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Mods King's Bounty: Crossworlds Mods

 
 
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Old 03-17-2019, 12:14 AM
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Sirlancelot Sirlancelot is offline
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Join Date: May 2011
Posts: 291
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Any progress with the bless talent from priests?

I have recently reached Sprudne Islands. I'm trying out different combinations of troops. Level 4 units are still key in order to achieve Grand Strategy medals. That's why I'm reluctant to go with Level 1-2 units despite their bonuses. Their hit points are way smaller. It's difficult to keep them alive, specially without Target. Thanks God I found this spell recently.

I have made a bunch of little changes to make the game more balanced I think:

* Archmages: +1 maximun damage. 5-9 instead of 5-8. A bit more interesting on the DPS field.

*Assasin: +15 HP. They resist a bit longer.

*Goblin Shaman, astral damage talent halved. They were insanely broken. (OP)

*Polar bear: +10 HP (hence, 140), +2 to maximun damage: 12-24 instead of 12-22. Still worse than a regular knight or paladin... but more competitive with moral bonuses. I rarely use them for long, but love their potential.

*Knights and Paladins Steel Armor: 25% physical resistance instead of 30% or 35%. Still the best fighters out there, but a bit more vulnerable. Now Guardsmen are less obsolete.

*Runemage: 45 attack and Destruction reload 2 instead of 3. Now they are really dangerous as an enemy, and a bit more useful to the player too.

*Pacifism: +10% to health increase. 40,50,60 (was 30,40,50) Still much worse than Stone skin, but interesing to combine with Sacrifice, for example.

*Magic Spring: Defense +7,12,18 (was +5,10,15) Makes the defense increase a bit more noticeable. Specially useful to low level units.

*Hell Breath: Power +10% to each level. Now I actually use it sometimes against fire vulnerable units.

*Doom: Mana cost 12 to each level. I wouldn't pay more for it. Helplesness is much cheaper and useful against high level creatures.

* Fit of Energy: I would reduce the mana cost, but don't find it inside spells.txt
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