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  #1  
Old March 25th, 2011, 12:21 PM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod 1.83 released!

Slobby: yes, that's WAD. It's intended to be an awesome casting armor--that's the only way it can be superior to Lightweight Scale Mail if Lightweight Scale is already 0 enc.

Honestly I believe the reasoning behind changing the Earth booster was to keep all the Earth nations from having to have a Blood pretender to get their boosters--it was worth it for nations to do that when Blood Stones gave gems, but after that was eliminated it seemed simply cruel to force MA Ulm etc to get blood on their pretender. It only really affects MA Abysia, who of the blood nations was nerfed least by the lack of SDRs. Needs of the many outweigh the needs of the few etc.
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  #2  
Old March 25th, 2011, 03:49 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod 1.83 released!

While I would like to think that Vans having an encumbrance of 2 was was an intentional boost to help with some of the hits they've taken the last couple of CBM releases, I suspect it's just a typo given all the other mounted Van units have an encumbrance of 3. Before I realized it was an error I briefly considered an F9 bless (when was the last time someone used one of those with Van?) with some kind of E bless and finding indie/summoned mages to quicken them.

On the topic of Vans, their price was increased from 75 to 90 gold as part of the great glamour nerf. I think this was unnecessary as the glamour nerf by itself solved whatever problem there was (and I sometimes think the real problem was Helheim's recruit anywhere svartalfs). Anyway, this seems overpriced, especially because iirc at the time most games were vanilla and now most MP games are CBM, which opens up rush counters earlier. And I actually do use Vans for expansion since they suffer a very low rate of attrition and don't need to be reinforced (unless of course they run into a mage province). They also can do a nice job raiding PD but facing even minimal mage support they die very quickly. Post glamour nerf 90 gold seems too much given their fragility.

Also, how about a forge bonus for the dwarves? Heck, hammers were named after them - it seems completely thematic they should have one.

And while it's worth waiting for feedback from current games as to the hit Van has taken in blood, I think Vanjarl/adrotts should get a dousing bonus. Or just de-emphasize blood and give them something else in exchange.
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  #3  
Old March 25th, 2011, 05:40 PM
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Corinthian Corinthian is offline
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Default Re: Conceptual Balance Mod 1.83 released!

The biggest problem with Vanheim is IMHO that they are boring. Especially EA vanheim who has very little diversity of mages and troops, and have no national spells.

But yea, the Van cavalry is overpriced compared to other nations sacred cavalry. Possibly worth it if you could recruit them everywhere though. It would be thematic at least for MA Van. As they get the rest of their glamor troops everywhere.
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  #4  
Old March 25th, 2011, 06:05 PM

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Default Re: Conceptual Balance Mod 1.83 released!

MA Vanheim has the same magic diversity as EA Vanheim, and there are nations with much less access to magic (E4, A4, B2, F1 and D1).

EA Vanheim's main problem is too little differentiation from Helheim. And Helheim is stronger, the only Vanheim advantages are sailing, A4 and E4 access.
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Old March 26th, 2011, 01:37 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod 1.83 released!

Llama, I was running some tests with TNN on 1.83 and noticed Song of Power is now Ench. 0 (it was Ench. 6 in 1.82). Was this intentional to help deal with rushes or is it a typo?
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  #6  
Old March 26th, 2011, 07:07 PM

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Default Re: Conceptual Balance Mod 1.83 released!

Typo.
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  #7  
Old March 30th, 2011, 02:56 AM

3V4JKZ2 3V4JKZ2 is offline
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Default Re: Conceptual Balance Mod 1.83 released!

Where can I find a complete list of changes made with CBM 1.83? This is not opposed to a previous version, but changes from the base game itself. Do I have to dig through the coding myself?
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Old March 30th, 2011, 03:46 AM
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Default Re: Conceptual Balance Mod 1.83 released!

Quote:
Originally Posted by 3V4JKZ2 View Post
Where can I find a complete list of changes made with CBM 1.83? This is not opposed to a previous version, but changes from the base game itself. Do I have to dig through the coding myself?
There is no such log. Korwyn and kiandutha have attempted to get all the changes listed: http://forum.shrapnelgames.com/showthread.php?t=46904

If you notice any other differences, I am sure you are more than welcome to post there
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Old March 30th, 2011, 09:27 AM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.83 released!

Hey llama, if you're doing another typo fixing release... could Son of _Fenrir_ finally have its name spelled right? (Currently its Son of Fenrer, which is all sorts of wrong).
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  #10  
Old August 25th, 2011, 06:58 AM

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Default Re: Conceptual Balance Mod 1.83 released!

Sorry, a little late to the party on this post. What do folks think about wild ettins? Too powerful? I believe they are. Here is my reasoning:

I am currently dealing with two they are fully equipped. Here are the stats:

HP: 142
Prot: 18
Morale: 22
Magic Res: 19
Enc: 3
Str: 28
Attack: 15
Def: 14
Prec: 12
Move: 3/17
Leadership: 0

Extras: two head slots, shock res 50%, cold res 100% and poison res 100%

Summoning requirements: 14 nature gems, Level 5 Enchantment, level 3 nature and level 3 earth

WOW! Equip them with two helmets and full gear and you are in trouble! If you have not seen this beast on the battlefield, you need to.

I humbly submit that the level of this enchantment needs to go up or the gem requirement does.



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