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#31
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V5 was big step forward but I want more. So even more challenge now.
As usual, changes are relative to v5. General changes: Slightly less k_lead (=leadership from banners) Experience divisor upped to 22 (was 18.0) Pet dragon experience divisor lowered to 6.0 (from 6.2) Money upped to to 0.6 (from 0.5) Sligtly higher alead (7.7 from 7.0) Modified exp table: Experience requirements for next level are not so linear now Modified Leadtable: Enemy troops are generally bit stronger, late enemies much stronger Manarage is back to normal, 0.5 Legendary Phoenix, Rune Mage and King Harl leadership upped a bit Pet Dragon changes: Pet dragon useless abilities (Dragon dive etc) got major boost. Some other dragon other abilities also got boost (crushing blow, treasure searcher etc) Asmadeo changes: Purpose of following is to make Asmadeo less powerful on mid game but still strong on late game Asmadeo attack and defence levelup experience requirements modified and more levels available Asmadeo gets more attack, defence, damage and health from levelup Asmadeo released bonus is now 20% (was 15%) Asmadeo now requires 4 skill levelups instead of 3 to get new level Amelie changes: Amelie skill tree rune costs modified, some (previously useless because too expensive) early skills are very cheap, some other costs are different too Item loadout even more versatile Amelie medal requirements slightly modified Companion changes: - Spell changes: - Some spells slightly modified Location changes: - Nameless "ghost ship" is now much stronger Rules same as before - Impossible difficulty of course as settings are modified only for it. - Play as Mage - No losses challenge, meaning no single unit lost on any fight, including Mage's tower fights. Note that Asmadeo cannot "die". - Completing training session in Debir start is very hard without luck, feel free to use cheats there. Perhaps easiest way is to modify config/spells.txt and modify spell_fire_arrow damage to 1400. Remember to mod it back to 70 after completing training. - No use of wanderer spells, you may still sell them To clarify what I said earlier about "use all means available". It does not include luring enemies away from hard_to_get navigation charts (those guards that require you to go Very close), this mod should be playable without using that trick. However you quite probably need to gather navigation charts from "easy" locations. To make this more clear, there are no heavily guarded charts on Debir but at least two charts (depending on randomness) on Scarlett wind (near castle) are those hard_to_get type. That "all means available" also does not include excess stuff kiting from "hard_to_avoid_enemies" caves. Again to make it clear, White crystal cave and Magic circle cave are "easy" while Old mist cave is "hard". As always, rules I said above are rules I'm playing this mod with. If you want to create your own rules, go ahead. It's not my problem how others want to play my mod as I primarily made it for myself. Install: - Install Red Sands extended (can be loaded from http://www.mediafire.com/file/1jfom0...ended_0813.rar ) - Make backup of ...red_sands\ directory - Zip file now contains four directories. Extract all directories to ...red_sands\ directory (so that files on directories overwrite old files) and overwrite - Start new game |
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