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Today's Update:
The human swordsman’s Full Swing II skill now gives a 40% chance of cleaving (formerly 30%). The dwarven brawler’s charge attack bonus is now +3 (formerly +2), and his hunker defense bonus is now +3 (formerly +4 - sorry!). And the dwarf can now choose to use the bow instead of charge. If you click the bow button next to the trinket bag, charging will be disabled until your next action. (Click the bow button again if you change your mind.)
Purple worms have befriended dwarvenkind. Worms will no longer attack the dwarf, and they will even stick around to fight by his side.
In games with multiple lair chambers, there now will be between 2-6 dragons per room (formerly 3-7).
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Giving the dwarf the ability to use the bow instead of charge, and reducing the density of dragons, were based on player feedback.
The tweaks to the human and dwarf are an attempt to to balance the heroes (at higher dragon levels) based on looking at game statistics.
And changing the purple worm to not attack the dwarf just seemed right.
After you've played a while, please post your thoughts.
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If the change only affects the distribution of dragons but not the number of rooms (#dragons ÷ 5 rounded up), then it's not actually a reduction in dragon density?
Anyway, I think when only the dwarf and worm are left the room should automatically clear by withdrawing or ignoring the worm. But perhaps the more interesting solution is to forbid dwarf-on-worm attacks, turning them into Dismiss actions.
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> *Originally posted by **[RogueSword](/forums/979845/topics/1878423?page=1#13296221)**:*
> The tweaks to the human and dwarf are an attempt to to balance the heroes (at higher dragon levels) based on looking at game statistics.
Does this mean that the Elf was overpowered at higher dragon levels (given that the human and dwarwen attack have been increased?)
Will try out the changes but not convinced that the Dwarf changes will improve gameplay - it will force using the Dwarf more offensively (to try to benefit from the +3 vs. +2) however the Dwarf was more useful in crowded spaces to thin out the enemies in a defensive play.
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> *Originally posted by **[rmagere](/forums/979845/topics/1878423?page=1#13315105)**:*
> > *Originally posted by **[RogueSword](/forums/979845/topics/1878423?page=1#13296221)**:*
> > The tweaks to the human and dwarf are an attempt to to balance the heroes (at higher dragon levels) based on looking at game statistics.
>
> Does this mean that the Elf was overpowered at higher dragon levels (given that the human and dwarwen attack have been increased?)
>
> Will try out the changes but not convinced that the Dwarf changes will improve gameplay - it will force using the Dwarf more offensively (to try to benefit from the +3 vs. +2) however the Dwarf was more useful in crowded spaces to thin out the enemies in a defensive play.
Actually, it was the dwarf that was overpowered against lots of dragons. The reduction in the hunker bonus was meant to make it so the dwarf would not be OP simply by hunkering all the time. The effective use of charging is a bit more fun and interesting.
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