22FEB15 - INFANTRY & CRAFTING CHANGES NOW LIVE
Printed From: Illyriad
Category: News & Announcements
Forum Name: News & Announcements
Forum Description: Changes, patch release dates, server launch dates, downtime notifications etc.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=6166
Printed Date: 17 Apr 2022 at 10:19 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: 22FEB15 - INFANTRY & CRAFTING CHANGES NOW LIVE
Posted By: GM Stormcrow
Subject: 22FEB15 - INFANTRY & CRAFTING CHANGES NOW LIVE
Date 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: - positive attributes increased by 5-fold, and their
- negative penalties doubled
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: - All mounts / horses
- All non-mount Move Speed item increase values (ie other values might change on an item, but not the ones that increase speed. Penalties that decrease Move Speed will be doubled)
- Dwarven Battle Axe
- Elven Sword
- Orcish Sword
- Traditional Sword
- Light Bow
- War Bow
- War Spear
- Heavy Leather
- Reinforced Leather
- Double Weave Chainmail
- Heavy Chain Armour
- Vanguard's Chainmail
- Chain-Edged Platemail
- Heavy Platemail
- Thickened Platemail
- Vanguard's Platemail
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 will go went into effect on Sunday 01MAR at 1800 Server Time and will immediately effect all units carrying equipped items even if they were dispatched on their missions before this time.
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:
| ATTACKING %AGE MODIFIER | | Terrain Type | Cavalry | Spears | Infantry | Ranged | | Buildings | -50 | 20 | 30 | 5 | | Large Forest | -15 | 5 | 25 | -20 | | Large Hill | -15 | 0 | 0 | 10 | | Large Mountain | -30 | 0 | -15 | 15 | | Plains | 30 | -15 | 0 | 0 | | Small Forest | -10 | 10 | 30 | -10 | | Small Hill | 0 | 0 | 0 | 0 | | Small Mountain | -20 | 0 | -10 | 10 |
| DEFENDING %AGE MODIFIER | | Terrain Type | Cavalry | Spears | Infantry | Ranged | | Buildings | -45 | 25 | 30 | 15 | | Large Forest | -15 | 5 | 25 | -20 | | Large Hill | -10 | 10 | 0 | 15 | | Large Mountain | -30 | 20 | 0 | 30 | | Plains | 25 | -15 | 0 | 0 | | Small Forest | -10 | 10 | 30 | -10 | | Small Hill | 0 | 5 | 5 | 5 | | Small Mountain | -15 | 15 | 0 | 15 |
OORAHEFFECTIVE 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: - Cavalry 28.9%
- Spears 28.9%
- Ranged 26.2%
- Infantry 16.0%
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, to go live on Sunday 01MAR at 1800 Server Time, with changes highlighted in bold, are NOW LIVE:
| ATTACKING %AGE MODIFIER | | Terrain Type | Cavalry | Spears | Infantry | Ranged | | Buildings | -50 | 20 | 40 | 5 | | Large Forest | -15 | 5 | 30 | -20 | | Large Hill | -15 | 0 | 10 | 10 | | Large Mountain | -30 | 0 | 15 | 15 | | Plains | 30 | -15 | 0 | 0 | | Small Forest | -10 | 10 | 30 | -10 | | Small Hill | 0 | 0 | 0 | 0 | | Small Mountain | -20 | 0 | 5 | 10 |
| DEFENDING %AGE MODIFIER | | Terrain Type | Cavalry | Spears | Infantry | Ranged | | Buildings | -45 | 25 | 30 | 15 | | Large Forest | -15 | 5 | 25 | -20 | | Large Hill | -10 | 10 | 5 | 15 | | Large Mountain | -30 | 20 | 5 | 30 | | Plains | 25 | -15 | 0 | 0 | | Small Forest | -10 | 10 | 30 | -10 | | Small Hill | 0 | 5 | 5 | 5 | | Small Mountain | -15 | 15 | 5 | 15 |
As stated, this change significantly improves Infantry effectiveness in mountainous terrain, especially in attack, across the board (all races).
When the change goes live on Sunday 01MAR at 1800 Server Time, this will apply to all combats occurring on after that time, regardless of when the combats were set in motion. This change is now live and will apply to all combats that occur from now on, regardless of when the units were set on their way.
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. - Dwarven Axmen Attack value will move from 27 ATK to 29 ATK
- Dwarven Stalwart Attack value will move from 42 ATK to 45 ATK
Combined with the terrain modifier stats buff, we believe this sets Dwarven Infantry "head and shoulders" (forgive me!) above the rest.
This change will also occur on Sunday 01MAR at 1800 Server Time. This change is now live; however you may need to refresh your browser in order to see the new stats for these units on the unit Popup.
EDIT (SC): Updated with live status.
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Replies:
Posted By: John Louis
Date Posted: 22 Feb 2015 at 17:48
The Elves have been informed, and we are not amused!
However, we continue to await developments before passing judgement.
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Posted By: Orin
Date Posted: 22 Feb 2015 at 17:51
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If the item is already crafted does the effect still apply
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Posted By: Count Rupert
Date Posted: 22 Feb 2015 at 17:51
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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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Posted By: Gossip Boy
Date Posted: 22 Feb 2015 at 17:53
Count Rupert wrote:
"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. |
Exactly my point
------------- 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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Posted By: IbnSenna
Date Posted: 22 Feb 2015 at 17:54
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.
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.
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 bribed only by the most powerful party independant in order to allow fair conditions…
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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Posted By: GM Stormcrow
Date Posted: 22 Feb 2015 at 18:06
Count Rupert wrote:
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. |
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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Posted By: Nokigon
Date Posted: 22 Feb 2015 at 19:05
GM Stormcrow wrote:
Example 1: Battle Spear Currently: (-8% CavDef, -8% SprDef, -8% BowDef, +16% SwoDef)
Change to: (-16% CavDef, -16% SprDef, -16% BowDef, +48% SwoDef)
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Shouldn't this be +80% SwoDef?
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Posted By: Brandmeister
Date Posted: 22 Feb 2015 at 19:27
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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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Posted By: Rill
Date Posted: 22 Feb 2015 at 19:31
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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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Posted By: Rill
Date Posted: 22 Feb 2015 at 19:35
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I do want to add that mountain-dwelling in general has been disincentivised, especially for non-elves, but really in general, for lack of an attack troop that is not highly penalized for attack there. The change to the terrain modifier for infantry could make dwelling in the mountains more attractive for some people (especially dwarves). Still would require terraforming though.
The Taomist cluster of Dwarven Lords would make a lot more sense under these new conditions. Maybe we will see DLords return to the mountains. 
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Posted By: Count Rupert
Date Posted: 22 Feb 2015 at 19:40
Rill wrote:
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. |
The other factor unaccounted for is the fact that swords are produced in the same building as chainmail. This is a huge factor in how many infantry you can make since ALL infantry require chainmail to build. This bottleneck makes nearly impossible to specialize in infantry in the same fashion that humans do with cavalry and elves do with bows. I can't help but wonder what percentages would be if swords had their own production buildings like all the other weapons.
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Posted By: Arian
Date Posted: 22 Feb 2015 at 19:47
First time I have seen the "Benevolent Masters" referred to as "The Market" 
------------- 'Do you want ice with that?'
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Posted By: jordigui
Date Posted: 22 Feb 2015 at 20:52
I am not a dwarf (and so not having infantry) because they are ugly! not because the units are not good! These changes are not fair once people has already built an army. If you don't like the opponents cards in a poker game, you cannot change your opponents cards in the middle of a game. TH
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Posted By: Mr Damage
Date Posted: 22 Feb 2015 at 20:53
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Interesting, lets see how this plays out, a change is as good as a holiday I guess.
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Posted By: Albatross
Date Posted: 22 Feb 2015 at 21:02
This spices up battle strategy considerably. Previously, just gathering a huge army tended to win. Now, we have to think before building units, and talk among friends about specialising to be effective in particular situations.
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Posted By: Sirius
Date Posted: 22 Feb 2015 at 21:24
Hi there, and thanks for the updates!
Two questions here, including one that's in my mind for some time: * The terrain modifiers chart does not mention one type of terrain, although it does have modifiers: glass (that redish mountain-like terrain that can be found in and around the Calumnex region). It seems to be somewhat similar to mountains, since it heavily penalises heavy troops (infantry and cavalry); has it been changed too? * The other question is: when you train a unit you have to provide its equipment (weapons, armours etc.); the quantity varies (advanced units need more than basic ones, we can imagine various reasons for that), but still we can assume that those weapons are given to them for regular use, and indeed they can go to war with what they're trained with. Then if you give a unit, say, a crafted bow, what becomes of its previous, regular bow? Is it consumed? Does it return to the armoury (but then why isn't it added to the inventory?)? If at some point you unequip it the unit is still able to fight, so we can assume it takes back its regular weapon. How does it work? The unused weapon isn't really returned to the inventory so that the unit is sure that it'll find its original weapon back once we order it to unequip the crafted weapon? But if the unit is killed while having a crafted weapon, then is its original basic weapon lost too, although it was not using it?
Anyway as an elf having little infantry and living partly in mountains, this update isn't really favouring me. But it still is good, seems to improve the game balance and I do hope it'll encourage the use of infantry and variety in armies! Also it is an incentive to create more dwarven accounts... I can't wait to use all this against factions ;)
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Posted By: Brandmeister
Date Posted: 22 Feb 2015 at 21:31
I believe infantry is currently out of favor because it is painfully slow, and also because the input items are expensive.
As Count Rupert has already noted, prices are high because chainmail and swords are both produced in the Blacksmith. This cuts availability in half, and drives up the price considerably. Look at the price of swords and chainmail relative to bows, spears, plate armor, beer and horses. That is the Blacksmith bottleneck at work. The production rates and materials costs are roughly equivalent to other items, but the price remains far higher, even adjusted for time. The only other item to experience this is saddles, because so many people prefer cavalry, and because cows are so slow to produce (this phenomenon also holds the price of leather armor at an artificially high level).
For most people, infantry is a slow, relatively expensive attack unit that doesn't defend particularly well in most (non-forest) situations. I don't think the terrain modifiers or dwarf stat increase are going to change that perception in any large degree.
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Posted By: Brandmeister
Date Posted: 22 Feb 2015 at 21:38
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I should also point out, stalwarts are penalized the most severely, as they require three items (2 swords, 1 chainmail) from the Blacksmith. No other unit gets stuck like that. I bet a lot more people would build stalwarts if the requirement was 2 swords, 2 plate mail, and that the price of both swords and chain would drop as a result.
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Posted By: Dungshoveleux
Date Posted: 22 Feb 2015 at 21:39
Albatross wrote:
This spices up battle strategy considerably. Previously, just gathering a huge army tended to win. Now, we have to think before building units, and talk among friends about specialising to be effective in particular situations. |
Spying on enemy encampments to find out what gear they have would be great.
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Posted By: Rill
Date Posted: 22 Feb 2015 at 21:58
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Given the pretty significant changes to crafting item statistics, I wonder if the developers might be willing to give a one-time reset to the ability to specialize crafting buildings. Specifically, the crafted items that were deemed to have "trivial" inputs are now relatively disadvantaged compared to the other crafted items, since their stats were not increased. People might choose therefore to switch from making those items to making something else. However, if they have a specialized crafting building, they would be unable to do that without tearing their existing crafting building now.
I suggest the developers consider a specialization "amnesty": simply reset all existing crafting buildings to non-specialized when this change goes into effect. People who wish to continue with their previous specialization can just reset it again. People who wish to be unspecialized or to change the specialization could change it.
This would be somewhat disruptive to people who have chosen specializations, but the time required to "re-up" the specialization seems like it would be minimal.
What do people think of this? And more importantly, would the developers be open to it?
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Posted By: jordigui
Date Posted: 22 Feb 2015 at 22:17
Well, I'd like to add about the unfair treatment other units receive compared to infantry. The best (crafted) weapons so far are swords, and can only be brought by infantry commanders. If the bonuses double, the most benefited units are infantry. In addition, I cannot understand why knight (commanders) cannot use swords, I repeat myself once more than I have never never seen a knight without asword, exccept here ...
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Posted By: Count Rupert
Date Posted: 22 Feb 2015 at 22:29
jordigui wrote:
Well, I'd like to add about the unfair treatment other units receive compared to infantry. The best (crafted) weapons so far are swords, and can only be brought by infantry commanders. If the bonuses double, the most benefited units are infantry. In addition, I cannot understand why knight (commanders) cannot use swords, I repeat myself once more than I have never never seen a knight without asword, exccept here ...
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Made worst by the fact that all the initial racial weapons are swords. Each race has a preferred unit but only the dwarves' preferred unit can wield their racial weapon. Why isn't the racial weapon based on a race's preferred unit?
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Posted By: Brandmeister
Date Posted: 22 Feb 2015 at 22:46
Unfair? They made tiny adjustments to the infantry stats and terrain modifiers. If you had a complaint about altering game balance, it should have been with the build time changes on kobolds, fangs, and sentinels. Fangs in particular became nearly as powerful as stalwarts, and less expensive to build Attack. This update is minor compared to that one.
The best crafted item by stats alone is arguably the Silversteel Sword. It's also an irrelevant item because it requires Fire Salts--which make it too expensive--and because it is an attack item, and thus suffers a 90% destruction rate in the field. Even as a commander weapon the Silversteel Sword is largely useless because it only affects Heroism, which isn't a factor in battles of any meaningful size. It is basically a shiny toy for hunting.
The genuinely powerful crafted items are the ones used in city defense to counter common attacks (cavalry, infantry, bows, in that order). Also useful are terrain armors matched to the city tile. These weapons are predominantly used by defending spear and bow units, and can be recycled endlessly. There is a reason why pikes, reinforced leather, and plains weaponry are all highly sought after.
Speaking of which, I am stunned that Reinforced Leather Armor isn't getting an upgrade. I would wager it is the most popular defensive item in the entire game. If you are going to keep the stats the same, then I strongly suggest introducing a variant that uses Iceheart like the chain and plate, and has the new full strength bonus. Cavalry defense for spears is probably the most valuable asset for city protection.
Actually, why not consider this proposal? Create a new Extra (Type) (Item) weaponry with the 5x bonus, for each defensive item that isn't getting updated. The construction of the new Extra item takes the old "common" item type plus a rare material. For example, Extra Reinforced Leather Armor would require one suit of Reinforced Leather and one Iceheart. That gives people a chance to upgrade legacy items to full strength, while increasing the difficulty by requiring rare materials.
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Posted By: Brandmeister
Date Posted: 22 Feb 2015 at 22:53
Count Rupert wrote:
jordigui wrote:
Well, I'd like to add about the unfair treatment other units receive compared to infantry. The best (crafted) weapons so far are swords, and can only be brought by infantry commanders. If the bonuses double, the most benefited units are infantry. In addition, I cannot understand why knight (commanders) cannot use swords, I repeat myself once more than I have never never seen a knight without asword, exccept here ...
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Made worst by the fact that all the initial racial weapons are swords. Each race has a preferred unit but only the dwarves' preferred unit can wield their racial weapon. Why isn't the racial weapon based on a race's preferred unit? | This has also struck me as silly. Elves get light bows, elves and orcs get light armor, dwarves get a decent axe plus a war axe bonus, but humans get squat. Really, it should be that each race gets an item with stats matching their racial sword, but the item is matched to their elite unit. Elf bow, Orc spear, Human spear, Dwarf axe. To match the light armor and war axe bonus, humans should get an extra +3% or +5% on the heavy warhorse.
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Posted By: Leinad__
Date Posted: 22 Feb 2015 at 23:07
I m so happy about this news to crafted items! now a full equipped army will definitely make the difference in war/tourneys.... !! 
About dwarves buff, as elf, i m kind of disappointed since we were kings of mountains now we have to share our picks with those smelly-dwarfy men  beside jokes, i really hope this new buff will not make them OP.... we still have to remember dwarves were (and are!) the best race to fight in any forest/building, with really high %...now they will be able to attack mountains as well (and hills!) with a really good bonus. Let's test this, it's hard to say before the update goes live...anyway it goes, well done admins!
------------- https://elgea.illyriad.co.uk/a/p/258061" rel="nofollow">
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Posted By: Hora
Date Posted: 22 Feb 2015 at 23:27
Definitly interesting... and with cities swarming with dwarven infantry I'll be the last to complain about those changes 
I guess it is the solution going most along roleplay, as dwarves definitly are known as slow and strong infantry, thus speeding them up by some trickery would look ... well ... silly. Finally I see myself coming out of the woods again... the lonely mountain is calling... dwarves are returning home!
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Posted By: dave83
Date Posted: 23 Feb 2015 at 11:50
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Hmm, having an orc alt, i cant say im happy with this new update at all.
everybody keeps saying that the orcs have the advantage against cavalry, but the strength of that bonus is still woeful compared to the attack strength of the other races T2 units.
for example: human cavalry have a 2/1 advantage over the orc T2 spear in attack vs defence. 3/1 maybe 4/1 in plains.
the elven trueshot has a 3/1 bonus over the orc guardsmen in any terrain, attack or defence. which imo is a shocking statistic. a 4/1 advantage in mountainous terrain. i lose sleep at night thinking about my hordes being hit by an elven army. the bow def on spears is just ridiculous. before, the dwarven Stalwart already had a 2/1 attack bonus against the orc guardsmen in any terrain. now in forests or buildings that advantage is going to become 3/1 in favour of the dwarves.
can anyone pls tell me what the benefit to being an orc is anymore?
i only felt safe placing my spears on forested or buildings squares before this update. now the spear has no domain at all. people will say. . ahh well you can simply make more kobolds to even the odds. and its true, i could make 1,000,000 kobolds in the time it would take say an elf, to build 200,000 sentinals. but on the battlefield, when it comes to the crunch, im still going to lose. every single time!
A shiny statue is cool and all, but tbh i would prefer to be able to give my armies a fighting chance on the field. right now and after this update, the orc guardsmen will have 50% less effectiveness than every other racial T2 unit. Att vs Def. and that's just not good enough.
The devs have at least tried to shake the trueshot off the mountains by giving swords a 15% bonus to mountainous attack. but the trueshot with his 30% def bonus is still going to laugh at the little dorfs when they try. the only race i can truly see this update effecting is the orcs.
and it feels unfair.
------------- Dave83/Deimo
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Posted By: Brandmeister
Date Posted: 23 Feb 2015 at 12:02
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The featured Orc unit is kobolds, not clan guardsmen. They have far superior infantry defense per minute. But really, bows (not spears) are meant to defend against infantry and bows. And everything in Illyriad is skewed towards attack by about a 2:1 ratio, so the kill ratios are hardly surprising. If defenders weren't inherently weaker, then it would be impossible to win tournament squares and break sieges.
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Posted By: Stukahh
Date Posted: 23 Feb 2015 at 17:01
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It's no secret that Dwarves have been the weakest race for some time. The Dwarves in SIN are told almost daily they are inferior :P Now, I guess I have to stop making fun of them....
I think the update brings them up to an equal footing with the other races. Each race brings something to the table through the team dynamic. Deimo brings up some good points. However, I never see it through the eyes of a single player. I always view things collective through the eyes of a team. Alliances should leverage the racial strengths and try to find synergies with them during war.
If an orc is defending alone with only spears, then you need to fire your military general. No ONE RACE ALONE can do it all. Each race has advantages and disadvantages. Learn to work them together as a team and you will have a better outlook.
Stukahh
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Posted By: JimJams
Date Posted: 23 Feb 2015 at 21:50
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I cannot imagine a worst change than that. The only good is I am no more playing a lot so I can say I don't care a bit about this idiocy.
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Posted By: Jejune
Date Posted: 27 Feb 2015 at 14:23
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I think there might be some unintended consequences with these updates that are going to affect racial differences in the game -- namely between elves and orcs. The only advantage that elves really hold in the game is speed. As an example, the Swiftsteed is by far the fastest cavalry unit, clocking in at 20. With these new crafting updates, however, you've changed the paradigm to where crafting allows the orc cav to be virtually identical to elf cav.
Here's an example:
Light Leather Currently: (-2% Atk, -2% CavDef, -2% SprDef, -2% BowDef, -2% SwoDef, +10% Spd, +2% Elf, +6% Orc)
So, for a T1 elven cav, light leather imparts a 12% speed boost, bringing its speed to 22.4. Orcs gain 16%, but since their T1 cav moves at 17, they net out at 19.72. So, even though light armor favors the orcs racially, it does not put them faster than elves when it comes to light cavalry.
Now let's look at the new upgrades:
(-4% Atk, -4% CavDef, -4% SprDef, -4% BowDef, -4% SwoDef, +10% Spd, +10% Elf, +30% Orc)
In this scenario, the T1 elven cavalry gains a 20% net move speed, bringing it to 24. The orc, on the other hand, gains an astounding 40%, bringing its net speed to 23.8. For all intents and purposes, orc T1 cav runs at the same speed.
Now, it is true that elves also have the option of using the elven thoroughbred, which imparts the 15% move speed bonus versus the orcan war wolf, which only offers 10%. But in the abstract, it's hard to reconcile why light (and extra light) armors would favor the orc over the elf.
Is it your intention to purposely negate elven speed superiority through these crafting upgrades? If so, I see no value to being an elf, other than for aesthetic purposes (we are the best-looking, after all).
I would humbly suggest adjusting racial bonuses so that elves can at least retain the only advantage they have in the game. Or, at the very least, I'd love to hear your rationale/logic for how or why a light or extra-light crafted item would favor an orc more than an elf. Many thanks!
------------- https://elgea.illyriad.co.uk/a/p/394156" rel="nofollow">
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Posted By: Brandmeister
Date Posted: 27 Feb 2015 at 14:33
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Jejune: The racial equipment modifier only affects Attack and Defense stats, not speed.
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Posted By: Jejune
Date Posted: 27 Feb 2015 at 15:37
Brandmeister wrote:
Jejune: The racial equipment modifier only affects Attack and Defense stats, not speed. |
I will happily stand corrected if that is the case, Brand, as it would assuage my concerns. But I am not convinced that is so -- I hope the devs will clarify.
For example, if you look at the elven thoroughbred modifiers, they are presented as such:
+15% move speed, -20% for dwarves, -20% for orcs, -20% for humans
In this case, racial bonuses are most definitely being applied to move speed. If this is the case with the elven thoroughbred, then why not with the light and extra light armors?
------------- https://elgea.illyriad.co.uk/a/p/394156" rel="nofollow">
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Posted By: John Louis
Date Posted: 27 Feb 2015 at 15:55
I think the Devs already specified:
CRAFTY, TRICKSY HOBBITSES 7 DAY WARNING - LIVE ON SUNDAY 01MAR AT 1800 SERVER TIME - CRAFTED ITEMS EFFECTIVENESS INCREASE Most crafted items will have their: positive attributes increased by 5-fold, and their negative penalties doubled 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: All mounts / horses All non-mount Move Speed item increase values (ie other values might change on an item, but not the ones that increase speed. Penalties that decrease Move Speed will be doubled)
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Posted By: Brandmeister
Date Posted: 27 Feb 2015 at 16:37
I equip Elven Thoroughbreds when my Dwarven packsmen are claiming sov. They get a +15% to speed (doubled for elite divisions).
You're an elf, why not just equip some light armor on a unit, and check to see if the racial bonus applies to your speed? That will prove it conclusively one way or the other.
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Posted By: Stukahh
Date Posted: 01 Mar 2015 at 15:12
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Are the crafting bonuses going to be adjusted today? Today is the 7th day.
------------- I don't always drink. But when I do, I prefer the blood of my enemies.
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Posted By: Count Rupert
Date Posted: 01 Mar 2015 at 15:22
Stukahh wrote:
Are the crafting bonuses going to be adjusted today? Today is the 7th day.
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They're supposed to take effect at 1800, so we still have a few hours.
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Posted By: GM ThunderCat
Date Posted: 01 Mar 2015 at 15:41
Jejune wrote:
Brandmeister wrote:
Jejune: The racial equipment modifier only affects Attack and Defense stats, not speed. |
I will happily stand corrected if that is the case, Brand, as it would assuage my concerns. But I am not convinced that is so -- I hope the devs will clarify.
For example, if you look at the elven thoroughbred modifiers, they are presented as such:
+15% move speed, -20% for dwarves, -20% for orcs, -20% for humans
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This is a +15% increase to all races speed; but a 20% drop in attack and defense for dwarves, orcs, humans
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Posted By: Brandmeister
Date Posted: 01 Mar 2015 at 16:41
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Thanks for the clarification, GM ThunderCat.
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Posted By: Berde
Date Posted: 01 Mar 2015 at 18:56
WOW. Just... wow.
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Posted By: Brandmeister
Date Posted: 01 Mar 2015 at 19:34
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A paradigm shift in how Illyriad is played. Not only will this encourage more weapons in tournaments, it will also stir renewed interest in elite divisions, and create lots of activity for miners, hunters, and herbalists.
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Posted By: Stukahh
Date Posted: 01 Mar 2015 at 20:19
Best game update in a long time...
------------- I don't always drink. But when I do, I prefer the blood of my enemies.
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Posted By: Janders
Date Posted: 01 Mar 2015 at 22:51
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Vanguard leather (which uses ice hart) now gives +100% attack
No equivalent for chain/plate, they are +5%.
this gives a large advantage to races who have attack troops that use leather... ice heart isn't hard to come by (elven trueshot, swift stead).
may need balancing?
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Posted By: Veneke
Date Posted: 02 Mar 2015 at 01:18
The racial mounts (battle mule, battlebred etc) all seem to have had their stats adjusted despite what was said in the OP. Is that adjustment an error?
------------- "May have been the losing side, still not convinced it was the wrong one." - Captain Malcolm Reynolds
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Posted By: Brandmeister
Date Posted: 02 Mar 2015 at 01:36
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I noticed that it was only the racial mounts, and not the standard horses (heavy warhorse, draught horse, riding horse, steady warhorse, nimble warhorse). Although two of the latter only modify speed, which was not affected by the update.
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Posted By: Diva
Date Posted: 02 Mar 2015 at 02:54
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I'm of the mind, as Rill was, to RE-SET the specialization of crafted item buildings with this change.
We couldn't read the future by what you were developing, and now that you have developed something new to crafting which changes the dynamics of crafted items, those we that we found less wanted we didn't craft as much. And those items we didn't think WOULD be as useful and not very sought after are now on the top end of Illy weapons and armor.
I know I have ALL the time in the world to delevel and re-set myself, but you haven't even offered dynamite so we can get into the action quickly.
What say the Devs on this?
D
------------- "Um diva.... you are sort of acting like a .... diva...." - PhoenixFire
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Posted By: Brandmeister
Date Posted: 02 Mar 2015 at 03:25
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I believe you can spend prestige on demolition, but I'm not 100% certain.
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Posted By: Ander
Date Posted: 02 Mar 2015 at 03:43
Brandmeister wrote:
I believe you can spend prestige on demolition, but I'm not 100% certain. |
you can.
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Posted By: Janders
Date Posted: 02 Mar 2015 at 03:51
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yes my dwarven battle mules are now +100% on mountains....
....interesting
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Posted By: GM ThunderCat
Date Posted: 02 Mar 2015 at 03:55
Brandmeister wrote:
I noticed that it was only the racial mounts, and not the standard horses (heavy warhorse, draught horse, riding horse, steady warhorse, nimble warhorse). Although two of the latter only modify speed, which was not affected by the update. | The should now be showing the correct values, you may need to refresh.
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Posted By: Brandmeister
Date Posted: 02 Mar 2015 at 04:03
Thus ends my triumphant vindication for building 25000 Dwarven Battle Mules, brief as it was.
Return to the rocky outcroppings and frolick, my plucky herd! Perhaps we shall need you another day...
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Posted By: Janders
Date Posted: 02 Mar 2015 at 04:07
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Wait you changed it back?! I was just about to send out my elite dwaren t1 cav battalions--> Dwarven battle mule +90% to mountain attack Vanguard Leather +100% to attack Mountain spear +60% to attack All then doubled in the elite division... 500% increase by simple sums (not sure how the engine actual calculates it...). So a single T1 dwarven cav would have had >150 atk strength, prior to general bonuses!
We would have taught those mountain dwellers a LESSON!!!
*tells the maidens to put the mules away*
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Posted By: Diva
Date Posted: 02 Mar 2015 at 04:52
Brandmeister wrote:
I believe you can spend prestige on demolition, but I'm not 100% certain. |
-------------------------------------------------
Yeah I can, I already spend a LOT of it.. my point was the reset option for the Devs to consider ONE TIME ONLY. (unless they fiddle with the crafting again)
------------- "Um diva.... you are sort of acting like a .... diva...." - PhoenixFire
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Posted By: Tyrande Whisperwinds
Date Posted: 19 Mar 2015 at 16:08
How in the world can this be acceptable? Infantry is now the ONLY type of unit that doesn't get any kind of penalty (neither attacking or defending), in ANY kind of terrain. And now ranged units are not the best in any terrain, offensively speaking...
Way to go -_-
That you wanted to give infantry a boost, ok, i can live with that. But making it the "hero" class of Illy is kinda lame imo...
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Posted By: JimJams
Date Posted: 27 Apr 2015 at 23:13
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Returning from time to time to check the game, still boring and racial changes are also annoying. Can at least we have an option to change our races?
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