Release candidate
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Re: Release candidate
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Re: Release candidate
Former Site Admin
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Re: Release candidate
I know that Xbows are stronger vs iron, for example, but I'm curious about the exact changes for everything.
Re: Release candidate
I know that Xbows are stronger vs iron, for example, but I'm curious about the exact changes for everything.
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Re: Release candidate
Same question here . I would like to see the list of all changes if it is possible .I know that Xbows are stronger vs iron, for example, but I'm curious about the exact changes for everything.
The only other unit stats change since r5503 is that storm attack goes further and is more predictable now (I've made some minor changes to that since RC1 so you can't storm indefinitely).
A proposed change that hasn't been implemented (yet) is to make bowmen take slightly longer to reload (to make xbows more useful and reduce bowman spam). I'd be interested in feedback on this idea, especially if crossbowmen are still rarely being used.
Re: Release candidate
Re: Release candidate
Or are there any changes for the scouts aswell?
Re: Release candidate
This is makes me excited for the next release. Seems like every unit except scouts have a good purpose now!
Or are there any changes for the scouts aswell?
Castle Guard Swordsman
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Re: Release candidate
I have watched many games and played a few games and there is a positive "direction". In every game with 8 players you have at least 1 player who makes xbows and try new strategies. As I can see for now, many of these tests were successfull. Though you shouldn´t use xbows, to play the "shoot and go back"-game against bowmen Sure the argumentation "Bowmen are cheaper and kill the same amount of units" is correct then, but when you use these new xbows in a way how you should use them: Against melee units attacking you /horses rushing you, it looks for now like xbow players have a good advantage.
The only problem that I have seen, is what I just wrote about bowmen VS xbows (xbows can die also by one hit). That means that these xbows (how they are right now) won´t work in 1vs1 or even 2vs2 games, because players with xbows and axefighters will just loose this "ranged duell" and the axefighters aren´t really a challenge for bowmen+swords
However in games with at least 6 players, these "supporter" units do their job very well, when you use them correctly
The only unit that is totally "useless" is the scout, but there is a topic about it already
Re: Release candidate
Castle Guard Swordsman
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Re: Release candidate
Bence, can you send me replays of all missions where you found a bug? Looks, like you are playing the campaigns again. That can help me at fixing
Re: Release candidate
Possible solutions, if I am going to be right: (note: I am not suggesting that they are needed yet! I am simply pointing them out for later)
-change the "shield bonus" for xbows back a bit. In tournament beta it was 50%, now it is 25%, let's make it something like 40-45%.
-change the "shield bonus" for knights and scouts alone. (On an unrelated note, we could make the anti-ranged defence value the same for scouts and knights, if we want scouts to get buffed up a little bit, but this is unrelated to the topic)
-time. Time heals many things, and I predict that with time, we might think of a way to beat xbows up. The obvious one would be to outmicro xbows with bowmen but I am not sure if that's going to be enough.
In a month or two, I am going to get back to this topic and verify whether I was right or wrong.
Castle Guard Swordsman
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Re: Release candidate
Re: Release candidate
Happens even inside map, appears and disappears randomly.
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