I didn't say I want my all huge changes LOL. However, these changes are nothing, Burgundians will still strong as they are since those changes are meh, their eco still OP and their stables discount still great same for their UU, Hindus still have 0 weaknesses and they still super strong and Gurjaras still strong. Sicilians still broken and they should nerf their faster 100% castles and TCs build and their less bonus damage still strong same for their broken UTs (Hauberk and 1st crusade). No nerfs to Eagles food cost, no nerfs to China, no nerfs to Cumans, Franks, Huns, Britons, Mesos, Poles, Bohemians, Lithuans. Literally nothing will change.Told you that you would be disappointed when you didn't get your huge sweeping changes that would nerf civs into the ground.
HOLY **** YESSSSSSGeneral Balance:
- Crossbowman upgrade cost increased 125F 75g -> 175F 125G
- Arbalester upgrade cost increased 300F 300G -> 450F 400G
would be funny if they got more range 11 but i know they won't, just like rams- Armored Elephants/Siege Elephants are now affected by Siege Engineers
This is not what they needed...Bengalis:
- Monks now have +3/+3 armor
I was hoping it would be closer to 30%... oh well, we'll seeGurjaras:
- Mounted units bonus damage decreased from 50% -> 40%
Not enough. They're still too fast and resilient. Unstoppable unit if you don't have a big army of heavy cavalry. I guess Hindustani will take the #1 spot from Gurjaras now.Hindustanis:
- (Elite) Ghulam HP reduced by 10 from 65 -> 55, 75 -> 65
Big. Good. Tho i'd prefer if their castle build speed bonus was nerfed instead.Sicilians:
- Bonus damage reduction decreased from -50% -> -33%
Make the clowns feel all warm and fuzzy inside?what is this monk buff supposed to acomplish ?
Of course it wasn't lol, it was pretty much free, people didn't even consider it a factor due to how cheap it was. Now with bigger upgrade costs the army mass will be lower or the attack will come later., there's no way around it, extra cost is more than 1 archer's worth. It was absurd how the player could afford the upgrade even if their eco was strained from fast uptime or despite you harassing them heavily. Same with going fast imp for arb power spike which was so easily affordable even in grim situations.Because the problem with archers has never been, in my opinion, the cost of the upgrade
I mean they did buff the elephant archer by reducing cost and weakness to skirms, which I suppose is mostly meant to affect the Dravidians and Bengalis. But I don't think it will be enough, Dravs and Bengalis are also the new civs most negatively affected by the archer nerf.I really like all changes, but again: How does this changes something for Bengalies? Like what's the point of having extra tought monks ? They still don't have a usuable unit to go for, except the Ratha. what is this monk buff supposed to acomplish ?
Maybe the thought process is for them to go elephants plus monks now, to be able to convert back the converted elephants :DI really like all changes, but again: How does this changes something for Bengalies? Like what's the point of having extra tought monks ? They still don't have a usuable unit to go for, except the Ratha. what is this monk buff supposed to acomplish ?
Maybe they should receive elephant scouts in feudal age to make the transition easier :DMaybe the thought process is for them to go elephants plus monks now, to be able to convert back the converted elephants :D
Ele archers are not viable in 1v1. maaaaaaaaaybe in close maps where you can boom like a mad man. But that's itI mean they did buff the elephant archer by reducing cost and weakness to skirms, which I suppose is mostly meant to affect the Dravidians and Bengalis. But I don't think it will be enough, Dravs and Bengalis are also the new civs most negatively affected by the archer nerf.
Oh no, please let's not start balancing around arenaActually bengali FI monk treb, might be a viable strat for the circus. The +2 Vill bonus is nice if you age up fast, and free instant orthodoxy is not bad. You can go 28+2+5 and end up with 6 vills more.
+3 pierce armor will make them pretty good against skirms :D monk tanks dancing in front of crossbows let's gooooI'm amused that they gave former Slav unique technology as civ bonus to Bengalis. It's nice, but it won't make Bengalis a good civ.
Eh, I've won with them (or was it in spite of them 11) several times. My winrate with Dravs+Bengalis is 67%. They are good in an offensive position where you'd normally going xbow+siege. Going EA+siege is more potent since EAs counter xbows and aren't countered by mangonels.Ele archers are not viable in 1v1. maaaaaaaaaybe in close maps where you can boom like a mad man. But that's it
Or they could release the source code so I can use their super easy implementation rather than having to do it the hard way.Yes, the devs should totally take into consideration your community patch when balancing the game...
Firstly, thanks for posting it, always very curious to see them asap.Map Voting is now an in-game feature
Melee pathing feels a lot smoother again
General Balance:
- Crossbowman upgrade cost increased 125F 75g -> 175F 125G
- Arbalester upgrade cost increased 300F 300G -> 450F 400G
- Armored Elephants/Siege Elephants are now affected by Siege Engineers
- Elephant Archer cavalry archer armor changed from -7 to -4 (take less bonus damage from e.g. skirmishers)
Civilisation Balance:
Bengalis:
- Monks now have +3/+3 armor
Burgundians:
- Economy upgrade food discount changed from -50% -> -40%
- (Elite) Coustillier charge attack reduced by 5 from +25 -> +20, +30 -> +25
- (Elite) Coustillier charge time reduced from 40s -> 33s
Dravidians:
- Now have access to Bombard Cannons
Gurjaras:
- Mounted units bonus damage decreased from 50% -> 40%
- Elite Shrivamsha upgrade changed from 800F 600G -> 850F 500G
- (Elite) Shrivamsha rider recharge rate increased from 15s -> 20s
Hindustanis:
- (Elite) Ghulam HP reduced by 10 from 65 -> 55, 75 -> 65
- lose access to Halberdier
Sicilians:
- Bonus damage reduction decreased from -50% -> -33%
There mill took a solid nerf.Gurjaras. This is one of the biggest disapointment of the patch. I was waiting for their nerf a lot and I feel like those nerfs barely address anything...
Only on maps with non-standard amounts of herdables. It's now non-linear, a mill with 8 sheep inside will still generate food at the same rate as pre-PUP. 9 or 10 sheep in mill will be slightly slower, and if you make 8 mills and put one sheep in each you will actually generate food twice as fast!There mill took a solid nerf.
According to the tests I heard about, the trickle is based on the total amount of sheep garrisoned, so it doesnt matter in how many mills they are.if you make 8 mills and put one sheep in each you will actually generate food twice as fast!
No, I probably just misunderstood. The way you stated it makes far more sense as a nerf for the maps with lots of sheep.According to the tests I heard about, the trickle is based on the total amount of sheep garrisoned, so it doesnt matter in how many mills they are.
Did your test show otherwise? Interesting.