ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
I'm just trying this game and it seems quite fun, but I would like to mod some combat mechanics..
I love the idea of attack/defense formula, but I was wondering if it is posible to mod a weapon/skill to change attack/defense instead of damage.., so damage keeps about the same, but the chances to do critical damage against some units are greater. (spears giving boost to defense and ofense against cavalry instead of just increasing damage)
I think that would work better than having a weapon that can do a lot of damage against some kind of unit, but unable to hit them due low att/def values..
Thanks in advance!
Edit: I have found where it is the rule I was looking for..
The Slayers abilities are indeed a way to change the attribute of a unit during a battle.
But if I understand well you want to target any units and add the value the AttributeAttack or AttributeDefense.
It should be quite easy to create such an ability with the slayer example and normally in the modding tutorial you should be able to understand how to create items.
A weapon will require a model though. Maybe a skill is easier to do. Anyway it is all moddable.
Thanks, at first I thought I would need a new ability, but I can change KnightSlayer to improve Attack and Defense instead of damage..
I'm reworking combat so no unit could slay any other in one attack, even with a critical hit, I had a single unit capable of inflict 149 base damage (almost double against infantry) so it used to kill in one hit
I have reduced all unit's damage 25% and I'm planing to work on weapons and abilities too.
I would aslo like to change morale boost (I think is too high and it should improve Defense more than Attack)
(0-1) max ( 1 min (2 - ((2 * $Link(Initiator|Property|ClassUnit:AttributeDefense)) / $Property(ClassUnit:AttributeAttack))))
I'm planning some modding into damage and strength calculation, but I'm unable to understand this one..
I'm aslo working to include some kind of battle readiness/efficience, units with less health will do less damage, but first I need to understand that rule to change the odds, I feel they change too fast right now..
This formula is used to compute the ratio between the opponent’s defense and your unit’s attack, which is used to define the probabilities of a critical hit, a normal hit, a fumble or a critical fail.
This formula is used to compute the ratio between the opponent’s defense and your unit’s attack, which is used to define the probabilities of a critical hit, a normal hit, a fumble or a critical fail.
I know that, but I can't figure how min/max formula works.
I understand Min gives us the less value between 2 and the ecuation, then max gives us the max value between 1 and min calculation
And I guess (0-1) converts that value in a number between 0 and 1?
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