=============================================== =============================================== == BATTLECRY VERSION 1.02 BETA PATCH NOTES == =============================================== =============================================== The following fixes/changes have been made for Battlecry 1.02 beta 1) Decreased the chance of multiple AI players allying against human players 2) Fixed the problem where non-Assassin AI heroes could get an assassination skill 3) Improved multiplayer stability 4) Fixed the echo/crash problems son *some* soundcards. To activate this fix, the game needs to be run with the "-SIMPLESOUND" option passed as a program argument. 5) Fixed a problem where higher-level heroes occasionally corrupt 6) Allowed all skills to go as high as 99, with small incremental effects over 30 7) Changed the chance of assassination affecting heroes (see below) 8) Changed the way stat-caps are calculated (see below) 9) Slightly more XP will now be given for all battles (see below) 10) Changed the "Play Sound" event to play accept WAV files from the disk Note that you must not specify the .WAV extension on the file name. 11) Allowed Random Maps to be created within the editor... From the New Scenario panel, make sure that no Edit Boxes are active, and then press Ctrl+R and wait... 12) Fixed a bug where heroes did not export after the campaign if there were no heroes created for Skirmish games. 13) Changed the way armor is calculated for all heroes (see below) -=-=-=-=-=-=-=-=-=-=-=- -= ARMOR CALCULATION =- -=-=-=-=-=-=-=-=-=-=-=- Armor is no longer solely based on a hero's Resistance Skill, it is now based on a combination of the hero's Profession, Speciaility AND his/her Resistance Skill. All heroes receive an INITIAL armor based on their Speciality SPECIALITY PIERCING SLASHING CRUSHING FIRE MAGIC Alchemist 0 0 0 0 3 Archmage 0 0 0 1 4 Assassin 1 1 1 1 0 Barbarian 2 2 2 2 0 Bard 2 2 2 1 1 Druid 1 1 1 2 2 Fighter 3 3 3 3 2 Healer 1 1 1 1 2 Illusionist 0 0 0 0 3 Necromancer 0 0 0 0 3 Paladin 3 3 3 2 2 Pyromancer 0 0 0 4 3 Ranger 2 2 2 2 2 Runemaster 2 2 2 2 2 Summoner 0 0 0 1 3 Thief 2 2 2 1 1 This armor is modified depending upon the heroes Resistance Skill PROFESSION MODIFICATION Warrior +1 per 2 points of Resistance Priest +1 per 3 points of Resistance Rogue +1 per 4 points of Resistance Wizard +1 per 4 points of Resistance These +1 modifications are applied successively to each type of armor, in the order Piercing, Slashing, Crushing, Fire, Magic Thus, a Warrior Profession with 15 Resistance would gain a +7 bonus, +2 to Piercing, +2 to Slashing, +1 to Crushing, +1 to Fire & +1 to Magic -=-=-=-=-=-=-=-=-=-=-=-=-=- -= ASSASSINATION CHANCE =- -=-=-=-=-=-=-=-=-=-=-=-=-=- The Assassination chance against a hero is now offset by that hero's Resistance Skill. For every point of Resistance over 5, the Assassination chance is reduced by 1%. The Assassination will *never* drop lower than 1% though. -=-=-=-=-=-=-=- -= STAT CAPS =- -=-=-=-=-=-=-=- Stat caps are now being calculated based on a Hero's Speciality, not Profession. Primary, Secondary & Tertiary stat's still exist, but some hero classes may have more than one primary or secondary stat, as shown in the table below: SPECIALITY STR INT DEX CHA Alchemist 10(t) 30(p) 20(s) 15(t) Archmage 10(t) 35(p) 10(t) 15(t) Assassin 10(t) 15(s) 25(p) 10(t) Barbarian 35(p) 10(t) 25(p) 15(s) Bard 25(s) 25(s) 25(s) 25(p) Druid 15(t) 25(p) 15(s) 20(s) Fighter 30(p) 20(s) 15(s) 20(p) Healer 10(t) 20(s) 15(t) 25(p) Illusionist 10(t) 30(p) 10(t) 20(s) Necromancer 15(t) 30(p) 20(s) 10(t) Paladin 25(s) 20(s) 15(s) 35(p) Pyromancer 20(s) 30(p) 10(t) 15(t) Ranger 20(p) 20(s) 20(s) 15(s) Runemaster 25(s) 25(p) 15(t) 15(s) Summoner 10(t) 30(p) 15(t) 20(s) Thief 15(s) 20(s) 30(p) 15(s) (p)=Primary, (s)=Secondary, (t)=Tertiary -=-=-=-=-=-=-=-=-=-=- -= XP CALCULATION =- -=-=-=-=-=-=-=-=-=-=- For very short games, the hero will only receive 0 or 1 XP Follow these steps: a) Calculate: NumberAlliances = 1 + (1 per Knight) + (1 per Lord) + (2 per Human) + (2 per Warlord) + (3 per Grand Warlord) b) Calculate: NumberEnemies = 0 + (1 per Knight) + (2 per Lord) + (3 per Human) + (3 per Warlord) + (4 per Grand Warlord) c) Calculate: XPFromArmiesKilled = 0 if less than 50 were killed 1 if 50-99 were killed 2 if 100-149 were killed 3 if 150-199 were killed 4 if 200-249 were killed 5 if 250-349 were killed 6 if 350-499 were killed 7 if 500-699 were killed 8 if 700-949 were killed 9 if 950 or more were killed d) Calculate: XPFromMap = 0 for a Small Map 1 for a Medium Map 2 for a Large Map 3 for an XLarge Map e) Calculate XPFromResult = 4 for a Loss 6 for an Allied Victory 8 for a Non-Allied Victory Now calculate Base XP as follows: BaseXP = XPFromMap + XPFromResult + XPFromArmiesKilled + NumberEnemies/NumberAlliances + NumberofEnemyHeroesKilled + NumberOfEnemiesDefeatedBeforeILeft This BaseXP is modified in the following way If the map I played on had NO building... x 12.5% If the Hero died... x 75% Totally exposed map (no hidden or fog)... x 80% Hidden but no fog... x 90% Hidden map with fog of war on... x 110% Map limited to keep level 1... x 60% Map limited to keep level 2... x 70% Map limited to keep level 3... x 80% Map limited to keep level 4... x 90% Training Modification... x Variable% 'I Am the Greatest' on +30 XP Tinman Hero... x 125% Bronzeman Hero... x 150% Ironman Hero... x 200% If hero is level 3... No more than 24 XP available If hero is level 1 or 2... No more than 12 XP available If the victory was VERY quick... No more than 1 XP available