Re: Recruitable Unit Rebalance Officially Complete
More changes. Still no new version uploaded.
Game's 3 worst weapons improved slightly:
Glaive went from (10, -1, -1, 4) to (10, 0, -1, 4)
Halberd went from (10, -1, -1, 4) to (10, 0, -1, 4)
Axe went from (7, -1, -1, 1) to (7, -1, 0, 1)
Indy Archers made slightly worse:
Light Archer: +1g (7g)
Archer: +1g +1def (8g, 9 def)
Heavy Archer: -1prec (10 prec)
Heavy Crossbowman: -1prec (10 prec)
Pureblood Abysians get +1 attack (after all, they cost 20 gold, they're a warlike race, and only had 10-attack 9-defense?)
Pureblood Abysians also get -25% cold resist (from description: 'vulnerable to cold').
Humanbreds are unaffected by these changes.
Man Spearman (Short Spear) dropped 1g to 8g.
Ctissian Slave Lizards dropped price by 1g each.
Ctissian Taskmaster given 3 moves, so now they not only have a reason to exist (before, they didn't), but also, Ctis Runners have a reason to exist (cheaper, and finally there is a commander that can lead them with 3 strat moves).
Falchioneer dropped to 11g.
Royal Guard +3 rcost to 48 (it was too low compared to other mounted units with same equipment)
Skin Shifters (werewolf precursors) bumped +2 hp (15 hp) to prevent pre-shift death.
Galderman gets +4 hp, +3 str, +1 att, +1 def, +25% since he is also a werewolf.
Einheres get +1 hp (to 13) so they don't die before they berserk, and full ambidextrity (3).
Bane Spiders and Spider Warriors get 11 mr instead of 10. Must either be their mysterious spider armor, or something that happens under the tutlage of the Black Sorcerers...
Jotun Woodsmen dropped -10g to 40g. Why were they the same price as scouts that are better in every way? Plus, they are capitol only, and just not that good, with no armor, shield, javelin, or stealthy priest to bless them...
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