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Posts from UNIT - Creature Balance + Visual Changes

4.8 (5 ratings)
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10 years ago
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Here are another sketch of the Black Dragon model and two sketches of the Hydra upgrade for your consideration.


Original texture.(Click to enlarge)

Fourth variant.(Click to enlarge)
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Original texture.(Click to enlarge)

First variant.(Click to enlarge)

Second variant.(Click to enlarge)
In reply to SRD
10 years ago
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SRD
How much should we increase it, then?
I used to max it out. So that, basically, the defense is always ignored. It turned out to be quite effective, but ranged attacks still had an advantage, especially during sieges (maybe it really was worth adjusting the stats). By the way, does the penalty apply to lobbed shots?
Also, it's a bit annoying that combat griffons only have access to their ability with a weekly growth; does anyone know how to bypass this?
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10 years ago
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Work on the second version of the modification has been successfully completed :)
A fairly substantial amount of work has been done; the models of many creatures have been updated, and significant changes to unit balance and minor changes to towns have also been made. Thanks to those who participated in the development of the mod.

Installation instructions are inside the archive; optionally, you can install one part of the mod: either the balance part or the visual component.

!!!IMPORTANT!!! It is strongly recommended to delete previous versions of the "Transform_Undead" and "UNIT" modifications!!!
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List of Changes:

-Applied some fixes that should have taken effect in the previous version.

Fortress:

-Changed the town development tree.

-Fixed a bug with the inconsistency of hireable creatures in tier 3 and 4 dwellings.
<tier 3 dwellings received a new model>

-Bone Crushers. Defense 4(-2), Health 15(-5).
(Stats reduced to tier 3 level)

-Berserkers. Defense 6(-1), Health 20(-5)
(Stats reduced to tier 3 level)

-Warriors of Arkath. Health 20(-10)
(Stats reduced to tier 3 level)

-Northern Riders. Price corrected: Gold 340.

-Lava Dragons. Price corrected: Gold 3500.
Fixed a visual bug where the unit's texture remained on the battlefield after Lava Dragons died.
Fixed a visual bug where the unit displayed with a distorted texture on the map.


Academy:

-Stone Gargoyles. -Elemental, +Mechanical
(Master Gremin now can resurrect them)

-Obsidian Gargoyles. -Elemental, -Immunity to Fire, -Immunity to Water, -Immunity to Air, +Mechanical, +Magic Immunity.
(Obsidian Gargoyles are now completely immune to magic)

-Elemental Gargoyles. -Elemental, +Mechanical
(Master Gremin now can resurrect them)

-Titans. Damage 45-70(+5 maximum damage), +Immunity to Air.
Ability "Lightning Strike". Now deals 40 damage per creature(+15)

(Titans now specialize more clearly in single-target damage)

-Stormlords. +Immunity to Air.
Ability "Storm Caller". Now deals 35 damage per creature(+25)

(Stormlords no longer have a useless ability, but it can still only be used once)
<unit texture changed + description changed>


Necropolis:

-Changed the necromancy table.<installed my "transform_undead" mod>
(The level and upgrade of raised undead now equals the killed creature)

-Changed the town development tree.

-Building "Dragon Graveyard". Cost: Wood 15(-5), Mercury 15(-5), Gems 5(+5).

-Building "Dragon Tomb". Cost: Wood 10(-10), Crystals 5(+5).

-Building "Dragon Headstone". Cost: Mercury 5(-5), Gems 5(+5).

-Spectral Dragons.
<minor cosmetic changes + new icon matching the appearance>

-Death Messengers.
<minor cosmetic changes>

-Banshees.
Ability "Banshee Wail". Ability radius 3 cells(+1), Damage modifier from distance and morale x1.5(+0.5).

(The ability will now deal half again as much damage, but the dependence on morale and distance to the target will play a key role, as before)

Sylvan:

-Dancers of Death. Attack 3(-2), Damage 2-4(-1 min damage and -1 max damage), Speed 7(+1), +Charge
(Now the unit's damage will directly depend on distance; the more cells it travels, the more damage it deals and the less damage it takes from retaliation. Much more effective against high-level creatures)
<minor cosmetic changes>

-Dancers of the Wind.
<minor cosmetic changes>

-Bow Masters. Damage 7-10(+2 to minimum and +2 to maximum damage).
(Previously, Bow Masters were significantly inferior to Forest Archers in damage output)

-Forest Archers.
<minor cosmetic changes>

-Emerald Dragons are now Bronze Dragons.
<unit texture and icon changed + description changed>

Dungeon:

-Minotaurs.
<minor cosmetic changes>

-Guardian Minotaurs.
<minor cosmetic changes>

-Overseer Minotaurs
<minor cosmetic changes>

-Dark Riders
<minor cosmetic changes>

-Dark Hydras
<minor cosmetic changes>

-Cave Hydras.
Ability "Regeneration". Now restores 50-70 HP per turn(+20 min and +20 max)

(Previously, the ability was less preferable due to its small restoration effect)

-Black Dragons.
<minor cosmetic changes>

-Red Dragons.
<minor cosmetic changes>

Haven:

-Royal Griffins.
<unit texture changed>

-Peasants. Defense 2(+1).
(Compensating for the unit's excessive fragility)

-Militia. Defense 4(+2).
(Compensating for the unit's excessive fragility)

-Crossbowmen. Damage 3-5(+1 minimum damage and -3 maximum damage), Health 13(+3), +Maneuver.
Ability "Precise Shot". Radius is now 4 cells (+1).

(Thanks to the "Precise Shot" ability and increased range, Crossbowmen deal colossal damage when shooting from close range, and "Maneuver" will allow them to severely punish an enemy who attacks in melee)

-Cuirassiers. Defense 11(+2), Damage 3-5(+1 minimum damage), Health 28(+2).
(Increasing the unit's tanking qualities; the alternative upgrade will no longer have such a clear advantage)

-Adepts. -Cleansing.
(Dispel and passive stats previously made this unit a clear favorite)

-Inquisitors. +Cleansing.
(Inquisitors now have the ability to remove magical effects on attack; the choice of alternative upgrade is no longer so obvious)

-Paladins. Defense 25(+1), Health 110(+10).
(Increasing the unit's tanking qualities; the alternative upgrade will no longer have such a clear advantage)

Inferno:

-Town
<visual changes to the town>(Installed mod Inferno_Capital&Town_Towers)

-Changed the town development tree.

-Demoniacs.
<minor cosmetic changes> (Demoniacs have become a bit more modest; after all, children play this game too xD)

-Nightmares. -Aura of Fear, +Desiccating Aura.
(Now Hell Steeds will not have an unambiguous advantage; besides, the scorching aura visually suits Nightmares better)

-Hell Steeds. -Desiccating Aura, +Aura of Fear.
(Hell Steeds initially have higher stats; desiccation made the unit a clear favorite)

Stronghold:

-Changed the town development tree.

-Dark Wyrms are now Poison Wyrms (model unchanged). -Regeneration, +Acidic Blood.
(Regeneration is a rather weak ability for a tier 6 creature, and acidic blood will reduce the "temptation" to attack the unit)

-Slayers. Weekly growth 3(-2), Attack 14(+3), Defense 12(+4), Damage 8-15(+1 minimum and +5 maximum damage), Initiative 13(+2), Health 50(+16)
Cost: Gold 585(+235)

(Creature growth is now proportional to tier 5, stats and cost are similar)

-Executioners. Weekly growth 3(-2), Attack 17(+3), Defense 16(+6), Damage 9-17(+1 minimum and +5 maximum damage), Initiative 15(+2), Health 55(+15)
Cost: Gold 835(+335)

(Creature growth is now proportional to tier 5, stats and cost are similar)

-Chieftains. Weekly growth 3(-2), Attack 18(+4), Defense 22(+7), Damage 13-18(+3 minimum and +6 maximum damage), Initiative 14(+2), Health 70(+22)
Cost: Gold 835(+335)

(Creature growth is now proportional to tier 5, stats and cost are similar)
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10 years ago
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Heh, the solution was obvious when it came to the crossbowmen.
PS: It would have been nice to give the elemental Kargunians an enchanted armor, otherwise the obsidian ones are clearly the favorites.
In reply to serovoy
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10 years ago
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serovoy
Heh, the solution was obvious when it came to the crossbowmen.
PS: It would have been good to give the elemental gargoyles an enchanted armor, otherwise the obsidian ones are clearly the favorites.

A lot of time was spent on developing and testing the crossbowmen. Initially, I wanted to give them the ability to shoot through all cells (like mages) and a counter-attack, but then I decided it would be better to specialize them in dealing heavy damage to nearby creatures).

The elemental gargoyles have their own advantages, while the obsidian ones only have immunity to magic, including friendly magic like light and summoning. So, whether one of them is a favorite is debatable).
10 years ago
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I didn't understand from the description whether they removed the auras or not. If not, then my suggestion is, of course, irrelevant.
In reply to Frozensoull
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10 years ago
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Frozensoull
-Arcata Warriors. Health 20(-10)
I suggest remembering that the word "warrior" is spelled with the letter "И" (воИнственный), and not "войны" (war) or, which is approximately the same mistake, "воены" (military) or "вояны" (soldiers). Especially since this name (Arcata Warriors) exists in the game. Although, I feel like I wrote this for nothing; I hope it doesn't start a trend of using "воены/вояны" instead of "войны." :D
-Banshees.
Apparently, the correct spelling is "banshee" (without the soft sign), but this is, at least, a mistake by the game's translators.
-Crossbowmen. Damage 3-5 (+1 minimum damage and -3 maximum), Health 13 (+3), +Maneuvering.
Ability "Accurate Shot". Now the range is 4 cells (+1).
(Thanks to the "Accurate Shot" ability and increased range, Crossbowmen deal colossal damage if they shoot from close range, and "Maneuvering" will allow them to severely "punish" the enemy if they attack in melee)
An interesting nerf to an already weaker upgrade. I recommend that before making such controversial changes, at least familiarize yourself with the TE mod, which has already solved a similar problem, equalizing the upgrades, or RTA (similarly). Then you will have an idea of which direction to move in (benchmarks based on tournament games). I will not offer my mod for consideration, because I did not just equalize the creatures, but created new ones, based on a new mechanic, which is somewhat different from the goals set here.

To roughly equalize the upgrade and the alternate version of the crossbow, it is enough to make the range of the armor-piercing crossbow 6, while keeping the stats unchanged (no penalties to damage). The armor-piercing crossbow is completely overwhelming and outperforms the direct-fire crossbow on the entire range, as suggested above.

And also, I thought that "without fanaticism" implies minimal, conservative changes to obvious imbalances, but this mod, it turns out, represents an alternative balance, without restrictions. As do many others. Since the changes are really significant.
In reply to serovoy
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10 years ago
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serovoy
I didn't understand from the description whether their auras were removed or not. If not, then my suggestion is, of course, irrelevant.

All immunity auras have been removed from the Obsidian faction, and complete resistance to all types of magic has been added. The Elemental faction retains all of its original abilities, but now they are mechanisms, not elementals.

Added 11 minutes ago
Nargott
I suggest remembering that "warrior" is spelled with an "I" (воИнственный), not "war" (война) or, which is approximately the same in terms of error, "voeny" (воЕнный) or "voyany" (воЯки). Moreover, this name (Warriors of Arcata) exists in the game. Although, I feel that I wrote this in vain, so that a trend of "voenov/voyanov" instead of "voinov" doesn't start. :D

Added 10 minutes ago

An interesting nerf for an already weaker tier. I recommend that before making such controversial changes, at least familiarize yourself with the TE mod, which has already solved a similar problem, namely, equalizing the tiers, or RTA (similarly). Then you will have an idea of which direction to move in (benchmarks based on Tournaments). I will not offer my mod for consideration, because I did not just equalize creatures, but created new ones, based on a new mechanic, which is somewhat different from the goals set here.

Thank you for the correction, but I am only interested in comments that are relevant to the changes made...

A slight nerf to the maximum damage is justified by the increased range of the aimed shot + the "Maneuver" ability. If the damage is left the same, then any high-level creature, when approaching the area of effect, will most likely be one-shot by an accurate shot, because the armor is COMPLETELY reduced to zero...

Tests were carried out in many ways, but the most illustrative of them is 100 archers against 6 lava dragons, which were easily defeated with a single shot...
In reply to Frozensoull
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10 years ago
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Frozensoull
The tests were conducted in many ways, but the most illustrative one is 100 archers against 6 lava dragons, which were easily defeated with a single shot...
Tests are tests, but tournament practice is tournament practice (a hint that the test conditions may be incorrect).

Most likely, you tested 1 stack of archers against 1 stack of dragons, which is, of course, far from real combat conditions.

Archers already outperform in ranged damage (except at armor-piercing range), on average by 1.6 times, and with reduced damage, the difference becomes twofold. And considering the blessing (divine power), the gap reaches 2.5 times. A small increase in the ability's radius is good, but it doesn't compensate for such a huge gap. The "maneuvering" ability doesn't suit the formation that is usually used when deploying archers, so it is of little use. Extra hit points are not a priority for archers, unlike damage. It's even stranger to make human archers more durable than dwarven ones.

Regarding grammatical errors, you may not be very interested in this, but the readers definitely are - a low level of literacy directly affects the perception of the material.

Added 20 minutes later
How archers are balanced in RTA:
upgrade - 12 hit points instead of 10, initiative 9 instead of 8
alt - damage 2-6 instead of 2-8

In TE:
upgrade - damage 3-7 instead of 2-8, radius 4 instead of 3
alt - damage 2-6 instead of 2-8

As we can see, in both tournament mods, they understand that it is necessary to reduce the alt's damage, while the upgrade is strengthened without being nerfed.
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10 years ago
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Nargott

Armor-piercing attack is devastating at all ranges, as mentioned above, and completely outclasses direct attack.
And is that what you call balance... when archers will heavily tip the "scales" in their favor? What makes them deserve such an advantage? And what's the point of the alternate upgrade then?
Nargott

Also, I thought "without being excessive" implies minimal, conservative changes to obvious imbalances. This mod, however, seems to offer an alternative balance without restrictions, just like many others. Because the changes are actually significant.

Everyone interprets it differently. I mean that there won't be any "super" creatures - bosses... I don't see any alternative balance here; the original concept is preserved in each Faction.
Nargott

Tests are tests, but tournament practice is tournament practice (a hint that test conditions may be incorrect).

Okay, so how should it be tested in your opinion? Should we fully buff a unit - a dummy - move it to the other end of the battlefield, apply all sorts of debuffs to the archers, and only then have them shoot? So that everything is correct...
Nargott

Direct attack units already outperform in ranged damage (except for the armor-piercing range), on average by a factor of 1.6, and with reduced damage, the difference becomes twofold. And considering the blessing (divine power), the gap reaches 2.5 times. A slight increase in the ability's radius is good, but it doesn't compensate for such a huge gap. The "maneuvering" ability doesn't suit the "box" formation that is usually used when deploying archers, making it less useful. Extra hit points for archers are not a priority, unlike damage. It's even stranger to make human archers more durable than dwarven ones.

Archers should outperform them in ranged combat; that's their main purpose. But in close-range combat, they lose more than 2.5 times to crossbowmen, even without considering buffs. Leaving them with their "original" damage + shooting across half the field would be too overpowered. As for health, the calculation here is that they can survive close-range damage and deliver a strong counterattack with maneuvering.
Nargott

Regarding grammatical errors, you may not be very interested in this, but readers definitely are - a low level of literacy directly affects the perception of the material.

Low literacy may affect it, but I am more than literate.
Do you really think that a small typo in one word out of the entire text really makes it difficult to read? Or do you have a policy of "let's find something to criticize"?

Added after 15 minutes
Nargott

Added after 20 minutes
How the Arabs are balanced in the RoTA:
upgrade - 12 hit points instead of 10, initiative 9 instead of 8
alternate - damage 2-6 instead of 2-8

In the TE:
upgrade - damage 3-7 instead of 2-8, range 4 instead of 3
alternate - damage 2-6 instead of 2-8

As you can see, in both tournament mods, they understand that it is necessary to reduce the damage of the alternate upgrade, while the upgrade is strengthened without nerfs.

First of all, the topic doesn't state that my mod is "tournament-oriented," and I don't see the point in adapting it to them. Secondly, I agree that crossbowmen are still far from ideal, but that doesn't mean they should now be buffed so that they one-shot from across the field. Most likely, I will rework them in the next updates. For now, they provide adequate competition to the alternate upgrade version. They are just more situational, but in skilled hands, they can be MUCH more useful than archers.
In reply to Frozensoull
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10 years ago
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Frozensoull
And you call this balance... when crossbowmen will heavily tip the "scales" in their favor? What did they do to deserve such an advantage? And what's the point of the alt.upgrade then?
I didn't suggest that; that was a comment on the other extreme. My suggestion was to raise the armor-piercer's range to 6; that's called balancing with minimal effort. Alternatively, you could raise the range to 4 and increase the damage instead of cutting it. Or use options from PTA, TE while simultaneously weakening the imbalanced alt.
Frozensoull
Fine, and how exactly do you think they should be tested? Fully buff a unit-dummy, move them to the other end of the battlefield, apply every possible debuff to the crossbowmen, and only then shoot with them? Just so everything is correct...
Back in the day, I conducted tests in a 4 equal stacks vs 4 format (manually, not auto-battle). In most cases, this gave plausible assessments that didn't diverge from the actual practice of many players. Because it simulated a real battle: multiple stacks, focusing, etc. But again, you have to account for the artificiality of such tests and understand how this unit will actually be used.
Low literacy might be a factor, but my grammar is more than adequate.
Do you really think that a small typo in one word out of the entire text makes the material impossibly difficult to read? Or is your policy "Let's find something to nitpick"?
That's not a typo, but a typical and rather gross error. You can ignore it and feel free to keep writing "войны" if you don't respect your readers much. I'm not insisting.
For now, they provide adequate competition to the alt.upgrade version.
Seriously? Who else thinks so?

Added after 4 minutes
Shooters are supposed to outplay them in long-range combat, that's their main design, but in close-range shooting they lose by more than 2.5 times to the crossbowmen, and that's without considering buffs. Leaving them their "native" damage + shooting across half the field would be too much. As for health, the calculation here is that they should be able to survive melee damage and deliver a strong counter-strike from maneuvering.
I think you need to gain more experience in balancing.
How do you plan to use this maneuverability in a real battle? During the breakthrough, will you constantly sacrifice shooters, putting them in the line of fire? In the final phase, will you count on the opponent necessarily attacking shooters in melee instead of simply blocking them with some small stack and finishing them off at the end of the battle? Or perhaps by removing the retaliation with a low-level stack with near-zero defense?

I'm talking about the unit nerf because I clearly envision a classic breakthrough using crossbows. Against neutrals, 3 or 4 cells usually don't make a fundamental difference, but 60-80% damage means you'll only be able to kill 60-80% of the neutrals compared to the old crossbows before they start getting hit in the face (which leads to highly undesirable losses). And it's much more pleasant to break through shooters with 80% damage (fewer losses) than the old crossbowmen. This means that before the crossbows are blocked, they will have managed to deal less damage.
It is not stated anywhere in the thread that my mod is "tournament-grade," and I see no point in tailoring it to them.
You're wrong to ignore the experience of those who have already dealt with the issue of upgrade equality. "Tournament-grade" here refers to objectivity proven by practice. Simply because imbalanced changes have little chance of surviving in competitive play. You don't have to copy it exactly; it's important to understand why it was done this way and not another, and to draw conclusions.
In reply to Nargott
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10 years ago
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Nargott
This is not a typo, but a typical and rather crude mistake. You can ignore it and confidently continue writing "wars" if you don't particularly respect your readers.

I'm not publishing newspapers, so I don't have strict censorship over the text and spelling, although even in printed materials, errors occur quite often, but that's not the point. I don't quite understand why you mentioned respect here, and even used it as an argument... In any case, I'm not going to argue about this anymore.
Nargott

I think you need to gain more experience in balancing.

I assure you, I have enough experience in this matter; it's just that you seem to have a different understanding of the term "balance."
Nargott
How are you going to use this maneuverability in a real battle?
In a breakthrough, will you constantly sacrifice archers, exposing them to attack? In the final stage, will you rely on the opponent attacking the archers in melee instead of simply blocking with a small stack and finishing them off at the end of the battle? Or, as an option, by countering with a low-level stack with almost zero defense?

This is just a defensive tactical ability, not an offensive one. It does not involve archers as cannon fodder for an enhanced counterattack and is only intended so that, after taking damage in melee combat, the units have something to counter with + retreat, so that in the next turn they have the opportunity to shoot.
Nargott

I'm talking about nerfing the unit, because I can clearly imagine a classic breakthrough through archers. Against neutrals, 3 or 4 squares often don't make a significant difference, but 80% damage means that you will only be able to kill 80% of the neutrals, compared to the old archers, before they start attacking (which leads to extremely undesirable losses).

I have already explained the reason for the slight nerf, and there is no point in copy-pasting it. If you have other suggestions, I am ready to listen.
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10 years ago
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Do I understand correctly that the reason for the nerf is a staged 1v1 battle against a stack of Dwarf Dragons? What other tests were conducted, how many stacks were present on the battlefield, and were the battles played manually for both sides? Was there a vote; does the community find the new crossbowmen attractive after the damage nerf? After all, there is also a subjective factor: what difference does it make how a unit is balanced if nobody takes it?

All suggestions have already been voiced. Why the new crossbowmen are weaker than the old ones was also described in detail.
Another option is to reduce the alt damage from 2-8 not to 2-6, but to 2-5. And touch nothing else (minimalism).

Added after 14 minutes
Frozensoull
so that upon taking damage in melee combat, the units have something to counter with + can retreat, so that on the next turn they have the ability to shoot.
If by that moment, with their low initiative, they don't end up blocked after moving out of the corner. The damage is times lower and there are too many "ifs" compared to the alt.
I assure you, I have enough experience in this matter; it's just that you apparently perceive the concept of "balance" in your own way.
If you had asked yourself why players rarely use the upgrade and take the alt instead, the answer would be:
1) the armor-piercer ability is too situational
2) the alt damage is too high due to the direct shot

Consequently, the comprehensive solution is:
1) reducing the difference in damage (rather than increasing it)
2) updating the ability (buffing)
3) compensation through other stats (on a residual basis)

In TE, method 1+2 is applied; in RTA, 1+3, where the key is not +20% HP, but the +1 initiative bonus, which counters the alt's low initiative. This is significant in some matchups where shooters with 8 initiative can be countered any way: stun runes, dispersion, fire wall, etc. In this regard, crossbows become significantly less vulnerable than shooters.

In my mod, I balanced the upgrades using 2+3:
- significant buff to the ability (greater power, increased radius up to 4, reduced creature speeds)
- init 9 vs 7 and significantly higher defense
The alt damage was not reduced because it wasn't as insane as in the original.
10 years ago
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Heh, I thought the crossbowmen had an enhanced arrow, but it turns out it's maneuvering! :D Shame on my poor eyesight! I have to agree with comrade Nargott; given their fragility (even considering their increased health), crossbowmen are unlikely to survive a hostile attack, let alone retaliate.
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10 years ago
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The combination of armor penetration 4 + maneuver is interesting, but only as a situational additional feature, not as a way to overcome a huge damage gap. An enhanced arrow as a minimalist option for equalization works, but only without a corresponding damage nerf, and its tactical downside is that the armor penetration effect is halved (and the enhanced arrow also works in melee).

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