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Right, so I looked into it again and I remembered why I never got into it: it's not really a quick fix, and I also need to manually edit all of the icons and descriptions on the unit cards because the Unit Cards do not use a reference system to fill information; that's why, in the vanilla game, the updates' changes to units may not be reflected on the unit cards. I really didn't want to touch more than I absolutely have to in order to make the mod as resilient to updates to the base mod as possible; if those change, then I need to change mine too and I haven't had the time to keep this mod—and some other mods I've made—up to date due to IRL commitments.
And as far as balance, I didn't want the unit to be an unstoppable juggernaught; I was going more for an artillery unit, and even by SFO standards, the damage is s-tier. The High Elf version was the exception to this, but they already have so many amazing ranged units and monsters that they really didn't need another one, and giving them am even better artillery unit would remove the one tactical weakness they have, especially because it is a unit unique to Avalorn.
If you or someone else wanted to make a submod to this, it'd be as easy as only changing the properties and the unit card, but I just don't have the time. Sorry!
Mod is stable, but the units aren't as viable as SFO vanilla.
Not unless it isn't working. Changes in the game shouldn't be a problem. changes to the base mods could though.
This is probably a lot of info, but these units just don't fit into SFO otherwise. Blackbriar currently have a worse damage output than typical Bow treemen and can barely fight in melee.
Also, I propose a major stat change to the Bow Treemen, based on the stat of SFO Treemen and Treekins:
-Tree bowmen -
Get rid of the physical resistance.
Give it a 25% missile resistance.
Raise Melee Def. from 25 to 40.
Armor down to 90 and leadership to 80.
Replace 'suppressed' with 'stagger shot' for their range damage.
Raise Fire weakness to -40%.
Raise the upkeep cost by 300?
These stat changes makes them more in-line with the current SFO tree units.
I know you probably don't wanna add 'Protector of the Wood' and 'Roots of Athen Loren,' but they helps.
As for the two abilities, they are "Roots of athel loren" and "Protectors of the wood."
I'm fine if you don't want to update the missing abilities of the Dryad spine bow, but the Treemen Bowmen really needs these missing abilties.
From 3 to 4? I forget how long it's set at.
"they are missing two SFO abilities"
Which ones?
Also, like another before me, they are missing two SFO abilities. I know it's tedious works, but it will help a lot with consistency.
Thank you for even making in this in the first place. It's just need a bit of a touch-up.
Maybe it's possible to just remove the recruitment of the non-SFO versions, I just remember that being his method a while back (it might be cleaner now idk)
To go with the theme, "Crafted from the boughs of bitter and malevolent trees," the spine bow should have leadership reduction or some sort of debuff effect, maybe a hex. At least gives their missile attack poison.
Bowtreeman might also need the Juggernaut ability, though I don't remember specifically if the normal Treeman get them. If not, then just ignore this suggestion.
I'm contemplating making some active abilities but I don't know what would fit. Any suggestions?
Thx CharChar for updating this mod! Merry Christmas! :)
If your game recently started crashing with this mod loaded, you will need to subscribe to A Blackbriar Topiary - REMASTERED IN THX ; it is a new requirement.
Nah mate, it's for SFO. That boost to HP in SFO requires a bit of counter.
Hope to see it gets updated soon, though SFO will be a long way away, *sniff.
I would suggest giving the Dryad bowmen magical attack on normal and curse/poison on Drycha's variant? Or just give them all poison damage. It would give them some advantage against melee units to slow them down and a debuff to single entity unit, making Dryad bowmen a good supporting role for Treemen armies. Wouldn't make a huge difference since they are still vulnerable to cavalries and fast flanking infantries.
I checked with Mandras and it's WAY easier to make this work than I thought.
The short answer is no, but if you or anyone who wants to make a submod want a long answer [imgur.com], it's worth your time. Now, with that out of the way, I fucking love these unit cards and this Active Ability is very unique and I might steal both of these and integrate them into my mod, making a double-sub mod for my [not]submod to SFO; that's three levels of sub-ing, bruh.