So the past several days I was tinkering with new ideas and mechanics when it came to missile weapons. I was inspired by the added effects the Slavic DLC brought to Attila so I decided to expand that style of gameplay over most of the missile weapons and types in the game.
Missile Overhaul:
1. Broadhead Arrows are the effect given to all normal shot type arrows in the game. It is only a small effect that reduces unit speed by 5% on contact for 15 seconds. This is to simulate men pausing for a moment or taking notice of being under fire from missiles. Normal arrows no longer cause men to tumble or stumble either due to their lighter weight and reduced AP damage.
2. Early Bodkin Arrows are the effect given to Heavy show ammo. This effect is used to simulate the armor piercing effects of the bodkin arrow beyond base AP damage. Bodkin Arrows will slow a unit by 10% due to wounds and the shock of being hit by the heavier arrows. Charge acceleration has also been slightly slowed and shield defense is reduced due to the damaging effect on the shield. This effect lasts for 20 seconds but it can damage friendly units. Ideally, you will want to fire a volley into the enemy before charging and switch to other targets not near your own men.
3. Normal Javelins still cause enemies to stumble and fall but also reduce unit speed by 25% and charge speed by 15%. Shield Defense is reduced by 35%. Effect lasts for 15 seconds.
4. Heavy Javelins and Pila cause enemies to stumble and fall and reduce unit speed by 35% and charge speed by 25%. Shield Defense is reduced by 55%. Effect lasts 20 seconds.
5. Francisca Throwing Axes historically caused enemies to become frightened due to the volume and ferocious nature of the volley and are now represented similarly in game. They reduce morale by 12 points and lower melee defense, shield defense, and charge bonus for 15 seconds.
6. Other ammo types such as Fire and Whistling shot have remained the same as I felt their current place in the game balance was fine.
7. Slings have had slight balance adjustments done to spread and rate of fire.
General Range and Velocity changes:
1. Various bow and javelin types as well as shot types have had their ranges and missile velocities changed to more accurate values. Expect to see a wider diversity of ranges among units.
Unit Fatigue and Training System (Experimental)
This system was designed to allow further freedom in assigning precise fatigue rates as well as have control over other hidden Attila values. This system allows for fatigue rates to differ between seven types of soldiers and allows for emulation of unit experience and training on a specific unit basis.
1. Poorly Trained: Used to simulate untrained levy units. These units will fatigue faster than the standard rank and file due to the lack of physical training. Their skill in combat is also reduced.
2. Minimal Training: Used to simulate garrison or semi-trained levies. These men fatigue slightly slower than normal and have some combat skills.
3. Standard Training: Used to simulate the standard trained soldier of the time. They fatigue at the standard rate and fight with the skills they have learned.
4. Advanced Training: Used to simulate men who have trained for specific situations and have slightly more experience than the average soldier. They tire at a slightly slower rate than normal and have better combat skills.
5. Elite Training: Used to simulate veteran soldiers or elite soldiers. They fatigue slower than normal and fight with much better effectiveness than the rank and file.
6. Professional Training: Used to simulate the professionally trained men of the day. Fatigue at much slower rates than normal and have honed combat skills.
3.5 Heavy Armour Training: Used to simulate the heavier armored soldiers of the time. They fatigue faster than normal due to the weight of their Armour but fight just as well as standard and even some advanced soldiers.
This is a system I am eager to implement in the best ways possible and hope that people enjoy. I will be tweaking and testing further based on any user feedback I get. The names of the training levels are subject to change but for now these will be the placeholder names.
The update is out now!
Steam Link: http://steamcommunity.com/sharedfile.../?id=591200193