Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: Crossworlds > Mods

Mods King's Bounty: Crossworlds Mods

Reply
 
Thread Tools Display Modes
  #1  
Old 01-28-2019, 01:29 AM
Sirlancelot's Avatar
Sirlancelot Sirlancelot is offline
Approved Member
 
Join Date: May 2011
Posts: 291
Default

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.
Reply With Quote
  #2  
Old 01-28-2019, 06:02 AM
raknefne raknefne is offline
Approved Member
 
Join Date: May 2011
Location: Denmark (Aarhus)
Posts: 564
Default

Quote:
Originally Posted by Sirlancelot View Post
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.
I haven't touched these 2 things. It must be a vanilla bug... I checked Inquisitors, the code says 150% holy...

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.
Reply With Quote
  #3  
Old 01-28-2019, 07:08 AM
raknefne raknefne is offline
Approved Member
 
Join Date: May 2011
Location: Denmark (Aarhus)
Posts: 564
Default 2 Creature updates for version 1.1

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.
Reply With Quote
  #4  
Old 01-28-2019, 10:00 AM
Sirlancelot's Avatar
Sirlancelot Sirlancelot is offline
Approved Member
 
Join Date: May 2011
Posts: 291
Default

Quote:
Originally Posted by raknefne View Post
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: Attachment 15627
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.
Great. Let's see them in action!

How can I open Trent.kfs folder? It seems an archive, not a folder.



Reply With Quote
  #5  
Old 01-28-2019, 10:14 AM
jorko80 jorko80 is offline
Approved Member
 
Join Date: Mar 2009
Posts: 64
Default

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.
Reply With Quote
  #6  
Old 01-28-2019, 01:35 PM
raknefne raknefne is offline
Approved Member
 
Join Date: May 2011
Location: Denmark (Aarhus)
Posts: 564
Default

To SirLancelot: You have to open the Trent.kfs file so you can see all files inside. Then you drag the 3 new files over (overwrite). Ingeneer + FireSpider to the directory 'Creatures' that is within Trent.kfs and the last file just to Trent.kfs.

Looks like you have NOT a program that can extract kfs-file, the picture of Trent.kfs looks different on my computer... if you can get a WinRAR program to do that. Could it be that has to do with your crashes???
Reply With Quote
  #7  
Old 01-28-2019, 03:28 PM
Sirlancelot's Avatar
Sirlancelot Sirlancelot is offline
Approved Member
 
Join Date: May 2011
Posts: 291
Default

7 zip is able to do it. I just didn't now it was a compressed folder. Windows doesn't recognize it that way. For safety reasons, I have made a backup of the file.

I cannot enter directly within Trent.kfs, I need to uncompress it previously with 7 Zip. So I guess you mean extract the files and then add them to Trent.kfs.

My crashes seem to have dissapeared since I activated Multimedia/games mode in Panda Antivirus.
Reply With Quote
  #8  
Old 01-29-2019, 01:20 PM
Sirlancelot's Avatar
Sirlancelot Sirlancelot is offline
Approved Member
 
Join Date: May 2011
Posts: 291
Default

Quote:
Originally Posted by raknefne View Post
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?
Let me try him for a while and I'll see how it goes.
Reply With Quote
  #9  
Old 01-29-2019, 06:07 PM
Sirlancelot's Avatar
Sirlancelot Sirlancelot is offline
Approved Member
 
Join Date: May 2011
Posts: 291
Smile

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!
Reply With Quote
  #10  
Old 01-30-2019, 08:10 AM
raknefne raknefne is offline
Approved Member
 
Join Date: May 2011
Location: Denmark (Aarhus)
Posts: 564
Default

Knights: I never used them before, always Paladins. BTW Paladins only heals now, no ressurection... In Darkside I saw they took the "give turn" from the Paladin and gave it to the Knight to balance these 2 more.

Snakes: Yes, must be vanilla, didn't touch it. Must be the red ones, the blue and green poisons.

Darkside mod: Don't know if anybody plays it anymore... it was very unbalanced, that was why I made a mod with more balance. Was too hard at first and much easier later, I remember in vanilla Darkside my mage had 100+ Mana as level 8 or so. I gave up, had the feeling that goodies like mana/rage etc were thrown in your face too much.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:20 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.