Posts from Balanced Units - A minimal balance mod for units
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Greater Liches: improved and weakened at the expert level (were at the developed level).
Ghost Dragons: expert weakening (was at the developed level).
Crystal Dragons: +crystal scales (immunity to abilities that kill exactly 1 creature).
Bears: weaken the chance of scaring away small creatures (by 1.5 times).
Jarls: 100% damage from the flame strike (instead of 120%).
Red Dragons: damage and health like Crystal Dragons, additionally 200% burning.
Adept: developed retribution (was expert).
Seraphim: expert retribution (was developed).
Imps: all steal 1/8 mana (was 1/4 at base and upgrade).
Cerberuses: damage 5-7 (was 4-7).
Pitfiends: upgrade Fireball and Meteor Shower to the developed level (were at the basic level).
Wyverns: poison 10 (was 5), scavenger 30% (was 20%).
Goblins: 2 repairs (was 1).
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
NHF 0.90 : NHF - группа в VK
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Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
Skeleton Archers: damage 2-2 (was 1-2)
Greater Liches: Raise Dead and Weakness at Expert level (were at Advanced).
Banshees: Wail (15 morale) x2, increased by 1.5 times
Ghost Dragons: Expert Weakness (was at Advanced).
Druids: Advanced Initiative 9 (was 10).
Crystal Dragons: +Crystal Scale (immunity to abilities that kill exactly 1 creature).
Bears: reduce the chance of scaring smaller creatures (by 1.5 times).
Yettis: 100% damage from Flame Strike (instead of 120%)
Minotaurs: Advanced Initiative 10 (was 8), Expert Morale Aura up to +3 (was +1).
Hydras: Advanced damage 11-14 (was 9-12), Expert regeneration 60-100 (was 30-50)
Red Dragons: damage and health like Black Dragons, additionally 200% burning.
Griffins: Advanced 200% Frenzy (was 150%), 100% Pike (was 75%).
Adept: Advanced Retribution (was Expert).
Seraphim: Expert Retribution (was Advanced).
Imps: all steal 1/8 mana (was 1/4 for base and advanced).
Cerberuses: damage 5-7 (was 4-7).
Pitfiends: Expert Fireball and Meteor Shower (were at Basic).
Wyverns: poison 10 (was 5), scavenger 30% (was 20%), regeneration 60-100 (was 30-50) - I'm not sure about this because of the effectiveness.
Cyclops: Advanced Initiative 10 (was 9).
Goblins: 2 repairs (was 1).
Golems: Advanced 100% Chaos Healing (was 50%).
Titans: Lightning 40, Storm 20, penalty 5%.
By the way, the Dwarves still have an unused ability called "Flame of Vengeance"; what do you think, who should it be given to? I usually gave it to the Arcata Dragons (because their breath is so-so, and they even took away the fire shield); I'm not sure if that's a wise decision.
Added after 20 hours and 12 minutes
For now, the candidates for transferring to the real list of changes are:
3 = Adepts, Seraphs
2 = Ghost Dragons, Crystal Dragons, Red Dragons, Cerberuses, Wyverns (without regeneration), Goblins
1 = Skeletons, Banshees, Minotaurs, Hydras (without regeneration), Griffins, Cyclops, Golems, Titans
Controversial:
Liches, Bears, Jarls, Imps, Pits
Negative:
Druids
Based on the changes already made, it's possible that Nightmares are still not balanced. There are 3 options:
1) Leave Nightmares as they are (aura of 7)
2) Weaken the alternate form Nightmares again (aura to 5, or damage to 8-16, like the regular form)
3) Strengthen the regular form Nightmares (damage like the alternate form, 10-17)
21. Wolves: doubled Power (reduced strength of guards)
There seems to be a conflict, or maybe I just didn't notice, but the howl is standard and summons wolves just like in the original game.
Are their stats balanced, considering the standard howl?
Considering the howl, the human dogs' stats are not balanced (it's too strong of an ability); try 4 HP instead of 6.
Considering the howling ability of the human dogs, the stats are not balanced (it's too strong of an ability), try 4 HP instead of 6.
What if you give the militia the "Storm" skill instead of "Cleave"? :confused: :smile04: :smile08: :smile30:
Added 1 hour 43 minutes ago
We discussed the controversial points during the stream; here’s a summary:
1) Rajah Rakshasa: the presence of agility raises questions; 2 alternatives are suggested:
- instead of agility, give defense (e.g., +7)
- don’t buff the Rajah at all, but weaken the Kshatriya (reduce health from 135 to 100)
2) Dancers: 75% or 100% chance?
3) Berserkers: is a change necessary?
4) Nightmares: should we reduce the aura or change the stats (reduce Altura’s initiative, increase Grond’s damage)?
5) Vampires: should we increase Grond’s damage, considering they are already used for breaking through defenses?
6) Lizards: will 100% chance be too strong for breaking through defenses? Perhaps 50% chance and increased defense would be better?
We would like to gather the opinions of players on these issues.
My position is that I primarily consider the final version; breaking through defenses is not important to me, and I don’t focus on it much. Therefore, the feedback from players who enjoy and play the breaking-through-defenses strategy is important here.