Siege Workshop costs 130 gold (was 150 gold) Wooden Walls cost 90 gold (was 100 gold) Incompatibilities fixed: Extended Settings - More Game and Map Setting Options - Huge and Gigantic map sizes are available and no longer replaced by Small Square Map and Medium Square Map Solid Chain of Coif of Heroes (Strong) is now correctly in the Strong item category for item rewards.Solar Spire can no longer be produced in the Arcane Item Forge (the issue had been fixed earlier but had reappeared)."Convert" (actually Lesser Convert) skill for Theocrat Leaders now correctly displays the attack strength of 8 spirit instead display in the Leader’s unit panel when Produce Evangelist is not researched.So the multiplier must be reverted back to 0.7 (from 0.47). This is due to Item Racks getting +50% defenders due to Strong defenders settings but not getting +50% reward value for some unknown reasons. Clearing an Item Rack with Very Weak defenders sometimes give no reward.Domain of the Sun correctly states units and cities like Volcanic.Issues/bugs of the balance mod corrected: V1.31 will be a more minor update, bringing some polishing and moving Arch Druid and Theocrat's T3 to their 2nd class building, in line with other classes.įull changelog of v1.3 (also available on the official changelog of the balance mod) The last three major topics to tackle are Racial Governance, AI and balance of the Shadow Realm expansion. The next versions are likely to be more modest. This release is probably one of the last few major updates of the balance of the game. V1.3 is a pretty massive update, even though it still does not include the Racial Governance overhaul in the works for quite some time now: this overhaul was delayed (at least to v1.33, or later) since it represents a very significant amount of work (help welcome on the forum!). The release happened about 7 months after v1.29 (against a goal of a release every 3.5 months). V1.3 was actually released on the main branch of the balance mod in November 2020 but the article about it is written only now (as v1.31 is about to be released on the main branch, article to come soon!). Overhaul of casting, disjunction and upkeep costs in line with priority #5 of the direction for balance: strategies involving the casting of non-summon strategic spells will now be more viable and spellcasting may be more dynamic ( rationale for the values on the forum). Non-Sea Creature with Swimming now use 4 MP per hex to move over Water, while Flying and Floating units regenerate a lot less over Water, boosting Sea Creatures and reducing the overpowerness of high-mobility stacks This weakens domineering Flying/Floating doomstacks or harassing strategies (see discussion on the forum). Change to mobility: as announced in previous articles ( v1.28 & v1.29), a major change is finally there, reducing the mobility of Swimming units on Water (except for Sea Creatures) and making life more difficult for Flying and Floating units (who basically won't regain health when starting their turn above Water).Mind Controlled units now have +50% upkeep, nerfing mind-control strategies, while production and defense are boosted with cheaper Siege Workshops, Wooden Walls and access to racial defensive building after Builders' Hall Several rounds of tweaks had already been implemented to deal with priority #4 of the community directions for balance, but after taking stock of the balance of production vs mind-control strategies reached in v1.29 and previous versions, more was needed. Boost to production & defense and further tweaks to Mind-control strategies (50% higher upkeep of Mind-controlled units, Lesser Charm and Lesser Convert for Bards and Evangelists).Three broad areas are affected by this release:
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