skill tree there is seriously f...ed up ), that`s why i decided to make difference here. But already each class get different runes on lvlup, same amount but not same kind (warrior more might runes, mage more magic ofc).
In my modification you simply cant have same lvl of rage skills with warrior and paladin because only warrior have % for double rage skill/turn, but paladin have highest leadership and possible highest moral for units (big bonus for att/def/crit% but not high dmg as warriors units or much rage), on other hand only mage can lvlup bunch of spells because he have alchemy, and have highest intellect/mana in game due to Initiation skill.

@blacklegionary
I pick Tolerance and Oratory that way so only paladin/skald could have highest moral army compared to other classes. Skald sings battle songs to his army, and lift their spirits so only he can have high moral army. Warrior must rely on rage skills and high dmg/crit% from his units, mage on spells and buff/debuff, and paladin on huge army with high moral. Sure you can go in other skill tree but best skills in other trees will be locked.
I thought about Favorite of Gods, but there isnt really place to move that skill, and it`s only 1 lvl needed for Edda and later Resurrection. So only Skald class really need this skill on 1 lvl, warrior and mage need it only if want Oratory skill.

I might change for oratory 3lvl give +2moral, it seems fair to invest bunch of runes, at least get something for all that cost.

And if any1 can just try mod, start new game and cheat runes on start to lvlup skill and post screen, so i can see if there is any problems to fix. In my game there are non, but as I said i have mod before patch game, so dont know if it will work on other users after patch.

Last edited by Fatt_Shade; 11-20-2012 at 02:45 AM.
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  #6  
Old 11-22-2012, 11:11 AM
Razorflame Razorflame is offline
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Fatt_shade

can u post some things how they are changing the game when u have the mod

E.G)

what is the difference with leveling up/the cost of runes/maybe the change of skill tree and stuff

and can someone confirm this stays on even after a patch?
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  #7  
Old 11-22-2012, 12:05 PM
Fatt_Shade Fatt_Shade is offline
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@Razorflame
OK here`s expl for lvlup on some skills (i didnt change rune cost, just added cost for lvl`s 4 and 5 on skills that i added), because here you can get hero to 70 lvl. And as I see there are lots of ways to get runes, or make item, then destroy it with chance for even more runes. So 4/5 lvl`s of skills are a bit costly but i think worth it.

Warrior starting stats from hero.txt, and blocked skills (in bold). I added him spell from start (this idea i got from MattCaspermayer in his HoMM3 mod for tL), so now you can use accuracy spell from start for ranged units, but due to low mana and poor choice of ranged units it`s not big boost, and only benefit is that warrior can use mana for something before getting magic skill (not just spam rage skills). If paladin and mage can use rage AND spells from start, why would even 1 spell be much for warrior on first lvl.
Code:
hero_warrior { // ******************** Âčęčíă ********************
// ńňŕđňîâűĺ ďŕđŕěĺňđű
    start {
        leadership=200
        attack=1
        defense=1
        intellect=0
        mana=10
        rage=20
        gold=1000
        rune_might=5
        rune_mind=2
        rune_magic=1
        crystals=0
        book=6
        // ńňŕđňîâűĺ óěĺíč˙ čçó÷ĺííűĺ č íĺäîńňóďíűĺ
        skills_open=heroism,rage_rein
        skills_off=edda_skald,resurrection,jarl,tolerance,alchemist,initiation,destroyer,hi_magic
        army=berserk2|3|slinger_man|9|bear|2
        spells {
            spell_accuracy=1
            spell_berserker=-1
            spell_rune_word=-1
        }

        items {
 
       }
    }
Here is skill Arctic rage :
Code:
  arctic_rage {
    pos=2,3
    deps=rage
    pic=skillicon1_19_
    name=skill_arctic_rage_caption
    hint_header=skill_arctic_rage
    hint_text=skill_arctic_rage_hint
    levels {
      1 {
        deps=1
        runes=8,0,1
        trade=
        pars=3%,1,20%
      }
      2 {
        deps=1
        runes=9,0,2
        trade=
        pars=5%,1,30%
      }
      3 {
        deps=1
        runes=10,0,3
        trade=
        pars=7%,2,40%
      }
      4 {
        deps=1
        runes=11,0,4
        trade=
        pars=9%,2,50%
      }
      5 {
        deps=1
        runes=12,0,5
        trade=
        pars=11%,2,65%
      }
So on 5th lvl there is 11% for rage skill crit hit , and 60% chance to freeze enemy unit for 2 turns , for 17 runes.

Or Absolute rage :
Code:
  absolute_rage {
    pos=1,4
    deps=brutality,arctic_rage
    pic=skillicon1_18_
    name=skill_absolute_rage_caption
    hint_header=skill_absolute_rage
    hint_text=skill_absolute_rage_hint
    levels {
      1 {
        deps=1,1
        runes=12,0,0
        trade=
        pars=+25%,15%,+20%,+10%
      }
      2 {
        deps=1,1
        runes=14,0,0
        trade=
        pars=+25%,30%,+35%,+25%
      }
      3 {
        deps=1,1
        runes=16,0,0
        trade=
        pars=+30%,30%,+50%,+40%
      }
      4 {
        deps=1,1
        runes=18,0,0
        trade=
        pars=+30%,50%,+65%,+55%
      }
      5 {
        deps=1,1
        runes=20,0,0
        trade=
        pars=+35%,50%,+80%,+70%
      }
we have here 50% to get 35% attack bonus for 2 turns, and 80% crit chance on retaliating hit. Crit dmg is +70%.

Or Destroyer skill :
Code:
  destroyer {
    pos=2,3
    deps=chaos
    pic=skillicon3_08_
    name=skill_destroyer_caption
    hint_header=skill_destroyer
    hint_text=skill_destroyer_hint
    levels {
      1 {
        deps=1
        runes=2,1,8
        trade=
        pars=+15%,4%
      }
      2 {
        deps=1
        runes=2,1,8
        trade=
        pars=+30%,7%
      }
      3 {
        deps=1
        runes=3,2,10
        trade=
        pars=+45%,10%
      }
      4 {
        deps=1,1
        runes=3,2,10
        trade=
        pars=+60%,14%
      }
      5 {
        deps=1,1
        runes=4,3,12
        trade=
        pars=+75%,18%
      }
Mage have 18% to crit with spells , and 75% more basic dmg with spells. So if you want high dmg mage go for this skill on 5th lvl.

In case you want to keep your 5th lvl unit army alive go for Higher magic max lvl :
Code:
  hi_magic {
    pos=2,4
    deps=,destroyer,initiation
    pic=skillicon3_12_
    name=skill_hi_magic_caption
    hint_header=skill_hi_magic
    hint_text=skill_hi_magic_hint
    levels {
      1 {
        deps=1,1
        runes=0,0,10
        trade=
        pars=2,10
      }
      2 {
        deps=1,1
        runes=0,0,12
        trade=
        pars=4,15
      }
      3 {
        deps=1,1
        runes=0,0,14
        trade=
        pars=6,20
      }
      4 {
        deps=1
        runes=1,1,16
        trade=
        pars=7,25
      }
      5 {
        deps=1
        runes=2,2,18
        trade=
        pars=8,30
      }
with it you can cast time back x2 turn on 5th lvl unit to keep them alive(max 8 times per battle) but it will cost you 22 runes.

As for general changes in skill tree i rearranged some skill places, but but didnt relocate them in other tree, just different location in same tree. And does it stay same after patch i have no idea, i`m not sure if they changed anything in skills in patches.
If you want extract this 3 files from your game and post them here, i`ll change them like in my mod and you can try it out. If it doesnt work just delete that files and play on your old settings (eng_skills.lng , hero.txt , skills.txt).
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