Re: Urdheim, The Infinite Horde
			 
             
			
		
		
		
		Well, I realized last week that it's been 6 months since I last worked on Urdheim. Regardless why it happened, I find that dissapointing, as the state I left Urdheim in is a bit embarrassing. I'm aware of how some elements are unbalanced, and I plan on continuing to balance and polish the nation until it shines. In that vein, I release this weeks' step towards that goal, V.40. Hopefully I'll receive sufficient feedback on how to improve balance and allow not just enjoyable singleplayer but multiplayer experience as well. The file is as usual, at the beginning of the thread. Thank you for reading, and sorry for the delay. 
 
Changes from v.30 to v.40:  
 
Ancient Dracolich HP from 160 to 125 
Ancient Dracolich loses poisoncloud 
Ancient Dracolich loses Plague Breath 
Ancient Dracolich pathcost from 50 to 80 
Scion of Glaurung goldcost from 380 to 400 
Scion of Sirrush siegebonus from 15 to 20 
Scion of Sirrush goldcost from 440 to 500 
Kobold Summoner goldcost from 280 to 300 
Kobold Warchief loses Lt. Infantry Autosummon5 
Kobold Warchief gains Med. Infantry Autosummon1 
Kobold Warchief goldcost from 160 to 140 
Guide Kobold Band gemcost from 10 to 12 
Guide Kobold Horde gemcost from 15 to 18 
Enliven Ancient Gargoyle gemcost from 16 to 20 
Ambush effect reduced from 18+ to 16+ 
Flamecast AOE from 5+ to 4+ 
Trigger Fire Trap fatiguecost from 20 to 30 
Master Summoner goldcost from 560 to 600 
Magma Drake goldcost from 60 to 75 
Net Trap fixed (does not dissapear when a weapon is equipped) 
Net Trap improved (now includes 20 stun damage instead of AN 1 damage) 
Vicious Blades Trap fixed (does not dissapear when a weapon is equipped) 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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