• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Zemurin

Weaver of the Converters
122 Badges
Jun 29, 2016
4.615
1.719
  • Crusader Kings II: Monks and Mystics
Aside for the obvious deletion of paid DLCs etc, there are a host of other issues with this update.

* Poison damages Mana instead of HP
* Enchanted weapons get worse the higher the enchantment (hammer +1 = 42DMG, hammer +2 = 41 DMG, hammer +3 = 40 DMG...)
* Melee classes have their damage reduced considerably. A reasonably specced ninja for example can easily deal 0 damage with triple assault since it cannot pierce enemy DR. This never happened before, not even in the ASCII temple
* I understand DR, damage and everything was upgraded (this helps percentile abilities like Knight's DR) but some abilities have not been altered (at all):
** Ninja still deals 1 bleeding/lvl per crit
** Paladin restores 1 HP/lvl when dropping below 0
** Warlock restores 1 mana/lvl when dropping below 0
** Probably others, haven't tested all classes
* Broken (old) tooltips over abilities (clerical AOE heal - "this will head 20 points..." while in fact it heals 200)
* Broken item names ("#staff#1..." for the enchanted staff)
* Shop items unlocking too late - I solved every quest and subquest until the Staff of Ro and could not buy the red gem since my Hipster was only lvl 24 (!) so I had to burn 50k gold in shrooms only to unlock it.
* Quest XP rewards were cut by 10 or more so now the game MUST be grinded or insane amount of shrooms need to be bought to maintain parity with the old progression - coupled with reduced melee damage overall the game is insanely difficult.
* Food effectiveness was increased so radically there is no need to craft sandwiches or pizzas or anything else for that matter. A single steak heals +4.4k/+4.4k filling my lvl 25 characters in the final expansion twice over. Make it cheaper, make it balanced.
* Gold distribution is insane, for lack of better word. I got 200k from the Resetter and having spent hundreds of thousands on shrooms (see Staff of Ro above) I'm still at 400k and haven't even started the final expansion properly. am I supposed to burn the excess gold on even more shrooms? It's quite tedious buying and eating them, needs 3 taps for each action.

I mean - hell - what the hell. This was my favorite game on Android and I've been playing it for years. The "balance" fixes did nothing a few things right but ruined whatever balance there originally existed - and the game with the exception of the Hail of Arrows and a few other select broken abilities, was perfectly balanced and even soloable by some classes.

Thanx for listening.
 
I'd like to elaborate on the issue I reported in the previous thread.

After the rebalance the following changed happened:
- Spell damage is nominally 10x higher
- Enemy HP is nominally 10x higher

So far nothing has changed. A fully upgraded mage will do the same amount of raw damage as before.

However, melee was not altered. As far as I can see bonuses from Might remained the same, damage from weapons was increased marginally (so no longer +15 but now +40) and that's about it.

-> An average hit before rebalance was (for example) 40-70 damage. Now it's 75-105. This is an increase of approximately 1.5x, not 10x.

As a result all the melee classes have lost any utility in damage dealing roles since you can't whack an enemy with 4k hp for 80 damage/round and expect to live through the 50 rounds it will take you to kill a single monster.

Furthermore, a mage with 3 might and a magic staff (+60 damage) will do 20% MORE damage than a Knight with 8 Might and an enchanted weapon/shield combo!

Please keep this in mind for the (hopefully upcoming) patch - this needs to be resolved, otherwise melee classes are absolutely useless except for threat generation/tanking.

Thanx.
 
Android version bugs addendum:

The VR quest is now achievable and the +5 enchanting is also obtainable, cool. Finally.

However someone mistakenly dropped the Blue Wind Devil out of the Bestiary (and VR quest requirements) instead of the Greater Doppelganger so one still has to farm those like crazy, and it's a hell of a grind. Outside a Mage + Warlock combo unleashing hell or a lucky Sudden Death ninja kill, there is NOTHING that can kill those buggers in the first round, forcing very specific builds. Not to mention their always high initiatives causing more issues.

So there's that as well.
 
I have now logged bug reports for those items above that look like straight bugs, thanks for the effort in documenting them all !

Ones that are more play balance issues I'll seek some input on first, I believe there's a rebalancing effort under way anyway.
 
I have now logged bug reports for those items above that look like straight bugs, thanks for the effort in documenting them all !

Ones that are more play balance issues I'll seek some input on first, I believe there's a rebalancing effort under way anyway.

Much obliged. If you can carry any message to the devs, please send this: You can not increase enemy HP by x10 while only increasing spell damage by the same factor. Melee damage, which should do 800-1000 per hit now does 100-150 (up from 60-100). This means all melee damage is 8 times less effective that in the pre-balance version.

While this might seem like a balance issue, it is in fact the major point while so many people are horrified by the update. Forget the gold, deletion of saves and DLCs, it's all marginal; the game, as currently is, has become incredibly hard, grindy and difficult.

Thanx once again and I apologize if I sound like a broken record.

P.S. Not only weapon enchantments are broken, armor enchantments are broken as well. The higher the enchantment the worse the armor gets.
 
Merged threads.

I've now logged a new bug ion the melee damage scaling issue, thanks.
 
There is also an issue with the display of crafted items becoming garbled. For instance if you craft an enchanted dagger* with a charm and scroll then it will not display an output in the finished product box. If you switch to the recipe list and then back to the crafting tab it will be removable.

However, the info box for the weapon will display the last legitimate item you selected, and no stats will be displayed. There does appear to be a change on the character sheet, however. This weapon can not be sold, and if you put more than one kind of these weapons in the vault, say a dagger* +1 and a staff*+ 1 then the vault loses many of its slots and an item appears with a gold cost overlay like it is an item in a shop. This item can't be removed, and doesn't go away by restarting the app. So it basically destroys that save.

Sometimes you can get the weapon to switch icons with another if you do some messing around with switching characters and dragging the bugged weapon on top of an equipped weapon. This might have to be a 2-handed weapon.

Finally, when you are fiddling with this the weapon will sometimes appear on top of the GM's head. This can't be moved, and doesn't go away until you do a full app reset.
 
Also regarding the Knight. When using Bulwark now his Threat always decays instantly on the first hit, since the damage numbers are so high compared to Threat numbers.
And the recovery from Bulwark was increased for the Health portion but remained the same Energy recovery.
 
* Broken item names ("#staff#1..." for the enchanted staff)
The devs are asking for more detail and information on this issue. Can you add anything more about this please?
 
It was the enchanted staff I got randomly from the "Found Item" event when rolling a 20 while traveling. Instead of being named Staff* like the Dagger* or Greatsword* it had that weird name - which was longer but I didn't take a screenshot at the time. Appeared to be some code name for the object.

Re: itgotmetoo's report: This happened to me while I was enchanting a batch of heavy armors. I enchanted 3 normally, then did a fourth and that one broke everything. When tapped it only showed the name but no stats. It could not be sold. It could not be put normally into chest because once there whatever I clicked showed wrong item name. When dragged to a worn slot it remained on screen even after closing inventory so the icon was overlaid across the gamemaster.

I ended up deleting the broken save as there was no chance of recovering it (even after game reboot).

Sigh. I'll see if I can get some of these again and post screenshots, but I'm not in a rush to yet again spend 10-20 hours playing a game that can go ballistic and cripple itself at any enchant. It never did those things in the old version.
 
It was the enchanted staff I got randomly from the "Found Item" event when rolling a 20 while traveling. Instead of being named Staff* like the Dagger* or Greatsword* it had that weird name - which was longer but I didn't take a screenshot at the time. Appeared to be some code name for the object.
Understood, but it was just this one item? Your report read like it was multiples, that's all.

Re: itgotmetoo's report: This happened to me while I was enchanting a batch of heavy armors. I enchanted 3 normally, then did a fourth and that one broke everything. When tapped it only showed the name but no stats. It could not be sold. It could not be put normally into chest because once there whatever I clicked showed wrong item name. When dragged to a worn slot it remained on screen even after closing inventory so the icon was overlaid across the gamemaster.
This will be fixed in the next patch.
 
Understood, but it was just this one item? Your report read like it was multiples, that's all..

Correct, just that one item.
 
I dropped this at the battle against the
Paper Knight
I thought the name was intentionnal.

a2335220fa.png
 
Here is the staff I was talking about:

Screenshot_20170523-083212.png


Turns out it was in the Temple of Ascent finish quest, not a random reward.

In other news, I figured out what was wrong with Ninja's Shadow Chain (triple assault):

-> When chaining damage multipliers, the game treats them as additions, not multipliers. Shadow Chain does 44% damage at lvl 1, coupled with 50% damage reduction from Temple of Ascent (or Weakness debuff) results in -6% damage (rounded to 0).

Obviously, this is a bug.
 
Another report to be checked when possible:

Enemy DR has not been updated. It's still in the single-digit range. As a result all abilities/items dealing with enemy DR are meaningless (for example the gauntlets that allow player to ignore enemy DR, sorry I forgot their name).

Thanx.
 
I recently started a new play through again on the Android version and have noticed a few things. One thing I saw as noted above is that the Knight's threat from bulwark is almost always wiped away after just a single attack now.

Something else I noticed though is the Barbarian's rampage passive now uses mana when the Barbarian crits. Not sure if that is a bug or some sort of balance, I haven't tested yet what happens if the Barbarian is out of mana during a crit, but if the mob dies after a crit but before the passive happens it does not take mana. It does also seem to take around 80 less mana then it says it should. At rank 5 it says it should use 250 mana, but it only uses 170.

One last odd thing, and I'm not sure if it's a bug or not as well, is the upper tunnels dungeon quest in the upper tunnels. It lists it as a level 4 quest, and that seems relatively appropriate for the first two floors, but then I got to the 3rd floor in the dungeon and was suddenly met with a level 9-12 monsters.
 
Last edited:
Closing this as the 'new' update it refers to isn't new any more. Please start new threads for any new issues, thanks.
 
Status
Not open for further replies.