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0ad-community-mod-0282-3tkp.zip. With this version, the goal was to tackle some relatively simple balance changes, some of which have been in high demand. Fanatics HP, hack damage, and hack armor reduced. Persian immortal HP reduced (both melee and ranged), ranged version damage and accuracy were reduced. Heroes may no longer be used to "bait" enemy units, as Heroes are removed from the preferred target class for all units. Champion cavalry and ranged champion cavalry HP reduced from 260->220 and from 220->200, but wood and metal prices were reduced. This, combined with speed reduction is intended to bring their population efficiency closer to infantry champions. Cavalry speed was reduced by 15%. Scout ship counter damage vs ships reduced from 3x to 2.5x, range reduced, and price increased from 50f 50w to 50f 100w. Foundation pierce armor increased from 10 to 20. (Foundations take 66% less damage from pierce attacks). Capture balance: Civic center capture points increased from 2500 to 3500. Fortress increased from 4000 to 8000. "Sentries" tower upgrade now also increases tower capture points by 50%. "Professional garrisons" fortress upgrade now also doubles fortress capture points. Scipio's Capture attack aura removed. (See https://gitea.wildfiregames.com/0ad/0ad/pulls/8892 for more.) Germans buffs: Champion axeman unit metal cost reduced from 100 to 80. Seeress damage aura range increased from 15 to 20. Seeress armor increased from 2->3 hack armor and 4->6 pierce armor Seeress remain unaffected by blacksmith techs. Wagon encampment price reduced from 350w, 150s to 275w, 100s. Feel free to see the full changelog in game thanks to @guerringuerrin . As always, please give us some feedback about how these balance changes go. @real_tabasco_sauce hope it's okay I copypasta your text
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By Nicolaus_von_Kues · Posted
Sorry, even I got confused with the old alpha. -
By Ultimate Aurelian · Posted
Britons had tattoos but there is no evidence for it in Ireland during this period; clubs dont seem to have been a common weapon either. Warrior women appear in some later Irish epics, although they are usually supernatural figures who teach heroes. Perhaps the promontory could train some allied units from Túathal's army like Romanized Britons, Gallo Romans, Britons Depending on the timeline that was chosen for the mod you could have Irish pirates (Scotti, Attacotti) but they only appear in fourth century. For dogs you could use the existing Wolfhound model (but probably not the mastiff, those are not native to the region) Celtic chariot reconstruction from this article arguing for Irish chariots. https://www.researchgate.net/publication/246543302_Iron_Age_chariots_and_medieval_texts_a_step_too_far_in_breaking_down_boundaries -
Well, I recommend you to read what has been previously discussed (the last couple of messages for example). I think @guerringuerrin agreed on making a PR on redefining difficulty levels, but I forgot what's the status of this (I think something else was mentioned, but can't remember right now, anyway some PRs take quite some time). Some people have made nice progress with the AI lately, so I'm optimistic that "cheating" and difficulty inconsistency will be addressed at some point.
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You can access it here: https://www.researchgate.net/publication/354233527_Veiling_in_Ancient_Near_Eastern_Legal_Contexts (haven't read it).
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