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Thank you very much!
I did it a bit in a hurry because I wanted to meet the deadline.
Added 2 minutes later
Fixed.
New here? I'm Roha — want a quick tour?
Thank you very much!
I did it a bit in a hurry because I wanted to meet the deadline.
Added 2 minutes later
Fixed.
How is the balance?
Is everything okay? Or not?
I'm especially interested in Cerberuses.
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.
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'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.
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 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 increases due to health loss, if you haven't noticed.
And if you haven't noticed, there's actually logic behind it. Skeleton archers become a complete analog of regular skeletons, only they shoot.
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.