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Бэта версия Reprisal Update в стиме. "Раскрывающийся текст" Mortal Empires: Reprisal Update beta The Reprisal Update beta brings a host of content changes from WARHAMMER 1’s Foundation Update to the Mortal Empires campaign in WARHAMMER 2. How to get the Reprisal Update beta: – Open your Steam Library pane – Locate the entry for Total War: WARHAMMER II – Right click the entry, then click properties -> betas – In the Betas dropdown menu, select mortal_empires_pte – The game will now update with the beta hotfix. In the event of any issues please… Start a new campaign Make sure to disable/remove mods Verify integrity of game files As always we welcome your feedback, please post to our dedicated PTE feedback forum here: https://forums.totalwar.com/categories/PTE Note: Please follow the guidelines set out here before posting to assist feedback collection: https://forums.totalwar.com/discussion/2068...-before-posting What’s in the Reprisal Update beta: When the update has downloaded, Mortal Empires will contain the following content from the original Foundation Update: Warriors of Chaos faction design changes Wood Elf followers New skill trees and campaign effects for Old World Legendary Lords In addition, the following changes have been added: 5 New skill-tree skills for Helman Ghorst (please see notes below) Immortality skill added to Old World characters Bordeleaux now begins at war with Mousillon Minor bugfixes Complete changelist Warriors of Chaos Design Changes: Added extra Legendary Lord Campaign Effects to Archaon, Kholek and Sigvald (listed under “Campaign Effects” below) Chaos technology categories now provide replenishment bonuses Awakened tribes will now become your vassals instead of allies Vassals of Chaos now provide their master with a small amount of income Chaos Encampments reduce unit upkeep by a greater amount – maxed out Hordes can now in many cases become self-sustaining Reworked post-battle occupation options – Chaos can now “Raze” or “Loot & Raze”, providing growth and replenishment or Chaos favour respectively Reworked infighting: only unruly Marauder units suffer from infighting; higher tier Chaos Warrior units no longer do New Skill Trees for Archaon, Kholek and Sigvald (see Legendary Lords: New Skill Trees heading below) Empire: StartPos Overhaul When the Empire is under AI control, it now begins play with full ownership of the province initially controlled by the Empire Secessionists AI faction, comprising the settlements of Helmgart, Eilhart and Grunberg. New Skill Trees and Campaign Effects for Karl Franz and Balthasar Gelt Wood Elves: Followers added Dryad Spy Royal Standard Bearer Hunting Hound Young Stag Hawk Companion Elder Scout Eternal Guard Commander Vaul’s Anvil Smith Wardancer Drummer Forest Spirit Legendary Lords: Campaign Effects added Karl Franz increases the recruitment level of new lords by 2. Volkmar The Grim increases the chance of magical items drops for his faction. Thorgrim Grudgebearer increases the XP of newly recruited Hammerers. Ungrim Ironfist increases the speed of infantry units by 10%. Grimgor Ironhide’s forces don’t lose Fightiness while in enemy territory. Azhag The Slaughterer increases the Research Rate of his faction. Kholek Suneater’s army suffers an increased chance of being ambushed. Sigvald The Magnificent has a diplomatic bonus with Norscan tribes. Khazrak One-Eye increases the Charge Bonus of Bestigor Herds. Malagor The Dark Omen gains a diplomatic bonus with other Beastmen Warherds. Mannfred Von Carstein increases the XP of newly recruited Grave Guard and Black Knights. Legendary Lords: New Skill Trees Karl Franz The Prince of Altdorf himself now has an even greater variety of unit, army and personal buffs, making him a more effective leader overall. Best of the empire Lords: + 1 recruit rank Karl Franz’ army: Spearmen, Swordsmen, Free Company, Halbediers +5 LD Imperial Special Forces Karl Franz’ army: Reiksgard: +5 bonus VS Large, +4 Melee Attack The Emperor’s Men Karl Franz’ army: Greatswords: +5 LD, +7 Armor Heroic Knightly Band Empire Captain: +2 recruit rank, +1 recruit cap Majestic Enforcer All units in Karl Franz’ army: -5% upkeep An Emperor’s Journey Karl Franz: +10% Weapon Strength, Unbreakable Balthasar Gelt The Supreme Patriarch now brings heavier technological and magical support for his army. Golden Face Mask Balthasar Gelt: +20 Armour Stronger Than Steel All units in Gelt’s Army: +6 Armour New Formulations Gelt’s Army: Pistoliers, Free Company, Outriders, Handgunners: +6% Ammo, +6% missile damage Additional Orb of Sorcery Gelt’s Army: Luminark: +10% Missile Damage, +10% Ammo Steam Tank: +10% Missile Damage, -8% Ward Save Renowned Scholar Wizards: -10% Hero Action Cost, +1 Recruit Cap Research Rate +10% Metal to Gold to Magic Gelt’s WoM Power Reserve +25 Building income +7% (local province) Ungrim Ironfist The Slayer King now gets further combat buffs. The more combat damage he sustains, the deadlier he becomes, with two optional upgrades to his Deathblow augment, making it either Determined, or Extremely Daring. The player may only choose one! Determined Deathblow Triggers at 50% HP or lower: +24% Weapon Damage, +16% AP Damage Or: Extremely Daring Deathblow Triggers at 20% HP or lower: +44% Weapon Damage +36% AP Damage +30% Physical Resistance More skills follow the Deathblow upgrade: Great Green Nemesis Ungrim: Weapon Strength +15% VS Greenskins Unliving Antagonist Weapon Strength +15% VS Undead Ruinous Rival Weapon Strength +15% VS Chaos & Norsca Doomseekers Ungrim: Wound Recovery Time -2 Ungrim and Slayers in Ungrim’s army: +30% Casualty Replenishment Thorgrim Grudgebearer The saturnine steward of the Dammaz Kron is now an even greater leader in both campaign and battle. Ancient Bloodline Local Province: Growth +15, Public order +3, +2 reduction in Vampiric/Chaos Corruption Elite Enforcer Thorgrim’s army: Longbeards & Hammerers -7% Upkeep Thane: Hero recruit rank +1, recruit cap +1 Fire Support Thorgrim’s army: Artillery Missile Damage and Ammo +6% Master Engineer action cost -15%, recruit cap +1 Advanced Forging Runesmith recruit cap +1 Research rate +7% Income from all buildings +5% (local province) Grudge Against Chaos Thorgrim’s army VS Chaos/Norsca: Leadership +4, Melee Attack +5 Grudge Against the Greenskins Thorgrim’s army VS Greenskins: Leadership +4, Melee Attack +5 Grudge Against Mankind Thorgrim’s army VS Humans: Leadership +4, Melee Attack +5 Grudge Against the Vampire Counts Thorgrim’s army VS Undead: Leadership +4, Melee Attack +5 Grudge Against the Elves Thorgrim’s army VS Wood Elves: Leadership +4, Melee Attack +5 Helman Ghorst Path to Ruin +10% battle movement speed, +10% campaign movement speed Unholy Fury 2 ranks, upto 12 MA/MD Unnatural Toughness 2 ranks, upto 25 armour and 20 missile resistance Uncanny Resilience 2 ranks, upto 25% hitpoints, 10 physical resistance Ever Onwards +300% cooldown and -2/-3 WOM cost for Danse Macabre, basically giving him ability to cast one Danse Macabre at a longer interval for a fraction of the cost Heinrich Kemmler Sylvania’s Lichemaster Lord now has a skill tree entirely devoted to improving Krell. Plus, Master Necromancer Lords serving Kemmler are also more adept at leading their putrid hordes. Heinrich now begins with the Lord of the Scourge and Thrall Master skills unlocked. Undying Guardian Krell degrades at half speed Immortal Challenger Krell gains the Deadly Onslaught and Foes Seeker abilities Perpetual Regeneration Krell gains +25% Health and +10 Melee Defence Black Axe Krell gains +5 Melee Attack and +10 Charge Bonus Eternal Bastion Krell no longer degrades in battle In addition, all Master Necromancer Lords under Kemmler get two new 3-tier skills: Lord of the Scourge Lord’s Army: LD: +2/+4/+6 Attrition: -5/-7/-10% Casualty Replenishment: +5/+7/+10% Thrall Master Lord’s Army: Skeletal/Zombie recruits bonus Unit XP: +2/+4/+6 Recruitment costs: -5/-10/-15% Raise Dead cost: -5/-10/-15% Grimgor Ironhide Grimgorz got an’ ‘ole lot’ ‘ARDER, an makes da best boyz EVEN BETTAAAAAAAH!!! Nevva Second Best! Lord recruit rank +2 Black Orc Wrecking Ball Grimgor’s army: Black Orcs +4 AP Damage, +6 Charge Bonus Bigger ‘n’ ‘Arder Grimgor’s Army: Orc & Savage Orc Big ‘Un units: +5 Bonus vs Large, +4 LD Imposing Presence Grimgor Causes Fear Vitamin-Shrooms Grimgor gains +8% HP From the Front Grimgor gains +15% Speed and Frenzy Azhag The Slaughterer The Greenskins’ crowned sorcerer gains a new range of campaign and low-tier unit buffs, improvements to his command of the Winds of Magic, and Regeneration. Azhag also benefits from a revised starting army composition, gaining Orc Boar Boy Big’Uns, Orc Big’Uns and Trolls. Imbued by Madness Azhag’s Army: Attrition -8% Upkeep -8% for Orc Boyz, Savage Orcs, and Orc/Savage Orc Boar Boyz Earthshaking Orders Azhag’s Army: LD +4 for for Orc Boyz, Savage Orcs, and Orc/Savage Orc Boar Boyz Melee Defence +5 for Orc Boyz, Savage Orcs, and Orc/Savage Orc Boar Boyz Missile Damage +8% for Orc/Savage Orc Arrer Boyz Insane Visions Shaman Heroes recruit rank +2, recruit cap +1 Not Orcy Enuff! Azhag: Underway/Beast-Path/Worldroot interception chance +12% Enemy Siege Holdout Time -2 Wild Abandon Azhag gains +10 Charge Bonus, +4 Melee Attack Darkest Nimbus Azhag gains +15 WoM Power Reserve and Regeneration Archaon The Everchosen As the Everchosen marshals his twisted forces against the Old World, he brings new improvements to core units, Lords and Heroes in the roster. The Grand Marshal of Chaos Lord recruit rank +2 Abyss-Forged Armour Archaon’s Army: Chaos Warrior units: -8% Upkeep, -10% Recruitment Cost The Chosen Ones Archaon’s Army: Chosen Units: +6% Physical Resistance, +4 Melee Defence Knights of the Herald Archaon’s Army: Chaos Knights units: +8% Weapon Strength, +8% Speed Distinguished Champions Exalted Hero Recruit Rank +2, Recruit Cap +1 Ascension to Daemonhood WoM Power Reserve +15 Physical Resistance +10% Chaos Corruption +2 (local province) Sigvald The Magnificent If looks could kill… Sigvald’s vanity swells ever further, bringing unexpected benefits to his troops and stirring enmity in other Chaos Lords! Egomaniacal +5 LD (Sigvald’s army) +25% Upkeep for Chaos Lords & Sorcerer Lords Self-Obsessed +3% Melee Defence +3 Melee Attack Stylish Sigvald’s Army: +4 Armour +3 Melee Defence Driven by Lust Sigvald’s Army: -5% Upkeep, +8% Income from Post-Battle Loot & Razing Settlements Born to Serve +5% Hero Action Success Chance -5% Hero Action Cost Unworthy Sigvald Causes Terror Kholek Suneater Kholek becomes more monstrous still, and imbues earth-shaking ferocity in his Dragon Ogres and Dragon Ogre Shaggoths. A Moving Mountain Kholek’s Army: +4 LD when laying siege, -2 Enemy Siege Holdout Time Toughened Skin Kholek gains +10 Armour, +8% Magical Resistance Giant Killer Kholek gains +6 Bonus vs Large, +6% Weapon Strength Seismic Shock Kholek’s army: +8% Weapon Strength, +5% Charge bonus for Dragon Ogres & Dragon Ogre Shaggoths Unearthly & Anomalous Kholek’s Army: +4% Campaign Movement Range & Casualty Replenishment The Sun Eater Kholek gains Chaos Corruption +2 and Frenzy Balance Changes Dragon Ogre Shaggoth + 50 Armour Kholek + 30 Armour Minotaurs – 100 Recruitment Cost Minotaurs (Shields) – 100 Recruitment Cost Minotaurs (Great Weapons) – 100 Recruitment Cost Crypt Horrors + 100 Recruitment Cost Terrorgheist – 200 Recruitment Cost Forest Dragon – 300 Recruitment Cost Dwarf Cannon + 38 Bonus vs Large Reduced Calibration Area (more accurate) Dwarf Bolt Thrower + 24 Bonus vs Large MP Ability attachments Azhag: replaced Spider Banner with Scrolls Bugfixes Fixed Bretonnia Knight recruitment Fixed Carcassone invalid wine building Greenskin resource buildings now appear in the right locations Bugfixes (New Content/DLC) Added new Greenskin Exotic Animals building (squigs) https://www.totalwar.com/blog/mortal-empire...sal-update-beta
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Небольшое подведение итогов бесплатных выходных. Целью было чтоб в игру сыграла четверть миллиона человек, по итогу набросилось чуть больше 240К, но это сочли достаточным и разблокировали все 6 "наград", их добавят в игу в Декабрьском апдейте. https://www.games2gether.com/endless-space-...challenge-recap Никакого глубинного смысла тут нет, это просто взаимоисключающие ветки технологий, это не значит, что оружие из другой ветки нельзя добыть иным способом. Учитывая прогрессирующую стоимость технологий (каждая открытая технология удорожает остальные, это относится и к технологиям полученным иным способом, квесты, события, покупка), обе технологии редко исследовались бы, все равно, главным критерием выбора - становится доступ к тому или иному ресурсу и его количеству.
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Всегда можно отключить пиратов, ну или сделать их слабее, правда, на мой взгляд, это делает раннюю игру - пресноватой. По поводу вложений в технологии, нам только нужно chain gang program (для резервного пополнения), да автономное конструирование (там есть все, и увеличение флота, и танки, и осадный модуль), остается только корпус из политической ветки, либо спам корветов, либо прямой выход в батлшипы, это всего, хватает для зачистки пиратских систем. Тем более, в нынешней мете, ранний герой адмирал - выгоднее губернатора, за редким исключением, т.к набирает опыт быстрее, за счет исследования галактики. Да, и не советую играть на скорости меньше чем нормальная, там механики не всегда работают адекватно, т.к не все параметры попадают под влияние скорости игры, например - скорость передвижения кораблей. ES2 - не та игра, в которой партии надо играть днями, оптимальная партия, это 150-250 ходов.
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Насчёт масштаба - могу растроить, разработчики не ставят цель делать гигантскую песочницу, одна из задач, которую они озвучили на ранних этапах - вменяймая продолжительность партий, особенно по сети, так что "расширения" галактик ждать не стоит, по крайней мере, это не в приоритете. В целом, выходныне прошли удачно, 17000 игроков в пик и + 60% к количеству продаж в Стиме. 5 из 6 достижений сообщества - выполнены, но ивент ещё не закончился.
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Это не просто бесплатные выходные, а рекламная акция с открываемым контентом на следующий месяц, даже просто скачивание с одной игрой идет в копилку. Всего наград 6: - Новая аномалия. - Новые модули. - Новой квест. - Новый вид галактики. - Нрвый герой. - Скин Мезари на Единую Империю. Ну и скидка на игру -50% в Стиме.
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https://youtu.be/8ynRPwSg5Co "Update 1.1.0 -- Galactic Statecraft" Diplomacy Denounce Alliance Decision: players can now decide to leave an alliance after one of its members declared a war. They go back to Cold War with all involved parties Coordination Tool: players in an alliance can now place “pings” directly on the galactic map to display their intentions (attack here, defend here). The AI is sensitive to these pings and also places its own pings Co-operative Protocol: players in an alliance can now sign this pact. It will provide a faction-specific bonus that scales over time at the cost of an Influence upkeep Chat: Added an “Alliance” specific tab in the chat window Whisper Improvement. The players can directly send whispers by clicking on the colored button representing a player near the end turn button Diplomatic Requests: players can now request the AI (and vice-versa) to do actions relating to a certain game context (“remove your trespassing fleets!”). The sending player will be able to react (choose a diplomatic option) in case the recipient refuses the request Pressure Pressure inputs have been made explicit in the “leader card” tooltip (in main diplomacy screen) A term to generate pressure directly has been added (“Bureaucratic Imbroglio”) Demands now only have 2 levels (reduced from 3) “Demand terms” have been added; exotic actions available only for a level 2 Demand “Refusal Penalties” have been added: refusing a Demand will now apply the selected penalty to the recipient War pressure: War Pressure is now different from Pressure graphically War Pressure trend impact is now feedbacked in battle notifications Constellation Control A player who owns the most systems in a fully discovered constellation will now claim a FIDSI bonus for their empire Empire Chronicles Hall of fame to record all completed games, allowing to view the final scoreboard along with the victory cutscene Space Battle Space battle weapons, defenses and other variables have been tweaked in various ways following player feedback (see “Space Battle” section below for details) Pirates Pirate Lairs: Pirates are no longer spawned by Minor Factions, but by Pirate Lairs which are occupying some neutral systems. Players can destroy these bases by ground battles (and have a chance to get some loot!) Minor Factions will now spawn their own fleets to protect their systems. These fleets are static and stay on the Minor Faction’s home system Academy & the Heretic Orbiting the Lost Graves after completion of the Heretic's quest will now yield dust gain per turn if the Lost have won, and manpower per turn if they have lost Rewards have been increased for the winning camp's podium of participants Only the winning camp will be able to recruit Heroes after winning, through either the Academy or the Marketplace, depending on the outcome Visuals will change on Lost Graves depending on the outcome New visuals Orbiting space stations as a planet fills up and a system develops Bailiff The bailiff system will now first scrap ships before improvements Improved Influence bailiff system to take into account Co-operative Protocols (will not make players lose the game) Space Battle Feedback Improvements: Added new feedback elements (Flak DPS on Kinetics & Missile Health on Missiles) Weapon Balancing: Complete rebalancing of weapons to create more interesting play: Kinetics now have an accuracy of 10% / 50% / 85%, playing a role of missile counter and strong short range damage Missiles now have an accuracy of 100% / 50% / 25%, strong long range damage that can take out most Energy ship designs Lasers now have an accuracy of 50% / 100% / 50%, with good damage. They will tend to defeat Beams and Kinetics, but will have a problem against Missiles Beams now have an accuracy of 100% / 100% / 100%, with standard damage overall. They are sure to hit and will counter Kinetics. Their accuracy makes them perfect to use with counter tactics, and their critical hits can turn the tide of battle in your favor Buffed "Advanced MAGGIE Laser": Now has +100% Damage against Shields Buffed "Advanced HELL Array Laser": Now has +100% Damage against Shields Defense Balancing: Buffed: Medium Ships, Large Ships and Motherships have increased Health Buffed: Doubled shields' absorption, Tripled shields' life Military Power Balancing: Defensive Military Power is now computed according to modules' values and should be more consistent Manpower damage is now used to compute Offensive Military Power Critical Hit Chance is now used to compute Offensive Military Power Squadrons: Squadron life updates correctly when hit Fixed squadrons not damaging each other Fixed Wing Coordination not working Squadrons now target Arks Fixed auto ship design not working for Unfallen Explorer and Colonizer Hulls Second level of "Non-Liquid Assets" now applies its Hull Absorption bonus correctly Ground Battle Unlocked Bhagaba special ground battle play ("White flag": slower ownership recovery for invader) Reduced Tikanan "Swarming Infantry" assimilation trait from -0.5% to -0.15% manpower Infantry cost Reduced "Monstrous Opponents" assimilation trait from +75% infantry health to +15% infantry health and +15% infantry damage Rebalanced troop stats: Infantry: Reduced damage from 20-40 to 12-22 Armor: Reduced damage from 40-60 to 25-60 Plane: Reduced damage from 140-180 to 95-115 Plane: Reduced health from 300 to 200 Plane: Reduced manpower cost from 30 to 20 Lowered manpower generated from "Conscription" from 200 to 175 You now need at least 2 pops to select "Conscription" when defending in a ground battle Quests and events The "Acquire" objective of the Riftborn quest "A Plague on Coroz" cannot be completed by custom Riftborn factions using the "Shipbound" trait so this choice is no longer available in that case Added a Quest Marker on the pirate fleet of the Exploration Quest Dust to Dust: part 3 The Good Life quest will now work if Horatio’s ship is docked to an outpost which has just turned into a Colony Players now need to participate in a multiplayer quest to obtain a reward Academy Quest 01 now has a new ending: if a player finds the Academy before the quest ends, then the quest doesn't fail but success and display a new ending outcome The Cravers Quest "then we cracked the nuts inside” now completes only after the system is captured The event Riled Researchers now starts from turn 60 instead of 20 to avoid the AI from making choices harmful to its economy A Swarm of Locusts now informs the users how many fleets they have to destroy in order to receive a reward New rewards have been added for Deeds The church triumphant Part 2 now displays the right building in the objective Fixed Horatio Quest Improvements not working for Custom Factions Unfallen Quest chapter 2 is now more Vodyani-friendly Ripple effect now fails only if another Empire destroys the Lesser Empire Fleet Chapter 3 of the UE Quest: the Mezari Objective now scales with the current science production Tweaked Quest appearance rhythm overall Dust to Dust now fails when another Empire or the Lesser Empire attacks and destroys the fleet The quest no longer fails in "The Good Life" Exploration Quest if the player disbands the Lost Horatio Use of similar Dust icons for the effects of "A Two-way Street" (Dust gain and Upkeep increased) event could be confusing that's why we now use the same icon (Dust gain and Dust loss) The Battlestations reward of the "Collaboration or Cataclysm" quest doesn't display a placeholder icon and category anymore Technologies Added a "Continuum Sculptors" faction-specific tag on "Climate Engineering" tech Increased “Free Move Sophon” movement points from 2 to 4 Added "All must Tithe II" to the unique alternative technology in case of unique constellation setting Fixed Lumeris being able to have 5 Trading Companies Added new Stage 4 Engine Moved Luxury Lottery unlock to the Atmospheric Filtration technology (previously Neural Robotics) Fixed issues with Horatio ash and lava colonization unlocks The technology which allows to unlock Heroes on Marketplace is now displayed in the Tutorial Fixed the AI being able to trade quest technologies Arks will now need to unlock additional slots by unlocking stages in the tech tree Victory Wonder no longer appears in the construction queue before you unlock the stage Fixed bug where a custom faction with Riftborn pop and Horatio affinity didn't have access to Adamantian mining The Systems Illumination or Radiance are no longer given to players with Ship Bound or Unfallen Affinity Laws & Politics Reduced "Deadly Intent Bill" from 50% to 33% damage bonus (75% to 40% for Republics) Increased effect from "Trusted Broker" law from 2% to 3.5% per turn, up to 50% (from 30%) Added a passive bonus on Outpost growth (+10%/+15% in Republic) for the "New Colony Rule" law Updated the effect of the Republic version of the base militarist law for consistency Removed default bonus pressure to Religious politic The Attends resolution tooltip has been corrected "Jingoist Joy Bill" Law does not allow for free war declaration in truce anymore Diplomacy Fixed diplomacy cost reduction for peaceful terms Cravers now require having Pacifists in the Senate in order to do diplomacy Removed system conversion diplomatic ability from alliances Made all resources available for trade in Cold War Removed vetos to accompany new “Denounce Alliance Decision” feature Lowered Alliance tech from stage 4 to stage 3 of Empire Development quadrant Added Co-operative Protocol tech to stage 4 of Empire Development quadrant Fixed force truce turn duration being 0 in Endless speed Fixed Truce tooltip Allowed Alliance members to trade systems among themselves Economy Reduced minor factions yields in Manpower Tweaked bonus values for Minor Factions relations Increased Essence gained from Hunting Grounds from 10 to 100 / turn Fixed Virtual Dustylizer Star System Improvement not being queueable Fixed "Interspecies Cooperative" not properly applying its bonus for Friendly relations Added system effects to Wonder victory obelisks Increased cost of Wonder victory obelisks in strategic resources Rebalanced Conquest Victory thresholds Increased the costs of Victory Technologies Increased adv strat cost of all improvements, wonders and quest improvements "Luxury Lottery" improvement now does not unlock for Horatio (they only have their specific improvement) Constructing the "Zelevas Incarnate" improvement while having "Harmonious Development" trait and 3rd threshold of the "Pacified Collection" bonus will no longer cause the game to remain stuck Fixed the registry formula for the Outpost Decolonization refund. The formula for the refund uses the same formula as the original cost, which takes into account the amount of colonies+outposts (which increases when you create the outpost, hence the refund being bigger than the original expense). Added offset to the formula to compensate Fixed an issue: vertical Culture was constructible even if the player did win the metaplot "High Gravity" and "Low Gravity" anomalies can no longer be on the same planet Approval system improvements now take the correct number of turns for their level Stopped Shipbound factions from exploiting the interaction between Praise and Leaching, and increased Relation penalty for Leaching Made Tiny Galaxies more compact: they should now contain 36 nodes rather than 24 Fixed players being able to have both standard and faction-specific improvements on a system Industry costs of Riftborn populations now scale with game speed Arks health and manpower stock is now impacted by their system level Added prerequisite on hot planets to prevent the anomaly Ice-10 from spawning The "Capitalist Frenzy" infinite system improvement now replaces the "Public 3D Printing" infinite system improvement The "Capitalist Frenzy" infinite system improvement is no longer identical to the "Political Theater" infinite system improvement Fixed "Fold Singularity": No longer gives negative dust if System Dust income is inferior to 0 Fixed issue with count of Anomalies and Moons not being incremented correctly for laws and other improvements that use it Heroes Fixed Horatio Hero Starting Skill tooltip wrongly displaying +2 Food per Population when it was +1 Food per Population Virtual Endless Hero obtained through quests now appear at level 8 instead of 5 Reduced "Enhanced Astronavigation" tier 2 hero skill from x3 to x2 Free movement speed [AI] Changed: Warcount truce & declaration handling Changed: Retreat handling more accurate Changed: Fine tuning on negotiation evaluation Fixed: AI now more reactive in encounters Fixed: Fighter/bomber ship design tweak Fixed: The AI now uses ships in hangar with more efficiency Fixed: Issue in balance contract resource amount adjustment Fixed: Allocation problem on vine ship and leecher making the AI slow to respond Fixed: AI no longer creates many D.Star type ships equipped with Core Crackers causing performance issues in the later stages of the game Fixed: Several fleet behavior problems that could get AI fleets stuck Optimized AI speed Fixed: Issue with the maximum amount of resource during balance contract Fixed: Diplomatic infinite loop Fixed: Spam loop message blockade Added fix for Unfallen rooting [iMPROVEMENTS] Increased the size of the faction selection window and fixed the sort of the factions Added darker tone font colors when the background is yellow Changed Color of the Overpopulation Icon to better match the overpopulation gauge next to it Added destroyed planet visual in discovery cinematic [FIXES] Multiplayer Fixed Multiplayer session desync due to inconsistency in the perceived DamagePerSecond element of a ship Fixed session desync due to inconsistency in the perceived hull plating element of a ship Fixed desync on trade route leaching values. Fixed desync on hot join after the United Empire outpost "Traitor's reach" was awarded Sending several leech fleet actions while lagging in multiplayer should no longer produce unwanted behavior General Fixed planet colonization cutscene being displayed and frozen when a ground battle is viewed during the colonization cutscene First two parts of the "Fighters and Bombers" quest now display correctly their outcome text upon completion Fixed an error occurring when 3 anomalies belong to a planet Fixed an assert generated when hovering the mouse cursor over the Virtual Dustylizer system improvement while having only Riftborn or custom Riftborn population units Fixed several errors caused by root action and contextual diplomacy Fixed fleets seeing things when they are forcefully moved Fixed non-depleted planet localization Fixed anomalies remaining on screen when entering galaxy scanview If the player used to play a custom Faction Horatio, the Horatio faction quest could be endless. It now checks if the original Horatio are in the Empire. If they aren't, then the Quest will end It's now the same for all the Population Quests: we check if the player has the original population instead of the Custom ones Lowered Minor Faction relation threshold to ask for a quest from 75 to 50 Changed the cost of asking for a quest from an Influence cost to a Dust cost Fixed Content Citizens II having the same cost (10) as the first level Changed/Fixed the way the tech to change government, Autocracy and the Cravers visual affinity interact: Autocracy is not linked to the Cravers affinity anymore Fixed Custom Factions with the Cravers visual affinity being unable to change their government type Fixed UI error when host leaves in multiplayer Fixed an issue where the user would get stuck when quitting a session while a save file is generated Fixed some cases where systems could not be vined by Unfallen when around decaying systems Fixed Vodyani hunting grounds failing to destroy planetary improvements and thus remaining forever (or until someone else colonizes the system) Fixed an issue where using "." in a save game name could result in the save game not appearing Fixed save name containing [MODDING TOOLS] when trying to overwrite a save created with modding tools Fixed an issue where, on some resolutions, construction costs of ship designs Ship Design Edition Panel were overlapping Increased Unfallen Vine network range The tooltip of the Quick Start main menu button now displays some information about which settings it will use like the faction, the competitor count, the game speed and the game difficulty Added new image for finished auto explore notification The deeds are now greyed out when the technology stage is unlocked by the Oracle of Science law Changed and added some texts for the diplomatic demands The ship construction cost is now correctly updated after making changes to a ship design and using the "Reset Design" button To validate the quest Riftborn Chapter 1 part 1: the player has to possess only 9 buildings, and the feedback now reflects it If the player discovered the galaxy thanks to a shared map in the Sophons Quest Chapter 1 (alternative version) Science choice, the quest wasn't completed. Now the quest can be completed even if the player is helped by someone In the Lumeris Quest Chapter 1 Science choice, if the player discovered the galaxy thanks to a shared map, the quest wasn't completed. Now if the player is helped by someone, the quest can be completed Fixed probes appearing at the center of the galaxy for a short period when using the launch probe action. Modified the web API in order to display the news sorted by date Forbid the player to Quit Game between turns to avoid some stuck situation Fixed Notification errors when releasing contextual diplomatic exchanges Fixed multiple planet tooltips in the Custom Faction Creation screen that displayed an unknown negative "on Planet" value Entering cold war from truce with an alliance will no longer display multiple notifications one for each alliance member Users can no longer use the Praise action without the Off-World Agribusiness tech unlocked "Dominance" and "Acceleration" rewards of the "Collaboration or Cataclysm" quest have now have temporary tooltips, we'll had more descriptive tooltips later Fixed selection issues with hangars and civilian ships The information displayed inside the system construction panel are now updated after singularities are removed When a fleet or system loses maximum manpower, the excess is given back to the empire G2G text is no longer clipped on error window Battle theater effects are now listed in the Special Node Discovery notification The approval gained from terraforming a planet is now properly displayed Fixed a desync related to the "Tree of World" natural wonder Changed the flow of the space battle cutscenes launch to fix an issue that appeared when trying to visualize a battle around a node affected by the Rip singularity The word "Valider" should not be cut off randomly in the game anymore All Minor Factions now have an image artwork in the "Select A Target Empire to Attack" screen Fixed Unknown result battle report notifications when accepting to watch a battle while already watching a previous battle New icons for Privateers & Pirates Fixed Technology Hint tooltip on Reduce Anomaly Button on Planet Label in Management view Changed close and open borders icon Fix wormholes not appearing sometimes in twin elliptic galaxies Added a blink effect to the destroy button when the player can destroy a planet Fixed Arks requiring industry to build in Slow & Endless difficulties Fixed Diplomatic contract evaluation bar the first time a user click on suggest term Declaring war now cancels all restrictions (from contextual diplomacy) between the empires Fix faction name cut-off in the minor faction tooltip Fixed an issue where "Technology stage unlocked" notifications of Economy and Trade and Military quadrants displayed misleading information The luxury resource tooltip in uncolonized systems is no longer out of bounds "Federated Procurement Office" empire improvement reward from the "Preserver of Nations" Deed now has correct tooltip The correct choice is now selected upon confirming a multiple choice quest after the notification was minimized Fixed some highlighting issues during the "Into The Great Beyond" beginner tutorial "Gearing up" tutorial is now triggered only if the user has access to the military screen
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Очередной блог об апдейте. "Раскрывающийся текст" Пираты. Наверное самое главное нововведение апдейта, теперь пиратские флоты появляются не из миноров, а их специальных пиратских баз. Миноры по прежнему строят флоты, но используют их только для защиты своих систем. Пиратское логово может появится в любой незанятой системе, в любой момент игры (правила появления описаны в блоге), они делают систему неколонизируемой и обладают достаточно приличным гарнизоном, каждые Х ходов логово производит пиратский флот, который начинает начинает нападать на ближайшего игрока, также логово, со временем, получает уровни от 1 до 5, чем выше уровень, тем сильнее флот и гарнизон. За уничтожения логова дается награда зависящая от его уровня. В целом, это нововведение добавляет движухи в раннюю игру и поощряет раннее развитие в войну, эта система пиратства - более логичная и приятная нежели нынешняя. Остальные нововведения - на геймплей не влияют. https://www.games2gether.com/endless-space-...st-rewards-more Собственно NDA сняли. Это практически все изменения, из важного остался только р[мордашки]нс оружия, который был в открытом бэта патче, если кратко, то теперь все лучевое оружие - это про стабильность и небольшой урон, а физическое - более требовательное, имеет больше контр, но гораздо сильнее, в целом - баланс оружия лучше чем сейчас. Сам бэта-тест несколько разочаровал, и не только меня, т.к. люди ждали чего-то большого и апдейт не оправдал этих ожиданий. Может что-то анонсируют завтра на стриме.
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Были намеки от вип тестеров, что galactic starcraft - это не весь готовящийся контент, думаю, что стоит ждать длц в этом году.
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Частично снимают NDA. "Раскрывающийся текст"Политическое давление. Теперь нация с большим количеством влияния может выдвигать требования более слабым нациям, в меню дипломатии теперь есть шкала, по заполнению которой, сторона может выдвинуть требование, это могут быть ресурсы, технологии или даже популяция, вторая сторона может отклонить эти требования, но тогда она получит "санкции" на N ходов, как правило -% к выработке чего либо. Координация. Теперь у нас есть инструмент управления нашими ИИ союзниками. Альянсы. Больше инструментов по взаимодействию и получению общей выгоды от альянсов. Дипломатические просьбы. Теперь на многие действия можно дать моментальную политическую реакцию, будь то нарушение границы или похищение популяции Водьяни. На подобные действия будут даватся несколько вариантов ответа с разными требованиями и последствиями. Созвездия. Теперь обладание созвездием дает % бонус к ресурсам, чтобы стать хозяином созвездия нужно иметь не менее 3х систем в созвездии и иметь больше систем чем прочие игроки. https://www.games2gether.com/endless-space-...quests-and-more https://www.games2gether.com/endless-space-...llation-control Это еще не все изменения.
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Hey everyone! You might have guessed from the numerous hints we've been dropping on our forums and elsewhere, or even the fact that we are currently holding a closed beta, we've got some cool stuff coming up in the next update! Coming out Thursday, November 16th, Endless Space 2: Galactic Statecraft will include numerous new features, balance changes, and reworks of existing features, all designed for a more immersive experience in the Endless universe. We will showcase some of these features all throughout next week, and of course, we will have our traditional launch stream on Thursday at 5PM CET to give you a taste, just before the update drops. Don't forget to tune in! If you like, you may follow the channel already to get notifications when the stream goes live. It would be unfair to just say "the update is coming!" without giving you at least a hint of things to come, so without further ado, here's a glimpse of Galactic Statecraft: IMPROVED ALLIANCES & COORDINATION TOOL CONTEXTUAL DIPLOMACY PRESSURE RETAKE PIRATE LAIRS THE HERETIC'S QUEST REWORKED REWARDS HALL OF FAME WEAPONS RETAKE CONSTELLATION CONTROL NEW EVENTS POPULATION GROWTH NEW VISUALS (ORBITAL STATIONS) And the best thing is? All of this is coming to Endless Space 2 for free! Join us next week as we'll dive into the most exciting features! https://www.games2gether.com/endless-space-...-is-coming-soon Собственно, бэта-тест посвящен именно этим изменениям.
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"DBP V1.3 UPDATE" DBP V1.3 UPDATE The December Balance Preview is off to a good start and the community's feedback has been incredibly helpful as we work on fine tuning these changes throughout the remainder of the iteration period. In this update we changed focus to look at various elite infantry units and potential over performing bonuses acquired through veterancy. The following proposed changes is aimed to help within infantry scaling for various factions. Commander Revamp Update As the Commander Revamp survey has now closed, we are excited to announce which commanders we will be looking at revitalize in the December Update. We hope to complete our first pass on the proposed changes to the commanders listed below will before the end of next week. Similar to all Balance Preview changes, the Commander Revamp changes will be available to test in the DBP Mod when the changes are ready to go. Commander Revamp Commanders * (USF) Recon Support Company * (USF) Mechanized Company * (SOVIET) Tank Hunter Tactics * (SOVIET) Guard Rifle Combined Arms Tactics * (BRITISH) Royal Engineer Regiment * (BRITISH) Commando Regiment * (OKW) Feuersturm Doctrine * (OKW) Luftwaffe Ground Forces Doctrine * (WEHRMACHT) Jaeger Light Infantry * (WEHRMACHT) Osttruppen Doctrine) GENERAL Infiltration Units To give players a better chance to react to infiltration units and to reduce the number of guaranteed squad wipes caused by infiltration units, the following change has been made: All abilities now start on cooldown (the default cooldown of the ability) This affects: Infiltration Commandos Fallschirmjager Partisans, both variants Stormtroopers JLI Demo Charges To give players an opportunity to react to activated demo charges and to reduce mass squads wipes of this weapon, the following changes have been made: Demo Charges now have a 3s timer once activated (timer is visible to all players; similar to satchel) Cost reduced from 90MU to 65MU Garrisoning We have made some fine tuning changes to garrisoning to make it feel more responsive and reduce squad wipes on building destruction. Reduce unload time from 0.5 to 0.375 (per model) Reduce load time from 1 to 0.75 (per model; 3.25 remains max per squad) Reduced grenade damage vs buildings (the structure itself; not the units garrisoned inside) USF Rear Echelons Volley-Fire’s potency is being reduced on weapon rack items to prevent Rear Echelon from immediately pinning down infantry in the late game if they are upgraded. Toned down Volley fire for slot weapons; now all slot weapons gain a 0.0025 suppression that does not ramp up Lowered suppression values for the BAR by 50% and the M1919 LMG by 70% when Volley-Fire is active. Captain ‘On Me!’ will no longer provide combat bonuses to better represent the abilities lack of munitions cost and to limit the power of blobbing infantry around the Captain. ‘On Me!’ will still break suppression and allow infantry to sprint to allow USF players to relocate units on the field. Removed the weapon accuracy and received accuracy bonuses from ‘On Me!’ (it still breaks suppression and makes inf run faster) M36 Jackson The M36 is having its damage modified to make it less potent in terms of burst damage against lower health vehicles while becoming more reliable vs heavy tanks (HVAP rounds remain unchanged). Damage from 200 to 160 Penetration from 240/220/200 to 260/240/220 SOVIETS Soviet Forward HQ (Commander Ability) To make this ability less frustrating to counter while keeping it a viable option for Soviet players, the following changes have been made: Requires structure to be in connected territory. +50% damage converted to+25% accuracy Armor modifier from +50% to +25% Reduced cost from 300MP/60FU to 250MP/40FU For Mother Russia (Commander Ability) The ‘For Mother Russia’ ability is having its potency reduced to bring it in-line with the recent changes to Conscripts. +100% Armour bonus removed (accuracy and speed bonuses remain) Duration reduced from 60 seconds to 30. Conscripts We are reverting the AT grenade and Moltov upgrade merge due to its cost effectiveness while making minor adjustments to some Conscript abilities. Molotov cost from 15 to 20 (does not affect Partisans) Tripwire cooldown from 0 to 30 AT Grenade upgrade and Molotov upgrade are once again separate Molotov tech cost reduced from 125MP/15FU to 80MP/10FU T-34/76 We are slightly increasing the cost of the T-34/76 to match its performance. Fuel price increased from 80 to 90 PM-42 (Soviet T2 mortar) The PM-42 Mortar will now have the ‘Flare’ ability from the start to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed. ‘Flare’ ability no longer requires veterancy Veterancy 1 reduces ‘Flare’ recharge by 25% ZiS-3 Divisional Field Gun (AT gun) We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and limited penetration. This will emphasize ZiS-3’s secondary role as an indirect fire unit that can soften up enemy positions. Popcap reduced from 9 to 7, to match its performance Reduced cost of ZiS-3 barrage ability from 60MU to 35MU WEHRMACHT Grenadiers Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry. Popcap reduced from 7 to 6 Pak 40 The Pak 40 is having its population reduced to better match its performance with other anti-tank guns. Popcap decreased from 9 to 8 to match actual performance 251 Flamethrowers With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to give players a chance to react and de-garrison. Far-aoe reduced from 1 to 0.5 (only really affects anti-garrison damage) Stug G We found StuG G’s ‘Target Weakpoint’ ability over performs for its cost while unit's machine gun lacked some needed defensive capabilities vs infantry. Thus, the following changes have been made: TWP's main-gun disable reduced from 15 seconds to a blind critical that lasts 5 seconds. TWP's damage reduced to 50% (to account for guaranteed penetration) MG cost reduced from 50 to 35 MG range increased from 35 to 40 Ostwind The Ostwind is being improved to make it more consistent and reliable as an anti-infantry platform (regardless of map) while still able to chip away at armoured vehicles. Projectile no longer collides with terrain Distance scatter max increased from 2.9 to 3.5 AOE distance reduced from 1/1.25/1.5 to 0.5/1.5/2 (to compensate for projectile changes) AOE damage reduced from 1/0.15/0.05 to 0.8/0.2/0.1 (to compensate for projectile changes) Cost reduced from 100FU to 90FU (does not affect the OKW version) Penetration increased from 45/40/35 to 55/50/45 Max range increased from 40 to 45 Tiger (does not affect Tiger Ace) The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers. Speed from 4.7 to 5.2 Acceleration from 1.5 to 1.8. Deceleration from 1.8 to 2 Popcap increased from 19 to 20 Panzer IV To allow the Panzer IV to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and rate of fire, the unit is receiving a slight penetration increase. Penetration increased from 120/110/100 to 125/115/110 Fuel cost reduced from 125 to 120 Panther V Now in an even better spot. Coaxial and hull MGs performance improved to now match that of OKW Panther Elefant Given the Elefant’s role as a dedicated anti-armour vehicle, its accuracy is being increased to improve reliability at range. Accuracy increased from 0.05/0.375/0.025 to 0.055/0.045/0.03 **JU87 Close Air Support Loiter (Commander Ability) ** We are slightly lowering the damage of the JU-87 to ensure it remains a potent ability, but is no longer capable of outright destroying medium tanks in a single pass. JU87 Loiter damage reduction from 60 to 50 OKW Sturmpioneers We are increasing the viability of Sturmpioneers to allow them to better support the rest of OKW army in a combat role. Reinforce time decreased from 10s to 7s. Build time decreased from 40s to 28s. Population cost decreased from 9 to 8 Panzerschreck price decreased from 90 to 70 Veterancy Changes Veterancy 4 -23% Received Accuracy and +15% accuracy bonuses removed Veterancy 5 +40% weapon accuracy moved to Veterancy 4 (Vet 5 bonus of no longer taking extra damage while repairing remains) Veterancy requirements reduced to 580/1160/2320/2900/3770 (approximately a 10% reduction) Base Flak Defenses We are removing the OKW's free Anti-air capabilities to bring their AA better in-line with other factions. Can no longer fire at air targets Schwerer Panzer Headquarters Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off. No longer automatically engages aircraft Now has an Anti Air ability which activates AA mode for 60 seconds (while active it can engage both ground and air targets). After AA ability finishes, the gun will go on a cooldown for 60s where it can not engage any targets (air or ground) Stuka We are adjusting the performance of the Stuka to prevent it from destroying team weapons and buildings in a single attack while making it more vulnerable to flanks and assaulting tanks. Damage vs team weapons reduced by ~50% (affects the weapon, not the squad) Damage vs Garrison buildings reduced by 50% (affects the building, not garrisoned squads) HP reduced from 320 to 160 Panzer II ‘Luchs’ The following changes aims to reduce the Luchs potency vs vehicles and further define its role as an anti-infantry unit. Moving scatter penalties increased from 1.25 to 2 Target table modifier vs vehicles of 0.0625 added Volksgrenadiers We found that high veterancy and upgraded Volksgrenadiers scaled too well vs other core infantry and overshadowed much of the OKW's own elite infantry. To compensate for this, the following changes have been made: Flame grenade now unlocked when the first sWS Supply Half-track hits the field Flame grenade now has a 0.75s timer on explosion Faust price reduced from 30 to 25 Veterancy Changes Veterancy 3 Received Accuracy bonus increased from 0.9 0.86 Volks require cover and to be stationary to benefit from their Vet 4 sight bonus Vet 3's passive healing ability moved to Vet 5 All combat bonuses from Vet 4 and Vet 5 (+15% accuracy bonus & -20% weapon cooldown) Sturmtiger The Sturmtiger is being further adjusted to limit its ability to hide in the FOW and destroy units without being seen. In return, we are improving aspects of the Sturmtiger's defensive capabilities to compensate. Popcap reverted from 20 to 18 Sturmtiger can no longer fire through buildings (Buildings now act as shot blockers) Range reduced from 45 to 40 Reload duration decreased from 50 seconds to 40 seconds Veterancy requirements decreased by 33% Veterancy 1 grenade far damage increased from 0.05 to 0.25, radius decreased from 5 to 4.5, and AOE penetration decreased from 23 to 15 Le.IG 18 The Le.IG is being tuned to require more player input to be used effectively. In return we are boosting its damage against ambient structures improving its support and anti-garrison ability. Auto-attack range decreased from 100 to 85 Autoattack range bonus removed from Veterancy 1 Anti-structure damage increased (from 1/0.5/0.25 to 2/0.3/0.15) HE Barrage recharge time increased from 30 secs to 40 secs Smoke barrage recharge time independent from HE barrage Intel Bulletin for barrage recharge lowered from -25% recharge to -10% recharge Kubel The Kubelwagen’s armour is being slightly adjusted to make the Kubel more vulnerable to strikes from the front, but slightly less vulnerable to flanks. The previous changes to hitpoint and armour meant a Kubelwagen could still cost-effectively duel most infantry units in the field during the early game. Front armour further reduced from 3.5 to 3 Rear armour partially reverted from 1.6 to 1.9 Panzer IV We want to make OKW Panzer IV to be slightly less vulnerable to infantry rushes and more effective in a generalist anti-infantry / anti-tank role. To accomplish this, the following changes have been made: Cost changed from 360MP/150FU to 380MP/140FU Population cost increased from 12 to 14 Scatter improved from 7.5/6.4 (angle/distance) to 6.5/5.54 Penetration increased from 120/110/100 to 125/115/110 Veterancy Changes Veterancy 2 scatter veterancy increased from 0.75 to 0.866 Veterancy 4 range bonus removed (scatter bonus remains) Veterancy 5 - Panzer IV must be stationary to benefit from sight bonus (similar to spotting scopes) Panther V We are adjusting OKW Panther veterancy to be more manageable for the opposing player at its later levels. Veterancy 4 range bonus removed (scatter bonus remains) Veterancy 5 - Panther V must be stationary to benefit from sight bonus (similar to spotting scopes) King Tiger The KT has received a slight adjustment to its veterancy 4 to help prevent it from out scaling opposing players. Vet 4 range bonus removed (scatter bonus remains) Pazerfusiliers The following changes aim to put Panzerfusilliers on-par with other, similar infantry in the late game and encourage the use of flares for increased sight. Population from 6 to 8 G43 upgrade sight range from +50% to +20% (from 52.5 to 42) Veterancy 4 +15% accuracy changed to +15% capture and decapture rate. Obersoldaten Obersoldaten are being made more accessible through a number of changes with only some adjustment regarding their late game veterancy to prevent them from them out scaling counterpart infantry units. Cost reduced from 400 to 340 LMG34 and Stg44 munitions cost increased from 60 to 80 Reduce reinforcement time from 12.5+ to 9 Built-time from decreased from 50 seconds to 36s. Reduce popcap reduced from 10 to 9 Veterancy 4 received accuracy bonus removed Veterancy 4 suppression bonus converted to “Suppressive Fire ability” Fallschirmjäger Fallschirmjager are being adjusted to have better stock performance with only minor changes to their veterancy. Population is also being adjusted to match other Axis elite squads. RA improved from 0.87 to 0.83 Veterancy 3 received accuracy bonus removed Population from 8 to 9 Can now camouflage in cover when stationary without veterancy JP4 We feel that the Jagdpanzers veterancy bonuses made it scale too well and become too lethal at higher veterancy. To reduce its lethality while keeping it an effective Tank Destroyer we've made the following changes: Increase range from which it can be detected from 10 to 20 Veterancy Changes Veterancy 2 armour and sight bonus removed Vet 2 now increases accuracy by 20% Veterancy 5 ambush damage/accuracy/pen bonus reduced from +150% to +25% Raketenwerfer To make the Raketen more reliable and consistent while bringing its stealth better in-line with other stealthed units, we've made the following changes: Vet 1 speed bonus when stealthed reduced from +100% to +25% Projectile now ignores terrain Raketenwerfer can no longer be suppressed BRITISH PIATs Due to the British's lack of snares and difficult competing against light vehicle rushes, the following changes have been made to the PIAT. Range increased from 30 to 35 Far accuracy decreased from 0.038 to 0.025 Mid-range increased from 15 to 25 Trenches * Trench target size now significantly increases when they are abandoned (to allow tanks/AT to clear and destroy) Mortar pit To bring the counter play between the Mortar Pit and LeIG in-line, we have made the following changes: Mortar Pit auto-attack range decreased from 115 to 90 HE/smoke barrage cooldown decreased from 75 to 40 seconds Smoke barrage on independent cooldown form HE barrage BUG FIXES & QUALITY OF LIFE CHANGES Fixed issue where USF grenade bulletins were not applying to Rear Echelon smoke Readjusted pathfinding Remove forced movement from Commando squads that have recently deployed (makes squads ignore orders) Removed Tank Elite Armor, Tank Commander arty from firing into the base Assault Engineer/Paratrooper minelaying speed too low Changed Ostruppen cover bonus indicator. Instead of an overhead crosshair indicator, Ostruppen cover bonus displays in the same way as the Tommy cover bonus indicator Increase duration of TWP-like abilities, to match initial delay Added a warning line for Stun Grenades https://www.coh2.org/topic/64970/december-balance-preview
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В отрыве от остальных изменений - нерф, нынешниие 4 попадания для убийства модели, против будущих 5. Однако конскриптам подкрутили меткость, сделав дпс более постоянным, на орге считали, дпс вырос примерно на 0%/36%/8%/10% для разных дистанций.
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Неожиданно... На Декабрь запланирован большой патч включающий в себя: р[мордашки]нс карт, р[мордашки]нс командиров, ИИ отрядов и балансные правки. Сейчас нам демонстрируют первую порцию исправлений в балансе. "DECEMBER BALANCE PREVIEW V1.0" We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog. For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums. DBP Goals Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less spammable and dominant in team games Tone down the squad wiping effectiveness of some over performing, off-map abilities Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units Primary Focus Revitalizing 2 – 3 underused commanders for each faction (more info to come) Continuing the work from the Fall Balance Preview’s highest rated changes Secondary Focus Adjustments to units dominating the current Soviet meta in competitive play * Lend Lease Commander * Maxims & Penals adjustments * Conscripts Adjustments to select heavy tanks that are currently over performing in team games * OKW Panther V * Elefant * Jagdtiger Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come) Adjustments to OKW and UKF Forward Retreat Points to come with a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games) Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes General improvements to help with quality of life and strategic diversity GENERAL Blitzkrieg/Overdrive/War Speed/Step On It * These movement boost abilities will now cease when the vehicle receives an engine critical. Forward Retreat Points * UKF FRP requires Company Command Post. * OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established. * OKW Battlegroup unable to reinforce if cut-off from friendly territory. * Reinforcement cost increased by 20% while FRP ability is active * 2 minute cooldown when FRP ability is deactivated Sandbags and Ghosting * All sandbags standardized to 240 health and 35 armor. * Ostheer sandbags build-time from 60 to 45 * Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct Repair Speeds USF Rear Echelon & British Royal Engineers: Vet 0 repair speed reduced from 2 to 1.6 Vet 2 repair bonus decreased from 1 to 0.5 Heavy Sapper upgrade (sappers only) decreases repair speed from 2 to 0.525 Sturmpioneers Vet 0 repair decreased from 3 to 2 Squad Behaviour * Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground. * Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons) * Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique * Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations. * Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation Smoke Barrages * Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position Fuel and Munition Caches * MP cost increased from 200 to 250 _Garrisoning _ * Load time for buildings increased to 1 (per model) * Max load time increased to 3.25 (entire squad) * Unload time for buildings increased to 0.5 (per model) OKW Kubelwagon To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes: Decrease rear armor from 4.5 to 1.6 Decrease front armor from 4.5 to 3.5 Increase health form 190 to 240 Jagdtiger To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements. Damage reduced from 320 to 300 Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03 Range reduced from 85 to 80 Supporting Fire range reduced from 125 to 95 Engine upgrade rotation bonus removed Pop-cap increased from 21 to 23 Supporting Fire ability now available at Vet 0 Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5 Supporting fire changes: No longer collides with terrain Mid distance from 2.25 to 1.5 Angle scatter from 6 to 8 Distance scatter max from 8.4 to 10 Distance scatter offset from 0.1 to 0 Panther V As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes: Pop-cap increased from 16 to 18 Decreased moving accuracy from 0.65 to 0.5 Increased moving scatter from 1.7 to 2 Vet 2 +10 % armor bonus removed (also affects command Panther) Combat Blitz +100% accuracy bonus reduced to +20% (affects all OKW vehicles) Sturmtiger * Abandon critical now only occurs from ballistic weapons * The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25% * Damage reduced from 640 to 580 * Manpower cost increased from 560 to 620 * Fuel cost increased from 160 to 180 * Population cost increased from 18 to 20 * All random critical types removed except for vehicle stun Le.ig * Now has access to a smoke barrage ability WEHRMACHT Elefant Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks. Damage from 320 to 300 Pop-cap increased from 20 to 22 Panther V Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, the make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced. Pop-cap increased from 16 to 18 Vet 2 +10 % armor bonus removed Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up) Stuka Dive Bomb * Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08 * Increased Munitions cost from 160 to 200 * Removed critical hit modifier Stuka close air support * CAS loiter no longer deals deflection/penetration criticals on attacked vehicles SOVIET M4C Sherman The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech. Now required the Mechanized Armor Kompenya to be constructed. CP cost decreased to 0 Penal The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle. Moving cooldown from 0.5 to 0.75. Reinforce cost increased from 25 to 27 Veterancy requirements increased from 540/1080/2160 to 640/1280/2560. Regular Satchels no longer collide with vehicles. Targeted Anti-Vehicle Satchels now require the PTRS upgrade. Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range. Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles. Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry. PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants) Dshka The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit. Increased reinforcement cost for vanilla crew from 15 to 20. Traverse speed decreased from 90 to 38 Suppression decreased from 0.00044 to 0.00030. Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9. Setup time increased from 2 to 2.25. Fire aim time from 0.125/1 to 0.125 - 0.5. Ready aim time from 0.375-0.5 to 0.25 Population from 6 to 7 Maxim To make some slight performance improvements to the Maxim HMG, the following changes have been made: Suppression from 0.00006 to 0.000065. Nearby suppression from 1.25 to 1. Ready-Aim Time to 0.125. Fire-Aim Time to 0.125. Fire-Aim Time multipliers standardized to 0.5. Maxim Suppression Intel Bulletin Suppression bonus reduced from +5% to +1% Conscript To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made: Damage from 16 to 12 Accuracy from 0.541/0.495/0.334 to 0.7182821/0.6598548/0.55654425 Near range increased from 0 to 10 PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818 Molotov upgrade has been merged with the Anti-tank upgrade at the HQ Veterancy changes: Vet1: Added a Received Accuracy modifier of 0.92 Vet2: Molotov range replaced with increased Molotov throw speed Vet3: Reduced Received accuracy modifier modifier from 0.6 to 0.707 ISU-152 To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made. Armor increased from 310 to 340 MP cost decreased from 720 to 680 HE Far damage increased from 0.05 to 0.15. HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6. Concrete-Piercing and HE rounds can now bypass landscape/terrain. Scatter Distance max increased from 8.7 to 10. Angle scatter increased from 5 to 6.5. AP Shells deal 50% deflection USF Calliope To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made: Pop-cap increased 16 Delay between rockets fired of 0.125 added Near AOE increased from 0.5 to 0.75 Removal of Reload Frequency HP decreased from 640 to 480 Priest The Priest has received the following changes to make it less abusive and spammable in team games. Mid AOE from 0.15 to 0.28 Creeping Barrage weapon now shares the same stats as the standard barrage weapon. Population decreased from 16 to 15. Can no longer be de-crewed. Jackson The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance. Health increased from 480 to 640 Fuel increased from 125 to 140 Manpower increased from 350 to 400 Rear- Echelons / Riflemen To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made: Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke) Now have access to the Light M7 mine at a cost of 15 Munitions per mine BRITISH British Trench * British Trench now capturable by enemy troops * Cost reduced from 10 MP to 0 (free) * Can only be built in captured territory (also affects OST trench) Firefly Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made: Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4 Moving accuracy from 0.75 to 0.55 Tulips no longer cancels move commands upon stun when hit Tulips now deal 33% damage versus infantry. Mortar Pit * Now has access to smoke barrage at Vet 0 * Vet 1 reduces smoke barrage cooldown BUG FIXES & Quality of Life Changes Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path. Fixed an issue where remanned howitzer crewmembers would cost more to reinforce Fixed an issue where certain infantry models were immune to death from flame weapons Pak43 and 17 pounder now have Prioritise Vehicles permanently on Grenadier LMG 42 now uses the proper upgrade icon. Maxim Sustained Fire now uses the proper ability icon. KV-8 Call-In ability now uses the proper unit icon. Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts. Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger 120mm Mortar flare ability not matching the weapon’s auto-fire range Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration. Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy Fixed an issue where the AI would not upgrade healing or repairs for their respective structures. Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health. Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman. Fixed an issue where officer cost and reinforce times did not match with the rest of their squad. Fixed an issue where Firefly tulips could apply their effects on infantry. The Priest no longer requires 4 models to recrew. Now requires 3. Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned. Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply. Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown. Fixed an issue where certain units could ‘double shot’. Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured. Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.] Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track. Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat. Fixed an issue where it was possible to hide the Sturmtiger aiming its shell. Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover. Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates) Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on. Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies. Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed. Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus. Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage. Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached. Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire. Fixed an issue where it was possible to stack multiple booby traps together on the same location. Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together Emplacement range is now visible both when setting up and after they have been built Fixed Hammer vehicle tracking (wouldn’t refresh properly); duration decreased from 15 secs to 7 secs to compensate Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL) Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns) Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck) "DBP V1.1 UPDATE" In light of recent feedback, our goals and the direction we would like to take the existing changes in the DBP, we have made the following changes to the DBP mod prior to release. The DBP mod is now available for download on the Steam Workshop. As always, please play the mod and give us your feedback in the Balance Feedback section of the forums. SUBSCRIBE NOW WEHRMACHT Tech Cost Restructuring To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option. Battle Phase 2 costs increased from 100MP/45FU to 200MP/90FU Battle Phase 3 costs decreased from 100MP/45FU to 100MP/25FU Support Armor Korps costs decreased from 240MP/60FU to 140MP/15FU Heavy Panzer Korps costs decreased from 200MP/50 to 100MP/25FU OKW Sturmpioneer We are toning down the efficiency of Vet 0 repair speed (with or without the minesweeper) to further promote aggression and risk-taking, much like for the Soviet and Wehrmacht factions (i.e., keep the engineers in the front line so that they can accumulate veterancy, as opposed to keeping them safe). Sturmpioneers are receiving a reduction to their repair speed to better match other factions. Their veterancy 0 repair speed with or without the minesweeper has been reduced to promote aggression with Sturmpioneers to vet up. Base Repair speed to 2 Veterancy 2 Repair rate to 0.75 Minesweeper Repair rate to 25% rather than a flat bonus of 1. Vet0 repair: 2 Vet2 repair: 0.75 Minesweeper repair: +25% (so that its power is spread more evenly between stock and vet) Panther V Due to the performance reductions noted in V1.0 of the DBP changelog, the Panther V has received a fuel cost reduction to bring its performance better in-line with its value. Fuel cost from 200 to 185 Combat Blitz We are changing Combat Blitz to bring it more in line with similar abilities (e.g., Blitzkrieg/Emergency Warspeed). The changes will make it so that Combat Blitz remains a valuable asset to be used offensively. However, it will not be able to be used as readily to retreat. Received accuracy modifier increased from 0.5 to 0.75 (to match Wehrmacht variant) Now increases main gun reload speed by 25% (even when not moving) Speed bonus for Panther/Command Panther/King Tiger decreased from +40% to +20% USF Jackson * Jackson moving accuracy from 0.75 to 0.65 (affects all guns) Rear Echelon The received accuracy penalty for Volley-Fire is being reduced to allow this ability to be viable in more situations when Rear Echelon come under-fire. This allows Rear Echelon in cover to suppress approaching troops without taking high amounts of damage in return. Volley-Fire Received Accuracy Penalty from 40% to 15%. USF Mortar * Smoke barrage range increased from 65 to 80 * Vet 1 smoke barrage range increase removed * Vet 1 decreases cooldown of smoke barrage by 25% Firefly * Vet 3 damage bonus reduced from +80 to +40 Bug Fixes & Quality of LIfe Crocodile main-cannon will now respond to attack commands. Added Hold Fire and Prioritise Vehicles abilities that the main cannon can benefit from. A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed. We are reducing the amount of unnecessary clicks surrounding stealth abilities by allowing the following units to move at their full speed when they have been revealed whilst the ability is still active: Raketenwerfer Doctrinal Soviet AT gun ability Jagdpanzer4 Luchs Half-tracks are being given slightly more utility by allowing them to transport the majority of weapon teams. Do note weapon teams will not fire their crewed weapons out of open-topped half-tracks. Model 24 Stun Grenades We are fixing a couple issues with the German Stun Grenades while maintaining their current functionality. Stunned squads are immobilized for the duration of the 5 second stun. Fixed an issue where stun nades would permanently break team weapons This affects both OKW stun nades and OST stun nades Target Weak Point/Treadshot (Quality of Life) This change affects the mode of operation for TWP that applies to StuG Gs, Pak guns, Pumas and the Elefant. Target Weak Point should now only fire one shot, but the player has more time to aim the ability and can be used on the move. Target Weak Point now last for 10 seconds or until the unit fires its first shot while using this ability. Activating the ability forces the unit to reload before being able to fire The similar-to-operate AEC treadshot ability behaves in a similar way (2 shots within 15 seconds) https://www.coh2.org/topic/64970/december-balance-preview https://community.companyofheroes.com/discu...ngelog/p1?new=1 Эта версия обновлений уже доступна в стим мастерской. https://youtu.be/Ie7Elm6kb4o https://youtu.be/WsZPC4Jdg78
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Неожиданно... На Декабрь запланирован большой патч включающий в себя: р[мордашки]нс карт, р[мордашки]нс командиров, ИИ отрядов и балансные правки. Сейчас нам демонстрируют первую порцию исправлений в балансе. "Раскрывающийся текст" We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog. For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums. DBP Goals Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less spammable and dominant in team games Tone down the squad wiping effectiveness of some over performing, off-map abilities Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units Primary Focus Revitalizing 2 – 3 underused commanders for each faction (more info to come) Continuing the work from the Fall Balance Preview’s highest rated changes Secondary Focus Adjustments to units dominating the current Soviet meta in competitive play * Lend Lease Commander * Maxims & Penals adjustments * Conscripts Adjustments to select heavy tanks that are currently over performing in team games * OKW Panther V * Elefant * Jagdtiger Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come) Adjustments to OKW and UKF Forward Retreat Points to come with a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games) Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes General improvements to help with quality of life and strategic diversity GENERAL Blitzkrieg/Overdrive/War Speed/Step On It * These movement boost abilities will now cease when the vehicle receives an engine critical. Forward Retreat Points * UKF FRP requires Company Command Post. * OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established. * OKW Battlegroup unable to reinforce if cut-off from friendly territory. * Reinforcement cost increased by 20% while FRP ability is active * 2 minute cooldown when FRP ability is deactivated Sandbags and Ghosting * All sandbags standardized to 240 health and 35 armor. * Ostheer sandbags build-time from 60 to 45 * Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct Repair Speeds USF Rear Echelon & British Royal Engineers: Vet 0 repair speed reduced from 2 to 1.6 Vet 2 repair bonus decreased from 1 to 0.5 Heavy Sapper upgrade (sappers only) decreases repair speed from 2 to 0.525 Sturmpioneers Vet 0 repair decreased from 3 to 2 Squad Behaviour * Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground. * Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons) * Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique * Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations. * Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation Smoke Barrages * Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position Fuel and Munition Caches * MP cost increased from 200 to 250 _Garrisoning _ * Load time for buildings increased to 1 (per model) * Max load time increased to 3.25 (entire squad) * Unload time for buildings increased to 0.5 (per model) OKW Kubelwagon To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes: Decrease rear armor from 4.5 to 1.6 Decrease front armor from 4.5 to 3.5 Increase health form 190 to 240 Jagdtiger To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements. Damage reduced from 320 to 300 Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03 Range reduced from 85 to 80 Supporting Fire range reduced from 125 to 95 Engine upgrade rotation bonus removed Pop-cap increased from 21 to 23 Supporting Fire ability now available at Vet 0 Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5 Supporting fire changes: No longer collides with terrain Mid distance from 2.25 to 1.5 Angle scatter from 6 to 8 Distance scatter max from 8.4 to 10 Distance scatter offset from 0.1 to 0 Panther V As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes: Pop-cap increased from 16 to 18 Decreased moving accuracy from 0.65 to 0.5 Increased moving scatter from 1.7 to 2 Vet 2 +10 % armor bonus removed (also affects command Panther) Combat Blitz +100% accuracy bonus reduced to +20% (affects all OKW vehicles) Sturmtiger * Abandon critical now only occurs from ballistic weapons * The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25% * Damage reduced from 640 to 580 * Manpower cost increased from 560 to 620 * Fuel cost increased from 160 to 180 * Population cost increased from 18 to 20 * All random critical types removed except for vehicle stun Le.ig * Now has access to a smoke barrage ability WEHRMACHT Elefant Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks. Damage from 320 to 300 Pop-cap increased from 20 to 22 Panther V Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, the make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced. Pop-cap increased from 16 to 18 Vet 2 +10 % armor bonus removed Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up) Stuka Dive Bomb * Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08 * Increased Munitions cost from 160 to 200 * Removed critical hit modifier Stuka close air support * CAS loiter no longer deals deflection/penetration criticals on attacked vehicles SOVIET M4C Sherman The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech. Now required the Mechanized Armor Kompenya to be constructed. CP cost decreased to 0 Penal The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle. Moving cooldown from 0.5 to 0.75. Reinforce cost increased from 25 to 27 Veterancy requirements increased from 540/1080/2160 to 640/1280/2560. Regular Satchels no longer collide with vehicles. Targeted Anti-Vehicle Satchels now require the PTRS upgrade. Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range. Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles. Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry. PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants) Dshka The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit. Increased reinforcement cost for vanilla crew from 15 to 20. Traverse speed decreased from 90 to 38 Suppression decreased from 0.00044 to 0.00030. Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9. Setup time increased from 2 to 2.25. Fire aim time from 0.125/1 to 0.125 - 0.5. Ready aim time from 0.375-0.5 to 0.25 Population from 6 to 7 Maxim To make some slight performance improvements to the Maxim HMG, the following changes have been made: Suppression from 0.00006 to 0.000065. Nearby suppression from 1.25 to 1. Ready-Aim Time to 0.125. Fire-Aim Time to 0.125. Fire-Aim Time multipliers standardized to 0.5. Maxim Suppression Intel Bulletin Suppression bonus reduced from +5% to +1% Conscript To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made: Damage from 16 to 12 Accuracy from 0.541/0.495/0.334 to 0.7182821/0.6598548/0.55654425 Near range increased from 0 to 10 PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818 Molotov upgrade has been merged with the Anti-tank upgrade at the HQ Veterancy changes: Vet1: Added a Received Accuracy modifier of 0.92 Vet2: Molotov range replaced with increased Molotov throw speed Vet3: Reduced Received accuracy modifier modifier from 0.6 to 0.707 ISU-152 To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made. Armor increased from 310 to 340 MP cost decreased from 720 to 680 HE Far damage increased from 0.05 to 0.15. HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6. Concrete-Piercing and HE rounds can now bypass landscape/terrain. Scatter Distance max increased from 8.7 to 10. Angle scatter increased from 5 to 6.5. AP Shells deal 50% deflection USF Calliope To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made: Pop-cap increased 16 Delay between rockets fired of 0.125 added Near AOE increased from 0.5 to 0.75 Removal of Reload Frequency HP decreased from 640 to 480 Priest The Priest has received the following changes to make it less abusive and spammable in team games. Mid AOE from 0.15 to 0.28 Creeping Barrage weapon now shares the same stats as the standard barrage weapon. Population decreased from 16 to 15. Can no longer be de-crewed. Jackson The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance. Health increased from 480 to 640 Fuel increased from 125 to 140 Manpower increased from 350 to 400 Rear- Echelons / Riflemen To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made: Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke) Now have access to the Light M7 mine at a cost of 15 Munitions per mine BRITISH British Trench * British Trench now capturable by enemy troops * Cost reduced from 10 MP to 0 (free) * Can only be built in captured territory (also affects OST trench) Firefly Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made: Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4 Moving accuracy from 0.75 to 0.55 Tulips no longer cancels move commands upon stun when hit Tulips now deal 33% damage versus infantry. Mortar Pit * Now has access to smoke barrage at Vet 0 * Vet 1 reduces smoke barrage cooldown BUG FIXES & Quality of Life Changes Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path. Fixed an issue where remanned howitzer crewmembers would cost more to reinforce Fixed an issue where certain infantry models were immune to death from flame weapons Pak43 and 17 pounder now have Prioritise Vehicles permanently on Grenadier LMG 42 now uses the proper upgrade icon. Maxim Sustained Fire now uses the proper ability icon. KV-8 Call-In ability now uses the proper unit icon. Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts. Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger 120mm Mortar flare ability not matching the weapon’s auto-fire range Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration. Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy Fixed an issue where the AI would not upgrade healing or repairs for their respective structures. Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health. Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman. Fixed an issue where officer cost and reinforce times did not match with the rest of their squad. Fixed an issue where Firefly tulips could apply their effects on infantry. The Priest no longer requires 4 models to recrew. Now requires 3. Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned. Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply. Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown. Fixed an issue where certain units could ‘double shot’. Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured. Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.] Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track. Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat. Fixed an issue where it was possible to hide the Sturmtiger aiming its shell. Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover. Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates) Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on. Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies. Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed. Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus. Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage. Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached. Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire. Fixed an issue where it was possible to stack multiple booby traps together on the same location. Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together Emplacement range is now visible both when setting up and after they have been built Fixed Hammer vehicle tracking (wouldn’t refresh properly); duration decreased from 15 secs to 7 secs to compensate Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL) Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns) Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck) https://www.coh2.org/topic/64970/december-balance-preview https://community.companyofheroes.com/discu...ngelog/p1?new=1 Эта версия обновлений уже доступна в стим мастерской.
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https://www.games2gether.com/endless-space-...little-grin-man Вышло обновление "Little Grin Man" привязанное к хэллоину, оно добавляет новую минорную расу Амблир (примитивные индустриалисты) и квест с наградой в виде героя, причем специализацию ему можно выбрать в конце квеста. Но это не главная новость, главная - в Ноябре будет закрытый бэта тест для нового контента, скорее всего DLC. https://www.games2gether.com/endless-space-...ent-closed-beta Мне уже прислали форму с NDA. Т.к. амплитуды неоднократно говорили, что будут придерживаться схемы EL, то скорее всего, новое DLC принесет нам новую механику и расу привязанную к этой механике. Также совет людям играющим в ES2 сейчас - играйте в бэта патч, он включается в стиме.
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Читайте сами с поста #4872, и сами решайте для себя. Можно сегодня и играть. https://forums.totalwar.com/discussion/2056...i-available-now
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https://youtu.be/YM2iDRTp_58
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А что, опять что-то не любо, так вы пишите конкретно, разберем, время найдется. Может это опять про то, что стремительный удар - важнейших навык в игре, и без него жизнь тлен? Может про то, что без скидок на армию - экономики нет? Может про то, что -30 к броне и - 26 к атаке (тут я даже ошибся, не целых -32, а только -26) не решают против топовой пехоты, у которой больше 80 брони, что "проклятие полуночного ветра" - ничего не магет? Может про то, что к 18 уровню можно спокойно прокачать все желтые ветки и нужные спелы? Да, тут накосячил, не к 18, а 20, там же ограничение по уровню на 2 абилки, это конечно много экспы, но думаю за 2-3 хода поправимо. Про то, что игру нельзя пройти 5 стаками на ВХ, без особых усилий, отстраивая экономику только в центральных провинциях? Может картинки - подкручены и все это сплошной обман и инсинуация? Как я и написал выше, вы пишите конкретно, со ссылками (чтоб обсуждалось написанное, а не истрактованное, через личную призму восприятия) - разберем, никто их не удалял, они все там же где и были, это ж намного интереснее, чем писать общие фразы с попыткой юмора и со смайлами. А вот обзываться - нехорошо, я вам, никаких личных оскорблений не делал, буду благодарен, если проявите взаимность в данном вопросе.
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"Дополнение к патчноуту." There are literally thousands of changes that make it impossible for us to write up each one individually, however, we have summarised some of the biggest Mortal Empires balancing: In the process of balancing WH1 content for WH2, nearly every unit has gone through some changes. E.g. the changes to unit health and attack intervals have touched most of our units. Almost all the unit match ups are slightly different going into WH2 and some units have been radically affected by changes in mechanics. For some units we’ve done more focused rebalancing over the months leading up to Mortal Empires release. The changes listed below won’t be particularly detailed or exhaustive as we’ve done thousands of small stat changes over several months, but it should give you an idea of which units and abilities have had bigger changes coming into Mortal Empires. General Revised item and ability attachments for WH1 characters to offer more diversity and differentiation between characters. Monstrous infantry entity number have been increased from WH1. Dragons and Terrorgheists now have breath attacks Nearly all abilities that modify Melee Attack, Melee Defense or Weapon Damage have been rebalanced. All units have more health and lower attack speeds to match the new WH2 factions. Because of that these changes are not listed individually later unless they are significant. Empire: Griffons now have less charge bonus and higher melee attack. Empire General: reduced melee damage from 450 to 430, minor cost reduction. Boris Todbringer: reduced melee damage from 450 to 430. Arch Lector: Major reductions in health and armour, massive reduction in base cost. Grand Hammer of Sigmar cost reduced from 240 to 160. Volkmar: Improved melee attack and defense, whilst reduced base cost considerably. Volkmar - War Altar of Sigmar: minor increase to health. Cost remained same, so mount upgrade now costs more relative Karl Franz: Small increases to melee defense. Deathclaw is now a lot stronger than other Griffons. Ghal Maraz now has an additional bonus vs large effect. Witch Hunter: Added Fire Whilst Moving and 360 degree firing. Added 25% magic resistance. Warrior Priest: increased armour to 50. Crossbowmen: cost reduced to 500. Empire Knights: Increased armour to 110. Demigryph Knights (All): Rebalanced to 24 entities on Large. Pistoliers: Cost reduced to 500. Great Cannon: Increased projectile damage. Helblaster Volley Gun: increased projectile damage and range. Dwarfs: Thorgrim: Major increase to health, slightly increased melee defense to 62, major increase to cost, reduced charge to 20. Changed High King activation conditions. Belegar:. Major reduction in cost. Increased melee defense. Rebalanced Revenge Incarnate, Mighty Oathstone, Hammer of Angrund. Grombrindal: changed to the Rune Axe of Grombrinfal to buff ap melee damage rather than speed. Ungrim: Doubled the bonus vs large effect of Axe of Dargo. Runelord: increased weapon damage to 340. Gyrobomber: can now move and fire. Bugman’s Rangers: major increase to melee defense. Longbeards (all): small increase to armour to 100, leadership increased to 80. Slayers: cost reduction to 900 Hammerers: major increases to melee performance including higher weapon damage, armour, melee defense. Reduced cost to 1100. Quarrellers (GW): cost reduced to 600. Irondrakes (all): Increased entity count. Irondrakes: reduced cost to 800, added ”Burnt!” contact effect to projectile. Irondrakes (Trollhammer Torpedo): Reduced cost to 900, added Bonus vs. large to projectile. Bolt Thrower: added bonus vs large. Organ Gun: increased range, tweaked reload animations to allow faster rate of fire and fire after turning. Flame Cannon: range increased, added ‘Burnt!’ contact effect to projectile to reduce target morale. Greenskins: Wyvern mounts are now faster at 110 speed. Grimgor: reduced base MP cost. Skarsnik: increased health. His Tricksy Traps changed to hide units with stalk and unspottable for a short duration. Added charge defense against large. Wurrzag: Major cost reductions to Wurrzag’s base mp cost. Warpaint of Wurrzag changed to a constant +11% physical resistance in a 40m radius. Azhag – Skullmuncha: increased melee defense to 24. Night Shroud: Changed to a spell that grants a unit stalk and unspottable. Goblins & Night Goblins: added expendable Night Goblins (Fanatics): increased damage for Spinning Loons ability. Night Goblin Squig Hoppers: changed weapon strength to primarily armour-piercing, unit rebalanced accordingly. Savage Orcs (all): reduced physical resistance to 25%. Black Orcs: buffed and rebalanced to improve combat performance. Slight cost increase to 1150. Orc Big’Uns: increased cost to 800, improved morale. Savage Orc Big’Uns: increased cost to 900, improved morale. All Orc Boar units have been rebalanced. Trolls: Rebalanced for new entity counts, significantly more damage, small +2 increase to morale. Squig Herd: now have rampage, Squigs Go Wild redesigned to just increase morale when enemies are close to the Squigs. Doom Diver Catapults: Tweaks to accuracy and homing parameters. Vampires: Strigoi Ghoul King: increased melee attack to 54, charge bonus increased to 35. Reduced costs of Corpse Carts and Corpse Cart mounts. Heinrich Kemmler: increased weapon damage to 340, melee attack to 38, melee defense to 45. Vlad von Carstein: Redesigned the von Carstein Ring to work as a one-use massive ward save ability. Ethereal units: changed to 75% physical resistance, increased health. Improved stats and cost of Zombie Dragon mounts. Terrorgheist: rebalanced, major increase to melee damage and a reduced bonus vs. large. Crypt Ghouls: +1 melee defense, +1 charge bonus, +2 ap damage. Konigstein Stalkers: -50 cost. Crypt Horrors: cost increased to 800. Stats rebalanced for new entity count. Grave Guard: +2 melee attack, Grave Guard (GW): +2 melee attack, +1 melee defense, +2 weapon strength Vargheists: Stats rebalanced for new entity count. Hexwraiths: Cost reduction to 1400, small increases to melee stats. Mortis Engine: Reliquary Binding now only affects allies around the Mortis Engine. Chillgheists: Removed magic resistance. Increased speed debuff of Chilling Aura to -36% (also applies to Claw of Nagash ability). Bretonnia: Pass on character armour values. Hippogryphs now have less charge bonus and higher melee attack. King Louen: Greatly reduced costs for non-Beaquis mounted versions, Beaquis is a lot stronger than other Hippogryph mounts Fay Enchantress: reduced max uses for Chalice of Potions to 2. Alberic: Increased Wrath of Manann power. Peasant Mob: Added expendable. Grail Relique: Removed magic resistance. Grail Knights: Increased armour to 90 and other minor tweaks. Knights of the Realm: Increased armour to 90 and other minor tweaks. Royal Hippogryph Knights: Increased armour to 80, added Lady’s Blessing passive, increased melee attack and weapon strength considerably. Mounted Yeomen (all): rebalanced to have their stats match their cost more accurately. Warriors of Chaos: Greatly improved Chaos Dragon mounts. Small health increases to Manticore mounts. Reduced missile resistance of Sarthorael the Everwatcher to 60%. Dragon Ogres: rebalanced for new entity count. Increased damage and bonus vs. large. Archaon: increased health for Dorghar. Kholek: +20 melee damage, +5 leadership. Chaos Trolls: rebalanced for increased entity count. Chaos Trolls (Armoured): increased armour to 110. Rebalanced for increased entity count. Chaos Spawn: rebalanced for increased entity count. Big increase to damage. Dragon Ogre Shaggoth: reduced leadership to 75, increased melee damage to 460. Small tweaks to melee attack, defense and charge bonus. Chosen (All): increased leadership to 85, lots of small tweaks to stats. Wood Elves: Rebalanced Forest Strider attribute to +50% accuracy and +20% melee defense in forests. Glade Lords: on Great Eagles and Forest Dragons rebalanced to match monster stats more accurately. Forest Dragon: rebalanced stats to be in line with WH2 dragons. Spellsingers: rebalanced on Great Eagles and Unicorns. Increased Ancient Treeman weapon damage to 450, major reduction in cost and increased health to match Treeman. Durthu: increased weapon strength to 470. Orion: Added 3 max uses to Hounds of Orion and Hawk’s Talon. Waystalker: made Hawkish Precision a free ability. Branchwraith: Increased armour to 60 to match Dryads. Dryads: Increased armour to 60 and made the unit more offensive in stat distribution. Wardancers (Both): Increased entity count to 75. Wardancers (Dual Swords): Added bonus vs infantry, reduced attack and weapon strength. Wildwood Rangers: removed inherent bonus vs. large, now only gets a bonus vs. large in forests. Rebalanced accordingly. Sisters of the Thorn: increased missile range and missile damage. Reduced weapon strength. Glade Riders: increased missile range to 150, improved melee stats slightly. Waywatchers: increased missile range to 190. Deepwood Scouts: increased missile range to 180. Beastmen: Malagor: Icons of Vilification ability now buffs leadership rather than melee damage. Morghur: Stave of Ruinous Corruption max uses reduced to 1. Spirit Essence of Chaos max uses reduced to 1. Spirit Essence now a passive that activates automatically when an enemy reaches under 20% health near Morghur. Khazrak: Dark Mail now has an active phase duration of 32 seconds. Bestigors: Increased entity count to 75 on large and rebalanced the unit accordingly. Gor Herd (both): Rebalanced units. Clearer differentiation in role between the two. A lot of small tweaks to improve combat performance. Gor Herd (Shields): Added Vanguard Deployment. Ungors (All): Added expendable attribute. Ungor Raiders: cost reduction to 425. Ungor Herd: cost reduction to 400. Minotaurs (all): Rebalanced for increased entity count. Tweaks to stats to offer better differentiatin between the 3 versions. Razorgor Herd: Increased entity count, reduced cost, added rampage, other minor tweaks. Centigors (all): cost reductions Centigors (Throwing Axes): Increased missile damage. Cygor: Slightly improved projectile accuracy. Chaos Spawn: Rebalanced for increased entity count. Increased damage output. https://forums.totalwar.com/discussion/2055...d-world-changes
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Q: I can't find the changes mades to the old world factions in this patch note. A: As it says in the FAQ, while the Foundation Update changes to Skill Trees won’t be applied to the Old World races till later, there have been some tweaks and changes in Mortal Empires to ensure they’re up to scratch with their new potential allies and enemies. As with all changes we’ll be monitoring feedback in our official forums and will continue to make changes and additions in future updates. "Развернутый ответ" During the development of Mortal Empires, a whole ton of balancing has been done between the Old World races and the New. Individual tweaks may not be immediately obvious, as they relate to many different aspect s of a faction, not just their headline mechanics or units. We’ve tweaked aspects of each race’s economy, their personalities and their diplomatic attitudes at the start of their campaigns (eg who they like, don’t like, who they’re at war with etc). We’ve made tweaks to the autoresolver in instances where it was clear things were working unfairly in favour of one army than another, to unit stats, and to a whole host of other, less obvious variables. To be fair, this isn’t clear from the patch-notes. We’ve spent months playtesting and balancing all the races, and we feel that any of them, New World or Old, has a fair shot at achieving victory. We’ll also continue to do what we’ve done throughout the whole TWWH’s lifecycle – we’ll keep an eye on your feedback and schedule in adjustments where we see trends occurring. Balancing aside, the content changes that the Foundation Update brought for WH1 – such as the Old World Legendary Lord skill-tree changes – will come to Mortal Empires when we implement Norsca in a future update. https://www.facebook.com/pg/TotalWar/posts/
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Будем наедятся, что упомянутый патч - не дело месяцев, а 1-2 недель. Похоже на то, что у CA все сроки сбиты/завалены, но сверху их гонят и заставляют придерживаться плана выпуска, поэтому все полусырое уходит в печать.
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"Патчноут" UPDATE NOTES (in full) GENERAL RELEASED Mortal Empires RELEASED Blood for the Blood God for WARHAMMER II FIXED multiple crashes FIXED multiple MPC desyncs FIXED multiple localisation issues in multiple languages CAMPAIGN GAMEPLAY ADDED Siege defence tower projectile upgrades for WH2 factions to defence buildings ADDED additional Dilemmas that will trigger when your Dark Elf or Skaven Lords are very high on loyalty. Also, added over a dozen magic items that are specific rewards for Dark Elf and Skaven high-loyalty dilemmas ADDED functionality for tutorial notifications to respond to Esc key presses to dismiss/acknowledge them ADDED multiple new buildings: Empire Castle Reikguard (Altdorf) Imperial Palace (Altdorf) Imperial Academy Roads and Toll Gates Greenskins Big Fort (Black Crag) Dork’s Rock (Black Crag) Chaos Troll Lair (Erengrad) Raiding Caches Vampire Counts Major reshuffle of recruitment buildings Terrorgheists and Wraith units have separate recruitment buildings Awakened Battlefield Blood Keep (Nuln) Fortress of Merovech (Mousillon) Drakenhof Court (Drakenhof) Dwarfs Karaz-a-Karak Airport (Karaz-a-Karak) Bugman’s Brewery (Karag Dromar) Grand Underway Junction (Karak Eight Peaks) Wood Elves Elven Court Elven Healer Ability to fully occupy Lothern Ability to construct a variant of the Everqueen’s Court in Gaean Vale Office-related buildings are now restricted to a specific Athel Loren settlement Most races Buildings to exploit the new resources Merged resource-based unit upgrade effects into resource exploitation buildings CHANGED Morathi and Malekith’s skills to spread the owning faction’s corruption, instead of starting faction’s corruption. This means that if Morathi is confederated to Malekiths faction, she will not continue to spread Chaos corruption FIXED multiple region borders that were preventing factions from being able to trade with one another, especially if their capital was on an island CHANGED the difficulty of the final battle when initiated by the AI (by them completing their fifth ritual). The battle will now feature an additional army led by the race’s other Legendary Lord CHANGED Black Arks from being part of the army upkeep penalty. Black Arks now do not factor in to the Supply Lines modifier FIXED Blessed Units not receiving the effects of certain Technologies, Skills or Astromancy stance IMPROVED – breaking treaties will now have a stronger immediate effect on affected relationships IMPROVED campaign AI intervention army decision-making for which sites to siege. Now more likely choose the non-primary Ritual locations if closer to them IMPROVED campaign AI logic for building up existing forces instead of creating new ones IMPROVED campaign AI occupation decisions for main targets when temporarily distracted by other objectives IMPROVED ambush help page information IMPROVED behaviour of advice when a dilemma is triggered IMPROVED calculated strength of Lords versus lower quality infantry. They were too strong before CHANGED ”Piracy” event to not trigger if player owns Sartosa region CHANGED diplomacy to allow peace to be made between races in the Vortex ritual race after the campaign has been won CHANGED max number of traits a character can hold to 30 from 20 FIXED a bug where entering a battle with heavily damaged units often resulted these units getting wiped out after autoresolving the battle even if they didn’t suffer any losses during the battle FIXED a case where Rebel armies would assault a settlement repeatedly rather than making the decision to raze it FIXED a soft lock which would occur when the player reached 10 turns left of the final ritual at the same time as another faction triggers the final battle FIXED agent success chance modifiers sometimes being applied to own heroes as well as enemy FIXED an issue in the diplomacy AI where the player’s treachery rating wasn’t considered correctly and this made some parts of diplomacy exploitable FIXED an issue with the AI proposing peace right after entering a war with the player FIXED cases where embedded Heroes would be selected at the end of the player’s turn and then immediately unselected FIXED cases where followers would disappear after unequipping them from a character FIXED cases where unique items could be awarded via random events (e.g. Encounters at Sea) FIXED Cave In Achievement not unlocking when player completed requirement in game FIXED Legacy of the Great Necromancer Achievement not unlocking when player completed requirement in game FIXED Encounters at Sea sometimes spawning in unreachable locations FIXED Lords recruited from Black Arks after achieving a Vortex Campaign victory not gaining any additional levels that should be granted FIXED Mazdamundi AI skill selection to prefer his unique skills more FIXED missing effects on some ancillaries/followers FIXED missions being issued while the issuing character was not available FIXED pre-battle camera scene not working correctly when the player was reinforcing an AI ally with their Garrison force FIXED public order and tax exemption on fortress gate regions resetting when the region changes owner FIXED Skaven tech to increase new Lords Loyalty not affecting Lords already in the selection pool FIXED some cases where the AI would repeatedly ask for almost the same deal FIXED targeting intervention forces for missions requesting the player to make an alliance FIXED units garrisoned in a settlement that is affected by Plague not receiving the Plague attrition BATTLE GAMEPLAY FIXED cases of units dropping attack orders (and therefore not pursuing fleeing enemies) FIXED units in guard mode stopping attacking if current melee enemy Rampages FIXED Screaming Bell being incorrectly marked as a small unit. It is now correctly considered a large unit ADDED 7 new Free-for-All maps IMPROVED Dragon breath targeting versus dispersed multiple entity units IMPROVED battle AI usage of spells in many cases IMPROVED flying unit ability to chase down routing units IMPROVED the playable area and deployment zone sizes on Troll Country FFA CHANGED Army losses morale penalty to not trigger in FFA battles. This change keeps players involved in the match for longer. CHANGED Faction banner colour for enemy in Dwarf Gouger quest battle to improve readability CHANGED Liber Bubonicus quest battle time limit. Added 3 minutes. CHANGED unit spawning (e.g. Verminitide) behaviour. Stops cases where the spawned unit would swarm single entities and gain excessive attack frequency FIXED a case of attacking Siege AI not properly attacking when there is no siege equipment FIXED a corner wall piece in a Dark Elf city where siege towers would fail to dock FIXED a scripting issue which would cause the AI enemy army in the Rod of Corruption quest battle to not correctly respond to artillery fire FIXED a staircase in Lothern Siege battle map which would cause chariots to spontaneously combust FIXED an exploit where you could cast some spells repeatedly for free if giving a move order during spell wind up. YUKANNADUZAT! FIXED battle difficulty not applying correctly when chosen on campaign select screen FIXED being able to bypass some Army Ability restrictions by casting on the Unit Cards FIXED Bombardment spells not being counted correctly towards Free-for-All player scores FIXED Bombardment spells sometimes not exploding on collision with certain terrain FIXED defending siege AI reinforcements sometimes not being handled correctly by AI FIXED enemy units sometimes rallying in intro battle when they shouldn’t FIXED CA Cinematics Team’s obsession with slaying High Elves. May require further testing… FIXED magic missile spells from bound items casting exploit if owner was a non-wizard Lord FIXED Siege tower fire rates being too fast FIXED some bound Vortex spells being able to be casted on walls when they should be restricted from doing so FIXED some cases where defender reinforcements would not arrive in siege and minor settlement battles FIXED some missing collision on obstacles in a few battle maps FIXED rebirth effects not triggering properly if unit was routing UI FIXED hidden Skaven armies being visible by toggling on the Character names UI option CHANGED UI for swapping between lores if your caster had multiple. This is to avoid overlap with army abilities. ADDED spacing to Legendary Lord select images to denote races differentiation better CHANGED Enemy Army colour in MP battles to be red rather than pink CHANGED predicted public order overlay to work off only 3 colours which shows if public order is going up, down or remaining neutral FIXED ”Enemy siege lifted” event in event list missing icon FIXED 3D banners sometimes being visible for garrisoned armies when in zoomed out strategic view FIXED a case where MPC players had access to interventions when it was not their turn FIXED a UI issue where only the Commandment button would be visible after closing the Rites panel if the Settlement panel was previously selected FIXED adding skill points in some cases resetting the scroll back to the left FIXED assembly kit downloaded map not being auto-selected in MP lobby FIXED ‘can trade’ icon in Known Factions list displaying incorrectly if you could trade but currently were not with a faction FIXED dilemmas sometimes appearing again after the player had already responded FIXED double clicking a ruin in strategic view revealing Skaven presence by opening the faction diplomacy screen FIXED error message that would show when trying to join a Multiplayer Campaign lobby for a save game you did not previously take part in FIXED Event message not being generated when losing a Lord or Army during end turn FIXED exiting out of diplomacy after offer an is rejected putting camera back in overview instead of where it was previously FIXED incorrect reason given for not being able to perform rites when the player’s capital was not available FIXED missing image in the Spells Browser for Skink Priest Avatar FIXED Murderous Prowess UI not flashing for duration of ability active state FIXED pressing the Home key during the post-battle camera scene allowing the camera to navigate away FIXED Quick-save UI button being disabled in the pre-battle screen when the player is reinforcing an allied AI army attacking an enemy settlement FIXED resource UI bar appearing during end turn after retreating from a battle FIXED Settlement pre-battle options refresh for attacking player if another player is reinforcing them and selects a pre-battle option first FIXED Softlock if opened rites panel whilst on the call-to-arms screen FIXED the displayed upkeep value for units sometimes displaying incorrectly once recruited FIXED Unit banners for flying units sometimes being missing when entering the tactical map mode in underground battles VISUAL/GRAPHICS ADDED the ability to disable post-process sharpen in Advanced graphics options FIXED video playback having issues with High refresh rate monitors which would make the game unplayable when running at very high refresh rates (144+ Hz) ADDED default graphics quality preset detection for AMD VEGA GPUs CHANGED level of post-process sharpen effect to be weaker CHANGED WH1 race ship models to all use larger variants like WH2 races FIXED visual glitch that would occur with water if resolution scale was set below 100% FIXED visual noise glitch in SSAO FIXED cases of Lords in pre-battle scenes being too large and colliding with each other FIXED multiple minor animation glitches FIXED Spearmen unit in Tor Elithis Rogue army T-Posing FIXED White Lions of Chrace models having black spots on fur when camera was further away from them AUDIO ADDED some new UI Sound Effects FIXED Audio being muted during end turn sequence camera pans FIXED Campaign music sometimes not blending between tracks correctly FIXED Music slider not affecting campaign music FIXED occurrences of campaign map audio not updating correctly when corruption took hold of a region BATTLE BALANCING General Balancing changes Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages) Tweaks to rear attack melee defence modifier Reduced MP cost of melee lords on foot and horses by -50 Skaven Warpfire Throwers -50 cost, +5% reload speed Night Runners (Slings) +1 dmg Night Runners: reduction in accuracy Night Runners (all) -5 hp, -5% physical resistance, -4 melee defence Gutter Runner Slingers +1 dmg Gutter Runners Slingers (Poison) +1 dmg Gutter Runners: reduced projectile accuracy Gutter Runners (Poison): reduced projectile accuracy Gutter Runners (all) -5% physical resistance, -3 hp, -4 melee defence Death Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmg Hellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preference Warp Lightning Cannon – accuracy (minor tweak) Doomwheel -100 HP Plague Priest on Plague Furnace: +100 mp cost Skavenslaves: more salt added to diet; now 25% more delicious Lizardmen Terradon with Fireleech Bolas +10 range, projectile tweaks Horned Ones -100 cost, -5 armour, +14 HP Kroq-Gar – Horned One: +5% HP Slann Mage Priests and Mazdamundi on Palanquin +25% missile resistance High Elves Swordmasters -2 MD Phoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage output Silver Helms (all) +2 CB, +2 dmg Tiranoc Chariot -2 missile dmg, +2 missile ap dmg Dragon Princes -2 HP Sun Dragon +4 MD, more breath attack damage Moon Dragon +2 MD, slightly more breath attack damage Black Dragon +2 MD Lothern Sea Guards (all) +2 MA Flamespyre Phoenix +2 MA, +3 leadership, +4 CB Frostheart Phoenix +2 CB Great Eagle +5 ground speed Eagle Claw Bolt Thrower -25 hp on artillery piece Tyrion: +45% flame resistance Tyrion – Malhandrir: increased mass to match heavier hero warhorses Tyrion: +10 weapon strength, percentage of ap damage increased to 45%. Tyrion: Added Foe Seeker ability for multiplayer Dark Elves Reaper Bolt Thrower -25 hp on artillery piece Dark Riders Xbow +50 cost Black Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf) Black Ark Corsairs (all) -1 HP Cold One Knights -0.1 attack interval Executioners -2 MD, -10 armour Black Guard -10 armour, tweaks that will slightly reduce dmg output War Hydra +5 CB Death Hag – Blood Cauldron: +100 MP cost Special Abilities and Spells: Improved ability tooltips to contain more information about damage type Adjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang) Added recharge in melee and removed max uses for Sunfang Comet of Casandora and Black Ark Cauldron explosions now reach their max radius (=slightly more damage) Adjusted Warp Lightning explosion damage by -23%. Reduced Warp Lightning cost to 5 Adjusted Wake of Fire explosion damage by -33% Fate of Bjuna power cost increased by 1 Crack’s Call power cost reduced by 1 Cracks’s Call Upgraded power cost reduced by 1 Apotheosis can now target self Liber Bubonicus limited to max 2 uses Fiery Convocation: reduced power cost by 1 Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectively Flame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1 Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18 Более полный https://www.totalwar.com/blog/mortal-empires-patch-notes The one exception is the Norsca Race Pack (Wulfrik the Wanderer and Throgg the Troll King). These have yet to be implemented and will become playable in a future update. The same update will also implement the 30th Anniversary Regiments of Renown, Old World Legendary Lords skill adjustments, and other changes and additions which first appeared in the Foundation Update for Total War: WARHAMMER 1. Судя по всему, на старте, скилы будут совсем старые, Кемлер без Крелла, остальные без именных желтых веток, что крайне печально. Кровь подтвердили.
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Нашли в файлах игры, в принципе это не открытие, но еще одно подтверждение. https://youtu.be/XxSUcC_GAaI https://forums.totalwar.com/discussion/2055...kings-confirmed
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CA заявили, что мини-кампании будут заменены паками по 4 лорда, ввиду их непопулярности, об этом писали в блоге о будущем серии. Все новые расы 2 будут вписаны в кампанию "Око вихря". Огров, скорее всего, оставят для 3.