Battle realms zen11/18/2023 ![]() a certain programmer really did good job. Magnum Opus? I expected nothing and still disappoint.Įxcept for system upgrade. (Not even state their proper reason, of course.) make the stage take around 560% more time to complete. Making spirit warrior a siege is probably the most amateur move I ever see.ĪND YET to add insult to the injury, They decide to reduce story mode/offline mode speed by 40%. You can just add another 1-2 more raider or add alchemist hut in the stage so that burning can be upgrade.Īnd for pre-siege stage you can just add a lot of boulder near enemy building. If there is a single tester ever test the stage even once before release, this wouldn't happen. The problem in Necromancer solo mission is the game give you 1 raider.Īnd with new siege he will never burn anything. Originally posted by NekoEater:New siege is heavily affected story mode. If you got those units, tearing buildings apart should be a pretty simple task. So, if you want to take down buildings, you will need units that specialize at taking down buildings. It's also important to remember that not all buildings need to be destroyed in order to reach the mission's goal (varies from mission to mission). We have made a couple of adjustments since then to combat the campaign's initial tediousness such as making Kenji or Spirit Warriors Siege. Indeed, it's difficult to edit the campaign the way we'd like it to be. In "smart tooltips" units are named siege if their multiplier is 1 and above. Building AM later multiply this (remain untouched for now). All non-siege units deal 25% of their base damage. How it works in 1.58 (ZE Siege)- All units can be Siege. All siege units deal 100% of their base damage. All non-siege units deal 50% of their base damage. How it worked in 1.50q WOTW:- Only melee units can be Siege. Even Archers with damage upgrade and in numbers could outdamage multiple repairing peasants, that's with any building's Piercing AM set to 0,25. Essentially this meant that any unit was effective vs buildings if their damage was enough, some just a bit more effective than others. Units had their own damage and attack speed. Buildings had their own AM against XYZ damage types. Semi-broken gameplay in the legacy game.It didn't work for missile units for whatever reasons. Siege multiplier only applied to melee units in the legacy game.These have always been specified to be Siege adding techniques. Chemist Phosphorous Powder never adding anything beyond damage and AoE. Cannoneer 3 Yin technique never working. That is for us as devs or modders in the future. Each unit's damage to buildings is adjustable individually. Building AMs, while still in use, no longer really matter. compositions from being overly successful. A more or less realistic, gameplay diversifying approach aimed at preventing "1 massed unit" etc. If one needs Siege, they have to build specific units for it. ![]() The new concept of siege was introduced for a number of reasons: Other than that, I think it's a great update Again, not a online player, so maybe it was done with online play in mind. ![]() I'm just curious what the goal of this change was. In the old patches, the siege units still did more damage to buildings so its not like they were completely useless there either. once you have destroyed the enemy army, and they only have peasants left, you have essentially already won, so having to spend more time destroying buildings just for the sake of ? just doesn't feel very good. ![]() This was very noticable in the early missions of the campaign where you don't have access to siege units, and honestly the campaign as a whole, as you need to destroy mostly everything to progress. I play mostly against AI and campaigns, so I can say nothing about how this affects online matches.īut I gotta say I kinda fail to see the point of the new siege system? It feels like it's only purpose is to slow the game down for seemingly no good reason. I'll just say right away I am not a online players. ![]()
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