Monster Attacks Rework
Have you ever played the High Elves, got yourself a dragon, sent it into combat against some mere peasants – and was disappointed? Because this massive beast would only take down 4 men at a time, despite it’s gigantic berth? And we’re meant to believe that other such towering beasts only inflict the same amount of damage as a few guys with sticks?
This mod seeks to rectify this issue by reworking the melee stats of all **truly** large monsters. Monsters such as the Manticore, Moon Bird, Jade/Jet Lion are not affected. Only the largest monsters of a faction are affected.
In essence:
– Basically all massive single entities gain collision attacks. The War Hydra, for example, didn’t have any, which really doesn’t make sense, doesn’t it? An armored behemoth like a Stegadon charging through a unit of spears not crushing a few units with its sheer mass on the way? That didn’t sound right.
– Basically all massive single entities will have their damage increased, but mostly in base damage instead of AP.
Monsters that would clearly do more blunt damage or attack more with their sheer bodies such as the Mammoth gain a lot more base damage, while those with more sharp appendages gained a bit more AP damage. This makes armor a lot more useful against large monsters in general, since it might nullify even half of a monster’s potential damage with this mod, and it makes monsters take down each other faster.
– Certain monsters have gained a bonus vs infantry/large or extra damage to fill in gaps, such as the Moon Dragon which really didn’t have any niche, but will be more efficient against infantry than a Star Dragon (cost wise, they’re still not better than a Star Dragon in any particular way) with this mod.
– Named monsters are now one step above regular ones, dragons such as Minathir or Ceithin Har will be noticeably superior in melee compared to a regular Star Dragon or Forest dragon. There is a fair bit of variance to make certain monsters a bit more unique. A bit more AP damage there, more entities splashed here.. etc; (Boss monsters in quest battles are affected and are slightly more dangerous!)
This mod doesn’t significantly affect the performance of the single entity monsters because I didn’t want to go overboard, it does not affect melee attack/defence or even the number of entities hit per attack, or give resistances. It is "vanilla +" as it mainly seeks to make the biggest and most impactful monsters of a faction do more damage and deal with infantry better through realistic collision.
I believe all of the largest monsters of all factions are affected with this mod. Including mounts and Imrik’s special dragons (both as bosses and as RoR units).
Dragons (Cathay and Caledorian) are most affected by this mod, as their animations are quite clunky and they tend to needlessly circle around losing their target and really doing basically nothing at that point. Now they rightfully do a solid chunk of damage just moving around an infantry unit, and they take down broken units much faster as well. Another notable example is the War Hydra and Kharibdyss, which were utterly disappointing in melee but now perform amicably. A higher base damage (non AP in most cases) means that monster battles aren’t as drawn out, but that armor also now makes a more considerable difference. (But really there’s 30+ monsters that all got a lot better.)
If you notice anything that isn’t working right or have any suggestions, I welcome them. This is my first mod, made for my own vanilla playthrough – but I figured other people probably thought dragons sucked way too much ass against infantry as well (but didn’t want to make them overpowered).
Revisions:
Old revisions of this mod are available below. Click the link to download.