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@themidnightfoundation change on damage and attack value reset.
unit HP halved again. :)
it's your mod, etc etc, but i hate this update
monsters & lords are too frail, and while i liked how battles felt more lethal in the previous iteration of the mod, this feels like it goes too far. units just instantly collapse now
but in all honesty, if custom unit mod does modify unit attack it may have also modified other stats my mod does change. to be sure your best bet is either use satisfactory battles LITE or make all the change yourself with pack file manager (or RPFM) by following either this mod changelog or description.
if you only want to have the cool battle animations without all the stats changes then i suggest you use satisfactory battles LITE (link in the description) instead :).
this means that heroes can get squashed by swarm of infantry but will be way better against large entities. armor and physic resist plays a bigger role that ever since they are the stats that will lower damage recieved.
to avoid heroes getting KOed by a swarm of infantry, use a squad as support to protect them.
changed a few stuf on how melee comabt will work.
all units got a bonus to attack stat.
heroes and single entity monsters will go down quicker when swarmed.
ranged units will be less useless than before when engaged in melee.
regular units will most likely be damaged or die when they get hit which is more visually accurate with the lack of sync attacks in warhammer (opposed to shogun2 for example.)
tho that also means that holding the line will last shorter.
calibration distance got nerfed so that ranged units need to get even closer to not suffer from aiming malus when aiming at a target further away than the max calibration distance.
but if everyone have better attack that also means that every hit will most likely land and thus damage will be dealt. making heroes less durable and big monsters weaker when swarmed but at the same time they will have way more chance to kill when hit. this will also reduce significantly melee RNG.
Kill animations & dueling animations are always a contentious topic; I wasn't a big fan of them and thus I prefer TW: Warhammer's approach - but I fully appreciate that many players disagree and want the sync-kills back.
Ranged is probably fine where it is right now. It's powerful, but it also encourages the use of shielded units.
what i could do however is decreasing the max calibration distance.
that means ranged units will have even less accuracy if the target is further away from the calibration distance.
about damage itself i am not sure increasing even more ranged damage would be a good thing.
sadly, with just doubling damage you still need 2 bullets to kill an empire basic soldier instead of 1. (is 3 with vanilla.) of course shields will help preventing those damage anyway.
i took inspiration from shogun 2 where everything can die very quickly when it hit, especially with muskets and rifles
sadly, unlike in shogun 2 you don't really see melee units fighting against each other but just hitting their target and then standing there recieving blows like its nothing with a few rare hit animations.
i played shogun2 recently and something struck me. units had most of the time way more attack power than defence. even archers could deal some damage in melee whereas in wh2 they become trash.
so i was thinking of giving back to everyone their original HP pool but increasing attack power by 2 or decreasing defence power by 2.
also putting back max target hit for all melee attacks so the damage dealt isn't spread out so that it get a better chance of killing.
I agree that missile units are problematic, but really this mod is only exaggerating a problem existent in the base game. Missile units have always been OP in TW: Warhammer.
A good solution might be to really cut back on the ammunition capacity of ranged units? That way they can still fire devastating volleys, but will run out of gas quickly.
I fix this by mod +25%hp
Range units have -50% accuracy like this verymach
Thank u for your work
link in the description!!!
instead of increasing ranged attack i halved unit HP.
also gave magic and missile resistance units a 25% efficiency in their resistance to compensate and spells cost 2 more mana.
instead of increasing range and spell damage i thought ti might be better the just reduce health of every entity by 50%.
so aside from the lovely chain attack animations you ll get to think more about what decision to make since everything will die faster.
to compensate that, any range damage resistance would be doubled.
F-U-C-K-E-D
shield units takes even less damage from ranged. if a melee suqad reach a ranged squad its usually dead. but i agree that doubling ranged damage, even if it has now some spread and accuracy loss (if decreasing accuracy did not in fact increased it ^^') it gets pretty scary.
big entities and single entities monsters may have a hard time. . . maybe i should buff the range damage resistance too?
it is not a balance mod but i am open to any suggestion to make it more playable in normal playthrough. ^^
also please update, seems to not work for me?
I mean if i should make a seperate mod..No changes in this one bcoz i like rest everything to stay as vanilla.
in multiplayer, chasing down a routing lord isn't that of a problem since if he get out of the map he is as good as dead.
as for the campaign, itis often not recomended to kill the enemy lord unless it is a high lvl one because the AI (or you) will have to recruit a new lord to keep the defeated army up. better have a very low hp lord to beat in the next battle than a new fully healed one.
if it is just for the pleasure of seeing your lord kill the enemy lord then no. it is not the goal of this mod.