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On tabletop all enchanted arrows have the same range and are all armour piercing(AP). If you don't use the all AP submod, I think swiftshiver shard is better-balanced while being not AP (except Waywatchers) and it's one of the reasons why I made all-AP as a separate mod. If you are using this mod/non-AP, it is best suited for low armour units. The AP value is not great comparing to other enchanted arrow.
The damage in not actually doubled. For Glade Guards and Deepwood Scouts it should be around a 50% increase while the AP damage per shot is still the same (but 2 shots per attack). And for Waywatchers its a 20% increase. Although the price difference may not seem to be a lot in campaign but in general it should be in line with other missile units in terms of power/price difference.
Some content creators think CA is spending too much effort on creating campaign mechanics. While I always enjoy some interesting campaign mechanics, I think they should also spend more time on unit mechanics in battles but I guess it is just much more difficult with my limited modding knowledge.
I don't play Woodelves that often, but appreciate your work.
Never understood why the option to change arrow types is not in the game to begin with, same sad story with bretonnian archers.
Makes no sense to build a new unit for that.
regarding my playtime, uhhhh yeah.... I enjoy this series
I am already doing a test build with Moonfire and Sundering/Shieldbreaker. I think I will finish the Moonfire unit first. For Sundering/Shieldbreaker I prefer Shieldbreaker more atm because not all units carry shields so I should be less OP per se.
And well looking at your play time I'm kinda feel ashamed haha. I only have 1.4k hours in my most played TW game. Respect man lol.
playing a Durthu campaign atm and it's been fun, having a Hawk Rider squad with Trueflight has been my SEM goon squad
Anyway, that's what submod is for...along side with Moonfire Shots. I do really want to make Moonfire shot with the Sisters of Avelorn's/Glade Captain's arrow with the bonus fire damage effect (forgot the name atm) so it can work well with Starfire. In tabletop they are more or less the same. And I might as well add Shieldbreaker to AB in the submod. I'm not saying I'm 100% doing the submod and "releasing" it but I'd say it's very likely atm... :P
And for the Trueflight sound and VFX, they are all vanilla effect tbh. The trails are just an unintentionally byproduct from tuning those homing parameters haha.
I did consider adding Shieldbreaker to AB when I was making them as some good bodkin arrows in real life can penetrate shields very deeply. Still, I thought "less is more" and it might stay true to tabletop that way. Like when you like different ammo types for Hawk Riders, someone might not like it because they don't have those in tabletop, but both points are valid I guess. (Tbh all enchanted arrows are AP in tabletop but I guess CA makes them mostly non-AP for balance)
I personally don't play tabletop but I try to follow it as close as possible when I make a mod. To be honest, I didn't have much interest in Arcane Bodkins at first because they are the most "featureless" arrow type in tabletop. Just don't want to do it for the sake of filling up the roster kinda. But when I thought about those Chaos Dwarfs and perhaps some other units with fire resistance...I thought it might serve a good purpose.
Perhaps Arcane Bodkins could have a contact effect that reduces armour values slightly (-10 or -15), softening up targets for other units, or instead they could have the Shieldbreaker effect and be paired up with other archers in a support role.
All in all, fun mod. I especially love that Hawk Riders get ammo types too. I also really enjoy the sound and VFX you've done with the Trueflight arrows, their little wispy trails and impacts are great! Thanks for the good work.
I just checked the 8th edition book and it seems that Hawk Riders have no enchanted arrows too. Maybe I will make a submod and remove arrows from both units later. Of course if more people want this I will prioritise it more.
So for Moonfire and Starfire, I don't think there's a way for giving bonus damage by a specific weapon for a specific race too. At least not easily. For Moonfire I did think of giving weakness to fire damage so it will work nicely with starfire. Still it seems that only RoR units and lords have this features and it might be too good, so, I don't think i will make Moonfire for now.
For the Trueflight Arrows, I don't want to blame CA too much but it's technically how the Lord/Waystalker's Trueflight trajectory (and indeed most arrows) works in this game atm so it's not technically bugged. Still I'm not saying it's not a problem. I did some testing before I updated this mod and I indeed noticed this problem, both on hilly maps and on siege maps. I think the core problem is, unlike some older Total War game, archers here don't actually fire at a high angle when needed.
If I give the arrows a high arc like mortars it will kinda solve the problem, but the animations won't match and it will only fire in a high arc even when a straight shot is preferable. Still the arrow high in the air will drop to the target level and fly straight before hitting the target due to how homing work in this game. It will just not hit the target at a optimal angle. I will try to solve this problem but I'm not sure I could.
Arcane Bodkins - Wounds caused by Arcane Bodkins have a -3 Armour saving throw modifier -> you did good in your mod adding the extra AP.
Moonfire Shot - AP , Flaming attacks, +1 DMG to good order factions -> I don't really know how to implement this, I don't think we can do extra DMG based on race in this game.
Trueflight Arrows - AP, Shooting attacks made with Trueflight Arrows do not suffer To Hit penalties -> you did good with the homing, just need to fix that bug I mentioned
Also the in game Starfire Shafts did extra +1 DMG to forces of destruction races
A few notes :
1) Trueflight Arrow does not work, the archers are firing in a straight line, for example if there is a small hill between the archers and their target then the archers will fire at the hill.
2) In 8 edition Waywatchers did not get the magic arrows, I think you should remove them
3) there were also moonfire arrows for glade guard, deep wood scouts and glade riders