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#1
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#2
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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 |
#3
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I see that holy damage in Trent War is supposed to do +150% more damage to undead and demons instead of double damage. Is that correct?
-- Bug (unless working as intended): Human trait "Personal Enemy", which implies +15% more damage to the first opponent who harms the human unit, resets after every battle. That means in practice humans are always doing +15% more damage to some of their opponents. |
#4
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About the building 'Pirate House' with the Royal Griffins: In 1.1 there is only a 30% chance of getting 5-8 level 4's and it can be either orcs, neutral or dwarves. I lowered it though for version 1.2. Beholders: In the code it says custom_params { sleep=50 dod=no duration=1 special=1 } Not sure where to change your suggestion to lower the chance for putting lvl1 to sleep, in the beholder-file it says 'sleep=50' but not the chance for each level. I must admit, I don't use beholders so often. Anybody knows where to change that? Last edited by raknefne; 01-28-2019 at 08:16 AM. |
#5
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I made changes to 2 Creatures which can be downloaded and will work in your current game:
Fire Spider: Only 15% burn chance when Spitting Fire (still 30% in melee). Ingeneer: Can only cast the Shock Grenade (blindness) once and cannot make more potions! The Shock Grenade range is 6 (was 7). His flame in 3 range is 15% stronger. Leadership as in vanilla (380 again). Price is 1250 (was 1850 in Trent and 1150 in vanilla). IMO it is more balanced now. The price and leadership is still arguable I guess. Feel free to comment. I guess the amount of Summoning could be reduced a bit? Download: Ingeneer and FireSpider.zip The file ingeneer and spider_fire goes to Trent\Trent.kfs\Creatures, the last just goes to the Trent\Trent.kfs. Very important that you overwrite, if you don't see it overwrites, it won't work and probably crash. Last edited by raknefne; 01-28-2019 at 07:23 AM. |
#6
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How can I open Trent.kfs folder? It seems an archive, not a folder. ![]() ![]() |
#7
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Hi there!
I think that the abilities of engineers and beholders are not overpowered. Beholders are supposed to put lvl1 units to sleep 100% of the time, except undead and some others which can get nasty. The chance is 100%-50%-25%-10% for lvl1-lvl4 units respectively. To Sir Lancelot - try playing on impossible, I always do ![]() About the translation of my mod, I think I'll do it on my next playthrough, but I guess that will be in the end of march. |
#8
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#9
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About the fire spider, I forgot to say it doesn't recieve the Initiative bonus from the Blue baby Dragon. I think is a bug imported from vanilla Crossworlds, due to the fact back in The Legend they were considered part of the Demons faction.
And it would be nifty if the description would explain on more detail which Arquery bonus they receive or can receive. I see Knights have obtained a new talent, Running. That makes them a bit more interesting as enemies, but I think they were already powerful enough for the player. You just need to buff their speed with a spell or/and an item, or use Teleport. Keep in mind they have 30% physical reduction, Mastery, morale +1, high protection from fire and even extra damage against dragons. Oh, and the usually undervalued Circle Attack, which can be devasting when combined with Target (for example) Pair them with Paladins or Horsemen and you have an extraordinary melee setup. They make Polar Bears and the like too obsolete, IMO. Snake description is wrong (another bug from vanilla, I'm afraid) They don't poison, but stun. By the way, congratulations for the new Darkside mod! |
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