erf_beto said:
Something for the next update.
There are a couple of typos in the text throughout the game, nothing major (though it shows you are not a native English speaker), except for one thing, in the How to Play, where you say some moves are "aviable" instead of "available".
ouch, you're right. i will fix it! thanks erf_beto!
neueziel said:
Magic sword DEFINITELY would be awesome...but the game is one sided...so i guess it wouldn´t work...warriors of fate are eastern/chinese based and it wouldn´t fit good with knights&dragons european world ( altought i DID saw saw some houses that were present in warriors of fate in some levels of knight&dragons)
My only suggestion would be like I said in my earlier posts add some kind of interrupt move to bosses, since you can keep hitting them and only the minions can distract otherwise you would beat the boss mercilessly...
Example of interrupt moves....the wrestler boss from streets of rage 2 Ababede...if you keep hitting him he would do an move where he would scream and open his arms wide hitting you and interrupting your combo...altought i admit he did this TOO often but it is an example...I am sure pierwolf being an old school beat em up player knows what I am talking about
And add the combat ability of the bosses from king of dragons since the present ones move too slowly, are lacking some of their original moves etc...
Anyway this must be an programmer´s hell and I know it would be really difficult to implement...but not criticizing nor anything just making some suggestions....
magic sword is another favourite of mine, but apart from the 2d scrolling, the graphic are too smalls to fit correctly with K&D, on the other side, i've used some resources from warriors of fate, like some stages and some frankenspriting.
for the bosses thing, i've tried to do the bosses taken from king of dragons, more "realistic" to the D&D rules, for example, the wyvern doesn't shoot fireball from his mouth in the world of d&d. besides, the minotaur and orc king are low level bosses in this game, so i've made them a little weaker then the original counter parts.
for the interrupt moves thing, i've made this on some enemies, like the master assassin and the lizardmen king for example, but i've made it happens not so often exactly to avoid the problem you say about that wrestler boss from streets of rage 2; besides i like more the dramatic battles in witch the coward bosses fight togheter with their minions to avoid direct battle

anyways maybe i will thing some other things based on your feedbacks, thank you neueziel
BALDOGON said:
Your mod is awesome but also wanting to try your last update, 3.2?links down. Can you fix that please!!Again, great mods Pierwolf!! 8)
i don't get it, the link works for me
anyway i will post soon the 3.3 version witch will contain some important fixes
Stay tuned!
EDIT
UPDATE 3.3
DOWNLOAD VERSION 3.3
- fixed the thief invisibility special move, now it correctly cost 55 mp.
- fixed the initial stage of arcade modes, now the magic staffs spawned will be equal to the initial number of players.
- fixed some mistakes in the moveset lists.
- fixed enemies magic missiles, now it last 1 second on screen instead of 2 seconds.
- added a new attack while on horse to hit enemies behind (simply press attack button with left direction pressed).
bonus: it's time for the poor knight to shine while on horse, he's now the fastest and strongest while on it. after all, in the ancient times the knights and their horses were trained to be like one in the battlefield
