Open SoapingMaster opened 3 years ago
First off, we are working on adding the ability for users to set their own balance changes so when that's added you can do whatever you like. As to your suggestions, based off a rebalance a few of us are working on for multiplayer:
Again, this is my view based on math looking at current stat values, long experience in single player, and from viewing the results of changes made for multiplayer over the last year or so. We are still working on our work, so it is always possible my views on any of this could change as more evidence is seen. Keep in mind also that the multiplayer I prefer starts with no gold, so you need to consider gold efficiency much more than in traditional multiplayer styles.
@GRhin ONE MINUTE you say that you have already done something ... then the question is - is there a place where you write that HAS ALREADY BEEN DONE in a new pachter, which will only be released in the future? Where can you read about what you have already done? Very interesting. I am personally looking forward to the next release!
No, this has not yet been implemented into the patcher. I have been working on finding all the data points so that it can be implemented in the future. And have found pretty much everything, and am now just waiting on the devs to finish an overhaul of how the patcher works (will make sense with the next release) and have time to look into implementing the balance updates, which is not a small feature so will take time. For my testing I have a tool that modifies values at specific exe addresses that was made to help me test the addresses I found, and we use that to test the balance changes as well untill the patcher makes it easy. Forming this rebalance also helps us find places that don't work correctly, for example worker movement speed and several other stats is constantly overwritten so isn't as easy to implement (therefore will not be available in the first version of stats)
TLDR Rebalance will be in a future ucp version, and hopefully not too far into the future. There is not a balance tool around to use now, but a developer utility tool is being used as a very complicated workaround for testing purposes untill a developer can work on making an actual balance tool.
Hello everyone,
I've recently downloaded this awesome patch for the good old shc. I usually play multiplayer with friends, so I'm more interested in balance changes. I really do appreciate the crossbow nerf and the spearman buff. However, some of the unit costs are still not reasonable.
Is it yet possible to modify the gold cost of units upon recruiting? The exact values aren't that important for now, but I really look forward to this, as it could maximize the game experience.
Just as a sketch, here are my ideas. After years of playing this game, I do thnik that: 1) arabian archers should be cheaper around 60-70 gold 2) assassins are way too cheap, their low visibility should be an expensive trait for like 80-100 gold 3) horse archers are well known op troops, nothing less than 150 gold would fix them 4) fire ballistae and catapults may be more expensive too 5) as others mentioned, shields should be nerfed too 6) crossbows should be 30 gold
This is only my opinion, and may be flawed. What do you think of this?