22FEB15 - INFANTRY & CRAFTING CHANGES NOW LIVE |
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GM Stormcrow
Moderator Group GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3926 |
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Posted: 22 Feb 2015 at 17:31 |
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CRAFTY, TRICKSY HOBBITSES EFFECTIVE NOW - WENT LIVE ON SUNDAY 01MAR AT 1800 SERVER TIME CRAFTED ITEMS EFFECTIVENESS INCREASE Most crafted items will have their:
This adjustment will not apply to all crafted items. The following is a list of crafted items that will not have their values changed and will remain as they are - for now at least:
The list above (items 3 through 18) is, for the eagle-eyed, essentially all those items that do not currently require a non-trivial gathered/harvested item to manufacture; and their values will not change in 7 Days' time. Example 1: Battle Spear Currently: (-8% CavDef, -8% SprDef, -8% BowDef, +16% SwoDef) Change to: (-16% CavDef, -16% SprDef, -16% BowDef, +48% SwoDef) Example 2: Extra Heavy Armour Currently: (-4% Atk, +20% CavDef, +20% SprDef, +20% BowDef, +20% SwoDef, -20% Spd) Change to: (-8% Atk, +100% CavDef, +100% SprDef, +100% BowDef, +100% SwoDef, -40% Spd) (Note, speed penalties are doubled, it's speed increase bonuses that are remaining the same) Example 3: Light Leather Currently: (-2% Atk, -2% CavDef, -2% SprDef, -2% BowDef, -2% SwoDef, +10% Spd, +2% Elf, +6% Orc) Change To: (-4% Atk, -4% CavDef, -4% SprDef, -4% BowDef, -4% SwoDef, +10% Spd, +10% Elf, +30% Orc) (Note, speed increase bonus remains the same) This may not be a comprehensive list of changes. We are considering introducing some further crafting components to some existing crafted weapons and armour - and will keep you posted once any decisions are made. However, the base value change outlined above It may take a few minutes and/or a refresh for the crafted item stats popups to reflect these changes. CAN YOU KEEP A SECRET? TERRAIN MODIFIERS We've never actually published the terrain modifiers - ie "what bonuses and penalties get applied to different unit types depending on the terrain that they're either attacking or defending". However, we're well aware that a bunch of people have worked these out through testing and trial/error, and have published them (or at least fairly close approximations of them). So it makes sense - especially since we are, right now, changing them - to publish the figures. The CURRENT terrain modifiers are:
OORAH EFFECTIVE NOW - WENT LIVE ON SUNDAY 01MAR AT 1800 SERVER TIME - CHANGES TO GLOBAL INFANTRY EFFECTIVENESS And, having published them, we're now changing them. The reason for this change is one that you, the players, make pretty clear in your active unit stats. The percentage of units of each main type held by players in armies and in the unit pool:
We think this shows that "the market has spoken", and that Infantry should receive, across the board, a substantial buff to their effectiveness in a specific area - the notoriously "difficult" mountainous terrain. The NEW terrain modifiers,
As stated, this change significantly improves Infantry effectiveness in mountainous terrain, especially in attack, across the board (all races). DON'T TELL THE ELF EFFECTIVE NOW - WENT LIVE ON SUNDAY 01MAR AT 1800 SERVER TIME - DWARVEN INFANTRY STATS BOOST Humans have the best Cavalry, Elves the best bowmen, Orcs the best spears, but Dwarves have been slightly neglected on the infantry front (as well as infantry more generally). Whilst the buff to terrain effectiveness made above benefits Dwarves the most as the percentage increase in these terrains is applied on top of their base attack and defense numbers, we're also changing two key attack numbers slightly for the Dwarven Infantry.
Combined with the terrain modifier stats buff, we believe this sets Dwarven Infantry "head and shoulders" (forgive me!) above the rest. EDIT (SC): Updated with live status. Edited by GM Stormcrow - 01 Mar 2015 at 18:13 |
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John Louis
Greenhorn Joined: 18 Jun 2011 Status: Offline Points: 99 |
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The Elves have been informed, and we are not amused!
However, we continue to await developments before passing judgement. |
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Orin
Wordsmith Joined: 23 Dec 2014 Location: Real - life Status: Offline Points: 101 |
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If the item is already crafted does the effect still apply
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Count Rupert
Forum Warrior Joined: 01 Sep 2013 Location: Lost in Thought Status: Offline Points: 242 |
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"The list above (items 3 through 18) is, for the eagle-eyed, essentially all those items that do not currently require a gathered/harvested item to manufacture; and their values will not change in 7 Days' time."
Not sure I understand this statement. All the items indicated require a gathered/harvested item to manufacture. They all require either minerals, hides or herbs to make which require gathering or harvesting to obtain.
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Gossip Boy
Forum Warrior Joined: 03 Oct 2011 Status: Offline Points: 259 |
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Exactly my point |
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Elessar2
[08:34]<Rill> when you've just had part of your brain taken out, you lack a certain amount of credibility <KillerPoodle> I can say anything I like and it is impossible to prove or disprove |
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IbnSenna
Postmaster Joined: 20 Nov 2011 Location: Paris france Status: Offline Points: 632 |
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Well, at first sight i.e. before any sound computing and thinking, I feel cheated:
as a Human, I developed cav, and decided on complementary range for hills and mountains. My ranking in global attack shows this strategy could work to some extent… When there's a market, there's a market authority, deemed to be Changing market rules at a week's notice in a game that is asking more than 52 weeks to begin having a real stance isn't very wise, in my opinion… Any obejction, input about this, I'll listen to with open mind… (Anyway, grats and best birthday wishes to you Illyriad folks) IbnSenna, aka IbnRushd |
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GM Stormcrow
Moderator Group GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3926 |
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Apologies, I have added the words "non-trivial" to the description. There's a difference between generic "Hides" vs "Puma Fur", and that's what I was trying to get at. Regards, SC
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Nokigon
Postmaster General Player Council - Historian Joined: 07 Nov 2010 Status: Offline Points: 1452 |
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Shouldn't this be +80% SwoDef?
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Absolutely excellent! The crafting update was badly needed to make it more viable. I very much look forward to the spike in demand. Prices should also rise sharply for miners, herb collectors, and hunters. Overall a wonderful announcement.
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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I think the developers have misinterpreted the "voice of the market" here. The reason that there are more cavalry in relation to infantry is that three of the four races have decent cavalry. Only dwarves are disincentivised to build cavalry. And dwarves are the second least-represented race. Is it any surprise that their "specialty" troop has lower representation? No.
So fewer dwarves = less infantry. Now, it could be argued that fewer people play dwarf because infantry is relatively underpowered. I tend to disagree and say that fewer people are motivated to play dwarf because their cavalry sucks. (This is a somewhat humano-centric viewpoint perhaps.) Certainly these changes will make mountain-dwelling a more convenient option for dwarves, so some people might enjoy that for the role-playing benefits. I don't necessarily disagree with the change; it might produce some interesting dynamics. But to claim that the change is being made because "the market" has spoken is to my mind a fairly distorted interpretation of the data.
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