Is that character a variant? (I just love getting asked that in channel.) - Charis

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Assorted balancing changes

https://github.com/tnevolin/mom_unit_mod

Few balanced changes.
The purpose of these changes are mostly to correct imbalanced strategical choices when only one course of action is viable because others just plain suck.

Also inspired in part by these (and similar) discussions.
https://www.realmsbeyond.net/forums/show...p?tid=4966
https://www.realmsbeyond.net/forums/show...pid=840767
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(February 3rd, 2026, 11:26)Bear Wrote: https://github.com/tnevolin/mom_unit_mod

Few balanced changes.
The purpose of these changes are mostly to correct imbalanced strategical choices when only one course of action is viable because others just plain suck.

Also inspired in part by these (and similar) discussions.
https://www.realmsbeyond.net/forums/show...p?tid=4966
https://www.realmsbeyond.net/forums/show...pid=840767

Interesting balance changes going through the changelog.


Beefing up Halberdiers seems to be a good idea, it will make them a more viable choice compared to each factions super unit.

Dragon Turtles also seem in need of a buff to me.
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Added heroes patch with adjustments. Suggestions are welcome.
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(February 3rd, 2026, 19:33)Bear Wrote: Added heroes patch with adjustments. Suggestions are welcome.

Adding +5 hp to heroes certainly helps with play balance and making gameplay smoother as replacing lost heroes is easier now.

Here's a question though, direct damage spells use defense not resistance? It'd probably be too much of a pain, but making heroes resistant to direct damage spells would increase their usefulness a ton without having to heap on the hit points for them. Granted, I suppose that they could still fall prey to arrows and the such, so for gameplay purposes there might not be a better solution to what you have done.

I wonder if it's possible for heroes to gain skills as they level up? That'd probably be too much of a pain to code I suppose.
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(February 3rd, 2026, 19:44)WingsofMemory Wrote:
(February 3rd, 2026, 19:33)Bear Wrote: Added heroes patch with adjustments. Suggestions are welcome.

Adding +5 hp to heroes certainly helps with play balance and making gameplay smoother as replacing lost heroes is easier now.

Here's a question though, direct damage spells use defense not resistance? It'd probably be too much of a pain, but making heroes resistant to direct damage spells would increase their usefulness a ton without having to heap on the hit points for them. Granted, I suppose that they could still fall prey to arrows and the such, so for gameplay purposes there might not be a better solution to what you have done.

I wonder if it's possible for heroes to gain skills as they level up? That'd probably be too much of a pain to code I suppose.

Yep. Direct damage goes against defense. Resistance is for "damage by spell" things like Word of Death.
I agree, HP and defense are mostly interchangeable. However, HP is more robust in the way of preserving unit. Defense is not acting all the time, sometimes is bypassed by armor piercing and illusion, also reduced by other spells. Whereas doubling HP will just let unit live twice longer. Goal achieved.
Besides, it is an only stat that cannot be beefed up by items or spells (except Lionheart).

Eh. Skills with leveling up is too cumbersome. I think what we have now is goid enough. You want hero with other skill - hire another one!
smile
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For sure, makes sense.

For the flavour of the setting I personally don't like the idea of cranking a heroes hit points a bunch as it makes them seem less like heroic individuals, and more like supernaturally powerful people. But, that mindset leads to bad gameplay. I guess I'm trying to find a middle-ground that doesn't exist lol.

I think you have chosen the most elegant and most effective way to balance it and improve the gameplay. This way Heroes (of which you can only have 6) are able to be more usable in armies, and you don't need to be afraid that they are going to get pasted at any moment.
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(February 3rd, 2026, 20:11)WingsofMemory Wrote: For sure, makes sense.

For the flavour of the setting I personally don't like the idea of cranking a heroes hit points a bunch as it makes them seem less like heroic individuals, and more like supernaturally powerful people. But, that mindset leads to bad gameplay. I guess I'm trying to find a middle-ground that doesn't exist lol.

I think you have chosen the most elegant and most effective way to balance it and improve the gameplay. This way Heroes (of which you can only have 6) are able to be more usable in armies, and you don't need to be afraid that they are going to get pasted at any moment.

I agree about your concern because I had the same. I weighted pros and cons and concluded that they do not become overpowered in any stage of the game. Heck, a first level hero should be able to fight a single spearmen unit without dying! Adding them 5 HP makes them just like other similar units of their class/era.

There are still OP heroes but they were already in original game. So no change here.

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To your previous question about HP vs. defense. There are such things as Doom Bolt taking away 10 HP no questions asked. There are even normal units in the game possessing this ability. With such things around any HP less than 10 for heroes should be considred a stupid design.
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You're on the money 100%.

It's far too common for a early game heroes to get killed the first time they see combat. Not a fun way to play. So often becomes the case to just baby them and keep them at your capital or something.

Giving them a decent chance to go out trade some hits with a melee unit, or survive more than a single turn of arrow fire is a big improvement to making them fun to use.

Late game heroes are usable, so they aren't a problem, but early game ones should get more time to shine.
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Some more heroes tweaks.
Added Counter Magic adjustment.

Thinking about spell cost corrections: https://github.com/tnevolin/mom_unit_mod...her-spells
Please suggest your changes on too OP/UP spells if I missed anything.
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