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Discuss something you've tested out (modded) here

I'll start.

I gave all the heroes 8 more hp across the board to help counter my deep dislike of the current implementation of Crack's Call unpreventable damage. Also, so melee heroes can still engage end game Supernaturals a few times without getting annihilated.

I reduced the magical ranged attack strength of Sprites and Ghouls by 1. Those lairs full of 9 ghouls / sprites were always very hard to crack early, often after I'd cleared out things like Chimeras. I find that while not quite as OP... Nature wizards can still cheesy farm out most Arcanus Sorcery nodes full of Phantasmal Beasts / Warriors with zero losses much earlier than other wizards.

I gave all spearmen Stealth=yes. They are now excellent scouts which give the exact composition of lairs and don't violate wizard pacts to keep nodes by wizard pact frenemies cities. I have yet to lose a city to a rampaging stack of undetectable 9 AI spearmen (nor ever even seen such a thing). Really a great change for the underused unit.

I've made lots of other changes, but these seem the most solid to me of them all. Play tested these to death. Literally. Death. (and Nature).
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I’ve modded slight balance tweaks all over the place, reimagined spearmen use to be on the same level as swordsmen (basically a weak halberdier), and reduced research costs by a small percent to accommodate that i play smaller maps.

I am interested in making units far more expensive to reduce some of unit management and make individual units more valuable. It would involve a lot of changes, such as various combat casting costs, and things i can’t yet do : doubling food upkeep (like it was in original game) and some unit enchantment upkeeps, and some spell damage of resistance parameters. This experiment could be an unbalanced failure at worst or a viable gameplay change if successful

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