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Mods Armored Princess mods

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  #1  
Old 01-26-2010, 02:16 PM
xsyron xsyron is offline
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This is a minor fixing update mostly, and changes some abilities so that they are unlocked if hero has a specific skill. Thinking to make most new & added abilities availiable if the hero has a specific skill. Feedback and opinions on that would be appreciated.

v0.04

Priests
Cost +20, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. (Requires: Power of the Spirit Level 1)

Inquisitors
Cost +30, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. (Requires: Power of the Spirit Level 2)

Pirate
Cost +125, Leadership +25, Attack +1, Defense +4, HP +20, Damage +(0,3), Added Abilities: Greed (Requires: Trophy Level 1), Swift Stroke

Sea Dogs
Cost +150, Leadership +15, Defense +4, HP +15

Archmage
Leadership +20, HP +60, Replaced Telekinesis with Dominator, Defense +2, No Retaliation, Lightning Damage +3

Swordsman changed to Mercenary:
Cost +20 Leadership +3, Defense +2 , HP +5, Damage +(1,1), Special Attack Damage +(0,2)
Additional ability: Loot dead bodies for gold (Requires: Trophy Level 2)

Guardsmen
Cost +30, HP +5, Additional Ability: Circle Attack (Requires Heroism level 1)

Knight
Leadership +40, Cost +400, HP +55, Physical Resistance +5%, Damage (-2,0), Added Ability: Smashing Blow (Requires Heroism level 2), Circle Attack Requires Heroism Level 1

Griffin
Cost +200, Leadership +60, HP +90, Damage (+2,+2)

Royal Griffin
Cost +300, Leadership +100, HP +130, Damage (+2,+4), Fire Res -20%

Dark Knight
Leadership +50, Cost +400, HP +35, Damage (+2,+2), Speed +1, Added Ability: Circle Attack (Requires Power of Darkness Level 2), New Ability: Summon Skeletal Ally (Requires Power of Darkness Level 1)

Necromancer
Leadership +100, Cost +500, HP +100, Defense +4,Physical Res +20%, Fire Res -20%, Animate Dead & Magic Shackles reloads, Ranged attack might poison

To install simply overwrite the older version with this one.
Attached Files
File Type: zip remake project v0.04.zip (100.1 KB, 118 views)
File Type: txt 1.Changes.txt (4.4 KB, 31 views)

Last edited by xsyron; 01-26-2010 at 02:18 PM.
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  #2  
Old 01-26-2010, 08:23 PM
Zechnophobe's Avatar
Zechnophobe Zechnophobe is offline
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It occurs to me that a cool ability for pirates/seadogs, to replace nimble, would be for them to simply evade the first attack of any combat, and only that one. Would make them significantly more workable as a unit. Maybe a one use ability "evade all attacks until end of turn."
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Old 01-27-2010, 03:45 PM
Arilian Arilian is offline
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Enemy units also get these right?

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  #4  
Old 01-27-2010, 04:53 PM
xsyron xsyron is offline
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@Zechnophobe
Havent found yet were the code of the passive abilities, is kept. To be more exact: to reproduce a passive ability as it is, and transfer it to another unit is easy. All we have to do is find how it is implemented already on the other monster, code the necessary parameters and presto.
for example we could add nimble to archmages very easily simply by adding features=agility in their atom file. Well at least then they would have the actual ability without appearing in the monster sheet.

Some passive abilities require more modified parameters others less, and Adding it to the monster sheet requires a few extra steps but it is possible.
Also creating a new activated ability is easy, since the code can be written inside the atom itself.

What you are suggesting for example i could not do yet as a passive ability, to always be in effect, since i haven't found where the code for the passive abilities is kept. But it can be implemented as an activated ability though, and it will probably be there in the next update

@Arilian
Yes, they are The opponent ai seems to use even the new abilities without issues and hesitation .
If a special ability requires a hero skill to become unlocked though, the opponent monsters would not have access to it unless it has a hero with the appropriate skill. But they'll still have the improved statistics to make our travels miserable
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  #5  
Old 01-29-2010, 02:57 AM
Paulixs Paulixs is offline
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all in all thou, love the changes, makes the assassins alittle too powerful thou, they are a pain to battle in large groups, should lower their HPs alittle ... maybe 90

Last edited by Paulixs; 01-29-2010 at 07:42 PM.
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  #6  
Old 01-29-2010, 04:24 PM
xsyron xsyron is offline
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After 0.04 in order to unlock the new abilities your hero must have points in specific skills, like King Bounty:Legend Training skill, only expanded to more skills.

For instance in order for your priest to have cleansing flames you must buy Power of the Spirit skill level 1. The requirements are stated in the readme, but you can also see in the skill tree, what additional abilities that skill unlocks.

For example if u check skill Trophy, you'll see that it teaches Mercenaries the Search ability
Heroism teaches Guardsmen and knights a few thing, Alchemy teaches assassins to use the almighty acid flasks and so on.

As for the difficulty, i agree most of the monsters become a lot harder to battle, i think hard difficulty its actually hard now, and impossible seems...well impossible

Still need to playtest and balance though. Thats why feedback & suggestions are extremely valuable.

For now though i moved to a new pc so it will take a few days to resume the development process.
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  #7  
Old 02-03-2010, 09:50 AM
saroumana saroumana is offline
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I work on a similar project (but mainly based on passive and active ability), so i have checked that a bit, and may be i could help you on features ability if you want by PM.
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  #8  
Old 03-15-2010, 04:37 AM
N3MES1S N3MES1S is offline
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I noticed this post is not updated since almost 1 month -.- well, i am trying to do a little mod, converting paladins on gladiators (level 5 human) with the knight model. Well, heres my problem: The gladiator has 3 skills: the circle attack, resurrect (the inquisitor one, not the paladin) and an smasing word type attack but with the dragon slayer animation. The gladiator is fire-themed, so i want to add a shock and burn effect (and with adyacent cells damage if possible) to the smashing blow attack. But i cant do it.

The physical damage is there, but so far, i cant add the burn effect or the shock effect to the stroke. I think it must be not than hard.

Do i need any script or something?

I see u have experience on mods, so can u tell me any tip or the way to add burn attached to an special attack?

this is the code ->

gladiatorbreath {
class=moveattack
hinthead=ig_gladiator_breath_head
hint=ig_gladiator_breath_hint
reload=4
dontusenearenemy=1
up=0
friendly_fire=1
base_attack=0
ad_factor=1
picture=ba1_doublestrike_
picture_small=ba1_doublestrike_small.png
options=disablerush,used_if_damaged
anim_attack=special
damage {
physical=41,60
fire=30,50
}
custom_params {
burn=70
shock=50
nomiss=1
}
}

thx.

Last edited by N3MES1S; 03-15-2010 at 04:41 AM.
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  #9  
Old 03-15-2010, 04:28 PM
Der Wanderer Der Wanderer is offline
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7in1=0.5 (for damaging the surrounding tiles, I think , doing 0.5x damage to the surrounding fields)
friendly_fire=0 (will prevent allied units of taking damage)
device= (will give you the effect of the attack, e.g. device=deathcloud would be the black smoke and the black ghosts of the necromants attack)

what I don't quite understand is:
dontusenearenemy=1 (isn't that so you don't use ranged attacks, when an enemy is on an adjacent field?)

as for the burn damage, is there any precedence that you can have multiple damage types? Witout a script?

Last edited by Der Wanderer; 03-15-2010 at 04:35 PM.
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  #10  
Old 03-15-2010, 08:03 PM
N3MES1S N3MES1S is offline
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Quote:
Originally Posted by Der Wanderer View Post
7in1=0.5 (for damaging the surrounding tiles, I think , doing 0.5x damage to the surrounding fields)
friendly_fire=0 (will prevent allied units of taking damage)
device= (will give you the effect of the attack, e.g. device=deathcloud would be the black smoke and the black ghosts of the necromants attack)

what I don't quite understand is:
dontusenearenemy=1 (isn't that so you don't use ranged attacks, when an enemy is on an adjacent field?)

as for the burn damage, is there any precedence that you can have multiple damage types? Witout a script?
thx, but still i dont know wat device is the burn effect. Yup, the deadcloud works, but wat about the burncloud? lol? wat i should write on the device parameter? I only have the burn damage type, but it doesnt work. I really cant believe this is so hard lol... and how can i know wat device is the burn effect??- are u sure the "device" is the right code line? cuz i only see about 10 files that contains the clause "device" and nothing about "burn" or "fire" ..

Last edited by N3MES1S; 03-15-2010 at 08:49 PM.
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