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For example: modded unit defeated this unit(s) while it should have lost.
I'm writing you because I experienced, that the Bone Giants are a little bit overpowered, I mean I have nearly defeated an bretonnian army of 9 units just with a bone giant melee and a ranged one.
Otherwise I want to say good job this Mod is definitely well done and in my opinion, (with Campaign and other Unit Icons) it Could be a DLC for the full Game.
yours Yssesal
Tomb Archers - Probably a tad OP. Need to try against other factions first. But the accuracy makes them a powerful meat grinder. Are you using any mods that effect balance?
Little scarabs - where pretty solid, but I think the game is having trouble with something there. Sent them against calvary, and they stalled them perfectly. 3 scarab units took no damage. 1 unit completely wiped out in a very small window.
Slaves - Was expecting humans :) Used em' and they where wiped out in seconds. At this point I wouldn't use em.
Giant Archer - Something wierd with their 'shot'. I would prefer little archers and skull pults atm. Problem is probably that it is hard to 'confirm' if your arrow actually hits. Turned out to be powerful in melee though. Distinguishing melee vs archer might not hurt.
The bone giant himself can wipe most units,i think that should be nerfed a bit
Archers should have a big malus to compensate their aim and range
Overall,i compared stats and every unit is a slightly better version of standard skeletons but with a little cost,i think it would be better to differ the various units,or diversify them somehow from basic units
STILL,GJ! the units look awesome, 10/10
Bonus: slaves work fine imho,they are like zombies but a bit less ♥♥♥♥♥♥
So, as I said, I can't commend you enough for the variants and ingenuity of some solutions (like the emp knight armet turned into a collar of sorts). However, there are some balance (or tabletop/lore-friendliness) issues I'd like to address.
A few pointers from their tabletop armybook:
- Tomb King units cannot march. Ever. That means they are statistically 50% slower than other units.
- They have higher leadership than VC units (usually +2 on a /10 scale).
- usually lower armour outside of constructs.
- can wield different lores of magic. In theory, even battle prayers (not sigmarite, obviously).
- their lords have nifty buffs for the otherwise rather crappy troops.
What this should imply in TW:
1. even if it is possible to make cant_run units, it could be annoying at best in a TW. Besides, the rule is partially true for VC as well and it was ignored. So maybe just make them a wee bit slower? (e.g. 28 rather than 31 on skellies)
2. higher leadership, yes, but not so much. For example, base skellies (Ld5) should realistically equal the crypt ghouls (45ish).
3. relatedly, tomb guard should realistically drop 5 leadership but that could be minor. However, there's no reason to have so many fewer hitpoints compared to GG. Instead, armour should be lower (light armour vs heavy, 50ish tops vs 90).
4. lore of light on an undead army is cool af when it is lore-friendly. However, the hierotitan is a bit on the OP side, being vastly too cheap for his worth. This should be addressed automatically however as soon as you make him an actual character type (when all abilities and spells become for-purchase rather than given).
5. There's no actual reason for the skellies to be so much stronger than VC's since they have the exact same profile (barring Leadership), or to be stronger than emp swordsmen. I know Tomb Kings lords are not yet out there but it's on them to raise their melee capabilities. A "My will be done" constant passive should easily raise melee attack and def by +15 or even more around 45m.
other:
- Don't forget about Flammable! Most mummiphied units are such and I don't have draw a picture to describe what happens if you start weaving a lit torch in an egyptian museum.
- skelly archers shouldn't be wielding longbows but I take it it is to compensate for Asaph arrows so that's alright.
- ushabti with both a laughable vs Inf and vs Large bonus? is it only for, you know, promotional purpose?
- ok, flavour, but why 110 speed on skelly horsemen? Did they give a lot of milk to their steeds for strong bones? Considering point 1, it doesn't make much sense for them to be the fastest cav ever. Similarly, the bone giant is still rather too cheap considering it's a giant in heavy armour with a bonus vs Inf (because ♥♥♥♥♥♥♥♥♥♥♥♥?). Also, might as well rename it Necrolith Colossus since it's the same thing without the inevitable embarassment of not having an actual giant's skeleton.
- pity about the obvious impossibility of Necropolis Knights, scorpions and stuff like that. Maybe (and that's me proposing it, the grumpy defender of tabletopness) you could give them barded horseskellies in lieu of that for some shock cav that is not a monster. They used metal bardings when they were alive anyway.
- I don't see a problem with skelly bowmen being very large troops, it was a viable (although cheesy) thing on the tabletop to field HUGE blocks of archers anyway. However, infantry skelly types are rather too cost-efficient, considering they chew through emp swordsmen or how archers nuke monsters. Maybe it will be necessary to downsize them, or consistently up-pricing them.
Pretty much this. Please don't be annoyed, I know how it can be as I've always been on the other side of this kind of feedback. I wouldn't even be posting this if I didn't have the highest regard for this mod.
1) 3 units of Chaos Chosen and 1 Giant vs 3 units of tomb guards and one Bone Giant= Tombs win completely total a** stomping.
2) On average one maxed out Bone Giant will take on 3 to 4 units of average to slightly above average melee units such as swordsmen or polearms and barely lose a fourth of their overall health.
3) The Tomb general is wayyyyyyy too OP for his price. Raise the base price of him by about 1200 and cut some of his health becuase the guy is an absolute bullet spounge.
4) Back to the bone Giant, I dunno what character you chose for that monster but his attack animation is insane. The guy leaps 50 feet everytime he attacks and Ive seen 3 full units knocked on thierr a** becuase of it which is funny at first and is helpful when hes on your side but seeing your entire front line get rambo'ed by one of these a**holes becuase his animations mixed with his size and stats can really make you want to rage quit.
5) Please add more lesser generals becuase only having one general that is that cheap and OP can really screw the other side over when it comes to matches with small budgets.