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kokopuffs wrote: Hey, just wanted to point out that having morale system negatively impact initiative is probably better for balance...ranged units (even after nerfs) are still ridiculously OP because if they get the highest initiative they are running a train on any melee due to being able to focus fire way better (and the units in the rear can just focus on offense stats, whereas infantry needs to focus on all areas including damage output). Letting spread-out units get first strike would be a much more appealing solution than to have death balls of ranged units all game. Ranged can more effectively camp reinforcement spawns too.
Plus, it makes sense from a general perspective of moving in a huge army is much slower than moving in small detachments.
Dude, that would pretty much kill defending armies. But if you think that ANY bonus from morale is too much, i could fix that. Right now all stats except Damage gets 15% buff per morale, while dmg get 5%. Maybe all could have 5 %.
In order to counter rangers i have improved cavalry initiative generally. 2nd Best initiative is for WW archers, could they be the problem makers?
Edit: And max morale is up to 12 now, it was 6 before. If can make a better initiative system like mentioned below, I'll most likely nerf the effect of morale.
Slight001 wrote: heck with infantry... Mezari... ahem... I mean Vaulters... need a cavalry hero. rapidly closing is the key to melee survival.
I gave it a shot, could not even find the hero unitclasses. Even if that was ok, only mounted hero models are for Rovings and we cant implement any other model right now. It could be possible in the future tough.
Only thg comes into mind is to use Broken Ryder models, which would look ridiculous in any other faction.
The-Cat-o-Nine-Tales wrote: Having the morale system affect initiative is an interesting idea. I may have to try this mod to see if it actually solves the "initiative is king" issue, though I am somewhat doubtful. The binary results of initiative are just too strong, and this might simply lead to players always crowding their armies. The fact that most retaliation strikes have no chance of triggering special abilities just amplifies this problem even more.
Still, I do agree with a number of your stat changes, especially regarding the movement of the Broken Lords. I never understood why the Stalwarts were Fast, and 3 Battle Movement is considerably more powerful than 2 Battle Movement, given that it lets you move into a second forest tile in one round. If anything, I feel the Stalwarts should be slow, given they are just Dust in armor, but that's probably the 40k geek speaking and trying to bring the Thousand Sons into this.
I've started work on a mod of my own a couple of days ago (after months of planning started in the beta), trying to provide more interesting unit customization by assigning various special abilities to weapons and armor, as well as different abilities based on the material in use. For example, giving all types of swords a Parry ability that gives them bonus retaliation strikes and some minor stat bonuses for retaliation, or giving Spears a Phalanx ability that provides a big buff to defense, attack, and/or damage while defending, not just against cavalry.
I also want to increase weapon variety on units without losing their personality (like giving Stalwarts the spears they're carrying in the artwork), and implement three different hero classes for each faction. However, for that I'll have to create cavalry and flying hero classes, so any suggestions would be welcome. Of course, there's also the issue of animations and the way the units hold the weapons, which we can probably not change without help from Amplitude. Still, I'm willing to live with my Vaulter/Mezari hero holding the axe the wrong way around if it means I can get a cavalry hero.
Once I finish my work, perhaps we can discuss the results of our attempts at making unit customization more interesting, and possibly merge our mods if we feel that would provide a better experience.
Thx for the feedback. This initiative stuff is a work around. Tried many things -like attackers losing initiative for 1 turn, missing a hit cost even more or getting a random % in boost when turn starts- but tossed into a wall. May look at it again some time. And please; if you happen to know how to generate a random number between 50 and -50 , tell me .
Stalwarts have spears, don't they?. I must have added them along with 1h hammers. I plan to make 1h spears for more consistency with the screenshots.
Wrote about that hero issue on the previous post, will check that again.
I'd be glad to share my ideas in a good mod. Just make it worthwhile and keep in touch. Good luck.
Samanie wrote: I gave it a shot, could not even find the hero unitclasses. Even if that was ok, only mounted hero models are for Rovings and we cant implement any other model right now. It could be possible in the future tough.
Only thg comes into mind is to use Broken Ryder models, which would look ridiculous in any other faction.
Actually Vaulter cavalry uses tech to augment their bodies. No need for mounts when you have powered armor.
Samanie wrote: Dude, that would pretty much kill defending armies. But if you think that ANY bonus from morale is too much, i could fix that. Right now all stats except Damage gets 15% buff per morale, while dmg get 5%. Maybe all could have 5 %.
In order to counter rangers i have improved cavalry initiative generally. 2nd Best initiative is for WW archers, could they be the problem makers?
Edit: And max morale is up to 12 now, it was 6 before. If can make a better initiative system like mentioned below, I'll most likely nerf the effect of morale.
it's almost impossible to imagine a turn-based system in which initiative isn't really OP, unless you make it so that combat drags on longer. If possible I'd just say remove all initiative bonuses from units that have enemy(s) in adjacent squares.
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