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January 11th, 2009, 05:32 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Conceptual Balance Mod 1.4
Some of the changes, from 1.3:
*Many Bogarus and Jomon summons improved.
*Boulders bypass shields (modding method thanks to Sombre).
*Several low level blood summons improved.
*Hidden in snow/sand cheaper.
*Ether gate slightly cheaper, and ether warriors map move 2.
*Man's wardens cheaper and map move 2.
*Bogarus cavalry bug fixed.
*Son of Fenris cheaper, gained wolf summoning in dominion, and auto casts Howl.
*Enchanted forest bug fixed.
*Death bless +1 damage.
*Clockwork horrors cheaper.
*Oracle got fortune telling instead of gem production.
*MA T'ien Ch'i fortunetelling improved.
*EA Ulm warriors are more ambidextrous.
*Bakemono-sho made size 1.
*Farstrike no longer precision 100 (targeted mages too much)
*Many units missed by IW's Great Stealth Upgrade fixed (ghost, ghost king, vampire queen, sirin, likho, great druid, etc.).
*Eater of the Dead cheaper and further improved.
*Light cavalry without lances made even cheaper.
*Some Ashdod mages reduced in power or made more expensive.
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January 11th, 2009, 05:33 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod 1.4
Split version.
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January 11th, 2009, 05:37 PM
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Colonel
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Join Date: Oct 2007
Location: in a sleepy daze
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Re: Conceptual Balance Mod 1.4
Thanks QM! Hehe, I am gonna miss Farstrike - the poor man's soul slay in CB 1.3!
__________________
i crossed blades with the mightiest warriors of the golden age. i witnessed with sorrow the schism that led to the passing of legends. now my sword hangs in its scabbard, with nothing but memories to keep it warm.
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January 11th, 2009, 05:40 PM
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Second Lieutenant
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Join Date: Dec 2008
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Re: Conceptual Balance Mod 1.4
Ashdod mage changes:
Zamzummite lost one E/D Random.
Talmai Elder now 500 from 400 gold
Rephaite Sage now 200 from 175 gold
Hope I didn't miss anything...
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January 11th, 2009, 05:58 PM
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Lieutenant Colonel
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Join Date: Jun 2008
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Re: Conceptual Balance Mod 1.4
Woo! New version, nice
Only a minor point... May I ask why the improvement of the Death blessing? Death at high level is so strong as it is imho...
(I'll miss Farstrike too )
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January 11th, 2009, 06:07 PM
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Lieutenant General
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Re: Conceptual Balance Mod 1.4
Death magic itself is pretty strong, yes. Ideally I would have liked to balance the truly bad level 9 blesses like air and blood, but unfortunately that's not possible. But death 9 certainly doesn't measure up to blesses like earth, and it is one of the few I am able to mod, so hopefully some change is better than nothing.
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January 11th, 2009, 07:44 PM
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Corporal
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Join Date: Jan 2008
Location: Germany
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Re: Conceptual Balance Mod 1.4
Thanks for this update, I really like the changes!
I noticed a little bug: you forgot an #end after the Great Black Bull, so the Son of Fenrir changes don't work.
I found some typos in the descriptions, I can fix them and post the changes here if you like.
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January 12th, 2009, 02:41 AM
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Major
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Join Date: Jan 2006
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Re: Conceptual Balance Mod 1.4
It's ok. No one will use the Son of Fenrir anyway!
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January 12th, 2009, 06:38 AM
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Lieutenant General
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Join Date: May 2008
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Re: Conceptual Balance Mod 1.4
Quote:
Originally Posted by quantum_mechani
*Man's wardens cheaper and map move 2.
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Apparently the Lord Warden has too much on his mind to keep pace with his troops, and is still 1/9 rather than 2/9.
And thanks for the change to Hidden in XXX, I am looking forward to making use of them from time to time now.
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January 12th, 2009, 05:03 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod 1.4
Thanks for the bug hunting, I may make a 1.41 version in a week or so if more appear.
meister_maigi: Any proofreading would of course be greatly appreciated.
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