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#131
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Witch Hunt bug: noted. About creatures: hehe I don't have enough patience. When making Hylfire and Bonfire, Terroin did the modding. I only did quests and maps in Bonfire. And testing. This is new to me... |
#132
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Witch Hunter bug: I tried having witchies and right clicked - also in battle, had no crash here...
Made a small update 1.22, since I noticed I've left an enemy with a new creature which I later deleted. Game would crash, so had to update: Trent version 1.22 - Jerneland, bug: A crash might occur, since an army in the snow had a new creature which I later deleted. It could only happen in new games started in v1.21 - Fromlen: Leisner the Superfly (in the water north-west) said 20% more Damage but was actually +20 Damage. Now corrected to just 100% of base attack, which meens double damage. - Fear: Duration 1-2-3 (was 2-3-4). Price 8-10-12 (was 10-10-10). Crystal 3-5-8 (was 3-3-3). Wonder about fear, it could be 5-10-15 Mana since the duration is 1-2-3 ...? Last edited by raknefne; 02-25-2019 at 07:44 AM. |
#133
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#134
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I haven't touched the witch hunters
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#135
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I insist about Magic Shackles level 3. It always work and feels OP. Makes fights against demons (for example) too easy.
![]() I'm now clearing Trent Dungeon. A few days ago had a nasty surprise with the pirate who sails the seas at Fromlen. Oh my... haha, it was a good battle. |
#136
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Hmm... It was another player who suggested no leadership limit on magic shackles... Actually...
For next v1.3 I lowered it to leadership 125% - 160% - 250% (was 200-300-10000). Still higher than vanilla (100% only). Last edited by raknefne; 02-26-2019 at 09:31 AM. |
#137
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20 -> 28 or 30. |
#138
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It was 35 Mana in vanilla for level 3 magic shackles. I forgot it was for all enemies not just one - that's why I lowered the Mana price. I'll change it to 30 Mana at level 3 instead of current 20 Mana. In the code it says "one,one,all" - must meen all enemies at once at level 3. Never used it... but strong, I can see. And 125-200-250% of leadership. Crystal 4-8-30.
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#139
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#140
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Currently testing with leadership limit 125, 200, 200. And mana cost 10, 15, 40.
I'm also tempted to try out 125, 200, 150. Mana cost 10, 15-20, 35. That way you'd have to choose between disable the talents of the probably most dangerous foe on the field or disable all the rest. I reached upper Trent, by the way. No strange/weird text bugs yet. ![]() Priests and Rune Mages, at least. Huzzah! --- Reduced locally physical resistance of units with Steel Armor to 25%. The game should cap resistances at 75-80% IMO, but as I assume this is not possible through simple modding, this is the best I can do to keep balance. In fact, even 75 or 80% cap could prove to be insufficient of a nerf if combined with Magic Shield from Archmages. The AI should try to disable that kind of combos right away (with dispel or the like) Let's hope the devs do a better job on balance and AI terms on next KB iteration. --- Last edited by Sirlancelot; 03-03-2019 at 11:34 AM. Reason: More feedback and reports |
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