Mercenary Brotherhood · published · build 26379150
This patch focuses very heavily on balancing, primarily on units and mid/late game balancing. In particular slow units were just so slow that after a few levels they were taking 1/3 the turns as faster units. This patch balances that out alot. It also slightly nerfs elves as archers, it buffs mid-late game enemies, makes arch villains a lot more powerful but also better loot, and it also nerfs golems and vendettas a little. Finally it slows down how fast players gain levels, skill levels and awakenings in the mid-late game. Presently they get to a point and they snowball in power to the point where they crush all enemies.
I also have planned changes to difficulty sliders. Some people find the game too easy and others too hard. I want people to be able to tweak it more themselves. This will hopefully come in the next week.
Balance:
- Allied mercs that are slow have been retroactively increased their init.
- Floor for init (how fast unit takes turns) has been increased to make slow units not get too slow
- Tightened soft cap for init over 50 so that way 1 init now gives an effective 0.25 init as opposed to 0.3. This means you get less benefit for maxing out init over 50
- Enemies tier 3+ now have more health and damage
- Enemies 0-2 had only slightly increased health and damage (excluding bandit raiders)
- Golems have 30% less health
- Archvillains are a lot more powerful but also give a lot better loot. Now they are roughly comparable to Alpha Monsters, although Arch-villains have more unique abilities and now are resistant to root and stun.
- Vendettas level up much slower after level 1 and their stats increase a lot less after level 2
- Gnomes and elves have slightly less range attack
- Elven Stillness only gives +10% damage (compared to +15% damage)
- Elven Focus only gives +10% to hit (compared to +15% to hit)
Fixes:
- Fix for vampires not appearing in some missions
- Overly powerful enemies, like golems, shouldn't appear so early. There were rare quests where they could. Fighting a mithril golem at level 4 isn't fun. Running from them to make them a vendetta, and even more powerful, is even less fun
- Training halls now correctly give skill points. In some cases they werent working as expected
- Cosmetic tweak for to-hit display hover-overs to correctly show some skills and awakening bonuses
- Fix display issue in logs when players using cursed equipment
- Fix to dagger skill when there was a rare chance to give x10 more damage than expected
- Sometimes Counterflow ability not working as expected