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That's just CA's god tier map making skills. They set what the terrain is when they make the map, can't do anything about it, we cannot edit the battle maps, I'd be all over it if we could. You will see much grass without seeing much grass.
Combat isn’t so yeetus-deletus anymore, it has balanced out the cav issue abit too.
Only concerns:
Speed terrain debuffs can be harsh in settlements, making unit models disconnect oddly (6 archers on wall while rest of unit is halfway across the world, or some odd shuffle blobs)
Also, some maps will have stone road in a cathay fort, but hovered over says “Grass” when it is visibly stone road
Added terrain stat effects and tool tips in battle. Example: Mud, it now reduces the combat efficiency of small units. Small units standing in mud will take a leadership hit as well and other stat debuffs which the tool tip will show you when hovering over the ground with a certain unit type selected.
Leadership changes: Units will now fight longer before routing via total damage taken. They rally faster and up to 4 times from 3. Near by routing enemies and friends has been balanced, -2 per unit.
Base melee hit chance has been lowered to 15 from 35. This added +35 attack to all units which made low tier units perform better and high tier units perform worse. It also speed up combat. Now combat will be noticeably slower but more importantly unit balance has completely changed. Melee stats are now much more impactful and lord combat will be way more stat dependent.
Will update description and changes at another time, let me know what you think.
Reigned in their power a little, but has not obliterated them
Goodjob
Specifically, making terror, more impactful
Like perhaps a -2% vigour loss instead of never getting tired.
Grail Knights Perfect Vigor REMOVED.
charging fatigue cost increased from 40 to 45
collision_damage_immunity_timer increased from .9 to 1
charge_reflect_damage_multiplier increased from 1.5 to 1.7
bracing_charge_reflector_bonus increased from 10 to 20
Feedback welcomed but please provide detail when doing so, i.e pictures or videos.
There are other cav with perfect vig but mostly RoRs, we'll see if they need to be removed too in time.
Problem now is units with perfect vigour or high tier cav like blood nights can just constantly zoom in and out of every single unit to the point where even units with charge defence don’t make an impact
Perfect figure is just a disgusting ability in this mod, if it granted -2% vigour loss reduction
It would be far less broken.
Fatigue and vigour are just so important in this mod as they should be
Cav nerf will most likely just be one value change. I will increase the immunity timer for collision and look into collision damage and coefficients. Cav shouldn't be great in melee as many more units should be hitting them but that's in theory and doesn't really happen. I'll test that too. Fatigue is very good at keeping cav in check in long term though.
Since you could basically cut off the leg of a horse with a giant ax, and then the rider is dead
Maybe a D buff to their charge bonus as well or at least it’s duration
I understand what they said about perfect bigger and the grail nights, dude will just speed run through everything
I downloaded a mod that reducces ALL acuracy by 15% in the meantime. but being able to just reduce artillery would be the goal. Primarily things with exploding effects are too powerful. Mortar teams/Mortars, The rat trebuche, cathays weird cannon that isnt actually a cannon, rocket battery, luminark.
Piercing artillery like cannons, balistas(eagle claw) , normal ccatipults are fine.
if you have feedback please be descriptive thank you
InfoManiac artillery isn't really balanced in base game so if im going to nerf it I'd want to make it balanced and I don't really want to do that atm but I'll think about it. provide more info to if you can What unit in particular are you talking about it? are you just using it or was it the ai?
the smashing through stuff and not getting tied down easily is great,
however i think it needs to be balanced with them getting tired faster, and having fatigue really punish their charge and movement speed
this way they are still beasts when used fresh and in reserve, but you don't end up with a Griffon legion with 700 kills on 20 units of mauraders