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#1
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Thx for clearing that jorko80. The modding is a little far back now... long time ago I made it... but isn't it randomized between the WitchHunter, ThornWarrior, Thorn, Dryad and then a level 1 monster?
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#2
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Hi raknefne! First to answer your question - it alternates between the units specified in the "units" box. The "kolvo" and "level" should be empty in this case. If you fill the "races" box then they should be defined and the "units" box should be empty.
I finished the campaign on impossible. It was very interesting and challenging. I liked it a lot. You did an amazing job there. The details are incredible. Thank you for your hard work Bugs -the church in Jerneland crashes the game(I wrote about that) -summoned troops don't count for traps medal. Description says all types count -alchemic - holy bomb burns undead instead of reducing their stats -living bow -chat does not work -Superfly-hero - description says +20% fire damage,but actually he gives +40 points of fire damage which makes the lake dragon fly to deliver 41-43 dmg compared to the original 1-3. It was a fun fight anyway -citizen house(lower trent) crashes the game -rune mage - descriptions of high mage and runic feats are switched -Krasen - barbarian tent crashes the game -returning to Jerneland in late game and trying to speak to count Bob led to an empty chat, I had to restart the game -there is a hidden chest by the snake nests in Krasen's dungeon, which gives an error message -When I killed the king on Krasen , there was no more a major quest. I was kinda wandering what to do. Who is responsible for the climate changes? Who should I kill to finish the game? It was confusing. Then I decided to kill the boss and it ended. Maybe Bugs -miss Brok who guards the map for Sprudne Island can be circumvented to get the map(I fought with her). -getting past the guardian of Agvares(companion) is too easy also I don't know if you let these armies mobile intentionally, but there is a way to completely immobilize an army. -after killing the frog(enchanted orc woman),when i talk to the shaman he acts like i have done his quests(i did not yet) and gives me access to additional stuff in the castle and the two shops. Suggestions -remove mass resurrect from paladins(I intentionally don't use them,because they make it too easy) -inkvisitor's ressurect is also too powerful -dragons should have their normal price and leadership(they are too powerful anyway) -remove gold for losses for hard and impossible -medals can be extended to level 4 - I've made most of them in lower trent -spell - call of nature is unusable with such a high mana-price , should be 10-20-30 -the experience shrines especially in middle and late game give so few exp that it is irrelevant -remove some abilities from phantom creatures, especially creatures with resurrect. Making a phantom of a rune mage leads to infinite resurrect of black dragons for example. -spell-turn back time - should increase mana with levels, it is very powerful -spell-magic shackles - should not have leadership limitation,because with the increased difficulty the armies are so big , that this spell is unusable. The length of the game was very good. I finished at level 36. I guess it can go to 37-38, because I left some armies and my learning skill was just basic. It would've been good if you added some new creature abilities or creatures Thank you again for the amazing campaign! Last edited by jorko80; 11-20-2018 at 10:24 PM. |
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#3
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Hi,
thank u for your input, jorko80. Some of the creature bugs are from the vanilla game. The Agvares companion, isn't so strong IMO, so I made it that you most of the time can sneak pass the undead army to meet him (depending on randomness - sometimes a path is blocked so it is harder to sneak passed the undead army). I will have a look at your suggestions when I make an update. I like shorter games too. I'm SOO glad it was possible on impossible. I did reduce the inkvistor ressurect. I think there are 2 charges instead of 3 as far as I remember. Paladins I made more expensive, but probably good to reduce the resurrect too. Although I have only made few changes on creatures compares to vanilla in this version. Strangely, there has only been very little response to this mod. Perhaps because it is an old game....??? |
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#4
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Well I play the game regularly , but my last check of this forum was 6 months ago. So I guess people will find it in the next few months.
Impossible can be very easy when the unbalanced spells and abilities,that I wrote about, are used. I usually play a mod for The legend and Red sands, which cuts all such things, but it's in russian. I also made a very big mod for Warriors of the north, which also makes the game harder, but it is also in russian. Maybe someday I'll translate it to share it here |
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#5
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Thank you for your inputs! When I get to it I will have a look of all the suggestions. Right now, I'm not in the mood for modding, nor playing... it comes and goes... sounds interesting with your WoTn mod. It is not so fun translating... I guess there are more russians playing the game. I played Red Sand a little, but only until the first 2 islands or so. I found it too easy with the familiar, but ofc haven't tried endgame. The fun for me is actually more the mapmaking, so The Trent War is more an extra KB release than a mod.
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#6
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In the upcoming update of Trent, besides fixing a few bugs, some creature and spell adjustment will take place. Feel free to comment or add suggestions:
Creature changes for the next update of Trent: Inkvisitor: Only 1 charge for RAGE (was 2 in Trent1, 3 in vanilla). Ressurretion 15% less. 5-9 damage (was 5-7) Priest: Heal 20 hitpoints (was 15 in Trent1, 10 in vanilla) Paladin: Ressurection removed! Instead 2 charges of healing 120 hitpoints. Normal price (was higher in Trent1) Knight: 1 charge RUN with 2 moves (was 1 move in Trent 1, no RUN in vanilla). 35 Physical resist (was 30). Roundattack 18-25 dmg (was 15-20) Black/Reddragon: Normal price and leadership (was lowered in Trent1) Alchemist: Holy potions no longer burns (bug in Trent1). More potions – now 3 Fire and 3 Holy potions. Holy potions also heal 35 if cast on own troops (heal 20 or so in WotN but not in vanilla). Runemage: ? Spell changes for the next update of Trent: Turn Back Time: 60.000 (was 50.000). Increased manaprice: 30-35-40 now (was 30-30-30) Magic Shackles: Leadership requirements much much better. Was 100% in code, now 150-300-10000% still for level 3-4-4 Phantom: 15000 gold (was 6000). Costs 18-25-30 Mana (was 15-20-25) Call of Nature: Cheaper, 10-20-30 Mana. Berserker 2-3-4 Mana (was 2-4-7). Cheaper to learn. Fear A little more Crystals to learn. |
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#7
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Quote:
By the way, if you know of a populated/active thread or discussion which the developers read and take into account, I would like to know about it and comment. I have played Crossworlds and The Legend for more than 1900 hours, so I think I could provide honestly very useful information. |
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#8
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Quote:
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#9
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Building with Hyllewald Hylbaek: Yes, not intended to reach before the fight. Noted.
Engineer: Good point! Yes, still OP. It's noted for version 1.2 |
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