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Speaking of separate mods, it might be worth looking into setting up Mod Configuration Tool settings in your mod to enable/disable specific units from being recruited on the campaign map. The Expanded Roster or any of Graetor's unit mods should all give you examples of how to properly set something like that up.
It would allow someone in my circumstance of having more control over the kind of units AI armies are recruiting, and would also allow someone who might not want to play with or against the hero units added by this mod to personalize their campaign that way.
Skirmished against an auto-generated Kislev army, I'm wondering if my ballista are a bit strong for their price in my list. I might bump up their cost maybe. Anyways, I had two units of ballista almost destroy a custom tank before it could finally disable their guns, brought it down to 35 hit points. I was expecting to lose the tank, and the battle.
the mad lad had other plans
Thanks to AI being too stupid to not shoot at the impenetrable front shield, it hung on to those 35 hit points like a honey badger on a lion's unmentionables and proceeded to MASSACRE everything in front of it while my remaining line and back line infantry supported it, keeping everything away from its vulnerable sides and rear.
Thanks you
Increased hit points of Riflemen a tiny bit and Musketeers a lot. Musketeers should be able to withstand an amount of ranged fire now. Musketeers didn't have the hit points to justify their role in a battle line and their absence of DPS, and accuracy. Riflemen can maybe tolerate being in melee for a while, but still fold under fire.
Touched up elite units (Guards, Foot Knights) hit points, they kept getting burned down first (still a problem, just maybe less so now) in Skirmish. Foot Knights especially got a melee glow up.
Grenadier damage was comically bad. Increased it, and added a contact effect that reduces accuracy and reload speed. Their role is to cripple enemy ranged units so line infantry can hold against melee infantry a little more safely with ranged being their intentional weakness, giving a bit of synergy.
Once upon a time I had them with different ammo types, but an update kind of broke my ammo type setup and I haven't figured out how to properly implement it yet. They could switch to long range projectiles with a slowing debuff, AoE that reduces effectiveness of shields and armor, and a "siegebolt" that was slow, very short range, and awkward to use on anything but a gate to bust it down or a monster to obliterate it.
So I'll be tinkering with them from time to time when I'm in my packfile.
Outriders, though, are Large and much faster, so naturally more versatile (and they have the added benefit of being cavalry, which can displace enemies through charging them).
I’d like to see some bound spells, or maybe a magical aura or something to make them stick out as a more defensive alternative to outriders. I’d also point out that for frontline aoe support, they’re now competing with the other Grenadiers as well.