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I'm back (but nobody cares) and I've brought a lot of new things:
1) The Monks are fully approved, and there's no discussion about it.
2) I've started working on textures with more quality (or rather, I'm trying to modify the existing ones so as not to violate the copyright of modders, but I'm also creating some from scratch).
3) Due to the peasant upgrade, I had to revise the balance and make humans expensive (now there will be responses like "What? Are you crazy? Numerous and expensive at the same time? Imbalance!!!", but there are reasons for this:
3.1) Too many of the same units + different arts and abilities that increase XP + specialization in peasants = pure imbalance, so I had to somehow ruin the sweet life of Haven, not through units, but through the economy.
3.2) It aligns with the stereotype of humans (a peasant should not fight just for fun, but for a good sum, because bread needs to be bought somehow).
4) I've almost finished working on the role of creatures in combat (their abilities, characteristics, etc.).
Here's what I've done so far:
Peasants: ordinary, weak creatures. In large numbers, they pose a very serious threat, but they die from any blow.
Militia: the same, but more massive and stronger. They also started paying taxes (HUGE +).
Archers: shooting peasants (nothing more to say).
Imperial Archers (why is it an empire everywhere?): they have a double shot, but they have fewer ammunition (it runs out quickly).
?(alternative archer upgrade): will have higher initiative and speed, as well as arcing shots and more shots.
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This is what I've done in these days.
1) The Monks are fully approved, and there's no discussion about it.
2) I've started working on textures with more quality (or rather, I'm trying to modify the existing ones so as not to violate the copyright of modders, but I'm also creating some from scratch).
3) Due to the peasant upgrade, I had to revise the balance and make humans expensive (now there will be responses like "What? Are you crazy? Numerous and expensive at the same time? Imbalance!!!", but there are reasons for this:
3.1) Too many of the same units + different arts and abilities that increase XP + specialization in peasants = pure imbalance, so I had to somehow ruin the sweet life of Haven, not through units, but through the economy.
3.2) It aligns with the stereotype of humans (a peasant should not fight just for fun, but for a good sum, because bread needs to be bought somehow).
4) I've almost finished working on the role of creatures in combat (their abilities, characteristics, etc.).
Here's what I've done so far:
Peasants: ordinary, weak creatures. In large numbers, they pose a very serious threat, but they die from any blow.
Militia: the same, but more massive and stronger. They also started paying taxes (HUGE +).
Archers: shooting peasants (nothing more to say).
Imperial Archers (why is it an empire everywhere?): they have a double shot, but they have fewer ammunition (it runs out quickly).
?(alternative archer upgrade): will have higher initiative and speed, as well as arcing shots and more shots.
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This is what I've done in these days.