Deadlier Attack Dynamics

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Author: mr.napop

Last revision: 26 May, 2023 at 14:56 UTC

File size: 459.78 KB

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Description:

It’s quite easy to hit with big weapons, and it’s quite hard to miss a big target.

Vanilla game monster’s melee attack/defense values are like regular infantry, with around 30~. This means that they have the same chance of hitting/parrying like swordsmen, which is absurd.

So, I changed monsters’ values such that they hit more but take more damage in prolonged combat, as they’re quite big to miss and shouldn’t parry small arms very well in my opinion.

Every unit is classified by size, monsters are large (ogres), and very large (dragons).

Large – 50% more melee attack, 67% of melee defense (multiplying/dividing by a 1.5 coefficient)

Very large – 100% more melee attack, 50% of melee defense (multiplying/dividing by a 2 coefficient)

This means that charging monsters would really hurt, but would die quicker, as they would emphasis on attacking rather than on defending.

This is an extension to Deadly Attack Dynamics mod, as the moral and missile accuracy is modified the same.
Vanilla version: Deadly Monsters

My other mods:

Deadly Attack Dynamics

Realistic Models Alignment

Agile models

Consistent Fatigue

Deadlier Engagement Dynamics

Also check Rebirth mod, an overhaul mod in development.

Any comment/insight/request/bug is HIGHLY appreciated and welcome.

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Deadly Attack DynamicsSteam Workshop