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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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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. |
#2
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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. |
#3
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du yu have non-steam version ?
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#4
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How about dark side?
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#5
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Can you do this for Dark Side or maybe explain the steps to make one for darkside starting from an existing one you have?
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#6
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Yeah, I am planning to do that.
It should be pretty easy though. |
#7
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I'd take a crack at it if you could explain what I need to do.
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#8
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Well, first off, you should compare the unmodded vs. the modded files.
It does not hurt understanding what's going on, but you'll find that I either split the files with includes, or, marked these changes up for easy identification. As long as the code is similar in the Dark Side, it should run without changes - so it's mostly copy-paste the changes to their corresponding files in Dark Side. Good luck! |
#9
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So I have it working. All I did was take your mod, copy in the Items.txt and Logic_hero.lua from the darkside ses.kfs.
Then I added the ==new_items.txt to the items.txt. And I also added to the Logic_hero.lua the info to give my saves the items upon load. I think this way lets me keep the artifacts from darkside, but if there's any other darkside specific file I should preserve that you can think of let me know. [e] I need up update the new_scripts file to include Darkside units. Do you know where I can find a list of the units and there normal price in the ses.kfs? Last edited by Boozie; 02-09-2015 at 02:58 PM. |
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