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Rapporter et oversættelsesproblem
You should not ask yourself anymore if you have to single click or double click :)
The debuff with a 10-second countdown applies to the enemy unit. It activates whenever our unit is in defensive stance or offensive stance and makes melee contact with the enemy. As a result, the enemy unit becomes debuffed (if our unit is in defensive stance) or buffed (if our unit is in offensive stance) for 10 seconds after every instance of melee contact.
In other words, it's the melee contact itself that transmits the debuff.
Why 10 seconds specifically? Because stance changes can only happen every 10 seconds.
Without this 10-second timer, the enemy unit could end up both debuffed (from our unit in defensive stance) and buffed (when our unit switches to offensive stance) each time you change the stance.
I hope this makes sense—if not, I can explain it again!
I hope you will have fun with the mod :)
- One without using stances.
- One using the defensive stance.
In the second part, when the defensive stance is active, the general’s unit is much tougher in melee (see 4:37):
- 48% physical resistance → all damage reduced by nearly half, which is huge.
- +42 armor from the shield → about 28% less non-AP damage.
- +25% +12 defense → higher melee resistance.
Enemy units deal much less damage due to the debuff (see 6:09):
- -42% AP damage
- -14% lethality
Meanwhile, my archers can shoot into the enemy’s rear and cause devastating damage. My general is unaffected because the stance gives him +25 missile parry, reaching 100%. As a result, arrows never hit the general’s unit.
- Without Defensive Stance
- With defensive stance
Without and With Defensive stance [drive.google.com]
The mod has been tested for dozens of hours in 1v1 battles and campaigns. Thanks to the defensive stance, I’ve managed to win sieges I should have lost, while keeping casualties to a minimum.
You mean Melee damage, not Melee. That refers to non-AP damage. It’s normal that if you prioritize defense, you deal less damage — but the enemy also deals less (due to debuffs).
You mean armor-piercing damage, not armor. That’s very different; we’re talking about AP damage.
Melee -39%
Armor -39%
Speed -35%
Lethality -11%
Attack -11%
Sort of counter intuitive.
One might think that’s the case. The stances were tested in 1 vs 1. They don’t give a direct advantage. Otherwise, their use would be systematic and we would use them all the time. The AI would then be at a disadvantage.
In terms of balancing, you have to take the debuffs into account. For example, the defensive stance doesn’t just reduce the damage of our unit, but also that of the enemy unit. When a melee unit is engaged, you can read the debuff on the enemy unit. A unit that is Master in defensive stance completely nullifies the lethality of the opposing unit. It can therefore tank a large number of enemy units on its own for a long time. This gives time to perform flanking maneuvers and attack with another unit from the rear.
I’ll prepare some tutorial videos showing the advantages of stances in specific situations.
That’s a good question. I did some implementation tests for the AI, but using stances is too complex for the AI to handle. The AI kept switching stances constantly.
This doesn’t improve the gameplay experience. So for now, the AI is disabled.
But I haven’t said my last word on this, and I’m going to look further into the matter.