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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
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One question: are the fights more varied or are they the same as WotN? I mean in AP and CW the enemy troops were a mix, a different and interesting mix every time so you had to fight accordingly. But this didn't happen in WotN, you had to fight undeads and then orcs and vikings and so on. are they different here, more like CW?
If they were mixed from the beginning it might get interesting to play the game again. |
#2
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Okay, you guys have convinced me. I'll get it
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#3
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Hi there
I see the regulars are back. ![]() I for one am in support of later flying access, reminds me more of AP/CW, just finished the starting 4 islands. Getting higher end units on the beginning makes easier start without question. So far, Book of Evil didn’t find worthy adversary. |
#4
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The problem with WoTN early on is that you are stuck on those first islands (similar to AP, I know) but more importantly you are more or less forced to use Viking units and most of the enemy stacks are undead based. The good news is that they've definitely improved the Vikings, especially with the addition of the Mystics who can cause havoc in enemy ranks. I'm playing Impossible Mage and I'm finding it quite easy to defeat Very Hard stacks with a combination of Level 3 Trap, Christa's Gift, Mystic and Soothsayer abilities and finally Berserkers, Vikings and Warrior Maidens to mop up.
That second island, Vestlig, is still quite boring though. |
#5
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Quick question, since the gold now is not in the millions; did anybody get to the point of buying fights in the inn? How much are they now?
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#6
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I haven't gotten to the fight buying part yet, but I did want to share a new unit: The Contemplator. It's a beholder-type unit that is level 4 and has strange new abilities. It accumulates energy each turn, and when it has enough energy its abilities do extra things. Normally it's an archer with magic damage.
The abilities: First it can shoot a beam of fire that hits everything through a straight line. If he has enough energy, it does 50% more damage and can cause burning. Second, it can cause an energy pulse that does damage out to three squares from his body. If he has enough energy it can also push back and stun weaker and it does 50% more damage. Finally, it can enter a fighting trance to do 50% more damage with its regular attack, but it can't use skills if it does that. If he has max energy when he uses the trance, his shot gains a 60% chance to hypnotize ( ![]() |
#7
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I`m sorry to break bubble about `new` things in this mod, but almost all of it was already done and played in red sands back in 2010 (3,5 years is allot of time in digital world). Devs should be ashamed for using that material and calling this Ice/Fire new DLS for half-assed job WotN from last year. Not impressed by far with it. The Contemplator = Mistik from Red sands Code:
main { class=chesspiece model=mistik.bma cullcat=0 } arena_params { features_label=cpi_mistik_feat features_hints=soars_header/soars_hint,shot_header/shot_hint,mistik_hypnosis_header/mistik_hypnosis_hint,underground_header/underground_hint,mind_immunity_header/mind_immunity_hint,no_melee_header/no_melee_hint,mistik_runic_feature_header/mistik_runic_feature_hint race=neutral cost=1090 level=4 leadership=340 attack=20 defense=28 defenseup=4 initiative=5 speed=3 hitpoint=150 krit=12 movetype=1 hitback=1 hitbackprotect=0 //each_turn_script=mistik_each_turn attacks=moveattack,ray,impulse,mistik_trance,vektor features=shot,mind_immunitet,nonecro,mage,multy_eye,night_vision,special_attacks posthitmaster=mistik_posthitmaster resistances { physical=0 poison=0 magic=20 fire=0 } moveattack { group=1,1 showdmg=1 nonextifenemy=1 base_attack=1 ad_factor=1 damage { physical=6,10 } custom_params { sleep=0 dod=no duration=0 special=0 holy=150 level=0 vamp=1 dread=200 halflife=0 rabid=0 burn=40 } } ray { group=1,2 class=scripted ad_factor=1 showdmg=1 mindist=1 base_attack=1 script_attack=mistik_ray_attack script_calccells=calccells_all_enemy_actors_takes_damage distance=7 penalty=.5 damage { magic=6,10 } custom_params { sleep=50 dod=no duration=1 special=1 level=4 vamp=0 halflife=0 rabid=0 throw_attack=1 } } impulse { class=scripted hinthead=mistik_impulse_head hint=mistik_impulse_hint reload=4 ad_factor=1 script_attack=mistik_impulse_attack script_calccells= attack_cursor= picture=ba1_mistik_impulse_ picture_small=ba1_mistik_impulse_small.png custom_params { level=4 typedmg=magic nomiss=1 nothorns=1 dam=8-12 amp=10 special=0 sleep=0 vamp=0 halflife=0 rune=might talent=1 rabid=100 duration=1 dist=3 tars_available=3 mass_attack=1 atk_type=cast } } mistik_trance { class=scripted script_calccells= script_attack=special_mistik_battle_trance endmove=0 picture=ba1_mistik_battle_trance_ picture_small=ba1_mistik_battle_trance_small.png reload=4 hinthead=mistik_trance_head hint=mistik_trance_hint custom_params { duration=2 power=100 //% penalty=50 //% type=bonus rune=mind talent=1 burn=40 } } vektor { class=scripted ad_factor=1 showdmg=1 script_attack=mistik_vektor_attack script_calccells=mistik_vektor_selcells script_filter=mistik_vektor_filter script_highlight=mistik_vektor_highlight picture=ba1_mistik_vektor_ picture_small=ba1_mistik_vektor_small.png hinthead=mistik_vektor_head hint=mistik_vektor_hint reload=4 distance=100 attack_cursor=archer_arrow hint_gen_script=mass_attack_hint_gen custom_params { sleep=0 dod=no duration=2 power=15 special=0 holy=150 level=0 vamp=0 typedmg=astral nomiss=0 nothorns=1 dam=7-15 halflife=30 rune=magic talent=1 rabid=0 atk_hint=railgun tars_available=3 mass_attack=1 atk_type=cast |
#8
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#9
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Also, I don't know if it did this before, but now it will put "Greed's Curse" as a debuff on the mob that is likely to pick it up. |
#10
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Christa's Gift is working fine and it is very useful.
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