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Fan Patch 1.1 progress, Updated 5th of March 2009 |
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| Viper |
Dec 14 2008, 02:08 AM
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ViperBot™

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Hello everyone. The purpose of this topic is to keep the community apprised of progress on the fan patch. I'll be updating this as more news come to hand, so look out for those updates  -------------------------- [14th December 2008]- Discussions begun on possible balance changes for Fan Patch 1.1 (hereafter FP 1.1), focusing primarily upon which civilization to use as the baseline for balance. That means all other civilizations will be balanced against this particular civilization.
- The size of our play-tester team has been increased dramatically (from 8 to 22). We decided some time ago that we would be balancing for team gameplay alongside 1v1 gameplay in FP 1.1, so as a result we have recruited many top team players (we obviously need that many people to play-test in 3v3 games). These people are mostly from the Japanese community, who have the strongest grounding in team games.
- We have begun noting any bugs that have arisen from FP 1.0. We invite the community to report any bugs they find.
- First build created for FP 1.1. Testing begins.
[19th December 2008]- We have received an impressive donation from matsujun to host tournaments promoting the release of FP 1.0, as well as FP 1.1 later on. The staff at AgeSanctuary would like to thank matsujun very much for his gracious donation. More details to follow shortly.
- Testing has begun on the second iteration of FP 1.1 (i.e. 1.1.1). Each iteration represents tweaks and modifications from the previous iteration. Once everyone agrees that an iteration is complete and requires no more changes it becomes the final patch. FP 1.0 required 15 iterations until we achieved a build suitable for release.
- We believe we have solved the map CRC/OOS problem which will allow us to include modified maps in FP 1.1. Testing continues to prove that our solution is working.
[27th December 2008]- Our solution for changing maps has proven to work, so we are changing many of the existing maps to make them better balanced.
- Most veteran units are being changed so that their stats are colonial-based.
- In our first patch iteration, we tried to balance the Germans, Dutch, French, and Spanish so that they could become our baseline civs. We tried to nerf the first, and boost the latter 3 to be as close in strength as possible.
- In our second iteration, we added the Portuguese into the mix, and made some minor adjustments to the first four civilizations.
- Now we are on our third iteration, and are gradually trying to work on the more unique civilizations - starting with the British, Iroquois, and Russians.
- Here is an example of some of the changes being tested for the Portuguese.
None of the balance changes listed below are final.- Free hunting dogs at start.
- Cassadore colonial stats set to 5 hand damage and 15 ranged damage.
- Cards swapped so that attack and hitpoint cards are available in age 2 and the combat card is available in age 3. Card swapping has to be done in a very particular way so that we don't break online decks. We can't just change the age. Instead unique cards are swapped with other unique cards from different ages. The biggest side effect of this method is that cards will be found in unexpected categories when building decks. For example, TEAM Gunpowder Infantry Hitpoints will be found in the Cathedral instead of the Academy.
- HCCheapOutpostsTeam: Moved to age 4 slot belonging to HCRangedInfantryDamagePortuguese.
- HCImprovedWallsTeam: Moved to age 4 slot belonging to HCRangedInfantryHitpointsPortugueseTeam.
- HCNavigationSchool: Moved to age 1 slot belonging to HCCheapOutpostsTeam.
- HCXPHouseofBraganca: Moved to age 4 slot belonging to HCRangedInfantryCombatPortuguese.
- HCRangedInfantryHitpointsPortugueseTeam: Moved to age 2 slot belonging to HCImprovedWallsTeam.
- HCRangedInfantryDamagePortuguese: Moved to age 2 slot belonging to HCNavigationSchool
- HCRangedInfantryCombatPortuguese: Moved to age 3 slot belonging to HCXPHouseofBraganca
[2nd January 2009]- Testing begins on the 4th interation of the 1.1 patch which includes balance changes for British, Dutch, French, Germans, Iroquois, Portuguese and Spanish.
- Some general balance changes include 90 wood fishing boats and changes to both European and Asian Schooners as well as 0 LOS walls.
- Map Changes
- California replaced with new map.
- Great Lakes replaced with new map.
- Hispaniola replaced with new map.
- New England replaced with new map.
- Ozarks replaced with new map.
- Pampas replaced with new map.
- Patagonia replaced with new map.
- Rockies replaced with new map.
- Sonora replaced with new map.
- New Map = Dakota Badlands
- New Map = New Unknown
- Map Set Changes
- Pampas added to Random Land Maps.
- All Maps Set changed so that all of the maps have an equal chance of being selected.
- Standard Maps Set changed so that all the maps have an equal chance of being selected.
- Bug Fixes
- Rifling tech affects Renegados and Thuggees.
- Caracole tech affects Comancheros.
- Bayonet tech affects Pistoleros and Dacoits.
- YPHCGurkhaAid card now affects Mansabdar Gurkhas.
- UpgradeTech flag added to ImperialRabaulds and Paper Cartridge. Removed from Star Fort.
- XPRevolutionOHiggins upgrade order changed, so Imperial Hussars displays correctly.
- NatXPKlamathHuckleberryFeast changed to -0.67, making 10 crates of food possible.
- Indian and Sioux Surgeons can now construct Field Hospitals.
- HCMusketeerGrenadierHitPoints now correctly affects Janissaries.
- NatMercHuronMantlet are now AbstractInfantry.
- ypConsulateBashkirPony now have 20% ranged resistance.
- OutpostWagons can now build War Huts.
- xpAztecWarchief: Damage flag added to hand attack; he should not hurt allied units with the Smoking Mirror card anymore.
- ypConsulateCarabineer: Stats brought in line with regular Ruyters.
- xpBuilderStart changed to startingunit, so it will interfere less with early settler pathing.
- xpMedicineManAztec changed to startingunit, so it will interfere less with early settler pathing.
- xpBuilderStart changed to startingunit, so it will interfere less with early settler pathing.
- Tried moving the War Chiefs to the top of the Proto to see if that'll help with the issue where Warchiefs in a group won't pick up a treasure.
[9th January 2009]- We are still on the 4th iteration of the FP 1.1 beta. With changes to several civs being play-tested, it will take us progressively longer to finalise balance changes at this point.
- Balance discussions are of course still ongoing. The 'Portuguese Changes' topic in our FP private forum has passed 250 replies.
- Work continues on re-balancing maps, with RF_Gandalf doing a good job of not only re-balancing, but in the case of Rockies doing a complete re-design.
- Below are some preview images for the 'New Rockies' map. What we had to do was a complete re-design. The old Rockies had a limited number of approaches to players' bases - you could either camp in your base, or alternatively prevent your opponent from leaving their base. That made things very difficult if you didn't have a civilization suited to the map's gameplay. We have worked to address such concerns, with several openings in the cliffs, a re-designed trade route to encourage people to take more trade posts, and a widened valley in the middle to reward more aggressive map control.
Screenshot previews (click thumbnails to enlarge): Map previews: [17th January 2009]- This week, we have almost finalized our changes with the French, Germans and Spanish. We are also coming close to finishing our testing with the Portuguese, which we have had to give small nerfs to during this iteration, in order to make up for our last set of boosts. Below are some changes that we have finalized. Additional changes are being discussed and tested for these civilizations as well, with so far positive results. These other changes will be posted soon.
- British
- Longbows given -1 attack, +.25x multiplier against heavy infantry. - French
- Shipments are obtained at .95 of the original shipment time (~5% faster). - Germans
- HCShipCrossbowmen3German: 9 crossbowmen decreased to 8. - HCShipUhlans4: 9 uhlans decreased to 8. - Settler wagons deplete .75 coin for every 1.00 coin they gather. - Spanish
- HCShipRodeleros1: 5 rodeleros increased to 6. - HCHandCavalryCombatSpanish: now effects Dragoons too.
- In addition to finalizing these changes, the patch team has started its 5th iteration of the patch, now including changes for Aztecs, Ottomans, and Sioux. There has been lengthy debate on what extent that these civilizations should be changed, and what exactly should be done with them. We plan to test and build multiple iterations in order to come to sound solutions for the problems facing these civilizations.
[28th January 2009]- During our testing with the last iteration of our beta, we were quite surprised with the outcome of some of our newest changes. We have only just started testing changes for our 6th and newest beta based on our latest findings with the Aztecs, Sioux, and Ottomans. We are also trying out small adjustments to China with hopes for success.
- For the Aztecs, we have applied mostly nerfs to their firepit bonus, as well as modifications for their colonial units. We planned to see whether they would have new weaknesses due to these changes, and see if we could address them. Luckily, the Aztecs have so far have been surprisingly competitive.
- With the Ottomans, we have tried applying boosts to their economy based on their mosque technologies, as well as minor adjustments to janissaries and abus guns. Their economy turned out fairly competitive, but we quickly found them to be overwhelmingly powerful. We now plan to test further adjustments to abus guns and janissaries.
- We have also decided to address the imbalances associated with some of the unit conversion cards. We hope to make each card convert units to only the same and similar costing unit type. Since Russia only has one ranged infantry unit, we are considering making Suvorov Reforms convert strelets into a weak proto skirmisher type unit. Han Reforms will also be changed to have a lower effect on the old han banner army, as we believe the current effect is much too strong.
[5th February 2009]- We are still on the 6th iteration of the FP 1.1 beta, with testing still ongoing on the current set of changes.
- The team has been discussing the patch's progress so that we can think about when we should release the patch. As a result, a rough estimate for FP 1.1's release is early March sometime - although don't shoot me if there are delays!
- Below are some changes that we are looking to include in the fan patch. Additional changes are being discussed and tested for these civilizations as well, with so far positive results. These other changes will be posted soon. Also, these changes are subject to edits and/or removal from the patch at any time.
- General
- Industrial age cavalry training church technology effect reduced to -25% and cost changed to 350 gold. - Plantation cost changed to 600 wood, and build/kill bounty reduced by 25% accordingly. - HCMercsMamelukes: 5 Mamelukes decreased to 4. - Dutch
- +1 wood crate at start. - Germans
- War Wagon: Train time decreased to 48 seconds. - HCShipSettlerWagons4: Ships 3 settler wagons instead of 3 settler wagons and 2 uhlans. - Spanish
- Rodelero: Attack increased from 10 to 11. - HCShipLancers1: 3 Lancers increased to 4. - PoliticianAdventurerSpanish: (The Adventurer) 4 crossbowmen / 4 pikemen changed to 5 settlers
- RF_Gandalf continues to work on the new maps being included in the fan patch. Here's a sneak peek at the latest maps: Gold Rush and Shangra La.
Gold RushThis map takes much of its' design concept from the same map that was present in Age of Empires 2. Each player starts with a limited gold supply, and this forces them to rush as it were for the treasure trove of mines located centrally. Screenshot previews (click thumbnails to enlarge): Map previews: Shangri LaPlayers begin in a barren patch of plateau, and are separated from the valley of Shangri La by a sheer mountain range that can be traversed through a number of mountain passes. Resources on the plateau are scarce, but the valley is packed with plenty of resources. This map is not necessarily intended for 'standard' play, due to its odd and unique arrangement. One thing I must stress is that current testing has shown that players start too far from the valley. This may well be addressed before we release the patch. Screenshot previews (click thumbnails to enlarge): Map previews: [15th February 2009]- We are now on the 7th iteration of the FP 1.1 beta (i.e. patch 1.1.6). We're looking at ramping up our balance testing, so everything that we've discussed over the past few months we're looking over to see if it should be tested and included in FP 1.1.
- Here are some balance changes that we are testing in 1.1.6. Additional changes are being discussed and tested for these civilizations as well, with so far positive results. These other changes will be posted soon. Also, these changes are subject to edits and/or removal from the patch at any time.
- General
- Explorer: +2 LOS. - Converted guardians, native scouts, mongolian scouts, envoys, and native treasures given ×0.1 attack vs explorers and villagers. - Socket Bayonet: Cost decreased from 400 wood, 400 gold to 200 wood, 200 gold. - Advanced Arsenal: (HCAdvancedArsenal) In addition to pre-patch effects, decreases Arsenal cost by 50%. Automatically researches socket bayonet when sent by Russia. - Russians
- HCShipCossacks4: 5 cossacks decreased to 4. - Boyars: (HCUniqueCombatRussian) 15% unit boosts changed to 10%. - Suvorov Reforms: (HCXPSuvorovReforms) Transforms strelets into a proto skirmisher unit, with 12 attack and 96 HP. - Ottomans
- Janissary: Ranged attack increased from 20 to 21. Hit Points decreased from 235 to 210. Cavalry bonus increased from ×2.0 to ×2.25. Light Infantry bonus increased from ×1.5 to ×1.8. - ChurchMilletSystem: Cost changed from 100 wood to 125 food, 125 wood, 125 gold. Availability moved from age 1 to age 2. Reduces settler train time by 5 seconds and delivers 2 settlers. - ChurchKopruluViziers: Cost changed from 250 wood to 180 food, 180 wood, 180 gold. Reduces settler train time by 5 seconds and delivers 3 settlers. - ChurchAbbassidMarket: Cost changed from 600 wood to 300 food, 300 wood, 300 gold. Reduces settler train time by 8 seconds and delivers 5 settlers. - ChurchTanzimat: Availability changed from age 4 to age 3. Increases settler build limit to 99. - HCMosqueConstruction: (Mosque Construction) Cost reductions adjusted for new ChurchMilletSystem, ChurchKopruluViziers and ChurchAbbassidMarket costs. - Sioux
- Economic shipments deliver free bison (All Wise Woman shipments excluding the bison shipments, all villager shipments, town center wagon, advanced dock, advanced plantations, advanced market, advanced farm, and advanced trade post). Age 1 economic cards give 1 free bison, age 2 economic cards give 2 free bison, age3 economic cards give 3 free bison, and age4 economic cards give 4 bison. - Bow Rider: Ranged attack decreased from 20 to 17. Hand attack decreased from 10 to 8.5. Heavy Cavalry bonus increased from ×2.25 to ×2.75. Coyote Man bonus increased from ×1.5 to ×2.2. Added ×0.75 attack penalty vs villagers. - Cetan Bow: Hit points increased from 90 to 100.
- I have been negotiating with some individual sponsors to hold a tournament to promote FP 1.1, and things are proceeding well. As a result the tournament will be announced at the same time the patch is launched, with sign-ups to begin then. It is not going to be like our last few tournaments though!
- I have been designing some of the art for the new patch. With all the new maps and map sets, it always looks a lot nicer to have custom-made art. For example: Korea | Prairie Rivers
- Work continues as usual on the maps that are to be included in FP 1.1. Below are some more examples of what RF_Gandalf has designed.
Prairie RiversPrairie Rivers is a large map that RF_Gandalf designed for treaty gameplay. It is a rather diverse map - although there is always just the 2 rivers, there can be anything from 1 to 4 crossings on each river. In addition, the terrain varies widely, so it should always be a visual delight playing on this map. Screenshot previews (click thumbnails to enlarge): Map previews: KoreaBoth players begin close together on the Korean peninsula (sound familiar?), but the exception is that they aren't located along the length of the peninsula, but rather along the sides. This was necessary obviously for the purposes of resource balance. Fishing is plentiful, but you have to pay close attention to land warfare seeing as you start so close together. Screenshot previews (click thumbnails to enlarge): Map previews: Dakota BadlandsThis was the map that won Ensemble's RMS competition, and although they said it would appear in a patch at a future date, they never quite got around to it. We are aware of the fact that it lags on low-end computers, and sometimes there are pathing issues as a result of the cliffs; that is why this map won't be placed in standard maps. Dakota Badlands has been publicly available for some time now (although RF_Gandalf has done some balance changes to it recently), but for those who don't have it here are some preview pictures. Screenshot previews (click thumbnails to enlarge): Map previews: Shangri La changesIn the last update, I mentioned that changes to Shangri La were likely given that players started too far away from the valley of Shangri La. RF_Gandalf took that and other comments on board and has come up with a new version. The mountain range has been moved eastward, players are placed in better locations (especially in team games), and resource balance has been altered somewhat for more competitive play.
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| Viper |
Mar 4 2009, 06:23 PM
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ViperBot™

Group: Administration
Posts: 20,267
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Joined: 7-October 04
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Member No.: 10,610

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Fan Patch 1.1 NotesThese notes are correct as of the time of this post. If you wish to see the changes we implemented in the prior patch, then check the Fan Patch 1.0 notes. MAP CHANGESNew MapsAll new maps are playable in rated Dakota Badlands is a map with a central arid valley, and features different seasonal terrain. Players are encouraged to gain control of the center of the map to utilise choke points and the bountiful resources in the valley. This map won Ensemble RMS design competition some time ago. Gold Rush takes much of its' design concept from the same map that was present in Age of Empires 2. Each player starts with a limited gold supply, and this forces them to rush as it were for the treasure trove of mines located centrally. Korea sees players begin close together on the Korean peninsula, located along the sides. Fishing is plentiful, but you have to pay close attention to land warfare seeing as you start so close together. New Unknown is not technically a new map - Unknown was present in TWC, but Ensemble never updated it for TAD. Considering the numerous changes to this map, we are treating it as a new map. It has TAD natives, TAD terrain skins, new terrain formations, better resource balance, a fixed water flag bug, and more variability in map size. Prairie Rivers is a map designed for treaty gameplay. It is a rather diverse map - although there is always just the 2 rivers, there can be anything from 1 to 4 crossings on each river. In addition, the terrain varies widely, so it should always be a visual delight playing on this map. Shangri La sees players begin in a barren patch of plateau, and are separated from a valley by a sheer mountain range that can be traversed through a number of mountain passes. Resources on the plateau are scarce, but the valley is packed with plenty of resources. New Regicide Maps- Andes Regicide
- Deccan Regicide
- Great Lakes Regicide
- Korea Regicide
- Pampas Regicide
- Shangri La Regicide
- Sibera Regicide
- Texas Regicide
- Yellow River Regicide
Maps edited for improved balance- Great Lakes
- Great Plains
- New England
- Ozarks
- Patagonia
- Sonora
- Texas
Maps edited for improved balance and minor design changeMaps edited for improved balance and major design changeMAP SET CHANGESNew Map Sets Unique Maps: Unique Maps is a new map set for those who like playing on vastly different and challenging maps every game. Every map requires a different approach to gameplay, especially some of the new maps such as Gold Rush and Shangri La. This map set includes the following maps: - Araucania
- Carolina
- Dakota Badlands
- Deccan
- Gold Rush
- Hispaniola
- Indochina
- New Unknown
- Shangri La
- Siberia
- Silk Road
- Texas
- Unknown
Regicide Maps: Ensemble promised that regicide would be a new game type in TAD - and the assumption was that we'd be able to play regicide on any map. However, all we got was a regicide version of Honshu, and as such we have put together a number of new regicide maps to be placed in a new map set, Regicide Maps. This map set includes the following maps: - Andes Regicide
- Deccan Regicide
- Great Lakes Regicide
- Honshu Regicide
- Korea Regicide
- Pampas Regicide
- Shangri La Regicide
- Siberia Regicide
- Texas Regicide
- Yellow River Regicide
Other Map Set Changes- All Maps: all maps in the set now have an equal chance of being selected, all new maps added to the set
- Competitive Maps: added Andes, Pampas, Patagonia, Sonora
- Random Land Maps: added Andes, Dakota Badlands, Pampas
- Standard Maps: all maps in the set now have an equal chance of being selected; added Andes, Pampas, Rockies
- Treaty Maps: added Deccan, Pampas, Prairie Rivers, Rockies
- Unique Maps: Araucania, Carolina, Dakota Badlands, Deccan, Gold Rush, Hispaniola, Indochina, New Unknown, Shangri La, Siberia, Silk Road, Texas, Unknown
BALANCE CHANGES - GENERALUnits- Cacadore, Consulate Garrochistas, Consulate Gendarmes, Cuirassier, Eagle Knight, Halberdier, Jaguar Knight, Lancer, Oprichnik, Spahi and War Wagon were all changed from veteran based stats to colonial based stats.
- Envoy, Native Scout, Mongol Scout given ×0.1 damage penalty against Heroes and Villagers; increases to 0.5 in Colonial.
- Natives and Mercenaries gained from treasures given ×0.1 damage penalty against Heroes and Villagers in Discovery.
- Area damage removed from all infantry and cavalry BuildingAttack and CoverBuildingAttack (i.e. siege) attacks.
- All unit modifiers against Coyote Men and Light Infantry set to 80% of their modifiers against Cavalry.
- All heavy cavalry now have a ×0.8 penalty vs light cavalry.
- Cavalry Archer: Speed increased from 6.75 to 7.25. Armor decreased from 30% hand to 20% hand.
- Dragoon: Armor decreased from 30% ranged to 20% ranged.
- Explorer: +2 LOS
- Fishing boat: Cost decreased from 100 wood to 90 wood. Build XP and kill bounty changed accordingly.
Buildings- Artillery Foundry: (ArtilleryDepot) Cost decreased from 300 wood to 200 wood.
- Castle: (ypCastle) Cost decreased from 250 wood, 100 gold to 200 wood, 100 gold.
- Fire Pit: Dancer limit set to 12 in Discovery and Colonial, 18 in Fortress, and 25 in Industrial.
- Plantation: Cost decreased from 800 wood to 600 wood. Build XP and kill bounty changed accordingly.
- Town Center: Now has a ranged attack bonus of ×1.25 vs cavalry and light infantry.
- Walls: LOS set to 1 and LOS upgrades no longer improve walls. Wall LOS set to Industrial age building LOS upon reaching Industrial age.
Technologies- Mass Cavalry: (ChurchMassCavalry) Cost decreased from 750 gold to 350 gold. Effect reduced from -50% to -25%.
- Infantry Breastplate: (InfantryBreastplate) Hit points bonus increased from 10% to 15% HP.
- Socket Bayonet: (Bayonet) Cost decreased from 400 wood, 400 gold to 200 wood, 200 gold.
- ChurchGasLighting, Colonialize, Fortressize, ypBigConsulateOttomans: Assigns Wall LOS to 1.
Politicians- Fortress Politicians: Aging time decreased from 110 seconds to 100 seconds.
- The Messenger: (TribalIroquoisYouth, TribalAztecYouth, TribalSiouxYouth) Native fast age up changed to 40 seconds for all ages. This is an increase of 10 seconds for aging to Colonial, Industrial and Imperial. Aging to Fortress was already 40 seconds.
Cards- Schooners: (HCSchooners) Decreases fishing boat cost by 30 wood. Decreases dock cost by 25%.
- East Indiamen: (YPHCSchoonersIndians) Decreases fishing boat cost by 20 wood and delivers dock wagon.
- East Indiamen: (YPHCSchoonersJapanese) Decreases fishing boat cost by 20 wood and delivers dock wagon.
- TEAM Cheap Fishing Boats: (HCXPCheapFishingBoatTeam) Subtracts 25 wood from Fishing Boat cost (to avoid order of operation issues).
- Hire Egyptian Mamelukes: (HCMercsMamelukes) Ships 4 Mamelukes
- Colonial Militia: (HCColonialMilitia) Increases the damage cap of town centers to 135, but the attack per garrisoned villager remains at 9.
- Advanced Arsenal: (HCAdvancedArsenal) In addition to pre-patch effects, decreases Arsenal cost by 50%.
- Russian Advanced Arsenal: (HCAdvancedArsenal) In addition to pre-patch effects, automatically researches socket bayonet.
BALANCE CHANGES - CIVILIZATIONSAztecs- Coyote Runner: (xpCoyoteMan) Armor increased from 10% ranged to 20% ranged.
- Macehualtin: (xpMacehualtin) Heavy Infantry bonus decreased from ×2.0 to ×1.75.
- Puma Spearman: (xpPumaMan) Cost decreased from 50 food, 50 gold to 45 food, 45 gold. Removed Siege Trooper unit tag classification. Hand damage decreased from 12 to 10. Siege damage decreased from 48 to 40.
- Warrior Priest: (xpMedicineManAztec) Build limit set to 6 in Colonial, 8 in Fortress and 10 in Industrial.
- HCXPShipMacehualtins1: Ships 8 Macehualtins instead of 9.
- HCXPShipMacehualtins3: Ships 9 Macehualtins instead of 10.
- Temple of Centeotl Support: (HCXPTempleCenteotl) Ships 12 Macehualtins. +15% Macehualtin hit points. +2 Macehualtin range.
British- Manor: Cost increased from 135 wood to 140 wood, BuildBounty increased from 27 XP to 28 XP. Kill Bounty increased from 54 XP to 70 XP.
- Longbowman: Ranged attack decreased from 17 to 16. Multiplier vs heavy infantry increased from ×1.25 to ×1.5.
Chinese- Build points for Chinese Colonial Wonders reduced from 120 to 110 which causes them to build 10 seconds faster.
- Monk stun recharge time increased from 15 seconds to 20 seconds.
- Porcelain Tower: Fortress single resource trickles reduced from 4.5 food, 4.0 gold, and 4.0 wood to 4.0 food, 3.5 gold, and 3.5 wood. Industrial single resource trickles reduced from 6.0 food, 5.5 gold, and 5.5 wood to 5.0 food, 4.5 gold, and 4.5 wood. Imperial single resource trickles reduced from 6.5 food, 6.0 gold, and 6.0 wood to 6.0 food, 5.5 gold, and 5.5 wood.
- Black Flag banner army: (ypBlackFlagArmy) Arquebusier and Flame-throwers army changed to 3 Changdao Swordsmen + 2 Meteor Hammers and cost changed accordingly. Train time decreased from 40 seconds to 33 seconds. Team Early Skirmishers no longer makes it available in age 2.
- Old Han banner army: (ypOldHanArmy) Train time increased from 25 seconds to 27 seconds.
- Mongolian banner army: (ypMongolianArmy) Keshik and Hand Mortars army changed to 2 Keshik + 2 Steppe, cost changed accordingly and availability moved to age 2. Train time decreased from 30 seconds to 27 seconds.
- Standard banner army: (ypStandardArmy) Train time increased from 25 seconds to 27 seconds.
- Keshik: (ypKeshik) Hit Points increased from 110 to 125. Armor decreased from 30% ranged to 20% ranged.
- Old Han Reforms: (YPHCOldHanArmyReforms) Effect decreased from +100% hit points/damage to +75% hit points/damage.
Dutch- +1 Wood crate at start.
- Tulip Speculation: (HCBetterBanks) Effect increased from 15% to 20%.
French- Receive shipments 5% faster.
- Cuirassier: Train time decreased from 60 seconds to 48 seconds.
- Thoroughbreds: (HCXPThoroughbreds) No longer provides a train time reduction. Only effect is -15% cost reduction for Cuirassiers.
Germans- Settler wagons given an additional bonus. They now only deplete .75 coin for every 1.00 coin that they gather. This means that gold mines last longer when settler wagons are gathering from them.
- Doppelsoldner: Train time decreased from 45 seconds to 40 seconds.
- War Wagon: Train time decreased from 60 seconds to 48 seconds.
- HCShipCrossbowmen3German: 9 crossbowmen decreased to 8.
- HCShipUhlans4: 9 uhlans decreased to 8.
- HCShipSettlerWagons4: Ships 3 settler wagons instead of 3 settler wagons and 2 uhlans.
Indians- Build points for all Indian Colonial Wonders except Agra Fort reduced from 120 to 110 which causes them to build 10 seconds faster.
- Mansabdar Elephant units now take up the same amount of population as regular elephants of the same type.
- Howdah: (ypHowdah) Cost changed from 250 food, 350 gold to 350 food, 250 gold. Mansabdar Howdah (ypHowdahMansabdar) cost changed accordingly.
- Mahout: (ypMahout) Population cost decreased from 7 to 6.
- Zamburak: (ypZamburak) Range decreased from 12 to 10. LOS decreased from 15 to 13. Range +2 and LOS +2 after researching Disciplined Zamburak.
- Camel Attack: (YPHCCamelDamageIndians) Damage effect decreased from +30% to +25%.
Iroquois- Iroquois Scouting Party: (BigIroquoisScoutingParty) Cost changed from 500 Food to 450 food, 100 wood.
- Starting Travois can no longer build a stable.
- Musket Rider: (xpMusketRider) Armor decreased from 30% ranged to 20% ranged.
- Tomahawk: (xpTomahawk) Hand attack decreased from 14 to 13.
- War Chief: (xpIroquoisWarChief) Hitpoints decreased from 500 to 450. Hitpoint regeneration decreased to 0.12.
- HCXPShipAennas5: 7 Aennas decreased to 6.
- Conservative Tactics: (HCXPConservativeTactics) Tomahawk, Aenna, Mantlet +10% hit points/damage changed to +15% damage for Kanya Horsemen, Mantlets, and Rams.
Japanese- Samurai: (ypKensei) Bonus vs cavalry increased from ×1.75 to ×2.0. Bonus vs light infantry increased from ×1.4 to ×1.6. Train time decreased from 45 seconds to 40 seconds.
- Yamabushi: (ypYamabushi) Armor changed from 10% ranged to 10% hand.
- Consulate Yamabushi: (ypConsulateYamabushi) Armor changed from 10% ranged to 10% hand.
- Orchard Rickshaw: (YPBerryWagon1) Speed decreased from 4 to 2.
- Tempo Reforms: (ypShrineFortressUpgrade) Decreased from +300% wood auto gather rate and +350% food and coin auto gather rate to +200% wood auto gather rate and +250% food and coin auto gather rate.
- Mountain Warrior: (YPHCJapaneseMonkCombat) 100% bonus from treasures decreased to 50%.
- Way of the Bow: (YPHCYumiRange) Provides +0.5 damage multiplier against heavy infantry rather than +2 range/LOS. +15% Yumi hit points.
Ottomans- Abus Gun: Ranged attack decreased from 40 to 26. Armor increased from +20% ranged to +30% ranged. Heavy Infantry bonus increased from ×1.5 to ×2.0. Cavalry penalty decreased from ×0.5 to ×0.75. Villager penalty decreased from ×0.25 to ×0.75. Light Cavalry and Eagle Knight bonus increased from ×1.5 to ×2.0. Train time decreased from 42 seconds to 40 seconds.
- Janissary: Ranged attack increased from 20 to 21. Hit Points decreased from 235 to 210. Cavalry bonus increased from ×2.0 to ×2.25. Light Infantry bonus increased from ×1.5 to ×1.8.
- Millet System: (ChurchMilletSystem) Cost changed from 100 wood to 150 food, 150 wood, 150 gold. Train time increased from 15 seconds to 20 seconds. Availability moved from age 1 to age 2. Reduces settler train time by 5 seconds and delivers 2 settlers.
- Koprulu Viziers: (ChurchKopruluViziers) Cost changed from 250 wood to 200 food, 200 wood, 200 gold. Train time increased from 15 seconds to 20 seconds. Reduces settler train time by 5 seconds and delivers 3 settlers.
- Abbasid Market: (ChurchAbbassidMarket) Cost changed from 600 wood to 300 food, 300 wood, 300 gold. Train time increased from 15 seconds to 20 seconds. Reduces settler train time by 8 seconds and delivers 5 settlers.
- Tanzimat: (ChurchTanzimat) Availability changed from age 4 to age 3. Increases settler build limit to 99.
- Mosque Construction: (HCMosqueConstruction) Cost reductions adjusted for new ChurchMilletSystem, ChurchKopruluViziers and ChurchAbbassidMarket costs.
- HCShipSpahis1, HCShipSpahis2, HCShipSpahis3, HCShipSpahis4, HCShipSpahisTeam: Shipment time increased from 40 seconds to 60 seconds.
Portuguese- Free hunting dogs at start.
- Cassadore: Colonial stats set to 5 Hand damage and 15 Ranged damage.
- TEAM Fish Market: (HCFishMarketTeam) Moved to age 4 slot belonging to Gunpowder Infantry Attack.
- TEAM Improved Walls: (HCImprovedWallsTeam) Moved to age 4 slot belonging to TEAM Gunpowder Infantry Hit Points.
- Navigation School: (HCNavigationSchool) Moved to age 1 slot belonging to TEAM Fish Market.
- House of Braganca: (HCXPHouseofBraganca) Moved to age 4 slot belonging to Gunpowder Infantry Combat.
- TEAM Gunpowder Infantry Hit Points: (HCRangedInfantryHitpointsPortugueseTeam) Moved to age 2 slot belonging to TEAM Improved Walls.
- Gunpowder Infantry Attack: (HCRangedInfantryDamagePortuguese) Moved to age 2 slot belonging to Navigation School
- Gunpowder Infantry Combat: (HCRangedInfantryCombatPortuguese) Moved to age 3 slot belonging to House of Braganca
- Dragoon Combat: (HCDragoonCombatPortuguese) Dragoon and Hussar hit points and damage bonuses changed from +20% to +15%.
- Genitours: (HCXPGenitours) Dragoon hit points and damage +10%. Range and LOS bonus decreased from +6 to +2.
- The Adventurer politician: (fpPoliticianAdventurerPortuguese) New politician replaces Exiled Prince. Ships 8 Musketeers.
Russians- HCShipCossacks4: 5 cossacks decreased to 4.
- Boyars: (HCUniqueCombatRussian) 15% unit boosts changed to 10%.
- Suvorov Reforms: (HCXPSuvorovReforms) Transforms strelets into a proto skirmisher unit, with 12 attack and 96 HP.
- TEAM Dueling School: (HCDuelingSchoolTeam) Train time bonus decreased from -25% to -10%. Infantry units receive +5 LOS.
Sioux- Economic shipments deliver free bison (All Wise Woman shipments excluding the bison shipments, all villager shipments, town center wagon, advanced dock, advanced plantations, advanced market, advanced farm, and advanced trade post). Age 1 economic cards give 1 free bison, age 2 economic cards give 2 free bison, age3 economic cards give 3 free bison, and age4 economic cards give 4 bison.
- War Chief: (xpLakotaWarchief) Speed decreased from 7.76 to 6.75. Speed increases by 5% each age, proportionate to its aura. Receives a ×0.1 penalty against Envoys, Scouts and Disciples in the Discovery Age; penalty eliminated in Colonial.
- War Chief speed bonus: now provides +5% speed in Discovery and Colonial, +10% in Fortress, +15% in Industrial, and +20% in Imperial.
- Bow Rider: (xpBowRider) Ranged attack decreased from 20 to 17. Hand attack decreased from 10 to 8.5. Armor decreased from 30% hand to 20% hand. Heavy Cavalry bonus increased from ×2.25 to ×2.75. Coyote Man bonus increased from ×1.5 to ×2.2. Added ×0.75 attack penalty vs villagers.
- Cetan Bow: (xpWarBow) Hit points increased from 90 to 100.
- War Club: (xpWarClub) Hit points increased from 120 to 125.
- Wakina Rifle: (xpWarRifle) Range increased from 18 to 20.
- HCXPShipAxeRiders3: (HCXPShipAxeRiders3) 4 Axe Riders increased to 5 Axe Riders. 300 Food cost added to the shipment.
Spanish- Rodelero: Attack increased from 10 to 11.
- HCShipRodeleros1: 5 rodeleros increased to 6.
- HCShipLancers1: 3 Lancers increased to 4.
- Hand Cavalry Combat: (HCHandCavalryCombatSpanish) now affects Dragoons too.
- The Adventurer politician: (PoliticianAdventurerSpanish) 4 crossbowmen/4 pikemen changed to 5 settlers.
BUG FIXES- Rifling tech affects Renegados and Thuggees.
- Caracole tech affects Comancheros.
- Bayonet tech affects Pistoleros and Dacoits.
- YPHCGurkhaAid card now affects Mansabdar Gurkhas.
- UpgradeTech flag added to ImperialRabaulds and Paper Cartridge. Removed from Star Fort.
- XPRevolutionOHiggins upgrade order changed, so Imperial Hussars displays correctly.
- NatXPKlamathHuckleberryFeast changed to -0.67, making 10 crates of food possible.
- Indian and Sioux Surgeons can now construct Field Hospitals.
- HCMusketeerGrenadierHitPoints now correctly affects Janissaries.
- NatMercHuronMantlet are now AbstractInfantry.
- ypConsulateBashkirPony now have 20% ranged resistance.
- OutpostWagons can now build War Huts.
- xpAztecWarchief: Damage flag added to hand attack; he should not hurt allied units with the Smoking Mirror card anymore.
- ypConsulateCarabineer: Stats brought in line with regular Ruyters.
- xpBuilderStart changed to startingunit, so it will interfere less with early settler pathing.
- xpMedicineManAztec changed to startingunit, so it will interfere less with early settler pathing.
- xpBuilderStart changed to startingunit, so it will interfere less with early settler pathing.
- Tried moving the War Chiefs to the top of the Proto to see if that'll help with the issue where Warchiefs in a group won't pick up a treasure.
- Fixed bug where Crossbowmen received a penalty against Disciples.
- Fixed bug with Manchu hand attack having a lesser multiplier compared with other cavalry archers.
This post has been edited by [_V_V_]Walker_5: Mar 6 2009, 06:15 PM
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