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Mod Adept's Mod (weapon, magic and monster changes) - .com.unity Forums
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Old October 6th, 2011, 10:05 AM
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Default Re: Adept's Balance Mod 1.00 ready

Quote:
Originally Posted by Soyweiser View Post
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?
I was still testing that. It was an attempt to get some personality into Jomon. The point about why it was unbalancing was well made (I would have noticed it too, I had just forgotten that fear auras stack), so I removed it. It was exactly the sort of feedback I was looking for.

Quote:
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.
Well of course you wouldn't as they previously only had 2 natural attacks. Using them without gear would have been folly of the worst sort. With their built in quickness giving them _any_ two weapons raises their attacks from 4 to 6.

Quote:
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 .
Yes, it's the reason it took months >.<

Like many things in the mod, it's partly an aesthetic change. Still, I think you'll find it makes all those glaive and poleaxe armed troops a somewhat better deal. Polearms should stand up well to cavalry, and they really are better at it now.

I rather like the naginata armed samurai, but that may be just me being stubborn ^.^
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