A Total War Saga: TROY

A Total War Saga: TROY

Longer Battles Mod
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Update: 9 Sep, 2021 @ 9:37am

Version 12a

-Small refinement to Aristeia and Wrath of the Goddess effects.

Update: 9 Sep, 2021 @ 8:36am

Version 12.IV

-In mythology mode, major balance change to god powers, primarily by increasing most by 2x duration, or increasing the power of their effects (such as the Poseidon tidal wave). This was done to make the god powers more epic and meaningful.
-Further refinement to Aristeia effects. Now also increases rate of fire and accuracy for heroes with bows.
-Refined the scale of Cerberus.

Update: 9 Sep, 2021 @ 4:39am

Version 11

-Refined the Aresteia bonuses, now also adding a bonus vs mythological creatures - to allow for dramatic/epic hero battles with mythological creatures (has no effect on non-Mythology mode).
-Corrected an issue where some of the "Truth Behind the Myth" monsters were rescaled in size (it should now only rescale the Mythology monsters).

Update: 8 Sep, 2021 @ 10:20pm

Version 10.III

-Further refined the base to-hit values.
-Adjusted the HARD and VERY HARD battle difficulty so that the AI doesn't have quite so much a bonus when it comes to attack and damage, but still has its normal bonus for defense. This is done to reduce the way too OP AI bonus that allows them to destroy your units much quicker (about a 110% to 120% rate over you).
-Increased the mass of chariots by 200%, in order to make them more effective and prevent them from "colliding with a brick wall" once they charge into any enemy. Keep in mind that the mass of the enemy units matters in the equation (chariots will be more successful against lighter units). How do you use chariots effectively? Use them to charge into a unit, then drive them through and out the other side. Chariots are not so much a killing unit, as they are a unit to weaken the enemy, running them over and disrupting them, and causing damage to weaken them (draining hit points). Essentially they should be used like a bombardment to soften up the enemy and disrupt them for attacks by other units (although they can chase down and destroy lighter units quite well).
-Adjusted chariot turn speed so that lighter chariots are more maneuverable than heavy ones.
-Adjusted chariot fatigue so that heavy and medium chariots accumulate fatigue at a higher rate than light chariots.
-Adjusted the Aristeia effects (the special one-time ability for your hero, in battle). This is described as "My destiny has come", but has it? Given that it is a one time event in a battle, the effects have been greatly increased. Duration is doubled (from 60 seconds to 120 seconds), and attack bonus greatly increased (~ +250%). Also, now includes a bonus multiplier to armor piecing and base damage, so that when a hit is achieved, much more damage is dealt.
The healing amount has been halved however, because the duration is doubled (so you end up getting healed by the same amount, but over twice as much time). The main reason for this is to allow the leader to have more epic capability that might make a difference in a duel, or in a melee with units or large monsters. Use Aristeia at the right time and it might make a huge difference.

Update: 8 Sep, 2021 @ 12:21am

Version 9

-Additional refinements of battlefield terrain effects.

Update: 7 Sep, 2021 @ 3:51am

Version 8

-Enabled missile blocking for BRUSH (for light units) and FOREST (for all units) terrain. This is something that the description of these two terrain types mention, but strangely the base game doesn't actually provide.
-Further refined the accuracy of fatigued missile units.

Update: 6 Sep, 2021 @ 11:25pm

Version 7

-In Mythology mode, all of the larger mythical monsters have their size increased by 150% to make them more epic and so that they better fit the more dramatic battles that play out with this mod.

Update: 6 Sep, 2021 @ 10:31pm

Version 6

-Corrected a problem that caused Melee Defense to drop to 0 when some units got tired or exhausted.

Update: 6 Sep, 2021 @ 5:52am

Version 5

-Made and enhancement so that ranged units now lose accuracy based on their fatigue level, with each fatigue level causing accuracy to get worse. This accuracy drops off steeply when the unit is exhausted; as a soldier becomes exhausted it is extremely difficult to aim with accuracy (with a rifle, much less a bow or sling). This change also helps cut back on some of the extreme lethality and accuracy of ranged units, to give them more realistically area (in)accuracy the more tired the unit becomes.
-Refined and adjusted the battlefield terrain parameters further.

Update: 6 Sep, 2021 @ 5:45am

(Sync update)