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Weapon Variety Mod

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9 years ago
Sep 21, 2015, 8:13:03 AM
This mod seems to affect security and roundup systems on a lastest version. You are allowerd only to cancel current roundup, and it says it'll be finished in 0 turns, disabling the whole system. Also, security values on all cities are zero.
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9 years ago
Oct 29, 2015, 8:17:55 PM
Using capacities to adjust the stats of weapons is definitely viable, but if I want to balance by weapon type and material separately, as you discovered, it quickly gets very complex. I'm not even sure yet if I can assign capacities across the board for a material.

However, if you want to try the new abilities with the old stats, the mod should work even if you rename or delete the SimulationDescriptors[Items].xml file that alters the weapon stats.
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9 years ago
Oct 29, 2015, 6:11:08 PM
Hi, i've got an idea about your mod.

Maybe, if i have some time i will try it.

The idea is to not modify directly weapons or armor stats. So keep the game like it is.

But when a weapon get one of your new ability, there is only to put a modificator with the ability. Example : -10% damage, -10% attack.

So, there is no need to re-do stats of weapons (it take many time to do that).

I like yours new ability, but I would prefer to not tweak individualy weapons and armors stats.

So, it would be possible to give a new ability to a weapons, example, a sword, but not to give it to another sword. I could be cool because theses ability become more rare. And there is more choice : use a vanilla weapons or a weapons with lesser stats but capacity instead.

By this way, it's more easy to balance the overall, it just need to change the modificators in the abilitys.



EDIT : too difficult for me, i've tried to look, compare files with winMerge etc, nothing i can do for now.

I've realized that there is no possibility to put differents abilitys on a weapon depeding of the materiel.

So if parry is put on a sword, all swords get it.

So there is no ways on some weapons to do want i said before. Example : claw have only one version "claw2", there is no claw1. it's not possible to give the new ability to claw1, and the old one to claw2.

Or, it need to make new weapons. It can be cool.

Ive understanded near nothing at your code about ability itself.
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9 years ago
Oct 24, 2015, 3:09:07 PM
Some of the bonuses showing up twice is in fact a result of combining materials with item stats. I may eventually do a pass in which I move all bonuses to the same file to avoid that anomaly, but until then I would like to keep them separate for quick balancing (e.g. if Dust weapons really are too powerful, this way I can balance them all by changing a single number, rather than having to change each Dust weapon type individually).



You distribution of stat bonuses is pretty much what I had in mind originally, but with so few stats to work with, options are limited. I decided to try this distribution first (the logic behind bonuses that are "off" will make more sense once I get around to rewriting item descriptions), but if they don't work out, I might well just increase the obvious attributes and remove the other bonuses.



And yes, the bonuses items provide are in general a lot lower, since I would like to find a reasonable balance between item bonuses and gear bonuses (which should help mercenaries stay viable).



However, that no weapon has Parry 4 is definitely a bug and I need to check. Tier 3 two-handed swords should have the highest level parry ability.
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9 years ago
Oct 24, 2015, 2:47:59 PM
Hi again, corrections are ever made in the file to download.

After more test, one thing go wrong : when correcting attribute of Lance (Adding ImpalingCharge), another attribute was removed (juste charge "0"), but i'm not sure it's correct because I don't see impaling charge in one hand Lance of broken lords.



Armor stats : I've seen some armors with similar bonus, example a 20% defense bonus, and another 15% defense bonus in the same armor. And there is no icons of defense in description effect ingame.

Other thing I observed ingame : i didnt find any weapon with parry 4.



About feedback : I've see that damage and general attribute of weapons are lowest than the original game one. I didnt test it in a game.

I find dust weapons too strong, but it dont seem to be because yours tweaks. Your tweaks give impression to follow standards stats but just lower.

It's strange because I see weapons giving many defense bonus and life bonus too.



What I would find nice in the game : lower stats for dust and iron stuff, and capacity one level less.

More difference beetween attributes for stuff with a ressource.

Weapons give essentialy attak, damage, initiative, and rarely something defensive.

Iron and dust stuff stay very basic, 2 stats max for iron, and 3 stats max for dust.

Armor and shield give defense, life and rarely somthing offensive, except if there is any logic, ex, initiative for the boots.
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9 years ago
Oct 24, 2015, 1:42:27 PM
Thank you for the detailed feedback.

And I agree that the Endless Legend data structure is terrible for finding errors, especially typos.



However, the BowPinning Ability in the Capacities file is actually correct. I tried using AbilityDescriptors for all levels, but that does not work, since some of the affected properties are sealed. So the second level calls the descriptor of the first and then modifies another property to generate both effects.



Enchanteur wrote:
There is new abilitys here. But it seem there is also standards one. Yours files will be best if there is only new stuff or modified stuff of the mod.





That will be the case for the next full release. Keep in mind that this was a quick (and dirty) upload of my work-in-progress files to remedy problems people had with Shadows compatibility, so a lot of data is still in there simply as a reference for myself while working, and will be cut out later.



Now, I should go fix all those mismatched numbers and names.





By the way, could you elaborate on the "strange things with armor stats"? I am still not entirely certain how the item definitions and the material definitions work together, so I may need to move some values from one file to another.
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9 years ago
Oct 24, 2015, 1:37:26 PM
Hi again, Kingsguard and I have finally made all corrections listed above + some more.

There is still little anomalys in the mod but after quick test nothing that seem really wrong.

I've seen strange things ingame with armors stats.



Here, new version of the mod,

DOWNLOAD IT HERE :

WVM041.zip



French localization added.

Same corrections have been done in the english localization.



Mod Traduit en FRANCAIS.
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9 years ago
Oct 24, 2015, 9:49:30 AM
I ve found something that seem wrong in your localization file :



[CODE] Spear - Iron - Good

A one-handed spear of good quality, forged from iron.

Spear - Iron - Great

A one-handed spear of great quality, forged from iron.

Spear - Iron - Legendary

A one-handed spear of legendary quality, forged from iron.

[/CODE]



I suppose it's only tiers1, tiers2, tiers3, I didnt found some tiers4, and tiers 2 have title but no description, and tiers3 description and no title.

I put this in french localisation :



[CODE] Epieu - Fer - Bon

Un épieu à une main de bonne qualité, forgé en fer.

Epieu - Fer - Excellent

Un épieu à une main d'excellente qualité, forgé en fer.

Epieu - Fer - Légendaire

Un épieu à une main de qualité légendaire, forgé en fer.[/CODE]



NOTE : same problem occur with LANCE.



Found this type of bug here too (2x tiers3 and no tiers4)



[CODE] Ferocity 3

#FFB43F#BATTLE EFFECTS#REVERT#

DEALS 40% DAMAGE \7776\ TO SURROUNDING ENEMIES ON ACTIVATION AND DEATH


Ferocity 4

#FFB43F#BATTLE EFFECTS#REVERT#

DEALS 50% DAMAGE \7776\ TO SURROUNDING ENEMIES AT END OF TURN
[/CODE]



Same here :



[CODE] Parry 3

#FFB43F#BATTLE EFFECTS#REVERT#

CAN COUNTER TWICE MORE

+40% INITIATIVE \7774\ ON UNIT AFTER COUNTER ATTACK


Parry 4

#FFB43F#BATTLE EFFECTS#REVERT#

CAN COUNTER TWICE MORE

+50% INITIATIVE \7774\ ON UNIT AFTER COUNTER ATTACK
[/CODE]





BUt i find in another file (SimulationDescriptors[UnitAbility].xml) this :

+20%; +40%; +60%

And effectively 3 tiers only





and here a ">" more than necessary :



[CODE] #FFB43F#BATTLE EFFECTS#REVERT#

+40% DAMAGE \7776\ AGAINST TARGETS WITHOUT COUNTER ATTACK>
[/CODE]





AND Also :



BattleActionUnitAbilityPowPinningLevel4

IS MISSING in localization file apparently, because i found it in UnitAbilities.xml



UnitAbilityStagger : for any reason i don't understand, ingame, the title of ability don't show the localization file one, but a coded one.



Here in localization :

[CODE] Charge d'empalement 4

#FFB43F#EFFETS DE COMBAT#REVERT#

+80% AU BONUS DE CHARGE INITIAL
[/CODE]

Don't look to be used because there is not UnitAbilityImpalingChargeDescriptor4 in SimulationDescriptors[UnitAbility].xml



before making new stuff, you should make an entire check up of all your mod.

I give this advice because if i find these many wrong things in this file, i suspect many others little problems everywhere.

It's not easy to be very rigorous when making code, and structure of information dispatched in endless legend don't facilite corrections and oversee.



Example of something wrong elsewhere (BattleActions[Capacity].xml) :



[CODE]





$Property(ClassUnit:CantBeDebuffed) le 0















$Property(ClassUnit:CantBeDebuffed) le 0

















$Property(ClassUnit:CantBeDebuffed) le 0











[/CODE]



There is 2x the BattleActionUnitAbilityBowPinningLevel1, and no BattleActionUnitAbilityBowPinningLevel3

And I don't find the "NEGATES MORALE BONUS FOR 1 TURN" code (but maybe it's elsewhere, i don't know how it work)

and there is no BattleActionUnitAbilityBowPinningLevel4 but there is one in UnitAbilities.xml



In SimulationDescriptors[UnitAbility].xml, i found this :



[CODE]































[/CODE]

UnitAbilityDefensiveVolleyDescriptor1 don't become UnitAbilityDefensiveVolleyDescriptor2 but UnitAbilityFerocityDescriptor2 instead.

It look very anormal.



in ItemDefinitions[Base].xml :

I don't see any custom ability like ImpalingCharge, for the Lance (not sure)



Another thing : I've read UnitAbilities.xml

There is new abilitys here. But it seem there is also standards one. Yours files will be best if there is only new stuff or modified stuff of the mod.





My FRENCH localisation file, with some corrections :

WVM_Localization_Locales.zip



Sir Olorin (Even more epic mod) work on this file too and may post his own. We have half the work together, but in end, I have made some ultimate corrections this morning, and finish it too.
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9 years ago
Oct 24, 2015, 12:17:48 AM
Enchanteur wrote:
Hè, new version here. I will try it.

I had some troubles with your previous version, essentialy informations about weapons. It just show a code tag and don't show any information about statistiques bonus. It was very frustating because the mod look great, and no bug/crash.

I hope all is OK in this new version.



Is there something specific in WVM041.xml ? (other that just information about the mod).

Because I can try to merge it in the mega mod I test/use actualy "world generator + auriga expanded + hard winter".

Do you have any suggestion about to how succesfully made a merge with your mod, something to take care or not forget ?



Note : I can try to edit French localization at same time.




Thank you for your interest in my mod. The only part of the WVM041.xml you need are a few lines at the bottom:



[CODE]



Localization

[/CODE]



These lines are, for some reason, missing from the ModdingReference example file, and without them, the mod will not grab the localization file.

Furthermore, if you are using the French version, you should rename the "English" folder to "French." In the next build, I will just include folders for all languages so they will at least get English tooltips until I can get other localization.



And I would be very thankful for any help with French localization, as I don't speak a lick of French (had Latin in school, which is quite useless here).



P.S. Since I know the pain of merging mods every time a new patch comes out, all changed or added lines are usually collected in the same place in a file. Starting next version, I should mark them with a "WVM Content" comment, to make them easy to find.
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9 years ago
Oct 23, 2015, 2:32:04 PM
Hi again, do you have some skype or something like that ? I propose to discuss about that this evening if you have the possibility.

I have made some work about endless legend recently, and merge some mods. My goal is to merge mods I can. Yours is a little bit special because it only need to be copy-paste into original folder. But by this ways, it's more easy to merge it because the files additionnals of other mods don't need to be merged.



----------- french ---------------



Salut, on peut s'organiser. Si on peut discuter sur skype ce soir, cela permettrait de faire un point. Je te transmettrais mon identifiant en MP vers 18h (je m'en rappelle plus il est chez moi).

Je joue pas mal à EL en ce moment (trop !). Du coup j'ai commencé quelques projets simples à ma portée d'ignorant du modding. J'ai retravaillé sur le world generator, un mod qui accentue l'hivers, et j'ai réussi a merger tout avec auriga expanded. Je sais pas si c'est une bonne idée d'ailleurs car ce dernier mod est plutôt fait pour le multi que le jeu solo. Quoi qu'il en soit si ce projet de MERGE global t'intéresse, j'aimerais bien parvenir à faire ça, en mettant le mod sur les armes WWM, mais j'ai échoué avec celui là avec la version précédente. Ton mod étant installé autrement donc ne demandant pas de travail sur les fichiers situés dans community.
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9 years ago
Oct 23, 2015, 11:05:19 AM
Enchanteur wrote:
Hè, new version here. I will try it.

I had some troubles with your previous version, essentialy informations about weapons. It just show a code tag and don't show any information about statistiques bonus. It was very frustating because the mod look great, and no bug/crash.

I hope all is OK in this new version.



Is there something specific in WVM041.xml ? (other that just information about the mod).

Because I can try to merge it in the mega mod I test/use actualy "world generator + auriga expanded + hard winter".

Do you have any suggestion about to how succesfully made a merge with your mod, something to take care or not forget ?



Note : I can try to edit French localization at same time.




I also wanted to translate this mod in French, we should do it together so its easier and less boring smiley: smile
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9 years ago
Oct 23, 2015, 10:09:49 AM
Hè, new version here. I will try it.

I had some troubles with your previous version, essentialy informations about weapons. It just show a code tag and don't show any information about statistiques bonus. It was very frustating because the mod look great, and no bug/crash.

I hope all is OK in this new version.



Is there something specific in WVM041.xml ? (other that just information about the mod).

Because I can try to merge it in the mega mod I test/use actualy "world generator + auriga expanded + hard winter".

Do you have any suggestion about to how succesfully made a merge with your mod, something to take care or not forget ?



Note : I can try to edit French localization at same time.
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9 years ago
Oct 21, 2015, 10:11:03 PM
Thanks for the praise, Kingsguard.

I'm pretty sure that the errors you were experiencing were largely related to my mod, since the last version was released before Shadows, and I only now got around to uploading the compatibility version.

And I'm happy about any help offered to me, even just a chance to discuss ideas. Right now, I would greatly appreciate if anybody still had the older versions of the mod so I could check a few things and compare to the newer versions I still have. There are some changes I never quite made up my mind about, so it would be useful to compare.



I'll try to get the next version ready as soon as possible. That one should finally introduce material-specific Capacities.
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9 years ago
Oct 20, 2015, 10:04:07 PM
Hello Cats-o-Nine-Tales,



I would have wanted to continue the awesome job you have started with this mod and to work on the "Planned Features" with you, if you are willing for my help.



EDIT : Here are some screenshots to show how cool is your mod, even only for the one-handed spears (joking smiley: stickouttongue ) :









Also wanted to add that my mod (EME) merged with your mod was perfectly working, except some issues with new espionage items (will try to figure out if it comes from your mod or mine or the merge), its great ^^
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9 years ago
Sep 21, 2015, 12:22:06 PM
Xenobyte wrote:
Great mod to tinker around your unit designs and tactics. Gonna try it right away smiley: smile Thx for your efforts.

If you are not sure about your bow capacity mechanics, consider adding supressing element of the bow attack which can affect init/speed. Maybe even both like -speed for target that have already acted (injured on march) or initiative penalty if they havent (delayed by surprize raid of arrows), maybe some penalty for close range combat (crossbow in reverse). Actually, there a lot of possibilities for such interesting mechanics for ppl who love turn-based tactic games smiley: smile




Thanks for the feedback. I did consider representing the suppression ability of a barrage of arrows like that, but reducing movement felt a little too powerful for me to give to ranged rather than support units, and just debuffing initiative felt rather plain. I may revisit this, though. Keep the ideas coming.



Xenobyte wrote:
This mod seems to affect security and roundup systems on a lastest version. You are allowerd only to cancel current roundup, and it says it'll be finished in 0 turns, disabling the whole system. Also, security values on all cities are zero.




Honestly, I'm surprised that the mod doesn't just throw a NullReferenceException or something, giving that version was built using files before the Shadows Beta. I'll try to get the new, updated version up as soon as possible, but I haven't had as much time as I wanted to finish it, and I want to get the material qualities in for next release.





Kingsguard wrote:
Would be cool to implement dual-wield combat for this mod smiley: smile




I have been thinking about it, but I am not sure if I will. Giving Dual-wielding to anybody other than The Forgotten could turn compatibility into a nightmare.
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10 years ago
Jan 26, 2015, 6:43:15 AM
Overview

This mod aims to encourage diversity in army composition by adding new and hopefully interesting capacities to numerous pieces of equipment.

Eventually, all weapons as well as torso armor should have different abilities based on weapon class and material used. Furthermore, weapon selection should be increased for several units, as well as additional hero classes unlocked for each faction (e.g. ranged, infantry, and cavalry for Vaulters).



Due to a recent HD crash, I had to rebuild a lot of my work, and even rebuilt some parts I didn't need to before realizing I still had version 0.2 here. New version is 0.4.1 (currently no changelog included).



Download: WVM042.zip





Installation Instructions:



1) Find the My Documents/Endless Legend/Community folder.

If the Community folder does not exist in the Endless Legend folder, create it.

2) Within the community folder, created a folder called WVM.

3) Place all mod files in the WVM folder. (The WVM.xml and the GUI, Localization, and Simulation folders need to be located here.)

4) Start the game, enter the mods menu, select Weapon Variety.







Current Features

- Stats rebalanced. Need feedback.

- Additional weapon choices on some units

- One-handed spears and lances implemented

- Different Militia weapons for some factions



  • Swords: Parry permits additional conterattacks and increased initiative.
  • Axes: Overwhelm grants bonus damage against targets that have already acted.
  • Hammers: Stagger applies an initiative penalty to the target.
  • Spears: Phalanx grants bonus attack on counterattacking.
  • Lances: Increased damage for charge attacks.
  • Claws: Ferocity deals damage to surrounding targets on unit activation
  • Bows: Rain of Arrows negates terrain and morale bonuses. (Needs thorough testing).
  • Crossbows: Nocked and Loaded Deals damage to attacker while preparing for counterattack.
  • Shields: Block now gives a 20%-40% Bonus to Defense







Unit Ability Changes:

  • Barkskin, Increased Fire, Unleashed Potential, and Debuff Immunity have been given a 1 tile radius of effect.
  • Vaccination: Now "treats" the target to become volatile and explode on death.
  • Stalwarts have lost the fast ability to match their description a little better.







Known Issues

  • Incomplete tooltips
  • No size difference between one-handed and two-handed spears
  • Lance uses Damaging Charge ability from the Dorgeshi vote; Impaling Charge not yet finished
  • Armor tooltips display item and material effects separately
  • Only English and French localization







Planned Features:

  • Add two-handed Heavy Crossbows
  • Adjust capacities of Staff, Wand, and Scepter (Suggestions welcome)
  • Material-dependent Capacities for weapons, shields, and torso armor (Suggestions welcome)
  • Adjust values of attribute changing capacities
  • Greater equipment variety for mercs, including strategic resource equipment
  • More unique capacities for Minor factions
  • More Hero class variety
  • Cavalry Heroes
  • Potential: Faction-based weapon selection for militia
  • Potential: Unique capacities for unique weapons and armor
  • Potential: Additional Capacities for major factions (e.g. forest walking for Wild Walker units)
  • Potential: Special capacity for unit classes (e.g. "shield wall" for infantry, lower maintenance for support)
  • Potential: Class-specific "synergy" hero skill (e.g. added defensive morale bonus on infantry, morale damage on cavalry charge)





Release Notes

0.4.2: Hotfixes and French localization courtesy of Kingsguard and Enchanteur

0.4.1: Shadows Compatibility

0.4: Initial re-release of rebuilt version





Any feedback is welcome, be it bug reports, balancing suggestions, or ideas for new capacities. I won't be able to react until the end of the week, though.
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9 years ago
Sep 19, 2015, 9:25:37 PM
Great mod to tinker around your unit designs and tactics. Gonna try it right away smiley: smile Thx for your efforts.

If you are not sure about your bow capacity mechanics, consider adding supressing element of the bow attack which can affect init/speed. Maybe even both like -speed for target that have already acted (injured on march) or initiative penalty if they havent (delayed by surprize raid of arrows), maybe some penalty for close range combat (crossbow in reverse). Actually, there a lot of possibilities for such interesting mechanics for ppl who love turn-based tactic games smiley: smile
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9 years ago
Aug 8, 2015, 3:45:30 PM
Version 0.5 released at last.



- More weapon options for many units

- One-handed spears and lances added

- further adjustments to come capacities

- stats rebalanced. Needs thorough testing.
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10 years ago
Mar 23, 2015, 1:13:20 PM
The-Cat-o-Nine-Tales wrote:
Thank you for pointing that out. I forgot to remove that from the known issues. With all references to the Parasite ability removed from the mod files, it should work just fine now (though I intend to eventually give them a buff that feels more thematic than disease immunity, like a virulent explosion on death).

For the same reason, the mod should now be compatible with any patch that does not modify the same objects as the mod, thus the patch to the "Shock" ability in the new free add-on should work just fine.

Once the actual DLC comes out I may have to start providing parallel versions, though.




Woop woop, that is wonderful news smiley: biggrin
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10 years ago
Mar 23, 2015, 12:44:55 PM
Thank you for pointing that out. I forgot to remove that from the known issues. With all references to the Parasite ability removed from the mod files, it should work just fine now (though I intend to eventually give them a buff that feels more thematic than disease immunity, like a virulent explosion on death).

For the same reason, the mod should now be compatible with any patch that does not modify the same objects as the mod, thus the patch to the "Shock" ability in the new free add-on should work just fine.

Once the actual DLC comes out I may have to start providing parallel versions, though.
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10 years ago
Mar 23, 2015, 8:29:53 AM
I thought I'd ask:



In your description you mention some inconsistency with EL updates (namely the proliferators), is that still true or has it changed with WMV02?

Also, what about the new dlc?
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10 years ago
Mar 22, 2015, 8:51:35 PM
PotatoesAreBland wrote:
There is a penetration bonus available as a charm in the late game. Perhaps that might be a simple change to war-hammer which also matches the weapon model for a few of them.



Personally instead of stun, would you consider a stacking initiative penalty (-33%). Like 3 hits from a war-hammer and even the Delvers go first occasionally. This might also help to make the occasional Delver village a challenge. In fact I could see a strong overlap between Delvers and Windwalkers.






The stacking initiative penalty may be a great idea for Hammers. "Daze: Reduce target Initiative by 10% + 5%/level." That would also always pose the question of whether to hit an enemy who has not yet attacked to deny them their turn, or hit an enemy who has already taken its turn so you can push them back in the battle order of the next turn.



That said, the current version still does not include lances (not done implementing them), Heavy Crossbows (ability did not work), a new ability for bows, or improved support weapons.
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10 years ago
Mar 19, 2015, 8:35:13 PM
There is a penetration bonus available as a charm in the late game. Perhaps that might be a simple change to war-hammer which also matches the weapon model for a few of them.



Personally instead of stun, would you consider a stacking initiative penalty (-33%). Like 3 hits from a war-hammer and even the Delvers go first occasionally. This might also help to make the occasional Delver village a challenge. In fact I could see a strong overlap between Delvers and Windwalkers.
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10 years ago
Feb 15, 2015, 1:36:51 PM
My apologies for not getting back to all of you sooner. Unfortunately, work got in the way. I'll add installation instructions to the first post, and the readme of the next version. Speaking of, I'll be trying to release a new version within the next few days. I have some trouble getting the support abilities to work, and the ability I had in mind for two-handed Heavy Crossbows does not seem to work either.



pineappledan wrote:
Ideas for capacities:

warhammers are almost exclusively used in battle to fight armoured opponents. you could make the capacity for 1 or 2-handed maces that it ignores defense by an equivalent amount as the block upgrade of that weapon tier


I had considered an ability like that both for Hammers and for Heavy Crossbows. I'd like to find abilities that are not dependent on the enemy, but at least these would be a lot more generally useful than the different -slayer abilities. I had also considered an ability I called "Stagger," which would have given a slight penalty to movement and initiative or defense. "Stun" just feels far too powerful when it goes off.



pineappledan wrote:
For bows I can think of several ideas, you could give them an attack boost for non-adjacent targets (the anti-thesis of the crossbow) or give some benefit for attacking before any opponents have moved (as if initiation needed to be any stronger). Or you could give them a suppression capacity when on higher ground than the target, perhaps sapping movespeed or initiation on supressed targets


I had considered giving them the "Swiftness" capacity (which is actually already implemented, and can be accessed through one of the accessories, as far as I remember). Since the Handcrossbows are quite defense, and the Heavy Crossbows should be offensive (the piercings shots I had planned do not seem to work, probably because the game can't figure out which tiles to affect), I would like Bows to offer some tactical battlefield control, so to speak. Penalties to movement speed and initiative are, of course, quite powerful, as would be the ability to deny the enemy their attack. I had also considered giving the bow wielding unit itself a bonus to movement speed, but that would make kiting even easier. You are right in that I should probably involve the terrain and its effects somehow.
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10 years ago
Feb 15, 2015, 12:28:58 AM
This looks really awesome and I'm totally going to try it.



As soon as I figure out where to put it. It'd be supremely helpful if you gave installation instructions in the read me, and in the OP.
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10 years ago
Feb 11, 2015, 5:10:13 AM
This sounds good, I will install right away



Ideas for capacities:

warhammers are almost exclusively used in battle to fight armoured opponents. you could make the capacity for 1 or 2-handed maces that it ignores defense by an equivalent amount as the block upgrade of that weapon tier



For bows I can think of several ideas, you could give them an attack boost for non-adjacent targets (the anti-thesis of the crossbow) or give some benefit for attacking before any opponents have moved (as if initiation needed to be any stronger). Or you could give them a suppression capacity when on higher ground than the target, perhaps sapping movespeed or initiation on supressed targets
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