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新MOD :Boyz will be Boyz 描述 IT IS WITH THE UTMOST EXCITEMENT AND CAPS LOCK - sorry - that we can finally release this mod. To business! - Boyz will be Boyz is a large scale battle overhaul intended to bring unit and faction balance closer to what was in the tabletop before age of youknowwhat happened. - It is not meant as a "my overhaul is better than your overhaul" sort of mod. It's intended as an experiment and a gift to the Tabletop crowd that will hopefully see the TT balance restored.We also do not intend to say that vanilla balance utterly sucks. You know my mods and you know that I exclusively mod for vanilla. As mentioned, it's an alternate take on the in-engine possibilities, and one that has worked beyond our expectations. One that has proven enjoyable even to testers that were not tabletop-savvy. - Tabletop stats and rules will be converted as faithfully as possible, without - and this may sound scary - microbalancing and number juggling.E.g., if a Melee Attack value comes out as 46, it stays like that, balance will find other ways. Units will not be artificially tuned for "defensive roles", and we'll make sure they stay true to their miniature selves. - How? MATHS. Well, over 3 MB worth of Excel.Stats are generated via spreadsheet, like CA's also are, I'm sure, but with the bare minimum of arbitrary interventions on the formulae themselves, whereas vanilla is full of that. This is where my buddy's Excel expertise comes into play and where it actually all started, and where the fundamental character of the mod lays. Unit abilities still have to be done manually, and obviously, some rules need compromises but we did our best to fly low. -There are about 60+ new ability phases, that contribute to a huge pile of new abilities and passives.Including and not limited to Eye of the Gods, four stances for Wardancers, three for Black Orcs, staged passives for Flagellants and Minotaurs, an actual Killing Blow thing for the right people, bumpy chariots and EXPLODING steam tanks. - The mod has been tested in both battle and campaign (both with and without the current beta) in the last month by us and a small cadre of alpha testers.Obviously, there are still things to be done and pointy bits to smooth out, but surprisingly even for us, it works. READ MORE, AND POSSIBLY EVERYTHING THERE IS TO KNOW, IN THE ATTACHED GOOGLE DOC. They are answered in the said text, but I will anticipate these here: - NOT COMPATIBLE with other battle overhauls and tweaks, or additional units unless specifically mentioned (in either document or discussion below). - COMPATIBLE with actual reskins, campaign overhauls and tweaks, startpos mods, supported mods THAT ARE FULLY OPTIONAL. - Can be used on an existing save game (it was meant to be possible to disable it mid-campaign too, but something is preventing it for now).
貌似有很多人要今天SFO2更新的记录 STEAM里点ACTUAL CHANGELOG 就能看到了,下面是粘帖出来的,就不翻译了 更新于:10月20日 上午4:00 Huge patch with units, spells and skills changes. Better to start new game with it. - game 1 factions units rebalance imported to SFO - all game 2 factions units rebalanced to SFO standards - Strength in Number changed to give melee attack not melee defense - Primal Instinct buffs melee attack but nerf melee defense - attuned to magic give weapons damage now as addition - additional upkeep for new lords decreased to 2/4/6/8/10 % from easy to legendary difficulty - siege equipment cost lowered by 50% - siege defense towers damage increased - siege towers health increased - arc of all range units increased - changes to chaos ritual spawns - winds of magic pool increased to 50 - leadership changes done to all battle situations - upkeep penalty removed from all difficulty levels for Player - many changes to AI on every difficulty levels - regeneration cap removed - more regions give more income from trade - rebels raid for for more gold and are stronger - breath attacks are now much stronger but have 60 seconds recharge time - miscast added to all level 1 spells - 5 new skills for units (Solar Engine, Dragon Pinces, Hydra, Dread Knights, all Slann) - Feral Cold Ones building added to Lizardmen with Feral Cold Ones units - Gate Guard added to Walls as recruitable unit for High Elves - Blessed ones bugfix for Mazdamundi upkeep reduction - Gate Guard are affected by Seaguard technology and skills - Tyrion got more AP damage and Marshal Mastery - Death Hag buff hp on Cauldron of Blood - Flame Storm add as bound spell to Teclis - Queek anti-infantry buffed - Plague Priest Hero have 10% phyiscal resist 在讨论区讨论此更新。更新于:10月8日 下午1:17 - expanded garrisons removed because with more slots in settlements new units were replacing old ones and sometimes better units were removed Garrisons will have different system in game 2 with buildings update soon.
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