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If I'm not mistaken this is also the solution that SFO came up with (buffing unit HP)
But I'm thinking of going for another solution: I'm going to increase the resistance of armor and shields to ranged damage. For balance and realism, I think it's better, especially when you see fully armored units being destroyed at range in the late game.
What even worse is that in vanilla, when melee unit finally gets to the ranged unit, they could easily decimate them. Since your mod nerfed melee hit chance, melee is handicapped and there's no reward for rushing and reaching the enemy ranged unit. They also gonna miss half of their attacks while trying haha.
I think this will make playing with a melee focused faction miserable, and will make people want to stack ranged troops more
Originally battles take like 5 mins to finish. Melee units take 5 mins to wipe out the enemy, magic also takes 5 mins to wipe out enemy, so does ranged.
You want to make battle last longer, hence you nerfed melee units so they take 10 mins to wipe out each other.
But then there's still lords and heroes that use magic, and they still wipe the enemy in 5 mins, so which side that brings more magic wins. To offset this you nerfed magic so it will also take 10 mins to wipe out enemy.
Now that melee and magic are on the same scale, but ranged units remain the same, so whichever side brings more ranged unit will have advantage?
Don't you agree?
Late game Festus and his hero Asmodeus are unkillable. I had 18 units of armor piercing kossars targetting just them along with a tower, and they took maybe 5% HP bar damage before they routed my entire army within my city.
Sorry
This has been removed with last update?
I get 100 limit when I start campains.
The fact that melee combat lasts longer?
I reduced health regeneration by 50% and left ranged damage as vanilla.
Thank you for your work.
Forgive me but I question if this is compatible with SFO overhaul. The reason I ask is because when you are using RPFM and you add your edited tables of this mod with SFO mod then you see that the tables that SFO modifies are ontop of your tables and thus should be taking priority and over-riding your changes. Am I incorrect on this? Hope all is well.
I was hoping you would not touch it or at least decrease it not make it worse wtf
I really like other changes, but this healing thing really suck.
I understand if you nerf passive regeneration but healing spells got basically deleted from the game.
-Rework of new spells, etc. from the DLC
-Removal of the 25% penalty on weapon damage for lords and heroes
-Return of projectile damage reduction -15% => -10%
New mechanics coming: The ground of the battle map will have an impact on speed (grass, road, mud, scrub, forest, rock, deep water, etc.)
After listening to your feedback and several tests on my side, I decided:
-Increase the morale penalty which prevents certain units from breaking at the end of the battle when there is no longer an army.
-Slightly increased ranged damage penalty
-Slightly increased the healing penalty so that it is better suited to slow combat (because heroes/lords with items heal faster than they lose hit points)
Well done, hoping for long support with this mod!