PBEM balance mod

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This topic contains 343 replies, has 27 voices, and was last updated by  Rodmar18 2 years, 5 months ago.

Viewing 30 posts - 61 through 90 (of 344 total)
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  • #244509

    Hiliadan
    Member

    Thanks a lot for the feedback! That allowed some progress on some proposals.

    So now these 2 are dropped:
    Dr12
    Mana Fuel Cells give +4 Research Point per turn

    Ro14
    Rogue heroes and leaders can choose Charm at level 7 (was 5) for 7 points (was 5)

    And these 2 are Priority changes:
    Ro10
    Rogue heroes and leaders can now choose Scouting: all units in the stack gets +4 MP – cost 10, available at level 13

    Ro12
    Urban Stealth Commander costs 5 (was 6), available at level 7 (was 9)

    I confirm the changes announced in my earlier post for v1.1.
    Here are the updated values for the conversion abilities.
    Ne08 (unchanged)
    Leaders and heroes’ Control Undead has strength 6 (was 8). When Summon Banshee is researched by the player, its strength is improved to 8.

    Ro16
    Leaders and heroes’ Charm has strength 7 (was 9). When Produce Bard is researched by the player, its strength is improved to 9.

    Th08
    Leaders and heroes’ Convert has strength 9 (was 11). When Produce Evangelist is researched by the player, its strength is improved to 11.

    AD06
    Leaders and heroes’ Befriend Animal has strength 10 (was 12). When Summon Eldritch Animal is researched by the player, its strength is improved to 1.

    So Zaskow, changes are confirmed, let us know if it can work for the “strength increase” in abilities! 🙂 When the mod is ready, we can start the 4 vs 4 with it. 🙂
    I’ll update the changelog of the 1st post to list all the changes between official version and v1.1 later.

    And now we must start work on v1.2! 😀 Still some Necro’s issues to fix + balance of some class/race to continue.
    Also, I believe a lot of strategic spells need to be overhauled but I believe it may be better to do that in a separate mod because it’s not really balancing but rather “improving” the game so that all spells and units are useful (like Zaskow tried to do initially in his general balance mod).

    Ne04(remove stackable property and make it -400 morale, 30% spirit weakness, at 9 strength)

    Ok I added that as Ne04a and I support it.

    #244625

    Hiliadan
    Member

    @zaskow: cbower came back from the dead so if you finish the modifications this week, he can hopefully make the mind-control abilities modifications at the end of the week

    #244683

    cbower
    Member

    @cbower, could you check possibility of adding properties on units on converting? Temporary properties (to the end of battles) are possible, but not on strategic map.

    Sounds like we are running into the same walls. I couldn’t figure out a way to make it persist. That is where I got stuck. Then I thought about ways to work with unit properties on the strategic map but each approach ended up a dead end for various reasons.
    There is one way that might work, but seems exceedingly painful to do. You could add hidden requisites to the units set assigned as defenders. But you would have to create duplicate copies of units for every defender, then change every defender set for every site. That being done you could use that requisite with a default player property to achieve the effect. As you can imagine it would take some time, and that is even if it actually works.

    #244710

    Hiliadan
    Member

    @zaskow: cbower made a proof of concept of the mind-control abilities changes. So when you’re ready, you can send him the files and he can finish the mod. 🙂

    #244733

    Zaskow
    Member

    Well, this is not what I want to see in good (in terms of coding) mod. However, your mod – your rules.

    #244741

    Hiliadan
    Member

    What do you mean? That’s what we agreed before, isn’t it? You were the one to say that cbower should do the conversion modifications.

    EDIT: ok now I think I see what you want: we discussed that you could see changes through the XLM files or whatever, so you’d like cbower to make a mod with the changes then you “import” them in yours. Am I right?

    • This reply was modified 4 years, 9 months ago by  Hiliadan.
    #244757

    Gilafron
    Member

    Zaskow, would you be willing to publish an XP anti-farming mod? That is, a mod with only the XP anti-farming changes. If not, I could create the mod, but would need direction in where everything is located.

    #244765

    Zaskow
    Member

    EDIT: ok now I think I see what you want: we discussed that you could see changes through the XLM files or whatever, so you’d like cbower to make a mod with the changes then you “import” them in yours. Am I right?

    Nope. I do changes into mod files. Save. Transfer them to cbower. He makes his own planned changes. Save. Transfer mod-files to me. I release. XML file is different story completely.

    Zaskow, would you be willing to publish an XP anti-farming mod? That is, a mod with only the XP anti-farming changes.

    What XP anti-farming changes it must have?

    If not, I could create the mod, but would need direction in where everything is located.

    title.rpk is your friend.

    #244767

    marcuspers1
    Member

    Hi Zaskow,
    Since you are the one making the changes, i would like to have your view on some things.
    When the changes was suggested, I was under the impression that we wouldn’t jeopardise the “balance” of the game, by creating new rules that could break the game. One example I’ve noticed is above, with hidden requisites, to try “push” a change through, that isn’t supposed to be. I see you have stated above, that you will help because it’s someone else that want it done, but in my previous jobs, I’ve learned to listen to the developers! (I assume you are a developer in your profession, if not, my bad!)

    The second thing I want your view on is the actual balance. We can all agree that Necromancer was a bit OP, but should we touch the conversion element? I agree to make it in symbios with research (for Rogue/Bard, for Theocrat/Evgenalist, for Druid/Summon Eldrich animal). But to control it further than that, isn’t that going against the original game?

    On the second point, maybe you don’t wan’t to not reply, which is fine, but I appreciate your work and the time that goes into it, so would only be fair to ask for your opinion, and don’t just ask you to implement.

    Me, and others, think the strive to create a balance (mod) have gone overboard, and now we are digging into all benefits of certain classes, to try even something out thhat doesn’t need fixing.

    Sorry for long post, but better get it all covered in one post!
    /Marcus

    #244769

    I think fixing Necro conversion in PBEM is within the realms of what the balance mod should do, but I agree that the changes should be limited (i.e. the aim of the patch should be to have a changelog that is as short and minimal as possible).

    Beyond balance itself that there are many design improvements that could be made, and there are many decent ideas here, but that should go in another mod.

    If it’s overly difficult/messy to implement a change, it should probably not be done.

    #244776

    Hiliadan
    Member

    When the changes was suggested, I was under the impression that we wouldn’t jeopardise the “balance” of the game, by creating new rules that could break the game. One example I’ve noticed is above, with hidden requisites, to try “push” a change through, that isn’t supposed to be.

    ? I don’t see what you’re referring to? Hidden requisites? Push a change through?
    Zaskow gives his opinion on all the changes and it is listened to as much and even more than anyone else so there is no issue of “not listening to Zaskow or to the developer”. But when 6 people are for something and 1 is against, well, the change can be implemented.
    But Zaskow plays live MP and mainly judges changes based on live MP balance, not PBEM balance, so he himself restrain from judging some changes because this mod is for PBEM.

    but should we touch the conversion element? I agree to make it in symbios with research (for Rogue/Bard, for Theocrat/Evgenalist, for Druid/Summon Eldrich animal). But to control it further than that, isn’t that going against the original game?

    I don’t think what we’re implementing is going against the original game. Personally, I was against changing conversion abilities initially. But many people consider it as a key issue and you have to be honest: there is an issue when you can get numerous T3 and T4 by turn 15-20 and crush your opponent who is trying to build units and not convert them. THAT goes against the original game because some classes are just not played at all (Dread). Look at tournament data: AD and Theo are the most played races. You cannot say there is no issue.

    Me, and others, think the strive to create a balance (mod) have gone overboard, and now we are digging into all benefits of certain classes, to try even something out thhat doesn’t need fixing.

    Again, look at tournament data. I was thinking like you at the beginning but I hope I can convince you as I have been convinced. Many units, spec (Earth adept??) and combinations of class / race are bad and cannot be played. I believe we should work to make everything playable, that makes the game richer and more enjoyable.

    So I note that you and Dementrophobic (and “others” you say) are for option C/.

    Balance based on hard data from the PBEM tournament (continued)

    A/ make all class / race viable and thus boost combo that were not played in the PBEM tournament and nerf those who were played a lot
    B1/ make all specialisation equally useful and viable
    B2/ make all units equally useful and viable and make racial governance choices meaningful (i.e. you should really hesitate between the eco and military choice and not always choose one because it is better)
    B3/ make all heroes equally useful (currently AD and Theo heroes – and not leaders – are more useful because of healing and other abilities)
    C/ fix the remaining imbalances in abilities / specific units (e.g. Necro’s Energy Drain)

    #244779

    Hiliadan
    Member

    OK guys, I finally understood where the “hidden requisite” issue came from. It was this post from cbower:

    Zaskow wrote:

    @cbower, could you check possibility of adding properties on units on converting? Temporary properties (to the end of battles) are possible, but not on strategic map.

    Sounds like we are running into the same walls. I couldn’t figure out a way to make it persist. That is where I got stuck. Then I thought about ways to work with unit properties on the strategic map but each approach ended up a dead end for various reasons.
    There is one way that might work, but seems exceedingly painful to do. You could add hidden requisites to the units set assigned as defenders. But you would have to create duplicate copies of units for every defender, then change every defender set for every site. That being done you could use that requisite with a default player property to achieve the effect. As you can imagine it would take some time, and that is even if it actually works.

    So it’s about making converted units have a higher maintenance cost. Namely it’s:
    GC11
    Converted units cost more in upkeep:+25% gold / turn
    It will NOT be implemented in v1.1 of the balance mod because no good solution to do it has been found.
    And actually Marcuspears, you said you were ok for testing it (that’s what I wrote in the summary table).

    #244799

    Starfleck
    Member

    On further thought, I would be against the upkeep cost (GC11) based on this quote:

    Do you mean you had 0 gold and negative income and you could still continue? Then it’s an abuse that needs to be fixed too. Units should desert. But I guess undead don’t desert because they do not get to very low morale?

    Yes. I agree they should desert or have some major penalty, however the penalty as it stands just isn’t enough.

    With the added difficulty you guys are now talking about, and Dementophobic’s thoughts, I’m thinking of going a totally different direction. What about nerfing the units themselves instead of making them more difficult to maintain and mind control in the first place?

    Ghouled: increase the penalties, akin to being permanently cursed and a decaying body that the necro isn’t used to working with. -2 damage on all channels, -2 to 4 defense, -1 to 2 resistance, 20% weakness on everything except blight (to eliminate element immunities, since rotting undead), and -6 health per unit tier (top units hit with 24 less health might bring it down to “minion” status effectively)

    Toy with those numbers to find a good balance, making it effectively a minion horde that serves as a bunch of body shields that do minimal damage but soak up a bunch of hits.

    Converted/Charmed/Dominated: add a secondary permanent (strategic map) effect to reduce damage, morale, and defense, able to be removed only with break control (if they tried to immediately remove the penalty, they’d lose the unit). Having their spirit once broken mid-fight should make the unit less combat-effective, while still giving the combat advantage of instantly removing an opposing unit from the enemy side.

    Mind-controlling doesn’t just give an economic advantage, after all, it’s also an immediate battle-controlling tactic. Giving immediate disadvantages doesn’t change the player’s long-term strategy. By contrast, the necro’s long-term domination can be curbed somewhat with weakening the units. Unfortunately, this wouldn’t work well in the Live environment, and in live they don’t have a horde of ghouled units anyway.

    Anyways, it’s just a suggestion, and if people don’t like it may be dropped.

    • This reply was modified 4 years, 9 months ago by  Starfleck.
    #244802

    Hiliadan
    Member

    Ghouled: increase the penalties, akin to being permanently cursed and a decaying body that the necro isn’t used to working with. -2 damage on all channels, -2 to 4 defense, -1 to 2 resistance, 20% weakness on everything except blight (to eliminate element immunities, since rotting undead), and -6 health per unit tier (top units hit with 24 less health might bring it down to “minion” status effectively)

    The issue with that is that Necro’s “base” units are also Ghouled and they should not get malus. But anyway, the Inflict Ghoul Curse issue has been solved by replacing IGC by Ghoul Strike, which can convert only 1 unit per battle. So I don’t think it needs further nerfs.

    Converted/Charmed/Dominated: add a secondary permanent (strategic map) effect to reduce damage, morale, and defense, able to be removed only with break control (if they tried to immediately remove the penalty, they’d lose the unit).

    Ok, that’s a good idea but I won’t note it for now, because cbower and Zaskow (our modders) have not found any (elegant and simple enough) way to make converted units be “marked” with a permanent ability on the strategic map.

    #244888

    Hiliadan
    Member

    Changelog of the mod as of v1.1 (compared to official version) [note: this version has not yet been released, should be released this week]:

    General changes
    – Nymphs and Nightshade Fairies deleted from reward set on Spring of Life. Blight Tusk Boar and Bleak Warg added to reward set instead.
    – Max XP interactions for each tier were changed to 6/8/10/12 for tier 1, tier 2, tier 3, tier 4 accordingly (was 10/10/12/14).
    – Heroes and leaders do not get XP any more for touch abilities (Healing, Touch of Faith, Awaken, etc.)
    – Base XP gain when you kill a hero is now 7 (was 25) and the XP bonus based on the hero’s level are now: 2 points for each level (was 5 points for each additional interval of 5 levels)
    – A new map size is available: “Duel” 65 x 73
    – Unity Beacon Tower costs 700 gold (was 1200)
    – Unity Beacon Fire costs 700 mana (was 1000)

    Archdruid
    – Call Beast Horde – minimum and maximum amount of beasts was changed to 4-5 (was 2-3), time to life – to 4 rounds (was 7), new animals added to the animal set. Chances to summon unit of certain tier are: T1 – 43%, T2 – 30%, T3 – 20%, T4 – 7%.
    – Poison Domain is Tier 3 now and costs 300 research. Maintain cost – 15 mana, Mana cost – 80. Poison damage – 10.
    – Befriend Animal is available at level 5 for Archdruid heroes and leaders (was 3) and costs 4 (was 3)
    – Leaders and heroes’ Befriend Animal has strength 10 (was 12). When Summon Eldritch Animal is researched by the player, its strength is improved to 12.

    Dreadnought
    – Flash bang – Launches a mana-infused flash bang that bursts apart into a mixture of light, scraps, and flames. Deals 4 fire and 4 physical damage to target enemy unit and attempt to Blind (with strength 7) all units in 1 hex radius (was Single target) for 2 turns. If Blind was unsuccessful, affected units lose 25% of their movement points. Blinded units have a maximum attack range of 1 hex.
    – Engineers gain +8 HP.
    – Engineers can build Roads.
    – Maintenance ability heals 5 HP per Machine unit in stack now (was 3).
    – Ram of Flame/Frost Tank inflicts 20 dmg now (was 16).
    – Reload of Cannon now needs 3 action pts.
    – Structural Insight now moved to Rogue Class.
    – Hero’s ability Tree Crusher costs 4 pts now (was 10).
    – Musketeers’ Fire Musket does 28 ranged physical damage (was 25)

    Necromancer
    – Stiffen Limbs now works only 3 turns (was To End of Combat) and costs 50 RP (was 60).
    – Dead cities give more RG XP pts (40% now, was 35%).
    – Dead cities now gain +5% to all types of income for every level of Necromancy skill.
    – Inflict Despair – lowering strength to 9, Spirit Weakness inflicted by this ability will be lowered from 20% to 10%.
    – Greater Reanimate Undead – works only on YOUR undeads, restores 75% HP (was 100%). Needs Lesser Reanimate Undead as prerequisite.
    – Necromancer heroes and leaders (at level 9 for 7 points) have the ability Ghouling Strike: once per battle, can inflict Ghoul Curse (strength 9) and is a melee attack with +5 Physical +5 Blight bonus (was Inflict Ghoul Curse)
    – Necromancer heroes and leaders can choose Convert Undead at level 5 for 5 points (was level 5 for 4 points)
    – Leaders and heroes’ Control Undead has strength 6 (was 8). When Summon Banshee is researched by the player, its strength is improved to 8.

    Rogue
    – Panic Attack and Mass Battlefield Panic – increased strength to 10 (was 9).
    – Urban Cover now works on Infantry and Support too (except Succubus).
    – Frostling Scoundrels now have Arctic concealment and Projectile Resistance on Bronze (as other scoundrels have).
    – Structural Insight now moved to Rogue Class.
    – Rogue heroes and leaders can choose Charm at level 7 (was 5) for 5 points
    – Leaders and heroes’ Charm has strength 7 (was 9). When Produce Bard is researched by the player, its strength is improved to 9.

    Sorcerer
    – School of Enchantment cannot appear in skill book before turn 10.
    – Mass Stasis – spell strength changed from 13 to 11. On failure affected units lose 25% of move pts, not 50%.
    – Mend Magical Being now has cooldown 2 turns and lost trait ‘Once per battle’ for Apprentice
    – Fix for hidden +5 research bonus from laboratories and observatories if you learn Magical Structures before Arcane Study.
    – Summon Fantastic Creature costs 100 CP (was 110).

    Theocrat
    – Denounce City skill becomes cheaper – tier 3 spell (was tier 4), research cost 300 (was 400), mana cost 40 (was 60) and maintenance 15 mana/turn (was 20).
    – Leaders and heroes’ Convert has strength 9 (was 11). When Produce Evangelist is researched by the player, its strength is improved to 11.
    – Theocrat leaders and heroes can choose Convert at level 9 (was 7) for 7 points (was 5)

    Warlord
    – Training Regiment discount works on Warbreeds now
    – Pounce ability (Tigran Manticore exclusively) – starts with 1 turn cooldown, targets can retaliate.
    – Draconian Monster Hunters now has 14 fire range damage (was 11). Price increased +5 gold.

    Orcs
    – Orc Archer cost is 60 gold (was 70).

    Draconians
    – Draconian Raptor now has melee attack 10 physical + 3 fire (was 6 physical + 6 fire).

    Frostlings
    – Last Rite Of Winter doesn’t sacrifice Ice Queen now and cost 50 gold to cast.

    Halflings
    – Halfling Nightwatch costs 45 gold now (was 50).
    – Halflings have 15% physical weakness (was 20%).
    – Jesters cost 70 gold (was 75).
    – Jesters get High Morale on Veteran, Solace on Elite (was Scorching projectile and Explosive Death on Elite)
    – Brew Brothers’ Nourishing Meal resets the counter on Farmers’ Throw Chicken.
    Brew Brothers have Inflict Crippling Wounds
    – Brew Brothers ignore ranged penalty
    – Brew Brothers’s Nourishing Meal has an effect similar to Bolster on its target
    – Halfling economic RG3: Lucky Cloverfields in the domain of Halfling cities generate +10 gold, +10 mana and +100 Happines. Haste Berries in the domain of Halfling cities generate +10 production. Sunflowers in the domain of Halfling cities generate +5 mana, +5 gold, +5 production and +5 research. Pumpkins in the domain of Halfling cities generate +10 gold and +10 mana (was only the Lucky Cloverfields bonus)

    High Elves
    – Class supports have only racial 20% blight weakness (was 40%).

    Humans
    – RG 1 Economic – settlers gain 15% discount (was 25%).

    Tigrans
    – RG 1 Economic – settlers gain 15% discount (was 25%).

    Other Changes
    – Fix for wrong description of Polearm bonus damage (IRL it’s +4, on display was +5).

    • This reply was modified 4 years, 9 months ago by  Hiliadan.
    #244896

    Shakey
    Member

    Thanks for the work on this mod. I have a group of friends who will consider using the PBEM balance mod once it settles in (not interested in playing beta versions of a mod).

    Would it be possible to address conversion of T4 units?

    I’d like all T4 units immune to Ghoul Curse/Seduce/Charm/Convert/Befriend Animal.

    I feel like T4 conversion is much more game breaking than any XP farming. A level 9 hero is still competitive with a level 15 hero (xp farmed)…but you can never overcome free T4s. The effect snowballs. If you ghoulcurse a Manticore Rider in a dungeon, your army rolls faster though other difficult sites, etc.

    #244928

    Zaskow
    Member

    Would it be possible to address conversion of T4 units?

    Yep, it’s very easy. If enough people support this.

    #245105

    Lightform
    Member

    I have played one game with the live mod and noticed that the settler price increase was awesome. I have yet to do more play testing on this…

    How ever, I am playing the PBEM mod and it seems same same to me. The conversion skills are still waaaaaaaaaaaaaaaaaaaaay OP, just to emphasis it adequately enough. Seriously.. these skills make everything else redundant. You don’t need to build any armies so long as you have a rogue or theocrat hero, and the more of them, the more pronounced the effect.

    Also, the hero leveling is still out of control.. I am still gaining almost a level per turn, so by turn 16 I can virtually clear mythics with just my heroes. Not quite but just about. The point is, the exp gain in PBEM format needs to be toned down across the board IMO. Zaskows mod is moving in the right direction, but I think it needs to be exaggerated quite a bit more.

    #245108

    Hiliadan
    Member

    @lightform: as said before, there is currently a bug in v1.0 of the mod. Leaders were not affected by the XP changes for touch abilities. Heroes were. So in theory heroes should level up slower than leaders. Do you confirm?

    And the changes to conversion skills are introduced in v1.1 which is not yet released.

    #245111

    Zaskow
    Member

    So in theory heroes should level up slower than leaders

    Honestly, I don’t believe that these manipulations with modifiers can help. One thing could fix this issue – gaining XP to heroes/leader only for killing blows.

    #245119

    Hiliadan
    Member

    That’s because you don’t play PBEM Zaskow. When I play Theo, I systematically gets 18 XP for each combat by using Healing, Iron Heart and Touch of Faith. That’s probably about half what I can get in each fight in average (not talking about high-level sites with T4). Without it, if you want XP for your heroes, it also mean less XP for your troops (because right now, I can get the 18 XP for my hero and all the rest for the troops). It does make a big difference.

    #245150

    Lightform
    Member

    Yes they do level slower Hiliadan. Possibly at about the right speed if it wasn’t for slayers doubt + the unit conversion run away train. If slayers doubt is made to work for only 3 turns the same as stiffen limbs, and something is done about the conversion skills then maybe it will be ok.

    I am happy to test the newest mod with the altered conversion skills, but tbh it doesn’t sound like they have been adjusted enough. They should probably be level 13 skills for a skill point cost of 10 or 15 like master illusionist, I would rate them equally in PBEM.

    #245196

    Hiliadan
    Member

    gab reported that Necro can choose Life Stealing at level 3 AND level 7. It’s not listed in the wiki age-of-wonders-3.wikia.com/wiki/Necromancer, isn’t that a bug?

    #245201

    Starfleck
    Member

    I’m kind of just waiting for the v1.1 to be released at this point, before I start playing this game in multiplayer again. The reason: because the 1.1 change-log looks very good! 😛

    I have wanted to play necro in PBEM actually for a little while, for all of the various strategies it can bring aside from ghouling. I just couldn’t bring myself to use/practice a strategy that I know is getting fixed soon, and I didn’t want to use version 1.0 since 1.1 was coming soon and it’d mean probably playing games with both versions, in PBEM, with others, simultaneously.

    As long as 1.1 fixes the outlier bugs from 1.0 (like unintentionally nerfing deathbringers alongside heroes), even if it doesn’t fully implement the “when (X) is researched the strength is improved to (Y)” changes, it still looks like it might strike a good balance for production classes to take advantage of their own strengths, rather than rely on a lucky spawning of a converting hero. Further fixes will be good, but it seems like the majority of remaining changes in discussion are minor tweaks.

    I would, however, like to retract my opinions on Archdruid, since I don’t have hardly any experience playing with or against them.

    #245202

    Zaskow
    Member

    I’m kind of just waiting for the v1.1 to be released at this point

    http://steamcommunity.com/sharedfiles/filedetails/?id=661597466

    #245290

    Lightform
    Member

    SIGH… all of the changes that are being proposed here for the convert abilities are like putting a band aid on a severed arm. Real disappointing. I don’t understand how people can’t see how much it screws the development of a game.

    Normally you should research, develop your cities, fight your way through tougher and tougher opponents until you reach high end armies, BUT… as long as the convert skills exist you will have access to high end armies almost immediately. You just level your heroes / leaders to level what ever… one level per turn roughly, and then you will be attempting T3 and higher converts before turn 10. Why doesn’t anyone see this ????

    I have played HEAPS of PBEM, and the theo is so OP it’s not even funny ! Not only does it get two kinds of healing, it then gets convert, and then to top that stack resurgence. It seriously dominates ( presuming that you have banned necro all together )

    #245294

    Hiliadan
    Member

    Try the mod and we’ll talk again. If you get T3 consistently by turn 10, please make a video, I seriously doubt it. You won’t get a level every turn and with convert with strength 9, you will probably get T3 once every 3 times or something.

    #245298

    Zaskow
    Member

    SIGH… all of the changes that are being proposed here for the convert abilities

    Problem is not convert abilities itself. People LIKE a possibility and process of getting new units for free in battles. This fact blocks any decision about radical fixing of convert.

    #245300

    marcuspers1
    Member

    Hey, just wanted to chip into the conversion debate.
    I play a Theocrat in a game now, with the balance mod.
    In my army is a Sorceror with “Inflict Broken Spirit” and a Rogue with Charm+Inflict Severe Poisoning – Even with both of those debuffs on a unit, I can’t get higher then 30-35% with my Rogues charm (Strenght 7), before researching Evangelist, I had about 30% chance also of converting with my leader.

    I’m yet to try with a necromancer in the army, that could change things, with inflict despair. But I believe that loophole is also covered with non-stackable?

    I would say this is a massive step in the right direction!

    #245301

    Hiliadan
    Member

    Non-stackable is not yet agreed so it’s not yet in v1.1 but I hope to get it in v1.15 if it gets enough support!

    @lightform: tend to agree with the other issues you mentioned and I am for limiting a bit healing + Divine Justicar but not yet enough support.

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