*** Released 04/26/2013 ***
Features
Added the Cautious Sovereign ability (allows the sovereign to escape from battle)
Added Sovereign Bond as a sovereign talent (allows the sovereign to summon familiars)
Added the Soldier’s Boots (available for unit design, +1 init)
Added the Soldier’s Gloves (available for unit design, +5 accuracy)
Added the Soldier's Cloak (available for unit design, +10 magic resist)
Added the Scaled Cloak (available for unit design, +25% fire resistance)
Added the Warboar monster
Added the First Aid Kit (available for unit design, +2 hit points and +1 healing rate)
Added Rations (available for unit design, +3 hit points)
Added achievements for winning as Capitar and Umber
New tactical maps added
Fixes
Fixed an issue keeping the Life V icon from showing up
Fixed an issue keeping pikes from upgraded to lightning pikes
Fixed an issue keeping longswords from upgrading to boreal blades
Fixed bow upgrades
Fixed an issue with chainmail gloves issue that was cuasing them to recolor with cloth color 2 instead of metal color
Fixed an issue with the chainmail hood that was keeping it from being recolorable
Lots of fixed stamps from Parrottmath
Lots of updated tactical battles (blocked tiles set)
Fixed bug where part of the improvement loading process didn't get told it was loading a game, which could cause modifiers to get reapplied when they shouldn't be
Fixed bug where you could get repeat recruited champions after loading a game
Fixed an issue where if you had an army led by a champ that was not the sov, and he died in battle, but the rest of your army won the battle. When this happened the entire army would be transported back to a city and immobilized rather than just have the champ that fell in battle be injured and stay with the army on the map
If a unit is standing on a city at the end of its turn, and it doesn't have a destination set to leave at the start of the next turn, it will auto station that unit in the city
Roads will now not pass through wildlands. When a wildland is cleared, each city reevaluates its connections with other cities and has another chance to build a road if applicable
Fixed yields on captured Deorcnysse
Fixed a clipping issue on cliff corners
Fixed an issue allowing caravans to be killed even if you have the legacy of serrane
Fixed an issue with the Produce Mana project
Lots of fixed tactical maps
Fixed an issue keeping some traits form being applied after a game was reloaded (most notable with the Veteran and Experienced traits)
Fixed an issue keeping Shield Bash from showing the damage
Fixed an issue with guarded strike not proving its defense bonus
Fixed crashes
Balance
Reduced Charge from +3 to +2 and instead the training cost
Scholar moved from a talent to a profession
Padded Breastpiece added as a designable equipment
Reduced Stables from from 1 horse per season to 0.5
Reduced Kennels from from 1 warg per season to 0.5
Moved the Adventurer’s Guild from Heroes to Breon’s Letters
Arctic Wolf Cloaks no longer require a tech
Removed the Resistance bonus form the ring of embers, of the glacier and storms
Increased the training cost of mounts
Removed the init bonus form the Athican longsword
Decreased the amount that increased production pace increases production
Increased the strength of the bandits from the Bandit Lord ability
Increased the Noble profession from -5 Unrest to -10
Increased the Scholar research bonus from +10% to +20%
Reduced Warlock from +50% spell damage to +25%
Reduced the Fame from quests from 20 to 15
Balance gives +10 to dodge and -1 to init instead of +5 to dodge and -1 to hit points
Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack
Defender gives +10 defense when defending instead of +5
Impulsive gives +2 init instead of going first in battle
Muscle gives +1 to attack and -1 to init instead of just +1 to attack
Strength is no longer a unit design trait
Reduced base trained unit accuracy from 70 to 60
Reduced maces init from -3 to -4
Reduced Battle Axe attack from 15 to 12
Reduced Boar Spear attack from 11 to 10
Reduced Short Sword attack from 10 to 9
Reduced Pike attack from 16 to 15
Reduced Longsword attack from 18 to 14 and +2 init
Reduced Great Axe attack from 21 to 17
Reduced Maul attack from 25 to 22
Removed the Heroes tech
The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame)
The army that didn't attack starts in defensive stance in tactical combat
Kasst increased from 1 move to 3
Increased the xp given from combat slightly
Reduced the level and hit points on Hergon Sows
Increased the dragon level int he Ghost Helm quest from 7 to 12
Razing cities does slightly more damage to surrounding terrain
Increased Ascian to 4 moves
Reduced the training cost of the Fast trait form 20 to 15
Horses give +2 attack and Init for their first action in combat (warhorses gives +3 to both instead)
Increased all Sharp weapons form +1 crit chance to +5
Increased all Razor weapons from +2 crit chance to +10 crit chance
AI
Monster behavior improvements
Fixed AI bug that kept it from "seeing" enemy armies approaching its cities in certain cases
Fixed AI bug where AI would declare war soon after having made peace
Fixed AI bug in tactical where it would cast tangled web on a ranged unit (edge case)
Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (there was a reason but not the one given)
UI
Better looking river banks from Kay
Pedestrians are no loner displayed in tactical battles
Added Mountains back to minimaps
Steam notifications now popup in the upper left corner instead of over the turn button
Added a new quest completion window
Consolidated all the upgrade actions into a single upgrade button
Added a new unit upgrade screen
Added icon category icons to the train screen (so you can see what type of unit they are)
Double-clicking on perk or path entries in the two unit level up screen will select the perk and close the screen
New texture for Ongr the Unbound
The spellbook remembers the last strategic spell you cast and starts there when you reopen it
Battle window now states what city is being attacked, if a city is being attacked
The camera will no longer recenter on your unit at the beginning of each turn if that unit was already selected
Previously we hid units in the train window if you didnt have any of the materials needed to train them (but they were greyed out if oyu had at least 1). Now we display them greyed out all the time. This caused issues where oyu would unlock mages or juggernauts but not see them because you didnt have any crystal or metal.
Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)
I would love to see armor proficiencies work on trained troops like champions. I would also love to see custom upgrade paths to be able to be created for armors as well so you could make more than one version of leather/chain/plate so that a trained troops could keep leather but still have an armor upgrade. This would be a great way to keep trained units within the role they were created for.
The spell damage IS already affected by spell mastery, because if the target resists your spells you inflict only half damage, but the defensive stats of many heroes, units and monsters are too low (air elemental without dodge?!?). But you are right that linking the magic system only to the character level and the shards is not enough:
- Evoker should be removed
- Aeromancy, Geomancy, ... should increase the number of shards of the element by 2 without increasing the mana income
- Compassion and Necromancy should work like Aeromancy, Geomancy, ...
- Items should increase the number of shards of an element by 1 or 2 without increasing the mana income
- Mantel of the Oceans should reduce the mana cost of tactical spells by 25 %
- Warlock should reduce the mana cost of tactical spells by 25 %
- Affinity should be removed
- Attunement should be a mage ability
- Knowledge should be removed
THIS would reduce the scaling of spells and the spells could be changed to be always useful at the corresponding spell level:
- level 1 - 2 spells would be in most cases single target spells with a lower effect and mana cost
- level 3 - 5 spells would be in most cases area of effect spells with a higher effecr and mana cost
I like this idea, though it would need some tweaking.
Maybe not eliminate evoker completely, but turn it down some.
I think Stardock should decide how the scaling in the game works: Either use + x or + x %, because using both results in overpowered effects like spells or physical attacks that one shot everything.
An example of useful spells at the corresponding spell level would be this:
Lightningbolt (air 2):
Inflicts 10 + 3 per air shard lightning damage in a line of 5 tiles, 15 mana
Thunderstrike (air 3):
Inflicts 6 + 2 per air shard lightning damage against all adjacent targets, the damage is multiplied by the number of units, dazes all adjacent targets for 1 turn, 35 mana
Storm (air 4):
Inflicts 15 + 5 per air shard lightning damage against all enemy targets, blinds all targets for 1 turn, 1 turn casting time, 50 mana
I hope the Henchman tech does work properly? I only ask because it depends upon the Heroes tech.
So now they are over the Main Menu button? Not exactly better if you ask me. You could access end turn with the "Enter" key and you can access the main menu with "Escape", but that is not making it better, or is it? Can't you move them to the top right corner so they at least only block the Hiergamemnon?
Or better: Move them to the middle where there is nothing blocked.. If it is possible to make them appear somewhere not at the edge of the whole screen.
Good. I am excited to see if this holds true to the suggestions made concerning upgrading.
I am unsure if this makes Noble to a good choice.. It still is the same bonus you would get from having a level 5 Commander with unrest reduction. Not exactly to overwhelming if you ask me.
Bandit Lords new strength is dependent on the new strength of bandits. But if Bandits are still only single unit stacks like champions it is essentially not going to matter. I'm not trying to make this change bad, but we will see if this new strength is enough. I will try it though. Maybe with urxen blood on a sovereign you could make use of having 5 units from the start.
Unsure how that is going to play out. If you didn't nerf the magical weapons I'll assume the balance is going to switch to them. Also the Athican longsword and Fending blade were not affected by the damage reduction. This will make them better. (Same goes for the scimitar)
I whole-heartedly support this. Breon's Letters were always useless for me in LH, since the +100 Fame did nothing for me but save 50 turns of +2 Fame.
Thanks for fixing this. It had Deorcnysse reduced to a pile of a useless level 10, pioneer spam, city.
Thanks. Have you considered adding the "Win as custom faction" achievement I suggested here?
I'm excited to see these ominous abilities in action! Also: Is this a typo? To me "Cautious Sovereign" seems more like a talent and "Sovereign Bond"(as the upgraded Guardian Statue has it) seems more like an enchantment that can be casted on one unit only.
Another point: Please consider fixing the not saved backstory for custom sovereigns as I reminded here.
Last but not least: Thank you from Stardock especially Derek for all the good work and communication here in the forums. I really appreciate it.
Aren't those traits redundant? I ask, because both do exactly the same, but one of them is stronger. I would remove the first aid kit.
Totally agree. I was often tempted to take general talent instead of warlock before. Now i am afraid warlock will be one of usless traits at all, because it benefints only for your sovereign, while armorer, general, warlord boosts all your units and soverin either.
Do not forget Scholar which gives +20% research now.
But if enemy units do not survive the spells of your sovereign your units do not matter:
- Warlock
- Air 2
- Water 2
- Brilliant
- One weakness
- Cast turtelage (+ 25 % xp) to level faster
- Get mantel of oceans and blizzard
- Get cloudwalk
- Get evoker IV
- Blizzard inflicts 23 cold damage (8 + 2 (1 shard) + 50 % (warlock) + 80 % (evoker IV)) per unit of a group
- Blizzard costs only 11 mana (30 - 25 % (mage) - 40 % (mantel of oceans)
I am worried because the main problems are not adressed.
1. the heroes are useless
2. heores traits tree is too wide, cant reach the fancy traits
3. high init pike units ar OP
4. armor is useless
1. Heroes are stronger, because impulsive is less powerful, charge is less powerful and the accuracy of units is reduced
2. Yep, that is a problem
3. I am not sure, because charge is less powerful
4. Armors are stronger, because the weapon damage has been reduced
All those skills CAN be and most likely will be taken if you want that kind of mage and evoker wont afect them as independant skills.
Now after changes evoker will be 25 perc. so why you still calculating with old value ?
My blizzard with your given setup even without evoker will still do 18 damage per unit. Now that base unit health is 7 and it get 2 hp per lvl, he must be lvl 6 to survive at all. So i dont need evoker really because i am good enough just with out it, Other traits could be much more useful in bigger pool of options, while evoker is only for damage mage and nothing else: extra exp useful always for anyone, extra armor also, extra research you geting advantage for all game duration.
Same goes for summoner trait: it makes your sumons stronger, but you dont need it, they are good enough with what you get from traits tree itself. So id rather prefer to get extra exp in order to get even more skill tree traits, or extra armor for my sumons.
To my opinion specialization choices are not balanced as long some looks much better and stronger than others.
i like the reduced weapon damage, the +HP items for troops and the nerf to charge and impulsive. should make mid/late game battles vs. AI factions more interesting.
would be nice if there is a way to add the (cheap?) +HP items to existing troops in the unit upgrade window when you unlock them (i'm going to assume they are unlocked at different technologies since they are 2 separate items?)
the weapon changes seem reasonable. the new longswords are in line with the lower tier swords now (less damage but +init), which makes the line more consistent (if you design units around swords + fast + finesse, you'll get a consistent initiative bonus; the previous longsword was a mixed blessing for "fencer" troops since you risked losing the finesse due to the loss in initiative)
the damage reduction for axes and nerf to charge should solve the charge+cleave insta kill problem. the nerf to spear type weapons is lower, so impale might still be problematic (unless their armor piercing modifier was also reduced?)
overall, i think you are on the right track. with the changes. trained units should be more balanced overall now. less "one shotting" and more tactical maneuvers. which means the next (maybe final?) step of balancing will probably by fine tuning champion XP gain and some tweaks to their path structure so the heroes feel more legendary towards the late game
Here some modeling for you:
iner fire on 2 esence fortress: 2 fire damage, aura of grace +2 init.
elemental amulets: +3 fire damage, +3 frost damage.
Your pikeman now can have what ? 8 elemental damage which dont care about armor and thats with ease.
Now real might damage of pike is 15 while you can boost it with blood thirsty (25 perc), +3 damage versus lower initiative (and trust me plate will be much much lower). Third trait can be fast or whatever you like (maybe charge for extra speed and damage still).
Mount warg for initiative (but dodge wont hurt either).
So my pikemen can kill whatever normal (non epic) plate unit with just elemental damage itself. All might damage is an overkill or an extra help if oponent will be like lvl 6 or so (with extra HP per unit then). You can use dirge of ceresa for blood thirsty to get effect imediately at the begining of battle.
Over all: 15 + 3 + 25 perc. + faction bonus might be (umbral, tarth) versus 20 armor (40 mitigated with pike spec) is about 9 average physical damage unit versus unit. Then add 8 elemental damage and you have 17 damage unit versus unit. So your plated oponent must be above lvl 5 to outlive first strike.
With HP traits your defence units might survive first charge, but they wont outlive second atack. I wasnt evaluating swarm and racial strengths either. I also was using only 2 jewelry slots out of 4. Wasnt comparing intiative either. So judge yourselves. I think there has to be more changes to damage-armor interaction or else we are still at the same no brainer battles.
I used the old value to show how overpowered the warlock profession was before the change, but you are right that it is possible to inflict very high damage without the profession, but the difference is when you reach this damage. The warlock profession helps you to reach this damage much faster and even if the target resists your spells you inflict very high damage.
You are right, that the summoner trait is very weak, because it increases the level only by 2 and summons get only 2 hp, 1 point of accuracy, 1 point of spell mastery and 1 point of spell resistance per level.
Good point, i think that the protection spells (+ 50 % resistance to all units in tactical combat) should be level 3 spells and the elemental amulets should cost slightly more crystal, as Azunai_ suggested.
your example really just shows that elemental damage on trained units can be unbalancing (if you have enough crystals to outfit your stacks with fancy amulets, that is). we don't know if the armor penetration on spear weapons is set in stone- this might still be changed (lowered or removed entirely). the problem is not armor vs. damage ratio but the armor ignoring elemental damage you can add on top of the mundane weapons.
the price of elemental jewelry can be adjusted if it's too cheap to outfit whole stacks with that kind of stuff. this might actually be the way to go here. removing the option entirely is probably too much, but making the crystal cost more prohibitive could work. currently, the amulets cost 4 crystal each (48 crystal per company of trained units with both items), which is already somewhat expensive for an average late game empire that produces maybe 10 crystal/turn. if the devs see this as a problem, they could probably just tweak the cost for those items and be done with it.
essence fortresses are also unbalancing; might be a good idea to make heart of fire and aura of grace cheaper, but limit them to a flat 1 damage / 1 init; that's still a decent bonus. getting free +4 fire damage and +4 init from a cheesy 3 essence+scrying pool fortress is over the top, IMO.
Thanks for all these updates!
However I disagree with the warlock nerf (from +50 down to +25). Will there be another "ability" available to bump spell damage up another 25%?
+ 1 damage or initiative is perhaps harsh, but i guess + 2 damage or initiative would be very good.
The overpowered spell damage is the reason why the warlock profession will be nerfed and why units will get + 25 % resistance cloaks.
It was just a part of what i wanted to state. From those 17 damage elemental is only 8, other 9 are still just from weapon + traits. And that might damage still can vipe plate unit in one hit.
I want battles to be slower and units to be more durable, so i could get feeling like "oh that was a nice BATTLE". I want them to force me to think, to chalenge me, to actualy get a feeling that my formation and my moves in battle cause the victory.
Now can you get that feeling if you can kill everything in first strike ?
This made me laught: you already have 4 traits with 20 perc. damage boost and then some staves. When it will be enough for you mh ? >
You know you can use "focus" on top of it, if so desparate
Hmmm, perhaps focus should be a staff ability and not a spell to make staves for mages more useful.
Well if to be honest i never using focus. You waste 1 turn to start casting. Second turn to finish it of and only on third turn you can actually start doing SOMETHING. On third turn my army already won a battle and then my mage has to hide behind trees with such a crapy performance
Hehe, yes the focus ability of staves should be improved to give you the bonus and another action like the rush ability. In that case it would give you + 25 % attack or + 25 % spell damage every 5 turns.
Greetings, Nice update can't wait for it to come out.
Also, could you please make sure that the first aid bug is really fixed this patch? I heard a dev say they fixed it for this patch but it's not under the Fixed section. Right now the first aid skill from the defensive tree is not healing at all when used on damaged units.
https://forums.elementalgame.com/442930/page/1/#3344264
You can do it right now - dont have to wate for update.
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