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© 2010 1C Company. Developed by Katauri Interactive. All rights reserved.

CONTENTS

Chapter 1. Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Installation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Recommendations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
System Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
.
Chapter 2. Crossworlds Expansion. . . . . . . . . . . . . . . . . . . . . . . . . 3
"Orcs on the March" - Expansion for the original game. . . . . . . . . . . . 3
"Champion of the Arena" Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
"Defender of the Crown" Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Chapter 3. Game editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6


Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Game Editor Hot Keys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Chapter 4. Map Creator Guide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Chapter 5. Instructions for the Adventurer . . . . . . . . . . . . . . . 14


Stereo vision. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Preferences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Hotkeys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Technical Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Contact. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Registration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Chapter 1. Installation

INSTALLATION
1. Insert the King's Bounty: Crossworlds Play/Install disc into your DVD
drive.
2. If AutoPlay is enabled, a title screen should appear. Click.
on the Install button.
3. If AutoPlay is not enabled, click on the Start button on your
Windows® taskbar, then on Run. Type D:\ Autorun and click.

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on OK. Chapter 2. Crossworlds Expansion
Note: If your DVD drive is assigned to a letter other than D, substitute
that letter.
4. Follow the remainder of the on-screen instructions to finish
installing King's Bounty: Crossworlds. Run the game after installation.
by selecting "King's Bounty: Crossworlds" in the menu of the "Orcs on the March" - Expansion for the
respective group of applications (default name C:\Program Files\1C original game
Company\King's Bounty. Crossworlds) or by clicking the "King's
Bounty: Crossworlds" desktop icon. In the expansion the player will find new items, new equipment
sets, new quests and possibilities, enriching the original game while
increasing the play time by 3-6 hours.
RECOMMENDATIONS
New features:
1. The game requires DirectX® version 9.0c or higher. During installation, t 70 new items
a compatible version of DirectX® will be installed automatically if. t 8 new equipment sets. Includes a set of items for your pet dragon!
an older version is detected. t 3 component artifacts of immense power, plus the mystical
2. Use the latest drivers for your video and sound card to ensure correct Transformer.
operation of the game. t 7 new quests (described below).
3. The on-disc manual requires Acrobat Reader, which is also included. t 1 new questing location: the Tower of the Magician. Comprised
of seven floors, on which the hero is granted a set of troops which
she must use to clear the floor. These seven battle arenas offer
System requirements unusual combat rules, and unique battle tactics. After all seven floors
are cleared, the player will receive the unique Transformer as a prize.
Minimum System Requirements: t 1 new major quest, which gives an inside look into the orc race.
t MS Windows XP/Vista A new and very mighty enemy hero awaits at the end of the quest,
t DirectX 9.0c and a unique composite-object is the reward for his destruction.
t Processor 2,6GHz t 4 newly redesigned and retextured orc units: Goblin Shaman, Orc
t RAM 1GB Hunter, Orc Chief, and Blood Shaman, each with unique skills. All
t Videocard nVidia GeForce 6600 with 128MB or equivalent ATI other orc units also received new abilities.
t DirectX-compatible soundcard t During combat, orcish units will increase in adrenaline. This improves
t DVD-ROM their combat performance, and gives orc units new abilities and skills.
t 5,5GB free hard disk space Now, fighting with or against the race of orcs is even more interesting
t keyboard, mouse than before.
t The hero's skills, Rage, and Adrenaline effect the behavior
Recommended System Requirements: of the orcish units.
t MS Windows XP/Vista t A new level-3 undead unit: The Pirate-Ghost (based on the Pirate
t DirectX 9.0c unit) can now be found amongst the forces of the undead. Further
t Processor 3GHz additions to this race include new skills for the Skeleton and the Bone
t RAM 2 GB Dragon.
t Videocard nVidia GeForce 7950GT with 512MB or equivalent ATI t The Rune Mage, a level-5 human unit based on the Archmage, whose
t DirectX-compatible soundcard powers are based on the hero's talent runes. In addition, all human
t DVD-ROM units gain the Favorite Enemy ability.
t 5,5GB free hard disk space t The Engineer, a level-4 Dwarf unit, based on the Alchemist. In addition,
t keyboard, mouse the Droid Guard receives a new skill, and the hero's "Neatness" skill

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now affects Droid recovery. Features:
t The Faun, a new level-3 unit for the elven race, based on the Imp t Play as Arthur, a foot soldier who advances quickly in the art
unit. of combat.
t The Witch Hunter, a new unit for the neutral races. In addition, t Battle against all the most fearsome bosses from both Legend
Assassins receive a new ability: "Weakness Wit". and Armored Princess.
t The Black Dragon can now plot a complex flight path, using t Explore the underground caves of the world of Litan,
the ability "Reign of Fire". and the adjoining guild houses.
t 3 new skills for the hero, 1 for each class. To gain them, the hero must t You have no pet, and instead make use of Rage by converting it into
pass a special "class quest". Mana.
t New building: the Military Academy. Here, the player receives t 8 Bosses who you must defeat at the Thousand Emperors Arena (all
a quest to gain her new Class Skill, buy additional troops, and even bosses from both games).
train existing troops. There are five such buildings, one on each t 9 Guilds of the different races, which the player can join. The guilds
major continent, which extend the number of available troops, and are at war with each other, so once you have joined one of them, you
upgrade them. You can purchase upgrades with gold, and with can fight with the other guilds.
trophies, which can be obtained after a battle if the player is wearing t 10 quests issued by the Guilds, the completion of which gives you
the "Officer's Patent"). access to new items.
t New character: a dwarven smith, who offers a new quest and sells t 11 armor-bearers, who the player may hire. These include four armor-
wonderful handcrafted items. bearers who provide direct support on the battlefield.
t A new quest and a new character who can assist the player by turning t 7 enemy heroes who possess unique tactical spells.
her troops into demons. t 5 new hero skills, to make up for the lack of Rage skills.
t The White Kraken - a new boss, based on the dreaded Kraken from
"King's Bounty: the Legend".
t New Spell "Infernal Dragon", which summons the new Fire Dragon "Defender of the Crown" campaign
unit.
t New spells "Totem of Adrenaline" and "Balance of Power", designed A small, independent campaign, which offers two to four hours.
for use with orc troops. of play. The player once more takes the role of Princess Amelie, seeing
t 10 new spells which duplicate the abilities of the Spirits of Rage from her through a challenge which will earn her the title of Defender.
"King's Bounty: the Legend". of the Crown. To do this, she must drive her enemies from two islands,
t The power of magically summoned creatures now depends upon engaging battle in unique tactical arenas.
the Intellect and skill of the hero.
t New armor bearer - the Goblin Rakush. In addition, the armor-bearer Features:
Moldok can now can train orc units. t Play once more as Amelie, traveling the world with her dragon.
t Extended tool tips for spells and creature skills. t 2 new islands, which have been seized by the enemy.
t 6 unique tactical arenas, each of which creates new tactical
possibilities, where Amelie battles against enemy heroes and their
"Champion of the Arena" campaign armies.
t A swiftly-leveling pet Dragon.
A small, independent campaign, which offers from four up to six hours. t Capability to purchase medals.
of gameplay. The player takes the role of a mercenary, who is transported t After each major battle, new stores and items become available.
into the world Litan to fight in a great combat Arena against a number t Each time the game begins it is randomly selected which race
of mighty boss monsters. The player may enter different Guilds, to hire the hero champions, and which race she fights against.
troops, buy equipment, and accept quests. You can hire armor-bearers t 3 new hero skills are available.
or receive headhunting contracts for enemy heroes.

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Chapter 3. GAME EDITOR W, A, S, D and Up, move and rotate camera
Down, Left, Right

Pgup, Pgdn rotate up and down


Description
E, Q move up and down
The game editor represents a toolbox allowing not only to modify.
the original Armored Princess, but also create own independent Mouse wheel zoom in / out
campaigns with unique storylines, quests, characters and items. .
Landscape tools
The user-created mods and campaigns can be easily integrated to any
version of the King's Bounty: Armored Princess. LMB, LMB + Shift raise / lower the landscape
Editor contents: LMB + Ctrl make the landscape flat
t Map and campaign editor;
t Quest editor; LMB + Alt sea level
t Character and dialogue editor;
t Item editor; [ or ] enlarge or reduce the brush
t Enemy editor;
t Sample editor (light, FX, sound). 1 ... 0 brush power

Map objects
For details check the Game editor manual located on the disc.
N next atom of the same type on .
the map
Game editor hot keys
Space object properties
Display modes Shift + mouse selection of objects with a frame
Ctrl + "Gray+ / Gray-" increase / decrease time M, M + Alt move in horizontal and vertical plane
Ctrl + H show / hide access areas and shapes S scale up an object
Ctrl + G show / hide the texture tiles of the R, R + Alt rotate an object along the vertical
landscape and horizontal axes
Shift + F3 show/hide collision meshes V create an object duplicate under .
the cursor
Ctrl + W show/hide water

Camera control (Default engine camera)

Home camera default position

RMB rotate camera

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Chapter 4. MAP CREATOR GUIDE as regular game data. These can be any files from interface textures
up to dialogues. When the file names in the session and in the fileset
coincide, they will be glued together. When the names of the variables
and functions coincide in different files of the session and in the fileset,
HOW TO LOAD THE TUTORIAL the program will use those, which are loaded quicker.
We provide together with the editor three filesets, they allow using
In order to load in the game the tutorial, which we used in the Game one of three heroes: Bill Gilbert, princess Amelie or mercenary
editor manual for the illustration of the game editor work with, you Arthur. Selecting one of three filesets, you give the image, name and.
need to: the starting parameters of your character.
1. Copy the folder 'tutorial' (it is located on the disc in the folder manual) You can create your own filesets and use them simply copying the folder
with all its contents into the folder “.../Folder with the_installed_ with your data into the editor folder: editor/fileset/my_fileset_name.
game/sessions/” to the existing campaign folders (add-on, defender,
orcs...). ATTACHMENT EDITOR
2. Launch the game. You will see a menu of campaign loading.
in the right bottom part of the main menu. Attachment editor - this is the name of the integrated editor for entities
3. Press 'Select' in this menu. attached to models. With its help you can attach special effects, sounds,
4. Choose 'Sunset Island' in the pop-up menu and press the confirmation static models, light sources and manipulators for cameras and global
button. light to any game object with its own atom (*.atom file).
5. Launch a new game (first the game data will be reloaded). This editor includes a huge number of settings, allowing attachments
to the animation frames, certain time of day, position, etc. Thanks to it
*In the game editor this campaign appears in the list of available the creatures in the game make sounds and shine with special effects.
sessions automatically after placing the 'tutorial' folder into the folder To use the attachment editor you need to:
of game sessions 'sessions'. 1. Unpack the game data from the folder data. The minimum are:
models, effects and atom-files.
INSTALLING SOURCEMEDIA DATA 2. Change or store the option atoms_editable=1 in the file editor.ini.
3. Select in the list of objects the model or effect you need, open
To edit the textures of the location you will need a folder Sourcemedia, the pop-up menu with the right mouse click and choose the item
which stores templates, brushes and uncompressed location textures. Attachments in it.
You need to unpack the archive setup_media.exe located on the DVD
with the game to the hard drive. When you launch the editor, you USING THE LOCATIONS OF THE ORIGINAL GAME
should specify the path to the unpacked data sourcemedia.
You will find in this archive uncompressed textures of all the locations The creation of an independent game session will cut you off.
from the Armored Princess except battle arenas. The unpacked the possibility to use the locations of the original game. Therefore
sourcemedia takes up to 14 GB, please take into account! You can you need to create new locations and even arenas from the scratch
simply delete unneeded textures. - even items arenas. But there is an opportunity to use the locations.
of the original Armored Princess. There are two ways:
*Be careful. Uncompressed textures can take from 20 up to 300 MB
depending on their size. 1. You can just completely copy the data of the location you
need into the location of your session. It will become accessible
USING 'FILESET' for the usage and editing inside your game session. For
example to work with the location debir (island Debir) you
When you create a new game session, you can select one. need the entire file with the prefix 'debir' up till the first dot:.
of the available 'filesets'. These files will be copied into your session debir.stream - from the folder sessions/addon/locations
into the folder customfileset and the program will read them

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debir.atoms.loc, debir.base.loc, debir.embryos.loc, debir.land.loc, logic analogous to the container logic. The map itself is a container,
debir.levels.loc, debir.light.loc, debir.lus.loc, debir.map.loc, debir. via the embryo it provides the player with a special item of the type
monorail.loc, debir.omni.loc, debir.water.loc - from the data archive map, which has a special setting in the item editor - the location to be
sessions/addon/ses.kfs, which is actually a regular zip-archive. opened. In this way the most important element is exactly the location
. to be opened; in theory you can define it through other items. For
Just copy these files into the folder sessions/my_session_name/ you can arrive to the location with the help of a quick travel, it should
locations/debir. have a portal with the tag travel_<locname>. For example, to travel
to the location Elona you should somehow receive an item om_elona.
2. You can edit the list of exceptions in the file session.txt, which There is only one parameter in the properties of this item: Open map =
is created automatically in the folder of your session. You need elona. There is a sea portal on this location with the tag travel_elona,
completely delete the lines from it, which contain the names. which allows traveling to the location. Theoretically you can put an
of the above mentioned files. In this case the editor will simply read item into a trunk, give it as a reward or even deliver it to a shop for sale,
the data from the game archives. but there is a special container in the game for each map. For example
. for Elona this is the atom map_elona, its embryo has the map om_elona
If you wish to change something in the location, the changed files stored.
will be stored in your session and accessed from it. For example, if you You can create such an item and put it on the map with the help.
change the light, it will be a file debir.light.loc. of the game editor.

GAME START AND HERO RESPAWN OBJECT ITEMS ON THE MAP


Location, in which the game starts, is defined in the file session.txt with To display the icons of important places on the map, you need.
the help of the parameter start: start=location_system_name to enter the properties of an object. On the tab Overrides there is
for example, for the original Armored Princess it looks as follows: a map Mapicon, where you can select an icon from the list. If an icon
start=debir is non-empty the object will appear on the map on its own. The field
Hero respawn takes place in the portal defined in the file config.txt Name on the tab Text is responsible for the name on the mini-map in
through the parameter homeportal: the same atom settings. You can expand the list of available icons in.
homeportal=portal_system_name. location_system_name the configuration files of the editor.
for example, for the original Armored Princess it looks as follows:
homeportal=debir_rebirth.debir GLOBAL MAP AND LOCATIONS MAPS
GAME END In order to customize your own global map or edit the available one,
you need manually edit the session files. The main file is - config.
The game won't end on its own or in process of completion. txt, section bigmaps (it is located closer to the file end). There is a list
of a particular quest. To end it, you will need to use a special action: Run of maps - global and local. we'll dwell upon the local ones. Here is.
scenario -> End game, and indicate, if the game ends with a victory or the list of local map settings:
a defeat: Win or Defeat. ui - file of the interface of the local map. For Debir it will be map_
More details about the action, you will find in the game editor manual debir.ui. It has effect on the file name of the nebulosity interface on
(section 3.2.5), the manual is available on the game DVD in the game the map, to its name an addition '_clouds' will add on the right, for
folder. example, map_debir_clouds.ui. Below you will find more details about
the interface file.
QUICK TRAVEL MAP scale, angle, x, y, quad - parameters of map orientation in relation
to the radar. The radar is always strictly defined in the system.
The navigation map provides an access to the locations in the mode. of coordinates, while you can turn the map to a particular angle, scale
of quick travel. Each map, same as atom, has a type map and the simplest and move it.

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label - string name in *.lng, this is the location name, displayed The first interface element in the list will be rendered as the last one,
in the interface header of the local map. The string name should correspond i.e. above all others. The conclusion here is that the background picture.
with the format bigmap_<locname>_big. Just <locname> - is a localized location as the interface element should go at the last place in the list.
name to be displayed on the global map and when you enter a location.
<locname>_full - full location name, which is displayed, when you receive a We are interested in four types of interface elements. The first one is
navigation map for it. Thus Tacron is designated as 'Tacron', and when you raise the file of the world map interface, map_teana_world.ui (or another
the map 'Island Tacron'. one, if we changed it in config.txt). At the very bottom there is.
button - the most important parameter for us. This is the name an element of the type picture, this is the map background without
of the button in the interface of the global map, when you press it will bring the active elements. Then the buttons follow, which transfer you around
the player to the local map or via the mode of seagoing. If you don't specify the location. Finally at the very top there are pictures with the names.
this parameter or you specify it wrongly, you will not be able to use the map for of the locations, they are always rendered on the top. These pictures are
traveling! made separately from the buttons, since they are different in various
clouds - a list of the location clouds in the interface of the global game locations correspondingly. You should make such a picture for.
map (we'll study it later in details). When you open a location (upon. a new location. The most important here are the names of these
the receipt of the navigation map), these are the clouds, which disappear on buttons (they stand after the instruction gui_object_name). Exactly
the map. these names are given in the field button for a location in config.txt. .
If these names coincide, a clicking of location will result in global transfer.
There is another list in config.txt, it is map_regions. This is a list of maps,
which is located in the right top corner of the map interface. To display In the file map_teana_world_clouds.ui there are clouds for the global map. These
your location in this list you should add it in the section map_regions. are just pictures, but these are their names, which we input in the list clouds in
There are fields of the type label - this is the name of the locations config.txt for the location. After that each cloud will be associated with some
group, for example in the Legend the continent Darion consisted. location and will automatically be removed upon the receipt of the navigation
of four locations (in the Princess there is only one group - all, it is due. map.
to the island-based structure of the game world). The list of maps in the game
will be displayed exactly in the same order as in map_regions. Now we'll study the interface files of the location maps (for example, map_debir.
ui). As a rule they define only the file of the location map. The files of location
What can we edit here? Let us study the necessary parameters. . clouds (for example, map_debir_clouds.ui) simply give the names of all clouds,
The interface file starts with the instruction gui_begin and ends with which cover this location. Here the names of elements are of low importance, it
the instruction gui_end. Each element of the interface is placed between the is only necessary to input the names of picture files and paths to them.
instructions gui_object_begin <element type > and gui_object_end. Here are
the instructions of our interest: It is enough to simply program the clouds and they will be automatically
animated and removed, when you open a location at the global map
gui_object_position - location of the element in the interface. There and when you investigate it by foot. The time required for quick travels
are four parameters there, first the pair of coordinates follows, which is determined automatically depending on the distance between.
specifies the starting point (left top), then the pair of coordinates, which the centers of locations in pixels. The index of proportion, which specifies the
specifies the finishing pointy (right bottom). These two points define. maximal path length (it is equal to the diagonal of the global map, is called
a rectangular, which locates an element inside it. If the parameters were travel_time and it is to be customized in the configuration files.
incorrectly specified, the picture will be either stretched or compressed.
gui_object_name - unique identifier of the interface element, its name. This is
extremely important. GAME SUPPORT AND FORUM
gui_object_picture - for static object it is a picture.
gui_object_button_<state> - for buttons these are pictures in various its states You can visit the game and ask your questions concerning the game editor, share
(pressed, mouseovered). your campaigns with others or get acquainted with the achievements of others
It is important to note that the order of rendering is reverse. . at: http://forum.1cpublishing.eu/

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Chapter 5. Instructions Water appearance. Changes water rendering quality. High quality
for the Adventurer reduces performance.
Anisotropic filtering. Increases the sharpness of textures when seen
at a distance. Slightly affects performance.
STEREO VISION Shadows. Toggles and alters the quality of shadows. At higher
resolutions, the edges around shadows are smoother. Enabling
The game King's Bounty: Crossworlds is presented in stereo-scope, shadows reduces performance. Changing the quality of shadows has
which allows you to enjoy the game in full 3D! You can enable stereo very little impact on performance.
mode under the "Preferences" tab by checking "Stereo." Texture quality, Landscape. Changes the texture detail
of the landscape. Influences texture quality, load speed, and the amount
of resident video memory. Significantly affect the performance.
WARNING! It is recommended that you use stereo-vision in Texture quality, Objects. Changes the texture detail of objects.
a single game session for no more than 30 minutes. Further, Influences texture quality, load speed, and the amount of resident
you must take breaks whenever your eyes begin to tire. If you
experience discomfort when using the stereoscope effect, video memory. Significantly affect the performance.
try narrowing the "depth effect" in the box, or simply return Texture quality, Creatures. Changes the texture detail of creatures.
to standard 2D view. Influences texture quality, load speed, and the amount of resident
video memory. Significantly affect the performance.
Anti-aliasing. Smooths the edges of objects, minimizing the distortion
artifacts known as "aliasing". Influences the game's performance.
PREFERENCES Vertical synchronization. Required by LCD displays, and significantly
By selecting in the game menu, point to Settings, "you open. improves synchronization when the camera is in motion. Highly
the window, where you can adjust the performance game by changing recommended. - It comes with virtually zero performance impact.
your graphics and sound.
3D mode
General Enable. Turn on/off the stereoscopic view.
Show introduction video. Toggles the display of introductory videos Degree of depth. Modifies the effect of stereo depth. Make the effect
at startup. of depth less or disable stereo, if your eyes begin to tire.
Invert the mouse on the X-Axis. Inverts the horizontal motion
of the mouse. Sound
Invert the mouse on the Y-Axis. Inverts the vertical motion Music. Toggle music on/off.
of the mouse. Sounds. Toggle sound on/off.
The sensitivity of the mouse. Adjusts the speed of the camera's
movement and the movement of the mouse cursor. HOTKEYS
Graphics
Resolution. Higher image quality is provided on "native" monitor Adventure MODE
resolutions. Has a marginal affect on the game speed.
Esc Menu
Screen refresh rate. Rate at which the image refreshes on the monitor.
Combat animation speed. Combat animation speed accelerates F2 / F3 Save / Load screens
the creatures' animation and disables the cinematographic camera
during combat. Some visual and sound effects may work incorrectly. F5 / F8 Quick-save / Quick-load
Visibility distance. Changes the distance at which objects
and the landscape are displayed. You can lower the distance to improve Space Pause the game
performance.

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H Hero screen t Send the text file obtained and a description of your problem to our
technical support.
B Spell Book
Information Required:
Q Quest Log
t Game version (installed updates)
M Map t Operating system
t Processor brand, type and clock speed
D Dig for treasure
t RAM volume
T Travel between islands t Sound card type
t Video adapter model and parameters
Battle MODE t CD/DVD-ROM drive type
t Mouse type and driver version
Esc Menu t DirectX version
t Detailed description of the problem that you faced
Home Center the camera
Contact
D, Space Defend

W, Enter Wait Via e-mail at: [email protected]


Please use the e-mail address provided. All support enquires.
A Auto-battle toggle on/off to the company address or phone number(s) cannot be answered.
by our staff.
B Spell Book For more information and updates please visit:
www.1cpublishing.com
R Pet dragon window
Registration
Left, Right, Up, Move the camera
Down
Join the 1C community by registering on website www.1cpublishing.com
Ctrl / Shift Adjusts the casting level of spells and receive all the latest news on 1C games, events, contents etc.
written in your Spell Book.
CredIts
1, 2, 3 Use the first, second, or third skill of
the selected troop. Katauri Interactive: Game Design Programmers
Team Leader Ivan Magazinnikov Vyacheslav Matytsin
Dmitri Gusarov Anna Selezneva Alexander Tretyak
Technical Support Anton Mikhailov Alexander Parshin
Lead Designer Eugene Goncharuk
If you encounter problems while installing or playing the game,. Alexander Yazynin Interface Design
do the following before you contact us: Eugene Cherenkov Artists
t Choose "Run" in the "Start" menu. Lead Programmer Sergey Simonov
t Type «dxdiag» in the dialog window and press "Enter" to run Alexander Zeberg Level Design Nina Vatulich
Microsoft DirectX Diagnostic Tool. Dmitry Degtyarev Dmitry Degtyarev
t Pass all tests. Animation and Effects Alexander Belchenko
t Having passed the tests, press "Save All Information". Ruslan Cherny Eugene Chepikov

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Roman Chubov Svetlana Tarasova Business Development and also...
Vladimir Shelestov Anna Sheglova Manager Blizzard
Paweł Grzywaczewski Square Enix
Music Testing Nintendo
Lind Erebros Alexander Shishov Junior Business Amelie
TriHorn Productions Kirill Pogonin Development
Andrew Moshkov Manager And, a deep bow to the "father" of the series
Composers Alexander Lobanov Marta Olejniczak Jon Van Caneghem
Michael Kostylev Nikolay Nikolaev and the company
Andrey Gladkov Magomet Zolotarev Senior Project New World Computing
Anastasia Pankova Oleg Susov Manager
Victor Krasnokutsky Alan Orman
"In the shade of tree" Marketing
song Marina Syunikaeva Project Manager
Violin: Elias Irwin Valeria Matveyeva Marcin Król
Galina Krivoruchko
Vocals QA Manager
Elena Romanova Localization Łukasz Wątroba
Oleg Mironov
Sound Design Irina Dancheeva Supervising
Pavel Patrikeev Łukasz Rynkowski
Vadim Chaly Translation and voice- Grzegorz Hodała
recording Bartek Żukowski
Editor Steve Breslin
Lubov Berchanskaya Team Leader
1C Publishing EU Łukasz Osiński
Beta Testers Sales Team
© 2010 1C Company. Developed by Katauri Interactive. All rights reserved.
Maxim "spamm" Apasov Daniela Buryankova Testers
Alex "alexrom66" Petra Skabova Grzegorz Stefański The Engine
Romanikhin Tomas Stromsky Grzegorz Kwiatkowski Copyright © 2002-2010 Skyfallen Entertainment.
Nicholas "Nishi" Lukas Paroulek Piotr Goździk
Bink video
Shidlovsky Piotr Gilert Copyright © 1997-2010 by RAD Game Tools, Inc. Bink video playback
Sergei "Magic_Art" Localization and Gaweł Ciepielewski technology used under license.
Ivanov Production Manager Paulina Bacia
Gleb "NyRe" Lyubimov Jan Olejnik Artur Grochowski FMOD Sound System
Copyright ©, Firelight Technologies Pty, Ltd. 1999-2010.
Paweł Krawczuk
1C Company Marketing, Graphical Katarzyna Piotrowska zlib compression library
Producer Design Jakub Trudzik Copyright © 1995-2010 Jean-loup Gailly and Mark Adler.
Sergey Gerasev Andrea Sladkova Michał Zygmuntowicz
Lua language
Lubos Bachura Copyright © 1994-2010 Lua.org, PUC-Rio.
Promotion Special thanks to
Anatoly Subbotin QLOC S.A. Yuri Miroshnikov libogg, libtheora, libvorbis
Viktor Zuev General Manager Boris Batkin Copyright © 2002-2010 Xiph.org Foundation.
Alexei Pastushenko Adam Piesiak Andrey Aksenov Game official web site: www.kings-bounty.com/eng

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NOTE

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