Arup Posted October 4 Share Posted October 4 (edited) 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 Edited October 4 by Arup 4 Link to comment Share on other sites More sharing options...
guerringuerrin Posted October 4 Share Posted October 4 Hey @Arup, is this the same version as the one in mod downloader? Or you've made some changes? I'm confused 1 Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted October 4 Share Posted October 4 I'm pretty sure it is from the main community mod discussion. There are plenty of differences since I didn't think it was necessary to use the same amount of detail. Link to comment Share on other sites More sharing options...
Arup Posted October 4 Author Share Posted October 4 downloaded and pasted from mod.io release (will update alongside mod.io) Link to comment Share on other sites More sharing options...
Arup Posted October 4 Author Share Posted October 4 I only made a new separate topic for the new community mod,nothing else, it's still tabasco running the house haha, I'll unfortunately be too busy to help for a while Link to comment Share on other sites More sharing options...
Obelix Posted October 4 Share Posted October 4 Link to comment Share on other sites More sharing options...
Arup Posted 58 minutes ago Author Share Posted 58 minutes ago I think we should take the approach of limiting the successive community mods on a few grouped factions and then working our way through them thoughts @guerringuerrin @real_tabasco_sauce ? under this approach,I think we should tackle the Hans first one must realise that a walking pyramid for free at start is way too much value for a civ that already has the best farms in the game. The bonus should be 5% or no more than 7% additionally, here is something to boost them back: bring them auxiliary tribal cavalry. in 0AD, mercs also act like a class of allied or tributary auxilliary troops.so,it will be fair to give the Han a type of mercenary archer cavalry (first cav archer merc in game). This is a bit controversial as archer cav is already very annoying, so mercs will be even more annoying ALSO,bring back Han Swordsmen (please, they look so cute, like holding a long grey balloon) Link to comment Share on other sites More sharing options...
Arup Posted 56 minutes ago Author Share Posted 56 minutes ago a few questions, just react with a good or bad emoji as a reply: Question: Should Mercenaries be nerfed? Link to comment Share on other sites More sharing options...
Arup Posted 54 minutes ago Author Share Posted 54 minutes ago Should han heroes be reworked 1 Link to comment Share on other sites More sharing options...
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