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Re: King Arthur: Knight's Tale

Posted: Fri May 06, 2022 3:55 am
by Lord Blade
So does your table allow editing of Spellcraft/Perception so that we can detect hidden things?

Re: King Arthur: Knight's Tale

Posted: Fri May 06, 2022 11:55 am
by Exempt
porcalete wrote:
Thu May 05, 2022 4:42 am
wiseblue1989 wrote:
Thu May 05, 2022 4:25 am
porcalete wrote:
Wed May 04, 2022 7:17 am

Thank you. I modded the loyalty, loyalty bonuses(+22 ap lol), every chest is dropping relic, will see after i test tonight if the merchant will drop only relics, etc, etc. Modded the mind conscious trait to give alot of stuff (phys/mind debuff, poison/bleed immunity, etc.,and give this trait to all knights. The game just got ... ultra fun muahahah. Morality unlocks will make everything very fast to unlock. The downside is that the stuff icons will move to the middle of the graph and overlapping one another(hard to discerne what is what) but it works.
You can find all those files and more in the folder that toydefenser pointed out.
Be careful, in the first mission if you kill all bandits too fast lady dindrain is not appearing and will not join the court...
what value did you use to edit the drop rate, i only edit the cost of skill to 1 and voild, i got a ton of extra skill, and lower the unlock of character to 0 :lol: it's funny looks at the empty moral tree
Loot types cfg. just change all common/uncommon words with relic. you won't see any other type of equip in game except relic
Just an FYI, If you do that you won't be looting tomes or potions/scrolls since tomes are common and potions are common/uncommon.

Since both scrolls and potions fall under "Slots=potion", setting these to relic will just make the "ItemLootDrop" tables empty.

Re: King Arthur: Knight's Tale

Posted: Fri May 06, 2022 12:05 pm
by dira.suprima
Supreme23 wrote:
Thu May 05, 2022 5:41 pm
toydefenser wrote:
Thu May 05, 2022 11:05 am
Supreme23 wrote:
Wed May 04, 2022 9:30 pm


What has to be changed to make merchants sell only relics and all items in chests are relic as well?
King Arthur Knight's Tale\Cfg\Config open noted++ LootTypes common/uncommon change relic=99 and enchantedTower=99 game max drop item relic and merchant sell 100% item relic
So change relic=1.0000 to relic=99?
I think make it relic=1.0000 mean 100% chance get relic, higher than that seem useless

Re: King Arthur: Knight's Tale

Posted: Fri May 06, 2022 12:52 pm
by Zircon
Spoiler
porcalete wrote:
Thu May 05, 2022 4:49 am
Well, i tested alot of modifications and the most useful in my opinion is to have 1 trait overpowered and the drop rate. I modded the mission conscious to this:
MissionConscious
{
Positive=1
Modifiers
[
mental_resistance,85,additive_fix
physical_resistance,85,additive_fix
vitality_from_trinket,2,additive_percentage
hp_from_armor,2,additive_percentage
movement_only_action_points,8,additive_fix
ActiveSkillCost,-1,additive_fix
Spellcraft,6,additive_fix
Perception,6,additive_fix
]
}
{
ApplyAction=AddImmunity(poison)
ApplyAction=AddImmunity(bleeding)
}
Then you go to heroes cfg and add this trait to your favorite knights. You can delete negative traits also and mod the religion/morality to what you want.
Pretty overpowered, don't care about knights level/skillpoints anymore. Oh, let's not forget about loyalty levels cfg...
Excellent
{
{
Property=weapon_damage
CalcType=additive_percentage
Value=0.9
}
{
Property=max_action_points
CalcType=additive_fix
Value=22
}
}

VeryGood
{
{
Property=weapon_damage
CalcType=additive_percentage
Value=0.9
}
{
Property=max_action_points
CalcType=additive_fix
Value=22
}
}

Good
{
{
Property=weapon_damage
CalcType=additive_percentage
Value=0.9
}
{
Property=max_action_points
CalcType=additive_fix
Value=22
}
}

Average
{
{
Property=weapon_damage
CalcType=additive_percentage
Value=0.9
}
{
Property=max_action_points
CalcType=additive_fix
Value=22
}
}
You ca adjust to whatever you want, more or less.
thanks for this ^^
added some stuff to your trait
MissionConscious
{
Positive=1
Modifiers
[
mental_resistance,900,additive_fix
damage_reduction,900,additive_fix
max_armor,900,additive_fix
permanent_armor,900,additive_fix
block,900,additive_fix
physical_resistance,900,additive_fix
vitality_from_trinket,900,additive_percentage
hp_from_armor,900,additive_percentage
movement_only_action_points,8,additive_fix
ActiveSkillCost,-2,additive_fix
skill_range,900,additive_fix
Spellcraft,900,additive_fix
Perception,900,additive_fix
Loyalty,900,additive_fix
dodge,900,additive_fix
]
}
{
ApplyAction=AddImmunity(poison)
ApplyAction=AddImmunity(bleeding)
ApplyAction=AddImmunity(burning)
ApplyAction=AddImmunity(stun)
ApplyAction=AddImmunity(knockdown)
ApplyAction=AddImmunity(knockback)
ApplyAction=AddImmunity(blind)
ApplyAction=AddImmunity(shock)
ApplyAction=AddImmunity(slow)
ApplyAction=AddImmunity(chill)
}

Re: King Arthur: Knight's Tale

Posted: Fri May 06, 2022 1:57 pm
by wiseblue1989
Exempt wrote:
Fri May 06, 2022 11:55 am
porcalete wrote:
Thu May 05, 2022 4:42 am
wiseblue1989 wrote:
Thu May 05, 2022 4:25 am


what value did you use to edit the drop rate, i only edit the cost of skill to 1 and voild, i got a ton of extra skill, and lower the unlock of character to 0 :lol: it's funny looks at the empty moral tree
Loot types cfg. just change all common/uncommon words with relic. you won't see any other type of equip in game except relic
Just an FYI, If you do that you won't be looting tomes or potions/scrolls since tomes are common and potions are common/uncommon.

Since both scrolls and potions fall under "Slots=potion", setting these to relic will just make the "ItemLootDrop" tables empty.
well i don't find potion that useful, at least i can buy them in shop, the only thing i miss is exp tome :P but i think they can also be found in shop

Re: King Arthur: Knight's Tale

Posted: Fri May 06, 2022 6:43 pm
by porcalete
Zircon wrote:
Fri May 06, 2022 12:52 pm
Spoiler
porcalete wrote:
Thu May 05, 2022 4:49 am
Well, i tested alot of modifications and the most useful in my opinion is to have 1 trait overpowered and the drop rate. I modded the mission conscious to this:
MissionConscious
{
Positive=1
Modifiers
[
mental_resistance,85,additive_fix
physical_resistance,85,additive_fix
vitality_from_trinket,2,additive_percentage
hp_from_armor,2,additive_percentage
movement_only_action_points,8,additive_fix
ActiveSkillCost,-1,additive_fix
Spellcraft,6,additive_fix
Perception,6,additive_fix
]
}
{
ApplyAction=AddImmunity(poison)
ApplyAction=AddImmunity(bleeding)
}
Then you go to heroes cfg and add this trait to your favorite knights. You can delete negative traits also and mod the religion/morality to what you want.
Pretty overpowered, don't care about knights level/skillpoints anymore. Oh, let's not forget about loyalty levels cfg...
Excellent
{
{
Property=weapon_damage
CalcType=additive_percentage
Value=0.9
}
{
Property=max_action_points
CalcType=additive_fix
Value=22
}
}

VeryGood
{
{
Property=weapon_damage
CalcType=additive_percentage
Value=0.9
}
{
Property=max_action_points
CalcType=additive_fix
Value=22
}
}

Good
{
{
Property=weapon_damage
CalcType=additive_percentage
Value=0.9
}
{
Property=max_action_points
CalcType=additive_fix
Value=22
}
}

Average
{
{
Property=weapon_damage
CalcType=additive_percentage
Value=0.9
}
{
Property=max_action_points
CalcType=additive_fix
Value=22
}
}
You ca adjust to whatever you want, more or less.
thanks for this ^^
added some stuff to your trait
MissionConscious
{
Positive=1
Modifiers
[
mental_resistance,900,additive_fix
damage_reduction,900,additive_fix
max_armor,900,additive_fix
permanent_armor,900,additive_fix
block,900,additive_fix
physical_resistance,900,additive_fix
vitality_from_trinket,900,additive_percentage
hp_from_armor,900,additive_percentage
movement_only_action_points,8,additive_fix
ActiveSkillCost,-2,additive_fix
skill_range,900,additive_fix
Spellcraft,900,additive_fix
Perception,900,additive_fix
Loyalty,900,additive_fix
dodge,900,additive_fix
]
}
{
ApplyAction=AddImmunity(poison)
ApplyAction=AddImmunity(bleeding)
ApplyAction=AddImmunity(burning)
ApplyAction=AddImmunity(stun)
ApplyAction=AddImmunity(knockdown)
ApplyAction=AddImmunity(knockback)
ApplyAction=AddImmunity(blind)
ApplyAction=AddImmunity(shock)
ApplyAction=AddImmunity(slow)
ApplyAction=AddImmunity(chill)
}
Well, this is like... god mode? haha. Another useful thimg: (didn't test it fully yet...)

Modifiers
[
XPGain,2.20,additive_percentage
]

Re: King Arthur: Knight's Tale

Posted: Fri May 06, 2022 6:48 pm
by porcalete
wiseblue1989 wrote:
Fri May 06, 2022 1:57 pm
Exempt wrote:
Fri May 06, 2022 11:55 am
porcalete wrote:
Thu May 05, 2022 4:42 am

Loot types cfg. just change all common/uncommon words with relic. you won't see any other type of equip in game except relic
Just an FYI, If you do that you won't be looting tomes or potions/scrolls since tomes are common and potions are common/uncommon.

Since both scrolls and potions fall under "Slots=potion", setting these to relic will just make the "ItemLootDrop" tables empty.
well i don't find potion that useful, at least i can buy them in shop, the only thing i miss is exp tome :P but i think they can also be found in shop
If you mod traits.cfg you can add to a trait this line:

Modifiers
[
XPGain,2.20,additive_percentage
]

you can change my 2.20 with whatever you want, of course.

Re: King Arthur: Knight's Tale

Posted: Fri May 06, 2022 6:53 pm
by porcalete
Lord Blade wrote:
Fri May 06, 2022 3:55 am
So does your table allow editing of Spellcraft/Perception so that we can detect hidden things?
You can mod a trait in the traits.cfg adding this line:

Modifiers
[
Spellcraft,8,additive_fix
Perception,8,additive_fix
]

Change the value as you see fit. After that give that trait to your heroes in the Heroes.cfg (different folder)

Re: King Arthur: Knight's Tale

Posted: Fri May 06, 2022 11:34 pm
by Lord Blade
porcalete wrote:
Fri May 06, 2022 6:53 pm
Lord Blade wrote:
Fri May 06, 2022 3:55 am
So does your table allow editing of Spellcraft/Perception so that we can detect hidden things?
You can mod a trait in the traits.cfg adding this line:

Modifiers
[
Spellcraft,8,additive_fix
Perception,8,additive_fix
]

Change the value as you see fit. After that give that trait to your heroes in the Heroes.cfg (different folder)
So that affects a game in progress?

Re: King Arthur: Knight's Tale

Posted: Sat May 07, 2022 4:19 am
by toydefenser
Lord Blade wrote:
Fri May 06, 2022 11:34 pm
porcalete wrote:
Fri May 06, 2022 6:53 pm
Lord Blade wrote:
Fri May 06, 2022 3:55 am
So does your table allow editing of Spellcraft/Perception so that we can detect hidden things?
You can mod a trait in the traits.cfg adding this line:

Modifiers
[
Spellcraft,8,additive_fix
Perception,8,additive_fix
]

Change the value as you see fit. After that give that trait to your heroes in the Heroes.cfg (different folder)
So that affects a game in progress?
King Arthur Knight's Tale\Cfg\Config open LoyaltyLevels notepad++ change
Excellent
{
{
Property=weapon_damage
CalcType=additive_percentage
Value=1
}
{
Property=max_action_points
CalcType=additive_fix
Value=20
}
{
Property=Spellcraft
CalcType=additive_fix
Value=10
}
{
Property=Perception
CalcType=additive_fix
Value=10
}
{
Property=Critical
CalcType=additive_fix
Value=1
}
}

Re: King Arthur: Knight's Tale

Posted: Sat May 07, 2022 5:12 am
by porcalete
Lord Blade wrote:
Fri May 06, 2022 11:34 pm
porcalete wrote:
Fri May 06, 2022 6:53 pm
Lord Blade wrote:
Fri May 06, 2022 3:55 am
So does your table allow editing of Spellcraft/Perception so that we can detect hidden things?
You can mod a trait in the traits.cfg adding this line:

Modifiers
[
Spellcraft,8,additive_fix
Perception,8,additive_fix
]

Change the value as you see fit. After that give that trait to your heroes in the Heroes.cfg (different folder)
So that affects a game in progress?
Yes. You will be disappointed though because the loot is crap unless modified lol.

Re: King Arthur: Knight's Tale

Posted: Sat May 07, 2022 9:33 pm
by BalrogDeMorgoth
How do I get more of those tomes that remove negative traits?

Re: King Arthur: Knight's Tale

Posted: Sat May 07, 2022 11:59 pm
by Lord Blade
porcalete wrote:
Sat May 07, 2022 5:12 am
Yes. You will be disappointed though because the loot is crap unless modified lol.
Yeah, the game overall is pretty disappointing. I just gave up on it. So boring and minimalistic. I was hoping for much better as I really enjoyed the previous King Arthur titles they made.

Re: King Arthur: Knight's Tale

Posted: Sun May 08, 2022 12:07 am
by nhi4308
[/quote]
Loot types cfg. just change all common/uncommon words with relic. you won't see any other type of equip in game except relic
[/quote]

Hey can you pls share loot files. i think i messed up mine.
items doesn't show up in shop.

Re: King Arthur: Knight's Tale

Posted: Sun May 08, 2022 1:41 am
by toydefenser
nhi4308 wrote:
Sun May 08, 2022 12:07 am
Loot types cfg. just change all common/uncommon words with relic. you won't see any other type of equip in game except relic
[/quote]

Hey can you pls share loot files. i think i messed up mine.
items doesn't show up in shop.
[/quote]
[Link]