Ageless list of upcoming changes for 4.28, no codes implemented, just another list of changes.
1.- MERCS - Enchanters
- Floating Sword unwalkable defense from 60% to 40% (same as flat defense)
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2.- Menageries
2.1.- Blue Unicorn's name to Blue Rhino and nerfs
- cold/fire resistance from 20% to 10%
- Charge attack from 12-2 to 11-2
Menageries's early game is akward without one of these, it's very likely your first lv2 that you have to get (or blue mage)
Blue Drake
Nobody is adquiring blue drakes because blue Rhino being too great, blue drake buffs.
- Fire/Cold resistances from 10% to 15%
Blue Beast
- Cold resistance from 10% to 15%
Promised new units in previous post will be added in 4.29 not 4.28
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3.- Brungars
I've realized recently that their faction design is just SO TERRIBLE.
They have ENORMOUS sources of pierce damage, but nothing else.
Will obviously review them in a future check 4.28 to 4.29 due the lack of time for development.
Only thing, is that by costless , Sting-Ray will now have a lv3 advancement (which favours them if XP mod is off)
Sting-Ray advancement to lv3 without any change to lv2 , except a lv3 advancement.
Unit's base idea at here:
https://units.wesnoth.org/1.14/WarOfThe ... 20Ray.html
Deep Sting-Ray Lv3
HP: 68
Movement: 13
10-3 impact mele
11-2 pierce ranged +poison
Price: 48
Would appreciate if anyone could design a better lv2 sting-ray sprite too :c
Not very different from lv2, just a lot toughter and 1 extra movement (and +1 both damages)
One of reasons why Sting-Ray aren't popular in survivals or in any kind of game is beause they can't even advance combined with
the fact of being an aquatic unit. Not that much XP to level up, but gives a large amount of hit points on leveling (total of +23)
Extra movement with these movement costs doesn't makes that much difference, but is a bonus.
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4.- Standarize swallow water/sand/frozen, etc defenses/MP cost from MERCS non human (Oracles, etc) that are slightly different from human.
Standarization of Movement costs in Humaoinds of MERCS (Oracles, HolyOrder, Cult, Enchanters, etc)
- Sand movement costs from 3 to 2
- Reef movement cost from 3 to 2
- Standarized Swallow Water/Swamp defenses from 30% to 20% (in most cases)
(Between some other irregularities , to be more similar to loyalist units, except for specific faction such as Cult, Tribe or others with slight differences)
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5.- Better look at Trivalists's balance (Various 50% flat defense for costless and other stuff).
Boomerang's thrower
- mele from 5-2 to 4-2
---> Both Shaman and Medicineman will be +1 damage but accuracy decreased to +Enchanted.
(Magical + Poison and being capable to heal is too strong to be all together... Dalefolks healer's +Aimed is not as strong in this aspect)
- Medicineman will also get +10% cold/arcane resistances than their current values.
Intention is that damage loss from picking this advancement in orocian gameplay and other cumulative-upgrades can be noticed.
Meaning accuracy determinates real damage potential at most as units gets a lots of upgrades.
Awarding more these that risks trying Voodoo Doctor at least one time.
Hunter
- Blowgun accuracy will be lowered to +Aimed
Slayer
- blowgun damage from 14-3 to 13-3 (but no accuracy penalty)
Cook
- Impact resistance from 10% to 0%
Maneater
- Impact resistance from 20% to 0%
- blade resistance from 10% to 0%
9Rowboat and advancements
- will have 1 MP cost at swamp water tiles (this is a buff, and looks more real)
Fishing boat
- net damage increased from 4-2 to 5-2 and movement to 7.
Wallaby and advancements
This line too impopular, let's try sand movement cost to 1.
- Sand movement cost from 2 to 1
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6.- Deep elves under-review to see if buffs are needed.
Some changes will be done, specially trample having various issues.
Elthare
At the momment, not planning to add a lv3 to this unit as this unit was already canceled by their autor in a posterior release as he did
rename Lidhs and therefore AE deep elves are a considerable variation of original deep elves work.
Whatevers, the intention is to find this unit somewhat can of work even at having no lv3 if no XP mod on.
- Elthare will have Regen(3)
The unit can work in various situations (such as countering swift foots quickly), but this advancement clearly will take more damage
than Phade, so some sustain as compesation is fine.
Seer
The implementation of the other option having Lv4 Harvinger killed basically Seer's popularity a lot.
- NEW ATTACK: Light Orb 16-1 arcane ranged +Dispel (always 50% hit chance)
- Fire/Arcane resistances from 0% to 10%
- Arcane resistance from 10% to 20%
- Price from 48g to 51g
Dispel is not a good special, but situationally helps a lot at securing at least 50% chance to hit at very low health targets.
As well, of giving extra damage to very physical resistant units but weak to arcane.
Harbinger
- Twilight Wave damage type changed from Arcane to Impact
This way this unit will not deal increased/decreased damages at certain situations compared to lv3.
Seeker
- Unit's name adjusted from "Seeker" to "Crimsom Seeker"
The results of the implementation of this unit to AE deep elves was a complete sucess! not as strong in 1vs1 dueler as a lv3 fighter, but
her pressence is notisable once there is a Seeker and mostly if well used.
Tyr'Hai riders and advancements
Realized of various inconvenients in this unit. Trample gives no XP on kill and is 100% chance to kill any berserk unit.
So I will modify all trample attacks chaning their range type to Trample and giving a remplacement that works only in defense that is melee.
- Created at _main.cfg the range "trample"
Unfortunately, trample no longer gains extra damage from strong trait, but at least is no longer 100% berserker counter.
Tyr'Hai rider
- Trample attack is now "trample" range and damage is no affected by strong trait.
- NEW ATTACK: Trample 7-2 impact mele +defend-only (this version gains extra damage from strong trait)
Tyr'Hai calvary / Black Tyr'Hai / Shadow Tyr'Hai
- Trample attack is now "trample" range and damage is no affected by strong trait.
- All units have NEW ATTACK: Corresponding to same damage version of "Trample" attack but melee +Defense-only
So Tyr'Hai riders and advancement will no longer be 100% chance to kill enemy berserk units.
Why should they? even if no gaining XP from killing if using trample (and now trample range) attack.
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6- Free saurians adjustments and general overview.
Free Saurian elementalist
- fire/cold resistances from 30% to 20%
Saurian Fighter
- XP from 75 to 63
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7.- Yokai adjustments, viewing not so balanced stuff
Hardy trait
This basically reverts the nerfs only in spriggans that gets this trait.
- Hardy traits additionally gives +10% cold and +10% arcane resistance (to a total of +20% cold & +10% to fire/arcane)
Considered that this trait is being too bad, now they need of this trait to counter the spriggan magical resistance nerf.
(this means, only Hardy spriggans have magical ressistances unchanged)
Need to see later how fits this balance change to Leshies that have this trait as well.
Spriggans (ALL of them)
- Blade resistance from 10% to 0%
- Pierce resistance from 60% to 50% (they're +10% defense than woses and have slowing melee as well)
- Cold resistance from 20% to 10%
- Arcane resistance from -10% to -20%
- Spriggans Swamp movement cost from 1 to 2.
Sproutling
- Melee damage from 4-2 to 3-2
Spriggan
XP from 39 to 42
Greatter Spriggan
- melee damage from 5-4 to 6-3
- Scream damage from 7-4 to 6-4
They're terribly strong in creep wars, they deserve that nerf actually.
Slurger Swarm / Moving Fortress
- Lowered bonus minimun swarm from 3 strikes to 2 strikes
- Moving Fortress's slurger warrios attack from 4-8 to 4-7
Medusa Witch
- Now +Sculpt attack can be used only offensively
- Petrify +Sculpt damage from 30-1 to 20-1
- NEW ATTACK: Petrify 30-1 cold ranged +Slows (no sculpts)
This allow the game flow more normally when using this unit. Being petrify +sculpts a attack that only a human would use.
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8.- Welking adjustments
Sentinel of the Moon needs fixed resistances, they're actually out of place.
- Blade/Pierce resistances from -17% to 20% (back to lv1 value)
- Steadfast will just be changed for +Shield-defense(10%)
- Troth's bulkwark will adquire Shielddefense(20%) instead of steadfast.
They lost steadfast, but gained shield defense(10) and (20) values for lv2/lv3, this is a nerf and a fix to broken lv2 resistances.
Welking need an important overview, a bug fixing in Moon Sentinel and various OP details.
Lord
- health from 74 to 68 (reasons: leadership unit)
Concerning to Neophyte and advancements.
Neophyte
- arcane resistance from 20% to 10%
Pyronation
- Health from 45 to 40
- Movement from 4 to 5
- Arcane resistance from 20% to 10%
- Price from 39g to 42g
- EXP from 100 to 110
High Pyronation
- Health from 60 to 54
- Movement from 4 to 5
- Arcane resistance from 20% to 10%
Hiearach of Aten
- Health from 70 to 63
- Movement from 4 to 5
Solar Empyrean
- Aligment from Lawful to Neutral
- Movement from 6 to 5
- Price from 51g to 54g
A strong nerf for a very strong unit, very deserved.
Star Shooter's Arcane
- resistance from 20% to 0% (they're very cost efficient)
Shadow-Raider/Astral-Ranger arcane resistances from 20% to 10%
- hadow-Raider XP from 100 to 110
Moonlight Glidder's and Midnight stalker's
- cold resistance from 0% to 10%
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9.- Minotaurs adjustments
Have to admit that long ago they received some buffs that allowed them to be playable, but didn't consider some previous strengths of them.
Will nerf only the real OP of here.
Mystic
- Health from 58 to 56
- Movement from 6 to 5
- Blade resistance from 0% to -10%
- Forest defense from 60% to 50%
Cuttroat and advancements ranged nerfs.
- Cuttoroat's Kusarigama (ranged) damage from 8-1 to 7-1
- Slayer's Kusarigama (ranged) damage from 7-2 to 6-2
- Executioner's Kusarigama (ranged) damage from 7-3 to 6-3
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10.- ELE - Fallen buffs
Concerning to the necessary nerfs of 4.26 to 4.27, the changes were too rude to expect what could happen, but they're more balanced.
Still, I'm considering buffs to fallen this time. As a personal consideration some units works nice if in XP mod you spend
a singler XP point in damage to make consume heal+1 on hit on all times of day. But consumes is extremely hard to balance due itself
RPG'ing potential and the no XP drainer handicap.
Tamers and level ups
- blade resistance from 0% to 10%
- impact resistance from -20% to -10%
Fallen Enforcer
- Health from 31 to 32
- Scream damage from 4-3 to 5-3
Fallen Infiltrator
If you question me, this unit dies somewhat too easily. Couldn't level 3 a Fallen Infiltrator in any of all my ageless scrolling survival tests.
- Health from 40 to 43
- Scream will now have +Aimed (50% version of marksman)
Aimed is an useful skill that doesn't make an huge difference. Making this unit the 2nd best ranged option in the faction
(only beaten by the very underrated Aspersers that I will NOT BUFF because they're STRONG enough!)
Fallen Liquidator
- Scream will now be +Aimed (50% version marskman)
Fallen Fighter
- Scream damage from 4-2 to 5-2
Fallen Slayer
- Health from 47 to 50
Fallen Decapitator
- Health from 54 to 57
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11.- EE - Dark Elves
Crossbowman
- movement points from 6 to 5 (this will affect only to lv1's)
Belive me or not, they're basically too perfect! tons of HP, swiftfoot with improved resistances and complete 7-3 ranged !!
Warrior
- HP from 50 to 52
- Price from 28g to 30g
- XP from 90 to 85
They need a slight buff as captain is a more complete Lv2 unit.
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12.- EOC - Chaos
- Gutwrencher Imp
Oh men, the difference between lv2 and lv3 is so large and somewhat absurd. Will du nerfs to lv3 and lv4 Imps.
--> Slime Spit damage from 6-3 to 6-2
- Armaggedon Imp
--> Blade of Doom damage from 14-4 to 13-4
--> Slime Spit damage from 9-3 to 7-3
- Demon Grunts
Actually the ranged damage for these mele units is too strong.
--> Health from 40 to 42
--> Infernal Chill damage from 7-3 to 6-3
- Demon Warrior's
--> Infernal Chill damage from 8-4 to 8-3
- Demon Lord
--> Infernal Chill damage from 10-4 to 10-3
- Lumeril Guard
--> Lumeril Star damage from 11-2 to 9-2
It's quite weird when Heavy Infantry like units have ranged.
- Demon Shapeshifter
causing too many troubles in afterlife gameplay if the player facing them have no arcane damage.
--> Health from 44 to 46
--> Movement from 6 to 5
--> Curse Accuracy downgraded to +Enchanted (always 60% hit chance)
--> Blade/Fire/Cold/Impact resistances from -13% to -15%
In competitive afterlife this unit is just abuse.
- Doomguards
This is a rebalance for both EE and EOC Doom guards, considering that EOC ones have more damage, their survivality will be hit a bit harder
than in case of EE ones, also, EOC Chaos can adquire healing+8 by leveling demon Zephyr to demon spelldancer.
--> Healh from 52 to 50
--> Impact/Arcane resistances from 20% to 15%
--> Pierce resistance from 30% to 20%
Differences between both doomguards:
*) EOC has +1 damage on sword, +4 damage on shield
*) EOC has 20/40% pierce resistances meanwhile EE has 30/50%
*) EOC has 2 HP nerf compared to EE version (this is specially designed to make "a difference" in orocia lol)
- Hell Guardian
--> Health from 63 to 60
--> Impact/Arcane resistances from 20% to 15%
--> Pierce resistance from 30% to 20%
Difference between both hell guardians
*) EOC has 9-4 damage on sword while EE has 11-3 damage
*) EOC has 20-1 on shield while EE has 16-1 (just 1 more than of EOC's Doomguard)
*) EOC has 20/40% pierce resistances meanwhile EE has 30/50%
*) EOC has 15/30% impact resistance while EE has his lv3 20/40% unchanged.
*) EOC has 3 HP nerf compared to EE version (this is specially designed to make "a difference" in orocia lol)
Knight of Chaos
In compesation of Doom/Hell guardian nerfs, Knight of chaos will receive extra health.
- Health from 51 to 54
They're still weaker than Dark Knights from EE, only +2 hp but no +10% blade res from a buff to EE ones apart of -2 axe damage for EOC ones.
Chaos Razerman
- Health from 75 to 78
- Price from 42g to 43g
Difference between both versions
*) EOC has 0% res to blade while EE has 20%
*) EOC can't lv4 unlike EE
*) EOC has -2 axe damage in comparation to EE
*) EE costs 2g more than EOC
*) With the following buff, the only advantage of EOC is having 3 more HP than EE counterpart.
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13.- Laviginian Legion slight nerfs
They're actually quite beast, specially their Legionaries and Hyppos.
Legionaire
6-4 blade mele that if strong can be a devastating 9-4 if daytime, slowing ranged, high physical resistances, 50% flat defense.
Severe XP nerf on lv1 legios decreasing the amount of early lv2 legionnaires.
- XP from 42 to 52
This nerf will be pretty notisable if made in spam. Maintaining them as strong, but 1 more kill to lv2.
Prognator
- XP from 64 to 75
- Price from 28g to 31g
This means 2 more kills to adquire the lv3 counting the increased XP of lv1's.
Praetorian Guard
- Price from 40g to 51g
Decurion
- Gladius damage from 8-4 to 7-4
- XP from 72 to 80
Signifier
- Aligment from lawful to neutral (lv3 will be lawful, gives more motivation to the player to level up this guy)
As if free +25% damage aura for legionaries isn't good enough...
Field Ballista
Previously buffed because they lose steadfast and fire arrows, now will receive just a an XP nerf.
- XP from 58 to 70
Siege Archer
- XP from 60 to 72
Saggitarius
- Price from 42g to 46g
River Calf
Another XP nerf because they still level up ridicously fast for its strength.
- XP from 36 to 45
River Horse
- XP from 66 to 75
Claimant
- XP from 68 to 72
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14.- Ukians
Some reviews to their adjustment as some units are still struggling in balance.
Attack Dog
Realized that the unit itself is just stronger than intended, but scales too good with upgrades in afterlife.
Being berserk + Skirmisher is good enough. It also defeats a lv1 archer so easily.
- Berserk Attack from 5-3 to 6-2
(1/3 less of total berserk-damage but +1 dmg per strike, is a fair nerf for Afterlife... much difference)
They don't need to outmatch an elvish scout rider in 1vs1 berserk duel specially if having both skirmisher + berserk... very justified.
Lowering the effectiveness of XP mod of extra damage at Attack Dog and at War Hound is the way to balance correctly this pair of units.
Harrier
Just because realism reasons, Harrier is having the same amount of health than loyalist Cavalryman...
- Health from 34 to 31
War Hound
- Fangs damage from 8-4 to 9-3
- Torch damage from 13-2 to 12-2
Actual issue of all Doggos is their absurd damage potential +skirmisher and scout movement.
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15.- Oracles
Viewing at possible solutions for Scrapshifters that actually are being ridicously OP.
- Metalfist damage from 11-3 to 9-3
- Metalfist damage from 8-1 to 7-1 (not as nerfed as swarm versioN)
- Metalshards damage from 6-8 to 6-7
- Metalshards damage from 8-6 to 7-6
- Fire/Cold resistances from 0% to -5%
- Pierce resistance from 40% to 35%
(remember this guy, regens!)
Movement costs and terrain defenses at rough terrains adjusted to be more similar to Humans
Telekinetic
- Adding +Swarm(3) to mele.
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16.- EFM's Highlanders
Actually saw a game of anyone trying them in WC and could consider that definitely this faction is outclassed by others like Marauders or Vilkai.
So for this almost the whole faction will receive a slight buff.
- Highlanders physical resistances from -20% to -15%
(resistances buffs is available in all lines except in [shamanistic and lions ones] )
(Mounted units left unchanged)
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17.- EFM's Dalefolks
A Silly Life of Quality buff for miners (realized their XP to level is really high).
- Miner/Foreman/Delver mushroom movement cost from 2 to 1
- Delver Additionally has Mushroom defense from 40% to 50%
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18.- Strife Dwarves
- Dwarvish Runefighter's Hammer attack adjusted from 11-1 to 8-2 (same damage as lv1 but +Magical)
- Dwarvish Runewarrior hatchet damage from 14-1 to 8-1 (Long ago in default Dwarvish Lord's ranged was decreased by 1 strikes)
Dwarvish Charger / Dwarvish Linebreaker
- Flat/Forest/Sand defense from 30% to 40% (same as Stalwart and Sentinel)
- Mountains defense from 70% to 65% (for Dwarvish Rusher as well) / Hills defense from 60% to 55%
- Dwarvish Charger's Shield damage from 10-2 to 9-2
- Dwarvish Linebreaker's Shield damage from 14-2 to 13-2
Dwarvish Guardsman
If you ask me, 1g more for an optional 14-1 slowing impact mele is pretty GREAT, also will adjust it and its advancements for more balance.
- Shieldbash damage from 14-1 to 12-1
Dwarvish Guardsmsan
- Shieldbash damage from 20-1 to 16-1
Dwarvish Defender
- Shieldbash damage from 26-1 to 20-1
- Javelin damage from 9-1 to 11-1
- Arcane/Fire/Cold/Impact resistances from 30% to 20%
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19.- Despair
Some adjustment to Despair as seems they're not very used voluntary by players...
I haven't seen anyone comenting they like Despair at all...
Will adjust movetypes to make Despair work at more situations, basically a small rework over them.
AI just started to spam woses, I could really do nothing againist that spam in WC II...
Considering that despair can't do much offensively againist HI and Woses, let's make them toughter againist them.
In conclusion, whole faction is more impact resistant now.
Will take long making despair viable without just increase HP, but in various versions they will have
various extras and unique playstyle, just that, finding a proper balance concept for them will take long.
Cloak and advancements
Considering that I will worse swamp defense for Spearmen and Widows... Cloack will get extra swamp defense in compesation.
- Impact resistance from 30% to 40%
- Swamp defense from 40% to 50%
- Deep water defense from 30% to 40% (10% more than in flat... at least)
- Cave defense from 70% to 60% (because in specific situations this is abusable)
- Frozen defense from 40% to 50%
Will not nerf XP for now, I've seen that in overall most players suffer at using this unit's strength in their favour...
Black Cloak
- Hatred damage from 3-3 to 4-3
- Movement from 6 to 7
Black Shadow
- Hatred damage from 4-3 to 5-3
Spearman
They're quite expensive actually, for not even a complete 7-3 if not strong... but defensively does fine.
Will do some adjustments to increase it's effectiveness specially in WC gameplay.
Used to be too overpriced even if directly compared to Tomb Guards of ancient phamtoms.
- Health from 30 to 32
- Movement from 5 to 6
- Hatred damage from 3-2 to 4-2
- Impact resistance from 20% to 30%
- Fire resistance from -10% to 0%
- Cold resistance from 10% to 20%
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
- Price from 16g to 15g
Soldier
They're quite expensive actually, for not even a complete 7-3 if not strong... but defensively does fine.
Will do some adjustments to increase it's effectiveness specially in WC gameplay.
- Health from 45 to 47
- Spear (pierce) damage from 8-3 to 9-3
- Spear (blade) damage from 7-3 to 9-3
- Hatred damage from 5-2 to 6-2
- Impact resistance from 25% to 35%
- Fire resistance from -10% to 0%
- Cold resistance from 10% to 20%
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
- XP from 60 to 65
Officer
- Spear (pierce) damage from 11-3 to 9-4
- Spear (blade) damage from 9-3 to 8-4
- Hatred damage from 7-2 to 8-2
- Impact resistance from 25% to 35%
- Fire resistance from -10% to 0%
- Cold resistance from 10% to 15%
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
Lord Knight
Its role will be somewhat more offensive than of Officer. These changes will nerf defensive potential of this unit but will allow it to skirmish better.
- Sword (pierce) damage from 8-3 to 9-3
- Hatred damage from 4-3 to 5-3
- Blade resistance from 20% to 30%
- Fire resistance from -10% to 0%
- Cold resistance from 10% to 20%
- Forest movement cost from 2 to 1
- Forest defense from 60% to 50%
(Swamp / Mountain defenses are unchanged, intention is that this unit be more versatile at more terrain types, but not specializing at any)
- Swamp defense kept at 50% instead of changing to 40%
- Mountains defense kept at 50% instead of changin to 60%
Widow
- Touch damage from 4-2 to 5-2
- Impact resistance from 10% to 20%
- Cold resistance from 10% to 20%
- Arcane reistance from -10% to 0%
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
- XP from 36 to 39
- Price from 17g to 16g
Forest movement cost and extra mountain defense is a considerably strong buff, which is worth the XP increase.
Widow-in-White
- Impact resistance from 10% to 20%
- Cold resistance from 10% to 20%
- Arcane resistance from -10% to 0%
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
- XP from 86 to 94
Banshee
- Impact resistance from 10% to 20%
- Cold resistance from 10% to 20%
- Arcane resistance from -10% to 0%
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
Midnight Beauty
- Impact resistance from 10% to 20%
- Cold resistance from 10% to 20%
- Arcane resistance from -10% to 0%
- Different line (optional one), different movetypes etc, no changes to terrain.
- NEW ATTACK: Sorrow 6-3 blade ranged +Magical (it's like lv1 widow damage at night if no damage aditions)
(changed her new attack from pierce to blade, considering it a more exotic option, same attack type as her mele)
Black Rider and Advancements
They're spectral horses, not like living horses, better forest movement costs.
Also, they perform so terrible againist skeletons, need something that is effective againis them
- Impact resistance from 10% to 30%
- Cold resistance from 10% to 15% (20% for Black Slayer)
- Forest Movement cost from 3 to 2
Rider
- Health from 30 to 34
- NEW ATTACK: Rush 5-2 impact mele +Charge
Black Horseman
- Health from 45 to 48
- NEW ATTACK: Rush 6-2 impact mele +Charge
Black Slayer
- Health from 56 to 58
- NEW ATTACK: Rush 8-2 impact mele +Charge
Dullohan
- NEW ATTACK: Rush 5-2 impact mele +Charge
- Impact resistance from 10% to 30%
- Cold resistance from 10% to 15%
- Forest movement cost from 3 to 2
- Mountains movement cost from 4 to 3
- Movement from 8 to 7
Statues
It's weird that actually they're working like if they had +steadfast when it's not the intention! will do a bug removal at there
- Fixing the unwanted Steadfast effect at statues
- Health from 40 to 42
- Swamp defense from 40% to 30% (it's generous making it the same as of Flat defense...)
Stone Soldier
- Fixing unwanted steadfast effect
- Fist damage from 10-2 to 11-2
- XP from 75 to 80
Wisp
I see they die pretty quickly. Will consider some buffs and making them more ghost like, more resistant but slower.
- Melee has now +Aimed
- Hatred damage from 4-2 to 3-3
- Movement from 6 to 5
- Blade/Pierce resistance from 20% to 30%
- Impact resistance from 20% to 50%
- Cold resistance from 10% to 40%
- Fire resistance from -10% to -30%
- Arcane resistance from -30% to -50%
- Price from 8g to 9g
Fright
- Spirit Grip attack renamed to "Cursed Grip" and damage from 9-2 to 8-2 (+Drains +Slows remminder)
- NEW ATTACK: Spirit Grip 7-2 arcane melee +Drains +Aimed
- Movement from 6 to 5
- Blade/Pierce resistance from 20% to 30%
- Impact resistance from 20% to 50%
- Cold resistance from 10% to 40%
- Fire resistance from -10% to -30%
- Price from 18g to 19g
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20.- EE - Chaos
This concern to a specific unit: Doom/Hell guardians of both factions. Just viewing how EOC version is just stronger for costless and considering
EOC Chaos has better demons and Imps, will keep EOC guardians dealing more damage but slightly worse resistances.
Also both will be nerfed as both are formidable units
EOC Chaos can even have healing+8 if leveling Zephyr to Spell dancer lol.
Doomguards
- Impact/Arcane resistances from 20% to 15%
- Price from 40g to 34g
Hellguardian
- Arcane resistance from 20% to 15%
(Impact unchanged on lv3, unlike of EOC version)
- Price from 80g to 54g
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21.- BEEM - Wood Warriors
Important improvement of Life Quality at Wood Warrior's late game (lv2 and lv3 stages). Spectated a random player using Wood Warriors in WC and they did insanely
terrible at later scenarios because of not enough potential in certain lines and in general of real design problems in the faction.
Things that are fairly enough to consider an intervention, even of considering new units and STRONG buffs!
Thins in that the faction in overall has severe lacking
- No arcane resistant tanks (thing that can be pretty ANNOYING for wood warriors)
- No explorer Puck advancement having fire-melee (THIS IS ACTUALLY TERRIBLE)
- Lots of lacking of late game potential at single/multiplayer campaigns
Fatal Tangle
- Ensnare damage from 8-2 to 5-2
- Will now have +Feeding
Better late game at the cost of ranged damage.
Wood's Druid
- Arcane resistance from 20% to 30% (harmless buff)
Explorer Puck
Will receive lv2 and lv3 advancements. So NEW UNITS!!
It's indeed very needed that players could just level up explorer puck into a stronger version of lv1 one with torch to face certain types of enemies.
- Arcane resistance from 20% to 10% (their cost efficiency is really good!) this change will be kept for new lv2 and lv3.
NEW UNIT: Adventurer Puck Lv2 (cannot be leader)
Health: 38
Movement: 7
XP: 90
Cost: 32
+Skirmisher
6-4 fire mele
6-2 fire ranged
Could advance to lv3 to Couragerous Puck
NEW UNIT: Couragerous Puck
Health: 50
Movement: 7
XP: 150
Cost: 44
+Skirmisher
8-4 fire mele
6-3 fire ranged
Predator Rat Knight
- Star Knife damage type changed from pierce to blade
- Arcane resistance from 0% to 20% (same as lv1 explorer puck and other rat line)
- Cave defense from 40% to 50%
- Mushroom grove movement cost from 3 to 2
This make this unit more notisable and useful, as it will at least be 6-3 of other damage type than Faun Archers.
Also there is another rat option that has pierce at both mele/ranged, the attack type change in ranged is highly convenient and has no cons.
Rats Knight / Wildrats Knight
- Cave defense from 40% to 50%
- Mushroom grove movement cost from 3 to 2
Swamp Explorer
To be honest... this unit is crap and depends of a very specific terrain to work well.
Also when it's compared to Explorer Puck there is real no sense how they can cost just one gold less...
And as you look to fire/Arcane resistances makes no sense why Swamp explorer's resistances are much worse to these attack types!!
So... MASSIVE BUFFS specially to lv2
Ridicously underpowered and un-usuable because being worse than useless
Swamp Explorer
- Blade/Fire/Pierce resistances from -10% to 0%
- Arcane resistance from -10% to 10%
- Mountains defense from 40% to 60%
- Village/Castle/Fungus defense from 50% to 60%
- Cave defense from 40% to 50%
Swamp Pathfinder
This unit is absurdly inferior than Toad riders. Needs urgently buffs.
- Health from 36 to 43
- Spear (ranged) damage from 5-2 to 5-3
- Arcane resistance from -10% to 10%
- Blade/Fire/Impact/Pierce resistances from -10% to 0%
- Forest defense from 50% to 60% (lv2 and lv3 bonus)
- Mountains defense from 40% to 60%
- Village/Castle/Fungus defense from 50% to 60%
- Cave defense from 40% to 50%
- XP from 100 to 75
- Will now have Lv3 to Swamp Ranger
- Price from 20g to 24g
This patch is not justified if no Lv3 version of this unit!
Swamp Ranger
Health: 54
Movement: 6
XP: 150
Cost: 42
8-4 Pierce mele +First-strike
7-3 pierce ranged
(same movetype as of lv2 Swamp Pathfinder)
This unit is NEEDED, fits a missing role that Wood Warriors will probably benefit from it.
Not as strong as a lv3 fighter, but come on, new unit, better lv2, etc, it's for the best of Wood Warriors!
Young / Bigfoot / Terrible Bigfoot
- Mountains defense from 50% to 60%
- Cave movement cost from 3 to 1
- Cave defense from 30% to 40%
- XP from 38 to 40
Nobody can complain, abuse of BEEM bigfoots is inexistant, and I don't think this could case any kind of havoc.
Bigfoot
- Fire/Arcane resistances from -20% to -10%
Terrible Bigfoot
- Fire/Arcane resistances from -20% to 0%
Faun Captain / Overlord
As they lose their 70% forest defense on this advancement, looks fair an slight buff to arcane resistance.
- Arcane resistance from 0% to 10%
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22.- Feudal - High Elves
Spearman
This unit is literally broken in PvP matches, at having both 50% flat defense and 10% physical resistances
- XP from 41 to 44
- Price from 14g to 15g
Archer
- Ranged no longer has +Strive
(Unwanted special that was lowering unit's effectiveness)
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23.- EOC - Sylvan
Elvish Avatar
- Gossamer has no longer +Strive special
(Unwanted special that was lowering unit's effectiveness)
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24.- Ancient Phantom
Viewed that in randomly generated WC II maps they have serious OP issues.
Considering that many of their units were already buffed, can counter some buffs with specific nerfs.
Allowing archers to have optional arcane ranged and tomb guards having optional fist melee gift them all they need
to face againist enemies they couldn't face before, so it's time of counter-nerfing the buffs.
Phantoms (Tombguards, Archers and Feather Dancers)
- Forest movement cost from 1 to 2
- Swamp movement cost from 1 to 2
Vapor is no longer a recruitable unit.
Exceptional movement costs makes phantom actually one of best factions to WC II with them.
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25.- Rashy Era
On this, I will only review one notably underpowered units of various factions. All counts as 25th change.
Rashy Era - Necromancer
Just modificating Skeletical riders as they're terribly underpowered.
Skeleton Riders
- Health from 36 to 37
- Axe damage from 6-3 to 9-2 (Squires are 6-3 , Skeleton 7-3 , atleast other type of damage/strikes in at least one type of units...)
- XP from 44 to 42
- Blade resistance from 10% to 15%
- Pierce resistance from 30% to 35%
- Arcane resistance from -50% to -40%
It's generally a problem if various units have same damage type with same damage-strikes attacks.
Bone Knight
- Health from 48 to 50
- Axe damage from 8-3 to 9-3 (at least +1 dmg per strike than revenant at the cost of one less strike)
- Trample damage from 7-2 to 8-2 (still lv1 damage for charge attack)
- XP from 92 to 89
- Blade resistance from 10% to 15%
- Pierce resistance from 30% to 35%
- Arcane resistance from -50% to -40%
- Price from 37g to 36g
Death Knight
- Health from 61 to 63
- Axe damage from 11-3 to 12-3
- Trample damage (unchanged for now)
- Blade resistance from 10% to 15%
- Pierce resistance from 30% to 35%
- Arcane resistance from -50% to -40%
- Price from 58g to 55g
Rashy Era - Forest Dwarves
Hare Rider
- Blade resistance from -20% to -10%
- Impact resistnace from -20% to -10%
- Fire/Cold resistances from 10% to 15%
- XP from 48 to 46
Their cost efficiency is just terrible, at least to bother enemies with their poor 4-3 cold magical and by trolling with their RNG, not much left to this unit.
They at least have to be considerably toughter than gnomes to be partially worth it...
Hare Master
- Fire/Cold resistances from 10% to 15%
Gnome Jumper
It's unfairly much weaker than Gold Gnome. Not even worth except at abusrdly big scenarios. Find fair to buff.
- Fire/Cold resistance from 10% to 15%
- Arcane resistance from -10% to 5%
Rashy Era - Vixens
They have late game problems, specially in lv3 gameplay in survivals/multiplayer-campaigns or in long afterlife gameplay.
Recurrent problem of this faction is the inherent cold weakness on all units with almost no exception. Jaguar riders aren't that strong, so become cold resistant.
Most lv3 vixens will have fixed their cold weakness. Only clubbers haven't fixed cold weaknesses. Stalker's cold weakness lowered to -5%
Amazon Clubber
- Bolas damage from 2-1 to 3-1
Anakonda
- Impact resistance from 0% to 15%
- Cold resistance from -30% to -25%
Jaguar Scout/Rider
- Cold resistance from 0% to 10%
- Jaguar Rider XP from 89 to 75 to lv3.
considering the whole faction is weak to cold, seems fair.
Jaguar Huntress
- Cold resistance from 0% to 15%
Amazon Sharpshooter/Temple-guard/Matriarch
- Cold resistance from -10% to 0%
Amazon Stalker
- Cold resistance from -10% to -5%
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26.- Statesmen
Basically nerfing some of the buffs given to Statemen and general repricement for lv2/lv3.
Doctors
- Regenerates lowered to +Selfheal(3)
Originally the unit didn't have any regenerates bonus, also making doctors too good makes people not consider Coctionists
Values are even higher than being next to a coctionist (insignificant heal+2 that just stops poison working if next to them).
Few modifications, but most of them repricing, except nerfs for lv3 bowmen.
Some of these units were buffed, but not rightly repriced after buff.
Veteran Bowman
- Price from 33g to 31g
Elite Bowman
- blade/pierce resistances from 20% to 10%
- impact resistance from 10% to 0%
- Price from 42g to 47g
Snapper
- Price from 39g to 42g
Clibanarii
- Price from 45g to 51g
Vassal
- Price from 26g to 29g
Liegeman
- Price from 38g to 48g
Houseguard
- Price from 40g to 43g
Raider
- Health from 60 to 57
- Price from 32g to 36g
Cataphract
- Health from 78 to 74
- Price from 43g to 52g
- Fixed AI usage from "Archer" to Scout.
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27.- AI recruitment patterns
This change only considers to factions with such only-human use units in specific factions as Oracles's Blindmen and SteelHive's Choriotes.
AI finds more attractive buying these than real units which make AI using this faction being weaker than if using some other factions.
Realized that AI was recruiting vapors as scouts, making sometimes 1 hp free XP dummies.
Vapor makes AI derp REALLY hard, so I had to remove it.
Blindmen, Choriotes and Shieldbearers have different roles than Fighter to AI
- AI will not recruit Steelhive's choriotes anymore
- AI will not recruit Oracle's blindmen anymore
- AI will not recruit Orcs-Khangate's shieldbearers anymore
- AI will not recruit Vapors anymore as they aren't recruitable anymore.
Kthon
- Added a pattern of recruitment to Kthon AI which improves seriously AI performance when using this faction.
Error of AI when playing as Kthon was spending too much gold in terrapins and other lv0's
So decreased the ratio of lv0 in AI by adding a recruitment pattern, specially more lv1 fighters and much fewer terrapins.
Ancient Phantom
- Improved seriously AI recruitment pattern, so doves and mummies are recruited less often.
Deep Elves
- Improved notably AI recruitment pattern, more pressence of ranged and not too many poorly used minotaurs.
AI recruitment patterns adjusted to be less dumb againist other sides.
Except if in a specific scenario, any scenario author takes this into consideration.
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28.- Clokwork Dwarves
Golem/Automaton
- Are now mentioned in specials they have no-zone-of-control.
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29.- Archaic - Primevalist
Celebrant's accuracy from +Magical lowered to +Enchanted
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30.- Frozen Human / Fanatics descriptions
Considering a day I did not have any internet access for a time, managed to give description to AE - Frozen humans and then to ME - Fanatics
Just realizing how Frozen warrior welding 2 swords in lv2 but only one in lv1 and lv3 makes no literal sense lol
To be honest, it needs another sprite to be canonic lv2 of the unit... and leaving the 2 swords version as a no lv3 advancement (like undead's deathblade)
For this reason I skip this unit's description.
Same case of lv3 , Frost Fury Archer would fit much better as an optional advancement instead of being the only canonic advancement.
For that same reason I will not make any description for this lv3 for now. Apart that its cold ranged would fit more correctly if having special on ranged.
Frost Shooter
- Cold bow damage from 12-2 to 11-2
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31.- Feudal - Orc khaganate
Their previous buff was an enormous sucess, just realized that herders are too cost efficient and too strong.
Will nerf their mages as they're so dominant. Lv1 demanding more XP to level, lv2 and lv3 more fair melee values and lowering cold resistance.
IceWind Herder
- Cold resistance from 30% to 20%
- XP from 49 to 55
IceWind Drover
- Staff damage from 6-3 to 5-3
- Cold resistance from 40% to 30%
It's very important preventing the 9-3 mele mages at night when strong... specially in case of facing lv1 enemies in PvP
IceWind Master
- Staff damage from 8-3 to 7-3
- Cold resistance from 50% to 40%
50% better melee than most mages, and full lv1 melee.
This way, Outcast and Pariah are more considerable options.
I'm not even sure if nerfing more the Drovers XP and/or Masters resistances to -5% physical.
Will test and view in another version if that has to be reviewed.
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32.- ARCHAIC - Khthons
These changes will favour mostly more skilled players while being irrelevant to unskilled players.
Buffs are buffs
Brown Duck
- Will now regenerates +2 per turn
Considering that ducks are 15 hp, and they can easily be kileld by 1 lv1 unit in retaliation
is not much of a difference unless if well used. It also makes Ducks reheal instantly for poison.
Stymphallian (the other lv2 duck)
- Now has +feeding
Gives more purpose in having this unit.
Toad / Flying Toad
- Will now have +Anti-poison special
Now if poisoned will not lose 8 HP per turn, still poisoned until cured.
Orthrus
- Look at 33.- changes
Skylliaron
- Look at 33.- changes
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33.- MERCS - Triplestrike bug fix
- No longer includes EoMa's triple-strike as accident.
- Even if ID in codes is the same, ingame it was renamed to lateral-damage(2)
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34.- MERC's Avians
Realized they have a quite difficult time in WC II gameplay.
Testing said me they need buff.
Buffing medium wing units (archers and fighters) without modificating chargers.
Considering that I've very likely overnerfed them long ago =P but they are actually more balanced than they used to.
Considering that medwing options (archers/watchmen) are most "Meh..." will give them bonus 10% arcane resistance
Archers will gain extra 5% cold resistance
Viewed that Darts are medwing too, but their resistances are really crappy, +10% arcane seems okey.
Archer / Hawkeye / Eagleeye / Bombardier / Bowflurry
- Arcane resistance from 0% to 10%
- Impact resistance from -15% to -10%
- Eagleeye/Bowflurry both lv3 will have additionally +6% cold resistance.
- Hills defense from 40% to 50%
- Swamp defense from 50% to 40% for specific exceptions.
- Archer's XP from 44 to 40
Watchman / Bladewing / Razorwing / Savior
- Arcane resistance from 0% to 10% (Savior's 50% arca ne resistance unchanged)
- Hills defense from 40% to 50%
- Swamp defense from 50% to 40% for specific exceptions.
Watchman
- Health from 34 to 36
- Price from 16g to 15g
Being incapable to tank/fighter role because of not enough health... was a constant problem on WC II gameplay.
They were nearly useless in stage 1 of WC II
Nestguard / Shell
- Arcane resistance from 0% to 5% (with steadfast while defending is +10%)
Savior
- Health from 44 to 46
Dart / Divebomber / Rocket / Daredevil / Armorpiercer
- Arcane resistance from 0% to 10%
Daredevil
- gust damage from 4-5 to 4-4
- Pierce resistance from -30% to -20%
Armorpiercer
- Pierce resistance from -20% to -15%
Rocket
- Pierce/Impact resistance from -20% to -15%
Ironbeak
- Health from 50 to 52
Steelbeak
- Cold resistance from -5% to 0%
Mother
I was pretty surprised about the high cost efficiency of mothers, otherwise I wouldn't have lived in 1st scenario of WC II
Can't give them the +50% hills defense buff otherwise would make make fighters and (specially archers) not that useful.
Egglayer
Considered that gaining this option instead of healing +8 for this wasn't very worthy. Made her ranged quite more useful.
- gust now has +Aimed (50% version marksman)
- breeze damage from 5-5 to 6-4 but now has +Aimed
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35.- AE - Darklegion
Seems it's time for buff for dark legion as well. Was very difficult to me to even live 1st WC II Ageless scenario with this faction
(thing that didn't occur with some other factions). Had to retry multiple times to sucess one time.
As far I could view, only their cheaper Heavy Infantry is the only feature they have... and runner drones were pretty squishy.
So it's time to counter the previous nerfs to drones.
Many of their units will now have extra health, as they don't have any effective linebreker.
Runner Drone
- Health from 29 to 31
- Arcane resistance from -20% to -10%
- Pierce resistance from 10% to 15%
- NEW ATTACK: Energy Shock 4-3 impact ranged +Marksman
So they can be useful againist too fire resistant units as Infernai are.
Extra pierce resistance allow them to tank better other archers.
Protector Drone
- Health from 39 to 42
- Arcane resistance from -20% to -10%
- NEW ATTACK: Energy Shock 6-3 impact ranged +Precision
Rayblade
Oh man... if even using Protector Drone advancement feels a bit akward, Rayblade can't compete with them.
Offensively they don't add much to dark legion, so I think making them tankier if fine enough
(appart that being 5-6 exposes them to take a tons of dmg)
- Health from 38 to 46
- Attack adjusted from 5-6 to 6-5 (more useful, and less RPG abusable)
- Arcane resistance from -20% to -10%
- Fire resistance from -10% to 0%
- XP from 80 to 75
- Price from 27g to 28g
Stormblade
- Health from 49 to 55
- Arcane resistance from -20% to -10%
- NEW ATTACK: Energy Shock 6-2 impact ranged
Drone
- Health from 30 to 31
- XP from 38 to 37
Sentry Drone
- Health from 46 to 48
- XP from 80 to 75
Enforcer Drone
- Health from 62 to 64
- Arcane resistance from -20% to -10%
Assault Drone
- Health from 42 to 45
- Arcane resistance from -20% to -10%
- XP from 90 to 85
War Drone
- Health from 52 to 56
- Arcane resistance from -20% to -10%
Soldier
- Health from 33 to 34
Raider
- Fire resistance from 10% to 15%
Crossbowman
- Health from 45 to 48
Heavy Longbowman
- Bow (poison) damage from 7-4 to 8-4
Trooper
- Health from 38 to 39
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36.- EE - Monsters
Scylla
It's sea serpent that with regenerates, but is worse in too many aspects (worse resistances, worse terrain defenses).
Some buffs done to this only unit.
- Health from 65 to 68
- Fangs now have +lateral-damage(2)
- Piere resistance from 10% to 15%
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37.- Ceressian League
Realized a blatant stuff that is broken here, the Acolytes absurdly low XP values.
And realized that Lv2/Lv3 crossbowmen could need a buff.
Some units too weak to even be considered, so they need a buff too.
And many repricements for heroic era.
Acolyte
- XP from 36 to 42
Deacon
- XP from 56 to 74
- XP from 34g to 36g
Monsignor
- XP from 100 to 111
Metropolitan
- Price from 70g to 75g
New XP values to be mage like are somewhat low, but actually in 4.28 they're insanely low.
Novices are very similar to Acolytes but other movefoot type.
Still, there is only other ranged unit which I would like to see more often, crossbowmen.
Arbalestier
Concerning to their low base health and impularity, extra cold resistance and some extra buffs.
- Health from 40 to 43
- Cold resistance from 0% to 10%
- XP from 80 to 75
- Price from 30g to 29g
Master Arbalestier
- Health from 48 to 52
- Cold resistance from 0% to 10%
- Dagger damage from 4-4 to 5-4
Mounted Crossbowman
Considered to make them more tankier.
- Health from 44 to 47
- Cold resistance from 0% to 20%
Knight Errant
- XP from 80 to 85
- Price from 32g to 35g
Stradioto
- Cold resistance from 0% to 10%
Cavaleiro
- Cold resistance from 0% to 20%
- Price from 50g to 52g
Mounted Infantryman
This one unit is a way too underpowered, and doesn't even have lv3. Nobody picks this option neither I do.
For this reason I will give him some important buffs.
- Health from 44 to 52
- Spear will now have +First-strike (if lv1 version has first strike)
- NEW ATTACK: Sword 6-4 blade melee
- Javelin damage from 7-1 to 8-1
- Price from 30g to 25g
It's basically a weak lv2 fighter with 2 more movement. Fair enough considering no lv3 advancement.
Espadachino / Rodelero
This advancement is very impopular compared to Man-At-Arms. Slight Buffing
- Cold resistance from -10% to +10%
Lieutenant
- Crossbow damage from 10-2 to 8-2
- Price from 35g to 34g
- XP from 80 to 77
This forces, the player to need more of Arbalestiers for ranged pierce.
Lv3 ranged damage will left unchanged, only issue was the lv2 lieutenant.
It's basically having an additional lv1 Yeoman with almost full efficiency of lv1 crossbowman in a lv2 unit with leadearship aura.
Being the lv3 the only difference by having an Extra Sword. But was too easy avoiding Crossbowmen by having various Corporals.