Re: Version 0.9
Okay, the blitz had to be premately ended, but my underwater struggle revealed some ugly sides of the fisherman unit.
Fishermen completely OWNED underwater independets with their high def and nets, making it quite difficult for Folket to counter them, since he was playing C'tis and only could recruit underwater independets. You really can't use their weak point, battle magic (40 gold heavy infantry unit, nice target) against them in uderwater.
I nerfed them in the new version along other gifted troops, just to be on the safe side.
I also scrapped the starting elemetal gem income. You have accees to all path expect nature, but only starting income in one. So you'll have to maunally site search for 7 paths of magic. A royal pain in the *** and it will make it harder for the Alugra player to capitalize on his magical diversity early.
You see, my plan was to have Alugra rely on the Gifted troops early, but as the game goes forward and there will be all sorts of nasty combat spells flying around, your magical diversity will start to kick in and patch things up a bit. Kinda like some nations are very vulnerable early, but strong in late game (shinyama). I'm planning on a nation that won't be especially weak (but not strong) in early/mid/late game.
I also made the Manifestation pretender a bit better. He now has small area fire and shock as his attacks. He seemed to be a pretty good early SC, but he will fall apart against anykind of planned opposition (I'll give you all a hint, he has no arm slots = no forged weapons and his natural attacks are all elemental damage. A high attack thug with fire and shockres 100 will completely own him). The new attack (or the combination of the two explosionsprites) also looks cool as hell on the battlefield. Seriously, look it up.
I played a bit the new version and to tell you the truth, I'm not at all sure what is the right way to play this nation. There are many, many stragedies to explore.
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