Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yup, it might well be worth it to look at a rebalance for WH3 when they release Immortal Empires. T5 variants could be made, to represent a smaller group of higher level rangers or something similar, with more abilities and better stats but even fewer numbers.
In addition, your mod was mentioned in the rangers reskin https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2738603388 . Both of you have an amazing job in terms of design and tech, but there aren't enough high stat rangers for a hardcore game.
Literally wasted like 3 weeks this year doing just that. Not even exaggerating a little here.
I keep swearing at things like silver helms sitting still while under darkshard fire and I though: "Wait? Adventurers needing to be babysat? Why?" Passives make a lot more sense. And it's cool to see your units do stuff, they feel more alive. I'm very glad you like the mods :) Something else, big, is coming soon to add to that too!
- Vanilla rangers are back in. I might add an MCT way of removing them if it is desired.
- Questing rangers are split into Ranger-Knights and Ranger-Mages, with sort of new models from model mashing. Ranger-Knights are recruited at the T2 grove, Ranger-Mages at the T4 version. if you also have an archive.
- Complete change in philosophy: Rangers are independent individuals, therefore the majority of their skills are now passive inspired by the WHQ skills. They activate automatically depending on the situation, affect only a few units and have short range.
Knights get the 10/10 Phys/Ward suggested below, along with a bit of knockback on their attacks similar to Aspiring champions, but less. Mages keep the 20 Ward, but their attacks do even less KB.
VFX will be after that. I can do tables, I can do code, but graphics, not beyond paint for now...
And I would agree with Physical resistance idea, because they are just dodging, like players in Dark Soul, you can dodge many attacks, but you are still gonna die when being overwhelmed by all kinds of shit.
That being said, I would rather they shoot smaller projectiles, but unfortunately there isn't a way to scale them down. And the problem with using a different projectile is keeping the soul quench look. I will experiment further after I update to 2.0 with the ranger-knights/mages.
Your call! Drop by the modding discord and ask if you wish, there is definitely a way to enable splash attacks with the regular modding tools! :)
I'd argue for pure physical resistance. Physical resistance isn't just "tough and sturdy" but also represents ability to dodge physical attacks. CA gave Wood Elf Wardancers 20% physical resistance for this reason. Ward Save implies magic enchantment that protect from all harm, physical/magical/fire, etc. Which they might have though, as questing adventurers.
It is a weird unit to balance in terms of expectations and performance..
* I don't know of a way to give them "shockwave attacks" like aspiring champions, no. It is something that could be interesting. The soul quenching volley does make up for it by being rather nasty against units (20 projectiles doing 5% damage does more damage to multiple entities than 1 times 100%). I also like that they need back up against mobs and shine when engaging fewer entities. They are heroes/adventurers/dungeon crawlers, not a large scale battle-line unit.
* Good point, a small area leadership buff could be fitting
* Pure ward save, 20%. Lacking the knockback of Aspiring Champions, they are not particularly though. I could split it (10% physical, 10% ward or something) if that turns out to be too much.
I can see that, cheap kinda trash flankers for MP could definitely contribute. But I've played all of 4 MP games I think. I like campaigns and the nostalgia of warhammer lore from reading books as a kid. So I try to reproduce that.
Also, back on @Supermag24's point. In the next update (not sure when), my rangers will become WHQ Ranger-Knights and Elven Court+Archive will unlock Ranger-Mages, two different units, not just a tweak of vanilla rangers. This should solve compatibility issues.
* Do they do splash damage like Aspiring Champs? Important to stop them from being overwhelmed too easily when they are so few in numbers.
* It may be worth to give them a useful passive like Encourage like the Aspiring Champs. They are similarly a band of mini-Heroes showing up to kick ass.
* Is that a pure ward save icon? What is the percentage?
I like the idea! For purist reasons though, rangers aren't from the latest editions of the armybooks and shouldn't be a main roster unit. CA has been quite good at respecting the armybooks and the delicate balance and tone they create for each faction. I do not think it was worth meddling with that balance just to give HE discount Black Ark Corsairs. This mod would make them more of a niché unit like the Aspiring Champs.
Thanks! I did think about that. Personally, I found very little use for the vanilla rangers. I guess they just don't fit my playstyle. Shadow warriors, cavalry or war/white lions all fill a similar niche, flanking, better and pretty early.
As I just started modding with this update, tweaking units is the extent of my abilities. Once I get better, I will make them a different unit, ideally with a hook in the mod config tool to remove the vanilla one only if the player wants to.
In the meantime, I just had a look and I can suggest this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1158735533&searchtext=high+elf+warriors
Warriors exist in the lore, fill a similar niche to the vanilla rangers and the mod was updated recently.
I do have a request though. Would it be possible to rename them something like Questing Rangers or Adventuring Rangers instead of overwriting the old rangers so people can use both?? This unit would act as an upgrade/sidegrade to the vanilla rangers. Also changing the name to something like that would make this more compatible with other mods that do stuff to the vanilla rangers.