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user:loggy:morale [2021/06/04 12:49] loggy |
user:loggy:morale [2023/04/21 18:40] loggy |
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* Rout undead if there is no friendly undead leadership left | * Rout undead if there is no friendly undead leadership left | ||
* Rout magic beings if there is no friendly magic leadership | * Rout magic beings if there is no friendly magic leadership | ||
- | * If this is a check for special indies with nation ID 3, jump further down | + | * If this is a check for special indies with nation ID 3, jump further down to actual unit morale check time |
* Keep a count of units (and commander) with orders matching unknown criteria. This doesn' | * Keep a count of units (and commander) with orders matching unknown criteria. This doesn' | ||
- | * If there is no friendly commander not retreating, val1 = 125. If there isn't, it's 0. | + | * If there is no friendly commander not retreating |
* If the current field HP is 25% or less than what it started with: | * If the current field HP is 25% or less than what it started with: | ||
* If val1 was zero from the above, it's set to 50. | * If val1 was zero from the above, it's set to 50. | ||
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* If val1 is 100+, every friendly unit is immediately forced to rout, no questions asked | * If val1 is 100+, every friendly unit is immediately forced to rout, no questions asked | ||
* If val1 is 50-99 inclusive: | * If val1 is 50-99 inclusive: | ||
- | * If you are the attacker, and the province ID the battle is taking place in > 0 [not another plane], | + | * If you are the attacker, and the province ID the battle is taking place in > 0 [not another plane], |
- | * If you are defending a fort storming, every friendly commander with hp > 0 that is not immortal, not mindless | + | * If you are defending a fort storming, every non-mindless non-immortal |
* If you are defending and not in a fort, you rout without any checks. | * If you are defending and not in a fort, you rout without any checks. | ||
* If val1 is 25-49, all friendly units have 1 added to their morale problems value | * If val1 is 25-49, all friendly units have 1 added to their morale problems value | ||
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* Otherwise: | * Otherwise: | ||
* Add up the total morale of all units in the squad with greater than 0 HP. Units with morale greater than 30 (mindless and berserk) are considered to have 30 for this purpose. | * Add up the total morale of all units in the squad with greater than 0 HP. Units with morale greater than 30 (mindless and berserk) are considered to have 30 for this purpose. | ||
- | * Calculate the average morale | + | * Calculate the "average" |
* Find the squad' | * Find the squad' | ||
* Calculate half the number of surviving units in the squad, rounded down. If the halved result is greater than 100 (with 200+ surviving units), consider it as if it were 100. | * Calculate half the number of surviving units in the squad, rounded down. If the halved result is greater than 100 (with 200+ surviving units), consider it as if it were 100. | ||
* The morale problems value above is ignored and considered to be 10000 if any of the following are true: | * The morale problems value above is ignored and considered to be 10000 if any of the following are true: | ||
- | * The squad has less than or equal to 80% of its original members alive (rounded down) AND the squad' | + | * The squad has less than or equal to 80% of its original members alive (rounded down) AND the squad' |
- | * The squad has less than or equal to 75% of its original members alive (rounded down) AND the squad' | + | * The squad has less than or equal to 75% of its original members alive (rounded down) AND the squad' |
- | * The squad has less than or equal to 70% of its original members alive (rounded down) AND the squad' | + | * The squad has less than or equal to 70% of its original members alive (rounded down) AND the squad' |
* The squad has less than or equal to 60% of its original members alive (rounded down) AND the half squad size is less than the number of morale problems | * The squad has less than or equal to 60% of its original members alive (rounded down) AND the half squad size is less than the number of morale problems | ||
* The squad has less than or equal to 30% of its original members alive (rounded down) AND any unit in the squad has morale problems greater than 0 | * The squad has less than or equal to 30% of its original members alive (rounded down) AND any unit in the squad has morale problems greater than 0 | ||
* If any of the previous were true, the base morale bonus is 0. Otherwise, it is 4. | * If any of the previous were true, the base morale bonus is 0. Otherwise, it is 4. | ||
- | * The squad takes a morale check if morale problems are greater than 10000 [does NOT set base morale bonus to 0 if failed], and neither | + | * The squad takes a morale check if either |
- | * The squad has less alive units than a rolled | + | * The number of alive units in the squad is less than or equal to a closed |
- | * The highest morale problems | + | * The highest |
- | * The actual morale check is [base morale bonus] + [average unit morale] + ([original squad size / 2] + [surviving squad size * 5])/ | + | * The actual morale check is [base morale bonus] + ["average" |
* Regardless of whether or not a morale check was made, set the morale problems value of all units in the squad to 0. | * Regardless of whether or not a morale check was made, set the morale problems value of all units in the squad to 0. | ||
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* Being hit directly with fear type 2 (LA TC howling bows) adds 1 to the unit hit and 1 to all members of the squad. | * Being hit directly with fear type 2 (LA TC howling bows) adds 1 to the unit hit and 1 to all members of the squad. | ||
- | * Being hit directly with fear type 1 (spells, fear auras) adds 1000 to all members of the squad and then SETS the problems | + | * Being hit directly with fear type 1 (spells, fear auras) adds 1000 to all members of the squad and then ADDS another 1000 problems |
* After being damaged, if the unit's current hitpoints are less than 80% (rounded down) of its maximum, it gets +1 morale problems | * After being damaged, if the unit's current hitpoints are less than 80% (rounded down) of its maximum, it gets +1 morale problems | ||
* If a unit dies, add 100 to morale problems of all still living squad members | * If a unit dies, add 100 to morale problems of all still living squad members | ||
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Fear effects (and the unused but functional temporary positive morale effect) provide unit-by-unit modification of morale values. This can go no further than 5 in either direction. The modifier is halved (rounding down) every combat round. | Fear effects (and the unused but functional temporary positive morale effect) provide unit-by-unit modification of morale values. This can go no further than 5 in either direction. The modifier is halved (rounding down) every combat round. | ||
+ | |||
+ | |||
+ | ===== TL;DR ===== | ||
+ | |||
+ | Commanders are squads of one, which makes life easier and simplifies a LOT of this. | ||
+ | |||
+ | === Commmanders === | ||
+ | |||
+ | All units have a hidden " | ||
+ | |||
+ | Only units with morale problems are valid for morale checks here. Stuff like HP routing is different, this is for " | ||
+ | |||
+ | For sources of morale problems, scroll up a little bit. | ||
+ | |||
+ | A commander simply makes a morale check whenever it has a morale problems value greater than zero. | ||
+ | |||
+ | In order for a commander to flee: | ||
+ | |||
+ | 5 + Commander' | ||
+ | | ||
+ | If the commander does not flee, the morale problems value is set to zero, so they will only make a check next round if they get some from any source. | ||
+ | |||
+ | === Squads === | ||
+ | |||
+ | This is still complicated, | ||
+ | |||
+ | For squads, the only value that matters at morale check time is the **highest** morale problems value among all units in the squad. | ||
+ | |||
+ | Calculate the average morale of all alive squad members. I'm not certain how the formula makes this round, but it ends up as an integer. Units with 30+ morale (from eg gone berserk, or a mixed mindless/ | ||
+ | |||
+ | Search for the highest morale problems value of all alive squad members. | ||
+ | |||
+ | Calculate the "half squad size". This is half the number of alive squad members rounded down, or 100 if there are 200+ still alive. | ||
+ | |||
+ | The game records how many members the squad had initially at battle start. | ||
+ | |||
+ | There are some special bad cases, which make your check harder. If all of the conditions on a row are met, this is a "bad case" morale check. | ||
+ | |||
+ | A squad takes a morale check if... | ||
+ | * It hits any of the bad case conditions | ||
+ | * Its highest morale problems are 10000+ | ||
+ | |||
+ | The "half squad condition" | ||
+ | |||
+ | Bad case table: | ||
+ | |||
+ | ^ Percent original members alive ^ Average morale requirement ^ Half squad condition ^ | ||
+ | | 80 or less | 8 or lower | y | | ||
+ | | 75 or less | 10 or lower | y | | ||
+ | | 70 or less | 11 or lower | y | | ||
+ | | 60 or less | | y | | ||
+ | | 30 or less | | | | ||
+ | | Closed d4 matches or exceeds the number of alive units in squad | | y | | ||
+ | |||
+ | If a squad makes a morale check, it routs if... | ||
+ | 4 (unless bad case, then zero) + average morale + ([original squad size / 2] + [num alive members * 5])/ | ||
+ | |||
+ | In any case, the morale problems values of all squad members are set back to zero, regardless of the check result or if a check was even made. | ||
+ | |||
+ | === Other Notes === | ||
+ | |||
+ | There are many misconceptions about the Fear aura. Like any other aura, it fires off little single square " | ||
+ | |||
+ | Auras cannot hit more than one square away from the source unit without a value of 25+. I suspect the manual' | ||
+ | |||
+ | There will quickly come a point where stacking more fear aura won't help you much. After all, once you've hit 10000 morale problems on a squad (or any on a commander), throwing more will just lower the average morale of the units you hit, and as above getting a lot of " | ||
+ | |||
+ | The differences between commanders and normal squads are not special cased specifically by the game. If you ran commanders through the squad logic, you'd find that they will always trigger the final "bad case" (d4 must always be 1 or higher, half squad size = 1/2 rounded down becomes zero, morale problems always greater than zero so half squad condition always met) and trigger a morale check accordingly. | ||
+ | |||
+ | === 5.59 -> 5.60 === | ||
+ | |||
+ | The 5.60 patch notes stated they fixed an overflow in fear. Illwinter also changed a little detail of fear mechanics in 5.60. | ||
+ | |||
+ | When hit by a fear effect... | ||
+ | |||
+ | * Add 1000 to all squad members' | ||
+ | * Subtract the effect' | ||
+ | * Then the different bit: | ||
+ | * 5.59: **SET** the hit unit's morale problems to 1000 | ||
+ | * 5.60: **ADD** another 1000 to the hit unit's morale problems | ||
+ | |||
+ | In 5.59, if you had six bakemono in a squad and all in one square together, and hit them all with a fear effect... | ||
+ | |||
+ | Hit the first guy, add 1000 to all members, then set the first hit guy's to 1000 (all at 1000) | ||
+ | Hit the second guy, add 1000 to all others (all at 2000), then set this hit guy's to 1000 (5x 2000, 1x 1000) | ||
+ | ... | ||
+ | Hit the last guy: the first hit bakemono has 6000 morale problems, the second 5000, the third 4000... and the last guy ends at 1000 | ||
+ | |||
+ | If you did this again (as many times as you wanted), you'd find the morale problems value didn't change, and no matter how hard you hit this squad with fear effects they'd never make a morale check from that alone due to not passing 10000. | ||
+ | |||
+ | The 5.60 change throws this out of the window, and after being hit once they'd all be sitting at 7000. | ||
+ | |||
+ | The overflow thing was simply that morale problems would overflow (become -32768) once passing 32767. In theory it would be possible to have used this to avoid making a morale check, but due to the incremental morale problems you got when blasting squads with fear this would probably have required your opponent to tactically kill all the guys with 10k+ while all the overflowed squad members were fine with it all. Good luck to them on that one. |