Monster Scales Matter for 7.0

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Author: MARK27disco

Last revision: 5 Apr at 13:34 UTC

File size: 372.09 KB

On Steam Workshop

Description:

Updated the original mod by JetXGorilla for 7.0, mostly because i wanted to play with it myself. I tried to follow their design philosophy as they outlined in the original mod page.

Said design philosophy copied straight from the original mod page:

"In general, after some testing I made a judgment call and applied the following stats to certain single-entity units only:

Thick/Flabby/Tough = 20% missile block (e.g., giants, some daemons)
Hides = 30% missile block + 15% missile resist (e.g., mammoths)
Scales = 55% missile block (e.g., dragons and most dinos)
Thick Scales/Mounted Lords = 55% missile block + 15% missile resist (e.g., bastiladons and dragons with lords)
Gargantuan/Stone/Metal = 65% missile block + 20% missile resist (e.g., dread saurian, rogue idol, Tomb King constructs)

Where a monster or character had a unique amount of baseline missile resistance I tried to meet the default stats in the middle to avoid circumstances where the table above resulted in some units having too much missile resist. Some inconsistencies may be present. A specific mount or unit may have been missed. I avoided anything that looked "squishy", and I didn’t touch any chariots. At some point I may get around to getting everything under a more unified theory rather than just a gut check. Balance is of course impacted, and some monsters may end up too tough."

I have tried to follow this as best as possible when adding the new monsters and lord mounts in TOT, but if you find that any monster seems overtuned or undertuned please tell.

Please check out the original mod page for more details

Link to the original mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3276787579

I will take this down upon the original mod authors request.