Wood Elves Enchanted Arrow Upgrades (All Six Arrow Types)
All AP Arrows Submod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3292489989
Upgrade Armoury Requirement Submod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3283032386
An 8th Edition Submod(no Enchanted Arrows for Hawk Riders and Waywatchers) is now available:
https://steamcommunity.com/sharedfiles/filedetails/?id=3279687211
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*Missile accuracy and SOME flight characteristics are still based on the units, e.g. not all Starfire Shafts have the same accuracy and vegetation ignore time. Calibration distance is still based on the corresponding unit except Trueflight Arrows.
What this mod does:
1. Give the three vanilla arrow types + Arcane Bodkins, Moonfire Shot and Trueflight Arrows to all WE archer units
– Arcane Bodkins: Basically +2 AP Starfire with no fire effect but armour sundering (Since ABs have -3 while Starfire have -1 save in tabletop)
– Moonfire Shot: A support arrow type. Designed to be paired up with Starfire Shafts for focus fire and support the melee line by providing weakness to fire. Still, even with lower AP, it might out perform Starfire Shafts due to weakness to fire bonus damage.
– Trueflight Arrows: Custom flight characteristics and homing parameters
2. You may change the arrow types for the units between battles via warband upgrade panel
3. AP arrow for all WE generic Lords and Heroes (base and AP values swapped)
4. Miscellaneous: shield change via warband upgrade panel
5. All Lords and Heroes fire tracking missiles(Vanilla has tracking as well but it’s weak and can’t even loop around hills)
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It always bugs me that Deepwood Scouts have no AP capability when I move from Glade Guard. Also, WE and HE generic Lords and Heroes have no AP arrows while a lot of new heroes and lords have AP missiles by default. Even the Empire Huntsman Generals have higher AP than Elves, let alone the bonus versus large (although they have no mounts). And of course, in tabletop you can just purchase the Enchanted Arrows for your units if you want. ( I don’t personally play tabletop.) I kinda understand why CA do this but it’s not quite fun at least.
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On the arrow damage:
There is only a value difference of 2 between base Deepwood Scouts and Glade Guard/Riders and I also make this the difference between all arrow types between these two units.
For Hawk Riders and Waywatchers, the damage values are based on percentage differences between the arrows types from Glade Guards/Deepwood Scouts. But since Waywatchers have AP as base, the starfire arrows have lower reduction in total damage than other units.
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On some the arrow types:
Trueflight Arrow: I make it for both fan service and out of my own curiosity. This is the best arrow type overall especially for single entity and long range engagement. I’ll see if they are too OP for the price during my own playthrough when I have time.
Moonfire Shot: It more or less functions the same way as Starfire Shafts in tabletop but I want to incorporate it here with some interesting mechanics. Hopefully useful but not OP at the same time.
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My other Wood Elves mods:
Improved Wildwood Rangers (Better Anti-Large and Stalk):
https://steamcommunity.com/sharedfiles/filedetails/?id=2995347226
Double Hero Cap at Max Level Buildings:
https://steamcommunity.com/sharedfiles/filedetails/?id=3244320137
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Some of my other mods:
The Cult of Slaanesh (Slaanesh Units for Morathi, Marked Dark Elves Units)
https://steamcommunity.com/sharedfiles/filedetails/?id=3027059730
Empire Reiksguard Foot Knight Pack and Garrison For Vanilla
https://steamcommunity.com/sharedfiles/filedetails/?id=2946462682
Bretonnia – Foot Knights Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=2943967280
Revisions:
Old revisions of this mod are available below. Click the link to download.