star_gazer
Chieftain
- Joined
- May 21, 2007
- Messages
- 9
Seems to be obvious that defensive strikes happen before combat. And really, what point would they be if they happened afterwards?
Yes but do they change the combat round odds for the combat?
Seems to be obvious that defensive strikes happen before combat. And really, what point would they be if they happened afterwards?
These I approve of, for the most part (would have been nice to keep the Gallows in some form); overall they reduce the need to waste time building things that only provide one or two units.41. Removed the Bowyer building (all building requirements moved to Archery Range).
42. Removed the Bear Totem building (all building requirements moved to Training Yard).
43. Removed the Gallows building (all building requirements moved to Training Yard).
44. Removed the Machinists Shop building (all building requirements moved to the Sculptors Studio).
45. Removed the Hippodrome building (all building requirements moved to the Stable).
This one makes me a bit sad to see it go. I rarely built it, but it was a cool wonder. I might re-add it for my personal use, maybe in a new form.46. Removed the Caminus Aurelus wonder.
Hm... has it's ups and it's downs. Gridlines was very useful and I'm sad to see it go, but I like the new buildings. Still want the Velite Workshop and the one that gave Heavy back, though...47. Added the Perfect Sight promotion (requires Sentry 2, grants +50% vs illusions and the ability to see invisible).
48. Removed the Gridlines building.
49. Added the Adularia Chamber building (Luchuirp only, golems built in the city start invisible until their first combat).
50. Add the Pallens Engine building (Luchuirp only, golems built in the city start with the Perfect Sight promotion).
OW. Serious OW. Brewery is a very heavily used building for me; it's the reason capitals need to be next to a river, it's the best early game happy boost, and for the Dwarves it's even more important for that little bit of XP. I'm not sure why this removal was needed... couldn't the normal brewery coexist with the new national wonder?54. Removed the Brewery building.
This I like. Defensive Strike sounds like a fun mechanic that will make Archers considerably more deadly when gaurding cities and stacks. Also finally makes the Drill promotion a worthwhile choice.1. Archers (and UU's), horse archers (and UU's) and frostling archers get 20% defensive strike chance, 10% defensive strike damage.
2. Longbowmen (and UU's) and arquebus get 30% defensive strike chance, 15% defensive strike damage.
3. Crossbowmen (and UU's) get 40% defensive strike chance, 20% defensive strike damage.
4. All archer heroes get applicable defensive strike abilities.
5. Assassins (and UU's), Shadows (and UU's), Alazkan, Rathus and Shadowriders all get immunity to defensive strikes.
6. Each of the Drill promotions gives +10% defensive strike chance and +5% defensive strike damage (this can even get non-archers some defensive strike ability).
7. Shadowwalk also gives immunity to defensive strike.
8. Performing a Defensive Strike that successfully deals damage grants the unit +1 xp (to a max of 100).
These are some of my favorite changes of the whole list. Magnadine really needed something special, I've been pushing for marching barbs as a way to make them more threatening for a while, and bumping back the cutting techs will really help stop forest starts sucking, not to mention making Bronze Working more of an optional tech and less of a "Get this or you lose" tech.10. Magnadine can hire a variety of units in any Hippus city.
11. Werewolves are now unitcombat beast instead of unitcombat animal.
13. Barbarian units heal every turn (as if they had march).
15. Remove Forest moved form Bronze Working to Mining.
16. Remove Jungle moved from Sanitation to Bronze Working.
This will annoy some people, but doesn't bother me overmuch. Will miss the Balseraph super-druids, though.17. Harlequin's lose mind and chaos magic and gain the Taunt ability instead.
THANK YOU. This was needed in so many ways. Finally there's actually a reason to explore with higher level units... can't tell you how much it sucks to lose a really powerful unit to instant death. Especially when it doesn't make sense. I mean... "Just what was in that dungeon that a level 12 hero couldn't handle?"25. Units level 2 and higher are immune to the death explore lair result ("you unit goes into the lair and never returns").
26. Explore lair results are slightly modified by the explorers level (the higher the level of the explorer the better chances of good results).
THANK YOU. This was needed in so many ways. Finally there's actually a reason to explore with higher level units... can't tell you how much it sucks to lose a really powerful unit to instant death. Especially when it doesn't make sense. I mean... "Just what was in that dungeon that a level 12 hero couldn't handle?"
OW. Serious OW. Brewery is a very heavily used building for me; it's the reason capitals need to be next to a river, it's the best early game happy boost, and for the Dwarves it's even more important for that little bit of XP. I'm not sure why this removal was needed... couldn't the normal brewery coexist with the new national wonder?
The dwarves could get the same bonus with apprenticeship, and the two technically stacked but not really (4 exp doesn't get you an extra level.)
Am I the only one who's not going to notice breweries being gone? Things were bloody expensive, and by the time you have a big mature empire that can build them quickly and that has multiple grain resources, you also have public baths, religions and their buildings, etc.
The dwarves could get the same bonus with apprenticeship, and the two technically stacked but not really (4 exp doesn't get you an extra level.)
...I've got to ask why the Through the Fire scenario was changed to the Radiant Guard though...
Yes, but Dwarves are designed for ROK, which grants the "arate" civic.
Arate and apperencechip are in the same category.
Add conquest
Am I the only one who's not going to notice breweries being gone? Things were bloody expensive, and by the time you have a big mature empire that can build them quickly and that has multiple grain resources, you also have public baths, religions and their buildings, etc.
The dwarves could get the same bonus with apprenticeship, and the two technically stacked but not really (4 exp doesn't get you an extra level.)
I just noticed that the Bowyer has been removed. Where are my archers going to get that extra +2 XP now?
39. Added the Taunt spell (enemy units within 1 tile attack the casters stack, resistable).
41. Removed the Bowyer building (all building requirements moved to Archery Range).
42. Removed the Bear Totem building (all building requirements moved to Training Yard).
43. Removed the Gallows building (all building requirements moved to Training Yard).
44. Removed the Machinists Shop building (all building requirements moved to the Sculptors Studio).
45. Removed the Hippodrome building (all building requirements moved to the Stable).
48. Removed the Gridlines building.
49. Added the Adularia Chamber building (Luchuirp only, golems built in the city start invisible until their first combat).
50. Add the Pallens Engine building (Luchuirp only, golems built in the city start with the Perfect Sight promotion).
51. Added the Ale resource (+1 happy).
52. Added the Fine Clothes resource (+1 happy).
53. Added the Jewelry resource (+1 happy).
55. Added the Deruptus Brewing House national wonder (produces 2 Ale resources).
55. Added the Deruptus Brewing House national wonder (produces 2 Ale resources).
[2. Renamed the Forbidden Palace to the Summer Palace.
A defensive strike does an average of the units Defensive Strike damage. But it is randomize and could be as little as 0 damage or twice that average. The number is modified based on the attacking units defensive strength and level and the unit performing the defensive strike is marked as having attacked.