Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King`s Bounty: Warriors of the North

King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series

Reply
 
Thread Tools Display Modes
  #1  
Old 10-31-2012, 05:30 AM
camelotcrusade's Avatar
camelotcrusade camelotcrusade is offline
Approved Member
 
Join Date: Apr 2009
Location: San Francisco, CA
Posts: 448
Default

Up next - 1. Does anyone have ideas of where to even begin to fix the Crystal Collector bug? That one is really cramping my style. Yeah, I know I'm only missing out on a few points of intellect, but I know if I start spending my crystals it will be ages before I catch up.

2. I've never seen my alchemist or my engineer mix more than one bottle when using their remix ability. Here's what the code says (line 3026, unit_special_attacks.lua):

Code:
-- ***********************************************
-- Ñîçäàíèå Çåëèé/Ãðàíàò (Àëõèìèê, Èíæåíåð)
-- ***********************************************
function special_craft_attack()
  local charge = 1
  if Attack.act_human(0) then
    if Attack.act_name(0) == "alchemist" then
      if Logic.hero_lu_item_on_body("alchemist_toolkit") then
        if 10 >= Game.CurLocRand(1, 100) then
          charge = charge + 1
        end
      end
    end
  end

  local animation = Attack.get_custom_param("animation")
  Attack.act_aseq(0, animation)
  local dmgts = Attack.aseq_time(0, "x")
  local name = Attack.get_custom_param("craft")
  local craft_name = "craft_"..name
  Attack.act_enable_attack(0, craft_name, false)
  Attack.act_enable_attack(0, name, true)
  Attack.act_charge(0, charge, name)

  local size = Attack.act_size(0)
  if Attack.act_size(0)> 2 then
    size = 2
  end
  Attack.log(0.5 + dmgts, "add_blog_chemistry_crafting_success_"..tostring(charge)..tostring(size), "name", blog_side_unit(0, 0), "special", charge)

  return true
end
I can see it looks like there is a 10% chance to do better than 1 bottle. Have I just been unlucky 20+ times or might there be something wrong here?

Last edited by camelotcrusade; 10-31-2012 at 06:03 AM.
Reply With Quote
  #2  
Old 10-31-2012, 06:45 AM
namad namad is offline
Approved Member
 
Join Date: Nov 2010
Posts: 142
Default

1) the powerful raise ability is intentionally limited to the recent past... as a balancing factor... its still prolly op!

2) what does the witchhunter fix actually do? (I didn't know what was wrong with them before)


also... is 20intiative rune mages a bug? what should it be? is that fixable via lua? what was it in crossworlds? 20 seems like its gotta be a typo? 20 is prolly the max possible value or something?
Reply With Quote
  #3  
Old 10-31-2012, 08:50 AM
Bhruic Bhruic is offline
Approved Member
 
Join Date: Oct 2012
Posts: 233
Default

Quote:
Originally Posted by namad View Post
2) what does the witchhunter fix actually do? (I didn't know what was wrong with them before)
Their self-buff ability was limited to only giving them the Dragonslayer buff. With the fix, they are back to potentially getting any of the buffs in their repertoire.

Quote:
also... is 20intiative rune mages a bug? what should it be? is that fixable via lua? what was it in crossworlds? 20 seems like its gotta be a typo? 20 is prolly the max possible value or something?
It's hard to say if it's a bug or not, but it seems unlikely to be a typo (I doubt they intended to give them 2 initiative, and even 10 would seem high).
Reply With Quote
  #4  
Old 10-31-2012, 05:08 PM
camelotcrusade's Avatar
camelotcrusade camelotcrusade is offline
Approved Member
 
Join Date: Apr 2009
Location: San Francisco, CA
Posts: 448
Default

Quote:
Originally Posted by namad View Post
1) the powerful raise ability is intentionally limited to the recent past... as a balancing factor... its still prolly op!
I am starting to agree it's working as intended. What it should say is "Restores a maximum of X forces of the targeted troop if they receive the Call of Valhalla before they act again." That's what it really does, and I agree that's plenty good.

I'm going to move it to the description/tooltip section.
Reply With Quote
  #5  
Old 11-25-2012, 06:29 PM
tikitoki tikitoki is offline
Registered Member
 
Join Date: Nov 2012
Posts: 2
Default

Quote:
Originally Posted by namad View Post
1) the powerful raise ability is intentionally limited to the recent past... as a balancing factor... its still prolly op!

2) what does the witchhunter fix actually do? (I didn't know what was wrong with them before)


also... is 20intiative rune mages a bug? what should it be? is that fixable via lua? what was it in crossworlds? 20 seems like its gotta be a typo? 20 is prolly the max possible value or something?
Its BUGGED! Why? Cause los of times I cant revive my fallen soldiers next turn. Its clearly says you can use this ability for soldiers fallen in last TWO rounds and sometimes I can "call them back" the next turn, sometimes not.

I think it might have something to do with extra moves due to luck runes or something like that and game counts those as ROUNDS and that is simply bugged as using that skill becomes like a gamble and its pretty annoying.

Otherwise I agree, this is one seriously overpowered skill. Especialy combined with soem other skills.
Reply With Quote
  #6  
Old 11-25-2012, 07:03 PM
ckdamascus ckdamascus is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,059
Default

Quote:
Originally Posted by tikitoki View Post
Its BUGGED! Why? Cause los of times I cant revive my fallen soldiers next turn. Its clearly says you can use this ability for soldiers fallen in last TWO rounds and sometimes I can "call them back" the next turn, sometimes not.

I think it might have something to do with extra moves due to luck runes or something like that and game counts those as ROUNDS and that is simply bugged as using that skill becomes like a gamble and its pretty annoying.

Otherwise I agree, this is one seriously overpowered skill. Especialy combined with soem other skills.
Well, not really bugged. Just bad description. If you raise a fallen unit via Maiden, you can't re-raise them again until 2 turns pass again.

So, if you raise, then lose units next turn, they are lost forever (at least with this skill).
Reply With Quote
  #7  
Old 11-26-2012, 08:02 AM
Nirual Nirual is offline
Approved Member
 
Join Date: Nov 2012
Posts: 170
Default

Quote:
Originally Posted by ckdamascus View Post
Well, not really bugged. Just bad description. If you raise a fallen unit via Maiden, you can't re-raise them again until 2 turns pass again.

So, if you raise, then lose units next turn, they are lost forever (at least with this skill).
It also seems that if you use other means of raising troops, they are removed from the "pool" of losses that the Maiden can ressurect, even if the troop lost more earlier than those two turns.
Reply With Quote
  #8  
Old 11-29-2012, 07:40 AM
ftww ftww is offline
Registered Member
 
Join Date: Nov 2012
Posts: 1
Default Pygmy hitpoint fix?

With regard to this bug:
Quote:
Pygmy reduces to 1 HP: Build 6249. Pygmy reduces the health of enemy stacks to 1 HP per unit instead of -20%/-30%/-40% of their max health.
Does the following look like the right fix? In spells.lua, line 2446:
Code:
Attack.act_apply_par_spell( "health", -bhealth*penalty, 0, 0, -100, false)
Change to:
Code:
Attack.act_apply_par_spell( "health", -bhealth*penalty/100, 0, 0, -100, false)
Reply With Quote
  #9  
Old 11-30-2012, 04:30 AM
ckdamascus ckdamascus is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,059
Default

Quote:
Originally Posted by ftww View Post
With regard to this bug:


Does the following look like the right fix? In spells.lua, line 2446:
Code:
Attack.act_apply_par_spell( "health", -bhealth*penalty, 0, 0, -100, false)
Change to:
Code:
Attack.act_apply_par_spell( "health", -bhealth*penalty/100, 0, 0, -100, false)
Yes, this looks like it works!!!

Thanks! I'm going to try to figure out avenging angel now... haha!

I think I found the problem with avenging angel, but it almost seems like it was intentional. Was it a buff to avenging angel then? Unfortunately, the Favorite of the Gods thing is tied to Avenging Angel.

I can revert it back to the old behavior hmmm.

Doesn't look like I can fix Demon Rage Ball or Evil Book since they seem to call functions outside of the .lua files? How does that work? Also, Shroud / aka Oil Mist aka Greasy Mist looks heavily re-worked with different parameters going in. So it is probably changed too heavily for me to safely adjust. Just going for the low hanging fruit now!


CODE FIX for AVENGING ANGEL and FAVORITE OF THE GODS
In spells.lua, line 745:
Code:
  elseif minmax == 0 then
    Attack.act_posthitslave(receiver, "post_spell_slave_angel_avenger", 0)
  end
  return 1,1--damage, addrage
end
Code:
  elseif minmax == 0 then
    Attack.act_posthitslave(receiver, "post_spell_slave_angel_avenger", 0)
  end
  return damage, addrage
end

Last edited by ckdamascus; 11-30-2012 at 03:16 PM. Reason: corrected for addrage
Reply With Quote
  #10  
Old 11-30-2012, 02:35 PM
Nirual Nirual is offline
Approved Member
 
Join Date: Nov 2012
Posts: 170
Default

Quote:
Originally Posted by ckdamascus View Post
Yes, this looks like it works!!!

Thanks! I'm going to try to figure out avenging angel now... haha!

I think I found the problem with avenging angel, but it almost seems like it was intentional. Was it a buff to avenging angel then? Unfortunately, the Favorite of the Gods thing is tied to Avenging Angel.
I really don't think AA needed a buff. And if Beloved by the Gods is affected by the same change, it seems to be calculated separately since troops can take 1 dmg without the damage return and vice-versa.

Also, your code fix seems to also disable rage gain from the avenging angel, ( addrage), which I don't think is part of the problem.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:24 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.