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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#1
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very nice aditions by the way. I really like them.
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#2
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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) |
#3
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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.
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#4
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#5
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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 Last edited by namad; 10-26-2012 at 09:42 AM. |
#6
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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. |
#7
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After playing a while I think I can clarify the runes: Every viking unit is a rune bearer (you'll see this in their description). They mostly start with 1 of each rune (Soothsayers have 2 of each). Each turn you can spend one of those runes to get the buff for *that turn.* Then it's used up. After experimenting with this a bit, I believe the bonuses to attack/defense only impact the base stat. So my slingers with 4 base attack are getting +1 attack, not +5 because they have 20 attack when you add in my stats.
•Rune of Attack: creature receives + 20% to base attack and the base chance of critical hit. •Rune of Defense: creature gets + 20% to base defense and base health. •Rune of Luck: the creature has a 10% chance of a second turn after it goes. Runes refresh every time you start a new fight, or when you cast the level one rune magic spell Runic Word, which gives the unit one of each rune. If you know rune magic, all your troops may randomly get more runes (even if they are non-vikings). Last edited by camelotcrusade; 10-31-2012 at 08:07 PM. |
#8
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very nice aditions by the way.
![]() ![]() ![]() ![]() Last edited by Ma233e; 10-30-2012 at 11:45 AM. |
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