Special artifacts

To which bug do you refer?

This case.

Ah, ok. No, currently i do not have this any more. It will take some time to reproduce this. But i’m sure i can do it.

I have a very large map with some random factions to play with mods. Can i upload this map somewhere here? It is big enough to show any existing bug sooner or later :slight_smile:

Another question: I’m still experimenting trying to add something that makes some artifacts more useful for some heroes. In particular i’m currently experimenting with Caitlin and her gold production. So the idea is: If some other hero, f.ex. Orrin, has the Endless Sack of Gold equipped, you get the normal +1000 gold per day. If this is equipped by Caitlin, you get significantly more. It took me ages of experimenting, but may be i now found something that works. I have set up the Endless Sack of Gold this way:

	"core:endlessSackOfGold":
	{
		"text" : { "description" : "This item generates 1000 Gold per day and doubles the heroes income (if any)." },
		"bonuses" : [
			{
				"type" : "GENERATE_RESOURCE",
				"subtype" : "resource.gold",
				"val" : 500,
				"valueType" : "BASE_NUMBER",
				"stacking" : "ALWAYS"
			},
			{
				"type" : "GENERATE_RESOURCE",
				"subtype" : "resource.gold",
				"val" : 100,
				"valueType" : "PERCENT_TO_ALL"
			}
		],
	},

I found something very astonishing. It seems the second bonus is applied twice. First, it increases the artifact bonus (first bonus) by 100%, doubling the first bonus. Standard bonus is +1000 gold. With this mod the base gold production is +500 gold, and this is then doubled, giving a total of +1000 gold. So far so boring. Now the second bonus is applied another time, this time to the hero, effectively doubling the heroes gold production. Orrin has no gold production, so this second bonus does nothing, but applied to Caitlin, it doubles her gold production. This is very much what i wanted. Can anyone verify this behavior? For me it was somewhat surprising :slight_smile:

I will try now to modify the estates skill in a similar way.

BTW: Is there any way to show the current amount of produced gold in the specialty description?

Ah, ok. No, currently i do not have this any more.

Feel free to check, but this case should be fixed in 1.1 - if opening spells cause one side to lose, battle will immediately end.

This is very much what i wanted. Can anyone verify this behavior? For me it was somewhat surprising

Sound to be working as designed.
Keep in mind, that if you have another gold-producing artefact its effect will also be amplified. And if you have another modded artefact that also gives PERCENT_TO_ALL boni then it will stack gold income even more

I will try now to modify the estates skill in a similar way.

Should be possible, but keep in mind that estates uses different bonus - SECONDARY_SKILL_PREMY instead of GENERATE_RESOURCE. Should work the same way though.

BTW: Is there any way to show the current amount of produced gold in the specialty description?

I don’t think so unfortunately.

Thanks for the fast answer :slight_smile:

Feel free to check, but this case should be fixed in 1.1 - if opening spells cause one side to lose, battle will immediately end.

Well, that would indeed solve the problem.

Keep in mind, that if you have another gold-producing artefact its effect will also be amplified. And if you have another modded artefact that also gives PERCENT_TO_ALL boni then it will stack gold income even more

That is intentional. The goal is to make the hero specialties really worth something. Kind of a slight shift to RPG style of gameplay. So if you have a gold producing hero, give him/her all the gold producing artifacts and try to get estates skill for that hero. This way you can maximize the heroes usefulness, and you have really different heroes. Real specialists for special purposes. Currently, after the heroes get level 20 or above, there is no real difference, it doesn’t matter which hero you play. But i hope with my mod i can make a difference. Although it should always be a real choice.

Do you remember the bonus in the last map of the first RoE campaign? I remember at least you get the choice of the golden bow or the sack of gold. I forgot the third. Any choice is really good. It depends on your style of gameplay. If you take the golden bow, you will probably go out early to attack. If you choose the sack of gold, probably you want to play more defensive. It is absolutely up to you. I have the same idea in a more general way.

Should be possible, but keep in mind that estates uses different bonus - SECONDARY_SKILL_PREMY instead of GENERATE_RESOURCE. Should work the same way though.

Unfortunately not. Maybe i did something wrong. I have set up this skill like this:

	"core:estates" : {
		"base" : {
			"effects" : {
				"main" : {
					"subtype" : "skill.estates",
					"type" : "SECONDARY_SKILL_PREMY",
					"val" : 125,
					"valueType" : "BASE_NUMBER"
				},
				"plus" : {
					"type" : "GENERATE_RESOURCE",
					"subtype" : "resource.gold",
					"valueType" : "PERCENT_TO_ALL",
					"propagator" : "HERO"
				}
			}
		},
		"basic" : {
			"description" : "{Basic Estates}\n\nYour hero contributes 125 gold per day to your cause.",
		},
		"advanced" : {
			"description" : "{Advanced Estates}\n\nYour hero contributes 250 gold per day to your cause.",
			"effects" : {
				"plus" : { "val" : 100 }
			}
		},
		"expert" : {
			"description" : "{Expert Estates}\n\nYour hero contributes 500 gold per day to your cause.",
			"effects" : {
				"plus" : { "val" : 400 }
			}
		}
	},

That works for the skill as such. But it does not increase Caitlins specialty gold production. I get what can be expected from the skill, but no impact on the specialty.
It seems this time the second bonus is only applied once to the skill itself, not to the hero. I tried it with and without the propagator, same result.