RifE 1.20 Ideas, Requests, and Feedback

Not really relevant to anything but... The into music is from silent hill the movie?! Good movie. Better game.
 
Feedback: Wilderness is WAY too strong. Raptor Packs with 8 attack and 3 movement is too much on scouts and warriors, Cave Bears with 9 attack is too much, most any of these animals rampaging around that can outdo friggin' heroes is just too much. My warrior that beat Orthos and defended my capital against many attacks was level 10 and would be an archer soon, but on his way escorting a settler, a cave bear jumped out of no where and ate him. It also then took Orthos' Axe... How the hell a bear can weild an axe is beyond me. But that unit was level 9 and had combat 5, defender, guardsman, and drill 1 and should have easily handled any threats thrown at him for his short trek to the new city location.

Cernunos animals start off way too powerful. Not to mention feral civs now get huge bonuses to explore, since bhall is fairly on par with most early units only Cernunos gives much worry to early units. Also, trackless(sidar scouts) being able to open lairs that spawn monsters and walk away, exploring while never worrying about anything are a bit overpowered too. They can explore everything and open anything, getting them free techs and great people and golden ages and money and lots of things.
 
What a fun mod!

I guess I can chime in with the "animal balance" concerns crowd. They're a little out of control, much more frightening than anything the barbarians (whether orc or demon) can come up with in the earliest stages of the game. Limited exception might be lair bosses could compete with nasty griffins or other high STR and/or moverate critters.

Tangential to that, I think mostly about "beasts", is one thing I'm a little confused about: the "Slumbering" promotion. Kill something and fall asleep for some random number of turns? It didn't make a great deal of sense to me. The main way I encountered it though was by building Pact of the Nilhorn and being disappointed that the Stooges would smack something, then fall asleep and need guarding for some unknown number of turns. Maybe this Slumbering business is meant to give humans and AI a fighting chance against certain critters, possibly including the Stooges, but it didn't make a lot of sense to have formerly useful units come down with narcolepsy. Anyhow like I said, I'm not sure all of what's behind this negative promotion, maybe it's dispellable in some sense that I haven't gotten around to yet, but it was an odd thing to have to contend with. I haven't yet captured any Beasts, so am not sure if it could affect more player units than just the Stooges, but I'll keep playing and see what happens.
 
What a fun mod!

I guess I can chime in with the "animal balance" concerns crowd. They're a little out of control, much more frightening than anything the barbarians (whether orc or demon) can come up with in the earliest stages of the game. Limited exception might be lair bosses could compete with nasty griffins or other high STR and/or moverate critters.

Tangential to that, I think mostly about "beasts", is one thing I'm a little confused about: the "Slumbering" promotion. Kill something and fall asleep for some random number of turns? It didn't make a great deal of sense to me. The main way I encountered it though was by building Pact of the Nilhorn and being disappointed that the Stooges would smack something, then fall asleep and need guarding for some unknown number of turns. Maybe this Slumbering business is meant to give humans and AI a fighting chance against certain critters, possibly including the Stooges, but it didn't make a lot of sense to have formerly useful units come down with narcolepsy. Anyhow like I said, I'm not sure all of what's behind this negative promotion, maybe it's dispellable in some sense that I haven't gotten around to yet, but it was an odd thing to have to contend with. I haven't yet captured any Beasts, so am not sure if it could affect more player units than just the Stooges, but I'll keep playing and see what happens.

Yeah, they'll be balanced out a bit better next patch.

IIRC, this was put in before the Appearance system was made. Made Dragons/Hill Giants something you can deal with earlier on.
 
About the Frozen - in certain games they end up with multiple massive cities (50 population isn't uncommon), in an area where you can't use the cities for anything but culture influence due to the ice. I'd love to raze these things instead of using maintenance money for em, but well, 50 pop razed adds to the AC quite well. Considering the Frozen use Entropy and are evil, can we not have razing their cities count -1 to the AC, like an AV city, or perhaps simply not affect the AC?
 
Not really relevant to anything but... The into music is from silent hill the movie?! Good movie. Better game.

Missed this one... It's actually from Silent Hill 4. And if you like that, you should play a game as the Mechanos... Their religion's music is nearly entirely from that game. ;)
 
I also noticed invisible units like Sidar scouts can use lairs without worry of negative result since anything they spawn can't see them anyway. They pretty much just farm free techs and golden ages. Great people they get can be seen, so they pretty much just make golden age fodder, but still... They are a bit unfair. Not to mention, they can enter borders, even if you can see them, they can still enter your border, but you can't attack them without declaring war. They can open all kinds of lairs around you and sick monsters on you...

Can't they at least become visible for a turn or so after opening a lair or something?
 
Magnadine doesn't seem to have as much "special" stuff going on for him anymore, he didn't seem to be able to hire special mercenaries anymore, maybe that's a bug, or maybe that's a balance thing in light of all kinds of mercs being available at forts, whether you scored Guild of the Nine or not.
 
there should be a new game option that make's angels spawn from evil and neutral units dieing and manes spawn from good and neutral, I know this doesn't make that much sense lore wise, but it seems sort of dumb for it to be in basiums best interest to go to war with fellow good civs, and the infernals to go to war with fellow evil civs.
 
How does one get the Promotion Clever Troll or how is it intended to work? Havent seen this Trait in use so fare.
Other Thing ... isnt the Leader Hepaestus overpowerd for a Emergent Leader because he have 2 good positve (Blacksmith & Vainhunter) but no negativ Trait? (Blacksmith gives Bronze, Iron or Mithrill weapon to all Units except Animals as fare you have the other requirments. So I would consider this as one of the most powerfull Traits. ) Maybe he sould be a Minor Leader so he dont get a 3. Trait?
 
Not sure on the promotion.

As for the trait... It would be HORRENDOUSLY OP on any leader but a Jotnar one. As the Jotnar, you can never build a massive army of weak units and get them Mithril... Always going to have less units. So while yes, it IS strong, it's not insanely so in Jotnar hands. ;)

As for him having two traits... Initially Blacksmith included a lesser version of Veinhunter, but I removed that. Didn't want duplicate traits.
 
Mithril Weapons means the Thrall Millitea, because they also get Armored, are then 5/6 Support Free Units (nice City Guards) and the Troll Trailblazer (Also normal no Weapon Promition) would be 12/13. So it comes down how much Trolls one can pay for in adition to the Upgraded Citicen.
 
Woops, forgot they have buildable units again... In that case, yes, it may need nerfing.


Are we really worried about trolls being too strong once mithril working rolls around?

Jotnar will have a small number of cities, and trolls aren't cheap.

Those trolls (assuming you really commit to troll spam) will be outnumbered 2-3 to 1 by Mithril champions, easily.
 
Its not about this trait because I see it on the same level as i.E Charisma its more about Blacksmith + Vainhunter (+1 Hammer if there 2 in a Field) is OP for a Emergent Leader from my point of view. Without Emergent is would be OK.
And just compare this to the Major Leader Half-Breed. (+1Poison for Recon; Weakness to all Units Except Worker and Recon; Arcane & Raiders)
 
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