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#1
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Both, in my opinion, are great features of this mod because 1) it encourages you to play a unit that you might not play and 2) it makes the enemy more challenging. Quote:
I've never seen that before with my mod and I did not even change any of that mechanic and so there should not be this problem. So if you could be more clear with what you're thinking here maybe I can be of more help... /C\/C\ |
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#2
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Mine english is not so well so ill try explain once again , i had maximum mana auround 110 then i started quest where you have to battle those 3 altars in the map most left from start location.But when i finished quest i had only 30 mana maximum.And this happend also i think when i want rise mine mana cap in archamge tower , when you give archmage 2 manapotions. I have save games somewhere maybe i can send them to you. Hm?
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#3
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Thanks in advance for sending me the saves and reporting the problem here in the forum! /C\/C\ |
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#4
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So I'm just scratching my head on that one. For now, since I can't repeat it we'll just keep an eye out for it, but if anyone runs into this problem, please let me know - preferably with a save game that repeats the problem in only a step or two. I do have some bugs that I've fixed, but haven't released yet. For example, with the WotN code, Black Dragons will still land on your troops occasionally. So I just set it to use the original TL code if the Black Dragon is controlled by the computer, otherwise it will use the WotN code to allow you to use the special ability to full effect. There are 3 functions that this ability uses and so now the AI will use all the original TL ones and humans will use the WotN code. Before I had only 2 of these 3 functions doing this and now all, but it is more likely that the one I had originally excluded was the culprit so I may do some more experimentation with this in the future to see if I can use the WotN code for the other two functions. I've kind of been taking a break from modding, but I have some other features that are going to be nice like displaying more information about your total Mana Recovery / Rage Drain rates when you cursor over those icons. As mentioned previously, I pretty much have everything that I want implemented and so am mostly in the debugging / polishing phase. I'm also experimenting with having Bless / Weakness affect all talents / abilities with a range. So for example, if you Bless a troop and they have a talent that causes damage, it will also be maxed or, for example, Demons will summon at the maximum of the range. With Weakness the opposite is true. I kind of got this idea from Dark Side, but expanded it to include all talents / abilities instead of ones that just damage. Unfortunately, there are a lot of places in the code where I had to change this so I've been trying to debug them before I do any kind of release. I'm also thinking of expanding Critical Hits (krit) to damaging talents so that there is no penalty for using them in this regard since krit is so important. We'll see as I'm still on the fence with respect to this from its implementation in WotN / I&F / DS. /C\/C\ |
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#5
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An amazing mod MattCaspermeyer, my heartfelt thanks for your great work!
I doubt you are still dealing with it, but just in case I will try to list at least some of the bugs I have come across, and if you need screenshot proof of them I will go the extra mile to make sure you fully understand the issues listed. This is only a partial list of the bugs I've encountered, but over the coming weeks or months as I replay with other Heroes on Impossible I'll add more bugs and clarify things If i discover more information. Bugs Homm3 Babies- Archmage- Range attack doesn't cause shock, whether in Fighting Trance or otherwise (melee attacks can cause shock). Going into Trance also changes the critical hit rate incorrectly (i.e a 22% critical hit rate in normal mode due to things like belt of luck which grants +10% total by itself, can then be reduced to 15% in trance, namely a 100% critical hit increase of base and not even counting crit bonuses from Hero having 7 attack multiples and ignoring everything else). Archmage as is is borderline unplayable barring his Magic Shield. Critical Hit rate- Plenty of issues with this. For starters though the tooltip doesn't display the effect of morale on the critical hit rate (however as far as I can tell it is correctly applying the morale bonus to the total crit rate i.e if a peasant has a 30% crit rate and +3 morale for the 200% bonus it is correctly doubling the total to 60%), even in battle the critical hit number doesn't factor in morale. However if you cast morale spells like Battle Cry, or get morale lowered from battle going long or things like Necromancer's Curse, then the critical hit number will change, albeit it will still be incorrect. Battle dragging long morale penalty- Reduces stats BELOW their norm. For example if a unit was at +1 morale normally, but then the battle dragged long for the first -1 morale, making the total neutral, the stats of the unit will still take a slight negative hit below neutral morale affect on stats (you can see a Red effect on stats that reduce it below the base). This bug does make it beneficial to have over 3 morale on units if battles go long. Also i believe that morale reducers like Curse variants from Undead Units like Necromancer/Undead Spider and the Bone Dragon ability have the same overally powerful negative effect that lowers stats more than it should be. Bowman- Melee attack can cause freeze or extend freeze duration (perhaps mainly against high fire resistance enemies). Same with regular ranged shots as well occasionally causing freeze or extending the duration of freeze (again likely tied to high fire resistance units). Cyclops- Can't be Burned, Frozen, and presumably most other status effects like Stun/Poison etc. Eventhough on impossible the resistances to the respective damage types are obscenely high, there is no immunity granted to these status effects by any of its abilities and it should be fixed. "Stone" and a Tier 5 unit should not grant it immunity to basically all status effects. Period. Mirabella- Not granting Unit Level- Atk/Def bonus to Human Race units and , only working with the 3 units (griffin, pirate, sea dog) who are listed individually. My findings indicate that any wife that lists specific units under a Unit Level- Atk/Def bonus the benefit works for them, but any units that should be included under "Race" don't get the benefit properly. This radically weakens nearly all wives and is a monumental oversight. Rina- Human form not giving the full 12% discount to leadership for Robbers/Mauraders, seems closer to a 6% discount like the Undead rina gives to undead units (i.e Robbers at 20 base leadership are only being reduced to 19, even though it should be at minimum 18 leadership. Mauraders at 30 leadership are only getting reduced to 28, eventhough it should at minimum reduce it to 27 .) Rina- Zombie form not granting full 12% discount to undead (I believe only 6% leadership discount). Like all wives not granting Unit Level- Atk/Def bonus to anything listed under Race, in this case Undead. States that enemies get -6% poison resistance, but is giving them -12% poison resistance (which is probably as intended since just -6% would be even more pitiful a bonus than it already is, namely debately the worst wife resist/ - enemy resist bonus). Gerda- Not granting Unit Level- Atk/Def bonus to Dwarven Race units. Presumably all wives that grant the Race variant of Unit Level bonus don't work. Spellcasting Bug- Spells like Sacrifice or Phantom (presumably every spell can get this bug) sometimes you can't cast a lower level of it, and it automatically casts the highest level of the spell (even if you haven't learned the respective magic school to level 3). You can for instance cast a level 1 phantom for only 14 mana and get the level 3 effect (in terms of the % and the duration) early game/for cheap, which is technically beneficial albeit broken for the player, but with something like sacrifice this can be a real problem due to gaining to many units since it automatically casts level 3 sacrifice. Not sure how to replicate this bug, but a fair amount of battles seem to have the bug randomly (if the bug isn't active for the battle then it never will happen, if at any time it does happen then it automatically will cast the level 3 version of a spell for the rest of the battle, even if you don't have the total mana to be able to cast the level 3 version, as long as you can afford the level 1 version of the spell). Combat Takes Place Underground Morale Bonus- Some units like the Cannonneer (http://tinypic.com/usermedia.php?uo=...c#.VgA-Rt9Viko) get this undocumented Morale bonus, presumably due to its "Likes Dungeons" ability. However other units like Alchemist (http://tinypic.com/usermedia.php?uo=...c#.VgA-Q99Viko) or Dwarf (http://tinypic.com/usermedia.php?uo=...c#.VgA-Vt9Viko) with the same "Likes Dungeons" ability are not gaining the Morale bonus. Also one can see the Red status from -morale due to the battle being long, which is a negative effect beyond what losing that morale should be. Lina's Ice Ball- Not gaining critical hit bonus from the Hero Attack (i.e the +2% from 7 attack, +4% from 14 attack etc). Is properly gaining the bonus from items like Elven Belt or Babies like Ufretin with his +40% crit rate for all units. Also not gaining the Hero resistance bonuses from multiples of 7 defense (not sure about tolerance resist bonus but will check). Tolerance Level 3- INCREDIBLY annoying bug, level 3 tolerance ONLY gives it's +6 resist all during the first turn. As soon as units finish their turn the entire tolerance bonus goes away for the remainder of the battle. However any summons/phantoms or whatever keep the tolerance level 3 bonus for the entire battle. Basically upgrading from level 2 to level 3 in Tolerance is pointless with the bug, since atleast the level 2 Tolerance works with it's +4 resist all throughout the battle without any hitches.. The biggest loss is the extra 2% resistance from the final bonus, but even the demon/elf morale penalty negation being "lost" due to it being foolish to upgrade to Bugged Level 3 Tolerance, is unfortunate. Werewolf Elf, Vampire, Ancient Vampire- Using their transform ability causes them to lose the hero resistances from 7 defense multiples. Potentially many other things not properly affecting them due to transformation, will possibly update (albeit am ignoring them due to the bug). Necro's Call or Necromancer Raise Undead- The units raised don't benefit from either Hero Crit boosts from 7 attack multiples, nor resistance boosts from 7 def multiples (not sure about tolerance). Necromancer's Raise Undead- Devastatingly bugged beyond belief. Basically if using it to resurrect another undead unit or itself it will not end the necromancer's turn, allowing him to keep using for "free" and finish his turn as he wishes either attacking, moving, defending, using another ability, or using Raise Undead to actually raise corpses which atleast does end it's turn. The best work around for fairness sake if one intends to use it as a resurrect is to use it once and then necro's turn manually with either defense or walking back to that position with the final action point to prevent the cheap defense boost. Eventhat requires one to not use the Raise Undead ability for a couple more turns manually since it doesn't start the reload countdown on the ability since it didn't "really" use it.. One way or another the battle is likely to crash if you screw around with Raise Undead, especially if in a future turn you attempt to use it on another unit. Skeleton Archers Magic Arrow- Actually removes the difficulty (i.e Impossible) bonus which is probably a bug (but a cool feature that gives the heavily nerfed Skel Archer more juice), but it actually only lowers base damage, with all other stats still boosted with the A.I bonus (even damage from talents remains). As a whole Undead have an outrageous amount of bugs starting from the Wife, plenty of babies, nearly all the units in one capacity or another, and they go from basically the best race in original KB The Legend w/ the best wife and the only Hero Skill specifically boosting them in the form of Dark Commander, to the absolute worst race for the player in Babies. Maybe later i'll go into depth chronicling their massacre in this mod as it stands. Babies (So many bugs it's almost disheartening, and i'm almost too lazy to chronicle all the numbers that are off but i'll try..)- Piquedram- Numbers are off for every plant unit benefited. I.e Ancient Ents get a 5% leadership discount and 5% extra health, not the 4% each as listed (even still the number should be higher AND he should get +1 initiative/speed/morale since as the slowest base unit in the game at 1/1 init/speed he can really use it). Royal Thorn numbers are off (believe it's actually 7% discount and health bonus, not 9%), same with the thorn hunters and thorn warriors who are getting even less of a bonus then listed (which is already behind par to other babies for level 1 units). In short he can use fixes and and buffs to make him not complete garbage. Clancy and the other Unicorn Baby- Could REALLY use +1 initiative on top of the +1 speed/morale. Cool Features that would add to the replay value- When starting a new game having the option to exclude certain babies from wives (if you have already acquired some of the babies in a previous playthrough and want to guarantee all new babies to eventually experience most/all of them). Critical Hit for Abilities/Talents- Featured in the newer games, would be cool in Babies as well (including things like bless affecting Talents). Only problem is that on Impossible enemies have outrageous critical hit rates as is (seemingly a minimum of 40, and many enemy units getting near outright 100%), so having to suffer constant crits with their Talents is not particularly exciting.. Enemy Morale like in future games- Would right away benefit 3 of the Undead troops which are weakened for the player; namely Undead Spider with his Cursed ability, Necromancer with his Cursed ability, and the completely useless Bone Dragon Morale Penalty ability. This change would make the woefully weak undead slightly more playable, and not quite as imbalanced in terms of being a strong enemy but terrible army for the player to use. Last edited by SlickDragon; 11-16-2015 at 04:55 PM. |
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#6
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Last edited by Sirlancelot; 03-18-2016 at 12:19 AM. |
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#7
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Allright, Matt, I'm playing with a warrior the Gamersgate version of the game, that is, theorically, latest one.
Issues/bugs I have found so far: - Critical percent rate doesn't take anger into account. At least the numbers says so (they remain the same regardless your current rage quantity) - My hero has been defeated several times already and still gains a full army and money after losing. Is this intentional? - Whenever a unit does 11x damage, damage output text is apparently incorrec. Higher than it should. Like ten times or so. I didn't suffer a CTD or frozen screen bug yet. *Cross fingers* =P |
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#8
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***EDIT***
Okay, I've delved into these issues more and I'm thinking pretty much all the issues I thought were game build ones are real bugs that I've probably added along the way - I'll provide more detail below... ***EDIT*** I've kind of been getting back up to speed on where I left off, but I wanted to address these comments to at least let people know that I've looked at these issues... These comments also assume that you are using the proper game build and that could be part of the problems... By the way, I'm not sure if I have the time to do all this, but if I do then that's what it means when I'll look into something... Quote:
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Range attack should cause shock as the code where this is applied is the same and I didn't change anything in their Lightning Attack code, either. So I'm not sure what is going on here... ***EDIT*** Okay, I found out the issue here - when I added Blue Dragons, they shared the shock code with the Archmages and I added a new level= custom parameter to their ATOMs; however, I did not implement it properly for Archmages (I had only placed it in their melee attack, which was not right), but I have it fixed now (I needed to place this parameter in their ranged attack) and will provide a future update to resolve this issue. ***EDIT*** As far as Critical Hit, there are three ways about this: 1. Critical Hit modifiers are just + to the Critical Hit 2. Critical Hit modifiers are percent increases to the Critical Hit 3. Critical Hit modifiers are set to a specific value I looked at the original code here and the code actually takes the Archmage's current Critical Hit and applies the bonus as the *difference* between the bonus from the Archmage's ATOM and their current Critical Hit. So, it is possible that it could actually reduce their critical hit, if the bonus is lower than their current value. Since this is stock TL code, then this has always been an issue with the game, but probably not due to Critical Hit for Archmages now having quite a few modifiers in H3B. It is most likely that the Skill description is not accurate in the original game and I inherited this functionality. I'll see what to do here... ***EDIT*** I'm going to implement this differently so that it works properly. ***EDIT*** Quote:
***EDIT*** I think there is a bit of confusion here as to what the effect is meant to do. I'm going to revisit the descriptions and see if they are confusing (I remember a lot of them were). I will then see how I've implemented them in the game. So I will attempt to make the descriptions for their implementation more clear and if I need to make any code changes because I implemented them wrong then I'll do that... ***EDIT*** Quote:
Barring an exhaustive search on what could be causing this, I'm going to chalk this up to being the nature of the beast... ***EDIT*** Okay, I think I may know what is going on here. When I originally implemented this bonus (well, er penalty), I think I thought that when I was modifying the morale that it wasn't changing the unit's attack, defense, and critical hit properly. I was probably mistaken here as I am double dipping dropping Attack, Defense, and Critical Hit as well as morale (which causes the Attack, Defense, and Critical Hit to drop all by itself). I will double check this, but it looks like I can just comment out the double dipping code and it should then be okay. ***EDIT*** Quote:
Since Cold Resistance is not an actual resistance category in TL, the game designers sort of used Fire Resistance as a pseudo Cold Resistance. I made a change such that effect durations are affected by the unit's resistance. So, for example, if a poison resistant unit is poisoned, then the duration is reduced by the resistance (so if poison lasts 3 turns and their resistance is 30%, then it will last just 2 turns). The opposite is also true if a unit has resistance less than 0. Since Fire Resistance acts as a pseudo Cold Resistance, Freeze duration is increased on units that have high Fire Resistance. If regular shots are causing freezing on Fire Resistant units, then that is a bug that I'll will have to track down - I know that the shot code sometimes reuses the same function and so it is possible that I failed to check the type of attack being carried out (actually, I don't think there is a way to know the type of attack, but what the developers would do is look at the special values of the attack in the unit's ATOM and guess the attack from the values there). So I may need a way to discern appropriately between their 3 different attacks. ***EDIT*** I've actually gone through both Bowman and Skeleton Archers to ensure that I've implemented my changes here properly. The issues arose with the possibility of modifying parameters that the LUA code assumed would be a specific value. I have implemented the use of the arrows= custom parameter, which was set to 1 when the attack was ranged and I now check that the attack is ranged (arrows=1) and only implement "throw" attacks if this is set to 1; otherwise, it is a melee attack (arrows=0). I then discern which throw attack it is properly by the values set in its custom parameters section (by the way, this is normally the way the original developers discerned attacks via values in their custom parameters section) to make sure that it is casting the proper attack. I've also performed a cursory check to ensure that I don't have errors with the other unit's special attacks and abilities and I think everything looks okay. ***EDIT*** Quote:
***EDIT*** Another thing to mention here is that the Cyclops is considered a "golem" and units with that feature are normally not affected by most effects (other golems are the Ice Ball, Phoenix, and Evil Book). ***EDIT*** Quote:
So if this is not working in your game, then I'm not certain what the problem would be... Quote:
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***EDIT*** For all the children bonuses, I will revisit this and check them to ensure that they are correct and working, but as I mentioned above, they are implemented properly as far as I can tell and since they are grouped with ones that are working, the only way they wouldn't work is if I misspelled something. ***EDIT*** Quote:
***EDIT*** This one I've given it some more thought and if this is a problem, it is probably due to creatures that have spell casting abilities and I tried to share code between the hero spell casting and the unit spell casting. I know that it is really hard to discern sometimes who is casting what and so it is possible that the code is confusing who the caster is. I'm thinking that maybe this happens during enemy hero fights or during fights with enemy units that can cast "spells". I'm going to look into this more and for areas where the code is being shared, I may need to add a custom parameter to the unit to help identify it as a caster. I know that Bone Dragons can cast spells at level 3, regardless of the spell level of the caster and both them and Arch Demons gain spell power from their hero and so it is possible that this behavior is mistakenly being used for hero spell casts instead of only for the unit spell casts. ***EDIT*** Quote:
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***EDIT*** Okay, I've added the special_difficulty bonus to the list of spells not removed by this attack. ***EDIT*** Quote:
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Well, sorry for taking forever to respond, but if I ever get back into modding this game I will see about fixing these issues. I actually looked at my change log from 3 or years ago and I have quite a few changes that I never released. So here's hoping that I can spend some time with this in the near future. Thanks for your comments! Matt ***EDIT*** If I find out any more information about the above issues, I'll be sure to post here and hopefully I'll be able to find some time soon to provide an update that fixes the issues that I've already fixed. ***EDIT*** Last edited by MattCaspermeyer; 10-12-2017 at 11:10 PM. Reason: Learned more about these issues |
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#9
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Matt |
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#10
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I think I'll have to add some checks to this function to discern properly between whether the attack is burn or freeze and whether it is ranged or melee (the original code didn't really discern this) - I think that's where it might be behaving strange with the changes I made... Matt |
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