🕹🕹🕹 RC15 Beta 14 released 🕹🕹🕹
>>> Download <<<
Excuse us for the poor quality.
This is a critical bugfix release to replace RC15 beta 13.
CRITICAL FIXES
Fixed MAJOR issues of anything related to resurrections pretty much not working
- Fixed MAJOR issues of anything related to resurrections pretty much not working
- removed new embalmer perk (a technical conflict with eternal servitude will make beta 13 design impossible, flat HP artifact resurrections will not be available for necro)
- reverted 'Lord of Undead' perk in previous state
- new perk 'Master of the Hunt' replaces 'Unholy Crusade' perk and gives extra Ghosts
- Kaspar specialization name reverted to 'Embalmer'
- fixed resurrection artifacts resurrecting more than died
- fixed aid kit artifacts not working at all
- fixed 'Pathfinders Aid Kit' artifact spawning on the map
- fixed Sprites having wasp swarm and pixies having mana in creaturepedia
- some very subtle tweaks to skeletons to make sure they are equal:
- Skeletons: -1 defense
- Skeleton Warriors: -1 defense, damage 1-3,
- Skeleton Archers: +1 attack, -1 defense,
- Succubus and Succubus Mistress: added 'Vulnerability' spell
- Pit Lords and Pit Spawns -2 damage (values were set too high, goal was to reduce excessive randomness)
- 'Necromancy' and 'Logistics' skills can no longer be unlearned without mental scarring (hero loses stats)
- new attempt fix to prevent reward text collision
Добавлено через 48 минут
NargottThe most logical thing is to make sure that the chance is equal to the ratio of damage dealt to health before the attack.
If you deal 2 times the damage, then the chance to proc should be twice as high, since you are doing twice as many hits.
There is no wrong choice here. It is up to what one favours.
First , the good side of the proposal is that Might hero army will have higher chance of proc in PvP against magic heroes which sounds intuitive but so many other issues arise. Pointed below.
Second, my take is based on the idea that dealing damage is the most important thing in the game. Kill the enemy as swiftly as possible before you suffer casualties.
Proposed approach ties the chance for proc to damage. This makes creature that are already good even better.
Now you have 2 great things in the same type of units - Damage dealers + high proc chance. That is not good as it reduces the usefulness of other units.
Abilities should be available as an alternative method to turn the tide of the battle when the numbers (and damage) are not in your favor.
Third, here are some creatures that will suffer greatly from the change.
- Fortress Tier 2 - they do low damage and their cripple ability chance will be non existent.
- Fortress T3 bear roar does not deal damage
- Fortress T3 paw strike, they are not the best damage dealers too
- Sleeping strike, frightful pressence, blinding attack - it is great in circumstances you are facing much stronger foe, so damage vs total hp will be low.