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#1
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I think I figured out what was causing it. I thought I was using the 2014-01-28 version. However, I had put a previous version in an extra folder I made to archive it if I wanted to go back to an old save(King's Bounty The Legend/Data/Archived). KB must have been trying to use that instead of the current one. When I deleted that folder, I stopped getting crashes. And I can confirm that Robin of Greenwood and Martin Vodash both cast shroud without crashes now.
Come to think of it, I must have played with an earlier version before shroud was causing issues, then downloaded the one with issues, then quit playing KBTL for awhile because of the crashes. |
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#2
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Congratulations for the new creature!
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On King's Bunty: TL, however, I'm not totally against raising enemy stats due to its chess-like game mechanics and I concurr some measures were and are necessary to increase challenge but, according to my vision and preferences, I'd use a slightly different formula: something like a tiny fixed increment (let's say 3% Hard, 6% Impossible) plus a partially random amount: +3/+6 % + map difficulty modifier + *, where * is a quantity between -4% and +20%: -4 (2%), -3 (3%), -2 (5%), -1 (5%), 0 (10%), +1% (10%), +2 (10%), +3% (10%), +4% (10%), +5% (10%), +12 (5%), +14 (5%), +16 (5%), +18 (5%), +20 (5%) , this means most creatures (60%) would have equal or simmilar stats compared with default, but some of them be notably more powerful. Concretely up to +26 on Impossible, which is roughly the same maximum as you planned, and Hard would be even Harder. Quote:
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Not sure about Alchemists, though. Quote:
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Obviously to set random encounters the object used as a trigger should be invisible and the "click" involuntary. Quote:
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#3
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Thanks - if you have any suggestions on abilities be sure to post them. Ideas are great for brainstorming what will mesh well with Drahha's mythos.
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I may visit the actual unit AI in the future because there are some things that I scratch my head about, like for example, when a shooter runs away from a troop and still shoots it even though it can only do a small amount of damage when it could do more damage to another troop further away. Quote:
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I certainly want to maintain the level of play that Sir Whiskers is talking about as that is what makes the game truly fun! I also think that I've actually made plants useful now, whereas before they were pretty useless. With the increase to talent abilities, enemy Ancient Ents now really pack a wallop with their Wasps ability. Anyway, I certainly don't want to undo the utility of plants and so that's why I may keep Ents (normal Level 4 ones) with reloadable summons (plus if the combat goes long enough abilities don't recharge any more any way). 6 attacks (or 4 technically if there are no Undead) might be enough. But their potions are pretty much reloadable now in the other KB games... Quote:
I'll at least do a little probing to see if I can get a feel for how implementable something like this is... Quote:
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Well, thanks for the comments! Some interesting things to think about! /C\/C\ |
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#4
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I do consider scouting mostly useless. I only bothered with the first rank of it for a long time. Search radius basically reduces tedium, but doesn't make a gameplay difference, since you'd dig up the same things with or without it. Assuming you run around constantly hitting D like I do. Eventually I went for rank 3 just for the int bonus.
About Ancient Ents: I've noticed that enemy ancient ents are obsessed with summoning. When I was first encountering them, looking at their resists and realizing it would be tough to kill them quickly, I was dreading their ranged attack. Instead, they all seem to summon on their first turn, usually giving me enough time to kill them. I'm playing as a mage with an elf army - my hunters'/elves' attacks feel like they barely scratch enemy ancient ents, until I use hellbreath. Which is a spell I rarely used in the vanilla version of the game, so that's a nice change. Last edited by Kiras; 04-29-2014 at 08:12 AM. |
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#5
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Their summoning is a priority if your army is smaller than theirs. Rooted becomes more important if they are on fire or your army is bigger than theirs. One thing is that the unit AI currently does not account for damage types, although I added extensive statistics for the spell AI. For example, I catalog the percent of damage of each type so that this can be used when casting spells such as Stone Skin or Divine armor. Conversely, resistance types are also catalogued so that it can be determined whether casting Hell Breath can be used effectively. Stuff like that. After I release my current development mod, I'll probably visit the unit AI to see if this data can be leveraged to aid the AI in choosing what to do... /C\/C\ |
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#6
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Please find attached (at the bottom) the latest update to my H3B mod!
This update contains a lot of changes! There is also some debug information that you will find at the start and during combat that I've left in for now so that you can get a feel for certain things that affect combat. The first is the map location and what terrain type it is as well as the time of day since these parameters are very important with respect to bonuses or penalties. I've been using this to update the arena location types so that arenas give proper bonuses. My work here is not done and so I plan to continue to use the information that you see on the first line to help me in altering the terrain type of a certain arena. As an example of this, there are many forest locations that have an arena type that is normal. I've changed these to be forest so that Elves now benefit from their "Loves the Forest" feature since technically you are running all around through the forest. The next combat message you will see appear is a listing of the enemy hero / tower spells and their score. I've spent a lot of time developing a much more strategic system with respect to the generation of the spell's score, which affects its probability of being cast. So if you are interested, you can scroll back through the combat log in fights with enemy spellcasters and see what the scores are for their spell choices. This information was invaluable in helping me improve this part of the game. Both of these messages will be removed in a future version, but for now I've left them since they help me with mod development and debugging. You can simply ignore these messages as they don't affect anything. This update also includes the addition of Blue Dragons as a new unit! I had a lot of fun developing them and so I hope you have fun playing them or fighting them. Note that you will need to start a new game to be able to "legitimately" use them since the *.LOC files that I edited only affect new games. Nonetheless, I've also added Blue Dragon Eggs and so you can always use the cheat command (tilde, ~) to open the cheat dialog and type "item blue_dragon_egg" to add one (or repeat for more) to your inventory. You can then hatch them and try them out in your current game! This is what I did to debug them. Note that I have added logic in ARENA.LUA to allow the AI to use their abilities, but this part I have not debugged yet to ensure that it works. There are also now several NPC's that will exchange a certain container type for crystals (eggs, seeds, etc.). So far I have Lady Beaulla (Ent Seeds), Frogus Bogis (Dragonfly Eggs), Old Chvakah (Spider Eggs), Milk Woman Wilma (Thorn Seeds), and Witch Helga (Snake Eggs). I still have more work to do here... Drahha will now offer to exchange dragon eggs for runes. You need to talk to him a couple of times after finishing his quest to get the option to make the exchange. Another big change is that the difficulty and map location bonuses now apply to enemy unit talents as well. This means that they do more damage with abilities that cause damage, summon more allies, have a higher percent chance of certain effects, etc. Ice damaging spells / abilities now amplify damage based on half of the target's fire resistance if the target is fire immune or they are demons and damage reduction from physical resistance is only half if they fit the above requirements. This change means that there is a pseudo "ice" damage to targets that should normally be vulnerable to ice spells (like Dragons and Demons, for example). There are also a ton of bug fixes that either you have pointed out or that I've discovered on my own. So let's hope that I've made the mod better in this regard. There are also myriad other changes, some deal with making units more interesting / playable (like the changes to bears and unicorns), others with adding penalties (like the new penalties to the Undead), and some that are just general. Since there are a ton of changes in this update, there may still be some bugs out there, so if you have any problems with this update, be sure to post them here. I'm not done making all the changes that I want, but I think I've implemented all the changes that require a restart. The only reason to restart is if you want to get the *.LOC file (note that the arena LOC changes do not require a restart) changes (like Blue Dragons, etc.), otherwise feel free to continue your game like normal after an update. Once again, thanks for downloading and trying out my mod - I hope you enjoy this update! Here is the detailed (long) list of changes (and the mod can be downloaded below): Version Beta 2014-05-08
Wow! Lots of changes! With so many, there are bound to be some areas that I haven't debugged yet, but I can restart a new game without it crashing and I've resolved all issues I've discovered to date. Nonetheless, I'll continue playtesting and debugging this release, but don't let this stop you from downloading this update and trying it out! Enjoy! /C\/C\ Download removed due to new version available. Please see the last post in this thread for the latest version - thanks! Last edited by MattCaspermeyer; 05-12-2014 at 03:36 AM. Reason: New version available so download links removed |
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#7
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Please find attached below a critical update for those who use Build 35,234. If you are using Build 35,396 then this update simply adds new features (although it does have some more bug fixes).
There is a problem with Build 35,234 when using the LUA Game Library function LocType. This function is supposed to take an input and then output true / false depending on whether the current location type is the same as the input location type queried. No matter what the input I specify is, this function throws an internal error thereby halting execution of the current LUA script and preventing execution of subsequent LUA code. This problem is often fatal, causing the game to crash to the desktop when the game's error-handling code continues with the next execution task and that code expects certain code to have been executed. I currently use this function in ARENA.LUA to determine whether the location is cemetery, dungeon, etc. for reporting this at the start of combat. This is meant to allow me to debug my mod better and I can simply comment this section of code out and problem solved for this file since it is not important to anyone but me. However, I also use Game.LocType in UNIT_FEATURES.LUA for applying several new bonuses / penalties that I have recently added. Since this function is broken and it would cause similar LUA script halts, which would invariably cause a game crash, I've decided to create a fork for Build 35,234 users so that they can still play my mod, although, technically it is no longer compatible with build 35,234 due to the bug in Game.LocType. This development fork for Build 35,234 has Game.LocType calls commented out in ARENA.LUA and also UNIT_FEATURES.LUA as well. The unit features in UNIT_FEATURES.LUA affected by this are:
If you use Build 35,396, then these work as intended without the above restrictions. For those using either build, this version adds new features and for the most part completes the initial development of adding in all the NPC's that I currently plan to use to exchange containers for Magic Crystals. Here are the NPC's and what they exchange for Magic Crystals: Carl Leonard - Griffin Eggs Dragon Attah - Bone Dragon Eggs Gelena Attahskaya - Dragon Eggs (Green, Red, Black, and Blue) Priest Owein - (Skeleton) Coffins Furious Paladin - (Vampire) Carved Coffins I've also added the capability for Black Dragons to select the Power of Fire path in finer detail (so that you can outline a path just like the AI) if you are controlling them. The developers made this change in WotN and now it comes to The Legend via this update! There are also a few bug fixes here and there - here's the detailed list of changes: Version Beta 2014-05-11
The next area I want to focus on is revisiting spell power because there have been a lot of changes since I initially developed this section of the mod. Pretty much damage I'm going to leave as it is since I think it is sufficient, but I'll be looking into the power of bonus and penalty spells to see if a change is warranted. Thanks for your patience as I fixed this problem if you're using build 35,234. Note that an email to 1CC or the vendor you got build 35,234 from is warranted since it is technically not the latest. I'm going to send another email to GoG to see if they respond to this issue because they should be using build 35,396. I'm fortunate that I have both builds, otherwise I would have been at a loss as to what the problem with Build 35,234 was. /C\/C\ Note that I'm no longer supporting Build 35,234 because I provide Build 35,396 here Please see the first or last post to get the latest version. Last edited by MattCaspermeyer; 06-01-2014 at 09:47 AM. Reason: New version available so download links removed |
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#8
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Well, I'm relieved that it is working for you now!
I do my best to squish as many bugs as possible, but there are some that take a long time to find. My current unreleased version has many bug fixes. Since there are a lot of changes and I'm not finished implementing everything yet I'm holding off on releasing it, but am trying to get it finished as soon as I can. As always, if you ever have any additional issues, please let me know - thanks! /C\/C\ Quote:
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