Age of Wonders III

Age of Wonders III

Attack Protocol - Roaming Army Overhaul
Showing 31-39 of 39 entries
< 1  2  3  >
Update: 13 Jul, 2022 @ 5:01am

Changelog:
13/07/22 V3.0

This was a major balancing pass, all profiles have been adjusted to what is reasonable for all game settings at ‘normal’ or their equivalent.
Pumping up defender strength, will also increase the strength of the spawns.
You should be able to enjoy a game with defender strength set to ‘very strong (2x strength)’ though it will become quite challenging.
All spawn points have had their defending groups buffed so they are harder to take out, though their initial spawns are significantly easier to deal with.

Balance:
- Major overhaul to all behaviours
- All spawn unit quantities set to 6 or lower, the game would never spawn 12 to begin with
- All spawn maximum strength caps reduced to more reasonable values, some spawns will cap in strength earlier in the game than others
- All spawn growth rates adjusted down significantly and with different profiles so strengths of each behaviour group vary as the game progresses with some becoming weaker/stronger than their counterparts as more time passes

Examples of expected strength based on Normal Defenders difficulty setting (for Strong Defenders x1.5 points, for Very Strong Defenders x2 points):
Very Weak = 125 points, Weak = 175 points, Medium = 300 points, Strong = 550 points, Very Strong = 900 points
10 turns:
Almost all spawns are at the ‘Weak’ level (approx. 150-175 points)
50 turns:
Most spawns have now started reaching the ‘Strong’ level (approx. 400-550 points), some spawn types have fallen behind in strength gain at this point and are becoming more trivial
100 turns:
The more powerful spawns are reaching ‘Very Strong’ levels (approx. 950 points), all other spawn types have started trailing and are still slowly growing from ‘Strong’ levels.
150 turns:
All spawns have stopped growing at this point except for ‘World Enders’. The strongest spawns have been capped at approx. 1300 points and will present a significant threat to the unprepared player.
180 turns:
The ‘World Enders’ spawn point stops scaling and caps at approx. 1600 points (a bit over 1.5x Very Strong levels)

Update: 9 Jul, 2022 @ 3:47pm

10/07/22 V2.4
Balance:
- Changed ‘Raiders’ spawn settings from Always Run to Despawn Units, and Sleep Chance from 0.2 to 0.
Hopefully this keeps them active but reduces the number of total active spawns at any one time. I’ve got a theory that the game will only process moves for a finite number of spawns, hopefully this helps the ‘World Enders’ get on with their quest to end the world, instead of chilling at the campfire for multiple turns.
- ‘Destroyers’ Sleep Chance reduced slightly from 0.35 to 0.3 (i.e. 30% chance to not move, and feed or lay on a rock, or whatever it is these big beasties like to do in their spare time).
- Continue monitoring changes for balance and spawn activity – Thanks GorbadIronclaw for all the feedback!

Update: 9 Jul, 2022 @ 3:45pm

Update: 9 Jul, 2022 @ 1:15am

Changelog:
09/07/22
Balance:
- Added titles and descriptions to all spawn variants to help with identifying the group and type of spawns, adding a bit of lore flavour. And help with identifying bugs in behaviour.

Update: 8 Jul, 2022 @ 1:42am

Changelog:
08/07/22
Balance:
- Reduced Sleep Chance of ‘Destroyers’ behaviour group from 0.5 to 0.35, hopefully they’re a little less lazy and get around the map to you know.. destroy stuff.
- Item Rack confirmed as working correctly.

Update: 3 Jul, 2022 @ 1:05am

Changelog:
03/07/22

New spawns added to increase variety for Item Rack and Pirate’s Nest spawn points:
- Haunted Battle Site: uses Item Rack spawn point and Territorial behaviour group
- Knowledge Seekers: uses Item Rack spawn point and Wanderer behaviour group
- Mourning Harbour: uses Pirate’s Nest spawn point and Annoyance behaviour group

Balance:
- Continue to test. Need to verity Item Rack spawns work as intended

Update: 2 Jul, 2022 @ 6:59am

Changelog:
02/07/22
Adjusted boss units in spawns from the following groups, mostly reduced (AI was getting wiped out too early):
- World Enders from 1 to 0
- Destroy from 2 to 3
- Raiders from 1 to 0
- Wanderer from 1 to 0 (note spawn tier 1 removed from wanderer, only tier 2 and up will spawn)

Adjusted unit categories:
- Giant Camp: uses Giant Group Cat from Earth Mother Group Cat
- Barbarian Camp: uses Destruction Node Group Cat from Ancient Ruins Adventurer Group Cat

New spawns added to increase variety for Mud Pit and Ice Cave spawn points:
- Spider Pit: uses Mud Pit spawn point and Annoyance behaviour group
- Naga Den: uses Mud Pit spawn point and World Enders behaviour group
- White Walkers: uses Ice Cave spawn point and World Enders behaviour group
- Frozen Camp: uses Ice Cave spawn point and Raiders behaviour group

Bugs:
- Corrected categories that had been copied to DLC packages and hadn’t auto assigned new ID’s

Balance:
- Testing further for balance and AI survivability… they just don’t perceive the spawn points as the threat they are.
- Testing to ensure variety of spawns for a more interesting game that feels ‘lived in’

Update: 1 Jul, 2022 @ 11:44pm

Changelog:
02/07/22
Decreased all spawn timers:
- World Enders from 15 (spawn delay)/10 (spawn delay delta) to 12/4, Value Proportion Per Spawn reduced from 0.8 to 0.6 to compensate
- Destroyer from 40 (spawn delay) /35 (spawn delay delta) to 15/5, Spawn Ideal Amount Units from 2 to 3
- Raiders from 10 (spawn delay)/5 (spawn delay delta) to 8/4, Value Proportion Per Spawn increased from 0.6 to 0.75
- Territorial from 15 (spawn delay)/5 (spawn delay delta) to 12/4
- Annoyance from 10 (spawn delay)/5 (spawn delay delta) to 8/4
- Wanderer from 100 (spawn delay)/95 (spawn delay delta) to 30/15

Spawn Point Defenders:
- All Spawn points will have a Boss Unit in their defenders
- Most Spawn points have had a slight defender strength increase – in most cases from Very Weak or Weak defenders to Medium
- Some Spawn points will have increased unit caps for their defenders, mostly for humanoid defenders which will range between 4 and 6. Most monster defenders will range between 3 and 4.

Bugs:
- Copied Unit Categories to DLC 3 files to properly allocate unit profiles to Sorcerers Enclave, and Mana Disturbance which wouldn’t have been spawning troops or defenders.
- Correctly applied Territorial behaviour to Frost Cave, it had been missed.

Balance:
- Testing further for balance and AI survivability… they just don’t perceive the spawn points for the threat they are.

Update: 1 Jul, 2022 @ 7:57am