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  #1  
Old January 11th, 2009, 05:32 PM

quantum_mechani quantum_mechani is offline
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Default 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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  #2  
Old January 11th, 2009, 05:33 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.4

Split version.
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  #3  
Old January 11th, 2009, 05:37 PM
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Default Re: Conceptual Balance Mod 1.4

Thanks QM! Hehe, I am gonna miss Farstrike - the poor man's soul slay in CB 1.3!
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  #4  
Old January 11th, 2009, 05:40 PM

Redeyes Redeyes is offline
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Default 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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  #5  
Old January 11th, 2009, 05:58 PM
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Default 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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Old January 11th, 2009, 06:07 PM

quantum_mechani quantum_mechani is offline
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Default 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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  #7  
Old January 11th, 2009, 07:44 PM
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Thumbs up 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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  #8  
Old January 12th, 2009, 02:41 AM
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KissBlade KissBlade is offline
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Default Re: Conceptual Balance Mod 1.4

It's ok. No one will use the Son of Fenrir anyway!
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  #9  
Old January 12th, 2009, 06:38 AM
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Default Re: Conceptual Balance Mod 1.4

Quote:
Originally Posted by quantum_mechani View Post
*Man's wardens cheaper and map move 2.
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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  #10  
Old January 12th, 2009, 05:03 PM

quantum_mechani quantum_mechani is offline
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Default 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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