Ageless list of upcoming changes for 4.28, no codes implemented, just another list of changes.
1.- MERCS - Floating Sword unwalkable defense from 60% to 40% (same as flat defense)
2.- Menageries news
2.1.- Blue Unicorn's name to Blue Rhino and nerfs
- cold/fire resistance from 20% to 10%
- Charge attack from 12-2 to 11-2
Menageries's early game is akward without one of these, it's very likely your first lv2 that you have to get (or blue mage)
Blue Drake
Nobody is adquiring blue drakes because blue Rhino being too great, blue drake buffs.
- Fire/Cold resistances from 10% to 15%
Blue Beast
- Cold resistance from 10% to 15%
2.3.- NEW UNIT, optional advancement of blue mage.
https://units.wesnoth.org/1.14/Archaic_ ... _Mage.html
Azure Technomancer Lv3
HP: 63
Movement: 5
9-4 blade mele
8-3 arcane ranged +Magical
Price:
Resistances:
25% to blade, 20% to pierce, 30% to impact, 0% to arcane/fire/cold
This unit will be mechanical race, which means this unit will not be poisonable nor drainable nor plaguable and can be repaired.
Coment:
During this advancement player resings to a lot of damage output at the cost of a more physical resistant hybrid fighter with weird virtues.
This option is quite useful if you lack of decent tank and you precise of one quickly. Naturally resistant to physical attacks but weaker
againist magical attacks than Azure Mage. Can be repaired by Blue Machinists and Blue Engineers or even any other kind of repairers.
Aditionally the change of range attack type could be convenient in various matchups, allowing you to deal more ranged damage at factions
like Infernai or even drakes appart of an highly superior 9-4 mele (compared to 10-3 from azure mage)
And a little surprise is upcoming
3.- Removal of MERC's Fury (Archfiend & lv3 viking berserk) and being remplaced by EoMa's Fury (Lv2 EoMa berserk)
Mentioned units will receive a compesation for a downgrade of the Fury special... will look later what will give to each of them.
- Archfiend will get improved resistances and a new optional 5-5 claws attack in compesation of adquiring a nerfed version of Fury.
- Will let Ghype decide what compensation will receive lv3 berserk viking at his downgraded fury.
4.- Brungar's Sting-Ray advancement to lv3 without any change to lv2 , except a lv3 advancement.
Unit's base idea at here:
https://units.wesnoth.org/1.14/WarOfThe ... 20Ray.html
Deep Sting-Ray Lv3
HP: 68
Movement: 13
10-3 impact mele
11-2 pierce ranged +poison
Price: 48
Would appreciate if anyone could design a better lv2 sting-ray sprite too :c
Not very different from lv2, just a lot toughter and 1 extra movement (and +1 both damages)
One of reasons why Sting-Ray aren't popular in survivals or in any kind of game is beause they can't even advance combined with
the fact of being an aquatic unit. Not that much XP to level up, but gives a large amount of hit points on leveling (total of +23)
Extra movement with these movement costs doesn't makes that much difference, but is a bonus.
5.- Changing race of various units actually tagged as "monsters" to "animals" (wolves, etc)
6.- Standarize swallow water/sand/frozen, etc defenses/MP cost from MERCS non human (Oracles, etc) that are slightly different from human.
7.- Probable final general review at whole Rashy Era balance for minor adjustments (XP, price, etc) in order to increase their popularity.
THIS WILL NOT BE DONE FOR 4.28 as list is already LONG.
8.- General Terror special (MERC's) total rework, some explanations are the following:
- Terror aura effect will get lowered to 13% times the unit's difference level
- Terror will just not be named "terror" instead will have more variants with different names (Terror 0, Terror I, Terror II, etc)
This will allow a more creative use of this special.
This lowered values of terror specially favours at most lv0 and lv1 facing againist these units.
Units with lowered terror auras, will receive some extra HP as compesation, in overall, being beneficiated specially againist units
of same level than them. And ofc, nerfing RPG/Survival potential of this special.
9.- Better look at Trivalists's balance (Various 50% flat defense for costless and other stuff).
9.1.- Boomerang's thrower's mele from 5-2 to 4-2
9.2.- Both Shaman and Medicineman will be +1 damage but accuracy decreased to +Enchanted.
9.2.1.- Medicineman will also get +10% cold/arcane resistances than their current values.
Intention is that damage loss from picking this advancement in orocian gameplay and similar does feel.
Meaning accuracy determinates real damage potential at most as units gets a lots of upgrades.
Awarding more these that risks to Voodoo Doctor at least one time.
9.3.- Hunter's Blowgun accuracy will be lowered to +Aimed, Slayer's blowgun damage will just be lowered from 14-3 to 13-3 while no accuracy penalty.
9.4.- Being 50% flat defense without any physical weakness, then impact resistance 10% --> 0%
9.5.- Maneater impact res 20% --> 0% , blade res 10% --> 0% , Terror aura that will only work over lv0's (-13% dmg from these),
extremely strong considering being a whole 10-3 fire mele that has 50% flat defense.
9.6.- Rowboat and advancements will have 1 MP cost at swamp water tiles (this is a buff)
9.6.1.- Fishing boat's net damage increased from 4-2 to 5-2 and movement to 7.
9.7.- Wallaby and advancements too impopular, let's try sand movement cost to 1.
10.- Deep elves under-review to see if buffs are needed.
Elthare
At the momment, not planning to add a lv3 to this unit as this unit was already canceled by their autor in a posterior release as he did
rename Lidhs and therefore AE deep elves are a considerable variation of original deep elves work.
Whatevers, the intention is to find this unit somewhat can of work even at having no lv3 if no XP mod on.
- Elthare will have Regen(3)
The unit can work in various situations (such as countering swift foots quickly), but this advancement clearly will take more damage
than Phade, so some sustain as compesation is fine.
Seer
The implementation of the other option having Lv4 Harvinger killed basically Seer's popularity a lot.
- NEW ATTACK: Light Orb 19-1 arcane ranged +Dispel (always 50% hit chance)
- Fire/Arcane resistances from 0% to 10%
- Arcane resistance from 10% to 20%
- Price from 48g to 51g
Seeker name adjusting to "Crimsom Seeker"
The results of the implementation of this unit to AE deep elves was a complete sucess! not as strong in 1vs1 dueler as a lv3 fighter, but
her pressence is notisable once there is a Seeker and mostly if well used.
11.- RPG extra traits for specific units.
Horse: +1 movement, -1 HP per level (for any horse with worse movement cost, like loy calvary and others).
Deep Elf: +3 HP , 1 HP per level (except riders)
More to list soon.
12.- Free saurians adjustments and general overview.
- Free Saurian elementalist fire/cold resistances from 30% to 20%
- Saurian Fighter XP from 75 to 63
- Better look at units pricing there.
13.- Yokai adjustments, viewing not so balanced stuff
12.1.- Spriggans
- Greatter Spriggan melee from 5-4 to 6-3
- Blade resistance from 10% to 0%
- Pierce resistance from 60% to 50% (they're +10% defense than woses and have slowing mele as well)
- Spriggans Swamp movement cost from 1 to 2.
They're terribly strong in creep wars, they deserve that nerf actually.
Spoiler Alert: A guy is planning a rework over Yokai which I'm not sure if it will be for 4.28 or even later, but basically he plans to remove
All slurgers as they don't match thematically unlike the rest of units (Nixies will be removed as well by him)
Will see if slurgers could be maintained as factionless unit or still being in yokai army but no longer as a recruitable unit once
this guy comes back and rework yokai (which means, basically, being removed even in Ageless Union, but still existing at specific scenarios
such as one of these scrolling survivals AND as Orocia wave spawn.
14.- Welking adjustments
14.1.- Sentinel of the Moon needs fixed resistances, they're actually out of place.
- Blade/Pierce resistances from -17% to 20% (back to lv1 value)
- Steadfast will just be changed for +Shield-defense(10%), un allowing this unit scale at extraordinary magical resistances.
- Troth's bulkwark will adquire Shielddefense(20%) instead of steadfast.
Welking need an important overview, a bug fixing in Moon Sentinel and various OP details.
14.1- Lord's health from 74 to 68 (reasons: leadership unit)
14.2.- Sentinels of Moon... fixing their bugged resistances and balancing their RPG potential.
- Steadfast will be replaced by shieldefense(10)
- Blade/Pierce resistance from -17% to 20%
14.3.- Troth's Bulwark
- Steadfast will be replaced by shieldefense(20)
14.4.- Concerning to Neophyte and advancements.
- Neophyte's arcane resistance from 20% to 10%
- Pyronation
--> Health from 45 to 40
--> Movement from 4 to 5
--> Arcane resistance from 20% to 10%
--> Price from 39g to 42g
- High Pyronation
---> Health from 60 to 54
---> Movement from 4 to 5
- Hiearach of Aten
--> Health from 70 to 63
--> Movement from 4 to 5
- Solar Empyrean
---> Aligment from Lawful to Neutral (it will now not benefit from itself's illuminates).
---> Movement from 6 to 5
---> Price from 51g to 54g
14.5.- Star Shooter's non Quickdraw advancement arcane resistances from 20% to 10%
14.6.- Moonlight Glidder's and Midnight stalker's cold resistance from 0% to 10%
15.- Minotaurs adjustments
Have to admit that long ago they received some buffs that allowed them to be playable, but didn't consider some previous strengths of them.
Will nerf only the real OP of here.
15.1.- Mystic
Health from 58 to 56
Movement from 6 to 5
Blade resistance from 0% to -10%
Forest defense from 60% to 50%
15.2.- Cuttroat and advancements ranged nerfs.
- Cuttoroat's Kusarigama (ranged) damage from 8-1 to 7-1
- Slayer's Kusarigama (ranged) damage from 7-2 to 6-2
- Executioner's Kusarigama (ranged) damage from 7-3 to 6-3
16.- ELE - Fallen buffs
Concerning to the necessary nerfs of 4.26 to 4.27, the changes were too rude to expect what could happen, but they're more balanced.
Still, I'm considering buffs to fallen this time. As a personal consideration some units works nice if in XP mod you spend
a singler XP point in damage to make consume heal+1 on hit on all times of day. But consumes is extremely hard to balance due itself
RPG'ing potential and the no XP drainer handicap.
- Tamers and level ups
blade resistance from 0% to 10%
impact resistance from -20% to -10%
- Fallen Enforcer
Health from 31 to 32
Scream damage from 4-3 to 5-3
- Fallen Infiltrator
If you question me, this unit dies somewhat too easily. Couldn't level 3 a Fallen Infiltrator in any of all my ageless scrolling survival tests.
Health from 40 to 43
Scream will now have +Aimed (50% version of marksman)
Aimed is an useful skill that doesn't make an huge difference. Making this unit the 2nd best ranged option in the faction
(only beaten by the very underrated Aspersers that I will NOT BUFF because they're STRONG enough!)
- Fallen Liquidator
Scream will now be +Aimed (50% version marskman)
- Fallen Fighter
Scream damage from 4-2 to 5-2
- Fallen Slayer
Health from 47 to 50
- Fallen Decapitator
Health from 54 to 57
17.- EE - Dark Elves
- Crossbowman movement points from 6 to 5 (this will affect only to lv1's)
Belive me or not, they're basically too perfect! tons of HP, swiftfoot with improved resistances and complete 7-3 ranged !!
18.- EOC - Chaos
- Gutwrencher Imp
Oh men, the difference between lv2 and lv3 is so large and somewhat absurd. Will du nerfs to lv3 and lv4 Imps.
--> Slime Spit damage from 6-3 to 6-2
- Armaggedon Imp
--> Blade of Doom damage from 14-4 to 13-4
--> Slime Spit damage from 9-3 to 7-3
- Demon Grunts
Actually the ranged damage for these mele units is too strong.
--> Health from 40 to 42
--> Infernal Chill damage from 7-3 to 6-3
- Demon Warrior's
--> Infernal Chill damage from 8-4 to 8-3
- Demon Lord
--> Infernal Chill damage from 10-4 to 10-3
- Lumeril Guard
--> Lumeril Star damage from 11-2 to 9-2
It's quite weird when Heavy Infantry like units have ranged.
- Demon Shapeshifter
causing too many troubles in afterlife gameplay if the player facing them have no arcane damage.
--> Health from 44 to 46
--> Movement from 6 to 5
--> Curse Accuracy downgraded to +Enchanted (always 60% hit chance)
--> Blade/Fire/Cold/Impact resistances from -13% to -15%
In competitive afterlife this unit is just abuse.
- Doomguards
This is a rebalance for both EE and EOC Doom guards, considering that EOC ones have more damage, their survivality will be hit a bit harder
than in case of EE ones, also, EOC Chaos can adquire healing+8 by leveling demon Zephyr to demon spelldancer.
--> Healh from 52 to 50
--> Impact/Arcane resistances from 20% to 15%
--> Pierce resistance from 30% to 20%
Differences between both doomguards:
*) EOC has +1 damage on sword, +4 damage on shield
*) EOC has 20/40% pierce resistances meanwhile EE has 30/50%
*) EOC has 2 HP nerf compared to EE version (this is specially designed to make "a difference" in orocia lol)
- Hell Guardian
--> Health from 63 to 60
--> Impact/Arcane resistances from 20% to 15%
--> Pierce resistance from 30% to 20%
Difference between both hell guardians
*) EOC has 9-4 damage on sword while EE has 11-3 damage
*) EOC has 20-1 on shield while EE has 16-1 (just 1 more than of EOC's Doomguard)
*) EOC has 20/40% pierce resistances meanwhile EE has 30/50%
*) EOC has 15/30% impact resistance while EE has his lv3 20/40% unchanged.
*) EOC has 3 HP nerf compared to EE version (this is specially designed to make "a difference" in orocia lol)
Knight of Chaos
In compesation of Doom/Hell guardian nerfs, Knight of chaos will receive extra health.
- Health from 51 to 54
They're still weaker than Dark Knights from EE, only +2 hp but no +10% blade res from a buff to EE ones apart of -2 axe damage for EOC ones.
Chaos Razerman
- Health from 75 to 78
- Price from 42g to 43g
Difference between both versions
*) EOC has 0% res to blade while EE has 20%
*) EOC can't lv4 unlike EE
*) EOC has -2 axe damage in comparation to EE
*) EE costs 2g more than EOC
*) With the following buff, the only advantage of EOC is having 3 more HP than EE counterpart.
19.- Laviginian Legion slight nerfs
They're actually quite beast, specially their Legionaries and Hyppos.
Legionaire
6-4 blade mele that if strong can be a devastating 9-4 if daytime, slowing ranged, high physical resistances, 50% flat defense.
Severe XP nerf on lv1 legios decreasing the amount of early lv2 legionnaires.
- XP from 42 to 52
This nerf will be pretty notisable if made in spam. Maintaining them as strong, but 1 more kill to lv2.
Prognator
- XP from 64 to 75
- Price from 28g to 31g
This means 2 more kills to adquire the lv3 counting the increased XP of lv1's.
Praetorian Guard
- Price from 40g to 51g
Decurion
- Gladius damage from 8-4 to 7-4
- XP from 72 to 80
Signifier
- Aligment from lawful to neutral (lv3 will be lawful, gives more motivation to the player to level up this guy)
As if free +25% damage aura for legionaries isn't good enough...
Field Ballista
Previously buffed because they lose steadfast and fire arrows, now will receive just a an XP nerf.
- XP from 58 to 70
Siege Archer
- XP from 60 to 72
Saggitarius
- Price from 42g to 46g
River Calf
Another XP nerf because they still level up ridicously fast for its strength.
- XP from 36 to 44
River Horse
- XP from 66 to 75
Claimant
- XP from 68 to 72
19.- Kthons
I've been always considering how to improve balance in this faction which is difficult to balance with the thrallment special...
20.- Ukians
Some reviews to their adjustment as some units are still struggling in balance.
Attack Dog
Realized that the unit itself is just stronger than intended, but scales too good with upgrades in afterlife.
Being berserk + Skirmisher is good enough. It also defeats a lv1 archer so easily.
- Berserk Attack from 5-3 to 6-2
They don't need to outmatch an elvish scout rider in 1vs1 berserk duel specially if having both skirmisher + berserk... very justified.
Lowering the effectiveness of XP mod of extra damage at Attack Dog and at War Hound is the way to balance correctly this pair of units.
Harrier
Just because realism reasons, Harrier is having the same amount of health than loyalist Cavalryman...
- Health from 34 to 31
War Hound
- Fangs damage from 8-4 to 9-3
- Torch damage from 13-2 to 12-2
Actual issue of all Doggos is their absurd damage potential +skirmisher and scout movement.
21.- Oracles
Viewing at possible solutions for Scrapshifters that actually are being ridicously OP.
- Metalfist damage from 10-3 to 9-3
- Metalshards damage from 6-8 to 6-7
- Metalshards damage from 8-6 to 7-6
- Fire/Cold resistances from 0% to -5%
Telekinetic
- Adding +Swarm(3) to mele.
22.- EFM's Highlanders
Actually saw a game of anyone trying them in WC and could consider that definitely this faction is outclassed by others like Marauders or Vilkai.
So for this almost the whole faction will receive a slight buff.
- Highlander physical resistances from -20% to -15%
23.- Strife Dwarves
- Dwarvish Runefighter's Hammer attack adjusted from 11-1 to 8-2 (same damage as lv1 but +Magical)
- Dwarvish Runewarrior hatchet damage from 14-1 to 8-1 (Long ago in default Dwarvish Lord's ranged was decreased by 1 strikes)
Dwarvish Charger / Dwarvish Linebreaker
- Flat/Forest/Sand defense from 30% to 40% (same as Stalwart and Sentinel)
- Mountains defense from 70% to 65% (for Dwarvish Rusher as well) / Hills defense from 60% to 55%
- Dwarvish Charger's Shield damage from 10-2 to 9-2
- Dwarvish Linebreaker's Shield damage from 14-2 to 13-2
Dwarvish Guardsman
If you ask me, 1g more for an optional 14-1 slowing impact mele is pretty GREAT, also will adjust it and its advancements for more balance.
- Shieldbash damage from 14-1 to 12-1
Dwarvish Guardsmsan
- Shieldbash damage from 20-1 to 16-1
Dwarvish Defender
- Shieldbash damage from 26-1 to 20-1
- Javelin damage from 9-1 to 11-1
- Arcane/Fire/Cold/Impact resistances from 30% to 20%
24.- Despair
Some adjustment to Despair as seems they're not very used voluntary by players...
I haven't seen anyone comenting they like Despair at all...
Will adjust movetypes to make Despair work at more situations, basically a small rework over them.
Cloack and advancements
Considering that I will worse swamp defense for Spearmen and Widows... Cloack will get extra swamp defense in compesation.
- Swamp defense from 40% to 50%
- Deep water defense from 30% to 40% (10% more than in flat... at least)
- Cave defense from 70% to 65% (because in specific situations this is abusable)
Will not nerf XP for now, I've seen that in overall most players suffer at using this unit's strength in their favour...
Spearman
They're quite expensive actually, for not even a complete 7-3 if not strong... but defensively does fine.
Will do some adjustments to increase it's effectiveness specially in WC gameplay.
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
- XP from 39 to 42
Soldier
They're quite expensive actually, for not even a complete 7-3 if not strong... but defensively does fine.
Will do some adjustments to increase it's effectiveness specially in WC gameplay.
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
- XP from 60 to 65
Officer
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
Lord Knight
Its role will be somewhat more offensive than of Officer. These changes will nerf defensive potential of this unit but will allow it to skirmish better.
- Forest movement cost from 2 to 1
- Forest defense from 60% to 50%
(Swamp / Mountain defenses are unchanged, intention is that this unit be more versatile at more terrain types, but not specializing at any)
Widow
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
- XP from 36 to 42 (same as spearman)
Forest movement cost and extra mountain defense is a considerably strong buff, which is worth the XP increase.
Widow-in-White
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
- XP from 86 to 94
Banshee
- Forest movement cost from 2 to 1
- Mountains defense from 50% to 60%
- Swamp defense from 50% to 40%
Midnight Beauty
- Different line (optional one), different movetypes etc, no changes to terrain.
- NEW ATTACK: Sorrow 7-3 pierce ranged +Magical (it's like lv1 widow damage at night if no damage aditions)
Black Rider and Advancements
They're spectral horses, not like living horses, this can lead a reason for a slight buff.
- Forest Movement cost from 3 to 2
Statues
It's weird that actually they're working like if they had leadership when it's not the intention! will do a bug removal at there
- Fixing the unwanted Steadfast effect at statues
- Health from 40 to 42
- Swamp defense from 40% to 30% (it's generous making it the same as of Flat defense...)
Stone Soldier
- Fixing unwanted steadfast effect
- Fist damage from 10-2 to 11-2
25.- EE - Chaos
This concern to a specific unit: Doom/Hell guardians of both factions. Just viewing how EOC version is just stronger for costless and considering
EOC Chaos has better demons and Imps, will keep EOC guardians dealing more damage but slightly worse resistances.
Also both will be nerfed as both are formidable units
EOC Chaos can even have healing+8 if leveling Zephyr to Spell dancer lol.
Doomguards
- Impact/Arcane resistances from 20% to 15%
- Price from 40g to 34g
Hellguardian
- Arcane resistance from 20% to 15%
(Impact unchanged on lv3, unlike of EOC version)
- Price from 80g to 54g
26.- EE - Dark elves
- Warrior HP from 50 to 52
- Price from 28g to 30g
They need a slight buff as captain is a more complete unit.
27.- BEEM - Wood Warriors
Important improvement of Life Quality at Wood Warrior's late game (lv2 and lv3 stages). Spectated a random player using Wood Warriors in WC and they did insanely
terrible at later scenarios because of not enough potential in certain lines and in general of real design problems in the faction.
Things that are fairly enough to consider an intervention, even of considering new units and STRONG buffs!
Thins in that the faction in overall has severe lacking
- No arcane resistant tanks (thing that can be pretty ANNOYING for wood warriors)
- No explorer Puck advancement having fire-melee (THIS IS ACTUALLY TERRIBLE)
- Lots of lacking of late game potential at single/multiplayer campaigns
Fatal Tangle
- Ensnare damage from 8-2 to 6-2
- Will now have +Feeding
Better late game at the cost of ranged damage.
Wood's Druid
- Arcane resistance from 20% to 30% (harmless buff)
Explorer Puck
Will receive lv2 and lv3 advancements. So NEW UNITS!!
It's indeed very needed that players could just level up explorer puck into a stronger version of lv1 one with torch to face certain types of enemies.
- Arcane resistance from 20% to 10% (their cost efficiency is really good!) this change will be kept for new lv2 and lv3.
NEW UNIT: Adventurer Puck Lv2 (cannot be leader)
Health: 39
Movement: 7
XP: 90
Cost: 32
+Skirmisher
6-4 fire mele
6-2 fire ranged
Could advance to lv3 to Couragerous Puck
NEW UNIT: Couragerous Puck
Health: 50
Movement: 7
XP: 150
Cost: 44
+Skirmisher
8-4 fire mele
6-3 fire ranged
Predator Rat Knight
- Star Knife damage type changed from pierce to blade
- Arcane resistance from 0% to 20% (same as lv1 explorer puck and other rat line)
- Cave defense from 40% to 50%
- Mushroom grove movement cost from 3 to 2
This make this unit more notisable and useful, as it will at least be 6-3 of other damage type than Faun Archers.
Also there is another rat option that has pierce at both mele/ranged, the attack type change in ranged is highly convenient and has no cons.
Rats Knight / Wildrats Knight
- Cave defense from 40% to 50%
- Mushroom grove movement cost from 3 to 2
Swamp Explorer
To be honest... this unit is crap and depends of a very specific terrain to work well.
Also when it's compared to Explorer Puck there is real no sense how they can cost just one gold less...
And as you look to fire/Arcane resistances makes no sense why Swamp explorer's resistances are much worse to these attack types!!
So... MASSIVE BUFFS specially to lv2
- Blade/Fire/Pierce resistances from -10% to 0%
- Arcane resistance from -10% to 10%
- Mountains defense from 40% to 60%
- Village/Castle/Fungus defense from 50% to 60%
- Cave defense from 40% to 50%
Swamp Pathfinder
This unit is absurdly inferior than Toad riders. Needs urgently buffs.
- Health from 36 to 43
- Spear (ranged) damage from 5-2 to 5-3
- Arcane resistance from -10% to 10%
- Blade/Fire/Impact/Pierce resistances from -10% to 0%
- Forest defense from 50% to 60% (lv2 and lv3 bonus)
- Mountains defense from 40% to 60%
- Village/Castle/Fungus defense from 50% to 60%
- Cave defense from 40% to 50%
- XP from 100 to 70
- Will now have Lv3 to Swamp Ranger
- Price from 20g to 24g
This patch is not justified if no Lv3 version of this unit!
Swamp Ranger
Health: 54
Movement: 6
XP: 150
Cost: 42
8-4 Pierce mele +First-strike
7-3 pierce ranged
(same movetype as of lv2 Swamp Pathfinder)
This unit is NEEDED, fits a missing role that Wood Warriors will probably benefit from it.
Not as strong as a lv3 fighter, but come on, new unit, better lv2, etc, it's for the best of Wood Warriors!
Young / Bigfoot / Terrible Bigfoot
- Mountains defense from 50% to 60%
- Cave movement cost from 3 to 1
- Cave defense from 30% to 40%
Nobody can complain, abuse of BEEM bigfoots is inexistant, and I don't think this could case any kind of havoc.
Bigfoot
- Fire/Arcane resistances from -20% to -10%
Terrible Bigfoot
- Fire/Arcane resistances from -20% to 0%
Faun Captain / Overlord
As they lose their 70% forest defense on this advancement, looks fair an slight buff to arcane resistance.
- Arcane resistance from 0% to 10%