Мод от создаталей "Steel Faith" для Total War Warhammer I и II. Боевой системой занимается тот же человек который делал боевку для DeI. Судя по изменениям пока что они нацелены на боевую систему.
Цитата
1. True Stat System:
- melee attack and melee defense values are used to calculate unit hit chance. In base game melee attack and melee defense have exact same value to which hidden melee attack of 15 is added. This is misleading and does not allow to properly measure unit strength. Our mod uses True Stat System, which means that unit stats you see are actual unit stats, without hidden values added to them. Unit hit chance is direct calculation of melee attack minus melee defense.
2. Formation overhauled:
- wedge replaced by flying wedge due to less bugged and smoother ingame performance along with better AI usage
- wedge removed from infantry units due to being bugged when assigned to them (AI would not turn if off in melee, which made said unit vastly inferior in melee)
- Proper shieldwall is back! Outside of base game shield castle ability, units now also have shieldwall formation, which is mobile and designed for infantry defense. Charge or run order will turn it off but single attack order while in melee will not turn it off. Formation vastly increases unit survivability in melee provides medium bracing/missile block bonus.
- Shield Castle formation, due to engine bugs, does not allow to be used in melee as it makes units weaker even if bugged with outrageous bonuses. Currently formation is designed to provide high missile block chance, high bracing against charges and bonus vs cavalry.
- more formations and tweak to be added!
3. Charge mechanics reworked:
- charges, especially of cavalry are bugged in the base game. Since all shielded units have expert charge defense, it means that cavalry will not charge even lightest of troops, bonus is also applied right after unit stops, which means cavalry refusing to charge despite infantry not being braced for impact. It also meant that AI infantry would often not charge player infantry and only walk into enemy units.
- expert charge defense is now removed from all non spear units. In order for them to defend from cavalry charges they need to actually make use of available formations, instead if being granted bugged passive bonus. AI is also able to understand this and will use shield castle and shieldwall to defend from player cavalry charges.
4. Ranged and melee weapons reworked:
- melee weapon damage now much more balanced and in line with specific weapon tiers
- ranged combat tweaked, missile units reload a bit faster but their damage is slightly lowered
- ranged units slow down their targets and decrease their bracing. This allows for more tactical usage of ranged troops to slow down enemies or weaken them for your charge
5. Morale and fatigue reworked:
- units will not fight till the last man and will not come back to the field as often as they used too
- units get much larger penalties for % of unit killed but kill ratio itself is lowered
- flanking and rear penalties are higher
- units takes longer to tire from combat, which means that AI units will not be already exhausted after first 3- 5 minutes of battle
- with all of this battles are longer by 20- 30%
6. Campaign bonuses from generals, technology and buildings reworked to be more in line with new combat stats.
7. Non linear unit experience bonuses:
- this system changes the way unit stat upgrade with each level. Each one offers slightly different perks, for example 2nd ranks increases melee attack and morale while 3rd rank increases melee defense and morale.
8. Added higher chance for kill animations to trigger.
9. Unit stats display changed:
- reworked scale of the stats, which means that bars next to stat values are more clear to read
- changed stats that are displayed for units, you can now see bonus vs cavalry, melee defense etc.
10. Better Camera Mod by Kam2150 integrated.
- melee attack and melee defense values are used to calculate unit hit chance. In base game melee attack and melee defense have exact same value to which hidden melee attack of 15 is added. This is misleading and does not allow to properly measure unit strength. Our mod uses True Stat System, which means that unit stats you see are actual unit stats, without hidden values added to them. Unit hit chance is direct calculation of melee attack minus melee defense.
2. Formation overhauled:
- wedge replaced by flying wedge due to less bugged and smoother ingame performance along with better AI usage
- wedge removed from infantry units due to being bugged when assigned to them (AI would not turn if off in melee, which made said unit vastly inferior in melee)
- Proper shieldwall is back! Outside of base game shield castle ability, units now also have shieldwall formation, which is mobile and designed for infantry defense. Charge or run order will turn it off but single attack order while in melee will not turn it off. Formation vastly increases unit survivability in melee provides medium bracing/missile block bonus.
- Shield Castle formation, due to engine bugs, does not allow to be used in melee as it makes units weaker even if bugged with outrageous bonuses. Currently formation is designed to provide high missile block chance, high bracing against charges and bonus vs cavalry.
- more formations and tweak to be added!
3. Charge mechanics reworked:
- charges, especially of cavalry are bugged in the base game. Since all shielded units have expert charge defense, it means that cavalry will not charge even lightest of troops, bonus is also applied right after unit stops, which means cavalry refusing to charge despite infantry not being braced for impact. It also meant that AI infantry would often not charge player infantry and only walk into enemy units.
- expert charge defense is now removed from all non spear units. In order for them to defend from cavalry charges they need to actually make use of available formations, instead if being granted bugged passive bonus. AI is also able to understand this and will use shield castle and shieldwall to defend from player cavalry charges.
4. Ranged and melee weapons reworked:
- melee weapon damage now much more balanced and in line with specific weapon tiers
- ranged combat tweaked, missile units reload a bit faster but their damage is slightly lowered
- ranged units slow down their targets and decrease their bracing. This allows for more tactical usage of ranged troops to slow down enemies or weaken them for your charge
5. Morale and fatigue reworked:
- units will not fight till the last man and will not come back to the field as often as they used too
- units get much larger penalties for % of unit killed but kill ratio itself is lowered
- flanking and rear penalties are higher
- units takes longer to tire from combat, which means that AI units will not be already exhausted after first 3- 5 minutes of battle
- with all of this battles are longer by 20- 30%
6. Campaign bonuses from generals, technology and buildings reworked to be more in line with new combat stats.
7. Non linear unit experience bonuses:
- this system changes the way unit stat upgrade with each level. Each one offers slightly different perks, for example 2nd ranks increases melee attack and morale while 3rd rank increases melee defense and morale.
8. Added higher chance for kill animations to trigger.
9. Unit stats display changed:
- reworked scale of the stats, which means that bars next to stat values are more clear to read
- changed stats that are displayed for units, you can now see bonus vs cavalry, melee defense etc.
10. Better Camera Mod by Kam2150 integrated.
Для просмотра ссылки Зарегистрируйтесь
п.с было бы не плохо если бы они объеденились с командой "Cruicible of Kings".