Total War: ATTILA

Total War: ATTILA

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Opdatering: 1. okt. kl. 9:19

Realistic Series MOD: Core Content of the Major Super Update
For details, please visit the link below:
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3047562159/592909603985305042/

Realistic Cavalry has been completely revamped with a major overhaul.
For details, please visit the link below:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3047562159






Other Adjustment Notes

Mechanism Adjustments
  • Combat Experience Bonus Rework - Gradual level-based improvements, high-level veterans have exceptional endurance (heavy armor stamina ≈ level 0 light armor)

  • Infantry Mass Standardization - Standard model 100-150
    1. Spearmen anti-charge mass +100
    2. Giant Shield Spear & Ranged +200
    3. Two-handed weapons mass -20

Unit Adjustments
  • New Series - Makurian Bow & Spear infantry, modified from cloth armor spearmen
  • Health Adjustments - Camel health ~400
  • Assassin Units - Changed to dual-wield weapons, significantly increased melee attack and defense
  • Animation Updates
    1. Single-handed weapons remove thrusting animations
    2. New idle animations for dual-wield units
    3. Melee cavalry added new idle animations

  • Miscellaneous Adjustments
    1. Increased shooting fatigue consumption
    2. Reduced spear armor penetration


  • Unit Type Adjustments
    1. Iberian Slingers → Single-handed axes
    2. Bow & Spear infantry → Phalanx Pikemen with bows + Spearmen with bows
    3. Kuman Spearmen with bows retained + Makurian Nubian Bow & Spear (Longbow)
    4. T1 Idago Knights and T1 Spanish Knights swapped unit and horse models
    5. Varangian → Shock long-handled axe (Not single-handed)
    6. Lithuanian Knights: T1 Raider Cavalry (Javelin & Sword) → T2/T3 Lancers
    7. Ducal Cavalry → Lancers (Retinue line)
    8. Boyar line → Heavy Cavalry
    9. Zagwe added new elite infantry series
    10. Infantry with horses → Equipped with pack animals (Elite cavalry, steppe units)
    11. Mongol infantry with horses removed cavalry trait
    12. Crossbow units with Proficiency above normal given Precise shooting skill, bow units given Rapid shot skill
    13. War Elephant ammunition +100%
    14. Dismounted Knight recruitment tied to noble estates
    15. Hussite Peasants + slings

Equipment System Adjustments

Weapon Adjustments:
  • Enhanced charge bonus for single-handed and polearm weapons (Offensive infantry)
  • Reduced charge bonus for spears and pikes (Defensive infantry)
  • Cavalry secondary weapon attributes synchronized with infantry
  • Ranged unit weapons unified, but melee capability weakened
  • Two-handed axe → Long-handled axe

Armor Adjustments
  • Label Updates - Half Armor → Mixed Armor (e.g., Mixed Light/Medium Armor)
  • New Armors
    1. Heavy Chainmail (T1-T3, heavy_chainmail)
    2. Fine Armor (T3, very heavy)
  • Armor Distribution
    1. Zagwe top-tier units, Abbasid Guard → Heavy Chainmail
    2. Trebizond Plate-and-Segment Armor → Fine Armor

Realistic Ranged Combat MOD Update:
  • Mounted Archer Weapons - Range -20%, Rate of Fire +20%, Ammunition 27→35
  • Crossbow Balance - Same-tier DPS consistent with bows
  • Bow Quality Binding
    1. Rabble, Mob → Low-grade bows
    2. Poor, Trained → Mid-grade bows
    3. Well, Elite → High-grade bows
  • Rapid Shot Bow → Fast Bow, enhanced mid-tier weapons, fine fast bows gain improved range and armor penetration (TBD)
  • Firearm Penetration
    1. All firearms except hand cannons ignore missile block chance
    2. Heavy muskets receive significantly enhanced penetration, capable of penetrating and damaging multiple targets
    3. Balance adjustments: Reload time +5 seconds, Accuracy -5, Spread +1 (excluding fine arquebus, zamburak, and fine musket)
  • Throwing Weapons
    1. Infantry javelins → Throwing spears, Cavalry → Javelins (short)
    2. Javelin optimization: Reduced range and ammunition, increased shield penetration and armor damage
    3. Greatly enhanced bonus damage against elephants
  • Other Weapons
    1. Increased sling rate of fire
    2. Recurve bows: Triple-shot → Rapid bow, damage equal to composite bows, poor accuracy, range capped at 145

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