Armor Multipliers no longer apply to buildings. All buildings will equally take 100% damage from any incoming attack.Red health units on a horse will recover health if the horse walks.Limping units (red health) will not recover unless they idle until their health bar becomes yellow.The recovery rate is 50% slower than idling. Units will now regenerate stamina and health when walking.All melee units spend less stamina when running, including horses and wild wolves.In order to make that more straightforward and less bothersome, we have reduced the training time for Tier 2 and Tier 3 units. Due to the armor system in the game, and the need to pick counters against your opponents, one always has to shuffle units and be flexible. In the legacy game, for example, that time would equal 25+30+45= 90 ticks.Ī higher tier unit (a unit that underwent more than 1 training) does not mean a better unit, but merely a unit with a different, specific purpose. With our new implementation the time of all trainings is equalized making it 25+25+25 = 75 ticks. Since Update 1.58, the time to train a Peasant into a Samurai is 20+25+40= 85 ticks. The issue we’re trying to resolve is the increased time on 2nd and 3rd trainings. For example, Spearman is Tier 1, Kabuki is Tier 2 and Samurai is Tier 3 because they undergo 1, 2 and 3 trainings respectively. Tiers in our game only denote the number of trainings that units have to undergo. Think “second” that varies with the game speed. Gameplay: UNIT TRAINING TIMEFor balancing purposes, we have once again revised training time for all units:Īll units, no matter their tier (and including Geisha/Druid/Channeler), will train the same amount of time, which is set to be 25 ticks right now.Ī tick is a single "clock cycle" of the game engine. Allied player abilities that harm units will not trigger combat alerts (i.e.Fixed an issue that made units stack in each other when attacking buildings on Stand Ground order.Peasants will now distribute resources evenly among huts. Fixed an issue that made peasants stack resource at the same hut due to distance calculatioins.
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