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#1
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Hi,
thank u for your input, jorko80. Some of the creature bugs are from the vanilla game. The Agvares companion, isn't so strong IMO, so I made it that you most of the time can sneak pass the undead army to meet him (depending on randomness - sometimes a path is blocked so it is harder to sneak passed the undead army). I will have a look at your suggestions when I make an update. I like shorter games too. I'm SOO glad it was possible on impossible. I did reduce the inkvistor ressurect. I think there are 2 charges instead of 3 as far as I remember. Paladins I made more expensive, but probably good to reduce the resurrect too. Although I have only made few changes on creatures compares to vanilla in this version. Strangely, there has only been very little response to this mod. Perhaps because it is an old game....??? |
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#2
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Well I play the game regularly , but my last check of this forum was 6 months ago. So I guess people will find it in the next few months.
Impossible can be very easy when the unbalanced spells and abilities,that I wrote about, are used. I usually play a mod for The legend and Red sands, which cuts all such things, but it's in russian. I also made a very big mod for Warriors of the north, which also makes the game harder, but it is also in russian. Maybe someday I'll translate it to share it here |
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#3
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Thank you for your inputs! When I get to it I will have a look of all the suggestions. Right now, I'm not in the mood for modding, nor playing... it comes and goes... sounds interesting with your WoTn mod. It is not so fun translating... I guess there are more russians playing the game. I played Red Sand a little, but only until the first 2 islands or so. I found it too easy with the familiar, but ofc haven't tried endgame. The fun for me is actually more the mapmaking, so The Trent War is more an extra KB release than a mod.
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#4
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In the upcoming update of Trent, besides fixing a few bugs, some creature and spell adjustment will take place. Feel free to comment or add suggestions:
Creature changes for the next update of Trent: Inkvisitor: Only 1 charge for RAGE (was 2 in Trent1, 3 in vanilla). Ressurretion 15% less. 5-9 damage (was 5-7) Priest: Heal 20 hitpoints (was 15 in Trent1, 10 in vanilla) Paladin: Ressurection removed! Instead 2 charges of healing 120 hitpoints. Normal price (was higher in Trent1) Knight: 1 charge RUN with 2 moves (was 1 move in Trent 1, no RUN in vanilla). 35 Physical resist (was 30). Roundattack 18-25 dmg (was 15-20) Black/Reddragon: Normal price and leadership (was lowered in Trent1) Alchemist: Holy potions no longer burns (bug in Trent1). More potions – now 3 Fire and 3 Holy potions. Holy potions also heal 35 if cast on own troops (heal 20 or so in WotN but not in vanilla). Runemage: ? Spell changes for the next update of Trent: Turn Back Time: 60.000 (was 50.000). Increased manaprice: 30-35-40 now (was 30-30-30) Magic Shackles: Leadership requirements much much better. Was 100% in code, now 150-300-10000% still for level 3-4-4 Phantom: 15000 gold (was 6000). Costs 18-25-30 Mana (was 15-20-25) Call of Nature: Cheaper, 10-20-30 Mana. Berserker 2-3-4 Mana (was 2-4-7). Cheaper to learn. Fear A little more Crystals to learn. |
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#5
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Quote:
By the way, if you know of a populated/active thread or discussion which the developers read and take into account, I would like to know about it and comment. I have played Crossworlds and The Legend for more than 1900 hours, so I think I could provide honestly very useful information. |
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#6
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#7
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Building with Hyllewald Hylbaek: Yes, not intended to reach before the fight. Noted.
Engineer: Good point! Yes, still OP. It's noted for version 1.2 |
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#8
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I see that holy damage in Trent War is supposed to do +150% more damage to undead and demons instead of double damage. Is that correct?
-- Bug (unless working as intended): Human trait "Personal Enemy", which implies +15% more damage to the first opponent who harms the human unit, resets after every battle. That means in practice humans are always doing +15% more damage to some of their opponents. |
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#9
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About the building 'Pirate House' with the Royal Griffins: In 1.1 there is only a 30% chance of getting 5-8 level 4's and it can be either orcs, neutral or dwarves. I lowered it though for version 1.2. Beholders: In the code it says custom_params { sleep=50 dod=no duration=1 special=1 } Not sure where to change your suggestion to lower the chance for putting lvl1 to sleep, in the beholder-file it says 'sleep=50' but not the chance for each level. I must admit, I don't use beholders so often. Anybody knows where to change that? Last edited by raknefne; 01-28-2019 at 08:16 AM. |
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