Update v1.5 Patch Notes – UPDATED 7/4/2015

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Home Forums Update v1.5 – Open Beta Update v1.5 Patch Notes – UPDATED 7/4/2015

This topic contains 439 replies, has 112 voices, and was last updated by  Weltenreiter 5 years, 5 months ago.

Viewing 30 posts - 31 through 60 (of 440 total)
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  • #165777

    Morty
    Member

    Cool to see the racial variations of Manticore Riders. Does that make them the only T4s to vary by race?

    I’m also curious as to what, exactly, the Dark Pact skill entail.

    #165779

    Helgrind
    Member

    Wow, we got updates everyday now on the site, i almost feel spoiled. : )
    Interesting changes, and it seems we got some solid balance decisions in this huge patch.
    Have to read it through carefully when i got home tomorrow, looking forward to it!

    #165782

    Zaskow
    Member

    Why have you change portrait of heroes to show them on mounts? I liked, when heroes were showed like leaders – full frontal portrait with background. 🙁

    #165790

    iblis86
    Member

    Something I’ve noticed in my game (Windows version) after the beta patch got installed today:

    The resolution in my main menu is suddenly always the highest possible, which is 2715×1527. I always manually switch it back to 1920×1080, but once I leave the game and open it again, the main menu will be in 2715×1527 again. By far no disaster, just a little annoying over time.

    #165794

    Dr_K
    Member

    2 Questions.

    T3 skills shouldn’t be starting spells, right? Prayer of the Hurt has been appearing as a starting skill (pre-1.5) and is T3. It wasn’t listed as being removed from that list, so I wasn’t sure if I was misremembering.

    What happened to Sunburst and Wrath of God? Do they still cause damage or are they only affecting cities now?

    #165795

    Thariorn
    Member

    What happened to Sunburst and Wrath of God? Do they still cause damage or are they only affecting cities now?

    They still deal damage. The population dmg + relation modifiers are ‘just’ added bonuses/maluses, because raining down the sun itself/gods eye-winks on a city populated by thousands surely results in some civil victims ( 🙁 )

    #165796

    Kruos
    Member

    Why have you change portrait of heroes to show them on mounts? I liked, when heroes were showed like leaders – full frontal portrait with background. :(

    I much prefer the new hero view, far better in my opinion!

    #165798

    Thariorn
    Member

    I much prefer the new hero view, far better in my opinion!

    I’m really liking the armor Leader/Hero mounts wear ~

    Cool to see the racial variations of Manticore Riders. Does that make them the only T4s to vary by race?

    They’re the only racial T4, so…..yeah.

    #165803

    Buczer
    Member

    I hate human changes. I really hate. They are buffed as a whole, but with losing fondness of watter they are loosing only trait that makes them interesting. I mean with mariner trait and human swimmers like assasin, it worked really whell. Now mariner trait is no longer usefull. Better wait for your flyers, man. It really looks they are supposed to be boring race by their fundamental design. Please, do not remove it. Give them “death weakness” (as black bolts are back) if you must ballance them, but do not remove “likes watter”.

    #165810

    Mythabril
    Member

    losing fondness of watter

    The problem with liking water was that one, it is dominating on island maps and two, it cannot be affected by terrain or climate spells. While it may have been unique, it wasn’t balanced.

    #165811

    ignatius
    Member

    Great job Sikbok, now you can eat, and here are your 10000 of minerals and Bespin (oops) gas.

    #165840

    vota dc
    Member

    Seems a very interesting patch.

    ARCHDRUID: Finally the horde! About the razor projectiles thing, what is the difference with the old inflict bleeding wounds?

    DREADNOUGHT: Engineer will be very useful. About musketeers nerf…but dwarf crossbowman with tier 1 racial governance is 18 without medal so with a couple of medals is 20 each shoot while musket 25 each 2 turns.

    ROGUE: Doesn’t make much sense the bonus against undead but I guess they put it for balance reason since assassins rely on blight.

    SORCERER: What is bane fire?

    THEOCRAT: With no more absorb pain on the shrine I think the new skill should heal a little more on world map.

    WARLORD: I will check the new scout unit as soon I get the beta. About the manticore changes I think they are wonderful but goblin, draconian and high elf seems to have better skill than humans that is a +4 that work only once for turn if you move enough while the inflict skills can trigger at any attack. I guess the Tigrans and Frostlings manticores will have something special too in the expansion.

    DRACONIANS: The charger looks very interesting because it will move as fast as cavalry (30 mp for flyers is like 36 for walkers) and will be immune to opportunity attacks. Cavalry change is interesting too…their mount looks menacing and now their mounted archer is quite powerful in melee. Fire bolts is weaker than fairy fire, why apprentice cost more?

    DWARVES: Finally they can use the axes to chop machines!

    GOBLINS: Wise decision to buff shamans since it is a blight users and goblins are naturally skilled with that! Big beetle will have a lot of trouble against undead now, it will be a little stronger against machines (11+4= 15 > 14).

    HALFLINGS: Why pony riders are so sturdy? Make more sense than the huge damage on gold they used to deal, but it seems weird since they still have 20% physical weakness.

    HIGH ELVES: The awareness for support seems a great idea, the union guard change is interesting too I guess because the pike were used by Dark Elves that are the real lightning users.

    HUMANS: Warlord will be fun to play with the blessed arrows.

    ORCS: I wonder if the hunter will get razor projectiles from the upgrade. Glad that shock troopers get a badass skills against turtle that use defense. Seems that finally orc priest is back to the root of AOW1: it had a regular magic attack but was able to curse the javelins of the orcish ballista.

    OTHER: Seduce mechanic is just like charming now, was unique among the rogue before (dominate was quite similar but isn’t avaiable for that class).
    Troll new skills are very interesting.
    Ogre have been touched and have +3 melee…but they still have the lore error? (it is written that they cannot break walls unlike real giants…but they can do)

    #165842

    Thariorn
    Member

    About the razor projectiles thing, what is the difference with the old inflict bleeding wounds?

    Different proc-attack + should stack with each other (as in, both should have independent attack-proccs)

    What is bane fire?

    A mix of Blight and Fire dmg

    About the manticore changes I think they are wonderful but goblin, draconian and high elf seems to have better skill than humans that is a +4 that work only once for turn if you move enough while the inflict skills can trigger at any attack.

    Elemental dmg checks against resistance, so the higher ‘net’ dmg the Goblins/Draconians/HIgh Elves have over the Humans may result in actual lower numbers (As 4 elementalattack is easily reduced to 1 by the standard resistance-values around 7-8, while 21 phys-attack may result in 15 dmg, instead of 13 dmg with just 19 phys-attack).
    Also, the improved charge just means the Human Manticore Riders aren’t simple seal-clobbers anymore and require a bit more tactical use (Btw. Warlords have that Killing Momentum spell; that one + Devastating Charge against T1….)

    Fire bolts is weaker than fairy fire, why apprentice cost more

    I may be mistaken, but Draconian Apprentices should have ‘Fire Bomb’, aka the Draconian Archer’s attack, too.

    #165845

    ARCHDRUID: Finally the horde! About the razor projectiles thing, what is the difference with the old inflict bleeding wounds?

    IBW affects both melee and ranged afaik, razor projectiles are ranged only.

    DREADNOUGHT: Engineer will be very useful. About musketeers nerf…but dwarf crossbowman with tier 1 racial governance is 18 without medal so with a couple of medals is 20 each shoot while musket 25 each 2 turns.

    Musketeer balancing has always been a problem but remember that a musketeer can get medals as easily as the xbowmen, is tougher and has better melee and that muskets also drain 50% mp now.

    ROGUE: Doesn’t make much sense the bonus against undead but I guess they put it for balance reason since assassins rely on blight.

    Yeah, it’s to gives rogues an anti-undead ability since they’re so bad vs. undead otherwise. Think of rogue heroes and assassins as these guys.
    null

    SORCERER: What is bane fire?

    Same as fairy fire but blight/fire/spirit.

    THEOCRAT: With no more absorb pain on the shrine I think the new skill should heal a little more on world map.

    It’s quite a lot I think if you have 4-5 devout units in there. The point is to have the same synergy with devout units here that you have with regards to Shrine’s damage. The Shrine is one of the best t4s imo because of its need for support from other units which discourages spam and encourages mixed arms.

    WARLORD: I will check the new scout unit as soon I get the beta. About the manticore changes I think they are wonderful but goblin, draconian and high elf seems to have better skill than humans that is a +4 that work only once for turn if you move enough while the inflict skills can trigger at any attack.

    The Manticores are differently priced now but no, they’re not the same balance wise. It’s a good thing imo but time will tell if any of them are too over the top. Other WL units are a factor here too. Yes, the Elven Manticore seems better but other elven WL units don’t have defensive strike, war cries, racial hp/damage bonuses, etc. so it evens out I think. The Elfcore is also the most expensive iirc.

    HALFLINGS: Why pony riders are so sturdy? Make more sense than the huge damage on gold they used to deal, but it seems weird since they still have 20% physical weakness.

    There was an error that meant they used to get 2 extra melee damage per level up, rather than one. We fixed that, but were worried that the end result was just a really boring unit that had nothing going for it. so we raised it’s HP because we were at a loss as to what else we could do to improve it, and because the halfings don’t really have any resilient units in their line up.

    #165849

    Morty
    Member

    Do walls count as obstacles for the purpose of the Demolisher ability?

    #165851

    Thariorn
    Member

    Do walls count as obstacles for the purpose of the Demolisher ability?

    I’m pretty sure they do.
    But you’d still need wall crushing to attack walls in the first place.

    #165852

    Do walls count as obstacles for the purpose of the Demolisher ability?

    Yes, that’s specifically the reason why demolisher was given to the goblin Beetle. The Beetle has wall crushing but it’s bad vs. walls since so much of its damage is blight so it got dem. to help it out. Keep it in mind when using Beetles in the future. 😉

    Dwarven Axemen will still get the bonus vs. stuff like gates and brigand camp palisades.

    #165856

    Morty
    Member

    I was specifically asking because of the beetles, yeah. This should come in handy. And it should help dwarves and goblins clear bandit camps, as well.

    #165859

    Jaduggar
    Member

    Humans no longer like Water.
    Reduced the skillbook’s random poolsize to make skill picking more predictable

    These are probably the only things I do not like, here. Everything else is absolutely amazing, though… reading this update has been like reading porn.

    Regrowth is longer available in the item forge

    Gonna miss this… but it was OP as hell, and I do believe that it needed to be done.

    Gold from Corpse Looting now shown in the post battle results screen. Show me the money!

    This is something I wanted, but never got around to mentioning. I will very likely begin to use this spell more, now that this is here.

    I love the fact that casting city spells damages your relations with the city in question, by the way, I never thought of that until now, but the RP implications of this were wonderfully planned…

    But most of all:

    Chaos Rift now expires after running for 4 rounds

    THANK YOU!! ♥♥♥

    This nerf is literally the first thing I ever asked for on these forums, and I am so happy it is finally here. This spell is, and always has been, the most game breaking combat spell ever.

    Finally… it is ended ^_^

    #165860

    Khelle
    Member

    @tombles Hmm… I have never noticed only dreadnaught has 3 tier 3 units when others have 2. Taking into account this information and the rest of your detailed explanation I admit now it seems legit that golem has been demoted. Thanks for you time writing your response 🙂

    #165862

    The golem change wasn’t popular but had to be done. In the end it’s still quite strong I think, more like a t2.5 and has good rank upgrades but needs hero/engineer support to sustain itself on the field.

    It also doesn’t get overshadowed by canons and flame tanks like it did before imo.

    #165892

    decoy
    Member

    Cool new patch. I’ll start bug hunting and updating those spreadsheets soon.

    #165915

    Jaduggar
    Member

    Haven’t seen Summon Dire Penguin since though…

    Good. May these birds sink forever, alongside the Dark Elves.

    Why have you change portrait of heroes to show them on mounts? I liked, when heroes were showed like leaders – full frontal portrait with background.

    I like this better. I really like the new hero selection screen, and the fact that you can kill heroes for showing up at your door… thats oldschool Age, right there 🙂

    About the manticore changes I think they are wonderful but goblin, draconian and high elf seems to have better skill than humans that is a +4 that work only once for turn if you move enough while the inflict skills can trigger at any attack. I guess the Tigrans and Frostlings manticores will have something special too in the expansion.

    Inflict stun on a t4 melee unit… that is without a doubt the most terrifying thing about this. I am going to be quite afraid of “elfcores”, as I have heard them called.

    Elemental dmg checks against resistance, so the higher ‘net’ dmg the Goblins/Draconians/HIgh Elves have over the Humans may result in actual lower numbers (As 4 elementalattack is easily reduced to 1 by the standard resistance-values around 7-8, while 21 phys-attack may result in 15 dmg, instead of 13 dmg with just 19 phys-attack).

    No, sorry. A resistance of 8 would increase the damage from 4 to 6, giving it a range of 4-7 on each attack. To reduce a 4 damage channel to one damage, you need a resistance above 13.

    The golem change wasn’t popular but had to be done. In the end it’s still quite strong I think, more like a t2.5 and has good rank upgrades but needs hero/engineer support to sustain itself on the field.
    It also doesn’t get overshadowed by canons and flame tanks like it did before imo.

    You can also maintain twice as many in your armies, meaning they can be used more widely.

    #165921

    Buczer
    Member

    The problem with liking water was that one, it is dominating on island maps and two, it cannot be affected by terrain or climate spells. While it may have been unique, it wasn’t balanced.

    On the other hand, unkike dwarves or goblins, who use morale boost and enemy movement penalty to their advantage, humans cannot use terrain in any interesting way, while they still suffer on hated or different terrain. Hell, they now suffer somewhat on water AGAIN becouse of losing movement points to embarkation and no real gains from mariner. Fertail planes are good for human cities, but human army cannot use that in any creative way – nobody dislikes or suffers movement penalty on that terrain.
    That makes humans shallow as a whole. Much less than before “likes watter” patch, when human race was a complete train wreck, but still it removes any point of plaing humans for me. I would gladly see unchanged knight, already a usefull unit anyway, just to leave any uniqueness for them. You think that net-throwing irregulars are a good excuse for playing humans? Oh guess what, they are not.

    I like Orc changes thou…

    #165924

    It’s absurd that humans would hinge so much on liking water to be interesting or have depth.

    They got devastating charge, evolving cav, blessed arrows, higher production bonus and spirit ray for Evangelists. They also don’t dislike arctic anymore which can be significant.

    Frostlings like barrens yet there’s no race that dislikes or hates barrens. Does that suddenly make Frostlings shallow or pointless?

    And mariner is useful, you just need to play a water map like islands. Nor is water any more of a weakness for humans than any other race. And let’s not forget swimming, water concealed assassins.

    #165926

    Weltenreiter
    Member

    Dispel Magic can no longer be cast on units it will not affect

    Should this be reworded to indicate that this is true for dispel-type abilities in general? Testing Break Control (my favorite exp munching skill in 1.4) can’t be cast on an undebuffed target anymore either, for example.

    Theocrat Hero ability issue: Was it a late 1.4 change I just didn’t see anymore that Touch of Faith got nerfed to Once Per Battle (from Cooldown 1 in 1.4 patch notes)?
    No change is noted in 1.5 patch notes. (Also, I think it’s too weak for OPB, but that’s a different issue)

    Rewards for clearing treasure sites and seals are now determined when the map starts, so you can’t reload and repeat the fight to try for different rewards.

    Devastating. I liked picking my loot.
    Guess I’ll give it a try or three before ragequitting over to Fallen Enchantress or something were savescumming single player filth like me seem still slightly welcome.

    #165928

    quo
    Member

    A lot of nice changes overall.

    I will have a lot of feedback about individual changes. The one change I’m really unsure about right now is the Domain of Earth spell (the city and all units in its domain now like subterranean climate). It seems terribly unbalanced at a glance. It either affects half the map (if caverns are turned on) or none of it at all (if they are turned off, as they often are). None of the other “Domain of…” spells have such a huge range of viability. The spell was already in a weird position prior to 1.5, now it stands out as in need of a change. “Target city now likes Mountains, Underground Lava, and Underground Water, and units with its Domain gain Mountain Walking while within its radius” would be much more balanced, IMO.

    If there were other changes to Subterranean climate to address this in other ways it may not be that big a deal. But it does seem weird to me to have all the other “Domain of…” spells affect only portions of the map but one of them affect 50% of it in some games and 0% of it in others.

    #165930

    Wintermoore
    Member

    Is there typo on Holy Champion and Unholy Champion descriptions?
    Or it is intended that Holy Champion has bonus vs Dedicated to Good
    Unholy Champion has bonus vs Dedicated to Evil

    #165932

    Weltenreiter
    Member

    Leader’s now respawn with full movepoints once they return from the void

    Not reflected in the “The Void” Tome entry, which still states no movement points

    If there’s more than 1 hero in an army, then the hero with the most army boosting abilities will go first. Leaders will always lead their own stacks, however.

    Welcome, but the bolded bit kind of misses the point of why a change like this was desired, no? (Edit: as in, juggling hero levels was aggravating, but doable. Having a specialized general with your leader was not, and is not, doable, but might be an interesting option for some classes.)

    #165936

    chronobomb
    Member

    As a Sorcerer Player, the patch notes were a sad read. I agree that Chaos Rift needed some balancing. Maybe a slight reduction of its casting cost to 60 mana?

    Also the rebalancing to summons hits Sorcerers the hardest. If we do not have easy mana node access from the beginning, Sorcerers will find themselves behind quickly in MP. When you are talking about 18-22 mana extra a turn in the first 15-20 turns, that’s huge for a class that relies on its summons(+3 mana(12) x 3-4 Warriors and 3x(9) Wisps=53 mana/t vs 31 man/t).

    Also some of the Apprentices losing fairy fire is a major nerf as this ability let them do some damage to any class/race. These guys were the true damage dealers for any Sorcerer. I agree that adding some race flavor is not bad but please add a damage channel and reduce the damage of the other channels vs doubling down on the over use of fire and blight. Goblins and Draconians already have this covered by their other supports. Now they are nerfed vs Theocrats, Undead, Draconians, Goblins, Humans and Dreadnoughts. Fire/Ice/Lightning usually gave extra damage where one might be resisted.

    Thank you for the changes to Dome.

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