![]() Pike damage increased to 12 damage, 3 ap damage. Dagger and Sax damage increased to 15 and 20 respectively, allowing units wielding them to actually deal noticeable damage in melee. cavalry spear_heavy 21 damage / 7 ap damage, +40 bonus vs. cav spear 21 damage / 7 ap damage, +30 vs. cav for infantry spears while reducing damage, giving short spear 14 damage / 1 ap, +15 vs. Increased damage on lance to 30 damage / 5 ap damage. Khanda had ap damage reduced, but regular damage increased to 54 / 1. Heavy Spatha lost ap damage, becoming 46 damage / 4 ap damage. Sword and Spatha increased to 45 damage total. Horse Hewer had damage increased to 38 damage / 2 ap damage, but lost bonus vs. infantry, but lost a lot of armour piercing damage. infantry for swords and maces to 1 (to give these an initiative edge over spears with same attack). infantry from Dane Axe, Axe, Khanda and increased bonus vs. Makes units less sticky and makes units retain formation better. Removed matched combat animations for non-kill combat. Reduced knockback chance on damage from 10% to 5% and knockdown chance on damage from 5% to 2% to reduce likelihood of surrounded units being locked into permanent knockbacks. Reduced outnumbered defense penalty from -50% to -25%, allowing elite units and cavalry to survive better in melee and retain greater benefits from a high defense. Removed combat rule bonus from cavalry vs infantry. Collision damage default halved from 20 to 10. Units are more likely to hit each other on average, but strong units are also more likely to hit more often and avoid hits more often when facing units with weak attack or defense. Changed min hit chance from 15% to 10%, max hit chance changed from 85% to 90%, base hit chance changed from 40% to 50%. Reduced duration of charge bonus from 30 to 15 seconds. Reduces pace and allows for less casualties on withdrawal. Doubled delay between melee attacks from 0.7 to 1.4. Reduced percentage of matched combat, now matched combat only occurs for kills, allowing units to retain formation better. Braced spears and pikes reflect more charge damage back when attacking chargers, although at the same time the time between charge reflect attacks is reduced, keeping overall damage in check. Ability design focused on modal stances that allow players to subtly influence engagement outcome, without making ability micromanagement a must. Infantry and cavalry now have universal walking speed, allowing units to retain formation while walking more easily. Increased spotting distances for forests and shrubs (300m in open, 120m for shrub, 80m for forests). Spotting distances are largely universal and more restrictive, making the fog of war a factor in battle. Ranged units now widely use accuracy stat, whilst ammunition number is dictated by projectile type. Charge bonus variation is smaller and charge impact damage is lower as well, emphasing charge bonus for damage dealing (Variation is now between 10-109). Makes units rout faster, but also allows them to rally quickly. ![]() Morale values are in general lower and morale penalties emphasize casualties taken in the last 60 seconds. Projectiles are in general more accurate, but deal less damage per hit. ![]() Armour, mass and speed should now be more consistent with each other. Armour values roughly doubled, while weapon damage remains roughly similar. Universal health for infantry (100) and cavalry (100+50), with some exceptions. Edited and focused unit rosters for factions, with redundant units removed and faction unique unit brought into focus. Complete redesign of unit stats and prices
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