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1.05概述

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1.05概述

1.05概述

Hey everyone,

Here is an updatded look at the balance changes coming in for patch 1.05. I'm posting an extensive amount of the most important generic changes (not all) and all the Dwarven specific changes.

Now, I fully understand many people would prefer to see the entire Change-Log at once, but I think you have a big enough chunk of info here to discuss and loom over/look forward to. I've been a lot more strategic about the info chosen so that you get a better full picture of the idea when reading a change.

I'm not out to piecemeal the change list, but its extensive and too much to reveal all in one sitting. I do think its better to piece it out, but make sure whats pieced is the complete picture on given changes so you're not confused.

Right now, we are getting the patch thru QA and localization. I will update you guys when it goes in to the final testing phases.

We're still making modifications to the Change-Log, which is another reason I don't want to post everything just yet. I totally get it, tryin to work and give you guys some more info, so hopefully this will settle a few of ya, hehe. We're on track and working hard on this. More coming soon. Hang tight.

Generic Changes (most critical):

General - Unit

• Soldier units in general more resistant to pierce (125/30% taken from 150/75%) and crush (125/65% from 50/100%); with heavy armor more vulnerable to cavalry (120% from 75%) and cavalry- ranged (80% from 40%), more resistant to fire (30% from 50%) and magic (20% from 50%); Flanked penalty -66/-50%, except for the lorien and orc warriors; Forged blades now have a +100% damage bonus vs other infantry units and +50% vs heroes (except for the Lorien Warrior)

•Archers more vulnerable to slash (150/75% from 100/50%) and siege (150/70% from 100/50%) damages.; with heavy armor more vulnerable to crush (150% from 100%)

•Cavalry more vulnerable to cavalry-ranged (150/90% from 50/25%), crush (60/40% from 1/1%) and structural (200/50% from 100/50%), more resistant to Slash (40/25% from 80/40%); Forged blades now have a +100% damage bonus vs non-defensive structures; vision range normalized to 275 (from 175/300/370)

•Pikemen units now more vulnerable to arrows (150% from 125%), except for the Tower Guard, poison (50/25% from 100/50%); flanked penalty -50/-25%; more resistant to cavalry-ranged (20/10% from 100/50%), Hero (120/80% from 200/100%) and Hero-ranged (150/75 from 200/100%); Forged blades now have a +100% damage bonus vs other infantry units and -25% penalty vs heroes

•All artillery units more resistant to siege (75% from 100%), flame (30% from 100%) and magic (50% from 100%); more vulnerable to crush (40% from 1%)

• Soldiers, cavalry and pikes hold ground stance armor bonus +25% (from +50%), damage penalty -15% (from -25%); aggressive stance damage bonus +25% (from +50%), armor penalty -10% (from -25%)

•Banner Carriers now have a special armor very resistant to pierce, hero and hero-ranged attacks, and can’t be trampled

•All pike-type units cost increased by 50 credits, porcupine formation now adds up +25% damage and +25% armor

•All Men of the West heroes and unmounted Mouth of Sauron speed now 50 (from 40), Saruman and Goblin King speed 55 (from 50)

•All artillery units, except for the Ballista, damage is now reduced by 35%

•All cavalry experience requirements increased by 50%. Spider Riders now take 72 command points, Battlewagon 70 (from 50), remaining take 80 (from 60); more vulnerable to poison (130/75% from 100/50%), except for spider riders; added arrow dodge chance: Battle Wagon 15%, Knight 20%, Rivendell Lancer 30%, Rohirrim and Spider Rider 40%


General - Structures

• Structures more resistant to cavalry (45% from 75%), specialist (30% from 75%), cavalry-ranged (2% from 75%), flame (33% from 100%), fly-into (40% from 75%) and hero-ranged (5% from 10%) damages

•All fortresses now more resistant to melee (20% from 25%), cavalry (20% from 25%), more vulnerable to flame (5% from 25%) and siege (200% from 150%); armor upgrade costs reduced (1600 from 2000), bonus reduced to +35% (from +50%)

•Walls, wall upgrades and wall Hubs can now only be attacked by siege and structural damage dealing units

•Unit production and tech structures now have a modified structure armor, more resistant to slash (35% from 50%), uruk (30% from 200%). More vulnerable to cavalry damage (100% from 35%)

•All sentry towers buildtime faster, 37 from 60s for the dwarven tower, 45 from 60 seconds for the remaining; health - dwarven 2500 (vs 3500), Men 2200 (vs 3000), Goblins 2200 (vs 3000), Isengard and Mordor 1700 (vs 2500)

•All stables buildtime increased (45s from 30s), Spider Pit buildtime increased to 35s (from 30s)

• Resource buildings health modified - Mordor Slaughterhouse 1600 (from 2000), Goblin Tunnel 1000 (from 2000), Mallorn Tree 940 (from 2000), Dwarven mine 2700 (from 2000), farm unchanged (2000)


General - Heroes

•All heroes costs and command point costs (CP) normalized to their game stage availability: Early- game heroes 1100 credits, 40 CP; Mid-game heroes 2000, 60 CP; Late-game heroes 3000, 80 CP; Very-late-game heroes 5000, 100 CP.

•Leadership (LD) system diversified. The basic ones stack, capped at +50% for each attribute, and are the armor LD (+50% Armor, hollow circle glow), and damage (+50% damage, solid circle glow). The High Level LDs add up +25% on different attributes and always stack, units affected have the hollow circle glow (+25% Armor), solid circle glow (+25% Damage) or a special glowing sparks effect (+25% Damage, +25% Armor) on them.

•Basic Damage LD providers: Theoden, Boromir, Rallying Call, Haldir, Warchant and Lurtz

• Basic Armor LD providers: Eomer, Faramir, Gimli, Dwarven Statue, Elven Woods, Tainted Land, Drummer Troll, Skull Totem

• High Level LD providers: Aragorn, King Dain, Elrond, Darkness, Saruman, Sharku (+25% Damage, +25% Armor, +50% Experience); Men Statues, Goblin King (+25% Armor, +25% experience); BattleWagon Banner, Elven Statues, Eye of Sauron (+25% Damage, +25% experience)

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