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#1
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Quote:
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#2
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About the fire spider, I forgot to say it doesn't recieve the Initiative bonus from the Blue baby Dragon. I think is a bug imported from vanilla Crossworlds, due to the fact back in The Legend they were considered part of the Demons faction.
And it would be nifty if the description would explain on more detail which Arquery bonus they receive or can receive. I see Knights have obtained a new talent, Running. That makes them a bit more interesting as enemies, but I think they were already powerful enough for the player. You just need to buff their speed with a spell or/and an item, or use Teleport. Keep in mind they have 30% physical reduction, Mastery, morale +1, high protection from fire and even extra damage against dragons. Oh, and the usually undervalued Circle Attack, which can be devasting when combined with Target (for example) Pair them with Paladins or Horsemen and you have an extraordinary melee setup. They make Polar Bears and the like too obsolete, IMO. Snake description is wrong (another bug from vanilla, I'm afraid) They don't poison, but stun. By the way, congratulations for the new Darkside mod! |
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#3
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Knights: I never used them before, always Paladins. BTW Paladins only heals now, no ressurection... In Darkside I saw they took the "give turn" from the Paladin and gave it to the Knight to balance these 2 more.
Snakes: Yes, must be vanilla, didn't touch it. Must be the red ones, the blue and green poisons. Darkside mod: Don't know if anybody plays it anymore... it was very unbalanced, that was why I made a mod with more balance. Was too hard at first and much easier later, I remember in vanilla Darkside my mage had 100+ Mana as level 8 or so. I gave up, had the feeling that goodies like mana/rage etc were thrown in your face too much. |
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#4
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Alchemist:
When facing them as opponents, venom potion talent appears missing, yet the enemy uses it. Energy drink seems removed. Why? Quote:
I see that you also made Phantom pricier in mana, crystals and gold. Well done. Exploits out. Don't worry about the Darkside mod reception. Once Katauri releases next Kings Bounty entry (which could be soon, or that's what rumors say), all the saga modding community/enviroment will feel alive again. I really think so. |
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#5
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I have to check Alchemist, there has been a lot of fuzz around them since I modded it. Minors though. Mainly I gave it more potions. I never used Alchemists... A player that played Trent on Impossible to the end, pointed out about Paladins, Phantom spell, Nature Call (I made it cheaper, now 10-20-30 Mana) etc., it was all added in version 1.1.
About new releases, I hope they playtest it well, Darkside can't be playtested much. It is strange, using a lot of time and energy for making the maps and tons of complicated quests, but not the balance. Strange. Sounds like they were in a hurry. I can also see it was another team on mapmaking, the maps are very different from Crossworld. |
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#6
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Fire spiders spits don't work properly yet. The spiders are unable to burn anyone on ranged no matter the %. After dozen of attempts, I changed locally the value of:
custom_params { burn=15 //30 } , to 75 for nothing. I don't know what's wrong. Perhaps the related animation is missing? Something not linked, there? Code:
throw {
group=1,2
class=throw
distance=5
mindist=2
penalty=0.7
base_attack=1
animation=cast/throw/thtarget
throw=catapultfireball
dontusenearenemy=1
framekey=x
damage {
fire=2,3
}
custom_params {
burn=75 //30
}
}
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#7
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I will have to check with Ice Spider from WoTn which spits ice and can freeze, 20% chance,. It works there. I will check, if I can't make it work, I just remove the chance to burn on ranged attacks, shooting after all is an improvement for the Fire Spiders.
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