Westonsammy’s Battle Tweaks

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Author: Westonsammy

Last revision: 29 Jul, 2019 at 01:36 UTC

File size: 227.33 KB

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Description:

Heya folks, made this quick little mod for a streamer I watch, twitch.tv/beagsandjam .

It’s a series of battle tweaks made to make the unit roles and different weapon types in-game more defined. I’m still working on generals and Yellow Turban units.

The general gist of this mod is that every unit’s role has been somewhat rigidly defined, according to the weapons they wield, with differing strength levels depending on the tier of the unit. To give a quick summary of the new roles:

Sabre Units: Chaff Killers. No AP damage, all non-AP, but with a huge DPS rate.

Sword Units: All-rounder brawlers. A non-AP leaning damage ratio, with good damage and decent melee defense. These are your go to unit for shallow flanks and chewing through enemy frontline units.

Ji Units: All-rounder line-holders. A perfectly balanced damage ratio, with decent damage and good melee defense. These guys are meant to hold the line, but also grind through enemy infantry units if they need to. Also slightly effective against enemy cavalry.

Two handed spears: Your best anti-cavalry unit. These guys shred through cav, with low damage but a huge bonus vs large. Can also play defensively and hold the line, but their lack of damage and shields do not make them the ideal line holding units.

One handed spears: Your most defensive unit. The high melee defense, combined with a shield to bring their overall defense very high. However, they do very little damage and won’t be doing much killing on their own.

Glaives: Your elite line holders. They can give as good as they can take, with the highest weapon melee defense and also pretty overall damage.

Axes: Your glass cannons. All AP damage with very low melee defense. They’re can openers

Dual Axes: Berserker glass cannons. Highest damage in the game, almost all AP, with low melee defense. The ultimate flanking units.

Sword/Sabre Cav: Higher melee defense, lower charge bonus, more of a focus on sitting in melee

Lancer/Halberd Cav: Decent melee defense, decent AP damage, and a good charge bonus. Your main shock units.

Spear Cav: Bad melee defense, lowish damage, but the highest charge bonus and bonus vs large. These guys are your anti-cav.

Ranged units: Currently the only changes i’ve made to ranged units is to reduce the DPS of bows and crossbows. I’ve shifted them from being alpha-strike "shoot everything really fast and then be useless" to a more spread out damage output. Ranged units have much lower reload time, but more damage, resulting in higher damage potential than previously. They just can’t output that damage as much as they used to be able to.

Every unit, including generals, have been give what averages to a 50% HP increase. This should allow battles to go on a bit longer, while also letting unit roles stand out more as infantry have much more time to grind against each other.

Any feedback is welcome! Feel free to leave a comment!