RBM introduces cutting arrows in addition to the piercing ones. Most troop trees go from cutting arrows at the low tiers and upgrade to bodkin (pierce) arrows later on. Pierce damage has always been superior to cut and that's why cut damage usually has a higher base damage score. Fians (including champs) have the opposite progression. They have P damage from tier 2 to 4 but at tier 5 they trade them in for barbed arrows. While the base damage goes up from 110 to 135, cut damage is so much worse against armored troops it serves as a huge nerf. I tested in custom battles and their performance is disappointing. Dismounted Druzhinnik Champions solidly beat Fian Champions. Dismounted Khan's Guards absolutely annihilated the fian champions. Imperial t5 archers beat regular fians in a close fight. Asurai Master archers absolutely stomped the regular fians. The tide however turns if you use t4 archers. Battanian Heros won vs Asarai Experienced archers and imperial veteran archers. ...
I'd always wondered how berserkers work, and recently stumbled on the answer. In case anyone else is curious:
# script_berserkermode_fortroop_on ("berserkermode_fortroop_on", #enter in berserker mode [(store_script_param, ":agent", 1), (try_begin), (agent_is_active,":agent"), (agent_is_alive,":agent"), (agent_get_horse,":horse",":agent"), (eq,":horse",-1),#not on horse (agent_set_animation, ":agent", "anim_berserker_trance", 1), (agent_play_sound,":agent","snd_berserker_trance"),###WARCRY SOUND (agent_set_damage_modifier,":agent",125), (call_script, "script_advanced_agent_set_speed_modifier",":agent",110), (agent_set_accuracy_modifier,":agent",50), (agent_set_reload_speed_modifier,":agent",60), (agent_set_slot,":agent",slot_agent_berserk_modeon,1), (agent_set_slot,":agent",slot_agent_berserk_cooldown,60), (agent_get_troop_id, ":berserker", ":agent"), (get_player_agent_no, ":player_agent"), (agent_get_team, ":team", ":player_agent"), (agent_get_team, ":team2", ":agent"), (try_begin), (eq,":team",":team2"), (str_clear, s1), (str_store_troop_name, s1, ":berserker"), (display_message,"@{s1} has entered trance!",0x000000), (try_end), (try_end),]),
If I am reading that right, looks like a 25% bonus to damage and a 10% bonus to speed.
Then:
# script_berserk_cooldown_modeai_tigger ("berserk_cooldown_modeai_tigger", [(store_script_param, ":agent", 1), (agent_get_slot,":cooldown",":agent",slot_agent_berserk_cooldown), (val_max,":cooldown",0), (try_begin), (gt,":cooldown",0), (val_sub,":cooldown",10), (agent_set_slot,":agent",slot_agent_berserk_cooldown,":cooldown"), (agent_play_sound,":agent","snd_berserker_trance"),###WARCRY SOUND # (agent_set_animation, ":agent", "anim_berserker_trance", 1), (try_begin), #actions (le,":cooldown",55),#take initiative (ge,":cooldown",45),#take initiative #negative consequences, could attack to #everybody (store_random_in_range, ":rand", 1, 100), (try_begin), (ge, ":rand", 96), (neg | party_slot_eq, "p_main_party", slot_party_on_water, 1), #no charge in sea battle or coastal assault (store_current_scene,":current_scene"),(neq,":current_scene","scn_morrigan_lair"), (get_player_agent_no, ":player_agent"), (agent_get_team, ":team", ":player_agent"), (agent_get_team, ":team2", ":agent"), (agent_get_troop_id, ":berserker", ":agent"), (try_begin), (eq,":team",":team2"), (str_clear, s1), (str_store_troop_name, s1, ":berserker"), (display_message,"@{s1} has become uncontrollable!",0x000000), (try_end), (agent_set_team, ":agent", 6), #team 6 non used in battles # (agent_set_division, ":agent", 2), (team_set_relation, 6, 1, -1), #Teams (team_set_relation, 6, 2, -1), (team_set_relation, 6, 3, -1), (team_set_relation, 6, 4, -1), (team_set_relation, 6, 5, -1), (team_set_relation, 6, 7, -1), (agent_ai_set_aggressiveness, ":agent", 199), (agent_force_rethink, ":agent"), (team_give_order, 6, grc_everyone, mordr_charge),
Looks like a 5% chance your berserker then goes nuts and attacks his friends once the berserker ability goes on cooldown. But not in sea battles, so that's nice I guess.
(else_try), (agent_ai_set_aggressiveness, ":agent", 199), (try_end), (try_end), (try_begin), (le,":cooldown",25),#is tired (ge,":cooldown",15),#is tired (agent_set_damage_modifier,":agent",60), (call_script, "script_advanced_agent_set_speed_modifier",":agent",70), (agent_get_troop_id, ":berserker", ":agent"), (get_player_agent_no, ":player_agent"), (agent_get_team, ":team", ":player_agent"), (agent_get_team, ":team2", ":agent"), (try_begin), (eq,":team",":team2"), (str_clear, s1), (str_store_troop_name, s1, ":berserker"), (display_message,"@{s1} is getting exhausted after the rage.",0xff3333), (try_end), (try_end), (else_try), (eq,":cooldown",0),#back to normal (agent_set_damage_modifier,":agent",100), (call_script, "script_advanced_agent_set_speed_modifier",":agent",100), (agent_set_accuracy_modifier,":agent",100), (agent_set_reload_speed_modifier,":agent",100), (agent_set_slot,":agent",slot_agent_berserk_modeon,0), #berserker off (agent_get_troop_id, ":berserker", ":agent"), (get_player_agent_no, ":player_agent"), (agent_get_team, ":team", ":player_agent"), (agent_get_team, ":team2", ":agent"), (try_begin), (eq,":team",":team2"), (str_clear, s1), (str_store_troop_name, s1, ":berserker"), (display_message,"@{s1} back to normal!",0xff3333), (try_end), (try_end),]),
And then after that 5% chance of going nuts on you, they get tired and go down to 60% damage and 70% speed.
This seem completely not worth it to anyone else?
Submitted January 24, 2018 at 05:25PM by VoicesAncientChina http://ift.tt/2n8vq9a
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