Posted January 26, 2017
JoeTheBartender: Indeed it is not meant to be Warlords Battlecry 3. It isn't a patch, it's a mod that intends to modernise WBC with the fans in mind. Everything is at least a bit different.
I just need to remember to keep this fact in mind then. JoeTheBartender: Stats were changed and the units cater to a new style of play. The Dwarf Crossbowman has switched sides to the Dark Dwarves. Nothing has been gutted or removed from the game since version 0.8.4 or maybe even earlier.
I still find many of these changes perplexing, but at least I can understand why now. JoeTheBartender: They aren't, they still heal everyone's buildings and mechanical units. They just have extra synergy with Dark Dwarves & Undead. Balancing-wise it's actually not bad, it just may need a bit of tweaking.
I will admit to having pulled the trigger too early here then. Knowing they still repair buildings is enough to ease what issues I had made up in my own mind. JoeTheBartender: This was left out due to time constraints, sorry. It will be available in the next patch version.
Such is life with deadlines I suppose. At least a potential Minotaur Runemaster character of mine will serve a fine purpose until the next patch then. Much appreciated.
JoeTheBartender: More hero options in general have been added. The only avatars removed were vanilla ones which didn't fit for certain races. These races have instead received an altered version of removed vanilla models (to fit their race better).
Another sign of me being trigger-happy then. Just checked it out a bit and saw the Undead got a black-skinned Dark Elf lady avatar. Perhaps it would be fit to add a recolored portrait of the existing Female Dark Elf portrait available to the Undead, to match their black-skinned version? Hardly important, least of all to me, but it would fit I think. JoeTheBartender: Permanent Retinue means that even if a retinue unit dies, it will not be deleted from the hero. With the option on, retinue units will persist like heroes instead of disappearing upon death.
That is a great addition as far as I am concerned, many thanks for making it possible. Additions like this I can very much enjoy, even if I will simply have to live with other ones. JoeTheBartender: We will try something like this in future to separate them, thanks for the suggestion.
Glad to be of assistance, amidst all my rambling and complaining. JoeTheBartender: Yep, it's now free DLC! Grab it here: http://www.moddb.com/games/the-protectors/addons
Sartek bless ya, just what I wanted. I guess I am just allergic to change, but The Protectors is too good overall to pass up on. Keep up the good work.
Edit: If it wouldn't be too much trouble, may I hear the thoughts behind the changes made to the Pyromancy school? Particularly why Soul Flame and Berserk was replaced? I have a hunch, but it can be eye-opening to have things explained at times.
Gotta say Archery/Throwing/Magery is a sweet addition though, much kudos there.
Edit 2: Noticed a buncha stuff, along with Berserk being moved to Chaos magic rather than removed entirely. I will miss whenever I use Pyromancy. The abundance of range 2 units still perplex and confuse me. But it is what it is.
How difficult would it be to modify the skills of races/classes, by the by? Or how it is done, rather? I find it a bit disappointing how Poison/Contagion/Necromancy mages get a bunch of variations, but for the rest of the schools it tend to be single-school only. Some more dual-school classes would be nice to have, but if it is easy to tweak or add classes I can fix that for myself.
Is it time-consuming to add more avatar options for the races? After chargenning a few times there definitely felt like there could be a few extra options for some of the races. Like a Scorpion Priest for The Swarm, maybe a Lizard Rider for Ssrathi, or a Doom Knight for Undead or the like. Or a redhead woman for the Barbarians, to match one of their new portraits. Just wishful dreaming I suppose.
Though speaking of class/race skills again, if there is one thing in particular I find bothersome it is when a race or class or combination thereof ends up with 2 or more 'slayer' skills, as in bonus damage against specific targets. Deathknight and Paladin are two prime examples there. But then I don't really like any of the 'slayer' skills, so that might just be a case of personal distaste. Though I do have a question about them. Can't remember if it was The Protectors, or some unofficial patch, but I think one of them had 'slayer' skills also apply a lesser bonus to your units, and not just for your hero? If that was/is the case, I think I can see some use in them, but if that's a thing it would be great if the tooltips reflected it.
Rambling again, as I often do, might edit in some more rambling after some more playing. Again, just me airing my thoughts about things, feel free to disregard it.
Post edited January 26, 2017 by eSmokefish