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Old 08-16-2018, 07:07 PM
raknefne raknefne is offline
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Join Date: May 2011
Location: Denmark (Aarhus)
Posts: 564
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While my other mod, Trent, is being tested, I'm playing Terroin's old mod, Hylfire again (I mostly helped by testing and adding new items). I'm writing down all things that need a little touch. Some balance issues. I know there were complaints about the vanilla was toooo long a game. Some maps that could be cancelled?

Changes in patch 1.2:

- a little easier early on. Also more free units to the east.
- Vestlig: chance of getting free lvl5 from a shop is removed.
- balance level 5 units more as Xev suggested.
- balance skills like Anger, Creation. Tactic is only 2-4-6 runes now (change the position of the altars)
- spells: Lynch Mob summon pirates instead of peasants, cost more mana to cast.
- Troop talk: will be looked over. The 10% mana or so the faun gives on mana max will be changed. Inkvisitor gives 1 Magic rune instead of transforming into runemage from lvl10. Cave spider gives 4 crystal.
- in general we have only changed creatures until level 25 or so. Generally the amount of undead is reduced until that level, from that on, it is as vanilla. We never testet the mod or vanilla to the end, was too long
for us. I have only heard of Xev who played it until the end. It might look too difficult with the enemy army increase on impossible and only 5% gold after fight, but you get help in other ways - like the creature-companion-like that is like a 6th stack of creature. Also you get gold from Acrimaldo after a fight or from interests in the bank (guild).

A lot of these changes is already changed in Bonfire 1.1, but not in Hylfire.

Last edited by raknefne; 08-24-2018 at 08:44 AM. Reason: updating.
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