Deadlier Monsters

If you liked this item, please rate it up on Steam Workshop page.

Author: mr.napop

Last revision: 26 May, 2023 at 20:23 UTC

File size: 459.78 KB

On Steam Workshop

Description:

Same as Deadlier Attack Dynamics, but without Deadly Attack Dynamics modifications (higher moral, lower accuracy and expert charge defense to all charge deflectors). affects vanilla units only, alters Land_units table.

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 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

Also check Rebirth mod, an overhaul mod in development.

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