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update balance changelog 4.36
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ReynBolt authored Aug 15, 2024
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87 changes: 76 additions & 11 deletions changelog/balance changelog 4.36.txt
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AE - GLOBAL MESSAGE
LV2 NEW XP STANDARIZATIONS
ENDING, LV2 NEW XP STANDARIZATIONS
Same as of lv3 and lv4 having this tiers (126/134/150/166/175) for lv3 , (175/200/250) for lv2, there will be certain values for lv2.
- Lv2 values might be (90/100/111) depending out of unit's potential in late/endgame based in their stats and special qualities.
There will be exceptions.
Idea is to be consistent in this thing in a future release (maybe in 4.37?)

PENDING, NOTED CHANGES
- Certain Free Saurian units adjusting manually to 10%
- Review in 1.18 EFM factions to adjust/modify arcane ressistance if needed.
- Adding the wanted AMLA for Altaris Scouts.
- SIMPLIFY THE UI in certain units (too many specials in certain specific cases... will try to fix that in 4.37)
- FEW new units in multiple factions
1) AE - Desert Elves - Desert Warrior & its Lv3 (same 9-4 blade melee but 20% on blade/impact & 10% on pierce) , very XP thristy for lv3
2) ARCHAIC - Menagerie - Technomancer (Lv3) (Mechanical melee fighter that becomes machine race, more melee, better physical res but big lose in ranged damage and dmg to arcane)
It will feature advantages like poison/plague inmunity and can be repaired by machinists.
3) ARCHAIC - Kthon - Argamarok (Lv3) (Planned to be a slower, less armored (but more HP) compared to Orthrus)
Will keep ranged slows but with -10% accuracy & higher base damage (it can slow in retaliation, but unit should not be used for that in offensive)
will probably have 50% marksman on melee.
4) AE - Deep Elves - Corrupted (Will feature melee/ranged secret attacks , odd ressistances and no stardust bonuses)
Deep Elves are actually blade/impact spam the most, few pierce is not enough, so they might need more attack types.
5) Wanting to add something else in SteelHive, but no concept yet.
2) Wanting to add something else in SteelHive, but no concept yet.

FACTIONS PENDING TO BE ADDED LATER:
1) Postponed UtbS Quenoth Elves in prior of decreasing the list of pending units that been so long ago.
2) 4.37 will add a EE - Rebels faction which was removed because being so mediocre add, but will make it somewhat decent in more recent times.



+Mind-Fog rework
- It no longer counts its debuff effect in addition of +Magical.

In resume, Mind-Fog will not include +Magical, and both can be used as different specials for different purposes and not including 70% hit chance on mind-fog



ME - Infernai
Expand Down Expand Up @@ -82,9 +87,26 @@ ARCHAIC - Meganerie
2) Cold res to 30% (+10%)
3) Frozen defense to 40% (+20%) , it can now move in deep water (20% defense and 3 MP cost) , price to 54g (+4g)

- Azure mage arcane res to 20% (+10%)
- Azure mage arcane res to 20% (+10%) , can now advance optionally into NEW UNIT: Azure Technomancer.
- Blue Engineer HP to 65 (+2) , arcane res to 20% (+10%)

- Blue Rhyno arcane res to -10% (+10%)
- Blue Drake can now Evolve to Lv4 Azure Dragon instead of AMLA!!!

Blue Dragon features regen+10 regen and poison 12-4 blade melee and also a new tail melee impact attack.
Azure Technomancer is mechanical hybrid fighter, which can be mech repaired and is inmune to poison/plague , but lost all magical ressists.


ARCHAIC - Khtons

- Lv2 Prokyon will now have a new Lv3 option : NEW UNIT: AE_arc_khthon_Argamarok

This deadly lv3 fighter features 10-4 melee attack at having +10% accuracy and -10% parry, which makes it ferous but vulnerable in melee range.
Features 72 HP (which is a lot more HP than Orthurus) but much worse physical resistances ... and only 5 movement speed which is notably slower.
It also has a 13-1 ranged attack which is -10% accuracy but decreases archers accuracy to -15% less and magical accuracy to -35% less.
The unit is very aggressive at melee ranges, but very cautious at ranged range.



ARCHAIC - South Seas
- Albatros XP to 32 (-3)
Expand Down Expand Up @@ -148,6 +170,49 @@ Faction is weak in endgame, they trully need superior healing, otherwise it migh
- Weaver Matriarch Melee damage to 6-2 (+1)


EA - Deep Elves
- Minotaur Impact res to 30% (+10%) , cold res to 20% (+10%)
- Night Maiden and all advancement impact res increased by 10%
- Blood Maiden and all advancement fire/cold res to 10% (+10%) , now it's rasonably better as "mage assassin" role

- Blood Maiden XP to 36 (-2)
- Vengeance XP to 77 (+5) , price to 31g (+1g)
- Blood Seeker now has +5% accuracy in melee , price to 54g (+6g)
- Tyr'hai rider blade res to 10% (+10%) , impact res to 30% (+10%)
It deserved more res in lv1 because it's quite expensive and not as great as a drake clasher.
- Tyr'hai knight cold res to 20% (+10%) , fire res to 10% (+10%) , price to 36g (+2g)
- Black Tyr'hai XP to 84 (-3)
- Shadow Tyr'hai HP to 72 (+5) , impact damage to 15-2 (+1) , price to 69g (+9g)

- Wisp and Greater Wisp impact res increase to 40% (+20%) , arcane res to 0% (+10%) , pierce res increase to 20%.
- Great Wisp can now evolve into NEW UNIT: Wisp Mother , XP to 80 (-20) , price to 23g (+2g)

In resume, Wisp Mother is a lv2 version of this unit with 13-2 melee magical, 11-2 ranged magical, but also +Leadership , Heals+4 and Cure poison.
This unit cannot go lv3 , but it's really strong lv2 leadership unit.

- Priestess of the vault XP to 36 (-3)
- Matriarch XP to 83 (+6)
- Patroness now has 50% marksman in ranged , price to 62g (+7g) , XP to 125 (+5)
- Seer HP to 55 (+1) , arcane res to 40% (+30%) , arcane ranged damage to 10-4 (+1) , added self-regen+4 and ally cure poison, price to 54g (+6g)
- Harbinger added same features on Seer to Harbinger, price to 96g (+11g)

- Elthare all magic resistances increase by +10%
- Phade self regen increase to +3 (+1)
- Phade can additionaly advance to an optional lv3 NEW UNIT: Corrupted

Corrupted is a low HP and low melee damage that features +Mind-fog at two different melee attcks , but lacking of a ranged attack.
First Melee attack is only 16-2 cold melee with only +10% accuracy and mind-fog special.

Second Melee features a 14-2 secret melee with both +10% accuracy and Mind-fog Special
with the addition of a special that debuffes enemy being hit (lowering all common res by -20% less)

The unit also features very odd resistances (10% to blade/pierce/fire, 50% on impact, 60% on cold and -20% on arcane.
This unit is an extremely strong addition to Deep Elves , faction that was leaking with damage types so the unit comes very convenient.


Additionally, unit being massively resistant to impact is to help her at counter HI type units which usually struggles deep elves so hard.
(and also makes some sense if thinking in the art concept...)


BEEM - Wood Warriors
- Rockfoot arcane res to -20% (+10%) , for lv3 is -10%
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