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This mod unfortunately has not been updated for a few patches now. I can't promise it will be any further. Apologies.
It makes it difficult to work on writing/editing.
i'll test around if the bug is related to one of the Mods i use and give you a Heads up if i find anything (or dont find anything, in which case it is indeed this mod. ) so maybe you dont have to do "fixing" after recovery but can just update the Description with "incompatible with XYZ" :) get well soon!
im using Radious, but i use loads of Modded Units that dont have a Radious patch, so i'd assume its unrelated to them. played as Durthu. in campaign screen the HP is at 6800 ish, in battle its over 100k.
Radious seems to overhaul quite a lot. IF the building chain for WElfs remained intact there would still be the trouble of the overhauls balance benchmark being different from vanilla. If you'd like to patch the Sunbringers to be compatible, be my guest.
I am, unfortunately, not in a position to do that currently.
I made sure to test a new Drycha campaign with just this mod activated, so I'm pretty sure it's not a conflict (unless somehow a movie mod is conflicting).
I appreciate your time.
Thanks for the feedback!
1. Weapon strength was totally too low, its been adjusted alongside melee attack to compensate.
2. Yep, I should have checked the base stats for trends that would inform the Sunbringer's stats. It's been swapped.
3. The Sunbringers benefit from two separate sets of skills that increase their toughness quite a bit. (When players invest in tree spirit buffs) The base resists are low due to this.
4. Unit size started at like 30 and was cut down repeatedly. It was easier to cut off chunks of 5 till it felt right. Your are probably right that the unit size should change...but I'm gonna leave unit size as is. I can't be bothered to change all the tables to get everything balanced as I had it. (It ain't a trivial amount of fiddling for what would be a pretty low impact result.)
4. Most ranged units have a smaller unit size than their equivalent melee units. Since Melee monstrous infantry for Wood Elves normally have 16 entities, wouldn't it make sense for the Sunbringers to be in a unit of 12 entities? I'd probably raise the per-entity health (so unit-wise it stays roughly the same) and give them +20 or +40 more range and still consider it to be balanced and more comparable to their role of long-ranged mobile artillery. Just the unit size stands out since it's the only unit with 15 entities in the whole Wood Elf roster. Not a big issue of course, just something I thought I'd bring up.
I'm loving them btw! Just those things things above that I thought I might bring up as they're the only things that I think are probably either oversights or things easily fixed.
PS: Any reason why they fire 2 projectiles per volley?
1. Their weapon strength is too low (it's currently showing up as 20 which is even below an archer's), I'd say that something ~70 or 75 would be appropriate for an elite, small-count unit like this (it'd still be worse than Treekin for example).
2. All other large Forest Spirits have a focus on Melee Defence over Melee Attack. Might be worth just switching the two values around? MA27 & MD35 sounds a lot more appropriate to me considering their role.
3. All other Forest Spirits have Physical Resistance 20, yet they have 15. Other large Forest Spirits have Ranged Resistance 15, yet they have 10. Shouldn't they be the same as the other Forest Spirits?
skills that buff treemen and tree spirits I believe
@linkfire12 I...dont even know anything about Avelorn, I'll look up some stuff and maybe add a variant if it seems interesting.
IIRC 5160 is not supposed to be the base HP anyway, but I might be mistaken there,
I apologize for not testing it further when I commented. I'm going to do the other WE factions just to make sure