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NTR – a multiplayer rebalance of mods for new towns.

#23
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Dyrman
Hello!
I've become very interested in the mod, and I'm curious to hear what the original creators will say.
1) Could you briefly describe the factions in the topic header and their main features? The current description seems a bit dry, unfortunately.
2) I'd like to understand what specific changes are in the mod, and if there are many changes, a full guide might be helpful. Or something as close to it as possible.

Hello)
The thing is, I haven't received feedback yet on whether the description of the new mechanics should be done in the same way as the document for Sanctuary, descriptively, omitting details of each minor thing (the changes, as I mentioned at the beginning, have been made for a very long time, and remembering each one is a pain =)) or whether it should be in a stricter format: old stats -> new stats. I'm afraid that if I put all this in the header, it will be too long, so it's easier to have it in the form of documents.
I didn't include the composition in the description because I didn't change the creatures; they all remained in their places, and there are links to the originals in the header. Well, since the work on the composition and models isn't mine... I don't know if it would be appropriate.

By the way, returning to the topic.
I'm currently working on refining the mechanics (releasing the mod causes a week of sleepless nights and weekends in the astrologer's tower for polishing). The problematic units are grenadiers and adepts. I'm trying to create synergy between them and give them more organic skills. The upcoming mini-patch will include:
-Grenadiers will have a new explosion animation. Since I removed the area-of-effect damage, a large flame didn't seem logical, so I gave them a mini-explosion. The game engine is a pain; it doesn't allow for normal screenshots, but it looks VERY good in the animation.

-Adept's role will change. The cross-attack will be replaced with a new pattern. All creatures around receive 50% of the damage dealt, which is more logical for a flame of this shape.
-Adept's "Sorrow" ability has been removed and replaced with "Flame Strike." Since I couldn't override the executable and change the damage coefficients for this ability through the files in the data folder, I reworked the adept's stats. They will shoot without a range penalty and have no penalty in melee combat. The damage will, of course, be reduced. This will allow them to deal consistent damage with Flame Strike, and thus, together with the grenadier, they will provide good synergy for fire damage.
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