Deadly Attack Dynamics
Makes attack/defense dynamics more realistic and unique to each unit type, making battles more fun with less grind via enhanced lethality potential and greater risks, enabling decisive and impactful K.O engagments.
More damage, armour and shield protection, less accuracy and melee attack based on unit stats
Missiles
– 5x total damage added in base damage only, for both projectiles and explosions.
– Reduced accuracy
– Higher missile velocities entailing higher impact and stopping power.
– Excluded towers from damage multiplier but with enhanced 180 arc with varying ranges as 120m for every tier level and capped at 400m.
Melee
– 4x total damage added in base damage only
– Minimal attack intervals so units constantly attack
– Half of additional damage is given in bonus vs infantry and large to replace the global melee attack bonus, making units perform more uniquely (can’t dodge or parry a dragon attack)
– Splash reduced for infantry and enhanced for monsters.
– Recalculated weapons lengths, so lances>spears, spears>swords.
Defence and balancing
– More potent shield defense from missile and melee, prolongs fights given shielded line engagements
– Multiple attacks ignore melee defense, so surrounded units like characters and monsters can be taken down quicker
– AR tweaks – outnumbering has greater effect, less potential wipe outs
– Enhanced armour values with 0 minimum cap integrated via Armour Coverage, which helps mitigate lethality as units with minimal armour can potentially block 100% of base damage, but also chances a ‘critical hit’ of 100% base damage that bypasses armour.
– Damage multiplier excludes lords and heroes
– Removed all damage to buildings so only battering rams and artillery can destroy gates
Gameplay effects
– Lower tier units are more meaningful as they now meet the lethal potential threshold and so quantity is favored over quality.
– Missile range is more important as a single volley is far more potent.
– Lords and Heroes are more vulnerable
– more ‘Chess’ style dynamic rather than a ‘rock/paper/scissors’ dynamic in that every unit has the potential to take out another, given the circumstances.
any bug/comment/idea/criticism is appreciated and welcome.
Supports various mods listed here
Recommended to play with my collection which addresses other battle aspects of the game.
Revisions:
Old revisions of this mod are available below. Click the link to download.