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Posts from Justice is a fan-made global mod.Auto-translated
Will the amount of dark energy required for the upgrade change? And perhaps skeletal archers could have no penalty in melee combat, if they are meant to be complete analogs of the upgraded version with ranged attacks.
I was just considering changing the dark energy requirement. But I haven't decided yet. Regarding the absence of a melee penalty, it's not entirely logical, as a knife won't hit harder than an axe, but perhaps that's what's needed.
Added 2 minutes later Interested,Andrail
Skeletal archers become a complete analog of regular skeletons, only they shoot.
+I don't understand how an archer can hit harder than a warrior with an axe:smile11:
Archers clearly attack more often than warriors, and it's easier to defend against an axe. Skeleton archers are already weaker than warriors, especially in the endgame.
У меча предназначения два острия, одно из них ты.
Заинтересованный занимается написанием прохождений Прохождения] НЕКРОМАНТ
2,3,4,5 Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей". Миссия 1 - Фктиф-Зобар готова на 11,5%
Okay, it seems we've dealt with the skeletons, now it's the dragons, specifically the Spectral Dragons. I want to give them a fear-based attack, but then the "Sorrow Strike" ability would become completely useless in the game.
Okay, we seem to have dealt with the skeletons, now it's the dragons, specifically the Spectral Dragons. I want to give them a fear attack, but then the Wailing Strike ability becomes completely useless.
It makes sense to keep both, but slightly reduce the parameters.
Dragons are very weak and useless; if you further enhance the Spectres, it will be fine. Or give the Lament to the Spectres and slightly increase the stats of the others.
У меча предназначения два острия, одно из них ты.
Заинтересованный занимается написанием прохождений Прохождения] НЕКРОМАНТ
2,3,4,5 Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей". Миссия 1 - Фктиф-Зобар готова на 11,5%
Well, then it would be chaos. You would both repel the enemy and reduce their defense and luck.
But these are undead creatures; their stats should be reduced, but they should have different abilities. Dragons are weak on their own; it won't be very difficult for mages to defeat them, and we shouldn't forget about leadership. I think it would be logical for dragons to not deal much damage but to intimidate opponents.
Could it grant skeletons protection from arrows, for the sake of logic, and prevent them from engaging in full-strength melee combat? Here's how: 1/2, 1-1, z4, c5, i10, Undead, Arrow Protection 1/2, 1-1, z4, c5, i11, Undead, Arrow Protection, Marksman 2/4, 2-2, z4, c5, i9, Undead, Arrow Protection, Cover, Magic Resistance 25%, Stun Bonus +25%
Could you give skeletons protection from arrows, for the sake of logic, and not allow them to engage in full-strength melee combat? Here's how: 1/2, 1-1, z4, c5, i10, Undead, Arrow Protection 1/2, 1-1, z4, c5, i11, Undead, Arrow Protection, Marksman 2/4, 2-2, z4, c5, i9, Undead, Arrow Protection, Shield, Magic Resistance 25%, Stun Growth +25%
Damage 1-1 is too low; make it 1-2, and give the Marksman ability only once. Initiative can also be reduced to 10 points.
overall, giving the "Storm" skill to archers is quite risky, as in the hands of a bot on the highest difficulty, it's almost equivalent to a double shot. however, the RTF mod shows that this skill is quite good for archers. I'm in favor.
Skeletons 1/2, 1-1, 4, def 5, init 10, Undead, Arrow Resistance [Increased cost and Power by 10%] [Growth +25%] Skeleton Archers 1/2, 1-1, 4, def 5, init 10, Undead, Arrow Resistance, Marksman, No Penalty [Increased cost and Power by 10%] [Growth +25%] Skeleton Warriors 2/4, 2-2, 5, def 5, init 10, Undead, Arrow Resistance, Guard, Magic Resistance 25% [Increased cost and Power by 10%] [Growth +25%]
For the sake of logic, skeletons have received arrow resistance and high growth. Skeleton Archers are now an analogue of regular skeletons, but with ranged attacks. The loss of damage is compensated by the No Penalty ability. As a result, Skeleton Archers become the main fear of archers, as they always shoot with consistent damage and are protected from arrows. Therefore, Skeleton Warriors have not lost health.
Fans of the third game, rejoice! Now humans have not only crossbowmen but also archers who shoot twice. Archers often perform better than crossbowmen because a) despite the low damage, they often shoot more effectively than their counterparts because their two shots are more likely to hit than one shot from others, which is good for dealing damage; b) double lob shot is practically equal to one lob shot with full damage 2-4, which is quite good in the endgame; c) higher initiative. At the same time a) damage 4-8 with accurate shot simply destroys everyone, especially large creatures, which is perfect for the endgame; b) thanks to increased health, they are again suitable for the endgame; c) Tireless is also for the endgame.