[Dom5] Mod bilanciamento (0.25)

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[Dom5] Mod bilanciamento (0.25)

Messaggio Da Zonk il 29/1/2018, 17:22

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Per farla breve ho deciso di cimentarmi con il bilanciamento invece di limitarmi a mod che aggiungono nazioni o fanno modifiche 'sui generis' come rendere tutti i siti visibili.

La mia filosofia è di evitare cambiamenti troppo estremi e sopratutto di non usare meccaniche 'strane' che sarebbero fuori luogo nel gioco base.
Quindi eviterò trucchi di modding che per quanto interessanti sarebbero poco estetici e soggetti a molti bug.

Allego la lista di cambiamenti, fatemi sapere che ne pensate.
Eventualmente la accorperò in una sola lista (visto che se il mod prosegue leggere versione per versione sarà faticoso) o magari userò qualche altro sistema per ragguppare tutti i cambiamenti; ricordate che potete anche usare il Dominions inspector per visualizzare i cambiamenti, potete cercare il tag 'modded' e mostrerà tutte le cose (oggetti, unità, ecc...) modifiate o aggiunte.



FULL LIST OF CHANGES (as of 0.25)
Spoiler:
* SCALES
Order/Turmoil income mod 2% -> 3%
Growth/Death income mod 4% -> 3%
* EQUIPMENT
Standard/great hide shield parry 3/6->4/7, prot 11->12
* SITES
Shambler reef enables recruitment of Shambler Chiefs
Farm of Plenty enables recruitment of Horticulturists (N1 20% EW stealthy hoburg mages)
* GENERIC UNITS
Tritons buffed: prot 0->1, strength 10->11, HP 10->12 (15 for commanders), to give them an advantage vs mermen UW
Cavemen PD multiplier 3 -> 6 (so 6 troops at PD 10 instead of 3)
Lavaborn PD multiplier 2 -> 4, commander/troops cost 80/30 -> 70/25 (also lowers recpoint cost), 3 base prot
New indie recruit: Lavaborn Pyromancer. F1 20% FE, cost autocalc+50 (=85 gold)
Lavaborn gain base protection 3
Wolves & werewolves (including nationals) gain darkvision 50%
* ITEMS
Gem costs: Amulet of Breathing 10->8, Ring of Water Breathing 5->4, Amulet of the Fish 10->8, Slave Matrix 10->8
Flame Helmet exhaustion 3->1
* SPELLS
All buff spells (including nationals) are prec 100
Breath of the Desert F3A1->F3 ('breath' doesn't have to imply air, and while the event mentions winds, the wolven winter one mentions blizzards. also can't change event text anyway)
New spell: Mass Slow. Alt 8 W2, scaling AoE version of Slow, using Quickening as a template.
Kindly Ones Conjuration 8->7, F6N4->F5N3, Erinyes gain curseluck shield & blood vengeance with penetration 14.
Mechanical Militia Construction 9->7, 80->60 gems
Wild Hunt's Lord of the Hunt gains darkvision 50%, fear 10
* EA ARCOSCEPHALE
Myrmidons & Myrmidon Champions enc 3->2 (elite heavy-armored unit), shield->hoplon
* MARVERNI & SAUROMATIA
Awaken Tattoos AoE 5 -> 5 per level
* EA T'IEN CH'I
Warrior of the Five Elements springpower 50->25
* EA/MA MICTLAN
Sun Warriors and High Priests of the Sun (but not lesser sun priests) gain sun awe 1
* EA ABYSIA
Demonbred gains poor undeadleadership to lead the stealthy, flying Misbred (and some flying crossbreeds). Cost unchanged.
* ABYSIA (all ages)
Inner Furnace changed from affecting all friendly non-mindless units that fails an easy MR check to not requiring a check and affecting mindless but also having a 15 AN internal fire damage effect
All pure Abysians gain 3 natural protection (5 if size 3) because of their magma origins. Also applies to Lavaborn indies and Turan Sorcerers
* EA C'TIS
Serpent Dancer attack 11->12, combat speed 11->13, formation fighter -2 (so 2 to a square)
* TIR NA N'OG/ERIU/MA MAN
Summoned Cu Sidhe gain patrol bonus +2
* YOMI
Income penalty 25% -> 10%
Size 2 Bakemono gain +1 def except Bakemono Chiefs (also affects indies & SHINUYAMA)
End of Culture 60->50 gems
Labs cost 250 gold in mountains
* BERYTOS
Added 'Berytian Lancer Captain' to make use of Lancer high mapmove
* MEKONE
Fort unrest 15->10
Geronte/Ephor and Archon autocalc cost reduced by 10 and 20 to account for reduced leadership and old age
Gigante base reclimits 1->2
Perioeci Peltasts replaced by Slingers with Wicker Shields, 10 att&def and 8 morale
Gigantomachia E5F4->E4F3, cost 60->50
Neodamodes gain standard 1 and magical armor, peltasts gain +1 CS to compensate the -1 from Gleaming Cuirass. Sprites unchanged for now.
* EA Atlantis
Living Pillar encumbrance 3->2
* EA R'lyeh
Mind Vessel 15->12 gems
Polypal Queen, Aboleth, Mind Lord, Abodai, Grandmothers gain bonus astral range 1 / 25%
* OCEANIA (both ages)
All Aphroi gain poison resistance 5, mainly to help vs coral weapons
Sirens are spellsingers
* EA THERODOS
Non-sacred humans now recruitable inland recruits (national preview does not display this properly however and still thinks they are coastal only)
* MA/LA ARCOSCEPHALE
Heart Companion attack 11->12, bodyguard 0->2
* SCELERIA
Added 'Umbra', cap-only D1H1 combat caster based on Vestals and able to stealthily lead them around.
* MA PYTHIUM
Battle Vestals HP 9->11, strength 9->10, combat speed 13->14, MR 11->13, prec 10->12, Spear->Golden Spear (magic, +1 attack and +2 damage), javelins
Battle Deacon combatcaster
* MA MAN
Crone of Avalon gains basic stealth (also applies to Blind One heroine) and same 30 gold autocalc discount as Daughters and Mothers
Added "Logrian Chief", recruit everywhere ok commander to lead Logrian Cavalry.
* ERIU
Milesian monks gain divine inspiration, research 6 (double Man's, to compensate the lack of stealth, foreignrec and higher cost)
* MA T'IEN CH'I
Red Guard & Prince General springpower 50% -> 25% (same reasoning as with warriors of the five elements)
* MA MACHAKA
Black Sorcerer base maxage 50->80, starting age 69 with a max of 72 from base F2 -> Most will start not old. Justified by "descendants of a dead God".
Sorceress 10% random -> 100%. Autocalc raises cost 85->135.
Basic warriors & archers gold cost 10->9, recpoint cost 9->7
Machaka Hoplite strength 10->11
Black Hunter gold cost 115->90, recpoints 46->41, Hunter Spider deathshape MR 5->8 and strength 16->18 to match the damage of venomous fangs (also applies to Black Sorcerer's shape)
Laboratories cost 250 gold.
Spider Archer recpoint cost 20->16
Bane Spider patience 2->3, summons a large spider every battle
Bane Spider & Spider Warrior's spider armor def -4 -> -3, enc 4-> 3, rcost 26->22, full helmet->half helmet (-2 rcost, -3 head prot, but +1 def)
Witch Doctors gain 10% FDN random
* SHINUYAMA
Temples cost 200 gold
Labs cost 250 gold in mountains
Size 2 Bakemono gain +1 def except Bakemono Warriors and Chiefs (also affects indies & SHINUYAMA)
Bakemono Shamans gain 20% FWED random
Bakemono Warrior and Chiefs gain a dagger and ambidextrous 1
* ASHDOD
Banquet for the Dead only castable by Zamzuzzite, but cost 55->50 gems
* MA XIBALBA
Chak Muuch gain poison resist 5
* PHLEGRA
Phlegran Tyrant gains Gleaming Hoplon, Gigante Warrior gains Hoplon, +1 reclimit (4 in capital, 2 elsewhere)
Lesser Cyclopes 5 gold cheaper
Cyclops Hurler siegebonus 0->5
Helote Archer recruitable outside forts
* YS
Non-druid Kernou recruitable in land forts, even inland. Note the national preview will not show these changes currently - it doesn't understand land recruitment commands make coastal recruitment redundant.
Merrow scout, commander, militia and spearmen recruitable in coastal forts
Ysian Merrow base cost changed 12->10 (also applies to commanders). Militia cost 8->7, Man at Arms 15->14.
* LA ARCOSCEPHALE
Curse Tablet range 2->4 ('distant province')
* LA PYTHIUM
Capital income 3N1S->3N1S1D1W ("High magic gem income" like MA and helps make use of your diversity)
Serpent Cult: All units all gain swamp survival and have at least 5 poison resist.
Acolyte gains 10% NW random.
Gift of the Sacred Swamp Aoe 3 -> 3 + 2/extra N level
Battle deacon combatcaster
* LA Marignon
Starting army melee troops 15 city guards -> 10 halberdiers
* JOMON
Standard forts for LA, so starts with a Citadel and can build more
+1 HP to recruitable humans (+2 to Damyo or he'd have less than Hatamoto)
Ninja precision 14->15, patience 2->3
Labs cost 250 gold in mountains
CHANGELOG
0.25
Spoiler:

* GENERAL
Removes redundant changes such as the Mekone stat buffs and making Bronze Axes damage 7.
* GENERIC UNITS
Wolves & werewolves (including nationals) gain darkvision 50%
* SPELLS
Kindly Ones Conjuration 8->7, F6N4->F5N3, Erinyes gain curseluck shield & blood vengeance with penetration 14.
Mechanical Militia Construction 9->7, 80->60 gems
Wild Hunt's Lord of the Hunt gains darkvision 50%, fear 10
* ITEMS
Gem Costs: Slave Matrix 10->8
* YOMI
End of Culture 60->50 gems
* YOMI/SHINUYAMA/JOMON
Labs cost 250 gold in mountains
* PHLEGRA
Phlegran Tyrant gains Gleaming Hoplon
Gigante Warrior gains Hoplon, +1 reclimit (4 in capital, 2 elsewhere)
Lesser Cyclopes 5 gold cheaper
Cyclops Hurler siegebonus 0->5
Helote Archer recruitable outside forts
0.20
Spoiler:

* GENERAL
Order/Death income mod 2% -> 3%
Bronze axe correctly does 7 damage (#dmg, not #dam)
* MEKONE
Fort unrest 15->10
Gigante Hoplite & Ekdromoi attack & defence 12->13, Lochos 13->14, Polemarch 14->15, King of Pallene 15->16
* LA ARCOCESPHALE
Curse Tablet range 2->4 ('distant province')
* YOMI
Income penalty 25% -> 10%
* MA MACHAKA
Spider Warrior has correct armor (previously I tried to edit the armor itself instead of the unit)
* MA MAN
Blind One correctly stealth (stealth was given to Rhianne Heroine instead)
* TIR NA N'OG, ERIU, MAN
Summoned Cu Sidhe gain patrol bonus +2
* YS
Ysian Merrow base cost changed 12->10 (also applies to commanders). Militia cost 8->7, Man at Arms 15->14.
* INDIES & POPTYPES
Lavaborn: added Lavaborn Pyromancer: F1 20% FE, cost autocalc+50 (=85 gold), fixed a costing mistake (troops should only cost 25). Note: Pyromancer is copystatted off Warlock Apprentice, might not show properly in inspector right now.
* ASHDOD
Banquet for the Dead only castable by Zamzuzzite, but cost 55->50 gems
* SPELLS
Lighting Resistance correctly prec 100 too.
* ITEMS
Gem costs: Amulet of Breathing 10->8, Ring of Water Breathing 5->4, Amulet of the Fish 10->8
Flame Helmet exhaustion 3->1
0.15
Spoiler:
* GENERAL
Growth/Death income modifier 4->3
* EQUIPMENT
Bronze axe damage 6->7
* MAGIC
New spell: Mass Slow. Alt 8 W2, scaling AoE version of Slow, using Quickening as a template.
* ABYSIA (all ages)
Inner Furnace changed from affecting all friendly non-mindless units that fails an easy MR check to not requiring a check and affecting mindless but also having a 15 AN internal fire damage effect.  Also can't be cast UW (not that regular heat aura heat would do anything there).
* LA Marignon
Starting army melee troops 15 city guards -> 10 halberdiers
* MA MAN
Fixed Logrian Chief not being recruitable
* MA Machaka
Black Sorcerer base maxage 50->80, starting age 69 with a max of 72 from base F2 -> Most will start not old. Justified by "descendants of a dead God".
Sorceress 20% random changed back to 10%, but added a 100%. Autocalc raises cost 85->135.
Basic warriors & archers gold cost 10->9, recpoint cost 9->7
Machaka Hoplite strength 10->11
Black Hunter gold cost 115->90, recpoints 46->41, Hunter Spider deathshape MR 5->8 and strength 16->18 to match the damage of venomous fangs (also applies to Black Sorcerer's shape)
0.1
Spoiler:
* GENERAL
Standard/great hide shield parry 3/6->4/7, prot 11->12
* EA ARCO
Myrmidons & Myrmidon Champions enc 3->2 (elite heavy-armored unit), shield->hoplon
* EA TC
Warrior of the Five Elements springpower 50->25 (while thematic 50 seems too much for a human, and it's often a liability)
* EA C'TIS
Serpent Dancer attack 11->12, combat speed 11->13, formation fighter -2 (so 2 to a square)
* EA Atlantis
Living Pillar enc 3->2
* EA R'lyeh
Mind Vessel 15->12 gems
Polypal Queen, Aboleth, Mind Lord, Abodai, Grandmothers gain bonus astral range 1 / 25%
* OCEANIA (both ages)
All Aphroi gain poison res 5, mainly to help vs coral weapons. Briefly considered only having this apply to watershapes, but decided not to for now.
Sirens are spellsingers.
* MICTLAN
Sun Warriors and High Priests of the Sun (but not lesser sun priests) gain sun awe 1
* EA Therodos
Non-sacred humans now recruitable inland recruits (national preview does not display this properly however and still thinks they are coastal only)
* ERIU
Milesian monks gain divine inspiration, research 6 (double Man's, to compensate the lack of stealth, foreignrec and higher cost)
* MA T'ien C'hi
Red Guard & Prince General springpower 50% -> 25% (same reasoning as with warriors of the five elements)
* MA MACHAKA
Bane Spider patience 2->3, summons a large spider every battle
Bane Spider & Spider Warrior's spider armor def -4 -> -3, enc 4-> 3, rcost 26->22, full helmet->half helmet (-2 rcost, -3 head prot, but +1 def)
Sorceress 10% FEDN random raised to 20%
Witch Doctors gain 10% FDN random
* ABYSIA
All pure Abysians gain 3 natural prot (5 if size 3) because of their magma origins. Also applies to Lavaborn indies and Turan Sorcerers.
* MA XIBALBA
Chak Muuch gain poison resist 5
* YS
Non-druid Kernou recruitable in land forts, even inland. Note the national preview will not show these changes currently - it doesn't understand land recruitment commands make coastal recruitment redundant.
Merrow scout, commander, militia and spearmen recruitable in coastal forts
* MA/LA Arco
Heart Companion att 11->12, bodyguard 2
* INDIES, POPTYPES AND SITE RECRUITS
Tritons buffed: prot 0->1, strength 10->11, HP 10->12 (15 for commanders), to give them an advantage vs mermen UW.
Witches have disease healing 1 (also raises autocalc cost)
Cavemen PD multiplier 3 -> 6 (so 6 troops at PD 10 instead of 3)
Lavaborn PD multiplier 2 -> 4, commander/troops cost 80/30 -> 70/25 (also lowers recpoint cost), 3 base prot.
* SITES
Shambler reef enables recruitment of Shambler Chiefs
Farm of Plenty enables recruitment of Horticulturists (the N1 20% EW hoburg mages)
* SPELLS
All buff spells (including nationals) are prec 100
Breath of the Desert F3A1->F3 ('breath' doesn't have to imply air, and while the event mentions winds, the wolven winter one mentions blizzards. also can't change event text anyway)
0.01
Spoiler:

* MEKONE
Geronte, Ephor and Archon autocalc cost reduced by 20 to account for reduced leadership and old age.
Gigante base reclimits 1->2
Perioeci Peltasts replaced by Slingers with Wicker Shields, 10 att&def and 8 morale.
Gigantomachia Thaumaturgy 8->7, E5F4->E4F3, cost 60->50.
Neodamodes gain standard 1 and magical armor, peltasts gain +1 CS to compensate the -1 from Gleaming Cuirass. Sprites unchanged for now. Consider weapons instead, but Hoplites would either have to switch to the shorter Golden Spear or require a new version using up a weapon ID.
* MARVERNI & SAUROMATIA
Awaken Tattoos AoE 5 -> 5 per level
* BERYTOS
Added 'Berytian Lancer Captain' to make use of Lancer high mapmove.
* EA ABYSIA
Demonbred gains poor undeadleadership to lead the stealthy, flying Misbred (and some flying crossbreeds). Cost unchanged - should raise it?
* SCELERIA
Added the'Umbra' a cap-only 2-point D1H1 combat caster based on vestals and able to stealthily lead them around.
* MA PYTHIUM
Battle Vestals HP 9->11, strength 9->10, combat speed 13->14, MR 11->13, prec 10->12, Spear->Golden Spear (magic, +1 attack and +2 damage, not visible in sprite yet), javelins.
Battle Deacon combatcaster.
* MA MAN
Crone of Avalon gains basic stealth (also applies to Blind One heroine) and same 30 gold autocalc discount as Daughters and Mothers
Added "Logrian Chief", recruit everywhere ok commander to lead Logrian Cavalry.
* MA SHINUYAMA
Temples cost 200 gold.
Bakemono Shamans gain 20% FWED random
All size 2 Bakemono gain +1 def except Bakemono Warriors and Chiefs (also affects YOMI and bakemono indies)
Bakemono Warrior and Chiefs gain a dagger and ambidextrous 1
* MA MACHAKA
250-gold laboratories
Spider Archer recpoint cost 20->16
* LA PYTHIUM
Capital income 3N1S->3N1S1D1W ("High magic gem income" like MA and helps make use of your diversity)
Serpent Cult: All units all gain swamp survival and have at least 5 poison resist.
Acolyte gains 10% NW random.
Gift of the Sacred Swamp Aoe 3 -> 3 + 2/extra N level
Battle deacon combatcaster
* JOMON
Standard forts for LA, so starts with a Citadel and can build more
+1 HP to recruitable humans (+2 to Damyo or he'd have less than Hatamoto)
Ninja precision 14->15, patience 2->3


Ultima modifica di Zonk il 3/5/2018, 14:29, modificato 1 volta

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Re: [Dom5] Mod bilanciamento (0.25)

Messaggio Da Zonk il 3/5/2018, 14:28

Il mod ora è alla versione 0.25, ho aggiornato il post principale con link, changelog e sopratutto lista di TUTTI i cambiamenti.

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