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  #1  
Old 12-30-2011, 07:32 PM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb Brainstorming Diplomacy, Trade, and Keeper of Light...

Quote:
Originally Posted by Fatt_Shade View Post
Nice work on priest changed healing, but i dont think there is need to set it so it wont consume charge if not healed unit by full amount because with gift lvl 1 it`s easy rechargeable and in early game when you dont have lots of priests it will mostly use their heal to max.
Okay - I think you're right here. I'll make it consume a charge no matter what. I think I'll give them a reload time so that they can use it every other turn if they wish. I might give them 1 more charge for a total of 3, still thinking about that one...

Quote:
Originally Posted by Fatt_Shade View Post
Any plan to change order on gift of life for plants, so it wont consume your plan to resurrect summoned ?
I did a little experiment to see if I knew how to do it and I can. I tried it out a little bit and it seemed too easy to resurrect your plants.

Let me clarify this a little bit - only Thorns and Thorn Warriors that use their Sowing on a corpse are allowed to endow the new Thorn with their Gift of Life enabled.

Dryads, (Ancient) Ents, and Royal Thorns were not affected. Like I mentioned previously, using corpses controls use so I won't change it for these troops otherwise it would be too easy to res all your plants.

I'm going to park this idea for a while and let it sit as I've had no issues myself with the way it works now, but at least I know how to do it if it is warranted to be changed based on additional feedback...

Quote:
Originally Posted by Fatt_Shade View Post
Diplomacy/trade/trophy . . .yes i agree that this skills are among least useful, but have no idea how to improve them. You thought to buff up dwarfes not bad, but what did you think to do with them ? Simple stats improvement (att/def/speed/initiative...) or ?
Not sure, just brainstorming ideas. For Diplomacy, I'm considering another -5% Leadership Requirement for each race, since more of them would be interested if your relations were better, but with all the other Leadership Reduction bonuses, I might have to do just 2% (but then that hardly seems worth it). So what stats would improve due to better relations? Morale? That might be interesting to do that for each race: Level 1: Dwarf Morale +1, Level 2: Elf Morale +1, Level 3 Orc Morale +1. That might be intersting...

For Keeper of Light, I was thinking of making it sort of like the counterpart to Dark Commander, perhaps. So it might have similar bonuses except for good troops. As a start, Good troops would be all Elves. Who else? Are Dwarves considered good or neutral? I think humans would be neutral, except for maybe Priests and Inquisitors. Need to think of good unit list...

For Trade, I'm not sure about that one. Would any units benefit from trade? Cheaper unit costs would be neat! Can I implement that? Don't know how, but sounds like a cool idea! Other ideas? Cheaper items...

You know to go along a bit with your idea to have Tibold recharge special items, would be to simply make some items more expensive! But I guess that's too easy to do, so I'll think about how to implement the Tibold idea more...

Quote:
Originally Posted by Fatt_Shade View Post
Shaman dancing axes works great, so why would you make totems resurrect also ? 1 res skill per race is enough, if totems also revived units it would be to much, maybe set them to cure units(remove plague, pugmy, sheep etc). Or totems resurrect, and axes stun/shock targeted unit ?
Good point, it just seems like they should do more. I've considered removing penalties - will have to look into how to implement as that would at least be a good thing for them...

Quote:
Originally Posted by Fatt_Shade View Post
Upgrading kids - nice idea, but every upgrade only part of their bonus not all of them, same for wives (also could you try making some code to set this to real life: upgrading girlfriend/wife to better model after some time together ).
I'll put that in the "dreaming" category!

/C\/C\
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  #2  
Old 12-31-2011, 02:13 AM
Fatt_Shade Fatt_Shade is offline
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Yea i agree with you on gift of life point, since it only works that way for simple thorns. No need to change it.

For trade/trophy check - http://forum.1cpublishing.eu/showthread.php?t=16919
The rider had interesting idea to give some bonuses after battle depending what skills you have on what lvl. blood potion for warrior bloodlust skill/mana potions for mage high magic skill. In arena.lua find this string if (Game.Random(1,100) <= tonumber(Logic.hero_lu_skill("alchemist"))*5) then , and check file from that point.

Totems, how about this ; ice totem slows enemy and dmg on end of turn, so why not make healing totem give initiative/deff/res or any other bonus to ally units in AoE ? With healing it should be enough for passive bonus every turn.

As for upgrading wives (seriously now , how is Triggers upgrading work in AP/CW for his higher crit% for archer units ? You get that bonus after battles with him as companion, so it possible to get that mechanics for wives also. And exp system for kids, i`m not sure that would be doable. How to assign exp after battles, or share part of your own exp with your kids? And then you pick what bonus you want to upgrade when kid lvlup ... to complicated i think

I`m off for new year, c ya in couple of days ppl Happy New Year, have fun
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  #3  
Old 12-31-2011, 10:59 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Necro Call Resurrect Undead with Necromancy Skill Implemented!

Okay, I've implemented the switch from using Resurrection to using Necro Call to resurrect (permanently reanimate) your Undead troops - screenies are attached below.

This was a lot of effort and very tricky to implement!

The way it works is:
  • If you don't get the Necromancy Skill then it works same as before.
  • If you do get the Necromancy Skill then:
    • If the target is an allied Undead unit or corpse, it resurrects a certain amount of Undead based on spell power and your reanimation percent. This encourages you to max out your Necromancy Skill, otherwise your Undead resurrect power will be much lower than the animate power.
      • Necromancy Skill Level 1 - Reanimation Percent: 10-20%
      • Necromancy Skill Level 2 - Reanimation Percent: 30-50%
      • Necromancy Skill Level 3 - Reanimation Percent: 60-100%
    • If the target is not an allied Undead unit (or corpse) then it works the same way it did before.
See the screenies, and you'll see.

This will be provided in the next update...

/C\/C\
Attached Images
File Type: jpg Necro Call Spell - Without Necromancy.jpg (62.0 KB, 8 views)
File Type: jpg Necromancy Skill - Level 1.jpg (137.4 KB, 7 views)
File Type: jpg Necro Call Spell - With Necromancy.jpg (88.1 KB, 8 views)
File Type: jpg Necro Call Spell - Cast Hint.jpg (117.8 KB, 9 views)
File Type: jpg Necro Call Spell - After Cast Log.jpg (39.7 KB, 8 views)
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  #4  
Old 01-05-2012, 08:03 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool Alpha Test and you might be in the Credits!

Just wanted to let everyone know that the developing is still ongoing, but I've only really gotten two Alpha testers to date:

Fatt_Shade
Erkilmarl

Since they've both provided me with feedback, I've put them in the credits as alpha testers, so if you want a chance to join them, then be an Alpha tester and provide feedback!

The screenie is attached below.

/C\/C\
Attached Images
File Type: jpg Credits.jpg (740.9 KB, 10 views)
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  #5  
Old 01-05-2012, 12:06 PM
Fatt_Shade Fatt_Shade is offline
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Hurray for us
I`m back home, with some time to spare so i`ll try last paladin game in your mod. So far i tested warrior with almost all wives, and mage with 4 wives no problems(didnt finish it, but i got in orc lands so i guess no problems later).
I vote for you uploading your mod, for public and see how will it behave in mass usage. And move to changing your work for AP/CW, it`s new year start it productively
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  #6  
Old 01-08-2012, 03:13 PM
saroumana saroumana is offline
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I finally reinstall the game in english, so i can test your mod now.

I have forget there so many battle in the legend, but well what i have found :

- Evil book (of enemy hero) are way way too powerfull: they shoot way to hard. And i found they got too many HP.

- Royal thorn summon too fast. You should keep the old values.

- Gift of life is a new interesting feature. I use it often and don't got any bug.

- Change in the mage tree are welcome. But the paladin tree is still uninteresting.
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  #7  
Old 01-08-2012, 04:51 PM
Fatt_Shade Fatt_Shade is offline
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@saroumana It deppends on enemy hero, and how far in game are you now. Evil book depends on hero intellect, in spells and hp/resistances etc so plan well your army/items before battle with high int enemy heroes. And if you think mid game is hard, wait for 42 int necromancer hero in death lands, or Baal with his demon portal (2x8 archdemons per turn).
Plant summoning was interesting to use before Matt limited it (check my post 116, on 12th page here 1 million dmg, could do double with blackthorn crown.
This mod is hard to play no loss, but no1 says it`s obligatory to play that way. But it very interesting to try all new combinations for units, with children bonuses. Have fun playing
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  #8  
Old 01-08-2012, 06:15 PM
MattCaspermeyer MattCaspermeyer is offline
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Default Glad you're playing - you'll be in the credits, too!

Quote:
Originally Posted by saroumana View Post
I finally reinstall the game in english, so i can test your mod now.
I'm really sorry we couldn't figure out how to get the French version working - maybe we'll try again in the future.

Glad you're playing!

Quote:
Originally Posted by saroumana View Post
- Evil book (of enemy hero) are way way too powerfull: they shoot way to hard. And i found they got too many HP.
I actually like how powerful they are - they are very useful now, whereas before they were pretty useless. Plus, you'll find their weakness soon enough and then they won't be much of a problem...

Quote:
Originally Posted by saroumana View Post
- Royal thorn summon too fast. You should keep the old values.
See how it goes - the reloadable value I've found to be really good when the AI uses it against you, but have not seen the player's perspective so you may be right. Thorns do die easily, though...

Quote:
Originally Posted by saroumana View Post
- Gift of life is a new interesting feature. I use it often and don't got any bug.
Sounds good - I really like that there is a resurrection possibility for Plants now so they are a viable option to play.

Quote:
Originally Posted by saroumana View Post
- Change in the mage tree are welcome. But the paladin tree is still uninteresting.
Yah, I'm still working on the Paladin tree right now to help it out some more.

If you look at http://forum.1cpublishing.eu/showpos...&postcount=127 you'll see that Keeper of Light now is a "Light" troop Dark Commander equivalent and I've broken up the +1 Morale to All bonus from Tolerance level 2 to be individual race bonuses in the Diplomacy skill although now I don't have +1 Morale to all humans, so I may keep that as part of Tolerance (i.e. +1 Morale to human troops).

As far as other Paladin skills - do you have any ideas? I'm thinking about how the Might tree has all these good attack (and defense for that matter) bonuses, I've been thinking that since the Paladin centers on defense to try to get a very modest resist all bonus (i.e. maybe a 2, 5, and 10% resist all bonus) somewhere in his tree. Also, I think if you play Paladin, you'll see that the Holy Anger and Runic Stone skills now have some really good bonuses there (but that's for Paladin only).

So if you have any thoughts for improving the Paladin tree skills as other classes can get let me know.

Thanks for the comments - you'll be in the credits!

As an aside, I am very close to transitioning the mod to the beta phase where I'll put a link up on the forum for people to download it.

I've now checked the ArchDemon from the player's perspective and fixed some minor issues with it so that it now works great!

I've also changed the Crystal of Darkness so that it is much more interesting and powerful so that the General Karrador battle is tougher and more interesting, but I've got one more issue to resolve that I haven't been able to figure out yet with respect to the change I've made there so that is really the only thing preventing me from going forward...

My weekend time for the next several weeks is going to be severely limited and so I'm doing my best in the time I have to transition the mod to the beta phase where it will be available for download.

I think all I need to do is resolve the Crystal of Darkness issue and it'll be ready, which I hope to be able to figure out soon pending how much time I can devote to it.

/C\/C\
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  #9  
Old 01-12-2012, 07:25 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile You're Right about Royal Thorn!

Quote:
Originally Posted by saroumana View Post
- Royal thorn summon too fast. You should keep the old values.
Okay - you're right about this! I just tried it out... and I was generating way too many thorns. I also bumped it up one on the reload and it still seemed too much so back to the nominal value it goes!

/C\/C\
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