Ammo + Off-hand weapon
Goal: To address the eternal meta of ranged units kiting.
Currently, ranged units can directly kite enemies to break the game in the early stages. If the player adopts this tactic, Organization, unit type counters, and even unit stat panels become meaningless.
Add 3 Ammunition items: Arrows, Stone Pebbles, Short Spear Projectiles.
- These 3 items unlock alongside their corresponding weapons.
Flint Bow & Arrow - Arrows
Sling - Stone Pebbles
Flint Spear Thrower - Short Spear Projectiles
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If a character holds one of these three ranged weapons, when attacking, in addition to the original durability consumption, they must also consume ammo.
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When ammo is not full, they will automatically fetch items to replenish it.
Weapons are divided into Main Hand and Off Hand weapons.
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The unit type determines what Main and Off Hand weapons are needed.
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For unit types in the current version, several units will have an Off Hand weapon:
Slinger
Archer
Spear Thrower
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When ammo for a ranged weapon reaches 0, switch to the Off Hand weapon to attack.
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The Off Hand weapon requirement for other unit types is empty; when the requirement is empty, the corresponding "disabled state" on the interface applies.
Numerical adjustments
- Spear Thrower
Ammo: 2
Damage:
1. Flint: 11->20
2. Copper: 20->35
3. Bronze: 30->50
Morale damage:
1. Flint: 5->15
2. Copper: 8->25
3. Bronze: 11->35
- Bow
Ammo: 10
Damage:
1. Flint: 11->15
2. Copper: 16->20
3. Bronze: 22->28
Morale damage:
1. Flint: 4->7
2. Copper: 7->12
3. Bronze: 10->18
Future improvement plans:
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Currently, ammo itself does not have levels yet.
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Introduce some Commander ability/Logistics Officer/Equipment Slot to expand ammo capacity.
-MagPie
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