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-   King`s Bounty: Warriors of the North (http://forum.fulqrumpublishing.com/forumdisplay.php?f=206)
-   -   Bugfixes (http://forum.fulqrumpublishing.com/showthread.php?t=35494)

Bhruic 11-02-2012 03:31 PM

Quote:

Originally Posted by Netami (Post 476611)
I'll probably regret asking this as it's gonna sound very noobish ... but where exactly are the .lua files o_O In my sessions/addon folder there are only like 2 files + another folder called locations .

The .lua files are in the ses.kfs file. You can extract them using something like 7zip.

Netami 11-02-2012 03:33 PM

Uhm so is it enough if I just move the .lua files you gave to that folder ? or do I need to like unpack the file u said and then pack it again? kinda confused about it ;s

camelotcrusade 11-02-2012 03:35 PM

Quote:

Originally Posted by Bhruic (Post 476615)
Well, the main slow down is that Steam is blocked here at work, so I can't check out the patch until I get home.

I'd recommend completely deleting all of the .lua files right now, so it's not reading them instead of the new ones. Once I get a chance to check out the new patch, I can see which things are still broken and re-implement them with the new files.

No rest for the weary... thanks a bunch. I think about half of our fixes will still be needed (Skald crash is still happening, no word in diplomacy yet and I saw very few unit-specific fixes).

Do you mind adding the alfheim fix to a different zip in a mod section? I am sure I'm not the only one who likes this version better... in fact, it's the most fun I've had playing a skald. I also had another idea for overhauling the bard songs, here, for the sunny day when all we have to worry about are mods we want.

Bhruic 11-02-2012 03:40 PM

Quote:

Originally Posted by Netami (Post 476620)
Uhm so is it enough if I just move the .lua files you gave to that folder ? or do I need to like unpack the file u said and then pack it again? kinda confused about it ;s

Oh, sorry. Ok, if you want to use the bugfixes that you downloaded from this thread, all you need to do is extract them into that folder. You only need to get them from the .kfs file if you want to modify them yourself.

Right now I'd recommend not using the bugfixes from this thread, however, until they've been updated with the latest patch. There may be some conflicts.

Netami 11-02-2012 03:57 PM

Hmm well doesnt seem like moving the files into the folder works o_O Well dont really know how to check ... was looking at the Sense Weakness skill it was giving more than 7% crit chance before but I dont notice any difference in the crit % of my troops =/

also I dont know if it was mentioned before but the spell Heat Focus seems to be crashing the game for me whenever I try to cast it =/

One more thing I gotta ask ... the fixes they work on loaded games right ? Not only on new games ? oO

camelotcrusade 11-02-2012 09:32 PM

Quote:

Originally Posted by Netami (Post 476633)
Hmm well doesnt seem like moving the files into the folder works o_O Well dont really know how to check ... was looking at the Sense Weakness skill it was giving more than 7% crit chance before but I dont notice any difference in the crit % of my troops =/

also I dont know if it was mentioned before but the spell Heat Focus seems to be crashing the game for me whenever I try to cast it =/

One more thing I gotta ask ... the fixes they work on loaded games right ? Not only on new games ? oO

We need some time to pull out the updated game files and go through to see how they implemented their fixes on items we've been fixing ourselves. Then we'll upload a new package.

All of our fixes would apply immediately - they aren't to game files which are stored in a save but rather applied to files the game loads when you start it up. I'm not an expert, but I think what happens is it looks in that addon folder and uses the files we put in there instead of what's buried in the game files. The good part about that is you can always remove or modify those without hurting the integrity of the base game.

camelotcrusade 11-02-2012 09:35 PM

For those who can't open the game right now but want to start playing with the updated game files from wherever they are... I'm rather heartbroken about the Maidens having their Call of Valhalla freshly bugged if you want a target. :)

Edit - removing attachment. Some players are using it and causing themselves problems. It wasn't for using, it was for modding purposes only. :)

Bhruic 11-02-2012 09:41 PM

That would be me. Thanks. ;)

I'm going to be re-doing the first post to try and ensure it accurately reflects the latest patch, so if a fix isn't there, it hopefully was "officially" fixed.

Bhruic 11-02-2012 10:28 PM

Alright, updated the first post. There were a surprising number of bugs still present.

Right now I just need confirmation on whether Last Hero is still crashing the game, and what changes were made to the Song of Alfheim. And then I can start in on the new bugs. :rolleyes:

camelotcrusade 11-02-2012 10:42 PM

Several people have said the Skald crash is still in the game. RE song of alfheim I am not sure yet... I believe only the description was updated as it was apparently WAI. Bah. :)

Also, I recommend keeping a previous version around in case you need to reference old code that actually worked before they "fixed" it. :)

Bhruic 11-02-2012 10:56 PM

Well, some of the reports seemed to be from people who hadn't updated yet. I'll give it a bit to get some clarification.

Hard to believe that Alfheim was actually intended to cast random bad spells on your units and good spells on the enemy. Why would you ever use it under those circumstances?

camelotcrusade 11-02-2012 10:59 PM

Quote:

Originally Posted by Bhruic (Post 476772)
Well, some of the reports seemed to be from people who hadn't updated yet. I'll give it a bit to get some clarification.

Hard to believe that Alfheim was actually intended to cast random bad spells on your units and good spells on the enemy. Why would you ever use it under those circumstances?

Oh, I get it. It's a "chaos fairy" who wreaks havoc. The thing is, flavor and utility are at the opposite end of the scale here. I think at least after three ranks in Edda it should never hit your own guys. But since that would be a waste of runes as it currently stands, I'm happy to mod it to just do that with one rank. So glad you made the code available.

RE skald I am staying far away from that poision and putting my dragonslayer mod right back in. :D

oas 11-03-2012 01:24 AM

Quote:

Originally Posted by camelotcrusade (Post 476739)
For those who can't open the game right now but want to start playing with the updated game files from wherever they are... I'm rather heartbroken about the Maidens having their Call of Valhalla freshly bugged if you want a target. :)

Is that part of the new patch?
Or do I still have to install it?

How do install the patch through steam (it's my first time using it)

Sorry my english isn't that great

camelotcrusade 11-03-2012 03:48 AM

Quote:

Originally Posted by oas (Post 476822)
Is that part of the new patch?
Or do I still have to install it?

How do install the patch through steam (it's my first time using it)

Sorry my english isn't that great

No need to do anything for the patch, steam updates are automatic. The fixes in this thread are for issues they haven't addressed. If you don't mind waiting for a future patch, you'll be fine. If you do, instructions for installing these fixes are on the first page.

redfuryau 11-03-2012 12:38 PM

Quote:

Originally Posted by camelotcrusade (Post 476739)
For those who can't open the game right now but want to start playing with the updated game files from wherever they are... I'm rather heartbroken about the Maidens having their Call of Valhalla freshly bugged if you want a target. :)

Just wondering out of interset how they are bugged? I used them very briefly in the tutorial and resurrected a couple of lost units with no problems, but that certainly wasn't an extensive test.

oas 11-03-2012 02:23 PM

camelotcrusade, youre ses.kfs file should replace the one on the folder?

What fixes does it contain? The same fixes as Bruhic (i already put those in the folder)?
Will it conflict?

Sorry for being a pain ^^

camelotcrusade 11-03-2012 05:11 PM

@Oas, sorry to confuse you. That .ses is just most of the moddable game files after the official patch, nothing modded or fixed by the community. I posted it because some people wanted to start working on fixes and mods and they didn't have it nearby. If you want to use community fixes they are on page 1. I suppose if you didn't have the steam version you could use it for a partial patch, though. I haven't seen a manual patch yet.

@redfuryau well they work for me too! But I haven't restarted so I thought that was it. Maybe they aren't bugged after all. I'll ask a definitive question about it so we can get more reports.

Chro 11-03-2012 06:13 PM

The Skald skill Edda does not currently give the 10%/20% bonus when you put extra points in it.

This can easily be fixed by going into the visa_power_hint.lua file and replacing every instance of "skald_edda" with "edda_skald".

On a side note, if anyone else thinks 10-20% is too piddly to put points in, you can change the values (to something like 20-50%) by modifying the percentages under edda_skald in the skills.txt file. Just be aware that this will also increase the song penalties as well, unless you're like me and you go back to the visa_power_hint.lua file and change all the penalty and resp formulas to use (2-edda_bonus) instead of edda_bonus. This will make the skill reduce the penalties while increasing the bonuses, making this skill actually worth putting points in.

camelotcrusade 11-03-2012 07:14 PM

Quote:

Originally Posted by Chro (Post 477048)
The Skald skill Edda does not currently give the 10%/20% bonus when you put extra points in it.

This can easily be fixed by going into the visa_power_hint.lua file and replacing every instance of "skald_edda" with "edda_skald".

On a side note, if anyone else thinks 10-20% is too piddly to put points in, you can change the values (to something like 20-50%) by modifying the percentages under edda_skald in the skills.txt file. Just be aware that this will also increase the song penalties as well, unless you're like me and you go back to the visa_power_hint.lua file and change all the penalty and resp formulas to use (2-edda_bonus) instead of edda_bonus. This will make the skill reduce the penalties while increasing the bonuses, making this skill actually worth putting points in.

Are you sure? Unless this is happening after the patch, it was working before. Maybe they switched around the name of the skill for some reason? When I tested it (pre-patch) the intiative song went from 18% to 19 or 20%, I forget exactly which, but it was very minor. I haven't restarted so I can't confirm yet if this is happening... but I can try it later and see what happens since I have Edda and runes to burn.

camelotcrusade 11-03-2012 11:27 PM

@Chro - good catch man, just tested it and yep, they screw it up in the patch. I'll add to the bug thread and thanks for the fix.

Bhruic 11-03-2012 11:50 PM

Added fix for the Calm Rage spell

namad 11-04-2012 09:18 AM

if i was effected by the calm rage bug and lost max rage should i just start over? or is there anyway to fix it?

Bhruic 11-04-2012 11:11 AM

You'll need to reload an earlier save if you can. If not, your only remaining option would be using something like the in-game console command or Cheat Engine.

midoss 11-04-2012 11:30 AM

After i downloaded the calm rage fix warrior maiden resurrection doesn't work so i used the old unit_special_attacks.lua and it worked

also thank you for you effort great job.

Edit: The same fix that wasn't working now works sorry about that.

keko4321 11-04-2012 01:31 PM

Bhruic Thank you so much .
it's always great to have people like you around

Bhruic 11-04-2012 01:31 PM

Added fix for Soothsayer's Ice Storm ability.

pavar 11-04-2012 04:32 PM

1 Attachment(s)
Bhruic, I think that with the last update you used an older version of your addon_arena. The Alfheim edda has reverted to its old pre-fix buggy self. I modified it based on your post #25 and it works fine again. Might want to also check if something else is un-fixed, though so far I haven't noticed something.

Bhruic 11-04-2012 04:47 PM

I didn't add the Alfheim fix to the post-patch version. They changed the description for the edda to make it clear that it's supposed to be completely random, rather than only casting beneficial spells on your troops and harmful on the enemy.

pavar 11-04-2012 04:55 PM

Quote:

Originally Posted by Bhruic (Post 477364)
I didn't add the Alfheim fix to the post-patch version. They changed the description for the edda to make it clear that it's supposed to be completely random, rather than only casting beneficial spells on your troops and harmful on the enemy.

:) Ok, guess I missed the steam patch :eek:

camelotcrusade 11-04-2012 05:34 PM

1 Attachment(s)
Quote:

Originally Posted by midoss (Post 477282)
After i downloaded the calm rage fix warrior maiden resurrection doesn't work so i used the old unit_special_attacks.lua and it worked

also thank you for you effort great job.

I'd really like to know what breaks the maiden resurrection... I haven't seen it broken yet in my game, but I sure don't want it breaking on me any time soon.

@Bhuric, if you want to do any comparisons, the version I'm using is attached. It's been fiddled with, but I can vouch for the maiden resurrection working if you can find a buggy one to compare it to.

Bhruic 11-04-2012 05:47 PM

My suspicion is that people tried to use older versions with newer versions. If you tried to use the old version of the .lua file with the patched version of the game it wouldn't function properly. If you tried to use the newer .lua file with the unpatched game it also wouldn't function properly.

So far I haven't seen anyone verifiably claim that the new version of the .lua file with the latest patch doesn't work.

Bhruic 11-04-2012 08:09 PM

Added Chro's Edda fix.

camelotcrusade 11-05-2012 01:00 AM

Quote:

Originally Posted by Bhruic (Post 477314)
Added fix for Soothsayer's Ice Storm ability.

I still haven't seen this freeze anything outside of the first cell and I've been using it on big groups (sometimes there is a mob in every hex).

I modified line 1190 but noticed the same thing in line 1177. Does that have to change too, or is that designating special rules for the target cell vs. others?

Bhruic 11-05-2012 01:05 AM

There's only a 15% chance of freezing guys in surrounding squares, so you won't see it that often. I did verify that it worked locally. Still, you should have seen it happen within a few fights.

The one at line 1177 is supposed to be "target", as it's the 30% chance for the guy at the center of the spell.

edit: Just double-checked and I hit 3 guys, center was skel archers, 2 skel warriors on either side, one of the skel warriors got frozen.

camelotcrusade 11-05-2012 01:12 AM

Quote:

Originally Posted by Bhruic (Post 477512)
There's only a 15% chance of freezing guys in surrounding squares, so you won't see it that often. I did verify that it worked locally. Still, you should have seen it happen within a few fights.

The one at line 1177 is supposed to be "target", as it's the 30% chance for the guy at the center of the spell.

edit: Just double-checked and I hit 3 guys, center was skel archers, 2 skel warriors on either side, one of the skel warriors got frozen.

Okay, thanks! I thought it was 30% for everyone so that probably explains it. Really appreciate you double checking. :)

hardy87 11-05-2012 04:18 PM

1 Attachment(s)
Here, my fix for Warrior Maiden Call of Valhalla :)

open file unit_special_attacks.lua in ses.kfs, and search "Valhalla". Then replace this

Code:

function special_valhalla_call_calccells()
  local level = Attack.get_custom_param("level")
  if level == nil or level == "" then
    level = 4
  else
    level = tonumber(level)
  end

  local ccnt = Attack.cell_count()
  for i = 0, ccnt-1 do
    local cell = Attack.cell_get(i)
    if Attack.act_ally(cell) then
      if (Attack.act_level(cell) <= level) then
        if Attack.act_applicable(cell) then
          if (Attack.cell_dist(0, cell) >= 1) then
            local size_last2 = Attack.val_restore(cell, "size_last2")
            if size_last2 == nil or size_last2 == "" then
              size_last2 = Attack.act_initsize(cell)
            else
              size_last2 = tonumber(size_last2)
            end
            if ( size_last2 > Attack.act_size(cell) ) then
              Attack.marktarget(cell)
            end
          end
        end
      end
    end
  end

  return true
end

function special_valhalla_call_attack()
  local target = Attack.get_target()
  if target ~= nil then
    Attack.aseq_rotate(0, target, "special")
    local dmgts = Attack.aseq_time(0, "x")

    local power, power_max = text_range_dec(Attack.get_custom_param("count"))
    power = power*Attack.act_size(0)
    local act = Attack.get_caa(target)
    local count0 = Attack.val_restore(act, "size_last2")
    if count0 == nil or count0 == "" then
      count0 = Attack.act_initsize(act)
    else
      count0 = tonumber(count0)
    end
    local count1 = Attack.act_size(act)
    local rephits = math.min( power, (count0 - count1) )*Attack.act_get_par(act, "health")
    Attack.cell_resurrect(act, rephits)
    Attack.atom_spawn(act, dmgts, "magic_wing", Attack.angleto(act))

    local count2 = Attack.act_size(target)
    Attack.log_label("respawn_")
    Attack.act_damage_addlog(target, "res_")
    Attack.log_special(count2-count1)
  end

  return true
end

or you can use my edited file :) Call of Valhalla ability will work :)

ps: sorry for my bad english !

Bhruic 11-05-2012 04:26 PM

The Call of Valhalla does work, you are using an older version of the game. Update to the latest Steam patch.

hardy87 11-05-2012 04:29 PM

I used the file uploaded on the first page. So it doesn't work :(

Bhruic 11-05-2012 04:33 PM

If you haven't got the latest Steam patch - which you don't - you should not be using the file from the first page. It includes the updates from the patch, which are what are causing your problems. You need to let Steam update the game for you, then apply the file.

hardy87 11-05-2012 04:39 PM

Oh, I see it. Thanks !

Bhruic 11-05-2012 06:27 PM

Added at least partial fix for Fear. Let me know if you run across other units that are able to use their special abilities on units they shouldn't while feared.

Zechnophobe 11-05-2012 11:04 PM

Quote:

Originally Posted by hardy87 (Post 477774)
Here, my fix for Warrior Maiden Call of Valhalla :)

open file unit_special_attacks.lua in ses.kfs, and search "Valhalla". Then replace this



or you can use my edited file :) Call of Valhalla ability will work :)

ps: sorry for my bad english !

Bad English is no problem, but use the "CODE" tag instead of quotes so it doesn't eat your code formatting. Seeing line after line of unindented 'end' made me throw up a little bit in my mouth ;P.

Bhruic 11-05-2012 11:25 PM

Added fix for Troll's Pacify ability.

camelotcrusade 11-05-2012 11:34 PM

Quote:

Originally Posted by Bhruic (Post 477940)
Added fix for Troll's Pacify ability.

Trolls everywhere thank you, including the ones on the forum. :rolleyes:

Bhruic 11-06-2012 01:52 AM

Added fix for the Ice Prison + Hilda's Arrows bug.

Bhruic 11-06-2012 04:49 PM

Added fix for Mista's Lightning.

oas 11-06-2012 06:47 PM

The medals are capped at lvl 3?

I installed the mod to fix the bug for awards "mod_wn131_eng_csimbi_extended_awards" now I can reach lvl 4. If i delete the file (I don't want to go past lvl 3 if that is the limit) would cause any problem?

Bhruic 11-06-2012 07:32 PM

Added fix for Ice Dragon deaths.

gunnyhighway 11-06-2012 08:24 PM

I installed this since then I get random crashes anyone else got this issue?

I read somewhere that it might be caused by Skalds but I am not sure if they meant the Skald class or the skald units. I just started playing a skald after finishing up with soothsayer so maybe its skald?

Bhruic 11-06-2012 08:28 PM

The Skalds used to cause a crash with the Last Hero spell, but that has been fixed in the official patch. The game is a bit unstable, however, and numerous people have reported random crashes. The "random" part making it quite difficult to troubleshoot.

bacchus1974 11-07-2012 08:20 AM

to install this update i just do decompressed these files in my folder

\steam\SteamApps\common\King's Bounty - Warriors of the North\sessions\addon

please help me

Xargon 11-07-2012 08:38 AM

Quote:

Originally Posted by bacchus1974 (Post 478464)
to install this update i just do decompressed these files in my folder

\steam\SteamApps\common\King's Bounty - Warriors of the North\sessions\addon

You followed the instructions outlined in the first post, congratulations. Everything should be working

Quote:

Originally Posted by bacchus1974 (Post 478464)
please help me

That might be possible if you actually state what your problem is.

Bhruic 11-07-2012 05:00 PM

This is (hopefully) a fix for the Highterant egg-laying issue. As it's a rather large piece of code (I wrote a specific AI routine to handle it - go me! ;)), I'm placing the code here rather than in the first post. Also, I'm not including pre- and post-code changes, everything in red text was added by me. The aim of this routine is to try and find the square that is farthest away from any enemy (and within movement range) and lay the egg there - presumably with the best chance of survival.

In arena.lua, line 2718:
Code:

local maxc, maxtarget
if mover.name == "highterrant" then
        local maxdist = 0
        for i = 0, ecells.n do
                local c = ecells[i]
                if c == nil then  -- проверяем также клетку, где мы стоим - вдруг идти никуда и не нужно - и здесь хорошо
                        c = mover
                        c.distance = 0
                end
                if c.distance < mover.ap then
                        local near_enemy = false
                        for dir = 0, 5 do
                                local c2 = Attack.cell_adjacent(c, dir)
                                if Attack.act_enemy(c2) then
                                        near_enemy = true
                                        break
                                end
                        end
                        if not near_enemy then
                                local dist = 0
                                for k = 0, ecells.n do
                                        local c2 = ecells[k]
                                        if c2 == nil then  -- проверяем также клетку где стоим, т.к. с нее можем уйти
                                                c2 = mover
                                        end
                                        if Attack.cell_dist(c, c2) == 1 then
                                                local mindist = 1e8
                                                for j, act in ipairs(actors) do
                                                        if Attack.act_enemy(act) then
                                                                dist = Attack.cell_dist(c2, act)
                                                                if dist < mindist then
                                                                        mindist = dist
                                                                end
                                                        end
                                                end
                                                if mindist > maxdist then
                                                        maxdist = mindist
                                                        maxc = c
                                                        maxtarget = c2
                                                end
                                        end
                                end
                        end
                end
        end
else

        if offence and not mover.thrower and (mover.par('dismove') == 0) and (mover.ap > 1) then -- при наступательной тактике не-стрелки способные перемещаться бегут к вражеским лучникам
                -- здесь могут оказаться : demon, dryad, highterrant, thorn_warrior
                local mindist = 1e8
                local nneed_corpse = true
                if mover.name == "thorn" or mover.name == "thorn_warrior" then -- тернии призывают на гексы с трупами
                        nneed_corpse = false
                end
                for i = 0, ecells.n do
                        local c = ecells[i]
                        if c == nil then  -- проверяем также клетку, где мы стоим - вдруг идти никуда и не нужно - и здесь хорошо
                                c = mover
                                c.distance = 0
                        end
                        if c.distance < mover.ap then
                                local dist = 0
                                for j, act in ipairs(actors) do
                                        if Attack.act_enemy(act) then
                                                if act.thrower then
                                                        dist = dist + Attack.cell_dist(c, act)*0.5
                                                else
                                                        dist = dist + Attack.cell_dist(c, act)
                                                end
                                        end
                                end
                                if dist < mindist then
                                        for j = 0, ecells.n do
                                                local c2 = ecells[j]
                                                if c2 == nil then  -- проверяем также клетку где стоим, т.к. с нее можем уйти
                                                        c2 = mover
                                                end
                                                if Attack.cell_dist(c, c2) == 1 then
                                                        if nneed_corpse or Attack.cell_has_ally_corpse(c2) or Attack.cell_has_enemy_corpse(c2) then
                                                                mindist = dist
                                                                maxc = c
                                                                break
                                                        end
                                                end
                                        end
                                end
                        end
                end
                if maxc ~= nil then
                        local mindist2 = 1e8
                        for i = 0, ecells.n do
                                local c2 = ecells[i]
                                if c2 == nil then  -- проверяем также клетку где стоим, т.к. с нее можем уйти
                                        c2 = mover
                                end
                                if Attack.cell_dist(maxc, c2) == 1 then
                                        if nneed_corpse or Attack.cell_has_ally_corpse(c2) or Attack.cell_has_enemy_corpse(c2) then
                                                local dist2 = 0
                                                for j, act in ipairs(enemies) do -- как далеко до врагов
                                                        if act.thrower then
                                                                dist2 = dist2 + Attack.cell_dist(c2, act)*0.5
                                                        else
                                                                dist2 = dist2 + Attack.cell_dist(c2, act)
                                                        end
                                                end
                                                if dist2 < mindist2 then
                                                        mindist2 = dist2
                                                        maxtarget = c2
                                                end
                                        end
                                end
                        end
                end
        end
        if maxc == nil then
                -- здесь гарантированно окажутся : chosha, demonologist, druid, ingeneer, kingthorn, thorn
                local mindist2 = 1e8
                for i = 1, atk.cells.n do
                        local c2 = atk.cells[i]
                        local dist2 = 0
                        for j, act in ipairs(enemies) do -- как далеко до врагов
                                if act.thrower then
                                        dist2 = dist2 + Attack.cell_dist(c2, act)*0.5
                                else
                                        dist2 = dist2 + Attack.cell_dist(c2, act)
                                end
                        end
                        if dist2 < mindist2 then
                                mindist2 = dist2
                                maxtarget = c2
                        end
                end
        end
end


Bhruic 11-07-2012 07:19 PM

Added fixes for warning popups occurring under AI control (yours or the enemies).

camelotcrusade 11-07-2012 07:34 PM

Quote:

Originally Posted by Bhruic (Post 478642)
Added fixes for warning popups occurring under AI control (yours or the enemies).

That's neat. Would it for example fix the popup on the skald trying to use an ability with no target?

Bhruic 11-07-2012 07:35 PM

Yup, and same with the Royal Griffins summoning (or more precisely not being able to summon) the Heavenly Guard.

camelotcrusade 11-07-2012 07:39 PM

Okay, nice, I will update that part of the bug thread once I'm done editing my own file.

n00b question - sometimes that line is commented out. That means it's not actually doing the popup so I don't need to put in the code to block it, right?

Bhruic 11-07-2012 07:40 PM

If it's commented out, no, you don't have to bother with it (it's not being used anyway).

Bhruic 11-07-2012 07:59 PM

Added fix for the Blizzard spell.

camelotcrusade 11-07-2012 09:30 PM

Cool, I will add the bug - and the fix - to the thread. I am not sure if fireball and/or fire rain are supposed to inflict burning, but if they do they might be worth a look. I don't have them yet so I can't read the descriptions.

Bhruic 11-07-2012 09:33 PM

I've used both spells, and they do inflict burning properly.

Sertorius 11-07-2012 11:30 PM

Nov 7 zip file
 
Hello,

When I downloaded a new(er) version of the zip file (dated Nov 7 on the 1st post) and pasted the luas into /sessions/addons, I found that all the replaced .lua files had the non-altered code... in other words, none of the changes had been applied to the code in the .lua files of the Nov 7 .zip file. I just reverted to an older .zip file I had, but I was wondering if this was intentional or not (so that people could apply various fixes individually...it is a bit tedious).

Netami 11-07-2012 11:50 PM

Can someone tell me which line is responsible for Rune Mages initiative ? It's changed from 20 to 2 and I don't really care what was intended I'm used to Rune Mages always going first and it pretty much ruins my game now...

namad 11-08-2012 12:09 AM

Quote:

Originally Posted by Netami (Post 478733)
Can someone tell me which line is responsible for Rune Mages initiative ? It's changed from 20 to 2 and I don't really care what was intended I'm used to Rune Mages always going first and it pretty much ruins my game now...

pretty sure that change is just from the steam patch, isn't it?

Bhruic 11-08-2012 12:14 AM

Quote:

Originally Posted by Sertorius (Post 478728)
Hello,

When I downloaded a new(er) version of the zip file (dated Nov 7 on the 1st post) and pasted the luas into /sessions/addons, I found that all the replaced .lua files had the non-altered code... in other words, none of the changes had been applied to the code in the .lua files of the Nov 7 .zip file. I just reverted to an older .zip file I had, but I was wondering if this was intentional or not (so that people could apply various fixes individually...it is a bit tedious).

Not sure what happened, but I checked the file, and they are all modified. I've got no idea what you ran into.

Xargon 11-08-2012 09:00 AM

Quote:

Originally Posted by Netami (Post 478733)
Can someone tell me which line is responsible for Rune Mages initiative ? It's changed from 20 to 2 and I don't really care what was intended I'm used to Rune Mages always going first and it pretty much ruins my game now...

If you really don't want to use the patch: it's in the runemage.atom file (not in the addon archive, but in the corresponding one in the data folder, I believe).

Netami 11-08-2012 09:13 AM

Yeah its with the steam patch and I wanna use it but I want to revert the Rune Mage ini change or atleast make it 10... nearly whole game ive been using rune mages saved up might runes got high crit and now they go last ? thats really bullshit >_> Anyway cant find the file you mentioned do I have to unpack some other file there ? and after i make the change what will i have to do pack it back again ? oO

Xargon 11-08-2012 09:52 AM

Same procedure as with these bugfixes: there is some archive (ses.kfs or whatever they are called, don't remember if the name is the same as the one in the addon folder), you just extract the file (into the same folder) and change it and the game will use the altered file.

Netami 11-08-2012 10:26 AM

Awesome mate found it and fixed it now I can play on :D Big thanks

trubble 11-08-2012 07:53 PM

Ice Dragon Bug
 
Hi there, I can see that the issue of Ice Dragons causing the game to crash when they die has been noted but I do not understand what I am supposed to do to fix it. I don't know anything about modding or coding, I just play. I have the most up to date version on Steam, what else do I need to do?

Are these fixes just for coders or is there a solution for general members of public too?

shlayferg 11-08-2012 09:42 PM

Light Knight Spell
 
Light Knight Spell should apply to all units at level 3 according to its description but it still applies to only one unit.

I tried to read the code for it in spells.lua but I am not a programmer and couldn't find out how to change that. Could you please help me?

I guess the same happens to Dark Knight Spell but I don't have it.

Zechnophobe 11-08-2012 09:49 PM

Quote:

Originally Posted by trubble (Post 479027)
Hi there, I can see that the issue of Ice Dragons causing the game to crash when they die has been noted but I do not understand what I am supposed to do to fix it. I don't know anything about modding or coding, I just play. I have the most up to date version on Steam, what else do I need to do?

Are these fixes just for coders or is there a solution for general members of public too?

These are for the general public! Just get the files as directed, and extract them (with winzip, winrar, or whatever) to the folder he mentions in the first post.

DennisBergkamp 11-08-2012 10:08 PM

Yes, which should be something like:

C:\Program Files (x86)\Steam\steamapps\common\King's Bounty - Warriors of the North\sessions\addon

Is it not necessary to replace them within the ses.kfs file also? Or can the LUA files just be placed into the sessions\addon directory next to the kfs files?

For instance, if I wanted Royal Griffins to give paladins a morale bonus, could I simply edit the morale.txt file and place it within the directory? Or does it have to be repackaged into ses.kfs?

Thanks!

Bhruic 11-08-2012 10:17 PM

Quote:

Originally Posted by DennisBergkamp (Post 479105)
Or can the LUA files just be placed into the sessions\addon directory next to the kfs files?

Yes, that's the way to do it.

Quote:

For instance, if I wanted Royal Griffins to give paladins a morale bonus, could I simply edit the morale.txt file and place it within the directory?
Again, yes, that's the best way to handle it.

DennisBergkamp 11-08-2012 10:38 PM

Great, thanks for the quick replies :)

Zechnophobe 11-08-2012 10:46 PM

I actually think using .kfs archives in the mod folder is a bit cleaner, since it puts each mod in a separate file.

To do that with Bhruic's fixes, simply rename his zip, and change the .zip extension to .kfs. And then place it in addon/mods. You will have to create the mods folder.

trubble 11-08-2012 10:49 PM

Quote:

Originally Posted by Zechnophobe (Post 479088)
These are for the general public! Just get the files as directed, and extract them (with winzip, winrar, or whatever) to the folder he mentions in the first post.

Okay, I see. I can now kill Ice dragons with impunity. Thank you. :)

Why does 1C make it so we have to fix the game ourselves, wouldn't it be easier to fix it for everyone through Steam update? Probably a silly question.

camelotcrusade 11-09-2012 02:11 AM

Quote:

Originally Posted by shlayferg (Post 479080)
Light Knight Spell should apply to all units at level 3 according to its description but it still applies to only one unit.

I tried to read the code for it in spells.lua but I am not a programmer and couldn't find out how to change that. Could you please help me?

I guess the same happens to Dark Knight Spell but I don't have it.

This one is noted in the bugs list but unfortunately we don't have a fix for it yet.

@trubble they aren't asking us to make any bug fixes or track bugs, we're just doing it so we can help problems get recorded and the fixes are made so we can enjoy the game while we wait for official patches.

Zechnophobe 11-09-2012 06:58 AM

Hey there, Bhruic. I discovered the solution to Jarl's not displaying their attack log correctly.

Change:
Code:

Attack.log(dmgts+dmgts1, "add_blog_fear_2", "target", blog_side_unit(cell, 0))
To:
Code:

Attack.log(dmgts+dmgts1, "add_blog_fear_2", "targets", blog_side_unit(cell, 0))
in unit_special_attacks.lua. It's setting the wrong tag, which is then incorrectly named in the language file. I believe the correct fix here is to use the right tag name, since it should be the plural 'targets' here. Notice the comparison with the wolf howl that uses the same attack log messages?

peprik 11-09-2012 05:22 PM

Hey Bhruic,
why did you hide the file?
(btw. great work otherwise!)

Bhruic 11-09-2012 05:52 PM

http://forum.1cpublishing.eu/showpos...9&postcount=61

Numbereleventeen 11-09-2012 11:14 PM

Quote:

Originally Posted by Zechnophobe (Post 479129)
I actually think using .kfs archives in the mod folder is a bit cleaner, since it puts each mod in a separate file.

To do that with Bhruic's fixes, simply rename his zip, and change the .zip extension to .kfs. And then place it in addon/mods. You will have to create the mods folder.

Seems like mods work if you just put them in the addons folder too.. As thats where I put yours and it worked fine. Didn't know about this sub folder options since there was no installation instructions in ur mod (maybe make a readme?).

Oji 11-10-2012 08:03 AM

After 2nd patch - do i have to delete lua files from community fix from sessions/addon folder?

Amasalan 11-10-2012 08:12 AM

Quote:

Originally Posted by Oji (Post 479584)
After 2nd patch - do i have to delete lua files from community fix from sessions/addon folder?

yes

mnorbieu 11-10-2012 01:23 PM

where is the zip file?

wulf77 11-10-2012 01:30 PM

i am also cant finde archive file for download

Bhruic 11-10-2012 05:16 PM

As I stated in the first post, there's a new Steam patch out that fixes the majority of bugs that were in my fixes. When I've got some time, I'll check to see if there are any outstanding ones that haven't been fixed, but in the meantime, use the official Steam patch.

mnorbieu 11-10-2012 07:01 PM

only problem , steam is not patching to my client , and if i correct i must start new game for using new patch... this is why will be nice this file

Bhruic 11-10-2012 07:11 PM

You do not have to start a new game with the Steam patch. Some bugs will not be fixed if you don't start a new game, but they wouldn't be fixed by my bugfixes either.

mnorbieu 11-11-2012 03:59 AM

hmm. ok. my client verison is 6246, it is latest ?

commanderz 11-11-2012 04:51 AM

where is the bugfix file?......cant find in the first page?

Amasalan 11-11-2012 10:51 AM

Quote:

Originally Posted by commanderz (Post 479877)
where is the bugfix file?......cant find in the first page?

Quote:

Originally Posted by Bhruic (Post 479733)
As I stated in the first post, there's a new Steam patch out that fixes the majority of bugs that were in my fixes. When I've got some time, I'll check to see if there are any outstanding ones that haven't been fixed, but in the meantime, use the official Steam patch.

:)

bacchus1974 11-11-2012 12:30 PM

can you give me the version on the patch of steam please

my verions is 1.31 6246 it is the last version ??????



thanks for your answer

ikbenrichard 11-12-2012 09:46 AM

Quote:

Originally Posted by bacchus1974 (Post 479944)
can you give me the version on the patch of steam please

my verions is 1.31 6246 it is the last version ??????



thanks for your answer

That is indeed the latest version.

natascha 11-13-2012 02:21 AM

Rune Chain
 
There is something weird with Rune Chain spell, I'm unable to increase its damage by choosing which ally to sacrifice their rune for Rune Chain spell.

Vehementi 11-13-2012 04:55 AM

Is there an unofficial workaround/fix for the Heir to the Throne quest being bugged? I have Odin's Flag and must return it to King Asvald. The castle has the flashing quest icon above it to indicate that I am ready to proceed on the quest, but talking to King Asvald has no dialog options about this quest.

camelotcrusade 11-13-2012 05:57 AM

Quote:

Originally Posted by Vehementi (Post 480609)
Is there an unofficial workaround/fix for the Heir to the Throne quest being bugged? I have Odin's Flag and must return it to King Asvald. The castle has the flashing quest icon above it to indicate that I am ready to proceed on the quest, but talking to King Asvald has no dialog options about this quest.

More of a workaround, actually. RCDOWN suggests:

Quote:

Reload a savegame before you get to the castle, remove the flag from inventory and place it into another position (in inventory). Then click on the info dialog box and then talk to the viking and dwarf king.
Hope that helps.

Vehementi 11-13-2012 06:20 AM

Yeah, thanks but not going to happen, I moved on long long ago and don't have a save from back then (nor would I be willing to lose the tens of hours I've played since!).

Meetwad 11-13-2012 07:35 AM

Quote:

Originally Posted by camelotcrusade (Post 480622)
Hope that helps.

Nope. Also, what does the dwarf king have anything to do with this.


Quote:

Originally Posted by Vehementi (Post 480631)
Yeah, thanks but not going to happen, I moved on long long ago and don't have a save from back then (nor would I be willing to lose the tens of hours I've played since!).

Just as well, this fix does not appear to work anyways.

natascha 11-13-2012 11:22 AM

Rune Chain
 
Quote:

Originally Posted by natascha (Post 480584)
There is something weird with Rune Chain spell, I'm unable to increase its damage by choosing which ally to sacrifice their rune for Rune Chain spell.

Solve it (I think...).
Change inside spells.lua

if cycle ~= 0 then

to

if cycle == 1 then.

Now I can see the increase in damage of rune chain over total availability of troop selected.


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