By PF2K on Jun 11, 2019 at 9:52 AM
  1. PF2K

    PF2K Lead Developer
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    Patch15.png
    Greeks:

    Peltast:

    • Attack Range increased to 17, from 14.
    > Balance Team's Comment: Anti-Ranged Ranged units in Age III don't see as much play as we would like. We believe one major reason for this is that these units simply don't have enough Attack Range to be able to safely hit the enemy Ranged units without being torn to shreds by the opposing front line. We first gave extra range to the Norse Skirmisher and we saw that the increased range helped them quite a bit, so we are now treating the Greek Peltast and the Persian Takabara with the same change.​

    --------------------
    Egyptians:

    Camel Rider:

    • Now deal 20% less damage to other Camel Riders.
    > Balance Team's Comment: After the change to Camels' hitpoints in Balance Patch #3, we feel like Camel vs Camel fights in Egyptian mirror matches are slightly too volatile. This change aims to address this issue and to make Egyptian Barracks units a little more viable in Egyptian Mirrors. We will be keeping a close eye on this change and are willing to adjust this change based on the feedback we get.
    --------------------
    Persians:

    Sparabara:

    • Pierce Armor reduced to 0.40, from 0.50. Given back via Sparabara Champion
    > Balance Team's Comment: One of the first changes that happened in PvP champion mode at the beginning of Celeste was that Town Centers' Health and DPS were reduced. This was meant to allow for more aggressive play in the early game and to punish greedy play where players would rely solely on their Town Centers to keep them alive while their opponent skipped an early 2nd TC in favor of aggression. However, this nerf in TC DPS means that Sparabara with their immense Pierce Armor die far slower than any other Age 1 unit. At the same time, we don't want to change Sparabaras' effectiveness in battle after Age 1, so we are giving them their Pierce Armor back with their champion upgrade.​

    [Tech] Sparabara Champion:
    • Now also increases Sparabaras' Pierce Armor by 20%
    > Balance Team's Comment: See "Sparabara"
    Takabara:
    • Attack Range increased to 16, from 15
    > Balance Team's Comment: See "Peltast"
    Asabara:
    • Training Time increased to 17.5 seconds, from 16.
    > Balance Team's Comment: Asabara are the strongest Age 2 Cavalry in the game. This is completely fine and it's how the unit was designed to be, however we feel that for their power level, they train a little too quickly. This change aims to address this.​

    --------------------
    Celts:

    -
    --------------------
    Babylonians:

    -
    --------------------
    Norse:

    Raven
    :
    • Movement Speed increased to 16, from 14. Line of Sight increased to 36, from 26.
    > Balance Team's Comment: Norse Ravens are an excellent reconnaissance tool, but at their current state we feel like that they simply aren't worth the effort needed to make a Great Hall, a Seer and then get a Raven to make use of the information it can provide you. This is our first step in making Ravens seem more attractive to players and we are willing to further change it, if necessary.
    --------------------
    Global:

    Caravan:
    • Gold Trade Rate reduced by 20%
    > Balance Team's Comment: Caravans are players' main source of Gold in the lategame. We feel that at their current state, Caravans allow players to get Gold per route too easily and too safely. By reducing the amount of Gold each Caravan brings per route, players will be forced to make their Market lines longer than before, opening up opportunities for more counter play and encouraging better base building and defensive tactics at the same time. We realize that this change is very impactful and will be keeping a very close eye on how it affects the metagame and will make necessary adjustments based on the feedback we get.​

    [Tech] Saddle Bags:
    • Now increases Caravans' Gold Trade by 10%, from 20%.
    > Balance Team's Comment: See "Caravan"
    --

    Remember, as always, these changes affect Champion PvP (And Champion Skirmish) mode ONLY and do not affect Quests, Regular Skirmish Mode, Crete or Geared PvP!

    Feel free to discuss the changes below! :)
     
    WiriWout, Andy P XIII and solar like this.
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Comments

Discussion in 'Patch Notes' started by PF2K, Jun 11, 2019.

    1. solar

      solar Long Swordsman

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    2. Morten

      Morten Villager

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      Awsome u bring so many updates to the game.

      Lots of love from here ! :)
       
    3. Ardeshir

      Ardeshir Immortal

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      Playing into Greek Peltasts and it is noticeably stronger, but it does not feel broken. (They're still easy to surround with inf or cav and deal with) Feels like the G/P opponent is getting something (archer wise) by aging now!

      Are there any metrics available on winrates between the civs, and average game durations in matchups?
       
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    4. JJAlexander

      JJAlexander Spearman

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      20% of 0.40 is 0.08 so the Sparabara champion is weaker than before. It should be 25%.
       
    5. PF2K

      PF2K Lead Developer
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      That's not how the armor system works. Try it yourself. Research Sparabara Champion and you will see that they have 0.50 Pierce Armor once you research that upgrade.

      HERE is the Armor Calculation tool, made by @WiriWout
       
    6. JJAlexander

      JJAlexander Spearman

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      If the value jumps from 0.4 to 0.5, that's a 25% increase.
       
    7. JJAlexander

      JJAlexander Spearman

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      If the base armor value is greater than 1, the upgrades lower the value.
       
    8. PF2K

      PF2K Lead Developer
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      And why would a base value ever be greater than 1? An armor value of 1.00 is literal immunity.
       
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    9. JJAlexander

      JJAlexander Spearman

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      Ok. So that's how it works. That's still not a 20% increase in armor.
       
    10. PF2K

      PF2K Lead Developer
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    11. JJAlexander

      JJAlexander Spearman

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      That upgrade value is used in a weird way. You seem to be missing my point completely. For the player who will see the armor value jump from 0.4 to 0.5, it will be confusing because that is an increase of 25%.
       
    12. PF2K

      PF2K Lead Developer
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    13. WiriWout

      WiriWout Moderator
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      The 20% does not imply that the number it says for armour goes up by 20 percent, nor that you block 20% more damage. It instead means the increase in armour so that the unit will lose the same amount of health if enemy damage were to increase with 20 percent.

      Specifically, this is how you can explain 0.4 to 0.5 armour as a 20% increase:
      - With 0.4 armour, a unit dealing 100 damage will initially deal 60 damage, as 40 is blocked.
      - Imagine the unit would get a 20% damage upgrade, to now deal 120 damage.
      - In order for the unit to still deal the 60 non-blocked damage from before the damage upgrade, the unit would require 0.5 armour, so that 60 damage is dealt and 60 damage is blocked.

      See the armour calculation tool for the formula used.
       
      #14 WiriWout, Jul 20, 2019 at 12:07 PM
      Last edited: Jul 20, 2019
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    14. RatherWatch

      RatherWatch Long Swordsman

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      Great changes, great job. Looking forward to seeing an Egypt mirror on Arabia. :D

      I'd like to see the raven buff in PvE as well, giving me more reason to make Seers.
       
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    15. Ardeshir

      Ardeshir Immortal

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      Buff dogling in PvE :p
       
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