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
On a side note, I also had the idea to accompany the "Missed by a boulder!" effect by a real penalty such as one round of a bit of morale loss or slightly hindered status (-25%MP). What do you think? It would be too much for someone who is missed by a fair margin, but for someone who is grazed?
Not to be pernicketty, but sometimes though, a high defense stat stands for a greater agility or combat expertise, not a greater armor or size (see assassin in my example). Poor nimble assassins. Perhaps they (and like units) could benefit from a new ability or one of their abilities might be checked in order to specifically lower their chance to be hit?
Note that "That was close!" does exactly nothing - it's because I am forced to do something when the resistance check "succeeds".
55% - That was close! 1 turn, or 23-35 physical when resisted
Catapult vs Elven Assassin:
25% - That was close! 1 turn, or 9-14 physical when resisted
Catapult vs Tigran Assassin (flanked):
40% - That was close! 1 turn, or 22-34 physical when resisted
I can't really say what's wrong here (the display or the behaviour), but something surely is not WAD.
6) When a hit misses (is resisted?), the target suffers a fake effect: That was closed! (in red) for 1 turn, not stackable, with a description saying that it just witnessed a large boulder landing nearby. That's why I wondered if a real effect couldn't be added, like a sideration (or a crippling effect).
5) How would you compare the display of usual abilities that can be resisted and the catapult attack?
Hero's Stunning Touch vs Draconian Assassin:
70% - Stunned 2 turns, or -16 MP when resisted
Civic Guard's Net Touch vs Goblin Scoundrel (8 DEF vs 11 Resist check):
65% - Ensnared 2 turns, or -14 MP when resisted
Civic Guard's Net Touch vs Draconian Assassin (11 DEF vs 11 Resist check):
50% - Ensnared 2 turns, or -16 MP when resisted
4) I'd say the trebuchet is weaker as catapult, due to miss chance
5) Nope, that's WAD. The more defense you have, the *lower* the miss chance
6) The misses have no effect at all, therefore it doesn't say anything
7) Ballista has same MP as the old trebuchet. If you're using Dreadnought though, they have an ability increasing it by 8, which is really fast.
8) Cause I hate reloads
As ideas come the more I write, I wonder if the effect shouldn't be instead a spirit-based effect, akin or equal to Broken Spirit (thus damaging moral rather than movement, and being resisted by Strong Will units), while the Hindered effect would only apply to the hit target (hit target could suffer from both effect).
4/ Understandably, the vanilla trebuchet's description text was discarded and a new description text was written for the catapult. Given the new interresting mechanics added to catapults, I only merged both text to suit the catapult/improved trebuchet (basically appending vanilla text with the funny step aside relation by Lady Loki).
Whatever, I have the idea that I'm not disabling this mod now that I've tried it.
1/ I'm under the impression that sieges could now be a more serious matter than before, requiring more units and more spells on the attacker side, as it should be expected from irl facts. Perhaps the dev. originally wanted a more nervous game and the easy countering of attacking heroes/dragons by a stack of ballistae, back to AoW2, was discarded. On the other hand, I never use battlefield damaging spells when assaulting an AI city: I just rush to the gates and saillant walls while casting buffs and debuffs. This could change with this mod. Perhaps now, I could need to send forth an avant-garde to cast an earthshake so that next attack wave won't be pinned down at the walls.
2/ As I just began using the mod, I'm not sure the AI will correctly take into consideration the new value of both ballistae and catapults.
It's true that there's no animation tho. there's nor really an animation like it to copy, so I hoped the bolt flying out would be good enough.
I'll fix the typo next update. Thank you for reporting.