What would you change in game if you had the abiliy to change anything you want?
I wonder how can AB Epic be better game. I know vanlla game it's own good and bad sides but how can you make it a better turn based rpg?
I wonder how can AB Epic be better game. I know vanlla game it's own good and bad sides but how can you make it a better turn based rpg?
I'm working on a mod for Angry Birds Epic, and I'm trying to rebalance the classes. My main goal is to make every class feel interesting and worth using without making any of them clearly superior.
I'd especially appreciate feedback on whether these changes seem balanced compared to vanilla.
Knight
Attack: 115% damage (same as vanilla)
Defense: 60% shield for 2 turns
Buffed from 55%.
Guardian
Attack: 110% damage + 20% damage debuff to the target
Nerfed from 25% to 20%.
Defense: 25% shield for every bird for 4 turns
Same as vanilla.
Samurai
Attack: 3 × 45% damage
Nerfed from 50% to 45%.
Defense: 40% shield for every bird, 50% shield for the selected bird
Same as vanilla.
Avenger
Attack: Damage increases by 3% for every 1% of health lost. The bonus is capped at 150%, meaning the maximum bonus is reached at 50% HP.
Reworked from vanilla: the maximum bonus was reduced from 200% to 150%, but the bonus reaches its maximum much faster.
Defense: All pigs target the selected bird, which receives a 45% shield for 2 turns.
Same as vanilla.
Paladin
Attack: 135% damage while healing the bird with the lowest health by 30%.
Same as vanilla.
Defense: Red takes the damage instead of the selected bird. The selected bird also receives a 40% shield for 3 turns.
Same as vanilla.
Stoneguard
Attack: 2 × 65% damage, with a 150% damage bonus if the enemy has a harmful effect.
Same as vanilla.
Defense: Every bird receives an 18% shield. If a pig attacks the selected bird, that bird also receives a 30% damage debuff.
Reworked to add a team-wide shield, but the damage debuff was reduced from 40% to 30%.
Are there any classes here that look clearly too strong or too weak? Are there any changes that you think would make a class more interesting without making it overpowered?
Recently I was trying to configure Verity JE to make it more similar to Thatmob's video. Grok wasn't bad but wasn't great either, and it also required tokens, so I changed my API key to OpenRouter to see what differences it has. It was using Llama 3.1 70B Instruct, which was actually pretty decent but had a flaw where it tried to roleplay in TTS, like *sighs*. Then I changed my direction to Ollama because OpenRouter also uses tokens, and that's when I realized there are much more options than just these two.
I first tried Qwen models. Qwen 3 models have a problem where it forces itself to show its thinking process, which made Verity unable to understand what the AI was trying to say. When I tried Qwen 2.5:3b, it actually ran, but Verity doesn't stay in character at all — he becomes a regular chatbot. After that I tried Llama 3.2:3b, but it couldn't understand what was happening and generated weird answers. Lastly I tried Gemma 3:4B, which was the most promising one at first, but later I realized the AI randomly lowers your karma for no reason at all — you only say hi and Verity starts to hate you.
So if you're playing this mod, could you tell me which AI model you're using?
Used another artist's artwork as a reference. Sadly, I couldn't find the original artist. If anyone recognizes it, I'll add proper credit.
I saw cool mods that makes vanilla experience better and adds cool stuff. But i couldn't manage to understand how they do that. I tried to edit the bird classes but couldn't find them in the apk file