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  #1  
Old November 7th, 2010, 10:17 AM
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WraithLord WraithLord is offline
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Default CBM 1.7 released

FYI. QM's latest CBM installment ver. 1.7 has been released.

For convenience here's the release notes quoting QM:
"
Changes:

*All titans (defined as size 6 humaniod pretenders with Dom 3+) spread dominion in their location much better than other pretenders

*Lord of Rebirth, Lord of Plenty and Mother of Rivers gem generation toned down

*Oracle new path cost increased.

*Soulless (from life after death) no longer have magic

*EA and MA Agartha heat preference +1, PD gives darkness at level 20

*EDM, WH 1.9, Mark of the Champion, and Armor Revamp merged into CB

*Skratti pretender boosted, minor cost tweaks to Enchantress and Great Druid

*Bane blades now reanimate those they kill as soulless

*Infernal disease 5 slaves -> 7 slaves

*MA Arco Chariot bug fix

*Virtue map move 4

*Wraith sword and hell sword cheaper

*New E booster replacing the now unique blood stone- 4e const6 Ring of Earth (unfortunately uses the slot of Boots of Antaeus)

*Jade Knife, Saguine Dousing Rod and Dwarven Hammer unique

*Forge of The Ancients now needs fire as well; MA Ulm has access to the spell at research level 0.

*Elemental Royalty all +1 to primary magic path

*Treelords autosummon vine men

*Iron angel more accessible for MA ulm

*Davana reset to base game price, Dakini 50 slaves -> 75

*Mackaka PD improved

*Unquenched sword cheaper

*EA Ulm shamen get astral (or rather, get astral back)

*Bell of Cleansing remade (more expensive, higher level, aoe but less damage)

*Blood and Conjuration sites with over 30% bonuses removed

*Kelp Fort rarer

*Frost and Fire Brand do slightly less damage

*LA Pyth reveler improved chance of blood/nature

EDM tweaks:

*Added AP to Roc beak

*Kraken, Asynja less magic

*Many small price tweaks

I'm not sure if I should call this a beta or a full release- there are some fairly radical changes here that need some testing, and no doubt some bugs as well. In any case, I'll try try to provide some justification for the more controversial changes.

On making SDRs, hammers and jade knives unique, the most obvious benefit is reduced micromanagement. Personally, I estimate around 1/4th of the time on my turns are probably a direct result of the first two items. For SDRs, they are also the most obvious way of combating the supremacy of blood in the absence of gem generators. Hammers on the other hand have the effect of making the typical 4e pretenders even more of a must. Toning down jade knives is the end mostly about nation balance, in short blood sacrifice nations already have a huge advantage, knives can really push them over the top in situations where they really should not have such an easy win.

Also, I'd like to thank all the people (Sombre, Llamabeast, Burnsaber, Endo) who made mods that were added to the CB mixture.

Download at: http://www.mediafire.com/?adyxdt2l566i6qn (sorry, I know it's full of popups)
"
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  #2  
Old November 7th, 2010, 02:55 PM

quantum_mechani quantum_mechani is offline
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Default Re: CBM 1.7 released

In retrospect, I think the original thread should have been titled 'Don't Panic' in large friendly letters.
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Old November 7th, 2010, 06:43 PM

chrispedersen chrispedersen is offline
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Default Re: CBM 1.7 released

Some good things here Qm...
I'm curious what the chariot fix for arco was..

the changes to *Jade Knife, Saguine Dousing Rod and Dwarven Hammer unique".. is huge change... much more than is apparanent.

An SDR essentialy gives a 40% chance of giving d6+l slaves - and since slaves.

Essentially this is about a 40% decrease in blood production for blood nations... Thats a pretty big hit.

Also, revelers are incredibly strong and did not need the increased chance. LAPyth is fairly strong. Curious to see how you made the darkness change to agartha. Autocast on a national commander at pd level 20 I'm betting.
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Old November 8th, 2010, 07:27 AM

TheDemon TheDemon is offline
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Default Re: CBM 1.7 released

Quote:
Originally Posted by chrispedersen View Post
I'm curious what the chariot fix for arco was..
They dual wielded Spear/Short Sword, but didn't have ambidex or bonus, so their Atk would be 4 for both weapons.

Obviously this isn't intentional.
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  #5  
Old November 7th, 2010, 11:27 PM

iRFNA iRFNA is offline
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Default Re: CBM 1.7 released

Why would the master druid have its cost upped to 20 when the arch druid is still 15? Arch druid has one more base magic path (air), has recuperation, and is a +1 nature gem gen... vs the master druid having poison immunity, +4 research, and 2 ivy lord. Seems odd to me.
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Old November 7th, 2010, 11:48 PM

Finalgenesis Finalgenesis is offline
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Default Re: CBM 1.7 released

OOooOO Mdruid has path cost increased to 20? One of my favorites chasis! Then again it does come with EN, 2 very popular paths (and probably why it was nerfed).

I recall off the top of my head that arch druid is only available to the weaker nations (Eriu, Tir na nog ...etc)? So I guess it's kind of like a little bonus for them to get a better druid chasis? Arch dru don't have feet slots either so that's like a -1E for non-bless purposes (albeit minor, but does cost more points if you want to cast the higher lvl earth rituals).
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Old November 8th, 2010, 01:19 AM

iRFNA iRFNA is offline
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Default Re: CBM 1.7 released

Quote:
Originally Posted by Finalgenesis View Post
OOooOO Mdruid has path cost increased to 20? One of my favorites chasis! Then again it does come with EN, 2 very popular paths (and probably why it was nerfed).

I recall off the top of my head that arch druid is only available to the weaker nations (Eriu, Tir na nog ...etc)? So I guess it's kind of like a little bonus for them to get a better druid chasis? Arch dru don't have feet slots either so that's like a -1E for non-bless purposes (albeit minor, but does cost more points if you want to cast the higher lvl earth rituals).
Not path, just actual cost. Path cost is still 10, so the change is extremely small. I just thought it was odd, but I guess the arch druid being a rarer chassis makes sense.
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Old November 8th, 2010, 12:49 AM

Executor Executor is offline
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Default Re: CBM 1.7 released

I understand blood magic is a problem.
Rather than nefring blood so much maybe it could be made more accessible for everyone?
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Old November 8th, 2010, 06:17 AM

Dimaz Dimaz is offline
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Default Re: CBM 1.7 released

It looks like MA Vanheim will be nerfed pretty hard with these changes.
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Old November 8th, 2010, 08:23 AM
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mighty_scoop mighty_scoop is offline
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Default Re: CBM 1.7 released

I'm not the most experienced player, but if the reduction of micromanagment was the reason to make the dwarven hammer, the sdr and the jade knives unique wouldn't it be consistent to also make the owl quill and lightless latern unique ?
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