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Mod Adept's Mod (weapon, magic and monster changes) - .com.unity Forums
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Old October 5th, 2011, 11:04 PM
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Soyweiser Soyweiser is offline
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Default Re: Adept's Balance Mod 1.00 ready

I'm happy that you do not feel the need to convince me how reducing the power of unit X improves the power of unit Y.

And did you just tell me to test out more mechanics? While you didn't even think that it might be a bit overpowered to have fear on 20 gold units?

And I played around with skrattir to know that without handslots their usage will be severely limited. So much that any usage of them in this form against non pd is a waste. No need to test that in MP. As I have never really fielded skrattir without weapons in MP.

I think magic on pretenders is to strong. So my next mod has removed that. Don't say anything bad about it! Research the precise mechanics in MP first!

Ps: one thing that must be said, kudos for modding all the different weapons everywhere. What a horrible task to do. And it doesn't even matter that much ingame. I would have given up, the time cost vs the effect would be way to small for me .
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