Re: Urdheim, The Infinite Horde
This last round of changes includes a few significant ones, which should shift the balance to where it's supposed to be (for all those who thought Urdheim was overpowered), and I'm pleased enough to say that it's no longer a beta. Anyway, this should be the last update for quite a while.
If anyone still has any balance criticisms, or pretender/hero ideas, I'm still all ears.
For those who enjoy Urdheim, I've resumed work on that project I started back in July, and I should have a teaser ready this weekend or the next one.
Changes from v.40 to v.50:
Castigation of Sirrush NOE from 2 to 1, and fatiguecost from 20 to 50
Castigation of Sirrush loses MR easily negates, and now has secondary effect "Confusion"
Summon Cursed researchlevel from 5 to 6
Gather Cursed researchlevel from 5 to 6
Return Ancestor researchlevel from 6 to 5
Cursed gained darkpower 1
Fixed "Trap the Soul"
Fixed Darkvision
Scions now have 100% darkvision
Miners now have 75% darkvision
Kobold Warchief now has patrolbonus 8
Draconic Might now has BF effect, fatiguecost from 25 to 50, and researchlevel from 3 to 5
Draconic Spirit now has BF effect, fatiguecost from 50 to 60, and researchlevel from 5 to 6
Blessed One now has #onebattlespell "Holy Avenger"
Scion of Abraxas now has #onebattlespell "Air Shield"
Kobold Evoker now has #onebattlespell "Summon Earthpower"
Kobold Evoker goldcost from 170 to 420 (for upkeep purposes)
Kobold Strider now has #onebattlespell "Twist Fate"
Kobold Strider loses Med. Infantry Autosummon5
Kobold Strider gains Med. Infantry Autosummon1
Kobold Strider gains Med. Infantry Makemonster2
Kobold Strider now has 200 goldcost (for upkeep purposes)
Almost all basic Kobold units base encumbrance from 3 to 4
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