Re: How good are Ulm\'s summons?
I will have 1.4 available for download shortly.
I am extremely sorry, we will have to restart again. And I thank everyone for their patience. But 1.4 contains many changes and tweaks, just a couple that are raised in this thread.
Since the purpose/goal of this game is to test for balance, i decided to make the change. I have already made all the changes, but i am going through each hero and his summons to make sure there are no mistakes.
I will not be playing pangaea upon reroll. After hearing, rightly or wrongly, that its hero is overpowered, and since 1.4 adds 100 percent pr and a 3rd misc slot, i did not want anyone to think i was taking an overpowered race.
Everyone is welcome to keep their original races. Vanheim and Ctis should be pleased with 1.4. Arcos. summoned elephants are now size 6, and their attack was lowered, but arcos is really not affected much, since they trample anyway.
Ulm gets a nerf. there is no way to sugar coat that. They only get 3 insanely tough guys instead of 4, and they have a tad more enc and 2 less defense.
But they are still the cream of the crop, even with the slight adjustment to their enc/def. It is the loss of the extra summoned troop that has the most effect.
Black phoenix has 3 misc slots now, and received 1 more fire(4).
Marignon got some armor.
Caelum had his makemonster increased to 2(winter wolves), but lost his stealth ability, and his yeti slam lost its aoe fear effect. Big nerf there on yeti, but the aoe fear attack stacked with his high natural fear was overpowered.
Tien chi got the changes the dr. asked for, but i decided not add back wings yet.
Man, agartha, machaka and the water races were completely unchanged.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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