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Posts from Justice is a fan-made global mod.

5.0 (2 ratings)
In reply to Андраил
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8 years ago
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Andrail
Thank you very much!
I did it a bit in a hurry because I wanted to meet the deadline.

Added 2 minutes later
Fixed.
Always happy to help :D
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8 years ago
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And how is the balance?
Is everything okay? Or not?
I'm especially interested in Cerebrates.
In reply to Андраил
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8 years ago
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Andrail
How is the balance?
Is everything okay? Or not?
I'm especially interested in Cerberuses.
The balance is generally good, but it needs a little testing. As for Cerberuses, perhaps their damage should be left as is. Now you can choose between Fire Hounds and Cerberuses, although the Cave Dweller's "Killing Blow" ability should have a +3 damage bonus instead of +4.
In reply to roman_yo_ye_ya
8 years ago
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roman_yo_ye_ya
Overall, the balance is decent, but it needs a bit more testing. As for the Cerberus, perhaps its damage should be left as is. Now, you can choose between Fire Hounds and Cerberus, although the Dungeon creatures need the "Killing Blade" with +3 damage instead of +4.
And this is also an imbalance. With this, it will kill all peasants and goblins in one go. It's better to revert to the original strength of the "Killing Blade." +3 damage, and especially +4 damage for a creature, is just pure sadism, not a noble battle.
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8 years ago
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A new major mod update is expected. It will be completely reworked, taking into account player feedback. All factions will be included in the update right away. Also, there will now be two versions of the mod: balance only and balance + text (possibly visuals). The update will be released in the spring; I don't know the exact date yet.
In reply to Андраил
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8 years ago
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Andrail
A new major update for the mod is expected. It will be completely reworked, taking into account user feedback. All factions will be included immediately. In addition, there will now be two versions of the mod: balance only and balance + text (possibly visuals). The update will be released in the spring, but I don't know exactly when, as I am also working on a map.
I am interested in the text part, what exactly does it change? And if the text concerns the description of skills, it would be nice if there were formulas there, for example, in the description of the "Deadly Strike" skill, after everything, there would be an addition like "(damage increases by 4 for each creature in the stack)", but this is just a small suggestion. Overall, the balance is justified, I plan to test it, and then I will say for sure.
In reply to Уриэль Септим Х
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8 years ago
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Uriel Septim X
I'm interested in the text part, what exactly does it change? And if the text affects the skill descriptions, it would be nice to include formulas there, for example, in the description of the "Killing Blade" skill, after everything else, there could be a note like this: "(damage increases by 4 for each creature in the stack)," but this is just a small suggestion. Overall, the balance is justified; I plan to test it, and then I'll be able to say for sure.
Well, regarding the "Killing Blade," I might have slightly overdone the damage value of 4. But I will expand and modify all descriptions to match the changes in the mod.
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8 years ago
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News!!!
Development is in full swing; Haven and Necropolis are almost ready, and testing is currently underway.
I would like to announce a change that will likely appear in version 1.0. It concerns skeletons:

Bone Warriors
1/2, 1-1, 4, 5, 10, Undead
Bone Archers
1/2, 1-1, 4, 5, 11, Undead, Marksman, No penalty in melee combat
Bone Warriors
2/4, 1-2, 5, 5, 9, Undead, Large Shield, Ally Protection, Stunning Strike, 25% Magic Resistance
Growth 25(+5)

Please share your opinion about this change or suggest how to do it differently.
In reply to Андраил
8 years ago
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Andrail
News!!!
Development is in full swing; Haven and Necropolis are almost ready, and testing is currently underway.
I want to announce a change that will likely appear in version 1.0. It concerns skeletons:

Bone Warriors
1/2, 1-1, 4, 5, 10, Undead
Bone Archers
1/2, 1-1, 4, 5, 11, Undead, Marksman, (Counterattack?)
2/4, 2-2, 4, 5, 9, Undead, Large Shield, Ally Protection, Stun, 25% Magic Resistance
Growth 25(+5)

Please share your opinion on this change or suggest how to do it differently.
Hello, regarding the changes:
Why make the archers deal less damage and the warriors more, if the standard damage for level 1 is 1-2 for both archers and melee units (e.g., Goblins or Dwarves)?

In my opinion, archers should be buffed for the endgame, but not to the point where they deal more damage. As an option, you could try increasing the damage to 2-2, as was already done for Elder Goblins.

Bone Warriors seem quite good to me, with parameters similar to Mountain Guards.

P.S. Why increase the growth rate as well? I don't understand...
In reply to InoyOleh
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8 years ago
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InoyOleh
Hello, regarding the changes:
Why make archers deal less damage and warriors deal more, if the "standard" for the first level is 1-2 damage for both archers and fighters (goblins or dwarves as an example)?

In my opinion, archers should be buffed for the endgame, but in a way that they don't become stronger in terms of damage output. As an option, you could try increasing the damage to 2-2 for Elder Goblins.

Bone Warriors seem fine to me, their stats are similar to Mountain Guards.

P.S. Why increase the growth rate as well? I don't understand...
The growth rate is increased due to the health loss, if you haven't noticed.
And if you haven't noticed, there's actually logic behind this. Skeleton Archers become a complete analog of regular skeletons, only with ranged attacks. As for the warriors: they had 1-3 damage, so essentially nothing changes.
In reply to Андраил
8 years ago
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Andrail
The growth increases due to health loss, if you haven't noticed.
I didn't notice; if that's the case, then this change might make sense.
Andrail

And if you haven't noticed, there's actually logic behind it. Skeleton archers become a complete analog of regular skeletons, only they shoot.
Okay, let's look at your mod:
Elder Gremlins. Attack 3(+1), Defense 3(+1), Damage 2-2(+1 to min.) Health 6, Initiative 12, Growth 20
Bone Archers. Attack 1 (0), Defense 2 (0), Damage 1-1(-1 to max.) Health 4, Initiative 11, Growth 25
Where is the logic here? +25% to Growth doesn't compensate for the worse parameters, and the damage is twice as low.

I had incorrect information about Bone Warriors; I think the 1-2 damage is more balanced for them.

P.S. No offense, balancing is a complex task; as you requested, I'm just expressing my opinion.
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8 years ago
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Will the amount of dark energy required for the upgrade change? And could you remove the melee penalty for skeletal archers, if they are meant to be complete equivalents to the upgraded version with ranged attacks?
In reply to InoyOleh
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8 years ago
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InoyOleh
I didn't notice; if that's the case, there might be some sense in this change.

Okay, let's look at your mod:
Elder Gremlins. Attack 3(+1), Defense 3(+1), Damage 2-2(+1 to min.) Health 6, Initiative 12, Growth 20
Bone Archers. Attack 1 (0), Defense 2 (0), Damage 1-1(-1 to max.) Health 4, Initiative 11, Growth 25
Where is the logic here? A +25% increase in Growth doesn't compensate for the worse parameters and twice the lower damage.

I had incorrect information about Bone Warriors; I think 1-2 damage is more balanced for them.

P.S. No offense, balancing is not an easy task; as you requested, I am expressing my opinion.
Okay. I'll note that the version, the fragment of changes from which you quoted, is frankly bad; the new 1.0 will be almost completely different.
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8 years ago
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I don't understand why the damage of already weak skeletons is being reduced.

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