A Total War Saga: TROY

A Total War Saga: TROY

Longer Battles Mod
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Update: 25 Sep, 2021 @ 3:06pm

Version 15d

-Very small refinement to the to-hit values.

Update: 21 Sep, 2021 @ 12:06am

Version 15c

-Adjusted Aphroditie's Disarming Beauty so that it no longer resets the target unit's order (this was previously changed). The reason is that it messes up the AI, and usually causes the frozen unit to remain in place after the effect wears off.

Update: 18 Sep, 2021 @ 6:28am

Version 15b

-Small adjustment to Athena's Aegis Pallas duration.

Update: 18 Sep, 2021 @ 4:05am

Version 15a

-Small adjustment to Aphrodite's Disarming Beauty duration.

Update: 15 Sep, 2021 @ 6:54am

Version 15

-Slightly refined the to-hit modifiers again. They are just about perfect now.
-Further fine tuned the balance of the god powers (duration and recharge).
-Added a custom and tailored camera shake effect for Zeus' thunderbolt, to make it more epic at close range.
-Further improved the battlefield terrain effects for various non-common unit types.
-Doubled the recharge time for the hero "spear throw" ability, because it is so powerful (balanced for the longer battles).
-Slightly increased the Aristeia duration.
-Shortened the range of the Hydra priest Poison Ritual so he can't do it from clear across the battlefield.

Update: 13 Sep, 2021 @ 7:56am

Version 14b

-Small correction to typo in the data.

Update: 13 Sep, 2021 @ 7:39am

Version 14a

-Further improvement to Ares' Bloodthirsty God power.

Update: 13 Sep, 2021 @ 5:39am

Version 14

-Increased the Divine Challenge duration by 200% to compensate for the longer battles.
-Further refined and enhanced the god powers. It is important to note that some of these changes started as a balance for the longer battles, but then turned into a separate project to address my pet peeve: that not all god powers feel powerful enough to want to get (so, in my opinion, is a general issue with the base game).
So, the goal is to make each one powerful enough to make them attractive, something you would go for other than Zeus' Thunderbolt power. Mostly all the original weaker god powers have had their duration increased, but many have received additional effects or improved effects to make them more powerful.
Poseidon's Wave now has a custom "waterlogged" effect that causes the units hit by the wave to have their speed and charge speed decreased to 25% for 20 seconds. This helps actually disrupt the formations hit by the wave, rather than having them immediately get and run back together.
Artemis' Wild Hunt has been greatly upgraded with missile unit effects. Also, it temporarily gives +15 ammunition, to allow units that are out of ammo to fire while the ability is in effect. Also added are improved reload rate and accuracy and forest spotting, to help make it feel more appropriate, like hunters. Also, it only affects one unit at a time, but its recharge rate is 0 (so it can be quickly used again on the same unit, or a different unit, until the ability is all used up).
Ares' Bloodthirsty God now gives a 150% Aristeia accumulation if the hero is affected by it. Also, significantly buffed the power with other attack bonuses, and reduced the penalties, and applied the effects to only friendly units. This original god power was the worst - it had buffs and debuffs that applied to friendly and enemy units equally, which made no sense. Now the debuffs (penalties) are minor, to represent the units over exerting themselves and leaving them slightly vulnerable to counter attack, while greatly boosting their offense for a short time.
Aphrodite's Disarming Beauty now makes the target slightly vulnerable to attack and also resets the target unit's orders (amnesia/distraction).
Athena's Aegis Pallas has had its missile resistance significantly improved, so be similar to being in a forest even while in the open terrain (or being 2x protected while in a forest).
Apollo's Healing Light has increased in duration and slightly increased the amount of fatigue recovered.
-Adjusted chariot unit fatigue accumulation so that they do not get exhausted so quickly. Light chariots are the slowest to fatigue, while medium chariots fatigue at a normal rate, and heavy chariots fatigue at a faster than normal rate.
-Other small adjustments.

Update: 12 Sep, 2021 @ 4:08am

Version 13.V

-Improved the battle AI behavior. Now the AI will no longer always try to "blob up" into a big melee, and will instead prefer to flank more often. This results in more realistic battles where both sides are constantly attempting to outflank each other. Although its not 100% perfect, it produces better battles than "the blob" tactics do. It is also possible to spring a trap on the AI, and destroy parts of the AI's force that might be flanking into a trap - which can happen to human opponents (maybe we can say they play more human-like and less like a brute force robot with this change).
-Refined the AI battle difficulty buffs to be not so ridiculous, but enough to still make it challenging.
-(Mythology)Adjusted some god powers and epic monster abilities so that their recharge rate is now 2x longer, in order to scale it to the longer battles.
-(Mythology)Further refined some of the god powers to be more effective for longer battles.
-(Historical)Added the Shield Wall ability to elite bodyguard heavy spear units.
-Adjusted the Shield Wall ability so that it is now a constant status, but also added some negative (and realistic) effect to balance it.
-Refined some terrain effects.
-Increased chariot charge speed by 125%, just enough to make them more realistic in charges (with their increased mass it is just enough to allow them to plow through lighter units, and some medium units, not not the heaviest units - unless heavy chariots).

Update: 9 Sep, 2021 @ 9:51am

Version 12b

-Another small refinement to Wrath of the Goddess special effects.