ELCP Cuts and Fixes

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Author: ninakoru

Last revision: 13 Oct, 2023 at 19:12 UTC

File size: 93.4 KB

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Description:

TL, DR: A few balance changes on urkans and their techs, and a bunch of small fixes.

NOTE: This mod should be placed in the first position of the mod load order (position 0), better than mods overwrite these changes than the other way around, and is designed with ELCP in mind, but due to the changes should work on vanilla.

For more details of the changes check out this Forum Post.

The Cuts – Balance:

– Slightly adjusted the values for ruin/temple search chances, related to the improvements from hero skills (indiana bones) and search party technology, chances for fail go from 20%/10%/0%/0% to 20%/12%/4%/0% and chances for quest from 20%/25%/30%/35% to 20%/24%/28%/32%.

Small buffs/adjustments to all Urkan base stats.

– Kazar has +10 defense and +5 initiative.
– Chaka has -5 defense, and +10 initiative and damage.
– Fakir has +5 damage and +50 maximum health.

Balance pass to half of the urkan technologies:

– Reinforced Carapace gives 30% Health and 20% Defense instead of 50% Health to urkan and lices.
– Healing Secretion gives 15% Defense instead of 10%, and 15% Regeneration instead of 20% to region armies.
– Chymical Warfare: gives +40% Science instead of 50% to owned regions, and -20% Science instead of -25% to other regions.
– Twitch Aura: gives 15% Initiative instead of 20% to region armies.
– Urkan Power: gives -25% Approval instead of -50% to other regions.
– Berserker Blood: Gives 15% attack and damage instead of 10%.
– Urkan conditioning: gives +1 battle movement instead of +2 to urkan and lices. Not shown in the tooltip.

The Fixes – Bugs and Oversights:

– "Fixed" (more of a workaround) a bug that, when any player advances to a new era, Urkans and Lices will get a era-appropiate iron/dust new weapon, but this weapon is added instead of replacing the old one, leading to excessively high attack and damage values due to weapon stacking. The fix also applies some health, armor and initiative as if the urkans obtained their era-appropiate gear.

– Fixed a bug with Urkan conditioning Initiative and Movement, and Reinforced Caparace’s extra Health (and Armor with vanilla/my changes) that apply to urkans and lices, would be aplied two or three times, happened when any player controls more than one urkan.

– Urkan and Slices give an extra experience reward in combat: slices like an average unit, and urkans like half the guardian experience.

– The minimum value for hero cooldown turns is capped to 1.

– Adjusted unit designs for Guardians, on ELCP have a few wrong values (inherited from old Improved AI), and the Scyther design that was missing completely.

– Fixed the Winter effect: 15% health regen on owned and allied territory, it gave double the value so it was 30% instead. Replaced the double value to 15% health regen in city and fortress garrisons.

– Fixed the embarked stats from Ancient Mariner and Ingenious admiral (Morgawr hero skills) stat priority.

– Fixed Siege Mentality hero skill (percent attack while being involved in sieges) calculation priority.