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

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  #1  
Old 11-07-2012, 07:20 PM
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camelotcrusade camelotcrusade is offline
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And while I'm bugging you, "Sense Weakness activation chance" and "Shield of Rage inverse effect" are both in the Bugfix. Also the "Heat Focus causing crash with sound effect" was fixed in the patch, so is no longer a bug.
Great, I'll update those. I think I knew that, too... oops. :p I must have missed Heat Focus so I will mark it as patched.

Did I do the Orc Hunter / Training entries right? I am still not sure if the problem is that Training is mislabeled or if it's an ability half-transitioned to a new state and showing charateristics of both. If that's a better description of what's going on, maybe I should update Caution to better reflect what's going on, too. Then again, I can work out in my brain how it works for Caution, but not for Training. If you try to use Training and hover over an empty square, does it summon instead? Or does that only happen if the AI is using it?

Last edited by camelotcrusade; 11-07-2012 at 07:24 PM.
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Old 11-07-2012, 07:22 PM
Bhruic Bhruic is offline
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It's hard to describe the bug well when there are multiple potential problems. I suspect it's good enough, they'll be able to figure out what the problem is from there. Well, hopefully.
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Old 11-07-2012, 08:27 PM
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camelotcrusade camelotcrusade is offline
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@Bhuric

I finally bought and used an Orc Hunter in combat and it seems... just fine, actually. It lists three abilities but the Snare and the Wild Call depend on their rage level. So I honestly don't see any issues with hidden abilities.

I do see that Training should say it controls vs. summons and wild call doesn't take your turn to use and probably ought to say so.

Wild Callworks just like hypnotize, actually in that you can even sacrifice what you control or cast beneficial spells on it. I also was able to stage it so the unit I controled broke control (it didn't die) to see if it becomes unattackable.... and it does. So I'm going to make some updates.

In other news, when you get a chance can you check out the code for the Blizzard Spell (only freezing first hex) and the Phoenix fire breath (not always igniting but description implies it does). Thanks.
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Old 11-07-2012, 08:32 PM
Bhruic Bhruic is offline
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I finally bought and used an Orc Hunter in combat and it seems... just fine, actually. It lists three abilities but the Snare and the Wild Call depend on their rage level. So I honestly don't see any issues with hidden abilities.
Huh. I didn't have any to hire in my game, so I was going off an enemy Orc Hunter. It only had the one ability listed, Training. Do enemy units just not display abilities properly, or is something else going on?

I've got the "Hire any unit" mod installed for testing, so I'll try picking one up to check the difference.

edit: Yup, looking at a hireable one, I can see all 3 skills listed. Very odd. Why does the enemy one not list the other 2 abilities?

edit x2: Every enemy Orc unit is only listing 1 ability in combat. I checked some other unit types and they've got 2 (or more). Why are Orcs only listing one?

Quote:
In other news, when you get a chance can you check out the code for the Blizzard Spell (only freezing first hex) and the Phoenix fire breath (not always igniting but description implies it does). Thanks.
Sure thing.

Last edited by Bhruic; 11-07-2012 at 08:42 PM.
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Old 11-07-2012, 08:44 PM
Bhruic Bhruic is offline
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the Phoenix fire breath (not always igniting but description implies it does). Thanks.
Phoenix breath burn chance depends on the level of the Phoenix. Level 1 (Young Phoenix) has a 70% burn chance. Level 2 (Adult Phoenix) has an 85% chance. And level 3 (Ancient Phoenix) has a 100% chance. So the description might be slightly misleading, but at level 3, you do get your 100% chance.

Last edited by Bhruic; 11-07-2012 at 08:46 PM.
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Old 11-07-2012, 08:59 PM
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Phoenix breath burn chance depends on the level of the Phoenix. Level 1 (Young Phoenix) has a 70% burn chance. Level 2 (Adult Phoenix) has an 85% chance. And level 3 (Ancient Phoenix) has a 100% chance. So the description might be slightly misleading, but at level 3, you do get your 100% chance.
Good find - I'll mention it in the language mod thread in case Zech wnts to mention the burn chance goes up with power level.

RE Orcs, I am alt-tabbed and fighting a battle using Orcs right now. Some observations:
  • My blood shaman shows nothing but River of Blood, but if you hover over his ability "Adrenaline" it lists out three special powers. You'd never know he had them until you got the right level of adrenaline. During the fight, he got enough for Rage Totem, and voila, there it appears.
  • In contrast, my Orc Hunter shows Wild Call right away whether he has enough adrenaline to use it or not. Furthermore, the unattackable unit things wasn't reported right. What actually happens is the hunter can't attack anything once the control wears off.
  • My orc chieftan, similar to the blood shaman, mentions talents given by adrenaline but doesn't show the icon until he has enough adrenaline to use them.

So if I can state a general bug it would be that most orc units don't display adrenaline talents until they are avaialble. Is it possible to find what lets us see the Hunter's talents and apply it to all of the orcs? It would be nice to actually read what your powers are even when they aren't applicable yet. Did it work that way in KBAP?
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Old 11-07-2012, 09:03 PM
Bhruic Bhruic is offline
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Hmm, that could be the case, it doesn't display the abilities if they don't have the adrenaline for them. That's a bad way of doing it, imo, because if you are looking at the enemy to see what they might hit you with, you want to know that they have abilities they just can't use at that exact moment.

Ok, so for the Orc Hunter, you used the Training ability on an enemy stack? Or you used Wild Call to summon a stack?
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Old 11-07-2012, 09:22 PM
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Hmm, that could be the case, it doesn't display the abilities if they don't have the adrenaline for them. That's a bad way of doing it, imo, because if you are looking at the enemy to see what they might hit you with, you want to know that they have abilities they just can't use at that exact moment.

Ok, so for the Orc Hunter, you used the Training ability on an enemy stack? Or you used Wild Call to summon a stack?
For the Orc Hunter, I tested control animal on a stack of 34 bears and they behaved just like hypnotize, then I made sure they didn't die. In the meantime, I got into combat and got enough rage to use Wild Call, which I used to successfully summon 43 bears. Then, once Training wore off, I couldn't use the huters to attack anymore (just get a ? cursor) so they could only defend or wait.

Edit:

I was wrong about how I listed the bug... what's happening is that adrenaline abilities disappear from the info screen and use menus when orcs don't have enough adrenaline to use them. You can see them out of combat just fine. The reason I thought the Orc Hunter was special was because he was my first unit. He was getting all the extra rage from that bug which funnels rage into the first orc intead of dividing it up among all the orcs, so that is why I could always read his stuff.

Wild call is also not what I thought. Those bears I summoned are life-linked both ways with the Orc Hunters. So when the summon gets hurt, half damage goes to them and half goes to the hunter. Is that how it worked in KB:AP? I thought the link only proc'ed when the Hunters got hit, not the other way around. The way it is now you should just hide your summons and use them for a life bag. It also doesn't show the life link damage in the combat log, and I think the life link only procs once per round. Aargh.

Last edited by camelotcrusade; 11-07-2012 at 10:07 PM. Reason: New Information
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