🕹🕹🕹 RC15 Beta 10 released 🕹🕹🕹 >>> Download <<<Dear community,
We've released another balance & fixes patch. This time Warcries are significantly reimagined as follow
STRONGHOLD:
- Warcries hero level requirements removed
- Warcry army rage bonus does not deppend on War Cry level
- the third rage level is gained at 900 instead of 1000 rage
- 'Shout Training' perk renamed 'Warcry Training' and swapped with 'Shout of Rage'
- 'Shout of Rage' perk renamed 'Bloodlust' and gives x1.5 instead of x2 rage to all warcries
- 'Mighty Shout' perk adds +10 level bonus to warcries instead of +5
- 'Tribal Teachings' renamed 'Elder Chief' and now gives tier 5 creature every week
- 'Battle Elation' perk gives +80 rage instead of +50
- 'Bloodfire' perk modifies rage gain by 33% instead of 50%
- 'Stamina' perk increases defense per level
- if the hero attack finishes off a stack the army gains +20 rage
- 'Confusion' spell reduces rage by 30 per mastery instead of 5 (works as anti rage spell)
- 'Life Drain' ability reduces rage by 20 instead of 90
- 'Weakening Strike' effect reduces rage by 30 instead of 90
- 'Blind' spell reduces rage by 60 per turn instead of 100
- 'Frenzy' increases rage gain by 50% instead of 100%
- receiving a curse spell does not increase rage by 10
- added dmg absorbtion info to 'Bloodrage' skill description
Warcies Level 1 Creeping Warcries- 'Word of the Chief' renamed to 'Laceration' and hits enemies for 80 army rage and stuns 0.01 per level (can stack with stunning strike), 5 mana cost, is alternative to regular hero attack because of large amount of army rage it gives.
- 'Call of Blood' buffed to 15 rage per level, 7 mana cost
Warcies Level 2
- 'Fear my Roar' gives 80 army rage, 15 mana
- 'Battlecry'renamed to 'Onslaught', now affects only one stack, increases speed by +3! and attack per level, gives 40 army rage, 12 mana
Warcies Level 3
- 'Horde Anger' gives 40 army rage, dmg raised to 0.8x army size, 20 mana
- 'Rallying Cry' renamed 'Battle Cry' gives huge amount of rage to whole army (+240 base) and morale for 2 turns instead of 3, 24 mana
CLASS CHANGES- Rangers have 10% chance for war machines
- Druids have 12% chance for sorcery
- Wizards have 10% chance for sorcery
- Necromancers start with 2 knowledge for easier start
- Heretics start with 2 knowledge for easier start
- Tricksters start with 2 knowledge for easier start
- Runemages start with 2 knowledge for easier start
- Shamans start with 1 attack instead of 1 defense for easier start
- fixed Sorcerors learning 'Gating' skill from Witch hut
- Sorcerers default perk becomes 'Dark Ritual'
HERO CHANGES
- Following heroes are modified for thematic reasons or 'Master of Curses/Navigation' levelup traps.
- Bertrand starts with 'Leadership' skill
- Klaus starts with 'Martial Arts' perk
- Benedikt starts with 'Advanced Dark' skill
- Markal starts with 'Dark ritual' perk
- Orlando starts with 'Master of Pain" perk
- Wyngaal starts with 'Soldiers Luck' perk
- Gilraen starts with 'Battle Frenzy' perk
- Darkstorm starts with 'War Machines' skill
- Eruina starts with 'Dark Ritual' perk
- Vayshan starts withOUT 'Offense' skill
- Naadir starts with 'Drain Soul' perk
- Deirde starts with 'Dark Ritual' perk
- Sandro starts with 'Dark Ritual' perk
- Thant starts with 'Eternal Servitude' perk
- Vidomina starts with 'Eternal Servitude' perk
- Jhora starts with 'Dark Ritual' perk
- Maahir starts with 'Scholar' perk
- Ebba starts with 'War Machines' skill
- Garuna starts with 'Dark Ritual' perk
MISC- 'Town Gate' spell now teleports the hero in the gate of a town, the teleport is canceled if the gate is occupied
- Previously buffed 'Dark Ritual' perk renamed 'Arcane Ritual' uses different icons and swapped with 'Arcane Training' perk (now sorcery is good early game) 'Erratic Mana' also regenerates randomly 0-10 mana per day
- reduced mage guild cost to 4 wood and 4 ore per level
- reduced talisman lvl 3 cost
- modified rare resource cost patterns for some dwellings from 5 > 5 to 4 > 6 to make building mage guild lvl 2 not interfere with early development
- added +5 wood and ore to cost of resource silo, but reduced its gold cost to 3000
- Stalkers have 7 mana and can no longer become invisible if there are not at least 7 units in the stack
- Shadow Mistress mana increased to 21
- Spearweilders, +1 max dmg, -1A, -1D
- Skirmishers, +2A,+1D, harpooners -1A,+1D
- 'Encourage' perk increases atb by 0.4
- 'Summon Spectral Dragon' ability is much better (see ingame desc)
- 'Rune artist' specialization also adds +1 knowledge
- buffed 'Hypnotize' with 30% less base initiative reduction
- buffed 'Summon elementals' back to 1.8*SP
- 'Decay' nerfed to 2 turns base duration
- 'Poison Master' specialization nerfed to 10% base chance
- 'Blind' duration scaling changed to 1 + 0.05 per power
- fixed Lich Masters and some other casters not receiving the correct amount of mana from hero specialization
DUEL- Avengers and Rangers both get extra Dancers to make up for their starting skills (and fixed intro text)
- fixed Mephala getting too much trees
ARMG- by default all towns (player and neutral) start with mage guild lvl 1 on ARMG maps for better balance and gameplay
- (this can be switched off in settings.pak or is overriden if existing build town variables are not 0)
- town conversion cost on ARMG for towns level 0-2 is lowered to 1k,3,3,1,1,1,1
- likely fixed issue of ARMG placing too many magma shrines in one zone
- increased zone guard strength on standard templates from 6 to 8
- increased zone guard strength on belt templates from 6,10 to 8,14
- increased zone guard strength on team templates from 1,6,10 to 2,8,14
- increased zone guard strength on window templates from 6,10 to 8,12
- increased zone guard strength on box templates from 6 to 8
- increased zone guard strength on epic templates from 6,10 to 8,14
- increased zone guard strength on ultima templates from 3,7,9,10,12 to 5,9,11,14,16
For more details read the article on moddb!