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camelotcrusade 12-06-2012 08:02 PM

More tidbits. Kamikaze bug fixed for me (no more hangups). And Patch 4 reinstated the ranged penalty for Rune Mages and modified the description on Runic Staff to specify it has a penalty for "far targets." Meh.

Does anybody know what file controls ranged penalties? Curious if it's tied to the ability "runic staff" or if there is a master list of which units get ranged penalties and which ones don't.

Fatt_Shade 12-06-2012 09:17 PM

@camelotcrusade
Distance penalty for range attack units is in unit.atom file. Expl : archmage in game folder/sessions/addon/data.kfs archmage.atom look for his lightning attack
Code:

  lightning {
    group=1,2
    class=scripted
    ad_factor=1
    showdmg=1
    penalty=1
    distance=60
    base_attack=1
    script_attack=special_archmage_lightning_attack
    script_calccells=calccells_all_enemy_actors_takes_damage
    attack_cursor=archer_arrow
    damage {
      magic=5,8
    }
    custom_params {
      shock=25
    }

See that distance have value 60, so he have penalty on 60 hex, and longest arena is around 9 hex. Meaning archmage have no penalty for basic attack. On other hand runemage.atom you asked about in same data.kfs have this value
Code:

  throw1 {
    group=1,2
    class=throw
    base_attack=1
    ad_factor=1
    distance=7
    mindist=2
    showdmg=1
  penalty=0.5
    animation=attack/throw/thtarget
    throw=priest3_ball
    framekey=x
    damage {
      magic=10,12
    }
    custom_params {
      rune_num=0
    }

Meaning he have penalty 50% on distance 7 hex.
To change this just change value on distance=... to what you want, and in penalty from 0.01 to 0.99 (go nuts).

You can also check druid.atom in same .kfs archive or necromant.atom , if you want to give some aoe bonus to attack, and aoe penalty. Druid.atom :
Code:

  throw1 {
    group=1,2
    showdmg=1
    device=natureforce
    class=throw
    distance=6
    mindist=1
    base_attack=1
    penalty=0.5
    animation=attack/throw/thtarget
    throw=druid_bullet
    framekey=x
    7in1=0.5
    hint_gen_script=hint_mass_attack_throw_7in1
    damage {
      magic=4,8
    }

Here you see that druid have 50% penalty on 6 hex distance, and his attack hit 7 hex radius (7in1=) with 50% dmg on surrounding hex.
Play with it (i added aoe dmg to cannoner unit special salve attack, and it works great), and have fun.

ckdamascus 12-06-2012 11:49 PM

Oily / Greasy Mist animation time is fixed!

ChessDragon 12-07-2012 01:19 AM

My saved game in Hades loads my hero with no horse, and the camera no longer follows him rendering the game unplayable:

https://dl.dropbox.com/u/760507/camera.jpg

ckdamascus 12-07-2012 01:47 AM

Quote:

Originally Posted by ChessDragon (Post 485871)
My saved game in Hades loads my hero with no horse, and the camera no longer follows him rendering the game unplayable:

https://dl.dropbox.com/u/760507/camera.jpg

http://forum.1cpublishing.eu/showpos...&postcount=861

ivra 12-07-2012 10:35 AM

Regarding:
Fear doesn't always work: We've seen two cases so far where ranged units have attacked units higher level than they are. In both cases there were no equal or lower level units for the feared unit to attack. Slinger shot a dragon and orc catapults shot a soothsayer, both when feared.

Fear generally works, but I just encounter a situation where it did not work, so it is not fixed in Patch 4. A Slinger was able to attack my Emerald Green Dragon. Not sure if it was because it used an Attack Rune, because it used its talent Hail of Stones, because it was under the influence of Freeze, or something else.

It happened again, a Slinger attacked my Emerald Green Dragon while Feared. This time the Slinger used a Luck Rune and its Hail of Stones talent. The Slinger had no extra effects affecting it. It got a new turn that round but did not use that because of Fear. Maybe Fear does not prevent units from using their talents?

ckdamascus 12-07-2012 11:13 AM

Quote:

Originally Posted by ivra (Post 485906)
Regarding:
Fear doesn't always work: We've seen two cases so far where ranged units have attacked units higher level than they are. In both cases there were no equal or lower level units for the feared unit to attack. Slinger shot a dragon and orc catapults shot a soothsayer, both when feared.

Fear generally works, but I just encounter a situation where it did not work, so it is not fixed in Patch 4. A Slinger was able to attack my Emerald Green Dragon. Not sure if it was because it used an Attack Rune, because it used its talent Hail of Stones, because it was under the influence of Freeze, or something else.

It happened again, a Slinger attacked my Emerald Green Dragon while Feared. This time the Slinger used a Luck Rune and its Hail of Stones talent. The Slinger had no extra effects affecting it. It got a new turn that round but did not use that because of Fear. Maybe Fear does not prevent units from using their talents?

Yup, I ran into the same situation. I noticed it is able to use talents.

edit: also, I noticed a bug in 6249 and still in 6250. Whenever I use Runic Word / Chargers (yeah, this is so slow compared to rune mages, but hey, I wanted to play it without rune mages), after like the 3rd round of me doing this, the balls of rage / mana become much harder to see. In fact, they start to turn invisible and I have to play a game of "which magic hex has the goodies" without even knowing if it is mana or rage.

Life would be much easier if they removed Geyser from the enemy spell casting list. :)

Youpiya 12-07-2012 01:44 PM

Quote:

Originally Posted by ckdamascus (Post 485910)
Yup, I ran into the same situation. I noticed it is able to use talents.

edit: also, I noticed a bug in 6249 and still in 6250. Whenever I use Runic Word / Chargers (yeah, this is so slow compared to rune mages, but hey, I wanted to play it without rune mages), after like the 3rd round of me doing this, the balls of rage / mana become much harder to see. In fact, they start to turn invisible and I have to play a game of "which magic hex has the goodies" without even knowing if it is mana or rage.

Life would be much easier if they removed Geyser from the enemy spell casting list. :)

This was already a bug in AP and CW...

Youpiya 12-07-2012 01:45 PM

Quote:

Originally Posted by ckdamascus (Post 485875)

Horrible. I'm stuck with my 3 quick saves in Hades, far from teleporters. WTF did they think when correcting the bug ??? I'm totally disappointed.

Youpiya 12-07-2012 02:07 PM

Quote:

Originally Posted by ckdamascus (Post 485875)

Sorry for multiple posting but I have found another solution, even if you are far from a teleporter.
Go into the direction of a teleporter and then upgrade an item by fighting its guardian keepers. When the combat is finished, the camera in centered on where you were before the fight ! I made 3 fights and succeed in going into a teleporter and the problem has been solved for me !!!


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