Just thought I'd create a post here, hopefully the devs will take a look and implement at least some of the changes gathered in this thread!
This is not a request for new features thread, but one hoping for balancing/bug fixes
These are the things I found so far:
BUGS:
- Casting Raise land underneath water units has those water units now on land. If you use it on a transport cog, it doesn't turn the unit back to its normal state either. And having ships on land is just... odd.
- Memory leaks! Game slowdown is a really huge issue now.
- Creating a movement highway by building a building, moving a unit on top of it, then cancelling construction and building the next step ahead. Well it can be considered a strategy too, but its still odd.
- Similar to above, building and razing to remove forests. Could also be considered a featured strategy of course (its great for clearing maps that are heavily forested).
- Flying units should not take damage from lava.
- A level 5 town that drops below level 5 (e.g. 4 or 3 after getting captured and re-captured) can still produce settlers.
BALANCE:
a) Casting Lowering land into the sea / raiising land into mountains is OP when done on an enemy town areas as it gets rid of the special resources/buildings. These spells shouldn't have any effect on spots with buildings on them (whether yours or the enemy player's)
b) Increase mana cost of all summoning spells. Favour of Fervus and Grum-gog especially should be 30 to 40 mana. Spirit wolves should see an increase as well (although this change can be optional).
c) Undead are way OP because:
- Green bats combo with any unit makes grabbing lairs easy
- Flying galleus coming out of level 2 villages is way too good for clearing the map of lairs. Except for greater fire elementals, nothing can kill them (the only other unit that can damage them is hunters). The air dockyard must require a level 5 town. You can give the flying galleus better stats to compensate, but they are currently really overpowered (the only thing that is effective vs them is another player using fireballs to kill them easily, since they only have 20hp).
I'm playing impossible difficultly vs Dremers with Favor of Fervus and mana vault to start. Turn 33, I'm sitting on 1300gold, 700 mana, and 11 settlements with an army consisting of 7 bears, and 13 units. You can guess how many lairs I grabbed in early game by using this spell.
The army, incidentally, is: 2 skeleton archers, 1 skeleton warrior, 1 grand stubborn master, 1 high healer (from lair), 7 flying galleus, 1 stubborn knight.
Oh, I've also taken out 3 dremer forts already too. These flying galleus annihilate them with demolisher trait. Summon a bear to draw the dremer warrior off the fort, demolish lair with flying galleus, finish off dremer warrior with flying galleus.
d) All stuns need major rebalancing. The units that stun are Koatl warlocks and Iril bowmasters. The spell that stuns is ice prison.
All 3 are completely overpowered as it locks down a unit, and stops any friendly unit from moving into his spot to launch an attack too.
Anyways, the stun spell of Koatl warlocks, and Iril bowmasters single handedly make Koatl village / Arathi elves OP. They shouldn't even have a stun spell. Replace it with an attack that reduces death/ranged resist for 2 turns?
e) Magic towers, forts, and bat forts are quite game-breaking in their current state. There is nothing like having magic towers show up after 2 turns and start shooting troops, with more easily replacing them. They also prevent enemy troops from healing when beside a non-finished one, and they cannot be stepped on top of unless you can somehow end up on top of it with your last movement point (very buggy).
My suggested fix would be as follows:
- a constructing military building should be attackable (to reduce its ability to do damage once built). They should not stop units from healing, and enemy units should be able to step on these buildings to disable them. Finally, if this type of building is destroyed or razed, the settlement should lose something like 500 population (a major penalty?).
This is not a request for new features thread, but one hoping for balancing/bug fixes
These are the things I found so far:
BUGS:
- Casting Raise land underneath water units has those water units now on land. If you use it on a transport cog, it doesn't turn the unit back to its normal state either. And having ships on land is just... odd.
- Memory leaks! Game slowdown is a really huge issue now.
- Creating a movement highway by building a building, moving a unit on top of it, then cancelling construction and building the next step ahead. Well it can be considered a strategy too, but its still odd.
- Similar to above, building and razing to remove forests. Could also be considered a featured strategy of course (its great for clearing maps that are heavily forested).
- Flying units should not take damage from lava.
- A level 5 town that drops below level 5 (e.g. 4 or 3 after getting captured and re-captured) can still produce settlers.
BALANCE:
a) Casting Lowering land into the sea / raiising land into mountains is OP when done on an enemy town areas as it gets rid of the special resources/buildings. These spells shouldn't have any effect on spots with buildings on them (whether yours or the enemy player's)
b) Increase mana cost of all summoning spells. Favour of Fervus and Grum-gog especially should be 30 to 40 mana. Spirit wolves should see an increase as well (although this change can be optional).
c) Undead are way OP because:
- Green bats combo with any unit makes grabbing lairs easy
- Flying galleus coming out of level 2 villages is way too good for clearing the map of lairs. Except for greater fire elementals, nothing can kill them (the only other unit that can damage them is hunters). The air dockyard must require a level 5 town. You can give the flying galleus better stats to compensate, but they are currently really overpowered (the only thing that is effective vs them is another player using fireballs to kill them easily, since they only have 20hp).
I'm playing impossible difficultly vs Dremers with Favor of Fervus and mana vault to start. Turn 33, I'm sitting on 1300gold, 700 mana, and 11 settlements with an army consisting of 7 bears, and 13 units. You can guess how many lairs I grabbed in early game by using this spell.
The army, incidentally, is: 2 skeleton archers, 1 skeleton warrior, 1 grand stubborn master, 1 high healer (from lair), 7 flying galleus, 1 stubborn knight.
Oh, I've also taken out 3 dremer forts already too. These flying galleus annihilate them with demolisher trait. Summon a bear to draw the dremer warrior off the fort, demolish lair with flying galleus, finish off dremer warrior with flying galleus.
d) All stuns need major rebalancing. The units that stun are Koatl warlocks and Iril bowmasters. The spell that stuns is ice prison.
All 3 are completely overpowered as it locks down a unit, and stops any friendly unit from moving into his spot to launch an attack too.
Anyways, the stun spell of Koatl warlocks, and Iril bowmasters single handedly make Koatl village / Arathi elves OP. They shouldn't even have a stun spell. Replace it with an attack that reduces death/ranged resist for 2 turns?
e) Magic towers, forts, and bat forts are quite game-breaking in their current state. There is nothing like having magic towers show up after 2 turns and start shooting troops, with more easily replacing them. They also prevent enemy troops from healing when beside a non-finished one, and they cannot be stepped on top of unless you can somehow end up on top of it with your last movement point (very buggy).
My suggested fix would be as follows:
- a constructing military building should be attackable (to reduce its ability to do damage once built). They should not stop units from healing, and enemy units should be able to step on these buildings to disable them. Finally, if this type of building is destroyed or razed, the settlement should lose something like 500 population (a major penalty?).
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