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#1
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@Kiras Nice run man. Only question : what kids you had at end ? Maybe some screen of end game hero screen
About this spell bonuses now isnt big problem, but it will be if this mod get functional for Ap/Cw where intellect can get to 80+. Some change should be done, but not linear if possible. Suggestion : to make intellect bonus for some spells go in some formula until 30-40 int, above that lower bonus, above 70 still some bonus but again lower.Same as with plague spell there is cap for penalty to unit stats.Why not make stone skin/divine armor and rest? |
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#2
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Last edited by Kiras; 05-03-2014 at 12:44 AM. |
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#3
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Pygmy and Plague are both amazingly effective at taking out stacks as they effectively reduce the stack by the percent of their power. Going for the intelligence and spell bonuses sounds like a good strategy! Quote:
Also, a lot of the later enemy heroes have the Dispel spell and so you might find it getting Dispelled. Quote:
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I'm currently level 28 in my Paladin game and all the Spirits are at Level 35 or 36. I've been really diligent with keeping them balanced as I leveled them up. I really like how each Spirit now has at least 2 damage abilities that can give you a lot of experience when used, whereas before it was hard to level up Lina and Sleem. I still have the Labyrinth and beyond to do, so maybe I'll get them all up to level 40 - we'll see how it goes... Quote:
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I'll probably end up changing the Dryad sleep to a charged ability, although there are mind immune units that aren't affected by it and it doesn't effect Level 4's and above. Quote:
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Since when I play I marry each wife, have 4 kids, divorce her, and go to the next so that I can double check their kids, etc. I usually end up fighting Xeona with Neoka and her kids when I'm level 20 or so. That battle is usually extremely tough because she burns my Elven troops a lot. So that's where you need to get some Fire Resistance to help. My current game, I fought her at Level 23 and she was a bear with Elven troops! I then marry Xeona after defeating her and finish the game with her and her kids. I got a crazy kid combination with her this time around where each child has +20% intelligence spell power (I got Ash, Axsis, Inteus, and Deemer) for a whopping 1.8 modifier from just her kids! I've got 33 intellect and Stone Skin is maxed at 80% Physical Resistance! I've still been playing Demon troops, but since I don't have any specific Demon troop bonuses (just Xeona's general Demon troop bonuses) I'm (when I get a chance to play next, after all these changes I'm adding here and there) going to get some Red and Black Dragons and swap out the Imps or Cerberi. Plus the Evil Book gave me trouble so I'm probably going to do the single Black Dragon stack thang because my Demon troops keep getting zapped by Lightning! Anyway, thanks for the comments - it's fun to hear various strategies and how you've progressed in the game! /C\/C\ |
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#4
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I tried Dragon Arrows only a few times. It actually made my elves do less damage than their normal attack. I think. It's been a few days and my memory of it is kind of fuzzy. Think I used it to try to kill a level 5 that I was barely denting. Hell breath was a better enhancement spell by far.
Xeona was the toughest fight in the game. I don't play no-loss anymore, so I didn't have to redo it over and over, but she still chewed up a big chunk of my army. Elves, hunters, dryads, ancient ents, and druids. She was actually worse than Baal. One of the Haas' incarnations triple casted armageddon on his first turn. That was fairly nasty too. I ended up reloading and just tried to prevent him from casting. |
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#5
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Also did 1 run with every class in this mod and had much fun doing it. After that i did as Mat said, go next run marry as soon as i could and try different combinations of kids to see what is strongest
Each class have best pick for wife and preferred kids, but as this game have much randomness and it was always interesting to see that result of love you shared with your wife 10 battles ago. Damn did i had some dissapointments @Mat I didnt play your mod for some time, so i ask is there connection between enemy army size to yours and exp to rage spirits as in Ap/Cw. Or is it defined by spirit skill lvl ? |
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#6
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Hi Matt , glad to see that you continue to work on your mod
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#7
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Case in point, you had mentioned that a lot of enemy heroes were choosing Geyser and I had not seen it to the extent you had, but guess what? When I was making my pass through the spell AI, I found that I had an error there, where the probability of them choosing Geyser had a bug due to the misalignment of some variables on the output of the power function and duration was being set to the chance of stun! So you can imagine if you're supposed to be multiplying by a number from 2 to 6 and instead multiply by a number more like 40 to 80 making them 10 times or so more likely to choose that spell! There was also the double casting of Mass Stone Skin sometimes, and I looked into there and found out that the Demon's Blood Rune was acting like a unit and causing a division by zero error that made the probably of casting Stone Skin infinity! So this update that I'm working on has numerous bug fixes, and it just goes to show that debug, debug, debug new code you're working on as you add it. Just because things appear to be working, they might not be intended as you look under the hood. Some of these things, though, I need people to play and post comments to find - take a look at WotN and I&F and you'll see that it takes time to find errors and fix them and they are using many people! The important thing, is that all comments, good or bad, are used to make this mod better and this should lend to making the AP / CW / WotN / I&F / DS versions of this mod better if and when I get to them. I don't necessarily agree with everyone's comments, but I think we all enjoy playing a game that is challenging and fun and to that end, I work to make the King's Bounty world better. Unfortunately, there is only so much time in the day, and between a normal day job that typically consumes at least 50 hours a week and then my second "job" creating King's Bounty mods you can see where time quickly runs out. I've actually not been able to play any games for about two months due to my continuing work on the H3B TL version of my mod (my poor Diablo 3 Reaper of Souls (I can't even remember the new Paladin class's name) character sits at level 4). Nonetheless, I do hope to bring these ideas forward to the other KB games, but I certainly have to learn to deal with the intricacies of each (for example the item limit has forced me to rethink the Tomes aspect), and so taking a step back from the AP / CW H3T development has helped with giving me ideas going forward. I have no idea what awaits for WotN and beyond, but I'm sure there will be some fun stuff to learn along that path as well. I can only hope by the time I'm done, I'm not the only King's Bounty player left... /C\/C\ |
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#8
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I ran into something that seemed a little bit odd, but it might be present in the vanilla version of the game, or be intentional. An enemy skeleton archer dispelled hero summon bonus on my summoned phoenix.
Blue dragons sound fun, looking forward to trying them out. |
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#9
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The way it is supposed to work is that the damage is Astral, so since no units have Astral Resistance, the resistance is negated per what the description says. It also says that their defense is ignored, but the AD_FACTOR flag is 1, which means it *is* using the target's defense. So setting this to 0 may be in order, but then you won't get any bonus if your attack is higher, either. The funny thing is that it seems like it should be doing more damage than your normal attack, but maybe with all the bonuses this ends up not being the case. At any rate, I'll look into it more because it is confusing... Quote:
I've had Haas triple cast Armageddon on my Demon troops on round 1 during the last battle! Ouch! This may happen more now with the spell AI changes... Quote:
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With the changes to Ice Thorns, Ice Ball, and Poison Cloud, now Lina and Sleem level much better. The fact that I've got all the spirits around the same level (even though I've focused on it) shows that it is much more balanced. When I tried to do this before, Reaper and Zerock would always runaway level-wise from Sleem and especially Lina. Well, thanks for the comments! /C\/C\ |
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#10
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Here's what's going on with Blue Dragons...
Electricity is the name of the game with them when it comes to attacking / abilities. They are going to have an electro-fire breath so that it does both Fire and (like the Phoenix) Astral damage with a chance to burn and shock troops. Their special ability will be similar to the Bone Dragon's Poison Cloud ability except that it shock damages (100% Astral Damage) all targets around it, friend or foe (with a chance to shock again as well). The reason why I'm picking Astral for the electricity damage is that it is different from the Magical Lightning damage and is meant to be more like an electric eel or even the Dwarven Thunder Cans. Plus it can then actually hurt Dragons. They also will have a chance when being struck of this "Zap" ability accidentally triggering, which could be both good or bad (this is why other dragons don't want to be around them because they could accidentally get shocked - we all know that's no fun!). Morale penalties are probably going to be -2 Morale for Green and Red Dragons and -1 for Blacks. Conversely, Dragonflies will get +1 Morale from them. They will be able to summon 25-40% of their leadership in Dragonflies which reloads at the same rate as the Ancient Ent's Summon Greater Plant ability. All this is subject to change, but I really like going with the electricity motif since blue is typically associated with lightning. /C\/C\ |
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