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January 30th, 2009, 01:35 PM
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Private
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Join Date: Dec 2008
Location: Madison, WI
Posts: 40
Thanks: 12
Thanked 6 Times in 5 Posts
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Re: Nation mod: Harabatia: Rise of the Raptors
Another new version 0.8, with three new heroes. This will be it until I have some play testing results (mine or others) to go off of.
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March 5th, 2009, 06:34 PM
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Private
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Join Date: Dec 2008
Location: Madison, WI
Posts: 40
Thanks: 12
Thanked 6 Times in 5 Posts
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Re: Nation mod: Harabatia: Rise of the Raptors
Been a while since my last update, but I decided to put a little work in today and rebalanced the magic capabilities, making Harabatia less overpowered, though still perhaps overpowered. Many thanks to DrPraetorious magic skill balancing guide, which I used for the purpose. Details of exact changes below.
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March 6th, 2009, 04:50 PM
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Private
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Join Date: Dec 2008
Location: Madison, WI
Posts: 40
Thanks: 12
Thanked 6 Times in 5 Posts
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Re: Nation mod: Harabatia: Rise of the Raptors
Another quick revision, and like 0.8 probably the last for awhile, worked on unit strength/cost balance for recruitables. Most of the elite units had their cost increased, including the risen Yasads(were 30 gold, now 50, also cost more resources), Wingless Ravens(were 15, now 17 gold), Ogre Bulls(were 30, now 40) and Ogre Ironguts(were 35, now 50).
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