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Huntiro's Integration Mod (version Bitter Moon released)
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Huntiro's Mod for King's Bounty Crossworlds v1.31
You can play nearly all the new units from Warriors of the North and Dark Side in Crossworlds with this mod. Tons of improvements and fixes are also included. Extract "Huntiro's Mod part1(20200910).zip" and "Huntiro's Mod part2(version Bitter Moon stable r2).zip" to the game folder. Now you should be able to select the modded campaign named "Orcs on the March (Huntiro's Mod version Bitter Moon stable r2)" in the main menu. (Thanks to raknefne) Download: https://drive.google.com/drive/folde...6d151Xj2PmdS4l -------------------------------------------------------------------------------------------------------------- version Bitter Moon stable r2 -20201120 1."Officer's Patent" no longer needs to be equipped in order to collect trophies. It is now a quest item only. 2.When a unit can be trained into different units, the calculation of trophies requirement is bugged. This is fixed now. 3.Restored the quest "The Giant Spider". You need to return to Hartog after the spider's death. 4.The item "Frog Leg" now is an exclusive reward after you defeat Dersu-Kumatu. 5.Spell "Resurrection" will be added to Father Maximus' stock when you complete his quest "The Fallen Paladin". 6.Nerfed the item "Shark's Tooth". 7.Corrected some typos. version Bitter Moon stable -20201019 1.New unit: Fungus Thorn (inspired by Monsteras from Red Sands mod). 2.New ability for Cave Spiders: "Fate Spinner". 3.New talent for Foremen (directly from Red Sands mod). 4.The talent "Lucky Strike" was moved from Pirate Ghosts to Robbers. 5.The talent "Forest Magic" now can target corpses. 6.Buffed Druids' talent "Nature's Vitality". 7.Spell "Sacrifice" is no longer bugged when any of your troop is protected by "Magic Shield". 8.Fixed item "Ring of Power". 9.Fixed a bug that enemies were able to retaliate when the ability "Frightening" is triggered. 10.Phantom troops created by spell deal less damage and lose some abilities like "Runic Knowledge" now. 11.Fixed Ancient Ents' talent "Forest Shelter". version Bitter Moon beta1 -20201009 1.Item "Ribbon of Blood" now allows you to restore the size of a troop with the units from the reserve. More "no loss" strategies please. 2.New ability for Goblin Scouts: "Mobile". Hit and run! 3.New ability for Devilfish: "Water Bubble". Where is the fire? 4.Reworked Peasants' ability "Tax Evader". 5.Buffed Dwarf Warriors' ability "Dwarven Armor". 6.New ability for some lizardmen: "Swampwalk". 7.Nerfed Ice Dragons' ability "Snowy Ground". 8.Increased the damage of all neutral statues/altars on the battlefield in the early game. "Mass Ents" is an interesting choice in the first 2 islands. 9.Tweaked the gold income. You will get more gold (about 1.6*~1.8*) in the early game but less (about 0.6*~0.7*) in the late game. 10.Ice/Fire creatures are totally immune to cold/fire damage(suffer only 1 point of damage) now. 11.Spell "Chaos Missile" now deals correct damage. 12.Fixed the Adrenaline cost of specific talents. 13.Other small changes. version Dark Moon stable -20200920 1.New spell: "Chaos Missile". 2.Fixed and buffed Metamorph's talent "Transformation". This unit is extremely buggy in KB-Dark Side but I think it is moderately playable now. version Dark Moon beta6 -20200919 1.Tweaked a few units' AI. 2.Some talents can target bosses. 3.Fixed a game freezing bug: specific units(AI) tried to use their talents. version Dark Moon beta5 -20200918 1.Gorguana Ghosts(AI) are able to cast "Death Illusion" now. Beware of this dangerous enemy. 2.Demonologists(AI) are able to cast "Thread of Life" now. The AI is missing in vanilla KB-Crossworlds. 3.Royal Griffins(AI) now cast "Sky Guard" smarter. 4.Fixed a bug that new ability "Water Veil" is broken. 5.Fixed a bug that "Death Illusion" deals wrong damage. version Dark Moon beta4 -20200917 1.New ability for most lizardmen(including K'Tahu): "Primeval Blood". 2.Fixed a bug that on specific terrian some bonuses can't be applied correctly. 3.Slightly tweaked enemy armies. version Dark Moon beta3 -20200915 1.New ability for most of the elves: "Gift of Nature". 2.New ability for Lake Fairies: "Water Veil". 3.All undead units now lose 50% defense in daylight. 4.If Ents or Ancient Ents are targeted by a Hornet's Nest, they will reload/recharge their talent "Swarm" instead of getting hit. 5.Elf Rangers and Elf Hunters lose the "No Melee Penalty" ability. 6.Slightly buffed Jarls. 7.AI tweaked: Black Knights and Necrohs no longer use their talent on the same target at the same time when there is more than one group of them on the battlefield. version Dark Moon beta2 -20200912 1.Finished the rune system for units with "Runic Knowledge". 2.Fixed a bug that Bowmen, Slingers, Imps and Goblins with Catapults can still use their talents as usual when they are terrified. 3.Units who fall into a state of "Berserker" can not be terrified any more. 4.All droids no longer start the battle in a "Drunken" effect. 5.Fixed the animation of Gorguana Ghosts' talent "Death Illusion". 6.Updated the animation of Pegasus Maidens' talent "Spear of Wrath". 7.Fixed a bug that Axe Throwers' talent "Tandem Throw" costs no runes. 8.Fixed a game freezing bug when wolves trying to attack the same troop that allied white wolves recently attacked. version Dark Moon beta1 -20200910 1.Reworked unit Gorguana Ghost's talent "Death Illusion". 2.Replaced unit Soothsayer's talent "Arcane Healing" with "Runic Reinforcements". 3.Reworked unit White Wolf's ability "Alpha". 4.New ability for unit Undead Spider: "Death Spinner". 5.Partly finished the rune system for units with "Runic Knowledge". 6.Slightly buffed unit Cyclop's talent "Push". version Full Moon Hotfix1 -20200903 1.Fixed a crash when updating particular items. 2.Bug fixed: unit Troll's ability "Malevolent" can't be triggered when any ally dies. version Full Moon -20200616 1.New unit: Demon Eye. 2.Paladin class now sells items and scrolls at a higher price.(items:20%->50%,scrolls:20%->50%) 3.Replaced unit Necromancer's talent "Magic Lock" with "Dark Cloud". 4.Reworked unit Black Knight's talent "Death Grasp". 5.Reworked unit Archmage's talent "Fighting Trance". 6.Reworked effect "Confusion". 7.Reworked unit Archdemon's talent "Fire Rain". 8.New ability for unit Repair Droid: "Ranged Retaliation". 9.Tweaked spell "Target". Now the duration of the spell is reduced by 1 whenever the target receives damage. 10.Corrected some translations. 11.More bug fixes. version Christmas Moon -20191225 1.New spell: "Vampirism". Now we have enough ways to resurrect units and I think it may make our builds more diverse. 2.New unit's abilities: "Hornet's Nest" for Ents, "Vigilance" for Guardsmen, "Cremation" for Fire Elementals, "Hunger" for Gray Wolves, enhanced "Brutal" for bears. 3.Necrohs can't terrify troops with mind immunity any more. 4.Evil books can also devour enemies. 5.Class Warrior's skill "Blood Rage" no longer affects units' talents. 6.More spells for enemy heroes. 7.Pilgrim's Boots increase the speed of all slowest troops instead of a random one. 8.Fixed a crash caused by the AI of spiders and Giants. 9.Fixed wrong dialogue options of companion Moldok. 10.More bug fixes. version Pumpkin Moon -20191111 I'm a bit too forgetful to list all the changes I have made in the past half year now since there are so many. Most of them are small tweaks. Maybe later. Highlights: 1.I have rewritten many ma~~~ny scripts to wipe out nearly all bugs I can find, especially those related to new units from KB-Dark Side. 2.Added ma~~~ny new talents and abilities to existed units. eg: We now have all Demons with ability "Gating", snakes with ability "Find Weakness", totally reworked "Winged Shadows" and "Gorguana Ghosts" and a lot more. 3.Added ma~~~ny new items. 4.New unit: Necroh. 5.New spell: "Time Reset". 6.Troops with low morale have a chance losing their turn now. 7.Applied a morale bonus to AI in high difficulties. 8.Improved some talent related AI. 9.Spell "Life Light" now can resurrect troops. I think it is not that useless at last. 10.Spell "Phantom" now has a level limit and no longer benefits from Skill "Summoner". 11.Some OP units or teams nerfed while UP units buffed. 12.Spell "Awaken Dragon" is exclusive to Class Warrior(learned by default) now. Class Mage learns Skill "Alchemy" by default and the skill is hidden to other classes now. By the way finally we get detailed hints when Blood Priestesses cast "Sacrifice" and Metamorphs have learned how to transform back when killed(so we can resurrect them properly). version Sunnymoon -20190515 1.New units: Gorguana Ghost and Winged Shadow. 2.The bonus provided by pet dragon is improved significantly. 3.Replaced class mage's skill "Breakthrough" with "Winds of Magic". 4.The morale of elemental creatures and the undead now remains neutral. 5.New talent "Secede" and new ability "Plague Transmitter" for unit Decaying Zombie. 6.New talent "Reproduction" for dragonflies. 7.Reworked unit Gobot's talent "Division". 8.Reworked unit Chosha's talent "Feed". 9.Reworked unit Runemage's talent "Illusion". 10.Reworked unit Soothsayer's talent "Arcane Healing". 11.Reworked unit Orc Tracker's talent "Snare". 12.Lava Golem and Fire Elemental now restore health when receive fire damage. 13.New ability "Dream Horror" for unit Evil Beholder. 14.New ability "Cannibal" for unit Jotun. 15.New ability "Unfettered" for units Knight, Troll and Dwarf Warrior. 16.Unit Priestess's talent "Healing" and unit Witch Hunter's talent "Magic Lock" now are mass effects. 17.Unit Gorguana's talent "Blood Mark" now is an area effect. 18.Plague now can be transmited. 19.Added several interesting items. 20.Increased the health of all pawns on the battlefield. 21.Added AI for most new units. 22.Updated most icons for new talents. 23.Updated the Battle Academy system. Now you can train Vikings. 24.Updated the descriptions for spells. Now you can figure out the exact damage type of all spells. 25.Updated damage hint for specific spells. 26.Corrected many descriptions for items. 27.Countless bug fixes. version Halfmoon hotfix1 -20190302 1.Rebalanced some skills and added 1 more exclusive skill for each class. 2.Exchanged the leadership settings of Class Warrior and Class Paladin. 3.Totally rebalanced all the orc units. 4.New spells: "Cloud of Poison", "Corrosion" and "Time Shift". 5.Reduced the chance of recruiting troops above level 3 in the early game as suggested. 6.Increased the troop size of enemies at Hard and Impossible difficulty as suggested. 7.Unit Warrior Maiden's talent "North Guard" is replaced with "North Adjustment". 8.Unit Blood Priestess's talent "Old Wounds" now is a mass effect. 9.Unit Demon's ability "Vorpal Axe" now works only when there is more than 1 unit in the target's troop. 10.Unit Pegasus Maiden's talent "Gifts" now has a leadership limit. 11.New ability for unit Archmage: Allies only suffer 80% damage from Spells. 12.Reduced the mana cost of spell "Glot's Armor". 13.Many bug fixes I have forgotten. version Frostmoon -20190125 1.Added 15+ items. 2.Bug fixed: unit Storm Falcon's ability "Thunderstorm" can't lower the cold resistence of enemies nearby. 3.Bug fixed: unit Soothsayer's ability "Witching Staff" can't be triggered. 4.Bug fixed: item Hunter's Bow has no attack bonus against enemy animals. 5.Unit Storm Falcon, Phoenix and all wolves find their lost animations when happy. 6.Unit Snow Nymph's talent "Winter Garden": now can also be casted in the center cell of a Snowstorm. 7.Unit Gorgon's talent "Hex" can't be casted on troops who are immune to magic now. 8.Unit Demonologist's talent "Thread of Life" can't be casted on Undead creatures now. As a make up, the percent for healing is increased. Version Newmoon -20190121 changelog: New units added: Neutral: Fire Elemental Metamorph Ice Spider Gorgon Snow Nymph Amazon Jotun Magma Elemental Storm Falcon Ice Dragon Undead: Vampiress Dread Eye Demon: Blood Priestess Human: Priestess Viking: Slinger Skald Viking Warrior Axe Thrower Viking Berserker Soothsayer Mistique Jarl Warrior Maiden Pegasus Maiden New music! Added 20+ new music from King's Bounty Warriors of the North and King's Bounty Dark Side. Tons of new talents and abilities for both new and existed units added: Allied Peasants give you money when they are hit. Cerberi now take another turn when allies land a critical hit. Succubi are ranged now. Demons(unit) now kill extra 1 unit during attack. Ice Dragons reduce the speed of earthbound enemies during the first 2 rounds. Ancient Ents can protect one ally and transfer all damage. Cyclops now ignore non-magic damage if the enemy's Attack is below 10. Dread Eyes now leech mana from mages during ranged attacks. Undead units now have a chance of rising from their corpses when they are destroyed. and a lot more. Some tweaks: Hero has more scroll slots now. Replaced hero's starting troops with a bit more useful ones. Duration of the effect of many talents now extends when the troop's size increases. and a lot more. Also some bugfixes. Bug reports and suggestions are welcomed. |
Where is this download going to? I paused it, since it doesn't show on my screen as downloads do.
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Mirror link added. |
Thanks. I downloaded and tried it. (I have played this game over 500 hours in Steam only, so I don't know how fast I'll go forward.) It seems to be quite promising. The diversity of units is fine, usually I find it hard to find the first decent units. Now there are almost too many choices. BTW, have you deliberately tweaked Bolo so that one can not get the exp boost without triggering the nearby enemy unit?
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Sounds interesting with the new creatures. Did you change something map-wise in the editor regarding landscape or is it more what to hire in shops?
I will try it one of these days! Right now I'm trying to get thru Darkside which I only played very little when it was released. Have made a small mod for it. |
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Did the 1c company just update Crossworlds (in Steam)? Or where did that come from? Anyway, I must reinstall the mod, since the game won't start.
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I played a little until I god to the Scrarlet Wind Island. It is soo funny trying like Amazon which I didnt meet in Darkside yet. My only concern - and made me have a break from the mod - is balance. I can get very good creatures early, at level 3 I bought Demonologists in the main castle in Scarlet Wind.
Perhaps change the difficulty in the game to become harder, since having better creatures and more items makes it easier overall? Maybe 250% on Impossible instead of 170%? Or similar things... 120% - 160% - 200% - 250% for instance. Then you can always choose to play Normal if 250% is too much. I suppose it is a matter of taste. |
Nice work. I especially like the pegasus maiden. I'm curious to know how you created this model and how you managed to add the ice dryad without breaking transparency
Each time I try to create a new unit, transparency is broken |
Why is my game updated now? Anyway, the solution is easy: I keep the mod files in Steam directory and reinstall them every time I want to play.
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I will have a go again with a bit increased difficulty, maybe 200% on impossible...
I mailed you thru the 1C, I have a question about creatures/modding. In Xworld it is actually easy to make the mod a standalone game to choose from among other mods/games, to avoid replacing the orcs.kfs ... I couldn't do it in WoTn, but works fine in Xworld with for instance the RedSand or Trent mod. |
The Grinskin encounter in Rusty Anchor is broken: I can't use pet dragon and any damage is shown as 0 but will kill the whole unit.
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I did a few changes to the latest v1.31 so that you can play Huntiro's from the game menu without having to overwrite the ORCS ON THE MARSH. Instead you see 'Huntiro mod' in the game menu along with other mods etc.
Download: Removed, use Zhoudaohan's download link now. I only changed this: 1) I put everything in a new folder named 'huntiro' 2) The orcs.kfs, I renamed huntiro.kfs 3) The text file eng_orc.txt I descriped text info about the mod. To Huntiro: You can just change this if you use my changes in an update. So you unpack unto ... Crossworld\sessions. You will then see a folder next to ORCS, REDSAND or whatever mod u have named HUNTIRO |
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About the ice dryad, if you mean some visual glitches with part of the reskined units like dryad, then this issue exists in "Ice and Fire" expansion and I guess the original creator of those new units has no access to the model files so he/she can only edited them using a hex editor and this may cause some alike issues. I changed the name of ice dryad's texture file to match another model file which was found an orignal one. |
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i enjoy playing this game... everytime i feel so tired this is the game that i wana play.. :D tnx for this mod :D
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An installation question: You write in your first post that the LOCATION directory from Orcs on the marsh should be copied into HUNTIRO directory. Didn't you make any changes in the shops? I recall you wrote something about u did...
or did u mean copy the LOCATION files from a Huntiro mod ? Impossible level: E-hm, I might have been carried a little away when saying 230% for impossible... it is a big gab down to 150% on hard... perhaps something like 100% - 140% - 170% - 200% and keep all other stats the same for hard and impossible, this way the player can choose an ultra impossible or just impossible game. Or if you insist, 100 - 140 - 170 - 230% Enemy: Just a thought; Could be interesting with some of the new creatures from WotN and Darkside in enemy armies... the races that already exist will have the new ones except if the armies have stated exactly which one instead of just level 3 neutrals for instance. The Necro LIz, Vikings and Ice Elves which is new races will not occure. I'm up for a playthru now. Game crashes when starting a new game (after choosing hero class)... first I didn't have the directory LOCATIONs in Huntiro directory, then I copied LOCATION from ORCS, which is very small... v1.30 worked fine. |
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You only need to copy and paste the nine .stream files in "locations" folder. I will check the reason why game crashes when starting a new game. |
Info for crash: My first try was with the 9 location files. I started a game as Warrior.
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" effect_blood { category=s hide=1 image=book_effect_blood.png // не нужно для эффекта icon=s_overtime_blood.png label=EN_stun attack=scripted hint_config=object_spell school=3 hint=effect_stun_hint hint_header=effect_blood_header icon=book_effect_blood.png // не нужно для эффекта scripted { script_attack=effect_blood_attack script_calccells= attack_cursor= ad_factor=0 // use attack/defense } params { inbonus=2 duration=2 type=bonus moral=2 } levels {} } " I'm also uploading the fixed file now. |
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If you open the dryad texture file and turn the alpha channel to be totally white, you will see what I am talking about. I have learnt a few things about transparency when playing with Oblivion and Skyrim models: - first, the transparency has to be enabled on the model itself. This is something that has to be done with the proper model editor - second, the transparency level (from invisible to totally opaque) is set on the alpha channel of the texture But there seem to be an other parameter in KB. For example, when I worked on my mod "Amelie fairy princess", just copying the model removes the transparency. Strangely, the wings weren't affected The vampiress from DS could make a nice ghost lady if I can add transparency to the model, but it is out of the range of what a simple text editor can do. Lariel as well could make a great new unit but even if her skeleton is the same as the other elves archers, the nodes names aren't the same, so it doesn't work :( |
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- Looks very interesting with your skill enhancements, for instance PRAYER in the paladin skill tree. Also the mage skills looks cool. I like the Neatness which is a combo of crystal reduction skill as before with WotN's neatness when destroying items. Good work! - The paladin/warrior shift with leadership when leveling up, good idea! paladin should be stronger compared to vanilla imo (I might use that for my own TRENT mod too...) - I'm not an expert impossible player, never played NO-loss, but have played a lot. - I found an enemy army early on with vikings in it, must be an army with random between all races... I have been to the first 4 islands before any fight besides turtorial and the academy... - Wonder if the paladin skill that gives extra att/def against demons and undead also should include Necro Lizardmen? That would make sence. |
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I'll start a new hero with an easier impossible level. Maybe 190% - after all I'm not an expert player and this is a new mod. I did find Royal Griff on a boat in bola before any fights btw. It had both Polar bear and Royal Griffin...
I changed this in logic.txt, so stats for HARD and IMPOSSIBLE are same except 170% and 190%, for instance rage/mana etc. Perhaps it should be exp=1.2|1.5|1.70|1.9 since most players know this game a lot and not playing normal easy/normal anymore (you would have to change alead accordingly too). exp=1.0|1.3|1.70|1.9 // experience gained=1/exp ; if bigger than ALEAD then it takes longer to level up, was 0.5|1.0|1.30|1.7 alead=1.1|1.5|2.0|2.24 // enemy stacks -- exp and alead, was 0.7|1.1|1.5|2.0 spexp=1.0|1.15|1.3|1.3 // PET experience gained=1/spexp was 0.5|1.0|1.15|1.3 money=1.0|0.75|0.5|0.5 // gold from battle was 3.0|1.0|0.7|0.5 rage=1.0|0.85|0.7|0.7 // rage in battle was 2.0|1.0|0.85|0.7 manarage=1.0|0.85|0.5|0.5 // mana recovery was 1.0|1.0|0.80|0.5 start_gold=5.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. çîëîòà start_crystals=5.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. êðèñòàëëîâ start_mana=2.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ìàíû start_rage=2.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ÿðîñòè start_rune_might=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí ñèëû start_rune_mind=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí äóõà start_rune_magic=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðóí ìàãèè start_book=3.0|1.0|1.00|1.0 // íà÷àëüíûé êîýô. ðàçìåð êíèãè bossatk=1.0|1.0|1.4|1.7 // was 1.0|1.0|1.4|1.7 bosshp=1.0|1.0|1.4|2.0 // was 1.0|1.0|1.4|2.0 deadmoney=1.1|0.9|0.6|0.3 //was 3.0|2.0|1.7|1.5 boxradar= 1 | 0 | 0 | 0 // was 1 | 1 | 0 | 0 Here is the logic.txt : Attachment 15634 and eng_windows so the text is changed accordingly: Attachment 15635 |
Really nice additions !
I have noticed few bugs : -Enemy hero cast only one spell at turn 1 and never again after -Sleeping ray of evil beholder don't work |
Found !
Here the correction But i wonder if the gog version is not the good one. Here, we don't have any new music and some other files are missing. old post :I can't find in lua file why AI hero cast spell only the first turn, and no more after. Anyone have an idea about this ? |
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Thanks. These 2 bugs have been fixed in new version. Edit: About the new music, you can extract file "playlists.txt" in "huntiro.kfs" to "(Game Folder)\data\" |
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Edit: Perhaps you forget to register the .dds file in file "textures.sub" ? In addition there is a parameter indeed that affects the transparency of units. You can try this: 1.Open a "atom" file. For example, "pirat_ghost.atom" 2.Let's see: " main { class=chesspiece model=pirat_ghost.bma cullcat=0 blend=0.6 ---This is the parameter for transparency spawnscale=0.95 } " 3.You can edit the value(0-1). If there is none, add it. Hope it will help. |
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I'm back, raknefne! I have beaten the impossible level with Warrior and Paladin! But not Mage, the last Boss fight is perhaps too hard for Mage I think. I'm working on adding maps from WotN and Darkside these days and now the Riftlands is nearly done. And by the way, please feel free to use my mod if you like. |
The new patch sound good, but the download link trigger a security alert from Malwarebyte.
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Thank you.
Imo, it's the best mod for Crossworld. |
-Academy in Elon don't have enough unit stock.
-with new unit and new item, you should increase shop slot for both and also increase quantity, many are lacking. -new music don'ttrigger. -ent and anciant ent regen without dryad. -metamorph make game crash ( got an error with atom "). -thread of life can't be dispelled. -axe of the elements is missing in Montero. -there are 4 beholders now, but no items for them, may be a good idea. Also, what about to add them to the archmage skill ? |
About missing new music which I can see you have added: You have to add the music also in each map and arenas to make it work. In properties, I think it is.
Spells: There're a lot of new ones, even in Crossworld some are too strong, some too weak. In Darkside some are very OP, also Ice Crystals from WotN. Perhaps have a look of them? You can maybe use the spell changes from 'Expensive', 'Trent', 'Darkside balance mod' - we have balanced a lot of the spells. Something??? Spells are easy to balance, its just spells.txt in most cases. |
-Blind is not working.
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Thank you for your advice. -new music don'ttrigger. I didn't learn that file "playlists.txt" needs to be put in "game folder\data" when this version was released. Please try to unzip the file to the path. -ent and anciant ent regen without dryad. All plants now regenerate each turn. The ents regenerate more when allied dryad exits. -metamorph make game crash ( got an error with atom "). It's related to the AI and I can't figue out the reason now. Please open "clown.atom" and change the name of "transform" attack to "transform2" or something else to avoid the crash. -thread of life can't be dispelled. Some effects can't be dispelled. -axe of the elements is missing in Montero. It was missing in earlier version and later I fixed it but you need to start a new game to apply the fix or you can use the command to add specific item: press "shift" + "~" and type "item king_axe_d00" after you load a save. -there are 4 beholders now, but no items for them, may be a good idea. Also, what about to add them to the archmage skill ? I will consider it. IMO "Evil beholder" and "Gorgon" are very powerful units and they benefit from the "Quick Draw" skill. "Dread Eye" is undead so. |
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Thank you, raknefne. I found some files need to be put into folder "game path\data" to take effect. Like "playlists.txt" and "textures.sub". It's strange. About spells, I totally agree with you that some spells are OP like "phantom" and many are weak. I have balanced a few spells and will check the mods you mentioned. |
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They are not bad unit, just for making them used more. Item because we got a familly now, could be fun to have a full beholder party. Quote:
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Having a game with Warrior on Impossible with verison Halfmoon 1.3, but:
1. Pegasus Maiden is OP: The talent 'Gift' with 2 charges that gives extra charge on allied talents, for instance Paladins etc is very very strong. I have an army with Inquisitor, Warrior Maiden, Pegaus Maiden and Polar Bears; I can give Warrior Maiden extra gift so it can resurrect, seems very strong. 2. Warrior Maiden's talent North Adjudgement doesnt seem to work (ice shell on enemy). 3. Hunter (orc race): is it normal when he casts talent 'pet' 2nd time, that he can cast untop of existing summoned pet? He can't cast other places, I think I recall it would summon a new stack of pet and erase old one if it was on the battlefield. 4. txt info bottom screen about hunter's pet, text bug: [cpn_hunter_pet] NF 5. on mountain in Debir I found a map scroll that said something like 'n> ice_prison', but didnt get any scroll, could it be that it is the Iceprison scroll from Rune Magic in WotN that is bugged? I didnt have any scrolls in spell book afterwards neither in normal scrolls or the strong scrolls (forgot name, like Titans Armor etc). I'm not sure of the first 'n>' couldnt really read the strange text, only 'ice_prison'. 6. Warrior skill to the bottom left is unclear what it gives: Says at lvl1 it gives 10% chance of double damage, how much crit etc does it give, the same ? Anyway, it sounds OP.... if so then maybe halved in bonus... |
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Thank you for your feedback. I have updated my mod. 1. Pegasus Maiden is OP: The talent 'Gift' with 2 charges that gives extra charge on allied talents, for instance Paladins etc is very very strong. I have an army with Inquisitor, Warrior Maiden, Pegaus Maiden and Polar Bears; I can give Warrior Maiden extra gift so it can resurrect, seems very strong. --Talent 'Gift' now no longer reloads talents, only gives charges. I think it's OK with Pegasus Maiden herself, but OP when combined with spell "Phantom", so I nerfed them. 2. Warrior Maiden's talent North Adjudgement doesnt seem to work (ice shell on enemy). --I've no ideas what happened but when I tested it works:confused:. 3. Hunter (orc race): is it normal when he casts talent 'pet' 2nd time, that he can cast untop of existing summoned pet? He can't cast other places, I think I recall it would summon a new stack of pet and erase old one if it was on the battlefield. --Orc Hunter can only sommon one stack in KBWN, I like that setting and applied it in my mod:-P. 4. txt info bottom screen about hunter's pet, text bug: [cpn_hunter_pet] NF --fixed 5. on mountain in Debir I found a map scroll that said something like 'n> ice_prison', but didnt get any scroll, could it be that it is the Iceprison scroll from Rune Magic in WotN that is bugged? I didnt have any scrolls in spell book afterwards neither in normal scrolls or the strong scrolls (forgot name, like Titans Armor etc). I'm not sure of the first 'n>' couldnt really read the strange text, only 'ice_prison'. --fixed 6. Warrior skill to the bottom left is unclear what it gives: Says at lvl1 it gives 10% chance of double damage, how much crit etc does it give, the same ? Anyway, it sounds OP.... if so then maybe halved in bonus... --When a crit and the skill are triggered at the same time, then that crit deals crit*2 damage. |
Version Christmas moon added.
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My compliments to this mod, also very nicely done! such a wide range of possibilities now. love it. just started but seems like this new unit metamorph can result in interesting combis...
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1st congratulations for the mod, good idea, and it gave me an excuse to reinstall kb.
Now a bug : arriving on scarlet island, one of the 1st fights, there is a fire elemental troop with the enemies and when its turn starts I get "can't use "obj" function set" in a dialog box, I click ok, and everything is frozen. I can't be 100% sure it's the fire elemental since it does absolutely nothing but if I am not mistaken he should act at this precise moment... On the balance : not bad, more powerful enemies early on but my dragon pet has a powerful ability early on too, so it balances things. I tried to install this in a real "kb armored princess" version, not crossroads, and it kind of works by the way. It's like the vanilla quest, no orc anywhere, but there are some slight changes, like the pirate ship on the 1st iland which is not there in armored princess original game. But I didn't get the updated army when starting the game (no viking !), so I guess the mod is mostly broken in armored princess, which was to be expected. After testing this, I reinstalled crossroads and restarted... |
Malevolent
Great mod, can't imagine playing without it at this point.
One issue I encountered: Trolls Malevolent ability does not seem to work. (The one that gives them +5 att everytime a unit dies) |
The mod was updated, nice !
I'm not sure if it intented but my ancient phoenix don't really rise in power when i increase nor the summoner skill neither intelligence. |
Updating (loading the fight) of amulet of icy waters make the game crash
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I have uploaded a hotfix to fix some reported bugs. By the way, the race of insectoid units has been restored.
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and I have tweaked the difficulty so the enemies early on are less powerful now. Quote:
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Update:
version Dark Moon beta6 added. |
version Dark Moon is finished. Please download the stable version.
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Thank you!
Your mod is SUPER, zhoudaohan! A gem!
Far better and balanced than the original games, that I've played since 2010. I've found only a few "bugs" (maybe you wanted this! but I don't know..): 1) When the Cyclop hit back a unit, 2 cells back, if there is a trap in the first cell, the unit doesn't activate the trap 2) Veteran Orcs: when they use their second ability, the extra damage (150%) is not activated for them, but only for other orcs units. I have only one question: how can you edit the "orc recruiter" and "goblin recruiter" abilities? I cannot find them! And in the vanilla game I think they have some bugs. Wonderful work. Thank you! |
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I am happy you like my mod. |
New beta version updated!
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I have a BIG question for you: do you think it's possibile make a mod for battles "Player vs Player"? I think it should be one of the best KB:C mods of all time, because the game is too much long and repetitive, for hardcore gamers. But a match with real people and real intelligence... wow! I wonder why devs didn't allow in the original games. Thank you! |
Why doesn't the game recognize my save files for Huntiro anymore? I did play a bit of Crossworlds after playing Huntiro though, and I didn't the save files are still there.
Edit: Solved. |
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Yeah, it's a shame that KBCW is single-player only. Sadly, I think it is impossible to make such kind of mod without access to the source code. There is a KB multiplayer game King's Bounty: Legions there, although I have never tried it. |
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maybe with an improved version of "Hypnosys", maybe you can "simulate" a "player vs player" battle? Modding "Defender of the crown" or "Champion of the arena"? I'd like to learn how to do, but I think it's too much complicated! Your work is really super. Really. PS.I've noticed a bug with Red Dragon vs Gremlin Tower: the base attack sometimes doesn't hit the tower. PPS. How can I modify the "labels" of the items? Thank you! |
Since dragon bugs were mentioned, I noticed that my Green Dragons will suddenly deal 24k-68k critical hit damage from time to time, which is times more than it should deal (it's sometimes dealt as non-critical damage too).
Edit: Oh, it's the Summoned Despiser thing. |
Btw, where are the Horde and Vengeful abilities decided? I tried to port Vengeful Gorguls, but those two don't seem to work, and creatures like Graywolf and Viking Warrior already have them. And yes, I looked into their .atom files, but found nothing relevant yet.
Edit: Just found the horde, next is Vengeful. :D Still trying to get them to work though. Edit 2: Wow, looks like both of them don't even work in WotN Ice and Fire to begin with. Any fix ideas? Edit 3: I made Horde work correctly, Vengeful not so much (it doesn't work for Viking Warriors at least, btw). Edit 4: I managed to correctly port Necro Lizardmen, Dwarves, Snow Elves (with Sorcerer's "Snow Elf" ability as well as Hardening and Snowstorm), Contemplators and Gorgons (with "Master of Snakes"'s exception). How could I port the certain abilities and talents I failed to port? Yotun's Greed and Boldness don't seem to work either (nor can I locate them). |
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There are many script changes between KBAP and KBWN. I.Ability "Vengeful": ("Master of Snakes" can also work this way) Solution a(the way vanilla KBAP took): You can modify "subturn_modificators" in the .atom file. If you can't find that line, check "barbarian.atom"(vanilla KBAP file) for help. Solution b(the way KBWN and my mod took): You can modify "subturns.lua". If you are making your own mod, then you should first partly rewrite "on_round_start()" script in "arena.lua" and add "on_battle_start_pretactics()" in "addon_arena.lua" from KBWN then port "common_subturn_refresh()" in "subturns.lua" from KBWN. The purpose is to spawn the atom "subturn_handler" at the beginning of combat which manages all the "subturn_modificators". II:Yotun's "Greed": Modify "on_knockout()" in "arena.lua". III:Yotun's "Boldness": Check "unit_features_on_krit()" in "addon_arena.lua" from KBWN-ice and fire. Some additions of scripts which trigger specific abilities when a critical hit is rolled are needed. The related script is "apply_damage()" in "arena.lua". |
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When I tried to mod this game first time, I knew nothing about programming. It's a bit complicated, but not that much. You need the right tools like notepad++ to edit the scripts. A software which can compare different folders and files is also suggested. As far as I know, it's still impossible to simulate a "player vs player" battle. Will check the Red Dragon and I don't know what's your "labels" exactly mean. |
Wow, thanks for the in-depth guide! Also, I just finished playing with your mod yesterday, no-loss impossible with Paladin and dragon army (+Runemages and/or Tirex). The game was harder than the original (which is welcome), and the Emerald Green Dragons' Summon Despiser came in really handy in Sheterra especially. I did have to change to just a single stack of Paladins for the last battle though, Baal really kills a lot of dragons and Runemages with his attacks, too many to keep up with the Resurrection.
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The new unit "Weaver" is really a great idea... :-)
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Yup, I agree.
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@zhoudaohan
I've sent bug reports a week ago by private message to your forum inbox. You can assess 'Private Messages' easily with the link just above the 'Log Out' button. |
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wow, Emerald Green Dragons against the gating demons, good idea:) Baal is a "real" demon now, his cold resistance is -25% and the spell "Demon Slayer" can make our troops hit him harder. Perhaps ghosts are another considerable choice, yeah, with the new item "Clot of Darkness". I will try it in my next run. |
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I have just replied to your message. |
Version Bitter Moon stable r2 is released.
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Great to see the mod updated !
With increased number of item, spell and creatures, it's harder to get the composition we would like to make. Specially most of viking spell are not great to use but over abundant. On the other hand, trying to make a viking army is often impossible. The actual best way the mod is to rework shop to increase slot and diversity for both creatures and items. |
I like the kind of strategy based on certain randomness. If we can own most of the units/spells/items all the time, then there will be somewhat a (fixed)best build/solution, which will lower the fun in the long run imo.
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I would agree with zhoudaohan; the randomness is a critical element to the fun and playability. Man, you did an amazing job and having a blast! Very nice tweaks and additions. Even started to use methamorph which is really fun.
Perhaps 2 small items on the wishlist - Red Sands had a separate dragon item slot, which was cool (I understand, it's just an extra item, still nice touch). Also, I like the idea to have medals to 5 levels (needed) so that they remain interesting for longer. Tried to do this but fail (added text in 'medals'. Also needs hints updated perhaps?). So cool that this old game still gets love and players active, chapeaux! |
Randomness is a critical element, no one contest.
But with the amplitude of Vanilla. With more unit, more item and more spell and exact same number of slot in shop, the game because to random. Specially we can't acheive synergie inside races or combo (+item synergie with unit). But the worst is the run are too similar. Most of units slot are set. When they are not strictly set, the choice is limited and between the same race. We'll be able to make an army of elf when we'll arrive on elf's island, same for demon...ect. It's a default of original game, great for flavour, but so many year (and run) after i found it become a default. |
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