Thorn Hedge Walls now has a maintain cost of 15 per turn (was 30)įeral Mount now lasts 3 turns when applied by Revive Instinct or Control AnimalĪrchdruid hero upgrade Inflict Bleeding Wounds is now unlocked at level 3 (was level 9)Īrchdruid heroes can now learn Call Lightning at level 11, for 7 points.Īrchdruid heroes can now learn Regrowth at level 11, for 10 points. Summon Gargantuan Animal now costs 28 mana per turn (was 24)Īrch Druid Henge now gives +100 population, no longer +100 mana capacity.Īrch Druid Megalith now gives +100 mana capacity and +20 mana, no longer +100 population. Summon Eldritch Animal now costs 12 mana per turn (was 9) Summon Wild Animal now costs 9 mana per turn (was 6) Hunter’s Finesse now gives Razor projectiles instead of Inflict Bleeding Wounds Sun Burst now reduces target city population by 1500, causes a minor city happiness penalty and a major happiness penalty with the race that owns the city. Vengeful Vines now damages city happiness and the casters relation to the city’s race when cast during city sieges, as well as reducing the city’s population by 5% Poison Domain no longer affects Undead, Machines or Elementals Insect Plague now reduces city production by 65% (was 25%), maintain cost is now 15 per turn (was 20) Disjunct cost is now 50 (was 70) Casting cost is now 20 (was 25)Ĭall Beast Horde now summons 2-3 animals per turn instead of 1. The three Favored X empire upgrades from the Archdruid are merged into one Favored Enemy (was Favored Giant, Favored Monster and Favored Dragon)Ĭall Ancestral Spirit is now Tier 3, 220 Knowlegde (was Tier 5, 700 knowledge). Shamans now have Awaken Spirit ability, grants one animal +500 morale and +3 melee damage until the end of combat The cost of maintaining summons has been raised across the board to help counter this.Īnimistic Knowledge now gives 3 knowledge per structure (was 5), now affects all Treasure Sites (before it only affected a limited subset of them)Īnimistic Knowledge is now Tier 4, 350 knowledge (was Tier 3, 200 knowledge) Most of these changes were designed to either elevate skills that were considered too weak to be useful, or to reduce the strength of those skills that were considered to be so strong that they were imbalanced.Īlso, changes to the game’s economy were putting non-summoing classes at a distinct disadvantage.
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