全面战争:战锤2

全面战争:战锤2

评价数不足
Knights of the Grail – In Her Name
   
奖励
收藏
已收藏
取消收藏
标签: mod, Overhaul
文件大小
发表于
更新日期
414.503 KB
2020 年 9 月 20 日 上午 6:44
2021 年 3 月 19 日 上午 10:44
6 项改动说明 ( 查看 )

订阅以下载
Knights of the Grail – In Her Name

描述
’...That which is sacrosanct I shall preserve,
That which is sublime I will protect,
That which threatens, I will destroy,
For my holy wrath knows no bounds...’


This is a fork/alternative edition of Gejnor's definitive Knights of the Grail mod, a soft overhaul for Bretonnia gameplay. For technical reasons it is standalone, but I wholeheartedly recommend rating up and favouring his original mod.

Main changes
Cleaned up & updated files
The original mod version is based on an earlier game patch, and sadly kept a number of stats that were already changed in vanilla. I cleaned up all such cases, as well as unnecessarily duplicated game lines, so the patch and general mod compatibility should be higher now.

Removed new Garrisons
There used to be issues with Norsca settlement garrisons, and the original mod version tried to address it, and apparently included garrison changes for other Bretonnian settlements. They are no longer necessary, and probably better off in a separate mod (there was popular request for that), so I removed all of these changes. This should also make it more compatible with popular garrison-changing mods.

Expanded technology tree tweaks
In the original mod, only select few technologies were tweaked and buffed. I tried to expand the scope of these buffs, including a couple further minor tweaks to the economy tree (nothing overpowered, and only to the fairly weak technologies to start with) and, in a few cases, toning down the buffs of the original mod.

Rebalanced items
I found that some item stats were outdated, too strong, or just 'boring' to my taste. Vanilla game often has certain stats in certain multiples (e.g. 3x, 6x), non-rounded (e.g. 8% or 9% instead of 10%), and I tried to remain faithful to that. I also added in-built Rebanner II compatibility (currently, only one banner needed it).

Replenishment changes
Inspired by Chivalric Replenishment mod (reupload), I split off the much-needed replenishment buff into Low-Born replenishment (10% tied to Peasant Economy, like in the mod, and extra 5% to Charity technology) and Knightly replenishment ( -3%/3%/5%/7%/9%/12% for each stage of Chivalry respectively, starting with negative, and extra 3% to Hay Stores technology) - for a total theoretical maximum of 15% each.

Low-tier unit buffs
In order to make them more viable and competitive with hier-tier choices, several low-tier units have received minor to moderate buffs: +3 BvInfantry (BvLarge) for shieldless Men-at-Arms (Spearmen-at-Arms) in line with other two-handed units (such as Polearm Men-at-Arms), +2 base ammo for Peasant Bowmen without special arrows. All Mounted Yeomen units are now massed - +33% unit size increase with corresponding price and upkeep changes.

Economy improvements
To make dedicated province-governor Lords more viable, "Magnanimous" trait, 3rd-level Tenth Share and end-of-blue-line Bailiff skills now give province-wide benefits. All skill- and trait-based bonuses to industry income are increased 2x to make their effect more pronounced (in relation to tech tree buffs) and further close the gap between farming and industry economies.

Other minor tweaks
  • Green Knight melee buffs were toned down a bit, but he received 115 armor (equal to Bretonnian Lord on warhorse, and fully in accordance with tabletop stats).
  • Bretonnian Lord "Lance" skill increased to 15% personal charge bonus.
  • Questing Vow now gives a bit of flat AP damage, like in earlier Knights of the Grail versions.
I probably missed a few other tweaks, so this list might be incomplete.


Special Thanks


Lastly, you might be interested in Longer Chivalric Campaign (which doubles the Bretonnian campaign length), as well as my other Warhammer mods.
热门讨论 查看全部(2)
1
2020 年 9 月 20 日 上午 7:27
置顶: Compatibility
Nikitian
0
2020 年 9 月 20 日 上午 7:26
置顶: Upcoming Features
Nikitian
26 条留言
Nikitian  [作者] 2021 年 3 月 19 日 上午 10:57 
Updated for the new patch. I'm still tweaking those economy values, currently they've been toned down a bit closer to vanilla feel. I've also introduced a slight tax +% bonus to the bailiff skill (it's nice, deep at the end of the blue line, and fits thematically to the job description of a Lord's bailiff to collect the taxes).
Nikitian  [作者] 2021 年 3 月 19 日 上午 10:50 
@piercebuster Thanks for the input! Yeah, that's what I thought too. Keep mods nice and compartmentalized, true to function/goal.
piercebuster 2021 年 3 月 14 日 上午 10:16 
To answer your question, I think I would have the units be a separate mod.
Nikitian  [作者] 2021 年 3 月 13 日 下午 6:09 
Minor economy update: Skills and traits that give bonus to industry income are buffed 2x to put industry income more on par with farming, and since all of the income bonuses are additive (tech tree improves industry a lot more than farms, putting them almost on equal footing all by itself, but that is still additive with character bonuses).
Experimentally, Magnanimous trait bonus is now also province-wide in line with other buffs. Theoretically, you should finally be able to boom ("cheese") economy with some effort and investment.
Nikitian  [作者] 2021 年 3 月 13 日 下午 2:45 
I've been working on a couple thematic units for Bretonnian roster, and supporting them in some areas already covered by this mod (e.g. tech tree - potentially including a new technology for their benefit). As such I have a question for users of this mod: Should I make a separate mod for those (and keep KotG - IHN free of extra units), or, after serious consideration, add them to this mod?

There are also several good Bretonnia unit pack mods on the workshop, some of them quite outdated (or for WH1 and never updated to the second game), and I've been looking at updating and possibly tweaking, reworking & compiling some of them together, like I did for this mod. Would you rather it was a separate mod or part of this one for the purpose of campaign effects integration?
Nikitian  [作者] 2021 年 3 月 13 日 下午 2:08 
Update: Massed Yeomen changes are now part of the mod (campaign recruitment price changed to MP value, for consistency with other point-value-using mods). Wardens of Montfort are also tentatively renamed to Wardens of the Arden Forest, description changed accordingly (Montfort is probably the worst dukedom in lore to deploy cavalry due to heavily mountainous terrain; WFRP2 Bretonnia guide has a mention of Duke Chillfroy of Artois employing Mounted Yeomen en masse in his battles against forest-dwelling Beastmen, so I went with that for lore reference).
Nikitian  [作者] 2020 年 12 月 5 日 下午 5:46 
Updated for the new patch.
Rellek 2020 年 11 月 22 日 下午 3:25 
Oh cool, they have powerful generals in campaign and are punished less on legendary difficulty but punished more on lower difficulties. Their knights are still a joke though. Clown assembly forgot how to code cavalry apparently.
Tigerus 2020 年 11 月 21 日 上午 5:07 
Bretonnia is one of the strongest factions in the game by vanilla. No supply lines, 200 armor on every unit, top units don't suffer from vigor. Only downsides of Bretonnia are vows and replenishements.
Rellek 2020 年 11 月 3 日 下午 1:19 
I mean Bretonnia is one of the weakest factions in the game by vanilla. Just in their unit roster they're super underpowered. Campaign buffs kinda circumvent this by giving entire armies physical resist and stuff like that, but overall I think Bretonnia is in a really bad place currently.