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Post by Boaster on Dec 20, 2010 18:11:52 GMT -6
Mod Notes
Information contained here is to reveal the little things that might not be noticed by a careless user of my mods.
Information contained in this thread will be focused primarily toward the GS5R3 mod, unless otherwise mentioned.
Members of the message board may post here with additions or suggest corrections. The user's name will be included next to additions, should they be used.
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Post by Boaster on Dec 20, 2010 18:12:26 GMT -6
GS5R3 Mod Notes
° All units, except for flying units, will move over their native terrain as though they were roads.
° Champions Class units have 50% resistance to magic of their own faith.
° Lord Class Champions have 75% resistance to magic of their own faith.
° Military Class (Infantry, Cavalry and Missile Class) units have 25% resistance to magic of their own faith.
° Champions and Military units have -25% resistance to magic of their opposing faith.
° Elves (Eldren and Golgothan) share +2 movement points over other races.
° Lords Class Champions have +2 health, +2 movement, +1 attack, +1 armor, +2 Sight radius, and +1 Combat speed over their respective Champion Class type. °° Wizard Lords also have +5 maximum mana points over their respective Champion Class type. °° Thief Lords also have +1 Stealth Factor (bonus) over their respective Champion Class type. °° Warrior Lords instead have +5 health points over their respective Champion Class type. °° Thief Lords instead have +4 movement points over their respective Champion Class type.
° Barbarian Warriors (but not Orcs) resist Elemental magics by 25%.
° Chaos worshipers have the best on-the-move health recovery.
° Cavalry class military units all have at least 20 movement points.
° Infantry and Missile class military units all have at least 16 movement points.
° Flying units and Earth worshiping units experience no terrain penalties. Flying units do not benefit from improved travel over native terrain.
° Only an Orc Warlord or Witch Lord as Leader of Chaos may Train Orcs, Goblins and Witches from their local military buildings (city). A player must be an Orc Warlord or Witch Lord and the player's native faith must be Chaos.
° In combat: Units whose Current Health exceeds their Maximum Health will degenerate 1 health per six seconds until their Current Health is less than or equal to their Maximum Health.
° In combat: Trolls will regenerate +3 health per thirty seconds. Trolls cannot exceed their Maximum Health in this manner.
° Elven Warriors and the Special Champions Yeoman and Cavalier may wield any Staff artifacts, unless restricted by the artifact specifically.
° Arch Demon (Balkoth) and the Valkyrie may wield any Shield artifact, unless otherwise restricted by the artifact specifically.
° Yeoman and Cavalier may not wield Shield or Sword artifacts. However, they are permitted to wear Elven Chain Mail.
° Potion of Movement will negate terrain penalties, allowing the best overland rate of travel and no reduction in Combat Speed over hostile terrains.
° Potion of Resistance will raise all negative Magic Resistances to zero before applying Resistance bonuses. I.e. -25% Order Resistance becomes 10% Order Resistance from a Potion of Resistance +10.
° Potion of Wisdom also provides Magic Resistance equal to the number of charges. It will raise all negative Magic Resistances in the same way the Potion of Resistance does.
° Multi-shot attacks will not launch on-attack if the Thief is in stealth mod at the time of impact.
° Dragon Breath does damage equal to: 35 - [Target Level]. I.e. a Level 15 target will take 20 damage, whereas a Level 5 target will take 30. Dragon's Breath cannot be resisted, Physically or Magically.
° Physical Resistance is capped at 75%. The spells Freeze and Reincarnation will increase this cap to 100% for the duration of their effects. Reincarnation's spell duration is for 6 seconds.
° Magic Resistance is not capped. However, spells that inflict magic damage will not increase a unit's Current Health beyond twice the value of its Maximum Health.
° For Attack and Hit Recovery ticks, the lower the value the better.
° For Stealth Noise Factor (or just Stealth Factor), the lower the value the better.
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Post by Boaster on Dec 20, 2010 18:13:01 GMT -6
Pre-GS5R3 Mod Notes
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