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#1
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I found it's a bit too much ![]() Quote:
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my proposal : -suppress racial morale penality -add a third spell for priest class (priest,inquisitor,druid, paladin ?) - permit undead to morale bonus (they are boosted in the warrior and mage tree) -add one the final : knight---> paladin -a shield which reduce dommage like in crossworld |
#2
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Yah - just see if you still think so when you've been playing it for a while. There's always going to be phases of the game that seem too easy and others that seem to hard. All in all, though, if you find that it is too easy throughout the entire game, then a change is most likely warranted... Quote:
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Well, I'm trying to avoid adding the expansion units - I'd love to have Royal Griffins, but I figured if I'm going to add units from the other expansions, I might as well just mod that expansion. Also, I wish I could add other unit upgrades than Priest to Inquisitor, but it seems the game was either hard-coded to only allow that single upgrade or I haven't figured out how they did it yet. I did look, though, for quite a while and didn't find anywhere where it was done in the LUA scripts... I know that you can use the Crosswords code to do it, but I wanted to use the upgrade button that the Priests get. So I decided, to leave it be. Well, once again, this is probably a reason to mod that expansion - I could probably pull all the items from those expansions into The Legend, but it just wouldn't seem right. Those are some good ideas, though, keep 'em comin'! ![]() /C\/C\ |
#3
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For paladin tree idea : - Why not moving healer skill into the paladin tree ? - Power of light : overpower light spell. * Heal : heal additionnal ally unit * Res : res more * Divine armore : last longer * Circle of light : increase radius * Magic source :increase mana gain. - disable morale of living item (i hate them ![]() Quote:
![]() Humm i found a bug. I fight undead into a cemetery.No hero with them. This is their characteristic -GHOST attack 83 defense 40 (protected at 95% for physical,poison,magic) initiative 12 speed 12 health 124 dommage 12-24 - Dark knight attack 116 defense 77 (protected at 92% for physical, 95% poison) initiative 9 speed 6 health 496 dommage 40-52 Rising anger at 9 after one hit. -Skeleton archer attack 14 defense 6 (protected at 11% fire / 95% poison) initiative 12 speed 6 health 24 dommage 4-7 edit : Ok it affect also other enemy unit (not mine). Their speed is increased, their health and dammage too (less than undead though). I must admit i can't win any battle now. ![]() Last edited by saroumana; 01-14-2012 at 09:02 AM. |
#4
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Hm . . . only thing i found about High magic usage spell book in battle is in arena.lua file :
-- Âűńřŕ˙ ěŕăč˙ (íŕ÷ŕëî) local t = skill_power2( "hi_magic", 1 ) Logic.hero_lu_var( "double_book_charges", t ) if t > 0 then t = 2 else t = 1 end Logic.hero_lu_var( "book_times", t + book_extra_times ) Do you have any idea how to make this work for rage spirits ??? First changing skill.txt and skills.lua to add double_rage_spirit_charges in anger skill 1,2,3 times in battle ( i think this would be fair since you moved most defense bonuses from might skill tree to mind). Then add in arena.lua similar part like for high_magic just for rage spirits and connect this with it`s reference in skills.* files . . . i have no idea will tihs work, i try in my game and cant make reference for chest double use, because i cant find how it`s made for spell book double cast. As for making it fair for paladin, how about changing warrior/ paladin lds gain when lvlup ? Warrior is for fight and rage (skirmish/gerila type of combat, fast and hard attack on enemy army), paladin is charismatic and army like him, so he should lead bigger army then warrior. So warrior have elite fighters filled with rage that allow him to use rage spirits twice per turn, and paladin can lead more troops. What do you think ? Also in skills.txt, higher magic in pars=1,100%,+1,+10 for 1st lvl. What is this 100% used for ? I can find it in skill.lua or eng_skill.lua any reference to this parametar ![]() Last edited by Fatt_Shade; 01-14-2012 at 01:26 PM. |
#5
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Hey Matt in your latest update i found a bit of problem :
in every item upgrade/suppress battle all towers have 200 HP, no matter what item, or what lvl it is. Also new function that gives enemy units stats depending of location (longer you play, enemy get stronger) is a bit much. I found cannoners with 13 initiative and 40 att/def and they weren`t even with enemy hero, just normal enemy stack in Taron mines (cannoners just example, all enemy units had +80-100% stats, it`s to much ). |
#6
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I'll look into it. Quote:
Thanks! ![]() /C\/C\ |
#7
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Okay - these issues are now fixed in the latest update!
Thanks for pointing this out to me - I'll do a better job in the future to make sure I debug new features fully. Quote:
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By the way, the only item I've found so far is Steel Boots -> Spiked Boots. The leadership of the Tower's allies were such that the Tower Health would only be 173, but it is clipped at 200. I'm sure there are other items that are low level like the Steel Boots upgrade, but they are probably limited to the level 1 items as a guess... Last edited by MattCaspermeyer; 01-17-2012 at 05:34 AM. Reason: Added item where Tower health is 200 |
#8
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About towers i try to upgrade archemage staff and had 5 towers with 200hp, and i`m sure that 5th lvl items should have a bit stronger towers
![]() I dont know what caused problem with towers in item battles, but i returned arena_tower and arena_tower_1 files form your previous mod version and it works OK as before. Other things you changed work with no problems, gj with update ![]() |
#9
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Sorry! Will fix ASAP... Thanks for reporting this! ![]() /C\/C\ |
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