Hello,
While I do enjoy new TW release, the battles were not what I imagined. After having 2v2 battle with 80 squads that lasted 7.5 minute I thought I need to to something about it.
This is how proper combat mod was born.
http://steamcommunity.com/sharedfile.../?id=691006940
Non-steam:
http://www.mediafire.com/download/f0...er_combat.pack
Just insert it into data folder and enable out of date mods.
What does the mod do? In general it slows down the combat for tactical battles while it still remains dynamic and fun.
Characteristics
-slowed down movement speed of units, now they move with more realistic pace that actually matches their animations
-charges still have nice visual effect and are easier to watch and enjoy
-nerfed down damage and range of towers
-slowed down melee combat
-bows, crossbows and muskets have increased range
-slight buff to certain ranged units that were near useless (Firedrakes, Organ Guns etc)
-slight buff to muskets
-slight buff to greatswords and slayers
-basic spearmen have sligtly more melee attack and charge, while shielded version has a bit more deffence.
-rebalanced morale
-increased reload rates of ranged units
-decreased weapon damage to make combat slower, despite going back to original HP values
-small tweaks to morale, units will hold ground a bit longer but will be broken easier
-tweaks to ranged units (Mortars should be more useful)
-increased magic damage by 10%
New update is online.
-morale tweaks - units now have slightly less morale penalties, but their amount of coming back after rout got decreased from 3 to 2. Also decreased amount of time in which unit is immune to rout after regrouping from 60 seconds to 45 seconds.
-fatigue changes - decreased fatigue cost of fighting and shooting (shooting had cost of 23 compared to 15 of combat and 4 of running!), but at the same time running costs more stamina point. Also slightly increased amount of stamina points to get into exhausted state and decreased armour penalty for exhausted state as the change between very tired and exhausted was way to big. Combat/reload costs and running costs were changed due to my observations, where often unit was still fresh or maybe active/winded after running through entire map, but was exhausted after few volleys or few minutes in combat.
Update 01.09.2016:
-updated with latest patch and DLC
-minor tweaks to ranged weapons (mortars etc)
-small buff to Vlad combat skills (speed, melee attack, melee defence)
Update 11.08.2016:
-Added compatibility tables for certain unit mods, something I planned to eventually do I will try to expand as much as I can on those, in order to have high compatibility and less stress for you folks
-increased tower damage by 10% and reduced their reload rates
-decreased Beastmen weapon damage by 5%
-decreased mortar damage a bit and increased spread and minimum range values.
Update 04.08.2016:
-fixed magic reticule bug
-increased a bit magic damage here and there (It still needs more adjusting)
-decreased wind up time during casting of a spell.
Update 03.08.2016:
New update:
-fixed a bug with blasting charges/cinderblast charges having delayed expolsion
-fixed fireing arc of flame cannon.
Update 28.07.2016:
-Slight increase to giant moving speed
-Updated and balanced with new Beastmen units
-Increased Orc weapon damage (regular, not AP damage) and HP points, but only regular units, they were a bit too weak after I decreased hit chance
-Trolls have slightly more HP (They were dying way to fast)
Update 15.07.2016:
Fixed Goblin shield values since they used same as Chosen of Chaos (50% missile block chance!)
Increased a bit Troll leadership, but it is still very low.
Increased cav, zombie and orc running speed due to changes in last patch (So they work as they should)
Decreased ranged infantry and cav reload speed
Adjusted tower range so they increase with each level so their range is from 250 to 450.
Update 24.06.2016:
-I took out campaign difficulty bonuses for AI morale, hopefully it will be enough for non crumbling Undead. That bonus had nothing to do with battle difficulty bonuses, hence on hard (+5), very hard and legendary (both +10) AI was getting massive morale increase and it might have had even more from battle difficulty if you played on higher levels. It simply gave undead units enough flat morale increase not to crumble once the lord is dead. Also on very hard and legendary, players units were getting -5 morale penalty.
-increased HP of Dragon Ogres from 732 to 900
-slight increase to weapon damage of Dragon Ogres and Shaggoths
-increase of Dragon Ogre anti building damage from ridiculously low 25 to 100 (Shaggoths and other units have 250 and more damage).
-increased Orc infantry running speed by 0.2 in most cases.
- increased hellcanon missile speed.
I've deleted versions for upkeep and vanilla version of unit size since they are redundant now. This version allows for other upkeep/unit size mods anyway
Due to those changes you can not only have a bit more time for proper tactical movements, but also AI work well with it. You can also have more time to actually watch combat instead of engaging into clickfest.
Hope you all will enjoy it!
Compatible with:
Saved games
Camera mods
Campaign mods
Reskin mods
Additional unit mods
Upkeep mods
Incompatible with:
Battle mods
Unit mods with rebalanced weapon values:
TocCo Units:
http://steamcommunity.com/id/tocco13.../?appid=364360
Siscu's Unit Pack
http://steamcommunity.com/sharedfile...76&searchtext=
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