New Beta Version - January 8th (1/8)

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Gazebo

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Hey all!

New version inbound. Bugfixes and balance! New UA elements! QoL Changes! Fun! Feedback definitely needed/appreciated on balance changes.

Bugs:
  • Reworked text formatting on building help for buildings with resource bonuses
  • Fixed a few more bugs in plots, pathfinder, unit movement, pathing, displacement, etc. (ilteroi)
  • Fixed MP lua error (denounce button) hopefully
  • Fixed most github bugs, some system interaction bugs, and some other reported bugs
  • To-do: waiting for whoward fix related to MP online window

Balance:
  • Lots of base resource, improved resource, and building resource yield changes (see below for new values)
  • Village: +1 Gold (base)
  • Increase faith cost of buildings for reformation beliefs slighlty (around 25%)
  • Austria: Coffee House - moved to Grocer, now gains +25 Gold (scaling) from GP birth
  • China: Tea Paviliion - moved to Opera House, now +1 science and +1 culture per 4 citizens.
  • Arabian UA: now +3 science, +3 Culture, and 25% towards the progress of a random Great Person (scales by taking % of total needed, rather than flat value)
  • Egypt: +20% Production towards Wonder construction. Artifacts gain +2 Science, Faith, and Culture. +4 Gold, Golden Age Points, and Tourism from Landmarks
  • Maya: Kuna now available at Agriculture (was Masonry)
  • Korea: UA science boost scales with era and gamespeed

Spoiler :

F = Food
C = Culture
G = Gold
P = Production

Base Tile Yield:

Plantation:

Citrus: 1F
Cocoa: 1F 1G
Coffee: 1F
Cotton: 1G
Dyes: 1C
Incense: 1C
Olives: 1F 1G
Perfume: 1C
Silk: 2G
Spices: 1G
Sugar: 1F
Tea: 1P
Tobacco: 2G
Wine: 1F

Mine/quarry

Amber: 1C
Copper: 1P
Gems: 1G
Gold: 1G 1C
Jade: 1C
Lapis: 1G
Salt: 1F
Silver: 1G
Marble: 1P

Fishingboats:
Coral: 1G 1C
Pearls: 2G

Improvement Yields

Plantation:
Citrus: 1F 1G
Cocoa: 2G
Coffee: 2G
Cotton: 1C 1G
Dyes: 1C 1G
Incense: 1C 1G
Olives: 2G
Perfume: 2G
Silk: 2G
Spices: 1F 1G
Sugar : 1F 1G
Tea: 1F 1G
Tobacco: 2G
Wine: 1F 1G

Mine/quarry:

Amber: 1P
Copper: 1P
Gems: 1G 1P
Gold: 1P
Jade: 1P
Lapis: 1P
Salt: 1F 1P
Silver: 1G 1P
Marble: 2P

Fishingboats:

Coral: 1P 1C
Pearls: 1P 1C


Buildings

Market:
Spices: 1F 1P
Sugar : 1F 1G

Amphitheater:
Dyes: 1C 1G
Silk: 1G 1C
Lapis Lazuli : 2C

Temple:
Wine: 1C 1G
Incense: 1C 1G
Amber: 1G 1C

Bath/Garden:
Citrus : 1F 1G
Cocoa: 1F 1G

Colosseum:
Olives: 1F 1G
Perfume: 2C

Stone Works:
Salt: 1P 1G
Jade: 1P 1G
Marble: 1P 1G

Forge:
Copper: 1P 1G
Iron: 1P 1G

Caravansary:
Cotton: 1C 1P
Truffles: 2G
Furs: 1G 1P

Grocer:
Coffee: 2P 1G
Tea: 1P 2G
Tobacco: 3G

Bank:
Silver: 1G 1P 1C
Gold: 3G
Gems: 1G 2C

Files affected: CP, CBP, Compatibility files, EUI. Not savegame compatible (sorry!). Clear cache, delete LUA folders in CP and CBP as needed. Keep an eye out for bugs - if things go well, we'll release the next version on Monday. We're getting very, very close to completing the entire bug/quirk list! Yay! Not too much longer and we'll have a final product!

Beta Folder

Cheers,
Gazebo
 
Not enough praise can be heaped on this project. We're probably all a broken record at this point, but it's indicative of how much has been accomplished in the past year and a half or so.

Will test tonight!
 
Balance:
Increase faith cost of buildings for reformation beliefs slighlty (around 25%)
Increased? Slightly? :D

Austria: Coffee House - moved to Grocer, now gains +25 Gold (scaling) from GP birth
At least it is a foundation to build upon. The base-building makes a lot more sense anyways.

China: Tea Paviliion - moved to Opera House, now +1 science and +1 culture per 4 citizens.
Pavilion? :D
Just initially it looks like a rather hard nerf.
I mean you're giving up 8% aqueduct-effect, +1 food and +1food/4 pop for 1culture/12 pop. The building might deserve the nerf I just wanted to bring up the numbers :D.

Arabian UA: now +3 science, +3 Culture, and 25% towards the progress of a random Great Person (scales by taking % of total needed, rather than flat value)
Total needed as in total total, not total remaining? Either way looks cool.

Maya: Kuna now available at Masonry
This seems really harsh, I mean the Kuna isn't even especially good. Was Maya really overperforming that badly outside of that Long count bug?


Korea: UA science boost scales with era and gamespeed
Is this both a bug and a balance-change? :D



Great work btw.
 
Increased? Slightly? :D

At least it is a foundation to build upon. The base-building makes a lot more sense anyways.

Pavilion? :D
Just initially it looks like a rather hard nerf.
I mean you're giving up 8% aqueduct-effect, +1 food and +1food/4 pop for 1culture/12 pop. The building might deserve the nerf I just wanted to bring up the numbers :D.

Total needed as in total total, not total remaining? Either way looks cool.

This seems really harsh, I mean the Kuna isn't even especially good. Was Maya really overperforming that badly outside of that Long count bug?

Is this both a bug and a balance-change? :D

Great work btw.

Kuna was typo - is now at Agriculture (was Masonry). Kuna needed some love.

Tea Pavilion was nerfed, yes, but China's UA is so good that I think it feels pretty balanced.

'Total total' = 25% of total amount needed to get the next GP. So if the meter is x/100, you get 25 points.

Korea is a buff - wasn't a bug (as it was WAD for expansion) but it was underperforming.

Kind of dumb question, but what are LUA folders?

In the CP and CBP, there are LUA folders (folders named LUA). If using all parts of the Community Patch Project, delete these folders. Don't delete the one in the compatibility folder.

Thanks for sticking around for this project, all! :)

G
 
Some of the yields in game doesn't match those in the table.
For example all pasture improvements lost a point of food. Building a mine or a source of Copper gives you +1P +1G instead of just +1P.
Sheep now has a +1P base-yield instead of a +1F.
Jade provides +2 gold in base tile yield instead of the advertised +1 culture.
Marble gets +2P from base-tile and +1 from the improvement, supposed to be reversed. In fact all quarries only provide 1P now.

(I do wonder if this is just my version that's freaking out, can anyone else confirm?)


The Arabian UA on the science tooltip in the capital uses the faith icon when telling you how much science you're getting from your trait :D
 
Some of the yields in game doesn't match those in the table.
For example all pasture improvements lost a point of food. Building a mine or a source of Copper gives you +1P +1G instead of just +1P.
Sheep now has a +1P base-yield instead of a +1F.
Jade provides +2 gold in base tile yield instead of the advertised +1 culture.
Marble gets +2P from base-tile and +1 from the improvement, supposed to be reversed. In fact all quarries only provide 1P now.

(I do wonder if this is just my version that's freaking out, can anyone else confirm?)


The Arabian UA on the science tooltip in the capital uses the faith icon when telling you how much science you're getting from your trait :D

The chart might be a little different from the game - the game is 'canon' in terms of yields right now, though pastures and quarries may need a point boost (they were leaping ahead a little lately). I made a few changes here and there based on playtests.

G
 
The chart might be a little different from the game - the game is 'canon' in terms of yields right now, though pastures and quarries may need a point boost (they were leaping ahead a little lately). I made a few changes here and there based on playtests.

At least half the resource differ from the chart.
 
Egypt: +20% Production towards Wonder construction. Artifacts gain +2 Science, Faith, and Culture. +4 Gold, Golden Age Points, and Tourism from Landmarks
Golden Age Points on Tiles? You've gone power-mad!!!

I take that you've decided Tourism on tiles is working out? I see the attraction now of preventing culture-inflation. Perhaps Natural Wonders could all get some GAP and Tourism? It's been a long time since they were looked at.
 
Spoiler :
y5IhE3k.jpg


I knew mounted ranged units were weak to spearmen/pikemen, but I always assumed that meant defensively. Should arrows from a mounted unit be specifically weaker than those from an archer when pikemen are concerned?
 
Spoiler :
y5IhE3k.jpg


I knew mounted ranged units were weak to spearmen/pikemen, but I always assumed that meant defensively. Should arrows from a mounted unit be specifically weaker than those from an archer when pikemen are concerned?

Good point.

Great to see all those new yields ! Any reason to have some resources with 2 yields and others with just 1 ? It may be due to balance (terrain being more usable for some resources than others), just wondering.
 
Good changes all around but I'm not sure that the Pastures nerf was necessary, I mean they were still worse than Bison which is (was? didn't see one yet, could've gotten a similar treatment) probably the best early game tile in the game. At least give them a consolation prize like +1G or +1 someweakyield, they seem weak considering how late in technologically the Stables are.

But overall a great improvement, I can also confirm barbarians no longer seem to break the main city centre tile.
 
I knew mounted ranged units were weak to spearmen/pikemen, but I always assumed that meant defensively. Should arrows from a mounted unit be specifically weaker than those from an archer when pikemen are concerned?

If you want to get logical about it, there's no reason a pikeman should have any bonus against a mounted archer - it's not like a mounted archer formation would go charging at a pike block anyway.
 
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