I wasn't happy with the the decision process for choosing which weapons and amour to equip your troops with. So I changed most of the core weapons and armour. My aim is to make the choice between weapon type, armour and extra equipment more in depth.
Mod Link: Download
Swords
The following changes were made with the aim to make swords a balanced choice. Swords now give percentage boost to defense as well as attack. This will moderately increase the effectiveness of any amulets/rings etc added to the unit.
- Added 10-20% attack modifier to one handed swords (up to 40% for two handers)
- Added 10-20% defense modifier to one handed swords (up to 10% for two handers)
- Reduced base attack rating to account for the new % modifiers.
Axes
The following changes were made to make axes scale greater than any other weapon when bonus attack is added to the unit. Any items or spells increasing the units attack will effectively now be doubled.
- Added a 200% attack modifier.
- Added a -10% defense modifier.
- Reduced base attack rating to take into account the new % modifiers.
Maces/Hammers
Maces and Hammers currently do the most damage out of any weapon so I have added a penalty to defense when using them. They should still be the best choice for a cheap powerful unit; however Axes and Swords should now be a viable choice when adding in trinkets to the mix. With swords being the better defensive choice.
- Added a -20% defense modifier.
Spears
Spears are two handed weapons used to keep the enemy at range so I thought I'd give them a bonus to defense making them a cheap defensive option where as Maces are a cheap offensive option.
- Added a 20% defense modifier.
Staffs
Like spears they are more of a defensive weapon. I gave them a small dodge bonus to make them different from spears.
- Added +1 dodge to the staff
- Added +2 dodge to the war staff
Bows
They seemed pretty much ok as they were, but I could help but play with them a little.
- Added a 20% attack bonus to short bows.
- Reduced short bow range by 2.
- Added a 10% attack bonus to long bows.
Armour
There seemed to be little point in doing anything other than equipping the heaviest armour you have for all units. So I have added in penalties to attack and intelligence to the heavier armours. I have also added a small dodge bonus to the heaviest of armours to act in a similar way to shields deflecting blows outright. This should offset the decreased offensive power some what.
- Leather armour and below has not been modified.
- Added ~5% decrease in attack and intelligence for every 5 points (round up) of defense value the armour had.
- Added +1 dodge per every 5 points (round up) of defense the armour had greater than or equal to 10.
New Staffs
I have also added some new staffs to the mix. The first two are the same as the standard two staffs however they infer a 10% boost to essence. They are also available at the start of the game. The remaining 3 staves are available after researching magic equipment. (From now on if I refer to the new staffs I am only revering to these 3 staffs.)
The new staffs are all considered to fragile for use in direct combat, hence the -1 to attack. Equipping only the staff will likely result in Zero attack. The staffs therefore are equipped in your offhand and grant different bonuses depending on the focus you are going for. Also note that none of these staffs are available for your standard units (shop bought only).
- Martial Staff
- This magic staff sacrifices mana regeneration for greater martial power. This is the only new staff that has no extra tactical mana regen.
- 50% bonus to the units attack.
- +10 Strength for the unit.
- +1 combat speed.
- 20% bonus to essence.
- Aegis Staff
- This magic staff enhances the users defensive powers while regenerating a small amount of mana.
- +5 Defense.
- +20% boost to defense.
- +5 dodge.
- 20% boost to essence.
- +1 tactical mana regen.
- Moon Staff
- This staff drains the users physical being to generate massive amounts of power.
- 50% reduction to units strength.
- 50% reduction to units dexterity.
- 50% reduction to units constitution.
- 50% boost to units intelligence.
- +10 Intelligence.
- 50% boost to essence.
- +5 tactical mana regen.
- -1 tactical health regen.
Notes
Attributes with % modifiers that do not also include a flat number increase to them will still show up on the item however it will show up as 0. For example 10% and 20% defense will both show as 0 defense, however they do increase defense by there correct numbers.