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-   -   Bugfixes (http://forum.fulqrumpublishing.com/showthread.php?t=35494)

tikitoki 11-25-2012 05:29 PM

Quote:

Originally Posted by namad (Post 475444)
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.

ckdamascus 11-25-2012 06:03 PM

Quote:

Originally Posted by tikitoki (Post 483753)
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).

Bet2ty 11-26-2012 12:39 AM

I'm listing the time of file update at the end of this posthttp://www.rxor.info/01.jpghttp://www.rxor.info/22.jpghttp://www.rxor.info/8.jpghttp://www.rxor.info/03.jpghttp://www.rxor.info/23.jpghttp://www.sbqg.info/21.jpghttp://www.ryzu.info/9.jpg

Nirual 11-26-2012 07:02 AM

Quote:

Originally Posted by ckdamascus (Post 483758)
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.

ftww 11-29-2012 06:40 AM

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)

Donnylicious 11-29-2012 10:03 PM

Quote:

Originally Posted by Bhruic (Post 475169)
If you download the zip file, you need to extra the files in the sessions\addon subfolder off your main WotN installation.

File updated Nov 7, 3:56 pm (local time)

Where to download the zip file?

ckdamascus 11-30-2012 03:30 AM

Quote:

Originally Posted by ftww (Post 484475)
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


Nirual 11-30-2012 01:35 PM

Quote:

Originally Posted by ckdamascus (Post 484642)
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.

ckdamascus 11-30-2012 01:42 PM

Quote:

Originally Posted by Nirual (Post 484697)
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.

Maybe just try damage, addrage.
What boggles me beyond belief is, that code was there but commented out.

1,1, -- damage, addrage.

I suppose maybe just revert it to that instead? Last minute debug stuck in there?

Mickelangello 12-01-2012 11:15 AM

Do you have any idea what to do if i have non-steam version? There are no .lua files...


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