Kelly Combat Overhaul – Dynasties
This mod is an overhaul of the combat mechanics aiming to provide more engaging battles focused on tactical maneuvers instead of HP tracking and min-maxing, with viable, distinct play styles emphasizing the role different unit types play. Balanced for both campaign and competitive Multiplayer.
Lethality v0.4
- Melee and missile lethality damage multipliers reduced from 1000x to 2x
- Max armor lethality penalty increased from 200 to 400 (the max armor value considered for reducing lethal blow chance) If max is 400, a unit with 100 armor reduces the chance of taking a lethal blow by 25%
- Refined melee weapon and projectile lethality value ranges. (Melee max = 16% and projectile max = 20% for heavy jav chariots)
- With avg lethality ~10% & less disparity between weapon lethality values, it acts more appropriately as a normalizing coefficient in combat, reflecting the unpredictable nature of hand-to-hand combat, but avoiding the extremes of current vanilla values
Battle length is dynamic with prolonged head to head infantry engagements, allowing more strategic depth, while avoiding the slow grind of vanilla with more satisfying flanking and missile units.
Re-worked Mechanics:- Fatigue
- Morale
- Combat rules (kv_rules)
- Armor degradation
- Battle entities (HP, Mass, Speed, etc)
- Unit abilities
- Terrain effects
- Weapons
- Projectiles
- Armour
- Unit attributes
- Unit Spacing
Notable Changes- HP reduced from ~150+ per entity to 50-60 per entity
- Melee weapons are re-worked to be more balanced (no major bias towards certain weapons)
- Armour degradation is uniform and no longer acts as an extra HP pool
- Mass adjustments for more nuanced chariot-infantry engagements
- Major rework for chariots and collision damage calculations
- Missiles reworked to play a pivotal role in battles
- Morale reworked to be more refined and correlate with battle maneuvers (flanks can rout units and chain rout is possible)
- Balanced abilities and attributes to be more grounded
- Scaled all unit models up by 15% for better visibility (same number of soldiers – just larger soldiers) similar to R2
- Many, many more.
Feedback is welcome, I will continue to update with further tweaks and refinements.Special thanks to: Reptilicus, Baba Yaga, Eruner, Galvanized Raptor, Benjin and Fazzorretto for testing and feedback on the pre-Dynasty edition.