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Having said that, the bonus is applying to the recent casualties calculation only (4 sec), so iv tuned down the extented (1 min) penalty a bit and also reduced the exhaustion penalty, while slightly enhancing the bonus.
Thanks for the feedback
- Lord effect is more meaningful as the bonus is 10-30 whereas the penalty is -30, since if the lord is not a major one troops want to follow, his demise is more penalizing than his leadership potential as they didn't have much faith to begin with.
- Reduced friendlies/enemies routing penalty to 15, indeed 20 was too high
- Capped routing units effect to 6, so maximum -90 for friendlies rout, so if a unit has 60+ base with flanks secured + inspired by lord it can hold a mass rout and get the routing units to regroup.
- Flying units removing flanks secured is logical as it's intimidating if a enemy unit is hovering over you.
- If you'd like extra challenge with chaos try Chaos is Unbreakable
observations:
-lord sniping is much more impactful after the changes, it used to not do much to affect leadership before but now it's reasonably effective without being an insta-rout
-flying units behave a little odd 'cuz they can quickly remove flanks secured bonus for themselves/enemies. I don't think it's something that needs tweaking but it's good to be aware of 'cuz it can become noticeable when units are already suffering a lot of leadership penalties.
-friendlies routing effect can probably be tuned down, maybe to like 10~15 or so. I managed to mass rout a double-stack of Chaos invaders using one stack of birds and most of the penalties were coming from others routing.
anyway thanks for the changes, love your mods and documentation for said mods
- Enhanced army losses penalty (40->60)
- Detached from vanilla casualty values coefficients for more consistent values corresponding to the amount of casualties
- Normalized between recent (4 sec) and extended (1 min) penalties (16-24-48-72-108 where recent damage penalties account for less casualties for penalty)
- Local effects like being flanked, outnumbering and auras are more local (25m)
- Enemy/friends routing effect enhanced for more chain routes potential (5->20)
- General died more impactful (10->30)
- Enhanced bonus for cohesion (20->30)
- Enhanced fatigue penalties (2->5, 4->10, 12->20 for tired, very tired and exhausted)
Please feedback on your experience. enjoy!
Damage dealt to unit huh. Hm, as I've said I was fighting rats mostly so they don't really have any rampage causing skills. Maybe the threshold for rampage got weird with all the mods I was running xd
Thanks for the clarification though!
Skavenslaves have the "Expendable" trait, meaning their routing only affects other units with the "Expendable" trait like other skavenslaves, while clanrats and others don't have it so don't count in the "friends routing" mechanic for them. This means that the other units routing was probably from the "Stronger enemy units" mechanic or the -30 army loss, given the skavenslaves were the majority of force in the army, and not because the skavenslaves routed.
The rampage mechanic is impacted solely by damage dealt to the unit, not the unit's moral, but sometimes other units can cause it, like witch elves, so be aware who your fighting against.
Number one is that: Skaven routs hilariously fast. It's a bit of a concern, but also, mildly entertaining seeing the other units of rats (be they clanrats, gutter runners, even heroes) just flee in a mass rout once like 10-20 units of skavenslaves break lmao. (Context: I got ambushed by three armies, the majority of which are skavenslaves)
Number two is that: It seems like with the leadership changes, the rampage mechanic of the dinos trigger quite fast into the fight (bit unsure whether it's from your mod tbh). They weren't at low health either, which led me to believe the leadership changes made it so.
Just wanted to share those observations as a heads up. Still enjoying this mod a lot
Anyway as the vanilla penalty is only 5 it's not likely that this mod causes the no routing, and in my game they routed, maybe they were close to a general?
I once though of editing the grouping AI making light troops a flanker role rather than melee, or any other change but since abandoned it as it was a bit too much.