Update v1.51 Patch Notes – UPDATED 24/4/2015

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Home Forums Update v1.5 – Open Beta Update v1.51 Patch Notes – UPDATED 24/4/2015

This topic contains 244 replies, has 51 voices, and was last updated by  Narvek 4 years, 2 months ago.

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  • #186422

    Tombles
    Keymaster

    IMPORTANT WARNING!

    If you use the open beta and play PBEM or multiplayer, ALL PLAYERS IN THE GAME MUST ALSO USE THE OPEN BETA! If you use the open beta in a PBEM game, and the next player doesn’t have it, they will not be able to play! If they’re a steam player this isn’t that big a deal, if they’re a GoG player, then they’re out of the game until we release the patch in the next week or so!

    Latest Changes

    28th April 2015, version 1.554

    • Trolls now have Wall Crushing
    • Sun Spear item is no longer Common
    • Reverted changes to Dark Ritual (now 40 mana, tier 2, 120 knowledge, affects own cities only)
    • AI will no longer be attacked by indies when building beacons.
    • AI will no longer declare war on players the moment they queue up their first beacon.
    • Fixed an issue where the tactical AI would never use any of the reanimate undead abilities
    • Fixed Cosmic Happening Crimson Star description & wrong polish string.
    • Avatar ‘Seek Inspiration’ Spell translated
    • Multiple small translation fixes

    This is probably the last update to the patch btw! Unless we find something that completely breaks the game, all further changes will have to wait for the next one!

    Patch 5.1 Notes

    Minor Features

    • Added new Seek Inspiration spell that’s unlocked from the start of the new game (you will need to restart your games to get it). Casting the spell resets the research skill book, allowing you to pick different things.
    • Inflict XXX abilities and abilities that debuff melee attackers (Static Shield, Fearsome, etc) now display the strength of the resistance check used to check if the debuff will be applied on the unit panel and in the tome of wonders
    • Most spells now list the resistance strength used to apply debuffs

    Fixes

    • Wild Magic Master starting skill now correctly states that it grants 10 casting points per Heart, not 5.
    • Fixed an issue where the AI would cast Desecration in battles against large numbers of undead units, inadvertently buffing the enemy more than it was buffing itself.
    • Fixed a crash caused by clicking on an icon for a spell affecting a city, after the city had been absorbed as a vassal
    • If a non-necromancer surrenders to a necromancer, their throne city will now be occupied after it’s transferred, to the stop the necromancer player having a living city (the same already happens if necromancer players surrender to non-necros)
    • If a city has negative population growth, then that negative value will no longer be shrunk due to the city having its growth constrained
    • Interfaces will no longer list information on what types of terrain units like if the unit is undead.
    • Fixed an issue that meant independent AI would allow you to sometimes repeatedly target the same unit without responding
    • Fixed an issue where the AI would get stuck forever in siege battles because a unit was stood next to an enemy with first strike, and couldn’t act without dying
    • Fixed the tactical AI not using cannons to destroy walls in siege battles
    • Fixed Invoke Death not granting experience for killing targets
    • Fixed an issue where teleporting into a gate would stop it from opening
    • Fixed a missing error message when a player tried to use phase or a similar ability with an embarked unit on a boat
    • Fixed Human Cavalry getting extra medals when produced from cities after getting race upgrade that grants them the Fast Learner ability
    • Elven Court map 3: Nomlik now has Rot to counter the machines (you have to start from map 2 in order to get it).
    • Fixed a crash caused by necromancer players taking over rebelling cities from other players
    • Fixed a crash caused by accepting certain quests in the campaign when loading from a save that was created before the latest patch was released
    • Forge Blast will no longer apply it’s happiness and race happiness penalties twice per cast
    • Cities running the Install Throne operation now produce income
    • Fixed crash when capturing city with scorched earth active
    • Fixed an issue in the tactical AI where it would sometimes be reckless with cavalry when it wasn’t supposed to be
    • Fixed an issue where resurrected heroes wouldn’t become archliches if Harbingers Of Death was researched
    • Spiritual Freedom and Embrace Darkness will no longer appear as rewards in Lost Libraries
    • Domain of the Sun now overrides Goblin Economic race governance 3 as it should.
    • Fixed various issues that caused combat replays to break
    • The All Knowing empire quest will now only give a good aligned specialization to a player if they already have a good aligned one, and don’t have shadowborn. Similar rules added for Neutral and Evil specializations.
    • Altar Of Bound souls will now work with undead units
    • Added a new message to the interface to explain when an ability doesn’t cost action points to be used
    • Undying Army, Desecration, Dark Gift and Gift Of Nekron can no longer be stacked with themselves in combat (e.g. You can no longer cast Desecration 3 times for a +9 resistance bonus)
    • Fixed an issue where the AI would wait for the player to approach when it was the attacker instead of the defender.
    • Fishing now works correctly.
    • If your leader falls in battle, and is then resurrected, you will now be able to cast spells with them again in that battle
    • The “let me know when you are ready to talk” option is disabled for indy cities with disabled interactions.
    • AI will no longer surender when it lost a big battle it was the attacker in
    • Fixed issue where button would say ‘start’ when it it should say ‘next’
    • Fixed issue where AI would take over cities which it was not allowed to (campaign only fix)
    • Fixed issue with race happiness modifier descriptions from spells
    • Hotseat top bar does not show leader names anymore, always lists it as ‘unknown’
    • Fixed scaling of icon for Units Offer to Join event
    • Fixed issue where move order event would not go away when the army had changed owner (campaign only fix)
    • Regenerate is now listed as “Regenerate” in tooltips, instead of +1000 hp regeneration.
    • AI will no longer be attacked by indies when building beacons.
    • AI will no longer declare war on players the moment they queue up their first beacon.
    • Path Of Life will now function correctly
    • Mind Controlling a unit who’s using Absorb Pain (or Pledge Of Protection) will now cancel the Absorb Pain relationship.
    • Human Economic 4 now properly gives 15 production, like the description says (it was giving 10)
    • Loading a save where a unit is stood on a reflecting pool will no longer glitch
    • Fixed an issue that prevented leaders getting skills from Lost Libraries while their hero was in the void
    • Folk Hero now properly gives a discount to city diplomacy costs
    • Suppress Nature will no longer be a starting spell
    • The AI will no longer use spells that damage cities while defending it’s own cities
    • Creating a cadavers from dead ghouls will no longer give you ghouled cadavers
    • Fixed players being able to disband units from the Entering Battle screen
    • Fixed an issue where the tactical AI would never use any of the reanimate undead abilities
    • Fixed Cosmic Happening Crimson Star description & wrong polish string.
    • Multiple small translation fixes

    Balance Tweaks

    • Black Lightning is now much more likely to apply Broken Spirit (strength is now 16, instead of 11)
    • Tigran Exalted now costs 160 gold like the other Exalted (was 170 gold)
    • Fixed Tigran Evangelist getting the wrong damage upgrades as it leveled up
    • Frostling Death Bringer now costs 150 gold, like other Death Bringers (was 160 gold)
    • Goblin Reanimator now has an extra +2 blight damage on melee attacks as well as on its ranged attacks
    • Bone Collector now has melee strength 15 (was 14), Killing Momentum (so you can kill something and then eat it in the same turn), Demolisher x 2 (double bonus vs machines and walls) and Reinforced instead of Projectile Resistance.
    • Dark Gift now gives +2 physical damage to ranged attacks that already do physical damage as well as melee attacks (was +2 physical damage to melee attacks only)
    • Draconian Elders can now use Dragon Ancestry on themselves
    • Orc Shock Trooper now gets War Cry on Bronze Medal (was Armor Piercing)
    • Orc Priest now gets Blight Protection on Silver instead of Frost Protection
    • Fairy Charm upgrade in the Sylvan Court now costs 80 gold (was 160)
    • Fangir’s Stone Ward in Giant Dwellings now gives +4 defense, +2 resistance to all units, but doesn’t reduce their move points (was +5 defense, +3 resistance, -16 move points)
    • Tigran Shamans and Mystics are now Immune To Mind Control after they’ve transformed
    • Cause Fear is now on a 2 turn cooldown (was once per battle)
    • Immolating Touch is now on a 1 turn cooldown (was once per battle)
    • Inflict Ghoul Curse will no longer affect dragons
    • Well Of Souls and Lich Aura will now affect creatures Of Magical Origin (but not incorporeal ones)
    • Embrace Darkness, Spiritual Freedom and Scales Of Fortune now affect Machines and Boats
    • Frostling Harpooner now no longer has Fishing as a bronze medal upgrade (he has it by default).
    • Heart structures no longer buff your ally’s units as well as your own
    • Effigy of the Lich king now grants Necromantic Aura
    • Tiger’s Eye Ring now grants Invigorate and Mark Blood Sacrifice, instead of Slip Away.
    • Frost Queen’s Crown now also grants 200% frost resistance
    • Boars now have 44hp (was 40) and Fast Healing
    • Wargs now have Wetlands Walking and First Strike
    • Blight Tusk Boar now have Wetlands Walking
    • Felhorse now has 8 physical attack, 2 fire attack (was 8 physical only)
    • Tigran Prowler is now tier 2 (was 1) has 52 hit points (was 48), cost is 80 gold (was 60).
    • Tigran Military 1 now reduces prowler cost by 20 gold (was 15)
    • Tigran Apprentice now costs 95 gold and 20 mana (was 105 gold and 25 mana)
    • Tigran Economic 1 and Human Economic 1 now both give a 25% discount to settlers (was 15 and 20% respectively)
    • Revive Instinct no longer works on the undead
    • Spiritual Freedom, Scales Of Fortune and Embrace Darkness now remove Dedicated to XXX abilities from creatures in dwellings, and replace them with new ones.
    • Necromancers now get a 35% fixed bonus to race governance XP
    • Frostling Raider now has 9 Defense instead of 10.
    • Frostling White Witch now has Inflict Frostbite on Silver Medal and Freezing Touch instead of Infict Freezing on Gold Medal.
    • Human Civic Guard now has Fast Embark and Volunteer.
    • High Elf Swordsman now has 9 defense instead of 8 (with Armor, this results in 11 defense instead of 10), First Strike on Gold Medal and Inflict Bleeding Wounds is now on Bronze instead of Gold.
    • Draconian Bard now has 7 base physical melee damage like the other Bards.
    • Deathbringers are now Armored, their defense remains unchanged
    • Frostling Monster Hunter now has base 12 DEF like the other Monster Hunters.
    • Improved the buffs granted by the Meditate ability
    • Tigran Economic 5 now gives 20 production instead of 10 knowledge for each laboratory
    • Draconian Economic 5 now gives 200 city happiness, not 100
    • High Elf Economic 3 now gives 7 extra knowledge to Laboratories and Observatories
    • High Elf Economic 4 now gives 8 mana per mana node
    • Archangels are no longer ghoulable (Fallen Angels and Chthonic are)
    • Spiritual Freedom is now tier 2, 140 knowledge same as the equivalent Grey Guard and Shadowbord spells (was tier 4, 400 knowledge)
    • Sorcerer’s Conflux now generates +5 mana/turn.
    • Fixed recruit cost of some Rogue class units
    • Fixed recruit cost of some Warlord units
    • Fixed recruit cost of Halfling, Tigran & Frostling class units (to match title races)
    • Rogue Plague of Brigands tweaked chance to summon Scoundrel, and Warg instead of Assassins (summon strength isn’t changed)
    • Rogue Plague of Brigands added missing Halfling, Tigran & Frostling rogue units to summon set (if requierd DLC is present)
    • Sun Spear is now short range (was medium), does 4 fire/4 physical damage (was 7/7), has no ranged falloff, cooldown 2 turns (was 1 turn)
    • Sun Spear is now a free action, and can be used without spending any action points.
    • Sun Guard now has 48hp (was 45) and resistance 8 (was 7). Cost is now 60g (was 55).
    • Phantasm Warrior now has resistance 9 (was 8)
    • Chaos Rift will no longer summon Wisps or Zephyr birds.
    • Sorcerer’s Conflux now generates +5 mana/turn.
    • Mermaid now costs 70 gold (was 80). Mermaids can now evolve into Sirens.
    • Human Longswordman now has attack 12 (was 11), and Guard Breaker on Gold medal (was Inflict Bleeding Wounds)
    • Big Beetle now has demolisher x2 for a double bonus.
    • Human Military 3 now correctly affects all Cavalry type units (including human heroes and manticore riders).
    • Human Military 2 now only affects Human Cavalry and gives a visible ability in the unit panel (before it was affecting Knights as well)
    • Dread Reaper now has 8 spirit/8 blight/8 frost damage (was 8 physical/4 blight/8 frost)
    • Invoke Death will now work on Elementals
    • Goblin Death Bringer now gets Inflict Weakened at gold, damage is 10 physical, 6 blight (was 13 physical, 3 blight)
    • Goblin Manticore Rider now gets Inflict Weakened
    • Goblin Military 5 now grants units Inflict Weakened instead of Inflict Severely Poisoned
    • Inflict Despair is now strength 10 (was 11)
    • Despair now applies -200 morale (was -300)
    • Goblin Death Bringer now gets Inflict Weakened at gold, damage is 10 physical, 6 blight (was 13 physical, 3 blight)
    • Goblin Manticore Rider now gets Inflict Weakened
    • Goblin Military 5 now grants units Inflict Weakened instead of Inflict Severely Poisoned
    • Inflict Despair is now strength 10 (was 11)
    • Despair now applies -200 morale (was -300)
    • Juggernaut now has Inflict Immolation on Gold, Free Movement is now on Bronze.
    • Fixed High Elf Mounted Archer not having Shoot Longbow (again)
    • Tigran Martyr now has Inflict Bleeding Wounds
    • Tigran Exalted now has Blood Thirsty
    • Tigran Apprentice now has magic bolts at 5/5 damage (was Fairy Fire at 3/3/3 damage), level ups have been modified to fit
    • Frostling Mounted Archer now has 6 physical/5frost melee damage (was 10 physical)
    • Draconian Death Bringer now has Improved Wall Climbing
    • Orc Martyr now has Throw Javelin instead of Throw Stones
    • Human Martyr now has Spirit Blast instead of Throw Stones, level ups have been modified to fit. Cost is 15 mana (was 10 mana)
    • Draconian Exalted now has Charge like the Charger and Flyer, cost is 170 gold (was 160)
    • Dwarf Exalted now has Shield, base cost is 170 gold (was 160)
    • Orc Bard now has Razor Projectiles
    • Draconian Scoundrel now has Improved Wall Climbing
    • Dwarf Scoundrel now has Armored, for a new defense of 10 (was 9), base cost is 50 (was 45)
    • Dwarf Succubus now has Projectilw Resistance base cost is 175 gold (was 170)
    • Orc Scoundrel now has Throw Javelin, not shoot light crossbow
    • Orc Monster Hunter now has Throw Javelin instead of Shoot Light Crossbow and sprint, cost is 80 gold (was 70)
    • Dwarf Mounted Archer now has Armored, for a new defense of 12 (was 11), no price change (he was already 5 gold too expensive)
    • Goblin Mounted Archer now has Overwhelm, base cost is 105gold (was 100)
    • Orc Phalanx now has War Cry, cost is 145 (was 140)
    • Dwarf Hunter now has Armored, for a new defense of 11 (was 10), base cost is now 80gold (was 75 gold)
    • Halfling Scoundrel now has Slingshot
    • Halfling Hunter now has Monster Slayer
    • Trolls now have Wall Crushing

    Graphics Issues

    • Enabled mesh streaming for all units/heroes/accessories
    • Optimized particle spawn-count for low/medium game-settings
    • Skinning- and texture-fixes for frostling units
    • Fixed 3d cities’ shading in unit panel background
    • Several unit scaling adjustments
    • Fixed some leader/mount clipping issues
    • Fine tuned unit scales in unit-panel
    • New skin decorations now work on all halfling classes
    • Great birds don’t disappear anymore on water hexes on world map
    • Fixed PFX flicker on mana-nodes and some other structures
    • Shoot pistol/rifle PFX on spider/beetle hero mount now behaves as expected
    • Fixed road texture-clipping next to deep water coastlines
    • Fixed blinking lights on Heart structures
    • Goblin and dwarf class units’ hands now have proper finger-detail
    • Made all poses available to all races in the leader editor
    • The Arcane Arrows ability now uses the correct fire bow animation, instead of the fault throw something animation.
    #186426

    Tombles
    Keymaster

    Welcome to the Open Beta of the next Patch!

    We will be running this like the previous open beta, with updates every few days to fix the bugs you guys find. If all goes well, we expect the beta to go fully live either at the end of next week, or some time the week after.

    Please post general feedback in here, and make new threads in the various sub forums if you want to have more in depcth discussions.

    If you want to mail us save games or DMP files, please send them to:

    savegames@triumphstudios.com

    Have fun all!

    #186460

    Zaskow
    Member

    High Elf Swordsman now has 9 defense instead of 8 (with Armor, this results in 11 defense instead of 10), First Strike on Gold Medal and Inflict Bleeding Wounds is now on Bronze instead of Gold.

    At last you heard our praying!

    Cthonic Guardians and Angels are no longer ghoulable (Fallen Angels are)

    *sigh*
    🙁

    Any changes of racial class units planned?

    #186488

    Astraflame
    Member

    At last you heard our praying!

    That’s good, the elf swordsman needed something… but but what about the human longswordsman? I have to say i’m disappointed after everything that has been discussed here lately.

    http://ageofwonders.com/forums/topic/longswordmanhalberdier-balance-issue-2/page/7/

    #186498

    llfoso
    Member

    Seek Inspiration looks great 😀

    Hooray for T2 Prowlers and better Elf Swordsmen!

    Thanks for everything once again! You guys are awesome!

    #186510

    Tombles
    Keymaster

    I’m afraid I missed the Longswords man thread guys, I’ll check it out tomorrow! As for other racial perks, that’s not the focus of this patch. We’re mainly looking at issues that were in the expansion content, hence the main focus on Tigran/Frostling/Necro/Race Governance.

    #186547

    Astraflame
    Member

    @tombles Glad to hear it.

    #186561

    esvath
    Member

    @tombles

    Can I draw your attention to several threads that I consider important?

    Racial Governance: http://ageofwonders.com/forums/topic/new-expansion-and-racial-upgrades/

    AI and Unity Victory: http://ageofwonders.com/forums/topic/ai-and-unity-victory/

    Thanks!

    #186566

    Zaskow
    Member

    As for other racial perks, that’s not the focus of this patch. We’re mainly looking at issues that were in the expansion content, hence the main focus on Tigran/Frostling/Necro/Race Governance

    Plz, take a look, to this thread if you can. There I posted a few suggestions for class units of Tigran/Frostling/Necro/.

    #186579

    DadouXIII
    Member

    Are you guys getting any sleep? This is awesome 😀

    #186586

    Maximo
    Member

    Wow, that’s a lot of patch notes in this short time. You certainly did a good job, but:

    Wild Magic Master starting skill now correctly states that it grants 10 casting points per Heart, not 5.

    That wasn’t the issue – you (still) don’t get any casting points at all.

    And – sigh – folk heroe’s city discount still doesn’t work. 🙁

    #186595

    shady1989
    Member

    Raise Dead spell dont work:(

    #186602

    Bob5
    Member

    Wow, that’s a lot of patch notes in this short time. You certainly did a good job, but:

    <div class=”d4p-bbt-quote-title”>Tombles wrote:</div>
    Wild Magic Master starting skill now correctly states that it grants 10 casting points per Heart, not 5.

    That wasn’t the issue – you (still) don’t get any casting points at all.

    And – sigh – folk heroe’s city discount still doesn’t work. :(

    I thought Wild Magic Master didn’t work either, but if you hover the mouse over the CP in the top bar it attributes that 10 extra CP as city source (same as where Grand Palaces go), although the income is not stated on the heart or on the city itself. The CP is there to use though.

    #186604

    My only input would be instead of making dragons immune to ghoul curse, instead when a dragon is afflicted by ghoul curse, make it turn into a bone dragon. I think that would be a cool way to amke a unit that has not been usable in-game into a usable unit, and one that fits thematically also.

    #186605

    vota dc
    Member

    *Bone Collector now has melee strength 15 (was 14), Killing Momentum (so you can kill something and then eat it in the same turn), Demolisher x 2 (double bonus vs machines and walls) and Reinforced instead of Projectile Resistance.*

    Beetle should have demolisher X 2 too? Physical damage is 11.

    Nice idea to give volunteer and fast embark to civic guard: some classes have already throw net for their irregulars, the cheaper upkeep and fast embark encourage to use civic guard for every class now.

    #186609

    Epaminondas
    Member

    My only input would be instead of making dragons immune to ghoul curse, instead when a dragon is afflicted by ghoul curse, make it turn into a bone dragon. I think that would be a cool way to amke a unit that has not been usable in-game into a usable unit, and one that fits thematically also.

    Agreed.

    #186610

    Tombles
    Keymaster

    Yeah, I’m certain Wild Magic master works at least for the Heart Of The Blight. I guess I might need to check each Heart separately to make sure though.

    Anyways, thanks for the feedback guys! I’ll look into it all tomorrow when I get back to work. Please let us know if you run into any issues while playing!

    #186623

    Sond
    Member

    keep up the great work. Please look into the AI using builders to build roads and forts.

    #186624

    Gorgoh
    Member

    Welcome to the Open Beta of the next Patch!

    We will be running this like the previous open beta, with updates every few days to fix the bugs you guys find. If all goes well, we expect the beta to go fully live either at the end of next week, or some time the week after.

    I think this is great! Seems like a win-win to me, for players and devs alike.

    Still reading patch notes, but lots of great stuff here. Seek Inspiration is a very interesting approach! (Here, let me just re-roll my entire research book… :D)

    My only input would be instead of making dragons immune to ghoul curse, instead when a dragon is afflicted by ghoul curse, make it turn into a bone dragon. I think that would be a cool way to amke a unit that has not been usable in-game into a usable unit, and one that fits thematically also.

    That’s a pretty cool idea. I like it!

    #186730

    quo
    Member

    These are some very exciting changes. Thanks again for all your hard work.

    Is there a place you’d like us to make suggestions for changes to existing units/spells etc? I don’t want to clog up this thread with that. The new expansion is amazing, and with some of the new tools you guys have developed there are a couple of existing units I think you could make a bit more exciting.

    Thanks again!

    #186768

    llfoso
    Member

    I’m a bit concerned about the tigrans getting defensive strike. Wasn’t that specifically introduced to give the dwarves something unique?

    #186770

    Gorgoh
    Member

    I’m a bit concerned about the tigrans getting defensive strike. Wasn’t that specifically introduced to give the dwarves something unique?

    For me, I think the bigger issue is the contrast in fighting styles between Guard Breaker and Defensive Strike.

    Guard Breaker brings to mind images of a savage, brutal attack that puts the enemy on its heels. Defensive Strike is a half in, half out approach: here’s a hard-hitting attack, but we’re not going to fully commit to it. After we hit you hard we’re going to reform our ranks and raise our shields.

    Sun Guard now has melee strike 8 (was 10), 48hp (was 45) and defensive strike. Cost is now 60g (was 55).

    Do we really want to have both of these abilities (Guard Breaker & Defensive Strike) on the same unit, at the same time? I’m thinking we don’t. With this iteration of the Sun Guard, it’s going to feel odd to hit a unit once and knock their guard down with that attack (using Guard Breaker), and then go immediately into Guard mode – all with a single Defensive Strike.

    Furthermore, I think Pounce from Cheetahs – as well as from Mystics in panther form – kind of covers the “attack once and go into Guard mode thing”, doesn’t it?

    Or am I missing something?

    Is it perhaps the desire to emphasize extremely high agility & awareness ratings for a race patterned after the great cats? (While making up for some potential fragility concerns?)

    Personally I’m not experiencing any major fragility issues. I’ve been loving the Tigran early game thus far, and think it’s extremely potent.

    Having said that, getting hit by non-physical attacks can in fact, be something of a wake-up call.

    🙂

    #186778

    Zaskow
    Member

    I’m a bit concerned about the tigrans getting defensive strike. Wasn’t that specifically introduced to give the dwarves something unique?

    Agreed.

    Sun Spear is now short range (was medium), does 4 fire/4 physical damage (was 7/7), has no ranged falloff, cooldown 2 turns (was 1 turn)

    Now it has no sense to use with so low damage and huge cooldown.

    Sun Guard now has melee strike 8 (was 10), 48hp (was 45) and defensive strike. Cost is now 60g (was 55).

    Overnerfed I think. Now any cheaper unit (especially with overwhelm) can kill Sun guards with ease.

    #186801

    Dagoth Ur
    Member

    Altar Of Bound souls will now work with undead units

    Yes!

    #186803

    Bob5
    Member

    <div class=”d4p-bbt-quote-title”>llfoso wrote:</div>
    I’m a bit concerned about the tigrans getting defensive strike. Wasn’t that specifically introduced to give the dwarves something unique?

    Agreed.

    <div class=”d4p-bbt-quote-title”>Tombles wrote:</div>
    Sun Spear is now short range (was medium), does 4 fire/4 physical damage (was 7/7), has no ranged falloff, cooldown 2 turns (was 1 turn)

    Now it has no sense to use with so low damage and huge cooldown.

    <div class=”d4p-bbt-quote-title”>Tombles wrote:</div>
    Sun Guard now has melee strike 8 (was 10), 48hp (was 45) and defensive strike. Cost is now 60g (was 55).

    Overnerfed I think. Now any cheaper unit (especially with overwhelm) can kill Sun guards with ease.

    I’m not so sure about defensive strike either, although the current Sun Guard without it would just be a very overpriced pike. I think its main job will be to set up flanks with Guard Breaker, such that then a Prowler (or Tigran Assassin) can then come in and take the enemy down with a flanking attack.

    Sun Spear wasn’t really nerfed I think, it doesn’t cost any action points anymore so now it’s just free damage.

    #186808

    Gorgoh
    Member

    Now [Sun Spear] has no sense to use with so low damage and huge cooldown.

    But it doesn’t require any action points — might be able to do some interesting things with that!

    For starters, rather than having other units benefit from Immolating Projectiles (while ending the chariot’s turn after every throw), the chariot can essentially “throw the spear on the move”, immolate the target (if it’s lucky), and drive home a charge with a little extra damage added for the target’s -1 defense (while also taking less retaliation damage due to -2 strength and -400 happiness).

    This would probably work better using 2 chariots against the same target though, in order to keep flanking damage (and immolation chances) as high as possible. In that particular scenario, I pity the rapidly surrounded target – and having spears require no action points could turn out to be a huge upgrade overall.

    I’m not so sure about defensive strike either, although the current Sun Guard without it would just be a very overpriced pike. I think its main job will be to set up flanks with Guard Breaker, such that then a Prowler (or Tigran Assassin) can then come in and take the enemy down with a flanking attack.

    Well, personally I was already a big fan of the original Sun Guard. Getting a pike unit from the Barracks (practically at game start, with the ability to level it early and often), and having Guard Breaker on a tier 1 unit are both pretty huge imo – not to mention it’s a pike unit with a shield (and a great one at that!).

    #186811

    Astarael
    Member

    I remember the devs saying that the strategic AI had trouble exploring and meeting other players. Has anything changed about that in this patch? I didn’t see it expressly mentioned but one of the changes may have fixed it in a way I didn’t realize

    #186829

    Tombles
    Keymaster

    I remember the devs saying that the strategic AI had trouble exploring and meeting other players. Has anything changed about that in this patch? I didn’t see it expressly mentioned but one of the changes may have fixed it in a way I didn’t realize

    We have some fixes we’re looking into, but I’m not sure it will make it into this patch, probably the next one in 6-8 weeks. Changes like this to the strategic AI need to be very thoroughly tested, since if we make a mistake we can break campaign maps and things like that. I’m afraid you’ll have to bear with us on this one.

    Also, Sun Spear is *massive* buff, just try all the crazy things you can do with it now. You can charge in, sun spear, then melee attack. You can sun spear, then guard to stay alive. You can use sunspear to flank a unit who’s engaging another one of your units, then your other unit can flank it, then the chariot can charge for a melee attack, essetially letting the chariot do 2 flanking attacks in one turn.

    Anyways, the fragility issues with Tigran were mostly there if you did auto-combat, or if you were careless in TC (much like goblins). As an example, I once lost 3 tigrans from a 6 unit army with 2 heroes in it, in an autocombat vs 1 reanimator and 2 lost souls in a necromantic circle. To cut a long story short, the Sun Guard is extremely vulnerable to flanking attacks from non-physical damage, since he has a natural resistance of 7. Defensive Strike lets him attack once in the first 2 rounds without being flanked, and gives him a huge boost to autocombat survivability.

    The sun guard is also the most expensive T1 barracks melee unit now, and he has a melee strength of 8, which is flat out terrible, so I’m fairly happy he’s balanced enough right now.

    That wasn’t the issue – you (still) don’t get any casting points at all.

    We just tested, Wild Magic master works correctly with all the heart structures. Please double check if you have any saves where you think it’s broken, and mail us a save if you find anything!

    #186830

    Jolly Joker
    Member

    Have to agree that Defensive Strike on Sun Guard is a bad thing!
    Agree that Longswordman should be looked into!
    Pounce is also an issue! (Balance forum)

    I like most changes, though.

    #186837

    Maximo
    Member

    We just tested, Wild Magic master works correctly with all the heart structures. Please double check if you have any saves where you think it’s broken, and mail us a save if you find anything!

    Now that Bob5 said they are listed under cities, I found the issue: You do not get the casting points if you build a fort to claim the structures. Do you need a save for that?

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