Drift
It's a boy!
Next patch is uploaded and now I'm waiting for Thunderfall to move it to its proper location. In the meanwhile, here's the final unit layout of the patch.
Chaos - all units have at least +1 hitpoint bonus, all units can paradrop via chaos gates
Death - all units can pillage, all units have some kind of enslavement ability
Nature - all units see two squares, land units with movement of 2 or greater ignore movement penalties in forests and ancient forests
Life - most units are amphibious
As those familiar with the mod's earlier unit setup, things have changed quite a bit - especially at seas. There are total of 25 new units - some replace existing units, but quite a few of them are completely new.
This patch brings some other changes too:
- Nature mages can build mines
- Death mage units are no longer draftable
- Governments have been tweaked
- Death mage special improvement with +25% production bonus belongs to Chaos mages now.
- Life mages get Monasteries that spawn Warrior Monks.
- Tech costs have been adjusted to a more reasonable level.
- Civilopedia has a bit more information. Even attempts of flavor.
- Different improvements and units may come with slightly different techs now.
All in all, I haven't been this excited about a patch since I released MoM's first beta. I truly feel that we are now at the point, where all that is left to be done is to add some new units as they come out of production and do some balancing with the new setup.
Chaos - all units have at least +1 hitpoint bonus, all units can paradrop via chaos gates
- Footmen
Fanatic(2.1.1 - 15) -> Beastman(2.2.1 - 20) -> Chaos Warrior(4.2.1 - 30) -> Chaos Ettin(7.3.1 - 80) -> Mauler(8.4.1 - 100)
Defenders
Devil(1.3.1 - 25) -> Beholder(1.4.1 - 40) -> Guardian(2.5.1 - 60)
Cavalry
Chaos Knight(5.2.2 - 60) -> Wyvern Rider(6.3.3 - 100)
Others:
Helldrake(7.2.2atar - 180), Archdemon(10.5.2 - 200)
Ships:
Curragh(1.1.2 - 15) -> War Galley(2.2.3/4.1.1/trans.2 - 30) -> Cog(2.4.4/trans.3 - 40) -> Caravel(4.6.5/trans.5 - 60)
Galleass(6.4.4/8.1.1 - 50) -> Fire Ship(8.8.5/16.1.2 - 80)
Death - all units can pillage, all units have some kind of enslavement ability
- Footmen
Skeleton Warrior(1.1.1 - 5) -> Zombie(2.2.1 - 18) -> Shadowman(3.3.1 30) -> Cursed Legionary(5.3.1 - 50) -> Vampire(6.4.1 - 80)
Defenders
Skeleton Spearman(1.2.1 - 10) -> Necromancer(1.4.1 - 40) -> Ghost(2.5.1 - 60) -> Wraith(3.6.1 - 80)
Cavalry
Death Knight(4.2.2 - 50) -> Nightmare Rider(6.3.2 - 80)
Others:
Shadow Demon(8.4.2 - 140), Black Dragon(5.2.2atar - 160)
Ships:
Curragh(1.1.2 - 15) -> Galley(2.2.3/trans.2 - 30) -> Cog(2.4.4/trans.3 - 40) -> Ghost Ship(8.6.6/trans.3 - 60)
Deathfortress(4.8.4/trans.8 - 80)
Nature - all units see two squares, land units with movement of 2 or greater ignore movement penalties in forests and ancient forests
- Footmen
Beorning(2.2.1 - 25) -> Ent(3.3.1 - 40) -> Earth Elemental(6.5.1 - 80) -> Forest Giant(8.5.1 - 120)
Defenders
Gnoll(1.2.2 - 15) -> Half-Gnoll(2.3.2 - 30) -> Gnoll Ranger(3.4.2 -50) -> Gnoll Champion(4.5.2 - 70)
Flying offensive
Pterodactyl(4.1.2atar - 100) -> Great Eagle(6.1.2atar - 140)
Others
Hawk (0.0.3atar - 10), Centaur(5.3.2 - 80), Griffin(4.6.3 - 120), Dragon(8.3.2atar - 240)
Ships:
Curragh(1.1.2 - 15) -> Sea Serpent(2.4.4/trans.2 - 40) -> Drake Ship(6.4.4/trans.3 - 60) -> Dragon Ship(6.8.5/trans.4 - 80) -> Dragon Turtle(8.8.5/12.1.1/trans.5 - 100)
Life - most units are amphibious
- Defenders
Acolyte(1.2.1 - 12) -> Cleric(2.3.1 - 25) -> Sorcerer(3.4.1 - 40) -> Wizard(4.6.2 - 80)
Attackers
Protector(2.1.2 - 25) -> Bowmaster(3.2.2 - 40 -> Champion(4.2.2 - 50) -> White Rider(5.3.2 - 70) -> Paladin(6.4.3 - 90)
Others
Dragon of Light(6.3.3atar - 200), Angel(8.5.3 - 140)
Ships:
Curragh(1.1.2 - 15) -> Great Galley(2.2.4/trans.3 - 30) -> Cog(2.4.4/trans.3 - 40) -> Caravel(4.6.5/trans.5 - 60)
Hawk Ship(6.4.5/4.1.1 - 50) -> Eagle Ship(10.8.6/8.1.1 - 80)
As those familiar with the mod's earlier unit setup, things have changed quite a bit - especially at seas. There are total of 25 new units - some replace existing units, but quite a few of them are completely new.
This patch brings some other changes too:
- Nature mages can build mines
- Death mage units are no longer draftable
- Governments have been tweaked
- Death mage special improvement with +25% production bonus belongs to Chaos mages now.
- Life mages get Monasteries that spawn Warrior Monks.
- Tech costs have been adjusted to a more reasonable level.
- Civilopedia has a bit more information. Even attempts of flavor.
- Different improvements and units may come with slightly different techs now.
All in all, I haven't been this excited about a patch since I released MoM's first beta. I truly feel that we are now at the point, where all that is left to be done is to add some new units as they come out of production and do some balancing with the new setup.