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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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Thread Tools | Display Modes |
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#1
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![]() Quote:
![]() Thx for reply. |
#2
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You misunderstand. The mods work just fine,. but that one specific label does not display the current setting correctly.
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#3
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Ah, i thought that incorrect decription = not working mod.
Thanks for all. Have a good day! ![]() |
#4
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Hi again
![]() Any chance of army shop mod in Dark Side soon? |
#5
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Soon is relative, but in general: "yes".
First, I am in the process of moving in. Should be finished next week. Second, I have to find the PC and put it back together. Should be a day. Third, I'd have to see a discount on Steam (or GOG.com). God knows how long that takes. Fourth, I'd have to have spare time. I do have my nights free right now, let's hope that trend continues. |
#6
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Is it possible Rune Exchange Mod to be converted for King's Bounty The Dark Side.
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#7
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I should hope so.
Though I do not have the game yet. That and I guess a few patches should go by so we can avoid mismatches. |
#8
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Here are the updated mods for two Steam flavours (both English only):
- Valhalla Edition (1.3.1) - Ice and Fire DLC 1.2.1 Please note that the damage values in the damage calc mods have not been updated in the readme files. There are different curves now, here's the copy of the description from the LUA script: Code:
-- The following variable configures the resistance cap. -- The default value is 95 (in vanilla KB). This mod uses 100 by default, permitting 100% resistance (vs. the original 95% cap). -- Values above 100 have no effect. DAMAGE_MOD_RESISTANCE_CAP = 100 -- Resistance limit in % -- The following variables are required for the Damage mod pack. -- Look at the Excel sheet to determine which curve and values suit you best. -- Adjust the DAMAGE_MOD_CURVE_TYPE as needed. The available choices are: -- 0 - Vanilla damage calc, (forced cap: 300% at 60) -- 1 - Vanilla uncapped damage calc (same as Vanilla, but cap removed) -- 2 - KB+ damage calc -- 3 - KB- damage calc -- 4 - Power2 damage calc -- 5 - Exponent damage calc -- 6 - Hybrid damage calc -- 7 - Reverse hybrid damage calc DAMAGE_MOD_CURVE_TYPE = 2 -- Once you selected the curve, adjust the corresponding DAMAGE_MOD_COEFF_* values: DAMAGE_MOD_COEFF_KB_PLUS_1 = 1.25 DAMAGE_MOD_COEFF_KB_PLUS_2 = 1.5 DAMAGE_MOD_COEFF_KB_MINUS_1 = 1.25 DAMAGE_MOD_COEFF_KB_MINUS_2 = 1.5 DAMAGE_MOD_COEFF_POWER2 = 35.0 DAMAGE_MOD_COEFF_EXPONENT_1 = 17.0 DAMAGE_MOD_COEFF_EXPONENT_2 = 0.6 DAMAGE_MOD_COEFF_HYBRID_1 = 16.5 DAMAGE_MOD_COEFF_HYBRID_2 = 15.0 DAMAGE_MOD_COEFF_REV_HYBRID_1 = 35.0 DAMAGE_MOD_COEFF_REV_HYBRID_2 = 17.0 DAMAGE_MOD_COEFF_REV_HYBRID_3 = 0.6 -- Finally, if you want to apply a cap on the top or bottom part of the curve, -- enabled the corresponding values and set the limits you want. -- Note: these caps do not apply to the vanilla curves (i.e. type 0 and 1). DAMAGE_MOD_CALC_CAP_TOP_CURVE_ENABLED = 1 -- 0: cap is disabled for the top curve; 1: cap is enabled. DAMAGE_MOD_CALC_CAP_TOP_CURVE_LIMIT = 10.0 -- The actual cap. 3.0 translates into 300%, 10.0 translates into 1000%, and so on... MUST be higher than 0! DAMAGE_MOD_CALC_CAP_BOTTOM_CURVE_ENABLED = 1 -- 0: cap is disabled for the bottom curve; 1: cap is enabled. DAMAGE_MOD_CALC_CAP_BOTTOM_CURVE_LIMIT = 0.10 -- The actual cap. 0.30 translates into 30%, 0.10 translates into 10%, and so on... MUST be higher than 0! Last edited by Csimbi; 01-05-2015 at 10:46 AM. |
#9
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Ice and Fire 1.3 came out today, so here are the updated mods.
I am still playing it, so it was a no-brainer. |
#10
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du yu have non-steam version ?
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