Zitat:
Hello players!
Following your feedback, we’ve made a few new adjustments to the new foes and map generation. We also want to take this beta to introduce new balancing changes and tweaks to some clans and to the way you gain positive relations with ally clans.
Following your feedback, we’ve made a few new adjustments to the new foes and map generation. We also want to take this beta to introduce new balancing changes and tweaks to some clans and to the way you gain positive relations with ally clans.
Foes
We’ve noticed many of you expressing disappointment at the fact that the Bear and Boar units are more or less equivalent, with the same overall power and behavior. We’ll try to address that by making the Boar a stronger and more aggressive unit than the Bear, so both represent different challenges.
With those new changes, the bear becomes the more resistant tanky unit, requiring lots of damage to go down, while the Boar is the more aggressive unit, dealing heavy blows your units must tank long enough to kill the creature.
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- Boar stats
[list]
- 15 Atk (12 previously)
- 110 Hp (100 previously)
- 8 Def (8.5 previously)
- 5 Moves Speed (3.5 previously)
Map generation
After the previous changes we made to the wild units spawned in the zones around the clan Town Halls, some of you have (rightfully) pointed out that having the same power spread across 3 zones or 4-5 zones did not result in equivalent starts in terms of difficulty. So, we adjusted the way the foes are spawned to take the number of zones available to the clan into account.
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Spawn hostility
- he overall number of hostile units close to a clan’s Town Hall will now also depend on the number of zones in contact with the clan's starting zone.
Balancing
Diplomacy
Those changes are based on feedback made during the previous balancing patch we discussed with players on Discord. However, we didn’t have the time to implement and test them properly before the previous patch's release, so we’re pushing them now.
The idea behind those changes is to reward actions that benefit ally clans with a gain of relations with them, especially for actions taken by support clans like Squirrel and Stoat.
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General
- When feasting for their team, a clan improves its relationship with all the affected ally clans. (Relation is passively enhanced for the entire length of the Feast)
Squirel
- Meals prepared by the Squirrel for their allies improve their relationship with the affected clans. (Passively increases while the Meal is ongoing)
- Rumor-Mongering now also increases all relation gains by +100%. (Offering Well, Trade-Routes, Gift-Routes, Rumor-Mongering passive effects, and Meals).
- Rumor-Mongering passive relation gains have been readjusted to remain identical to the previous value even when multiplied with this new effect.
Stoat
- When collecting a Levy for their team, the Stoat clan improves their relationship with all the affected clans. (Passively increases while the Levy is ongoing)
Horse
Yes, we’re making changes to the Horse clan. I know we said repeatedly we wouldn’t, but here we are. Do not expect anything too crazy, though. Our goal with those changes is mainly to reduce the gap between a good and a bad Horse start. We want to ensure the clan gets its warchiefs fast enough to avoid falling behind in a no-ruin, no-shipwreck situation. While not snowballing like crazy and becoming unstoppable in a situation with two ruins or more.
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- Both Warchiefs now cost only 100 Kröwns to recruit (150 previously).
- Horse clan when exploring Ruins and Shipwrecks will only get half of the Kröwns any other clan would get.
- But they also extract ore from those. [list]
- Exploring a Ruin provides +5 Stones.
- Exploring a Shipwreck provides +5 Iron.
Raven
Since the previous changes on the Raven, we’ve seen many complaints about the toxicity of the “Giant spam” - a move consisting of building the Raven Relic and constantly sending raids of just 1 mercenary + 1 giant. Thus keeping the raid cooldown at its lowest while harassing and dealing massive blows to the targeted clan(s) economy.
We agree with this sentiment, and we want to make it less efficient while also allowing the targeted clans to punish the Raven by countering and fighting back against the raids.
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- Each mercenary killed during a raid increases the raid cooldown of the zone by +30 seconds.
- Sons of Hrymr (giants) power depends on the number of mercenaries sent with them. [list]
- Sent with a full raid of 6 mercenaries, their power will be the same as currently.
- Sent with only 1 mercenary, they have only a fraction of their max resistance. [list]
- 50 HP (instead of 100 max)
- 6 Def (instead of 12 max)
Ox
Not really a balancing change, but more of a quality-of-life tweak we forgot to allow for the City Building of the Ox.
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- After unlocking City Building, zones can be improved even if they do not contain the maximum number of buildings.
Improvements
Many optimizations made to betther the game fluidity
AI
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- Improved the defense behavior.
- If the AI is attacked by a player, its military units stop whatever they are doing, and go defend right away.
- If the AI is attacked by foes, it use the right amount of civilian to defend itself.
- Improved a lot the Eagle AI : it stays on a recently cleaned zone to benefit from the boneyard heal + it can scout its treasures.
Bugfixes
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- Silos can be built on shores without problems.
- Norms can produce lore outside their territory
- Kingdom - Guardian’s military path send militia
- Mimirsbrunn - Loading a save after unlocking Mimirsbrunn will not allows to pick any lore
- Stoat - Fixed Peon not healing on the Town Hall
- Lynx - Caring Siblings doesn’t heal Lynx and Mielikki on enemy territory
known issues
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- Stoat - Relation grant with a levy give too much relation (should be +0.8 for a 30% levy)
- Squirrel - Rumor-mongering doesn’t increase relation granted with a meal
- Concede doesn’t kill a player
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Other
- investing foes disappearances in strange rituals