Unit Point Cost A1

by Road

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  • Version:
    1.0
  • File Size:
    16.1 KB
  • Type:
    Tagsets
  • Author:
    Road
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  • Downloads:
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A light touch on Myth II’s multiplayer point values

This plugin makes small adjustments to the recruitment costs of several Myth II units. The intention is simply to encourage a bit more variety during drafts and smooth out a few long-standing cost quirks. No stats or abilities are changed — only point values.


Adjusted Unit Costs

Spider (1 → 2)
Berserk (3 → 4)
Maul (3 → 4)
Ghôl (2 → 3)
Wight (3 → 4)
Stygian Knight (3 → 4)
Myrkridia (Small) (4 → 5)
Bre’nor (4 → 6)
Trow (24 → 30)
Shade (16 → 18)
Fetch (6 → 8)
Dwarf (6 → 7)
Dwarf Mortar (8 → 7)
Journeyman (6 → 7)

All other units keep their original costs.


Intent

Some units have traditionally leaned a bit too inexpensive for the influence they can exert, while others felt slightly costly for their usual performance. These adjustments are meant as subtle nudges rather than sweeping fixes — just an attempt to make certain draft choices feel more balanced and interesting.


What These Changes Aim To Do

Increasing the cost of lighter melee units slows early swarm openings, encouraging more considered frontline planning. Support options such as Dwarves, Mortars, and Journeymen rise slightly to reflect the strong tactical value they bring to small engagements.

Top-end units like Trow and Shades now require a bit more investment, helping their presence stand out as an actual commitment instead of an underpriced centerpiece.

Smaller skirmishers such as Ghôls and Spiders get gentle bumps to bring them into clearer roles as utility pieces rather than filler. Bre’nor follow the same logic, given their durability and pressure potential on the field.


Overall Effect

Drafting becomes a touch more thoughtful, extremes soften, and a wider mix of units finds its way onto the field. The core feel of Myth II stays exactly the same — just refreshed with slightly cleaner point values supporting the battles behind the scenes.