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-   -   THE TRENT WAR --- a new campaign! (http://forum.1cpublishing.eu/showthread.php?t=230196)

raknefne 07-24-2018 11:10 AM

THE TRENT WAR --- A new campaign, released!
 
4 Attachment(s)
The Trent War - a whole new experience awaits!!


Download newest version 1.6: ... http://www.mediafire.com/file/y39z6n...nt1.6.zip/file

Installation:
Delete old TRENT folder before installing. Unpack the downloaded file to the same directory as Crossworld\sessions next to Defender, Orcs, Addon etc. (read the Readme files if in doubt).
When you start a new game, you can see 'The Trent War' next to 'Orcs on the March' and the other games.
If you have finished Trent before, you might want to keep your high score recordings. To do so, extract 'records.txt' from your old TRENT\Trent.kfs and overwrite in new installed TRENT\Trent.kfs


The Trent Kingdom is under attack, the pirates are invading. Amelie must help King Mark again.

Futures:
- A completely new campaign with new maps, dungeons, quests and fun story.
- 5 bosses.
- 35 heroes including "Heroic Challenges" which is a hero fight with NO rage skills / no retreat / in special boss-alike-arenas. There're 6 of these challenges in all.
- Many new arenas (only a few from the original game are reused). Some have different structure from normal with different tactics.
- Funny creature sounds made by Terroin, recorded in his studio.
- Difficulty is harder: It means if you normally play HARD then NORMAL is about equivalent in this mod - some say it is even lower - you will be challenged more.
- The game is 55% in length of the original Crossworld, you will end up around hero level 33-36 depending on your choices.
- Item Upgrades are 30% easier.
- Easier to find full sets: Most sets are with only 2 items. Many new sets and items!!
- If you think you will be fighting dozens of pirates, you won't, don't worry, it is not like WotN's undead armies, but versatile.
- Walkthrough/help file included.
- Some creatures and most spells have been balanced. For instance Stone Skin last 1 turn shorter. Avenging angel or Life Light are stronger, Ice Snake same price and damage as Fireball etc. Read post#2 for changes.
- Read post#3 or Readme file for help. The game has been tested an adjusted a lot for balance!


The game has been played on Normal, Hard and Impossible. Have fun!!!


Here are some pictures from The Trent War:


The starting island, Jerneland:

Attachment 15606


One of the first bosses, the Turtle from the Legend, but stronger now. From the map, Sprudne Islands:

Attachment 15609


An arena-battle from the biggest dungeon in the campaign, Trent Dungeon:

Attachment 15608


The king's residence, Upper Trent:

Attachment 15607

raknefne 08-17-2018 09:56 AM

Creature, Spell and Medal changes
 
4 Attachment(s)
Here's an overview of all spell and creature changes and some of the medal changes made from all the updates of Trent:




Examples of Medal changes in Trent version 1.5 compared to vanilla:

There is no 'Grand Strategian' anymore, it is replaced with 'Pirate Slayer'.
Warrior and Mage heroes have more useful spells for 'Iron Knight' and 'Magician' (former 'Fire Mage').

Attachment 15682Attachment 15683
Attachment 15684Attachment 15685






Spell changes in Trent version 1.6 compared to vanilla:

ORDER:
- Call of Nature: 15-25-35 Mana (was 20-30-40).
- Battle Cry: Crystal 3-6-9 (was 3-12-20).
- Avenging Angel: Mana 6-9-12 (a lot cheaper than vanilla). Duration 5,6,7 (was 4,5,6 in vanilla).
- Life Light: Price 4500 (was 50k). Mana 10-15-20 (was 10-20-30). Crystal 4-7-10 (was 4-8-16). Damage at level 2 and 3 are a little higher than vanilla.
- Divine Armor: Duration 3-3-4 (was 2-3-4). Resistances 15-20-25 (was 20-25-30). Mana 15-20-25 (was 15-20-30).
- Dragonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-3-12 (was 2-5-25).
- Demonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-4-15 (was 2-5-20).
- Resurrection: Crystal 8-12-20 (was 10-15-25).
- Peacefullness: Health increases to 30-45-60% (was 30-40-50). Gold price halved.
- Fit of Energy: 14-12-10 Mana (was 20-20-20).
- Lightning: Mana 8-16-24 (was 12-20-30), Crystal 1-3-6 (was 4-6-12). Price 1k (was 2500). Did anybody learn it before?
- Magic Axe: 110 Damage (was 100). Price 500 (was 2.500 gold). Mana 4-7-10 (was 5-9-13).
- Summon Phoenix: Gold price raised to 20k (was 11k). Crit halved. Attack reduced about 15%.
- Earth Blades: Mana 18-28-38 (was 25-35-50). Crystal 8-14-22 (was 10-20-30). Price 16k (was 10k).
- Orb: Mana 18-24-30 (was 20-30-40). Crystal 8-10-25 (was 10-20-35). Not rare anymore. Initiative +1 all 3 levels.
- Ice Thorns: Only as scrolls, cannot be learnt (cost 1000 Crystal now since it was broken, summons in a 15 cell area!). Price 1500.
- Gizmo: Only as scrolls, cannot be learnt (cost 1000 Crystal now). Price 1000. Damage 200% more, Heal 300% more.

DISTORTION:
- Phantom: 15.000 gold (was 6.000). Mana 20-25-30 (was 15-20-25). Crystals more expensive.
- Stone Skin: Duration 3-3-4 (was 3-4-5 rounds). Penalty: -2 Initiative (was -1). Res 10-20-30% (was 20-30-40). A little more crystals.
- Target: 4-10-20 Mana (was 4-8-13). Gold double price or so. Only up to level 3 enemies (was level 4).
- Magic Shackles: NO mass effect at level 3. Leadership 125-150-5000%. Mana 10-10-10. Crystal 3-6-8. Price lowered to 1500 (was 3000).
- Slow: Duration is 2-2-2 (was 2,3,3). Mana 5-8-12 (was 5-7-12). Crystal 5-10-15 (was 2-5-12). Price 3200 (was 1200). Still slow 1-2-3 in movement.
- Pygmy: Mana 5-10-18 (was 5-10-20).
- Magic Spring: Gives Defense 7-12-18 (was 5-10-15).
- Hypnotize: 60-80-100% of hero leadership (was 40-60-80%, but Trent has stronger armies).
- Precision: Attack 25-35-35% (was 25-30-30). Mana 1 less at level 2-3. Crystal cheaper at level 3. Halved gold price.
- Invisibilty: Mana 15-25-35 (was 10-20-30).
- Excorcism: Mana 10-18-25 (was 10-20-30). Crystal 5-10-15 (was 8-14-20). Damage 15% more.
- Balance: Mana 3-6-9 (was 5-10-15 vanilla). Crystal 1-5-10 (was 5-10-15). Gives 3-6-9 adrenalin (was 1-3-5). Chance for other races to get Haste/Battle cry 5-10-15% (was 33-66-100%). This way it is an ORC spell to get adrenalin boost at start.
- Glot's Armor: Mana 8-12-16 (was 15-18-23). Crystal 5-7-10 (was 10-10-10). Health about 15% more level 2-3. Easier to find.
- Poison Spit: Now called 'Focused Vomit'. Always poisons! Mana 8-9-10 (was 10-10-10).
- Turn Back Time: Price 60k (was 50k). Increased manaprice: 40-50-60 (was 30-30-30)
- Berserker: Now 2-3-4 Mana (was 2-4-7). Cheaper to learn.
- Ghost Sword: Mana 6-8-10 (was 10-10-10). Cheaper to learn. 105 Damage (was 100)
- Ice Snake: Same damage and mana as Fireball, 10-15-20 Mana (was 10-20-30).
- Awaken Dragon: 12 Mana, rare to find.

CHAOS:
- 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).
- Plague: Duration increased to 2,3,4 (was 2,2,2). Spread chance % 25,30,35 (was 15,20,25).
- Fire Ball: 10% more damage, also more damage when leveling it up. Price 1200 (was 5000)
- Kamikaze: Around 10% more damage.
- Doom: Mana 14-13-12 Mana (was 20-20-20).
- Hell Breath: +10% Damage all levels, now 30-40-50% extra Fire Damage.
- Chaos Dragon: Gold price rasied to 30k (was 10k). Cost 10 crystals more to max. About 6% less Health, Defense and Attack.
- Fishes: Crystal 5-10-15 (was 10-15-20).
- Stone Rain: Mana 10-22-35 (cheaper than vanilla). Easier to find.
- Soul Drain: Kills 13-23-33% (was 10-20-30). Mana 8-17-28 (was 10-20-40). Crystal 5-15-25 (was 10-20-30).
- Fire Rain: 7% Burn (was 5%). Crystal 5-8-20 (was 7-10-25).
- Death Star: Mana 25-32-38 (was 30-40-50). Crystal cheaper too.
- Evil Book: Mana 15-20-25 (was 15-20-30).



Creature changes in Trent v1.52 compared to vanilla:

ORCS:
- Orc Chieftain: Initiative 5 (was 4).
- Goblin Shaman: Astral Attack reduced by 33% (was OP).

DWARVES:
- Alchemist: Crit 14 (was 10). 15% Fire Res (was 0). A little cheaper to hire.
- Ingeneer: +40% ranged damage. Only 1 charge of Blind potion, and it cannot be made again!
- Foremen: New talent 'Recruit Miner' which summons around 25% of Foremen's leadership and with a reload. 10% Phys. Res (was 0 in vanilla), 25% Fire Res. (was 10%).

ELVES:
- Faun: 35 Health (was 23).
- Druid: Damage 5-8 (was 4-8 ), Summon 25-32 (was 20-25), Beasttrain 100 (was 80).
- Ancient Ent: Initiative 3 (was 1), Leadership 1100 (was 1200), Phys.Res 15 (was 10).

HUMANS:
- Peasant: Price 8 (was 10), Defending 2 (was 1).
- Robbers: Morale penalty only to peasants and bowmen now (was all level 1-2).
- Maurauder: Morale penalty only to peasants and bowmen now (was all level 1-2). Loots 25% more.
- Bowman: Long reload on cold/fire arrows.
- Footman: Price 65 (was 70), Defending 5 (was 4).
- Guardsmen: 60 Health (was 50). Smashing Blow 33% more Damage.
- Inkvisitor: 1 'Holy Rage' with a slow reload (was 3 charges in vanilla). Damage 6-8 (was 5-7).
- Priest: Heal 20 hitpoints (was 10).
- Horseman: Crit 15 (was 10), Dmg 14-18 -> 15-19
- Paladin: Prayer has a reload and does NOT resurrect, only damage and scare off evils. New skill 'Healing' with a reload, heals 35.
- Knight: 1 Charge of 'Run' with 2 moves. Roundattack 18-25 dmg (was 15-20).
- Archmage: 5-9 Damage (was 5-8 ). Leadership reduced to vanilla. Makes it more interesting as dps.
- Runemage: Destruction reload 2 (was 3). +5 Attack. 1800 Leadership (was 2k). Price 9k (was 15k gold). Increased stats because it is a shorter game with less free runes.

NEUTRALS:
- Lake Dfly: Price 7 (was 12), Attack 4 (was 3), Health 8 (was 7).
- Fire Fly: Price 8 (was 14), Attack 5 (was 4), Defense 2 (was 1).
- Venom Spider: Web 2 (was 1).
- Cave Spider: When Defending 3 (was 1), Web 3 (was 1).
- Fire Spider: Got a ranged shot with a 20% chance to burn, besides the melee 30% chance. A little less crit chance.
- Wolf: Price 50 (was 60), Health 27 (was 24).
- Assassin: +15 Health.
- Polar Bear: +10 Health, +2 to maximum Damage.
- Royal Thorn: Summons 8% less.
- Cyclop: Leadership 1300 (was 1400), Initiative 2 (was 1), Health 390 (was 650), Phys.Res. 35 (was 30).
- Snake: A vanilla text error: It said that the longattack poisoned, it only stuns. Corrected.
- All snakes got text 'Reptile' and 'Snake Agility' which already worked in vanilla, but the text was missing.
- Snake, Swamp Snake, Bear, Ancient Bear, Polar Bear: Got "Home Ground" which is +1 Initiative in forests for Snakes and +1 Morale for Bears.

raknefne 08-30-2018 09:39 AM

The Trent War has a file 'Readme - Helpme' which also is a walkthru / help to players, the content is:


THE TRENT WAR
------------------------------------------------------------------------------------------------------------------

Made by Raknefne in 2018.
Creature sounds by Terroin.
Thanks to Terroin for assistance and Erkihlmarl for spellchecking.
Thanks for all the input here in the forum for balancing especially from Sirlancelot.
Testers: Erkihlmarl, Terroin and me.


INSTALLATION AND STARTUP:
Unpack Trent.rar to the same directory as your other Crossworld games, if you have steam it will be in:
...\Steam\steamapps\common\Kings Bounty Crossworlds\sessions
You should then see a new directory ‘Trent’ next to addon, champion, defender, orcs when unpacked.
To start the campaign THE TRENT WAR, change the campaign down in the right corner under ‘CAMPAIGN’ in the startup Game menu and play.


GENERAL HELP:
- This mod has Heroic Challenges, which is a battle against a hero in a special boss alike arena. You cannot use rage skills or retreat.
- The enemies are shown as weaker now, for instance an 'Very Strong' army could be 'Strong' in the text.
- Also, a difficulty is 1 harder than vanilla, for instance if you normally play HARD, it would equal NORMAL or so in Trent. Impossible level I'd only recommend to
those who have played the mod before. Don't think no-loss is possible. Often I use eggs in this mod for the harder fights.
- Look hard in the bushes or in the water edges for tree stubs, gold, crystals... they are often half hidden.
- Some buildings have free stuff. Others are normal, others are guarded. Free stuff buildings help the player to use creatures you normal wouldn't use.
- In general dungeons have more darker creatures like undead, demons and orcs - but sometimes dwarves and animals, mostly.


MOD IN MOD:
- in case you don't like my changes of the creatures from vanilla, you can just delete the directory 'Creatures' in Trent.kfs or adjust some creatures here. There will be a text issue on the creature Paladin regarding Prayer, but it works.
- in case you don't like the new creature sounds, you can delete the directory 'data' under the Trent directory.
- if you change anything your saved games probably won't work, keep that in mind. Best for new games.


WALKTHROUGH / HELP:
------------------------------------------------------------------------------------------------------------------

Map difficulty in this order - major things to find in that map:
Jerneland Kraken Boss, 1 HC (HC = Heroic Challenge). Entrance to 1 cave. Companion.
Sprudne Islands Turtle Boss, 1 HC. Entrance to 1 cave. Companion.
Fromlen 1 dungeon will appear after a quest near the castle.
Lower Trent 2 dungeons (1 will appear after a quest for General Monsuato). Companion
Trent Dungeon Spider Boss, 1 HC.. This is huge dungeon! Companion.
Upper Trent Frog Boss, 1 HC.
Hopland 1 HC. Many small islands.
Lower Trent (Undead) You return to this place to hunt down undeads in a quest.
Krasen, Krasen Dungeon Lizardman Boss, 1 HC. Many altars with Attack, Defense, Intelligence etc.


Companions. All show their stats before joining, and most of them have changed stats:
- Janus Wopler in a random place in Jerneland. Will join you for 3.000 gold. Gives a quest for Kraken Boss if you haven't killed it yet. He supports level 1-2 units.
- Agvares in Sprudne Islands (he is in the cave). Joins for free but cost 7.000 when you release him.
- Moro Dark in Lower Trent (near portal to Upper Trent). Slay the HC in the Trent Dungeon before he will join (quest).
Prices for converting troops are more expensive than vanilla but still cheaper than buying.
- Gaudi in the Trent Dungeon. Joins if you slay the Spider Boss. He is next to the spider.
Prices for converting troops are more expensive than vanilla but still cheaper than buying.


JERNELAND:
- When fighting heroes or Heroic Challenges in this mod, checkout their information - they tell what spells they use or special abilities.
- There are plenty of buildings to hire troops from. Some are guarded, some not.
- Quest: When you slay Richard Cannonball Halsom near the cannon you get troops in the church (inquisitor, archmage, druid or rarely paladin).
Remember to check Count Bob afterwards, he will give boost when u talk to him.
- Quest: When you slay Ewert Gnarling near the water you get either Horsemen, Knight or Alchemist in the castle. And a stack of level 4 orcs.
Remember to check Count Bob afterwards, he will give boost when u talk to him.
- Quest: Find 15 sprouts: You get to buy troops from Elfvis when quest is done. They are behind creatures, chance in tree stubs/digged chests and the creature at
small island to the north where the broken bridge is. You get neutral level 2-3 and neutral/human/dwarf level 4, sometimes items/scrolls. Even without taking the
Heroic Challenge on an island to the north-east, you get more than 15 sprouts. The Heroic Challenge has 3-8 sprouts or so.
- Quest: Main quest, when you shall find toolbox in Jern Mine, you talk to the miner that usually don't want to talk, just work, but now he will talk. After buying the
toolbox for 1.000, checkout the Droid Factory in the mine, it sometimes get a teeth etc. Sometimes there are another miner in the mine that gives a few free creatures.
- Map for Sprudne Islands: Always at the islands to the north, guarded by a female hero (she uses simple spells).
- I guess Kraken can be taken at level 8-9. I could just do it on hard as level 9 paladin. It gives plenty of experience. Remember to get the quest for Kraken from
your companion Janus Wopler before the fight.


SPRUDNE:
- When doing the Heroic Challenge fight you get access to a few level 5 units. The chest/treestub etc have a higher chance of goodies.
- map for Fromlen (next in difficulty) is on the elf island to the north to the right.
- map for Lower Trent (more difficult than Fromlen) is on the elf island to the north to the left with a hero.
- Quest: Missing cargo. Defeat pirates at the pirate ship and they give the cargo in reward. They will only appear after you take the quest.
A new main quest starts after this quest!! Crucial quest!
- Quest: slay hero. He sails the seas to the north. When you have done this and Missing cargo quest, checkout Brylhar for a few free creatures.
- Quest: Grot's sad love. Talk to the frog in the cave. If you spare her in the first talk and kiss her, you will get 15.000 gold. Nomatter what you choose
slay/spare, you have to return to Grot and back to frog and kill it. The area behind the main castle will open up. After you have done all 3 quests, checkout all
buildings and Brylhar for new stock. There will also be a new sea chest to the south at fish nets and in the small lake near the cave entrance (they have a bigger
chance for goodies). In general checkout all lakes, at least 2 of them opens up for looting (some of the lakes may be open from the start due to randomization).
- Agvares companion is in the cave. He also supports priests besides the normal dryads etc.
- Quest main: get skill from the monk on the elf island to the north. He meditates after you have acquired the new skill (checkout the Magic skill tree).
- The Turtle boss gives plenty of experience.


FROMLEN:
- Talking to the castle holder: If you choose to reply the first time in his language, you get 1 Bronter and 1 Woman's head.
- Quest Skeleton Body: Search the islands and dig for heads (a few can be in tree stubs, chests and wish well). Beside the skeleton head which finish the quest, you
will get Bronter, Woman and Mage heads, which will give 1 Rage or Mana, Gold or Crystals when you return to the skeleton body after the quest is fullfilled.
The main castle will get a lot of creatures (Tirex, Chosha or Highterrant, etc.)
- Quest Kill superfly: The Fly Hero is north-west of the castle in the water. You get an access to a cave next to the castle when you finish quest.
The chest behind it has a chance of units to join (Demonologist, Royal Griffin and Random neutral lvl 4). And bigger chance for items and a head for the skeleton (quest).


LOWER TRENT:
- 1 boat near the admiral has free stuff if you take down the guards. You can get a new boat from the admiral.
- The map in the graveyard is for Fromlen in case you haven't got it from Sprudne Islands. Else you will get an adventure scroll.
- The guard in town tells you that you cannot digup chests in Lower Trent, but there will be a bigger chance in the battlefields. Trent Dungeon is normal with digging.
- Quest about eluctrunic, turn left, on top of mountain at windmills you get an item when you talk to the guy in the building. Return to Monsuato in the main castle.
He will then open the cellar. You can return any time to the cellar. Then you can go to the king in Upper Trent who only will give you more quests when you bring
him the letter from Monsuato. You can get to Upper Trent thru the Trent Dungeon or fight the strong army at the portal to the north. You will return to Lower Trent
in a later quest to hunt down undeads armies, so clear as much you can before starting that quest (else it will be crowded).
- Quest: Dark Moro offers his companionship if you do the Heroic Challenge in the Trent Dungeon. When entering the dungy, turn left and you will find him fast. Even if
you don't want his companionship you'll get experience - you can always return if you want him.
- The Windmillmaster always has machinery for sale. The building further north in the mountains has giants etc. Sometimes the farm has 1-2 giants too. The church in
the graveyard has priests, inkvisitors, archmages or other magicians (random).
- The graveyard has an increased chance for goodies in the graves.


TRENT DUNGEON:
- Gaudi will join if you defeat the spider which is about in the center of the dungeon. The spider is a easier than vanilla.
- There's some randomization - next time you play, the dungy is a little different. The exit to Upper Trent is in the north east corner. Easiest to walk along the left
border when you start from the portal from Lower Trent.
- Heroic Challenge to the south-west near portal from Lower Trent.


UPPER TRENT:
- You can get a new boat from the admiral to the north east. He also has a few creatures for hire. The farm to the north has free stuff if you defeat the guards.
- Quest about frog. Talk to the bird in town on top of the well. He will NOT teach you to fly. The frog is easier than vanilla.
- Quest with Martha next to bridge south of castle: Clear the garbage in the moat.
- Quest undead armies for kill proofs: In general the king will only give you quests if you have a letter for him from Monsuato in the Lower Trent castle (you need to
help him with "eluctrunics"). You go to Lower Trent to get kill proofs from the undead armies that now walks. There are 8-9 armies. They all give a kill proof - you
only need 3 for the quest, but you get +2 Mana/Rage or +1 Att/Def/Int depending on your class for each of them. Return to the king with them for the rewards. The king
then opens a portal for Krasen. This is the only way to get to Krasen which is the last map.
- Quest from king about witch that "caused" the climate change: She is in the south-west corner of map. Just fight her.


HOPLAND:
- your answer to the man in the castle (3 choices) results in what race you can hire in the main castle in the last map, Krasen. Also results in a fight/no fight
with him.
- Julner: it can be a little hard to find all 3 chests that are digged in soil.


KRASEN:
- the 2 lighthouses are well guarded, but if you bring beer to the dwarf on the small island to the north, the guards will vanish. Take beer from the Admiral near
the harbour, walk thru the Krasen Dungeon to the small north island. If you talk to the dwarf again he will give you some eggs. You can ONLY get the the north
island thru the dungeon. It is NOT a mistake that you cannot get there by sea (I have made blocks, so it should be visual enough).
- you will end the game when defeating the lizardman boss in a cave to the west. He wants kill proofs before you can fight him. You can get the kill proofs from
humanoid armies, even before visiting the boss for the quest. Not all humanoid armies give kill proofs, but most.
- boss fight: he is weaker than vanilla, summons different type of creatures: Gorguana, Brontor, Worm, Tirex, Gorguana2, Highterrant, Bear, Ancient Bear,
Hyena, Demoness, Demon, Demonologist or Cyclop. Biggest chance for Gorguana.
- a lot of creatures have rewards with high experience altars or altars with def/att/int to improve your chances at the boss.
- The boss K'Ego has been tested on the normal difficulty only, but in case it is too difficult on impossible, it can be reduced in strength in your current game.
We haven't tested it on impossible, since there haven't been much respons in the 1C forum on testing, so I won't test it on impossible until I one day feel like
playing the game again. I have tested the Trent half way thru on HARD, Errkihlmarl tested it all thru on NORMAL.



TEETH TO BE FOUND IN TRENT KINGDOM:
Random now. Big chance of getting all 5.

raknefne 09-01-2018 01:57 PM

A tester Erkilmarl who played it thru to the end wrote:
Quote:

Originally Posted by Erkilmarl (Post 718064)
So, now I’ve played the new mod through. I think it is so ready as a game that there isn’t much to say about any changes apart from the details I’ve mentioned. It is a tough game, even at normal level, which corresponds to about hard level in the original game. I did do most of the final island, but perhaps there the difficulty step upwards may be too much at hard and impossible levels.

Landscape building is very good, I didn’t get anywhere above ground the feeling that I had seen this before in the original game, except perhaps for the final island, which was built from the same material as the lizardfolk island in the original. Already in Crossworlds it was the island I liked least. Hopland was familiar to me from another mod, but it has ideas and features that Katauri never used.

The mod is relatively short, which is a good thing, since KB games are long. I’ve played them for hundreds of hours, but I rarely play to the end after I’ve once seen that it is possible. Years ago, there was the talk that WoTN isn’t as good as Crossworlds and that Darkside was even worse. It is a pity that we now have a new and fresh game made from the Crossworlds material, Trent War, that is as good as the Crossworlds was, but nobody seems to care.


atarisz 09-11-2018 02:22 PM

The start of this new campaign is interesting :) Maybe you will develope further this mod?

raknefne 09-12-2018 08:51 AM

Only patches I think. I don't like too long games myself...

Erkilmarl 09-12-2018 01:41 PM

That reminds me. If you ever have spare time...

1) I have in two games tried to enter the little house in lower Trent castle area that is between two other houses, Citizen's House. Both times the game has crashed. (Third time today. Plus the Storage there seems to be empty: It has the building sign but nothing happens.)

2) When Brylhar gives Amelie the quest to search for the (stolen) goods, Amelie says. "I will slay those pirates guarding the cannon" which of course belongs to a Jerneland quest.

3) I have only now paid attention to upgradable items. Many guardians seem to be too strong for this short game.

For me the length of this mod is good. Perhaps some day we'll get another mod?

raknefne 09-12-2018 03:23 PM

1. I see, it doesn't crash in my games, strange. The storage is just for the scenary, nothing to buy.

2. There's a cannon where they are, actually, just like in Jerneland... but I'll check the text.

3. I haven't touched the upgradeable items at all, so it make sense to check them out. It is rather easy to adjust, I can just reduce the strength of the enemy by... 40% ???

About other mods... well there hasn't been much interest up to now, so it is not on my priority list right now... the thing I'm working on now, the small random project I mailed u about, I don't know if I will publish, we will c. I'm having a break with modding right now.

Are you playing again`? Which character / difficulty?

Petar51 09-12-2018 07:48 PM

Amazing
 
I had tons of fun with your campaing but i need to ask you something from armored princess(if you know):
Whats up with that tombstone behind the mill on Verona, near the big castle and the guy you can play rock, paper, scissors with?Its really weird and i believe it is something because it a classy tombstone in middle of woods.If you know i would apriciate it.Keep up with the mods.

raknefne 09-13-2018 08:10 AM

Quote:

Originally Posted by Petar51 (Post 718117)
I had tons of fun with your campaing but i need to ask you something from armored princess(if you know):
Whats up with that tombstone behind the mill on Verona, near the big castle and the guy you can play rock, paper, scissors with?Its really weird and i believe it is something because it a classy tombstone in middle of woods.If you know i would apriciate it.Keep up with the mods.

Thank you. You should ask in another forum, have no clue.

Erkilmarl 09-13-2018 06:13 PM

[QUOTE=raknefne;718121]Thank you. You should ask in another forum, have no clue.

I flew over that place. Didn't see any special tombstones.

Erkilmarl 09-13-2018 06:26 PM

Quote:

Originally Posted by raknefne (Post 718116)
3. I haven't touched the upgradeable items at all, so it make sense to check them out. It is rather easy to adjust, I can just reduce the strength of the enemy by... 40% ???

Are you playing again`? Which character / difficulty?

I guess 40 % would be fine.

I have two games. One normal where I am in Lower Trent but I haven't had any luck with the resurrecting troops or the Phantom spell. I put that game on hold and started another game in easy mode. I haven't had much luck in the above mentioned things either, but the opposition isn't too easy, since I made a rule that I may not use Glory above level one. The game is relaxed and now I'm trying troops I normally don't use. Oh, I'm still having Paladin as a character.

Erkilmarl 09-14-2018 02:53 PM

The item Raven seems to have no dialog script. Trying to talk with it will cause the game to crash.

raknefne 09-16-2018 01:58 PM

Quote:

Originally Posted by Erkilmarl (Post 718132)
The item Raven seems to have no dialog script. Trying to talk with it will cause the game to crash.

I'll remove the item, that's easier...

axelle 10-06-2018 11:51 PM

Quote:

Originally Posted by raknefne (Post 717888)
The Trent War is released - a new experience awaits!!

bravo, i have always thought that the map editor that came with KB was amazing, finally someone put it to good use.

raknefne 10-07-2018 04:22 PM

It is a bit like an old lady, the map editor, I guess that's why not many have used it.

Alistair80 10-10-2018 06:32 PM

Sorry, but it doesn't work. I unpacked Trent to "my game"\sessions, i can change campaign in right corner, but one of the original campaigns is still running. Maybe this is the fault of the Polish version of the game? I'm from Poland.

EDIT: Ok, i installed King's Bounty Crossworlds from Steam and new campaign works. Any ideas? I want play new campaign with my version of game.

raknefne 10-17-2018 08:52 AM

All the new text is in English... You can only play in english version... I suppose it will work if you change to English version - not sure where you do that, though... it has only been tested in English version.

jorko80 10-30-2018 06:42 AM

The campaign sounds interesting. I hope it's challenging :) . Will try it next week and I'll write some feedback.

raknefne 10-30-2018 10:38 PM

Challenging.
 
Quote:

Originally Posted by jorko80 (Post 718243)
The campaign sounds interesting. I hope it's challenging :) . Will try it next week and I'll write some feedback.

It is! You should play 1 level lower in difficulty as you are used to... don't think no-loss is possible for all fights. Not even on Hard...
a former test player, now plays it on Normal or Easy. You never did that in the vanilla game. There is a big gab between Easy and Impossible in this mod.

Plenty of heroes as well as "Heroic Battles", battles against heroes with no use of pet, like in Boss battles.

raknefne 11-07-2018 02:38 PM

Anyone played Trent thru on Impossible? (it was tested on Normal+Hard).

jorko80 11-09-2018 12:46 PM

I will try to start the campaign tomorrow. Will definitely play on impossible, because usually I play beyond impossible with some mods :)

jorko80 11-10-2018 12:57 PM

Hello raknefne! I played for some time, the start is interesting and nice. I just have to report a bug that is really nasty. When I ask the priest in the church if he has any spare troops the game crashes. I defeated the cannon-pirate quest, hoping that this will change things, but again when I ask the game crashes. It's bad that I can't use the troops there. I guess it's a problem with the **chat.lng file and the corresponding *.chat file . I found the 2 files but couldn't figure out what to change in order to fix them. If you can fix them, you can upload just them and I will update them in the mod myself. Thank you!

raknefne 11-11-2018 10:06 AM

very strange, have played many times and got troops from the priest. I will check when I make an update. But it is not the nearest time. I haven't heard about the problem from others. Have u tried reinstalling?

jorko80 11-13-2018 08:16 AM

Hi! I have located the problem. It is in the embryos.loc file. Part of the creatures that should appear in the church are described wrongly :
{A}{races} = {}
{A}{units} = {witch_hunter,4:2:8,thorn_warrior,30:10:100,thorn, 30:10:100,dryad,10}
{A}{level} = {1}
{A}{kolvo} = {50:10:150}
{U}{prob} = {9}

The boxes {level} and {kolvo} should be empty, because the level and the quantity of the creatures is already defined above. And because there is a probability for creature to appear, I guess when you tested it you got another creature :) .
Anyway I guess you already know this stuff, because the mod is quite awesome. I'm enjoying it and I am on the lower trent now. Sad thing is, that there I found another building(citizen house) , which crashes the game. I did not found what's the problem with it so far, but it is not game breaking.

Erkilmarl 11-14-2018 04:07 AM

Quote:

Originally Posted by jorko80 (Post 718279)
Hi! I have located the problem. It is in the embryos.loc file. Part of the creatures that should appear in the church are described wrongly :
{A}{races} = {}
{A}{units} = {witch_hunter,4:2:8,thorn_warrior,30:10:100,thorn, 30:10:100,dryad,10}
{A}{level} = {1}
{A}{kolvo} = {50:10:150}
{U}{prob} = {9}

The boxes {level} and {kolvo} should be empty, because the level and the quantity of the creatures is already defined above. And because there is a probability for creature to appear, I guess when you tested it you got another creature :) .
Anyway I guess you already know this stuff, because the mod is quite awesome. I'm enjoying it and I am on the lower trent now. Sad thing is, that there I found another building(citizen house) , which crashes the game. I did not found what's the problem with it so far, but it is not game breaking.

That building in Trent has always been as it is. Can't remember the reason now. I just pass it, there are enough sellers near by.

raknefne 11-14-2018 04:12 PM

Thx for clearing that jorko80. The modding is a little far back now... long time ago I made it... but isn't it randomized between the WitchHunter, ThornWarrior, Thorn, Dryad and then a level 1 monster?

jorko80 11-20-2018 09:17 PM

Hi raknefne! First to answer your question - it alternates between the units specified in the "units" box. The "kolvo" and "level" should be empty in this case. If you fill the "races" box then they should be defined and the "units" box should be empty.
I finished the campaign on impossible. It was very interesting and challenging. I liked it a lot. You did an amazing job there. The details are incredible. Thank you for your hard work :) . I'll share some thoughts and observations :

Bugs
-the church in Jerneland crashes the game(I wrote about that)
-summoned troops don't count for traps medal. Description says all types count
-alchemic - holy bomb burns undead instead of reducing their stats
-living bow -chat does not work
-Superfly-hero - description says +20% fire damage,but actually he gives +40 points of fire damage which makes the lake dragon fly to deliver 41-43 dmg compared to the original 1-3. It was a fun fight anyway :)
-citizen house(lower trent) crashes the game
-rune mage - descriptions of high mage and runic feats are switched
-Krasen - barbarian tent crashes the game
-returning to Jerneland in late game and trying to speak to count Bob led to an empty chat, I had to restart the game
-there is a hidden chest by the snake nests in Krasen's dungeon, which gives an error message
-When I killed the king on Krasen , there was no more a major quest. I was kinda wandering what to do. Who is responsible for the climate changes? Who should I kill to finish the game? It was confusing. Then I decided to kill the boss and it ended.

Maybe Bugs
-miss Brok who guards the map for Sprudne Island can be circumvented to get the map(I fought with her).
-getting past the guardian of Agvares(companion) is too easy also
I don't know if you let these armies mobile intentionally, but there is a way to completely immobilize an army.
-after killing the frog(enchanted orc woman),when i talk to the shaman he acts like i have done his quests(i did not yet) and gives me access to additional stuff in the castle and the two shops.

Suggestions
-remove mass resurrect from paladins(I intentionally don't use them,because they make it too easy)
-inkvisitor's ressurect is also too powerful
-dragons should have their normal price and leadership(they are too powerful anyway)
-remove gold for losses for hard and impossible
-medals can be extended to level 4 - I've made most of them in lower trent
-spell - call of nature is unusable with such a high mana-price , should be 10-20-30
-the experience shrines especially in middle and late game give so few exp that it is irrelevant
-remove some abilities from phantom creatures, especially creatures with resurrect. Making a phantom of a rune mage leads to infinite resurrect of black dragons for example.
-spell-turn back time - should increase mana with levels, it is very powerful
-spell-magic shackles - should not have leadership limitation,because with the increased difficulty the armies are so big , that this spell is unusable.

The length of the game was very good. I finished at level 36. I guess it can go to 37-38, because I left some armies and my learning skill was just basic. It would've been good if you added some new creature abilities or creatures :) .

Thank you again for the amazing campaign!

raknefne 11-22-2018 12:04 PM

Hi,
thank u for your input, jorko80. Some of the creature bugs are from the vanilla game. The Agvares companion, isn't so strong IMO, so I made it that you most of the time can sneak pass the undead army to meet him (depending on randomness - sometimes a path is blocked so it is harder to sneak passed the undead army).
I will have a look at your suggestions when I make an update.
I like shorter games too. I'm SOO glad it was possible on impossible.
I did reduce the inkvistor ressurect. I think there are 2 charges instead of 3 as far as I remember. Paladins I made more expensive, but probably good to reduce the resurrect too. Although I have only made few changes on creatures compares to vanilla in this version. Strangely, there has only been very little response to this mod. Perhaps because it is an old game....???

jorko80 11-22-2018 03:43 PM

Well I play the game regularly , but my last check of this forum was 6 months ago. So I guess people will find it in the next few months.
Impossible can be very easy when the unbalanced spells and abilities,that I wrote about, are used. I usually play a mod for The legend and Red sands, which cuts all such things, but it's in russian. I also made a very big mod for Warriors of the north, which also makes the game harder, but it is also in russian. Maybe someday I'll translate it to share it here :)

raknefne 11-29-2018 05:24 PM

Thank you for your inputs! When I get to it I will have a look of all the suggestions. Right now, I'm not in the mood for modding, nor playing... it comes and goes... sounds interesting with your WoTn mod. It is not so fun translating... I guess there are more russians playing the game. I played Red Sand a little, but only until the first 2 islands or so. I found it too easy with the familiar, but ofc haven't tried endgame. The fun for me is actually more the mapmaking, so The Trent War is more an extra KB release than a mod.

raknefne 12-04-2018 12:03 PM

In the upcoming update of Trent, besides fixing a few bugs, some creature and spell adjustment will take place. Feel free to comment or add suggestions:


Creature changes for the next update of Trent:
Inkvisitor: Only 1 charge for RAGE (was 2 in Trent1, 3 in vanilla). Ressurretion 15% less. 5-9 damage (was 5-7)
Priest: Heal 20 hitpoints (was 15 in Trent1, 10 in vanilla)
Paladin: Ressurection removed! Instead 2 charges of healing 120 hitpoints. Normal price (was higher in Trent1)
Knight: 1 charge RUN with 2 moves (was 1 move in Trent 1, no RUN in vanilla). 35 Physical resist (was 30). Roundattack 18-25 dmg (was 15-20)
Black/Reddragon: Normal price and leadership (was lowered in Trent1)
Alchemist: Holy potions no longer burns (bug in Trent1). More potions – now 3 Fire and 3 Holy potions. Holy potions also heal 35 if cast on own troops (heal 20 or so in WotN but not in vanilla).
Runemage: ?


Spell changes for the next update of Trent:
Turn Back Time: 60.000 (was 50.000). Increased manaprice: 30-35-40 now (was 30-30-30)
Magic Shackles: Leadership requirements much much better. Was 100% in code, now 150-300-10000% still for level 3-4-4
Phantom: 15000 gold (was 6000). Costs 18-25-30 Mana (was 15-20-25)
Call of Nature: Cheaper, 10-20-30 Mana.
Berserker 2-3-4 Mana (was 2-4-7). Cheaper to learn.
Fear A little more Crystals to learn.

Petar51 12-08-2018 04:26 PM

Texture Packs
 
Dear raknefne, if you have time and/or you are still active on this forum i would like to ask of you to give me a link to texture pack download. Your map has inspired me to create a map but the thing is my game didnt come with texture pack... The link that was posted earlier doesn't work so if you have more time and good will i would be very thankful. Thanks in advance. Petar51

raknefne 12-09-2018 08:48 AM

Quote:

Originally Posted by Petar51 (Post 718319)
Dear raknefne, if you have time and/or you are still active on this forum i would like to ask of you to give me a link to texture pack download. Your map has inspired me to create a map but the thing is my game didnt come with texture pack... The link that was posted earlier doesn't work so if you have more time and good will i would be very thankful. Thanks in advance. Petar51

Actually I'm only using the texture pack that came with the editor. There are some russians website that offer more textures. There are actually plenty in the editor to get start working. It is fun mapmaking, IMO. If you need help, mail me at uffe@uffekunst.dk (I don't read mails within this forum so often, but I check this TRENT forum now and then, since I'm woking on a small update).

Petar51 12-09-2018 11:06 AM

I dont have any textures
 
I didn't get any textures on my editor, i would be happy if i even had the basic ones... Link maybe?

raknefne 12-09-2018 01:52 PM

Quote:

Originally Posted by jorko80 (Post 718279)
Hi! I have located the problem. It is in the embryos.loc file. Part of the creatures that should appear in the church are described wrongly :
{A}{races} = {}
{A}{units} = {witch_hunter,4:2:8,thorn_warrior,30:10:100,thorn, 30:10:100,dryad,10}
{A}{level} = {1}
{A}{kolvo} = {50:10:150}
{U}{prob} = {9}

The boxes {level} and {kolvo} should be empty, because the level and the quantity of the creatures is already defined above. And because there is a probability for creature to appear, I guess when you tested it you got another creature :) .
Anyway I guess you already know this stuff, because the mod is quite awesome. I'm enjoying it and I am on the lower trent now. Sad thing is, that there I found another building(citizen house) , which crashes the game. I did not found what's the problem with it so far, but it is not game breaking.

I fixed this is for the upcoming update. But the crash in citizen's house on Lower Trent, I couldnt find any errors. Strange. It is the small house opposite the main castle (there are 3 of them, the smallest is called Citizen's House), right?
I did however found 2 possible bugs under ITEMS in dwellings: a random item was selected BUT also a specific, like 1 rage potion. Not sure if that can crash the game. That was not the case for citizen's house.

raknefne 12-09-2018 02:35 PM

Quote:

Originally Posted by Petar51 (Post 718322)
I didn't get any textures on my editor, i would be happy if i even had the basic ones... Link maybe?

I tried mailing the 340 Mb, but my mail system crashed. Perhaps there is some other info here in the forum about editor...

Petar51 12-09-2018 04:31 PM

...
 
Unfortunately for me, there is not... Thank you for your time kind sir, if you find a way to mail it to me, and if not don't bother. Thanks!

Erkilmarl 12-10-2018 04:36 PM

How about Dropbox? Raknefne would have to create an account. It can host 1000 GB.

1darklord 12-11-2018 06:47 PM

This sounds excellent, will deffo give it a go! Thanks for your hard work. :)

Daniel.

jorko80 12-13-2018 02:27 PM

Glad to hear, that you will make an update to your campaign Raknefne! About Red Sands, I play it only with a mod,which cuts all the easy stuff and it is ultra hard :) . Regrettably it is all in russian, I even think that the english version of Red Sands is 1.6 and the russian is 1.8 and it includes leveling for the creatures which is quite nice.

raknefne 01-04-2019 08:41 AM

Version 1.1 is ready soon
 
The new version 1.1 has been uploaded. Only small changes, some bugs and adjustments to a few creatures.


Trent version 1.1 – changes:
========================


- Crash fixed when hiring troops at church after completing quest (Jerneland).
- All other buildings checked for similar crash situations.
- Alchemist’s Holy Bomb no longer burns (!)
- Leisner the Superfly hero on Sprudne: Only +20% fire damage and not 40% (text said 20%)
- The paladin Hero can now learn Higher Magic in the skill tree.
- The Warrior Hero can now learn Ressurection in the skill tree.
- The payment upon death greatly reduced on Hard and Impossible.
- Some experience altars in midgame has an increased exp now or has been removed.
- A few treasures have a higher chance of getting items in some caves, especially Sturn Cellar at Lower Trent.
- Item upgrade fights: Lowered with 30-35% in strength.
- Living Bow: Removed the talk (error in chat).


Creature changes for v1.1:
--------------------------

Inkvisitor: Only 1 charge for RAGE (was 2 in Trent1, 3 in vanilla). Ressurretion 15% less. 6-8 damage (was 5-7)
Priest: Heal 20 hitpoints (was 15 in Trent1, 10 in vanilla)
Paladin: Ressurection removed! Instead 2 charges of healing
Knight: Run 1 charge with 2 moves (was 1 move in Trent 1, no RUN in vanilla). 35 Physical resist (was 30). Roundattack 18-25 dmg (was 15-20)
Maurauder and Robbers: Morale penalty only to peasants and bowmen now (was level 1-2)
Black/Reddragon: Normal price and leadership (was lowered in Trent1)
Alchemist: Holy potions no longer burns (bug in Trent1). More potions – now 3 Fire and 3 Holy potions. A little more damage for potions and Acid Spray. Crit up to 14 from 10.



Spell changes for v1.1:
-----------------------

Turn Back Time: 60.000 (was 50.000). Increased manaprice: 30-35-40 (was 30-30-30)
Magic Shackles: Leadership requirements much much better - was 100% in code, now 150-300-10000% and still for level 3-4-4
Phantom: 15000 gold (was 6000). Costs 16-22-28 Mana (was 15-20-25). Crystals more expensive
Call of Nature: Cheaper, 10-20-30 Mana (was 20-30-40)
Berserker: Now 2-3-4 Mana (was 2-4-7). Cheaper to learn.
Fear: Costs a little more Crystals to learn.



Known bugs, but NOT changed, I don’t have the time (too few people play and only minor bugs):
------------------------------------------------------------------------------------------

- Talking to Count Bob on Jerneland after all quest is done can lead to a crash. Just don’t talk…
- A chest on Krasen map can give error message. No big deal imo (no crash).
- Upper Trent: after killing the frog boss: a player mentioned some conversations that sounded like the quest was done. Could not find out what exactly was wrong (lack of time…)
- Rune Mage: Text for Runic/High Mage is opposite (also in vanilla, I haven't changed).
- Trapper info: txt about summoned in traps that count is wrong (also in vanilla, I couldn't find the place to change it).
- Item "Raven". Should crash according to a player. Have not checked.

Sirlancelot 01-23-2019 02:49 AM

Does this mod improves vanilla AI?

Sirlancelot 01-23-2019 02:45 PM

I have started a new game and I'm suffering constant CTD when trying to hire troops from Gunnar Priest, the guy who gives you the Richard Cannonball quest.

Other than that, my first steps on the campaign are being quite enjoyable. The artistic level design looks amazing so far.

raknefne 01-23-2019 08:25 PM

Quote:

Originally Posted by Sirlancelot (Post 718420)
I have started a new game and I'm suffering constant CTD when trying to hire troops from Gunnar Priest, the guy who gives you the Richard Cannonball quest.

Other than that, my first steps on the campaign are being quite enjoyable. The artistic level design looks amazing so far.

are you using the latest version 1.1? The crash at Gunnar Priest should be fixed.

Sirlancelot 01-23-2019 11:33 PM

Quote:

Originally Posted by raknefne (Post 718425)
are you using the latest version 1.1? The crash at Gunnar Priest should be fixed.

I'm afraid yes.

Besides, I'm suffering random crashes to desktop every now and then.

Sirlancelot 01-24-2019 03:32 AM

I started out a new game with a warrior and the crash at Gunnar Priest was gone. The same happened with a paladin.

It seems the bug was caused by the order I advanced through the beggining. I'll try to reproduce it again tomorrow.

Sirlancelot 01-24-2019 04:15 AM

Allright, I think I've got it. The bug triggers when you speak first with the orc taking care of the baby dragons and then accept his mission. After that, you speak with the man who sells or trades his vessels and submarine, and then, go straighly to the temple/church where Gunnar Priest is, ask him about his problems, and after accept his mission, ask him about his wares.

raknefne 01-24-2019 09:41 AM

Quote:

Originally Posted by Sirlancelot (Post 718418)
Does this mod improves vanilla AI?

No, too serious modding for me... this is more a new campaign. In version 1.1 I did balance even more units, for instance the Inquisitor can only cast the Rage skill once, Paladin can NOT ressurrect but heal instead etc.

raknefne 01-24-2019 09:43 AM

Quote:

Originally Posted by Sirlancelot (Post 718428)
Allright, I think I've got it. The bug triggers when you speak first with the orc taking care of the baby dragons and then accept his mission. After that, you speak with the man who sells or trades his vessels and submarine, and then, go straighly to the temple/church where Gunnar Priest is, ask him about his problems, and after accept his mission, ask him about his wares.

Ok, I'll check. Thx. Hope you're having fun. It is more challenging than a normal Xworld, but not impossible, a player finished on the Impossible difficulty.

Sirlancelot 01-24-2019 10:52 PM

Quote:

Originally Posted by raknefne (Post 718430)
Ok, I'll check. Thx. Hope you're having fun. It is more challenging than a normal Xworld, but not impossible, a player finished on the Impossible difficulty.

Yep, it seems rather interesting and funny. The level and artistic design are both good, amazing even. At least in the first islands.

Enemies are well placed to avoid excesive kitting and are diverse.

The map exploring is rewarding.

The creatures on sale are also diverse.

It's a shame you prefer not messing with scripts, AI improvements is what I miss the most in King's Bounty. By a large margin. The opponent heroes in vanilla, have absurd/poor spell choices and make decisions alike.

I'm playing on Hard with a paladin.

Sirlancelot 01-25-2019 06:16 AM

I'm suffering frequent CTD after battles. It's quite frustrating.

Sirlancelot 01-25-2019 04:14 PM

More feedback:

This morning suffered no crashes at all. Perhaps I'm near to discover what triggers them. Going from inside the game to the main menu and then load a save, instead of direct, ordinary loading, could be the cause. I got accustomed to do this back in the day when playing Skyrim, as it was the only way to ensure no bugs would happen if loading normally.

Another reason I can think of is pressing Alt+tab, do something outside the game and then returning. Yesterday I had to do this a couple of times, thus maybe is related.

By the way, I'm totally hooked. I really appreciate much of the tweaks you have made to creatures, spells and so on. And the attention to detail is nifty. I can only imagine how many hours you spent thinking about the best way to place objects within the landscape, half hidden. It feels great how rewarding is careful exploration.

A bit of criticism, though: I found some royal griffins available to recruit inside a pirate hideout next to a flooded house, and I'm just level three. If I was very lucky is ok, otherwise I would reduce the chance to find so long lasting creatures at such early stage of the adventure. I mean, they have plenty of hit points (220) and quite high stats in general, among other qualities. So I'm worried about balance.

Now, some other considerations and minor bugs:

I love fire spiders concept, although it doesnt work as described. They're not able to make enemies burn from afar (I attacked with them from a distance thousands of times) Now, perhaps is for the good, as burning and poison effect in Crossworlds are rather potent, and a 30% chance is quite prominent. But a tiny 15 or 20% to actually burn enemies with the ranged attack should be quite reasonable.

To be continued... :)

raknefne 01-26-2019 02:58 PM

Quote:

Originally Posted by Sirlancelot (Post 718440)
More feedback:

This morning suffered no crashes at all. Perhaps I'm near to discover what triggers them. Going from inside the game to the main menu and then load a save, instead of direct, ordinary loading, could be the cause. I got accustomed to do this back in the day when playing Skyrim, as it was the only way to ensure no bugs would happen if loading normally.

Another reason I can think of is pressing Alt+tab, do something outside the game and then returning. Yesterday I had to do this a couple of times, thus maybe is related.

By the way, I'm totally hooked. I really appreciate much of the tweaks you have made to creatures, spells and so on. And the attention to detail is nifty. I can only imagine how many hours you spent thinking about the best way to place objects within the landscape, half hidden. It feels great how rewarding is careful exploration.

A bit of criticism, though: I found some royal griffins available to recruit inside a pirate hideout next to a flooded house, and I'm just level three. If I was very lucky is ok, otherwise I would reduce the chance to find so long lasting creatures at such early stage of the adventure. I mean, they have plenty of hit points (220) and quite high stats in general, among other qualities. So I'm worried about balance.

Now, some other considerations and minor bugs:

I love fire spiders concept, although it doesnt work as described. They're not able to make enemies burn from afar (I attacked with them from a distance thousands of times) Now, perhaps is for the good, as burning and poison effect in Crossworlds are rather potent, and a 30% chance is quite prominent. But a tiny 15 or 20% to actually burn enemies with the ranged attack should be quite reasonable.
To be continued... :)

Quote:

Originally Posted by Sirlancelot (Post 718439)
I'm suffering frequent CTD after battles. It's quite frustrating.

Thx for all the feedback!
About the crashes it must be something on your computer and not the mod. I have not heard it from other players or myself...

About Royal Griffin early: Yes, it is overpowered so early. It is probably because I have written that there should be 3 random level 4 neutrals. It's noted in case of an update.

Fire spiders: it is noted! It is a little strange IMO if it can burn in ranged attacks...

Sirlancelot 01-26-2019 08:12 PM

Quote:

Originally Posted by raknefne (Post 718442)
Thx for all the feedback!
About the crashes it must be something on your computer and not the mod. I have not heard it from other players or myself...

About Royal Griffin early: Yes, it is overpowered so early. It is probably because I have written that there should be 3 random level 4 neutrals. It's noted in case of an update.

Fire spiders: it is noted! It is a little strange IMO if it can burn in ranged attacks...

The crashes returned today. I have activated Panda Antivirus multimedia/games mode. Hope it'll help. We'll see.

Furthermore, I'll play with only the game opened, just in case the RAM or the GPU VRAM are being consumed some way. I have 16Gb RAM and a Nvidia 970 GTX. The OS is Windows 7.

It's weird, though, during my last two Crossworlds playthrougs I suffered virtually zero crashes.

--

Provided the R.Griffins spawning rate percent is low enough it shouldn't be a problem. Luck is an important factor in KB.

Speaking of creatures, I saw you made Engineers pricier in both gold and leadership terms. Glad that we share the same sentiment about them. They need to be nerfed. But even with the changes you made, they're still very overpowered IMO. The reason why is not numbers dependant. In fact, you only need an small pack of them to totally control a fight. Their talents are the key:

-> 100% chance to blind 1 to 3 level target's surrounding creatures is crazy. What about 50% chance to blind each one? That way you can be lucky and disable one, two or even all surrounding enemies but won't feel like cheating anymore.

-> Two charges to summon and repair robots are also a bit out of bounds, specially because there's not reloading time and robots are fairly physical resistant.

It's the same with Beholders and their 100% chance to put level 1 opponents to sleep. Something along the lines of 75%-50%-25%-10% to disable 1, 2, 3 level creatures respectively would me much more interesting than the approximately 100%-50%-10%-0% that it's on vanilla.

---

I entered a barbarian style building that seemed not intended to be reachable until you would defeat the guard hero behind. Here you have an screenshot:

https://i.imgur.com/W0wBuGy.jpg

Sirlancelot 01-26-2019 10:33 PM

Quote:

Originally Posted by jorko80 (Post 718298)
Well I play the game regularly , but my last check of this forum was 6 months ago. So I guess people will find it in the next few months.
Impossible can be very easy when the unbalanced spells and abilities,that I wrote about, are used. I usually play a mod for The legend and Red sands, which cuts all such things, but it's in russian. I also made a very big mod for Warriors of the north, which also makes the game harder, but it is also in russian. Maybe someday I'll translate it to share it here :)

OMG, I didn't see this. Please find someone who translate it or do it yourself!! I would even pay for it. Seriously. Specially for the mod which change WotN, as I have played Crossworlds recently.

By the way, if you know of a populated/active thread or discussion which the developers read and take into account, I would like to know about it and comment. I have played Crossworlds and The Legend for more than 1900 hours, so I think I could provide honestly very useful information.

Sirlancelot 01-27-2019 03:58 AM

Quote:

Fire spiders: it is noted! It is a little strange IMO if it can burn in ranged attacks...
I forgot reply to this, sorry. Yes, and for balance reasons, that 20 or 15% should be enough.

raknefne 01-27-2019 07:00 AM

Building with Hyllewald Hylbaek: Yes, not intended to reach before the fight. Noted.

Engineer: Good point! Yes, still OP. It's noted for version 1.2

Sirlancelot 01-28-2019 01:29 AM

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.

raknefne 01-28-2019 06:02 AM

Quote:

Originally Posted by Sirlancelot (Post 718450)
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?

raknefne 01-28-2019 07:08 AM

2 Creature updates for version 1.1
 
1 Attachment(s)
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.

Sirlancelot 01-28-2019 10:00 AM

Quote:

Originally Posted by raknefne (Post 718453)
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.

https://i.imgur.com/a2NDgt3.jpg

https://i.imgur.com/eaLnDbQ.jpg

jorko80 01-28-2019 10:14 AM

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.

raknefne 01-28-2019 01:35 PM

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???

Sirlancelot 01-28-2019 03:28 PM

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.

Sirlancelot 01-28-2019 04:53 PM

To raknefne:

Look, this is kinda embarrasing, but I seem unable to add the files to Trent.kfs. Both 7 Zip and WinRAR only allow me to add them to Trent.7Zip and Trent.rar respectively. Would you be so kind to explain to me the process you follow or simply upload the updated Trent.kfs?

Sirlancelot 01-28-2019 05:10 PM

To jorko80:

I think Beholders make most fights against level 1 creatures quite trivial. Too predictable and lack of thrilling.

On the same vein, Engineers are crowd control gods. I used them for a long time during my last Crossworlds playthrough and had a hate/love relationship with them. I found them really annoying due to the same motives I got bored of Beholders, but really liked their flamethrower spray, with that wonderful 13-26 range damage that even makes the usually dissapointing/unneccesary Bless, appealing.

It's great that you'll translate your mods. I'm really grateful. I hope will have spare time to test them by March. :)

Impossible is my usual choice, but I saw raknefne recommended Hard for a simmilar difficulty. Besides, I'm not very fond of bloating numbers as the way to go to make challenges. An improved AI and level design are less irritating and fair. It's a shame nowadays sometimes is all about graphics.

raknefne 01-28-2019 06:13 PM

To Sirlancelot:
For the 2 new creatures: Instead just delete Trent.kfs and replace with this new Trent.kfs that includes the 3 new files: http://www.mediafire.com/file/3ocaxn...Trent.kfs/file

I'm thinking of adding some of the new creatures from WoTn just as another guy just made a mod about for Crossworld. Excellent idea. Especially the new beholders. Even Dragon Rider but with a different low level summoning and ofc cheaper (an overpowered creature from Darkside). Btw I just released a small mod for Darkside. You should find links all over the KB forum.

I'm glad for your comments, have already made a few changes in the first map from your input for version 1.2. For a replay of Trent I also play Hard, but I wait until I'm finished with version 1.2.

To jorko80: I'd be interested in playing the mod too for WoTn. About beholders, if they get weaker I will use them even less. But the Beholders from WoTn are often overpowered, for instance the one that summons snake and can freeze for 2 turns.

Sirlancelot 01-29-2019 07:05 AM

I have found an interesting source of knowledge and analysis for the King's Bounty saga:

http://www.vigaroe.com/p/kings-bount...-princess.html

It comprehensively reviews the usefulness of each spell, creature and skill in both player and enemy hands.

Obviously is just the opinion of his author, and I disagree with some of its arguments, but nonetheless I find it quite relevant as a reference.

Sirlancelot 01-29-2019 01:20 PM

Quote:

Originally Posted by raknefne (Post 718453)
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. :)

Sirlancelot 01-29-2019 06:07 PM

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!

raknefne 01-30-2019 08:10 AM

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.

Sirlancelot 01-30-2019 08:55 PM

Alchemist:

When facing them as opponents, venom potion talent appears missing, yet the enemy uses it.
Energy drink seems removed. Why?

Quote:

BTW Paladins only heals now, no ressurection
This is a brave move from your part. And I applaud it, is refreshing. No more easy ways to avoid casualties, no more tedium at the end of combats.

I see that you also made Phantom pricier in mana, crystals and gold. Well done. Exploits out.

Don't worry about the Darkside mod reception. Once Katauri releases next Kings Bounty entry (which could be soon, or that's what rumors say), all the saga modding community/enviroment will feel alive again. I really think so.

raknefne 01-31-2019 07:10 AM

I have to check Alchemist, there has been a lot of fuzz around them since I modded it. Minors though. Mainly I gave it more potions. I never used Alchemists... A player that played Trent on Impossible to the end, pointed out about Paladins, Phantom spell, Nature Call (I made it cheaper, now 10-20-30 Mana) etc., it was all added in version 1.1.

About new releases, I hope they playtest it well, Darkside can't be playtested much. It is strange, using a lot of time and energy for making the maps and tons of complicated quests, but not the balance. Strange. Sounds like they were in a hurry. I can also see it was another team on mapmaking, the maps are very different from Crossworld.

Sirlancelot 02-01-2019 03:55 AM

Fire spiders spits don't work properly yet. The spiders are unable to burn anyone on ranged no matter the %. After dozen of attempts, I changed locally the value of:

custom_params {
burn=15 //30
}


, to 75 for nothing. I don't know what's wrong. Perhaps the related animation is missing? Something not linked, there?

Code:

  throw {
    group=1,2
    class=throw
    distance=5
    mindist=2
    penalty=0.7
    base_attack=1
    animation=cast/throw/thtarget
    throw=catapultfireball
    dontusenearenemy=1
    framekey=x
    damage {
      fire=2,3
    }
    custom_params {
      burn=75  //30
    }
  }


raknefne 02-01-2019 08:32 PM

I will have to check with Ice Spider from WoTn which spits ice and can freeze, 20% chance,. It works there. I will check, if I can't make it work, I just remove the chance to burn on ranged attacks, shooting after all is an improvement for the Fire Spiders.

jorko80 02-02-2019 08:54 AM

Hi raknefne, Sirlancelot :)
As I said to raknefne already I play not just impossible but combined with a very good mod which removes all unbalanced stuff and makes the game super challenging. This is for both The Legend and Crossroads and believe me beholders are not overpowered. Units with ressurection and some other abilities are, but raknefne already took care of some. And some abilities should really be removed from phantom creatures(creatures made with phantom spell).
@Sirlancelot - these mods are not mine so I don't know if I can translate them ,but they were the inspiration for me to make my mod for WotN-Ice and Fire.
@raknefne - the problem with WotN is that everything is thrown at you after just the first island. You have access to so many powerful creatures and the money is infinite and the game is becoming ultra boring. The gorgons(snake summoner) maybe powerful in the beginning but later with more experienced and powerful enemies they are not. In my mod I made many changes regarding access to new islands and it's not easy to get there and the money is so hard to obtain - I even named the mod - Expensive :) .
I will translate my mod and in time I can think about the others, but it will be much later(maybe in the end of this year). I expect to finish the translation of my mod around the end of april(start in march).

P.S @raknefne - In the spider_fire.atom file in the arena_params section under hitback=1 insert this line - posthitmaster=features_burn, it should look like this:
arena_params {
features_label=cpi_spider_fire_feat
features_hints=poison_defense_header/poison_defense_hint,fire_resistance_header/fire_resistance_hint,mind_immunity_header/mind_immunity_hint,flaming_header/flaming_hint,fire_spit_header/fire_spit_hint
race=neutral
cost=60
level=2
leadership=30
attack=12
defense=12
defenseup=3
initiative=6
speed=2
hitpoint=30
movetype=0
krit=20
hitback=1
posthitmaster=features_burn
posthitslave=features_flaming
hitbackprotect=0
attacks=moveattack,throw,web
features=mind_immunitet
This should allow the burning chance to work.

Sirlancelot 02-02-2019 11:48 AM

Hmm, I think I'm getting at shops the same spells in Sprudne than I saw in Jerneland.

Dragon Arrows, Nature Call and Invisibility are repeated for sure.

Just coincidence/bad luck? If it's just coincidence I'm perfectly fine with it, eh. :-D

jorko80:

Beholders are not overpowered, unless you face an army which consist basically of level 1 creatures. But the certainty (=100%), that you will put level 1 creatures to sleep makes them boring, too predictable. The same goes for the 0% to enchant level 5 creatures and the 10% to affect level 4 (I don't remember a single time a beholder put to sleep a level 4 creature, by the way)

My point of view, of course.

Quote:

And some abilities should really be removed from phantom creatures(creatures made with phantom spell)
Agree. Otherwise the spell should be limited to be cast just once per battle or directly removed until balanced.

raknefne 02-02-2019 01:53 PM

The spells in Sprudne, jerneland are random. I rarely make spells fixed. I have more fixed creatures instead.

Sirlancelot 02-03-2019 12:15 PM

Fine, it's really exciting to have to manage to survive with just a bunch of spells, and specially be persuaded to cast some usually non relevant like Precision or Avenging Angel!

Did you place Polar Bears on every map, or just in the first two areas? I only found 19 of them, for now. I wonder because I like them and got two items that improve their speed and morale, but with so few available cannot risk my money right now investing on them.

By the way, I run out of Priests and Inquisitors with my Paladin! Argh, now that I reached the third Holy warrior medal.

The game keeps funny and interesting, although maybe there're too many level 4 creatures around. That implies a bit silly/suboptimal to continue carry over level 1, 2 & 3 mobs. Because they rarely have hit points enough to survive all battles without loses and pursuit the Leadership medals. It's a shame.**

** Not that I care much, I'm just worried to catch leadership enough to keep struggling through the campaign.

A bit of criticism:

There're some fights where the visibility of the farest corner of the screen is difficult to track / see in detail. I remember specifically two battles where I couldn't see the grid properly and had to guess. Unfortunately, moving the camera didn't help a big deal. I'll show you some screenshots whenever I get across that situation again.

Kudos:

Avenging Angel and Call of Nature spells changes make such conjurations more desirable. Perhaps the first can be empowered even further. I modified mine locally so it last for 6, 7 and 8 turns on levels 1,2 and three respectively. And still doesn't feel overpowered, mostly because I miss Target but also due to the modest amount of damage it inflicts *and* the high mana cost it has when compared with crowd control "monsters" early/midgame like Slow. Which by the way may be pricier in mana and crystals cost and a bit nerfed. Mine longs for 1,2,3 rounds instead of 2,3,3.

Love to watch ghosts and pterodactyls flying across the sea. Really nice idea to put them there.

I also noted hostile pirate ships notice you and begin your persecution from afar.

I expected a battle inside my submarine, but hey, you cannot have all. :)

raknefne 02-03-2019 02:56 PM

To Sirlancelot:

Polar Bears: It is random what you can hire.

Level 4: Did you mean, there were too many level 4 to hire early game compared to level 1-3? There's some randomness too here, could be different in another game, but I'll have a look.

Avenging Angel Spell: Good point, I never used it before. Have just made the following changes for version 1.2 (hope it is not overpowered, I never upgraded it before and rarely learned it):
Price 500 (was 2.500), Mana 6/8/10 [was 9-13-18], Crystals 1-2-5 [was 3-5-8], Damage 90-150 (was 85-130), Duration 4-5-7 (was 4-5-6).

Map visibility: If you don't have a photo, maybe just describe which map and what area for the arena, then I'll have a look. Some arenas are different with new tactics, for instance when you come to Lower Trent map, there are NO chests to be digged up, but there're more chests to find IN battle (a man tells you when early on that map).

"Mini boss" question: Have you have a fight with the tougher heroes with no retreat option, sort of a mini-boss fight? There is 1 on Jerneland, 1 in Sprudne etc. The one on Sprudne has tons of goodies behind it, including a 1-2 free level 5 units. Also did you try some of the bosses?

Sirlancelot 02-04-2019 09:27 AM

Quote:

Originally Posted by raknefne (Post 718504)
To Sirlancelot:

Level 4: Did you mean, there were too many level 4 to hire early game compared to level 1-3? There's some randomness too here, could be different in another game, but I'll have a look.

No, simply remark the attractiveness of going with a group of level 1-3 creatures for a while. If you see many level 4 creatures to hire, quickly end with a party only composed with them.

What I mean is, some creatures don't have their moment to shine.

Quote:

Map visibility: If you don't have a photo, maybe just describe which map and what area for the arena, then I'll have a look. Some arenas are different with new tactics, for instance when you come to Lower Trent map, there are NO chests to be digged up, but there're more chests to find IN battle (a man tells you when early on that map).
Don't worry, whenever I come across a simmilar situation, I'll take some screenshots.

EDITED: Ok, let's see first a photo with a normal, common frontal perspective:

https://i.imgur.com/vXVna7o.jpg


Now, the diagonal/isometric perspective I was referring to:


https://i.imgur.com/yGKtulk.jpg

No matter how you move/position the camera, the upper right corner has a poor visibility. This situation can be aggravated if the area is crowded by large pictures of creatures. For example, of horsemen or dragons.

Quote:

"Mini boss" question: Have you have a fight with the tougher heroes with no retreat option, sort of a mini-boss fight? There is 1 on Jerneland, 1 in Sprudne etc. The one on Sprudne has tons of goodies behind it, including a 1-2 free level 5 units. Also did you try some of the bosses?
No, not yet. I didn't feel forced to do so to progress, so I'm still waiting the perfect moment; the instant I predict my power is high enough to avoid heavy casualties.

Bug (maybe is important):

SPOILERS AHEAD:

I reached Sprudne and started kitting, exploring the map. Then I spoke with both Brylhar and Grot and got their missions/quests.

I couldn't find the missing stolen supplies robbed by pirates. No idea where they were. And "Sea Dog" was labelled as "Very Strong". Thus I decided to start the Grot quest. I found the former orc female transformed in a frog. Talked to her, spared her life and return to Grot. Grot persuade me to put the frog to rest, and so I did. Then I returned to the castle and Grot wasn't there. Spoke with Brylhar, who apologised and inform me that Grot had lost his mind. And point me out to speak with him. I did, and then, to my surprise, the shaman congratulated me for solving the three quests:

https://i.imgur.com/gx9Pof2.jpg


However, Jhon "Sea Dog" and the missing supplies quests remain active and incompleted.

raknefne 02-04-2019 12:32 PM

That's a bug I have to attend.

The missing supplies does pirates carry. They stand close to the lighthouse and only Spawn after u have the quest. This is crucial for getting main quest further ahead.

John Seadog is sailing the waters.

Sirlancelot 02-04-2019 02:03 PM

Quote:

Originally Posted by raknefne (Post 718507)
The missing supplies does pirates carry. They stand close to the lighthouse and only Spawn after u have the quest. This is crucial for getting main quest further ahead.

John Seadog is sailing the waters.

Oh, are them next to a cannon? I think I've got them.

Quote:

That's a bug I have to attend.
I'll do my best to slay some Kraken I have heard about meanwhile. ;)

harmidis 02-04-2019 02:29 PM

Nice game!
 
Thanks you so much! After many years I can play again King's Bounty! I have the GOG version and please do more champagnes for that awesome game! (I loved more the Valkyrie saga!) :grin::P:D

raknefne 02-04-2019 04:20 PM

To Sirlancelot.
- Yes, the pirate with the quest item is at the cannon where there also is a Pirate Ship to use.
- The Fire Spider's ranged burn will work in v1.2; thx to jorko80.
- Arena visibility was easy to fix in the editor. The ice island u made a photo of also shows how different arenas can be in Trent, often there can be a chest at the side path in the top of the screen. So u have to walk a little to get it.
- Grot text in Sprudne: I found the problem, fixed for v1.2

To Harmidis:
Yes Trent is a completely new campaign and story and new funny creatures sounds. U will end the game around level 36 give or take. I had fun making it. No clue if I make more campaigns though, seems that the KB forum is very small... I made two other mods with Terroin in WoTn with a tough start. I guess not so many like that. But we made it for our own game style, meeting up and played together for 1 or 2 evenings with short games. Never played WoTn to the end.

Sirlancelot 02-05-2019 12:29 AM

Quote:

Originally Posted by raknefne (Post 718510)
To Sirlancelot.
- Yes, the pirate with the quest item is at the cannon where there also is a Pirate Ship to use.
- The Fire Spider's ranged burn will work in v1.2; thx to jorko80.
- Arena visibility was easy to fix in the editor. The ice island u made a photo of also shows how different arenas can be in Trent, often there can be a chest at the side path in the top of the screen. So u have to walk a little to get it.
- Grot text in Sprudne: I found the problem, fixed for v1.2

Great. Should I wait till 1.2 or there's some kind of workaround I can do?

I fought against the Kraken this morning. Took me three attempts, but the reward was definitely worthwhile.

Quote:

Originally Posted by harmidis (Post 718509)
Thanks you so much! After many years I can play again King's Bounty! I have the GOG version and please do more champagnes for that awesome game! (I loved more the Valkyrie saga!) :grin::P:D

Install and start The Trent War, you won't be dissapointed.

raknefne 02-05-2019 04:47 AM

To Sirlancelot:
The pirate at the cannon in Sprudne will still give the quest item so you can full fill the quest. The only bug I saw in the editor, was that you get a text after completion of the 'Grots Sad Love' that sounded like you have done all 3 quests (Grots, Pirate item, John Seadog). You were supposed to get that text after these 3 quests. The reward is a few free troops you can get from Captain Brylhar.
So you can easily play along, no problems with that. It is just that you get the Brylhar reward too early in version 1.1. Don't wait, just play.

harmidis 02-05-2019 02:12 PM

thanks 4 The Trent War!
 
Great champagne! Thank you raknefne and thank you Sirlancelot ....back to game now.... :cool::grin:

raknefne 02-05-2019 05:14 PM

To Harmidis:
Good to hear. I'm having a long break from playing Trent at the moment, because I played it too much when playtesting it... but I keep updating for new versions, working on small changes for version 1.2. There will be a new small dungeon in Jerneland, with 65% chance to appear (for randomness). It will be on the big island to the North-East.

To Sirlancelot and others:
If I can get help from this forum, I'd like to add a new race to Trent, it could be some of the creatures Hontiro added in his new mod for Crossworld. Thinking of the name OUTCAST race, Dragonrider could be the level 5 unit (but with summoning level 1-2 ice dragons, not as strong or expensive as in Darkside).
But I'm not a heavy modder, my expertise is mapmaking and questmaking. I get serious headache from too much modding... lol. I mailed Hontiro if he would be interested in helping out, or else somebody else wanna help? Alternatively the units could be units you ONLY meet as enemy and couldn't recruit, this way it would matter about overpoweredness. I remember RedSand had some units only as enemies.
A guy asked if there were AI improvements, and Sirlancelot suggested a mod from the Legend. My head would explode if I started modding... so if anybody? Let me know. Also adding a 4th level of the medals is an option, again, if anybody is up for it, let me know.

Hero names and text:
You might have discovered that the enemy heroes also have info about what spells they use. Some of the background story is actually true, for instance a mini-boss hero on Jerneland, Wynne, I think his name is, says he was the inventor of the pirate flag, which is actually true - googled... In Sprudne you will encounter John 'Seadog' Hawkins, which has info text that he was the first known slavedealer in modern history (well I think slavedealing has been around for longer, but google said so ...)

Known bug:
After getting a new skill from a monk called Hemf or something like that (he is in Sprudne Island), then DON'T talk to Count Bob anymore, the game will crash, and u will have to load. You will get a dialog screen with a message "no chat", and normally it means that a text in quest dialog is missing, but I simply can't find the error. So it is a bug you have to live with guys. Anyway Bob doesn't give any quests anymore so it doesn't matter. I choose the name 'Count Bob', just because it sounded silly, a count that is named Bob? Hehe... can't help it. It was so funny making up the story together with the mapmaking.

raknefne 02-06-2019 07:35 AM

Paladin question:
In Trent 1.1 Paladin no more resurects, instead he has 2 charges of healing with 25 healing points. Paladin was overpowered before, wonder if it is too underpow now? Alternatively he could have the ressurection but only resurecting 1/3 or maybe only for level 1-3 (if that's possible to mod). And/or increasing the healing he can do. Any comments?

Runemage question:
A small vanilla text bug regarding info about 3 talents; Higher Mage/Runic/Runic Armor. The text is shifted, for instance Higher Magic text is under Runic etc. I wanted to change it, it is normally in ses\eng_unit_features.lng but cannot find it. Any ideas? I guess in Crossworld under Addon or Orcs campaign. Still can't find it. Trent also shows wrong text, since I haven't touched it.

Sirlancelot 02-06-2019 12:00 PM

Quote:

Originally Posted by raknefne (Post 718521)
To Harmidis:
Good to hear. I'm having a long break from playing Trent at the moment, because I played it too much when playtesting it... but I keep updating for new versions, working on small changes for version 1.2. There will be a new small dungeon in Jerneland, with 65% chance to appear (for randomness). It will be on the big island to the North-East.

Huzzah! And random, too... aahh, I'm delighted, I love surprises and unpredictability.

Quote:

To Sirlancelot and others:
If I can get help from this forum, I'd like to add a new race to Trent, it could be some of the creatures Hontiro added in his new mod for Crossworld. Thinking of the name OUTCAST race, Dragonrider could be the level 5 unit (but with summoning level 1-2 ice dragons, not as strong or expensive as in Darkside).
But I'm not a heavy modder, my expertise is mapmaking and questmaking. I get serious headache from too much modding... lol. I mailed Hontiro if he would be interested in helping out, or else somebody else wanna help? Alternatively the units could be units you ONLY meet as enemy and couldn't recruit, this way it would matter about overpoweredness. I remember RedSand had some units only as enemies.
Yes, definitely I would only include them as enemies first, to be something easier to test and balance out.

Quote:

A guy asked if there were AI improvements, and Sirlancelot suggested a mod from the Legend. My head would explode if I started modding... so if anybody? Let me know. Also adding a 4th level of the medals is an option, again, if anybody is up for it, let me know.
About the medals, I don't know yet if the campaign is large enough to include new ranks without pressing the player too much to play on a concrete form, I mean, with a determined playstyle.

Quote:

Hero names and text:
You might have discovered that the enemy heroes also have info about what spells they use. Some of the background story is actually true, for instance a mini-boss hero on Jerneland, Wynne, I think his name is, says he was the inventor of the pirate flag, which is actually true - googled... In Sprudne you will encounter John 'Seadog' Hawkins, which has info text that he was the first known slavedealer in modern history (well I think slavedealing has been around for longer, but google said so ...)
That's cool :grin: , although I wouldn't give the player so much info about their spellbooks unless for playtesting reasons; that lowers the difficulty.

Sirlancelot 02-06-2019 12:29 PM

Quote:

Originally Posted by raknefne (Post 718524)
Paladin question:
In Trent 1.1 Paladin no more resurects, instead he has 2 charges of healing with 25 healing points. Paladin was overpowered before, wonder if it is too underpow now? Alternatively he could have the ressurection but only resurecting 1/3 or maybe only for level 1-3 (if that's possible to mod). And/or increasing the healing he can do. Any comments?

I think he's still one of the best fighters of Crossworlds, if not the best. Second wind, for example, emulates a spell which cost 20 mana on level 1... add Mastery, the enhanced damage against undead and demons, the physical resistance and so on...

If you (or other people) want to keep/return the prayer talent regardless, reduce its AoE to one creature (without the tedium to force the player to make both creatures adjacent), and yes, why not, only for level 1-3 ones. That sounds like a good idea to make low level creatures more appealing.

By the way, the prayer animation itself could be preserved to the harm undead part from The prayer power, which wasn't probably as overpowered.

Quote:

Runemage question:
A small vanilla text bug regarding info about 3 talents; Higher Mage/Runic/Runic Armor. The text is shifted, for instance Higher Magic text is under Runic etc. I wanted to change it, it is normally in ses\eng_unit_features.lng but cannot find it. Any ideas? I guess in Crossworld under Addon or Orcs campaign. Still can't find it. Trent also shows wrong text, since I haven't touched it.
I don't know, but now that you talk about the subject, I think Warriors of the north Rune Mages version has a more reasonable attack, 45.

https://www.vigaroe.com/2018/06/warr...is-part-2.html

Rune Mages can be impressive by their resurrection and summon talents, but their damage output is even with +20 might runes, pretty crappy, underpowered.

Sirlancelot 02-06-2019 01:18 PM

By the way, some days ago faced two Paladins along with several Horsemen and none of them used Second Wind.

raknefne 02-06-2019 04:05 PM

About paladins; AI is not always so clever... the link to the Legend game you mailed me, does it improve AI in this matter?

My question about runemage is entirely about a text error.

Sirlancelot 02-07-2019 10:33 AM

Quote:

Originally Posted by raknefne (Post 718529)
About paladins; AI is not always so clever... the link to the Legend game you mailed me, does it improve AI in this matter?

My question about runemage is entirely about a text error.

Are you talking about the game or the mod?

Sorry, you're right. Apologies. :)

raknefne 02-07-2019 07:50 PM

I'm talking about The Legend mod.

Sirlancelot 02-07-2019 11:41 PM

Quote:

Originally Posted by raknefne (Post 718534)
I'm talking about The Legend mod.

It improves mainly the AI of heroes. Computer opponents have a more varied spellbook and choose wiser what to do with it.

Common creatures have new or modified abilites and they certainly use them.

However, it's far from being perfect. I recommend you to give it a try and see for yourself.

raknefne 02-08-2019 03:46 AM

I will when I get the time! The first look I had of it looked very professional, although I had trouble already in the turtorial...

New version Trent 1.2 now, can be downloaded now. If you have already started a game, just continue, it is minor and manageable few bugs that need a restart. All map changes need a restart to work, but creature and spell changes works immediately in your current game:

Trent version 1.2

Spells:
-Avenging Angel: Price 500 (was 2.500), Mana 6-8-10 [was 9-13-18], Crystals 1-2-5 [was 3-5-8], Damage 90-150 (was 85-130), Duration 4-5-7 (was 4-5-6).
-Lightning: Mana 10-15-20 (was 12-20-30), Crystal 1-3-6 (was 4-6-12). Did anybody learn it before?

Creatures:
-Ingeneer: Only 1 charge of Blind potion, and cannot be made again! Damage for short ranged ray up by 15%
-Fire Spider: Ranged shot didn’t burn before, now a 20% chance, beside the melee 30% chance.
-Snake: A vanilla text error: It said that the longattack poisoned, it only stuns. Corrected.
-Paladin: Was nerfed a lot in 1.1, now it has 1 Charge of 35 healing, 1 Charge Prayer with only 5 healing [was 28] and 15% more damage on Undead/Demons when used. Give Turn the same.

Map etc:
-Jerneland: Castle on island to the East could be reached before fighting the strong hero guarding it. Should be fixed.
-Jerneland shops: A little lower chance for getting level 4 neutrals in 2 shops.
-Jerneland, big island to North-East has been added: A 65% chance of finding an intrance to a small cave.
-Different chances of finding hidden goodies... no spoilers here...
-Sprudne: Text bug when quest 'Grots sad love', gave wrong text after completion, sounded like other quests where done too, fixed.
-The Warrior Hero startsoff with Fire Spiders instead of Peasants.

Sirlancelot 02-08-2019 06:57 AM

Congrats!!

I hired five engineers yesterday. We'll see how they feel now.


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