I've played a couple of games and so far I'm loving almost all of it. Your team's doing a great job and I absolutely can't wait for the implementation of separate Planes. If I had to nitpick, though...
I honestly can't say that I'm a fan of the rebalanced strength values. Kael and his team were quite careful to balance +
, +%
and things like affinities and the heroic promotions. Now the gap between tiers feels... wrong.
for str and % and all, I agree with you and I think I made this comment on alpha once. but as I only played once, it is mainly a gut-fealing and not based on much gameplay, so it might come from real balanced reason I missed.
-most units of a same tiers seems to have same str while the bigger str could help allow a smoother transition
-all units have bigger def than attack... strange imo,
-%str became stronger than +1 or +2 str promotion, which was not the case before. now a +20%str is at least +1.5str (warrior) or +3str (horse/axe) so getting the heroic attack promotion or any other +1str promo (+1str) instead of combat IV is dumb.
(an +1str is not much bonus against an other unit... before, a +1str warrior had 25% more str than the other warrior and got way better odds.. not it is only +12%str, and +8% for an axe (instead of +20%))
so maybe +str should be increased in value (promotions, strenght potion, maybe equipments...etc) or at least rebalanced
Yep. I think so too. While the additional strength is good because it allow faster tempo (a wounded scout still have good str, unlike in previous versions), I think the exact same str for units in one tier is weird, because it neglect unit/civ special abilities. Vampire should have different str than Battlemage or pure Champions, imho. That is why fine tuning according to each civ's strengths and weaknesses is important to do. I will do this fine-tuning after the core mechanic is locked (no more additional guilds, magic line is complete etc).
Creative leaders get a somewhat unfair advantage unlocking Guild techs, and Agnostic ones certainly feel the hurt from losing out on access to all religion-related boons. Especially the FoL/RoK miracles that grant bonus resources. Paying several turns worth of Faith for a permanent +20% in a city is one helluva bargain.
Yeah, Creative leaders are more powerful atm, maybe more than Scientific leaders. I will look at this, maybe some malus for them.
EDIT: I am planning to add Grigori-only trait that gives more culture, so that Grigori can advance more in Guilds. Maybe even giving Grigori one more addition guild slot.
Finally, is the Weapon Master discipline really supposed to grant poison damage and the ability to pass on poison weakness?
Haha, yeah it is intended. Maybe I will change the class' name from Weapon Master to something else.
Edit: Mind if I ask where in the XML/Python it dictates which artstyle of Quarry/Workshop/Etc. is assigned to which civ? I'd love to spruce up the graphics for the bastardized mish-mash of modmods I play for my own personal amusement.
I don't know where it is, but it should be somewhere within "Assets/XML/Arts" or "Assets/XML/Terrain".
I have a suggestion to nerf a bard. +200 culture for 1 combat is too much. Make it around 50 and give a good combataura, then it will be logical (bards increase morale) and less broken (with 200 culture you can go up the guilds path very quickly with just a few dedicated bards killing wildlife). Or maybe make it so the amount of culture is dependent on the strength and level of the enemy (songs about wolf hunting should get old really fast).
some idea : may you link the culture to the xp gained? (it would the be a meter for the difficulty of the fight): like :50culture/xp or 20culture/xp. I've no idea where would be the balance. . but then, killing a wolf would bring few xp and few culture.. while killing a hero will give you 20+xp.. so much culture.
These re a good suggestion but I have not find a way to use xp gained to calculate culture per combat yield. So, for quick balance, I will reduce the culture per combat gained to 100.
I've also noticed that winning as additional races (i.e. Scions) does not provide a special achievement. Making achievements is not that hard, could you please add it?
If you can point me how to create achievement, I will add it.
I've noticed a few typos but forgot them already
. Next time I will write them down.
If it is in the pedia, send it to Graywarden, he will be happy to include your corrections. If it is unit name, spell name etc, feel free to send it to me.
I am glad you like it, guys!