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Ripped the last 6+ months of updates from the main mod.
See main mod for details.
ps. love theese mods keep it up :)
Imported from main mod:
land_units
main_units
melee_weapons
Added:
First iteration of custom veterancy gains (also imported).
Balance:
Goblin Spears melee defense increased by 5.
Orc and Savage Orc Big Uns melee attack increased by 5. (50 and 55, respectively.)
Black Orc melee attack increased by 15. (Now 60 rather than 45.)
Per model HP changes for various dorf units imported from compiled version of the mod.
Fatigue:
Foe Seeker and Deadly Onslaught changes imported from compiled version of the mod, including the balance update.
Fixes:
Norgrimlings Ironbreakers melee defense is now 75 instead of being erroneously copied from its melee attack.
Fatigue:
Decreased base run costs to 24/18/12 for infantry/heavycav/lightcav.
Decreased base stamina replenishment to 30/s from 40.
Increased shallow and steep terrain multipliers to 50x and 75x (very steep still 100x, vanilla is 150x)
Fatigue balance:
Second iteration complete.
Effective melee attack/defense at tired/very tired stages reduced another 5-10%
Effective movement speed at tired stage reduced 5% (from 90% to 85%)
Effective melee attack at exhaustion stage increased 5%
Fatigue stages now a bit smoother; Stages set to 0 (fresh)/7500 (active)/15000 (winded)/22500 (tired)/30000 (v. tired)/40000 (exhausted)/50000 (maximum)
Running stamina drain increased to 30/15/10 (inf/cav/light cav). Penalties for running uphill still 25x/50x/100x (shallow/steep/very steep)
Melee stamina drain increased to 30
Shooting stamina drain increased to 16
Stamina recovery set to 40 (20 in any bad weather/snow map)
Fixed:
Re-added table that deleted itself during last update cycle.
Changes imported from main branch
Added:
Culled version of main_units added in preparation for upkeep, cost, and unit size changes
Compatibility:
Increased priority of land_units and battle_entities tables
Fixes:
Missed a couple of monstrous infantry entities earlier in the bid to enable wall climbing. Should be corrected now.
Balance/Content:
Some shield tweaks done while working on updating LLLL.
Enabled wall/siege tower climbing for skaven weapons teams, all monstrous infantry, and spider swarms/spider riders.
Note: There is no animation for wall climbing for these units. Expect them to assert their dominance as they climb ladders. Monstrous infantry can clip through siege towers.
Balance:
Drastically increased fell bat HP (120 HP/model from 72 HP/model)
Fixed the fact that vampire counts' fell bats were less beefy than all other fell bats
Note: Fell Bat melee attack will probably be roughly halved in the near future.
Good luck with this, I'm currently working on a Beta mod rebuilding all the garrisons from the ground up so i appreciate how much work this will be,
Balance:
Shield rework completed.
Most mages received 10% shield. Notable exceptions are Slann, Skaven mages, and necromancers, who get nothing.
Delf elite infantry received 20% missile block to properly balance against helf elites.
Almost all 30% block shields in the game increased to 35%.
Heavy and elite cavalry shields increased from 35% to 45% to prevent premature evaporation under fire.
Grail cavalry and Swords of Chaos shields increased from 35% to 50%.
Some more defensive LL's with 55% shield increased to 60%.
Footchaon, Footfrick, and Footvald shields increased to 70%.
Lord, Hero, and Legendary Lord/Hero mounted shields increased 5-10% in most cases.
Content:
Added additional shield types.
10% block shields to simulate dodge and weapon/magic block mechanisms for mages, divinely protected characters, legendary mounts, and especially agile fighters.
45% block variants for certain infantry regiments (dorfs, norscans, lizards, empire only as of now), elite cavalry, and generic lords/heroes
50% metal shield for grail guardians/knights, as well as some lords
70% metal shield for three LL's (Siggy, Wulfrik, Archaon)
Minor HP and melee skill balance changes, noticed from working on updating submod to new standards.
Bugfix:
Krimson Killerz regiment no longer has 40k HP. This was unintended.
Phase 2 charge bonuses partially implemented. Giant-class monsters 25-50% charge bonus increase.
All giants' (of the orc/chaos variety) melee attack increased from 65 to 80.
Flying unit charge bonus changes partially implemented. (20% complete, further data needed).
Balance:
Phase 2 morale changes implemented. Monstrous infantry morale values increased to 50 for undead, 60 for living monstrous infantry. Rat Ogre morale set to 55 as the exception to the rule.
All monstrous infantry received 5-15% base missile resist. Ushabti received 10% physical resist due to their much lower HP and stony nature.
Fatigue rules further tweaked All fatigue states should occur slightly later, with the exception of exhausted, which still occurs at 27000. Ladder climbing penalty reduced 25%.
Morale rules changes implemented. Penalties for Lords fleeing or dying increased. Morale loss from unit casualties smoothed out in early and middle casualty stages. Army losses threshold reduced, army losses penalty reduced to 100. Intended effect is increased occurrence of "rearguard action" when fights are being lost.