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Weapon Variety Mod

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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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