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Your attention is drawn to the global hardcore mod for King's Bounty Darkside, finally translated into English. The current version of Saturation mod 1.4.1 has the following features: unusually high difficulty, a lot of new creatures, artifacts, a variety of tactics, new hero skills, new medals, interesting opponents, new objects on the map and even a few new characters and quests, new game mechanics and much, much more.

Brief description of Saturation Mod v1.4.1:

Added or modified content relative to the original:

1. The player's hero
— 8 new skills for each class, available almost at the beginning of the game
— A new type of slot for items "Pants"
— Belt and Gloves are placed in separate slots
— Change of conditions and awards for some medals
— 11 new medals, 3 for each class and 2 overall
— Slower acquisition of new levels
— 33% less Leadership when getting a new level
— The maximum number of runes is issued up to the 80th level
— Increased the maximum number of levels for Blackie
— Redesigned some skills, such as "Onslaught" and "Foresight"
— The number of runes for getting a level is reduced by 1
— Redesigned gaining Experience and Gold for a fight in the direction of a significant reduction in Impossible Difficulty
— A new item type has been added — "Arcane Stone" designed for permanent strengthening of combat and resurrection spells. Stones do not enhance the talents of creatures
— The "Diversions" skill has been redesigned, now it cannot take away a turn, but it reduces Speed and blocks some abilities of enemy creatures
— The "Lord" skill has been redesigned, now it gives an increasing Leadership bonus instead of discounts and also gives a Protection bonus to all creatures.

2. Artifacts
— 300 new artifacts of various types
— 30 new sets of items, 5 assembled artifacts
— Items with improvements for runes or special conditions
— Runestones for exchanging runes
— A lot of new properties for artifacts: immunity to certain spells, strengthening the abilities of creatures, imposing effects in battle
— Significantly increased cost of artifacts depending on their level and effectiveness

3. Magic and Spells
— The balance of most types of spells has been redesigned in terms of the ratio of Mana to their effectiveness
— Almost all spells with massive damage have been weakened, point spells have been slightly strengthened
— Almost all spells now become more effective depending on Intellect
— Most spells can receive bonuses from various sources, such as artifacts or hero skills
— New spells: "Lizard Egg", "Revitalization", "Raise Dead", "Magic Resonance"
— Some unbalance-effective spells, such as "Phantom", "Creation", "Invisibility", can only be used a certain number of times per battle for each creature
— Added items that increase the usage limit of some of the spells described above
— Some spells are now limited to Leadership to use
— Changed the principle of operation of some spells, like "Last Hero" and "Doom"

4. Creatures
— Total rebalance of Leadership, Initiative, Speed and Cost of creatures. Melee creatures have become faster and more powerful on average, low—level creatures have become more profitable
— 40 new creatures for various factions
— A full-fledged Lizard race
— 300 new talents for creatures
— Adding passive properties to many creatures
— The influence of Intellect, artifacts or the hero himself on some talents or features of creatures
— 5 Runic creatures, the effectiveness of which strongly depends on the player's free runes
— Increase differences between dark and light versions of creatures

5. Arena
— Added the mechanics of fatigue in battle, now in protracted battles, creatures will receive penalties for Speed, Initiative and Morale, with the effect for the player or the computer depending on the complexity
— Each creature has one of five degrees of endurance in combat
— Improved AI for the behavior of creatures and heroes
— Rage skills are rebalanced, Jealousy depends on the hero's Leadership
— There are always 10 enemy units in battles with Gremlins Towers now
— The type of arena can have a stronger effect on creatures and even enable or disable certain talents for them
— The power of effects with permanent damage is reduced
— Now the randomness in battles is completely mathematical and does not depend on save/loads
— The player automatically loses if he does not have a single real squad left alive

6. Global Map
— 2 new characters in Portland and 3 new quests
— A huge variety of creatures and artifacts in stores
— The assortment of items in the Shelter stores is updated as prisoners are surrendered to Sorug
— Chief Sorug and Don Romantic are now merchants, Peter Stuhr returns 100k of gold after his defeat
— Enemy heroes are significantly enhanced, but various rewards can be given for defeating them, for example, Leadership or a bonus to the hero's characteristics
— The strength of enemies is 300% instead of 170% on Impossible Difficulty, the rest of the levels are also enhanced
— New objects and enemy heroes have been added to some locations

7. Technical features
— Fixed a huge number of bugs in the game, leading to crashes or incorrect operation of the program
— Some bugs, unfortunately, still remain, while it is not possible to fix some of them, but they are not critical at the same time
— Fixed sounds in the game, such as the sounds of Blackie's attacks
— Fixed missing music in some arenas
— Fixed a lot of graphical interface bugs, for example, extra elements or incorrect location of the hero image
— Now all hero slots are displayed when entering the castle
— Fixed the type of some arenas
— Fixed most of the typos of the original

Some screenshots:
https : / / drive.google.com/drive/folders/17VatIl8EFNDlS6QAM9VELQUNNRqnAHgY?usp=sharing

Download the Mod:
https : / / drive.google.com/file/d/1LJOFvZ_OF68yifv8j-_8w0uZhOUTZ6L1/view?usp=sharing

A full description of the mod, tips on the game and the history of all versions can be found in the downloadable archive with the mod.
Post edited December 28, 2021 by -Molder-
Thank you very much. Looks very interesting. :)
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Mondkalb: Thank you very much. Looks very interesting. :)
Initially, I made this one in Russian and presented it to the community back in the summer of 2020, but recently it seemed unfair to me that English-speaking players can't really estimate it. And so in general I started this project three years ago or something.

Ask any questions if you have any - here or in discussions on Steam.
Questions:

1. Is it wayne which difficulty i take on a New game? Because you have written that the difficulty is higher then impossible. Or does the Mod only work the right way, if i play on impossible? Frankly. i have solved all my Kings Bounty games only on normal or hard so i would appreciate it to play the mod on a lower level :)

2. In the readme you have written that the next Update 1.5 will arrive in January/February 2022. Do you mean the english Version or the russian?

Thx for sharing and your effort.
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NagumoderBlaue: Questions:

1. Is it wayne which difficulty i take on a New game? Because you have written that the difficulty is higher then impossible. Or does the Mod only work the right way, if i play on impossible? Frankly. i have solved all my Kings Bounty games only on normal or hard so i would appreciate it to play the mod on a lower level :)

2. In the readme you have written that the next Update 1.5 will arrive in January/February 2022. Do you mean the english Version or the russian?

Thx for sharing and your effort.
1. Mod works properly at any Difficulty level. If you get used to Normal/Hard, then Easy/Normal is adviced to be played here. Impossible Difficulty is for the greatest challenge and will now suit for everyone for sure.

2. All updates will be in Russian first. After some fixes, English translation will be made in some time.
Post edited December 29, 2021 by -Molder-
Cool. Thx you.
Very interesting. I am currently in the process of playing through the vanilla game with the last character I haven't played yet (Demoness) so this might keep my interest in the game going after that. Definitely will eventually check this out. Sounds like this mod might make the game pretty challenging.
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idbeholdME: Very interesting. I am currently in the process of playing through the vanilla game with the last character I haven't played yet (Demoness) so this might keep my interest in the game going after that. Definitely will eventually check this out. Sounds like this mod might make the game pretty challenging.
This mod was released in Russian a year and a half ago. It has been tested quite well by me and the players during this time, so it's safe to say that there has never been such a level of difficulty in the King's Bounty series. There are quite a few walkthroughs on Youtube where players suffer and overcome this project.
Question about description of the Skill "Sense Weakness" from the Spirit Tree.

What is meant with "Chances of allies to espace any critical by x%" ?

Does it mean evade maybe?

Another one: Baal's Blade (from Warrior Tree)

Why is the wording "at the moment" ? Is there something special or different to call it +X% to the Heroes Attack Rate. Or does it mean, that the improvement is calculated only one time at the moment you take this skill?

Third: Eye for Eye (Spirit Tree):

Units. Probability of returning X% damage X% incurred by an enemy warrior.

Do you mean:

Units have a X% chance to return X% of the incurred damage by an enemy warrior.
Post edited January 02, 2022 by NagumoderBlaue
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NagumoderBlaue: Question about description of the Skill "Sense Weakness" from the Spirit Tree.

What is meant with "Chances of allies to espace any critical by x%" ?

Does it mean evade maybe?

Another one: Baal's Blade (from Warrior Tree)

Why is the wording "at the moment" ? Is there something special or different to call it +X% to the Heroes Attack Rate. Or does it mean, that the improvement is calculated only one time at the moment you take this skill?

Third: Eye for Eye (Spirit Tree):

Units. Probability of returning X% damage X% incurred by an enemy warrior.

Do you mean:

Units have a X% chance to return X% of the incurred damage by an enemy warrior.
1. Sense of weakness
This is a stock KB Darkside skill, there were no changes here. It means that the chance of getting critical damage is less. The skill is rather important as a bonus to the chance of allies. This is not an evasion, otherwise it would be written that way.

2. Baal's Blade
At the moment - it means that the skill gives a bonus depending on the current Attack parameter of your hero. Before taking it is better to put on all items with the maximum Attack bonus. The calculation is really made once, exactly when you take/upgrade the skill.

3. Eye for Eye
Yes, that's right. In fact, this is something like a permanent Angel Avenger on all your troops, but the damage is triggered with a chance and depends on the damage received.
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NagumoderBlaue: Question about description of the Skill "Sense Weakness" from the Spirit Tree.

What is meant with "Chances of allies to espace any critical by x%" ?

Does it mean evade maybe?

Another one: Baal's Blade (from Warrior Tree)

Why is the wording "at the moment" ? Is there something special or different to call it +X% to the Heroes Attack Rate. Or does it mean, that the improvement is calculated only one time at the moment you take this skill?

Third: Eye for Eye (Spirit Tree):

Units. Probability of returning X% damage X% incurred by an enemy warrior.

Do you mean:

Units have a X% chance to return X% of the incurred damage by an enemy warrior.
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-Molder-: 1. Sense of weakness
This is a stock KB Darkside skill, there were no changes here. It means that the chance of getting critical damage is less. The skill is rather important as a bonus to the chance of allies. This is not an evasion, otherwise it would be written that way.

2. Baal's Blade
At the moment - it means that the skill gives a bonus depending on the current Attack parameter of your hero. Before taking it is better to put on all items with the maximum Attack bonus. The calculation is really made once, exactly when you take/upgrade the skill.

3. Eye for Eye
Yes, that's right. In fact, this is something like a permanent Angel Avenger on all your troops, but the damage is triggered with a chance and depends on the damage received.
Thx you for clarification.

to 1: But the word "espace" doesn't exist :) But not the end of the world i understand it through your explanation.
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NagumoderBlaue: Thx you for clarification.

to 1: But the word "espace" doesn't exist :) But not the end of the world i understand it through your explanation.
Guess it was a typo from the original. Obviously it has to be "escape".

Checked, yup, a typo. Btw, as you can see, the original has some mistakes as well as my Mod. So just sign me if find smth, I'll fix it as soon as possible.
Post edited January 03, 2022 by -Molder-
Question: I wear an artifact, which is improving firespells by +3%, and obvisiously this way improving the Spell Fireball by +3%, too. Does that have an effect on the Fireballs of the Scoffer Imp? Or is an improvement for that only possible by "things" which improving only the Fireballspell?

I have played now several hours and hands down: With this Mod DS is way better then the new Kings Bounty and DIsciples Liberation. I have played both titles just recently and stopped now, because of your mod.

Typos i have found:

Under the tooltip of the Race of a unit the damagerestistance against "fire" is written "fiery"

Edit: The Soul Draining mechanic of the Ghosts feels weard. Because loosing control of them is really annoying. Would be better if the amount resurrected is capped at max (usual leech mechanic)
Post edited January 11, 2022 by NagumoderBlaue
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NagumoderBlaue: Question: I wear an artifact, which is improving firespells by +3%, and obvisiously this way improving the Spell Fireball by +3%, too. Does that have an effect on the Fireballs of the Scoffer Imp? Or is an improvement for that only possible by "things" which improving only the Fireballspell?

I have played now several hours and hands down: With this Mod DS is way better then the new Kings Bounty and DIsciples Liberation. I have played both titles just recently and stopped now, because of your mod.

Typos i have found:

Under the tooltip of the Race of a unit the damagerestistance against "fire" is written "fiery"

Edit: The Soul Draining mechanic of the Ghosts feels weard. Because loosing control of them is really annoying. Would be better if the amount resurrected is capped at max (usual leech mechanic)
The answer to your question is contained in the Tips and notes: if the gain came from any general bonuses, then talents would increase too easily and significantly. For balance purposes, the bonus is specific. So you are right, it is the bonus to the "Fireball" spell that is needed.

I corrected the typo, thank you for your attention. When a decent number of errors accumulate, I will reupload the mod.

As for ghosts, the mechanics of sucking souls are the same from the original. I only modified it, reducing the possibility of uncontrolled reproduction, but on the other hand, now the health absorption bonus can be increased. There is also an artifact that does not allow ghosts to grow above the maximum.