Deadlier Monsters
affects vanilla units only
It’s quite easy to hit a big target, and it’s quite hard to parry a big hit.
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 into crowds would really hurt, but they would also die quicker, as they would emphasis on attacking rather than on defending.
for a more balanced game I recommend Double armour for all, which makes armour much more meaningful.
My other mods:
Deadly Attack Dynamics
Realistic Models Alignment
Agile models
Consistent Fatigue
Deadlier Engagement Dynamics
Cohesive Armies
Immersive Camera
Reasonably Weaker Lords & Heroes
Any comment/insight/request/bug is HIGHLY appreciated and welcome.
Revisions:
Old revisions of this mod are available below. Click the link to download.