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Posts from Justice is a fan-made global mod.

5.0 (2 ratings)
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9 years ago
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Mod in development (?)

Summary table of creatures and abilities:

>>LINK<<

Main directions of mod changes:
- Each creature and its upgrades have a common unique set of skills and/or a concept
- An upgraded creature always receives an increase in basic characteristics and at least one new ability
- An upgrade always develops the idea of the basic creature, an alt-upgrade develops it in a different direction or offers a complete alternative

Acknowledgements: Nargott, Dyrman, Frozensoull, Sashager, black-hat, psatkha, SRD, Remix, Someone Unknown, Uriel Septim X and others
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9 years ago
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Why take Knights now? Just for the speed? They have the same damage, but at least the higher-tier ones attack without missing.
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9 years ago
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The incorporeality ability is not compensated for in any way by the -1 to initiative; there is no logic behind this. A +100% increase to survivability (thanks to the ability) cannot be offset by penalties like -10% to initiative. Regarding the vampires, the Princes have higher HP and a significantly better ability, even in its nerfed state, in addition to their speed. It's some kind of weak countermeasure against a 20-30% chance of disabling a stack for a couple of rounds (winning a couple of retaliatory attacks before the stun and before awakening) with damage that has been boosted after the stun. In this regard, taking higher-tier units is now at least somewhat justified by the slightly increased damage.
In reply to Nargott
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9 years ago
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Nargott
Granting incorporeality doesn't compensate for the -1 to initiative in any way; there's no logic here. A +100% increase in survivability (thanks to the ability) cannot be offset by penalties like -10% to initiative.
And what can compensate for it?

Added 15 minutes later
I suggest defense of 26 (-5%), health of 145 (-10%), and initiative of 10 (-10%), or even 9 (-20%). And increase the attack to 32.
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9 years ago
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It's pointless to measure defense in percentages because only the stat difference matters. In short, if you reduce the HP to around 100 (almost twice as low), you don't need to adjust any other stats.
In reply to Nargott
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9 years ago
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Nargott
It's pointless to measure defense in percentages, as only the stat difference matters. In short, reducing HP to around 100 (almost twice as low) is enough, and then no other stats need to be adjusted.
100? That's too low.
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9 years ago
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How can this be compensated?
Only with -50% HP or something of the same magnitude/equivalent.
I think Warriors were nerfed too much, especially since Archers were buffed. They have different roles; Warriors played well in the final stages, but Archers were needed for breaking through defenses. Now, Warriors have no place in the Necropolis army; stopping arrows are decisive. They need to at least keep the large shield (but the defense can be reduced).
100? That's too little.
No, it's not little. Maybe it's a bit too much, though. The ability is very harmful, and from a mathematical expectation point of view, it doubles health, except for magic.
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9 years ago
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I suggest the following: Bone dragons: 165 HP, spectral dragons: 180 HP. Astral reduces bestial creatures by 0.25 instead of 0.5 as with spirits, 120 HP, initiative 10.
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9 years ago
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We astral-cut for no cost instead of 0.5, as with spirits, it's 0.25.
Is this really acceptable?
In reply to Ment
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9 years ago
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Ment
Is this really acceptable?
I think if you dig around in defaultstats, you can make it happen.
I think Nargott knows this.

Added 2 minutes later
I don't want to lower the HP any further than it already is.
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9 years ago
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No, you can't. The incorporeality coefficient is common to all incorporeal creatures, and I wouldn't advise changing it, as the rule "cannot have 3 hits or 3 misses in a row" will still work, but it will only confuse the player.
Having very low HP means you don't want to reduce it further, but simply giving a super ability that increases HP by 2 levels (almost doubling it) is possible.
In reply to Nargott
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9 years ago
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Nargott
No, you can't. The incorporeality coefficient is General for all incorporeal creatures, and I wouldn't advise changing it, because the rule "cannot have 3 hits or 3 misses in a row" will still work, but it will only confuse the player.
Having very low HP doesn't mean you don't want to lower it; you can simply give them a super ability that raises their HP by 2 levels (almost doubling it).
Okay.
I'll increase the HP of the bone and spectral creatures so that the astral creatures don't have such low HP.
And I'll reduce the initiative to 9.

Added 1 minute ago
Ment

I think the Warriors have been nerfed too much, especially since the Archers have been buffed. They have different roles; the Warriors played well in the final stages, but the Archers were needed for dealing damage. Now, the Warriors have no place in the Necropolis army; stopping arrows are decisive. They need to at least keep the large shield (but the defense can be lowered).

Maybe give them Fury?

Added 3 minutes ago
I just don't want the skeleton warriors to be clones of the armored warriors
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9 years ago
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Wouldn't it be better to reduce several parameters gradually rather than simply cutting health?
Reduce initiative to 10, health to 130, defense to 20, and transfer "Sorrow" to the first tier. This way, the first tier will effectively weaken enemies after an attack, and the second tier already has a decent bonus in the form of incorporeality.
I'm against reducing health by half because magic can penetrate, and the overall pool of incorporeality will allow a smart player to mitigate misses from ghosts.

Rage would be better suited for ghosts or vampires; they are more or less emotional.

P.S. Could you tell me if "Soldier's Luck" (increases the chance of a unit's ability triggering) affects incorporeality?
In reply to Nargott
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9 years ago
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Nargott
Granting incorporeality doesn't compensate for the -1 to initiative in any way; there's no logic behind it. A +100% increase to survivability (thanks to the ability) cannot be offset by penalties like -10% to initiative.
I agree with Nargott, but considering the possibility of using direct damage spells, it can't be said that incorporeality provides a +100% increase to survivability (I don't know how to calculate it precisely, but roughly it's about 80%).
Nargott
Percentage-based defense is useless to measure because only the difference in stats matters. In short, it's enough to reduce HP to the level of 100 (i.e., almost twice as much), and then no other stats need to be adjusted.
That's right! - only here it's not twice as much, but 1.5 times, meaning 66% of HP remains (I wrote about 80%, but that was just an estimate).
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9 years ago
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The mod has been added to the list of modifications and also to our VK group. I wish you hard work and patience in your endeavors in modding! I hope that the mod will take a worthy place in its niche. What are the main differences compared to this mod: /topic/12208/?

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