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-   -   Can someone please explain the combat runes (http://forum.fulqrumpublishing.com/showthread.php?t=35068)

jake21 10-18-2012 12:44 PM

Can someone please explain the combat runes
 
In this game there is something called combat runes (I think that is the right name). It is mentioned in the first page of the manual but then for reason I do not understand they never explain their usage in combat.

Basically when you select a troup to move - there are three buttons (attack, defense and luck) but what the manual does not explain is what they do and more important what resource they use - what determines which options are available. Even worse they are called runes but are NOT the same as 'talent' (red, green, blue) runes which are used to gain skills.

Very confusing. I really wish they had described them in the manual rather than give them a single bullet point as a 'new' thing and leave it at that.

Fatt_Shade 10-18-2012 04:43 PM

http://www.kingsbountygame.com/handbook/magic Check part about Rune magic. I think it has some connection to runes you mentioned for units. This is available only for Viking troops i think.

J.B. 10-18-2012 05:42 PM

It's a special skill from the viking race. I found this on the HP of the game:

Quote:

Also all Viking units have special skill - Knowledge of the Runes. Before you start the battle all Vikings receive three runes, 1 piece of each type - attack, defense, and luck. At the beginning of the turn each Viking uses 1 rune and gets appropriate bonuses and the number of runes reduces. The player chooses what rune to use before the turn of each unit. You can also pass the choice of runes to the senior Valkyrie. Valkyries activate runes according to personal preferences. The effect of the rune lasts up to the next round. The number runes that the warrior can store can be increased by special skill of the hero.
•Rune of Attack: creature receives + 20% to attack and the chance of critical hit.
•Rune of Defense: creature gets + 20% to defense and health.
•Rune of Luck: the creature has a 10% chance of second turn during the attacks
See also: http://www.kingsbountygame.com/handbook/tactics

I'm wondering if the player will be able to choose at the beginning of each combat round for each of his units, if he wants to use a rune or if he has to use them in the three first rounds of a battle?!

Greets

J.B.

jake21 10-19-2012 03:49 PM

That is what I wanted; wish they had included it in the manual. It was very confusing. Hum. I *think* there is a missing detail; it seems that something rests them - perhaps rage; or maybe it is being reset at the start of each round.

Quote:

Originally Posted by J.B. (Post 470446)
It's a special skill from the viking race. I found this on the HP of the game:



See also: http://www.kingsbountygame.com/handbook/tactics

I'm wondering if the player will be able to choose at the beginning of each combat round for each of his units, if he wants to use a rune or if he has to use them in the three first rounds of a battle?!

Greets

J.B.


Mandea 10-19-2012 05:17 PM

very nice aditions by the way. I really like them.

Zechnophobe 10-22-2012 06:54 PM

That rune of Attack is mm-mm tasty. 20% boosted crit AND attack will be a pretty major boost to damage, especially late game.

Though I do wonder if the Viking units will end up being good at all. Most of the Human units waned in value late game (barring paladins, archmages, and inquisitors)

jake21 10-23-2012 02:21 PM

Note that the chance of trigger is really low. You select the rune to use and then move the character. If it triggers the effect then the rune is used; if it fails to trigger the effect then (somtimes) you can use the runes the next turn - the sometime bit confuses me - not sure if if it is by design or bug; but the fact that the rune only has a small chance of actually using the effect is a bit 'frustrating' or 'annoying' or something or other. You want to use them because they grant nice benefit but you can't actually depend on them working as they are unreliable.

Mygaffer 10-26-2012 12:21 AM

Quote:

Originally Posted by jake21 (Post 472431)
Note that the chance of trigger is really low. You select the rune to use and then move the character. If it triggers the effect then the rune is used; if it fails to trigger the effect then (somtimes) you can use the runes the next turn - the sometime bit confuses me - not sure if if it is by design or bug; but the fact that the rune only has a small chance of actually using the effect is a bit 'frustrating' or 'annoying' or something or other. You want to use them because they grant nice benefit but you can't actually depend on them working as they are unreliable.

I hope that is not how it works as I find most of the time that sort of chance takes away from the strategy aspects of a game.

namad 10-26-2012 06:56 AM

Quote:

Originally Posted by Mygaffer (Post 473161)
I hope that is not how it works as I find most of the time that sort of chance takes away from the strategy aspects of a game.

don't worry this guy seems to have almost no idea how runes work!


to clarify it's possible for a rune's effect to be instanteous and non-random OR totally random, of the three basic viking runes the vikings units have on them attack and defense are just flat toggles and luck is random, the rune system is pretty satisfying (I've only played the tutorial so far) although it's only got a minor effect on the game

camelotcrusade 10-26-2012 08:45 PM

Actually what they need to do is put the effect of the runes in the tooltip when you select them. Right now all it says it the name of the rune... let's add what it does to that text.

I don't think it would be hard to do and the reminder would be useful. If we get a suggestions thread going let's put that in there.


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