Finally! Free cities can actually attack dwellings, awesome stuff!
Now just let us rename our vassal cities and they'll be perfect.
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Those are not mods that do anything with Hero Class or Hero Background so I don't know why you would think these would cause any issues.I post this because i know that for some mods who change ruler definition : Age of color and icon bank mods for example,
Just load a game (no need to modify the ruler, or use it... only launch the game and exit) with the mod desactivated is enought to modify the ruler that need these mods.
Your math doesn't quite checks out. At a max renown hero this is equivalent to 60 Gold Upkeep.20 gold per renown per hero for a trait that encourages using more heroes? That means up to 100 gold upkeep per hero, doesn't it?
20 gold per hero flat would have been a better nerf rather than increasing it per renown.
I understand that Cult of Personality was very powerful but this nerf makes it worse than Chosen Destroyers. It greatly cripples your economy
both early and late game. It removes the purpose of picking this trait. At least I do not see why I would ever willingly pick it again.
I only disagree with healing nerfs, each affinity needs some type of healing that scales over the course of a game. Limited in the beginning, powerful in single target or spread over multiple units in the end.Sounds like good changes. At some point, the devs need to address the biggest problem. Heroes are far more effective than armies. There's no reason to make an army to attack other players...only to defend against trash attacks.
A stack of 4 heroes defeats almost anything in auto-combat on Brutal. When it loses, you run the battle yourself and easily win.
A stack of 6 heroes is ludicrous.
So, what to do about it? They had the right idea of giving army buffs to the heroes, but it's far too little to matter.
Maybe reduce siege value to 1/unit (instead of base 10). Give all siege "adds" requirements that a simple stack of heroes can't meet.
Force players to bring an army with them to take enemy cities.
As it is now...
1. Build stack of heroes
2. Rack up xp on neutrals
3. Move near enemy capital
4. Declare war and siege capital
5. Enemy player dead
This works for any culture, stats, etc., but it's more effective with Reclaimers, flying mounts, and Favorable Winds.
...and if you're going to nerf anything, it has to be healing. Far too powerful.
Ruler = warrior with all minor race bonuses + undead for life steal (healing)
Make your other heroes ritualists as much as possible. Give them an orb and a flying mount. Two massive heal powers that can bring each other back from the dead.
For the ultimate hero party, go mostly materium. Master materium summon. Tome of transmutation for 3x tranquility = rings of status immunity. Immune to decay. Nothing can stop the healing.
I recommend nerfing all healing somehow...not just hero healing.
The changelog made it sound like they start with upkeep on lvl 1 renown, so up to 80 gold per hero. This is better but still bad.Your math doesn't quite checks out. At a max renown hero this is equivalent to 60 Gold Upkeep.
Reduced Base Hero Stats
- Reduced HP from 90 to 80
- Reduced Defense from 3 to 2
- Reduced Resistance from 3 to 2
Grace - Now stacks only up to 3 times down from 5
Those changes I am most concerned about.Defender
Made Tireless Retaliator a bit more niche, shuffled damage bonus on fighting skills to make it a more interesting choice between survivability and damage.
- Graceful Defence - Reduced Grace granted from +2 to +1
- Tireless Retaliator - Now grants Tireless Retaliation while in Defense Mode
- Resistant Vanguard - Reduced Status Resistance granted from +2 to +1
- Fighting 1 - Reduced Damage increase to 10% instead of 15%
- Fighting 2
- Increased Damage increase to 20% instead of 15%
- Now mutually exclusive with Greater Vigor
- Renamed to "Greater Fighting"
I already experienced this :Those are not mods that do anything with Hero Class or Hero Background so I don't know why you would think these would cause any issues.
I think 60 gold per hero is too much, for a trait that is all about heroes. I see the thematic in that the heroes are like 'celebrities' or 'nobles' and require payment and/or have a luxurious lifestyle that the population gladly pays. But it is fairly easy to get 1~2 renown in your first hero making that 20/40/60 gold upkeep in the early game borderline umplayable.Your math doesn't quite checks out. At a max renown hero this is equivalent to 60 Gold Upkeep.
Jordi, the Triumph staff is doing a LOT of work to get these systems up to snuff and it is appreciated.![]()
- Cult of Personality - Upkeep per renown level reduced from 20 to 10
![]()
Godir Origin: Dragon Lords
- Learning a Signature Skill now grants an extra skill point for the Hero
- Note that this is NOT retroactive! You will need to respec a hero and relearn signature skills to get the extra points.
Early game Dragon lord survivability suffered disproportionately from the changes in part thanks to their size. HP increased to restore their survivability early on comparative to other Ruler types.
Hero Class: Ranger
- Base HP increased from 80 back to 100
- Reduced HP gain from Breath Transformation (Level 12) from 30 to 20 HP
- Reduced HP gain from Primal Transformation (Level 8) from 25 to 15 HP (Same as other transformations on its tier)
Scatter shot got reworked a bit to be more flexible in its uses. Swapped around Skirmisher and Melee training to give earlier access to the slippery property even for ranged focused ranger builds.
Hero Class: Death Knight
- Skirmisher training and melee training have swapped positions
- Scatter shot action point cost reduced from 3 to 1
- Scatter shot range reduced to 4
- Curse is now a free action, with a 1 hex range and 3 turn cooldown
- Swapped the positions of Melee Mage and Dark Ritual in the tree, so that Dark Ritual comes first
![]()
- Mythic units got +10% Increased Damage, +10hp, +1 Defense, +1 Resistance
- Pyre Templar - Base Defense reduced from 5 to 4
- Umbral Mistress - Base Movement speed reduced from 48 (Very fast) to 32 (Normal)
![]()
Skills
- Mage / Spellblade
- Wildfire Strikes description updated to correctly indicate it works on all base attacks.
- Order
- Fixed Lead by Example duplicating/repeating Additional Effects of Support Abilities
I supposed it is what Triumph planned,Really cool when it comes to new classes, much appreciated.
Sounds much better.Cult of Personality - Upkeep per renown level reduced from 20 to 10
Love all those changes!! 10/10 Keep up the amazng job!![]()
- Cult of Personality - Upkeep per renown level reduced from 20 to 10
![]()
Hero Class: Death Knight
- Learning a Signature Skill now grants an extra skill point for the Hero
- Note that this is NOT retroactive! You will need to respec a hero and relearn signature skills to get the extra points.
- Curse is now a free action, with a 1 hex range and 3 turn cooldown
- Swapped the positions of Melee Mage and Dark Ritual in the tree, so that Dark Ritual comes first
Archer range - nerfed
I fought that battle and lost, man. 10 people from this and other forums disliked a 3 paragraph post I made last month explaining why building classes from general skill lists and balancing the items (magelock) and skills (killing momentum) was better than across the board restrictions.Archer range - nerfed
Archer killing momentum - gone
Mage damage - nerfed
Any skill for any build - gone
High resistance shield hero builds - nerfed
We had all freedom do make our heroes ANY way we wanted . We could pick and choose any skill from the list.
Now it's a dumbed down exclusive and funneled non-optional, flavourless level-up basic process.
You really want us to play your way. Nevermind what the people who pay to play this game enjoys doing.
Did you not notice how many players were really passionate about their hero archer builds? How many tube videos, how many Reddit posts about heros archers..
And you fed it up.
It is most amazing to have a quick fix.![]()
- Cult of Personality - Upkeep per renown level reduced from 20 to 10
![]()
Godir Origin: Dragon Lords
- Learning a Signature Skill now grants an extra skill point for the Hero
- Note that this is NOT retroactive! You will need to respec a hero and relearn signature skills to get the extra points.
Early game Dragon lord survivability suffered disproportionately from the changes in part thanks to their size. HP increased to restore their survivability early on comparative to other Ruler types.
Hero Class: Ranger
- Base HP increased from 80 back to 100
- Reduced HP gain from Breath Transformation (Level 12) from 30 to 20 HP
- Reduced HP gain from Primal Transformation (Level 8) from 25 to 15 HP (Same as other transformations on its tier)
Scatter shot got reworked a bit to be more flexible in its uses. Swapped around Skirmisher and Melee training to give earlier access to the slippery property even for ranged focused ranger builds.
Hero Class: Death Knight
- Skirmisher training and melee training have swapped positions
- Scatter shot action point cost reduced from 3 to 1
- Scatter shot range reduced to 4
- Curse is now a free action, with a 1 hex range and 3 turn cooldown
- Swapped the positions of Melee Mage and Dark Ritual in the tree, so that Dark Ritual comes first
![]()
- Mythic units got +10% Increased Damage, +10hp, +1 Defense, +1 Resistance
- Pyre Templar - Base Defense reduced from 5 to 4
- Umbral Mistress - Base Movement speed reduced from 48 (Very fast) to 32 (Normal)
![]()
Skills
- Mage / Spellblade
- Wildfire Strikes description updated to correctly indicate it works on all base attacks.
- Order
- Fixed Lead by Example duplicating/repeating Additional Effects of Support Abilities
Yeap this update seems to be really solid from what it looks like. Fingers crossed they will actually redo Ritualist at some point 'cause that one is a mishmash of bits and pieces.I supposed it is what Triumph planned,
Seem to me evident that there will be others class, and that existing one will be developped in the futur (too many skill look like others right now).
And this is the reason why i not modded a lot about class (only made 2 little and quick multiclass, just to play some of my rulers who are not with the class i expected), i'm waiting to see how they complete this feature before...