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Czech Republic EAGLEMUT
ESOC Dev Team
Donator 05
Posts: 3453
ESO: EAGLEMUT
Location: [WPact]

15 Aug 2019, 00:52

See the EP Beta FAQ for general information about EP Beta and details on how to participate.

As I have mentioned, many times, this year, EP7 will begin to also focus on improvements to the game, including issues of viability. Having core game features marginalized - let alone so many of them - is simply unacceptable. I have no illusions of making everything equally viable; only aspirations of making some things at least situationally viable, bit by bit.

At the literal bottom of ESOC’s Population Statistics page, it can be seen that EP has seen strong growth, in 2019. Also, with inter-civilization balance relatively stable, there’s never been a better time to expand on the improvements of the patch. Currently, in no order of priority, these are my goals for the patch:

1. Improving balance (between civilizations, first; between options, second).
2. Improving community experience, in general, and user experience, in particular.
3. Increasing adoption by means of the above.

For this initial build, I've included changes I'm confident in testing, after getting feedback on them. All in one, I’ve tried to make them as constructive, exciting and non-controversial as possible. It's a delicate balancing act. The idea is to increase the number of available options, and make the game more fun, while maintaining a focus on inter-civ balance. In light of this, it’s necessary to make priorities, which will continue to be reflected by the selection of changes made.

Please be advised that this is a test patch. Its content is subject to change, primarily based on player feedback, and may not reflect that of the final release. There are many players, and many opinions. Ultimately, it’s a matter of compromise. To this end, I've set up a public read-only forum, to which a substantial number of players will be invited to post and vote in. It is my hope for this to better involve the community in the patch’s development, and stimulate play-testing.

Arsonists OP? Let us see!

P.S. Kevsoft is SLAYING this game! He solved the age-old cover-mode bug in five minutes' time, and hacked "Cease Fire" ezpz. I appreciate being made to look fittingly incompetent!

~ @zoom

Image

EP 7.0.0.0 Beta2 [2019-08-26]
combined changelog since EP 6.1.1.2

Bug fixes
- Monasteries now train the same mercenary units as the Saloon, instead of "repentant" versions of the units. This effectively solves all remaining inconsistencies/errors in "repentant" unit stats, and prevents confusion. Existing Monastery hotkeys remain functional and do not need to be remapped.
- Changdao cover mode attack standardized to deal half the damage of regular attack.
- Indian Monks now have the previously missing AbstractElephant tag.
- Comanche Trade Language now affects Wonder costs.
- Any Chinese villagers can now rebuild the Blockhouse granted by Russian Consulate, as opposed to only rescued villagers.
- "Old Ways" shipment now decreases the cost of Founder big button tech by 50%, instead of greatly increasing its cost in error.
- German Consulate passive effect changed to -15% banner-army cost; this fixes a bug where German Consulate would cause trained banner-armies to "refund" resources to the player, due to the armies having negative costs.
- "TEAM Early Dragoons" home-city shipment no longer enables German War Wagons, Aztec Eagle Runner Knights and Nobles' Hut. [revert]
- Other players can no longer see if "2x" shipments have been sent, via deck inspection.
- Fixed an exploit that allowed players to reset unit rate-of-fire by cancelling an activated ability. Monitors will no longer utilize charged actions, which were used to alleviate the issue.
- Fixed a bug where "knocked out" hero units would enter into an invalid stance state upon waking up ("cover mode bug"). Such units will now correctly remain in the same stance they were in before being knocked out.
- Fixed a bug where wagon builder units were able to speed up construction of buildings started by other kinds of units. Wagon builders can now only be tasked to their own placed foundation.
- Fixed an issue that prevented players from hosting Deathmatch games.
- Fixed a bug where resource gatherers would sometimes obtain resources twice for a single gather action. Backported more reliable gathering implementation from AoEO, which isn't animation-based.
- The Diplomacy button can no longer overlay the Objectives button (Objectives has higher priority).

Observer Mode
- Observers can now see a rough unit path when selecting a unit which is heading somewhere.
- Fixed an issue where fonts on the integrated Aizamk's Spectator UI wouldn't render correctly unless the standalone version of the UI was previously installed on the computer at some point.

ESOC Patch Launcher
- Added multi-language support (incomplete; French & Portuguese).
- Added an option to not automatically close EP Launcher when the game starts.


ESOC Patch balance changes

General
- Plantation cost reduced from 800w to 600w (bounties adjusted accordingly)
- Crossbowman inaccuracy removed
– Arsonist, Chakram, Grenadier and Young Garde "heavy infantry" tag removed
- Halberdier hand attack increased from 25 to 30 (Russian Halberdiers adjusted accordingly)
- Spy hitpoints now increases by 25% in Fortress Age
- Castle cost reduced from 250w, 100c to 250w, 50c (bounties adjusted accordingly); "1 Flatland Castle", "1 Hill Castle" and "2 Mountain Castles" shipments increased to "2 Flatland Castles", "2 Hill Castles" and "3 Mountain Castles" (descriptions and names updated accordingly)
- Jaeger cost increased from 180c to 200c (bounties adjusted accordingly)
- "Cavalry Cuirass" improvement cost reduced from 100w, 300c to 300c
- "Incendiary Grenades" improvement cost reduced from 400w, 300c to 250w, 250c
- "Infantry Breastplate" improvement cost reduced from 200w, 200c to 100w, 100c
- "Socket Bayonet" improvement cost reduced from 400w, 400c to 200w, 200c
- Medicine Man population cost reduced from 1 to 0
- Priest cost reduced from 200c to 150c; bounties adjusted accordingly

Aztecs
- War Chief cover mode added
- Puma Spearman hand attack light infantry multiplier increased from 3 to 3.5
- Coyote Runner hand attack increased from 18 to 20
- "Coyote Combat" shipment decreased from +20% Coyote Runner hitpoints and +10% Coyote Runner speed to +20% Coyote Runner hitpoints and +4% Coyote Runner speed
- "10 Macehualtins" shipment decreased to 9 Macehualtins
– "9 Macehualtins" shipment changed to INFINITE "8 Macehualtins"
- Arrow Knight population cost reduced from 2 to 1
- Eagle Runner Knight speed increased from 6 to 6.5; ranged resistance decreased from 30% to 20%
- Jaguar Prowl Knight hand attack increased from 18 to 20; hitpoints increased from 230 to 240

British
- "Guard Longbowmen" and "Imperial Longbowmen" improvements set to available, by default; "Yeomen" shipment updated accordingly

Chinese
- Shaolin Master cover mode added; passive-aggressive abilities chance no longer increases to 30% (from 20%) when reaching Colonial Age
- "Old Han Reforms" shipment now includes Keshiks and Steppe Riders; renamed "Old Dynasty Reforms"
- Keshik hand & ranged attacks increased from 8 to 10, respectively; obstruction radius decreased from 0.79 to 0.65
- "Mongolian" banner-army changed from 3 Keshiks and 3 Hand Mortars to 2 Keshiks and 2 Steppe Riders; cost changed from 495f, 270w to 230f, 170c; train-points decreased from 30 to 25; moved from Fortress to Colonial Age and from Castle to War Academy
- Steppe Rider speed increased from 6.75 to 7.25; obstruction radius decreased from 0.79 to 0.65
- "Black Flag" banner-army changed from 3 Arquebusiers and 1 Flamethrower to 4 Changdao Swordsmen and 2 Meteor Hammers; cost changed from 170w, 425c to 380f, 350c; train-points decreased from 40 to 33; moved from Castle to War Academy
- Iron Flail hand attack increased from 19 to 20 (damage cap increased from 38 to 40); hitpoints increased from 292 to 320
- Meteor Hammer attack decreased from 29 to 25

French
- Coureur Des Bois cost reduced from 125f to 120f
- "TEAM Early Skirmishers" shipment no longer moves Black Flag banner-army from Fortress to Colonial Age; Now moves Imperial and Territorial banner-armies from Fortress to Colonial Age

Germans
- "3 Settler Wagons" shipment decreased to 2 Settler Wagons and 1 Settler
- "Hire Hessian Jaegers" shipment decreased from 13 to 12 Jaegers
– Uhlan cost increased from 50f, 100c to 65f, 100c (bounties increased from 15 to 16); hitpoints increased from 180 to 190

Indians
- Taj Mahal "Cease Fire" ability duration decreased from 20 to 15 seconds; now also halves all military unit speed
- Flail Elephant hand attack increased from 5 to 10; population cost reduced from 4 to 3; Mansabdar updated accordingly
- Rajput hand attack increased from 18 to 20; siege attack increased from 20 to 25; speed increased from 5 to 5.5; Mansabdar updated accordingly

Iroquois
- Siege Workshop cost reduced from 300w to 200w (bounties adjusted accordingly)

Japanese
- Samurai hand attack increased from 25 to 30
- Yabusame ranged attack increased from 8 to 10

Ottomans
- "Koprulu Viziers" improvement moved from Colonial to Discovery Age
- "Tanzimat" improvement moved from Industrial to Fortress Age
- Imam heal-rate increased from 10 to 20 hitpoints per second
- Spahi ranged resistance increased from 10% to 20%

Portuguese
- 100f and 100c added to starting crates
- Settler cost increased from 85f to 100f
- "Gunpowder Infantry Attack" shipment moved from Industrial to Colonial Age
- "TEAM Gunpowder Infantry Hitpoints" shipment moved from Industrial to Fortress Age
– Cassador ranged attack "rate-of-fire" increased (nerfed) from 3.0 to 3.5; ranged attack increased from 17 to 20
- Organ Gun limber mode speed increased from 1.6 to 2.4; train-points decreased from 45 to 40

Sioux
- Teepee gather-rate aura increased from 3% to 5%; no longer stacks; range decreased from 24 to 18
- Teepee hitpoints aura increased from 7% to 10%
- "Aggressive Expansion" shipment increased from +2% to +5% Teepee gather-rate aura; now also increases all Teepee auras' range from 18 to 24
- War Club hand attack increased from 10 to 12
- Rifle Rider cost reduced from 120f, 100c to 120f, 90c (bounties adjusted accordingly)

Spanish
- "Spanish Gold" shipment decreased from 400c to 250c per shipment; moved to Colonial Age
- "Unction" shipment now comes with 2 Missionaries
- "Caballeros" shipment changed from +1 hand attack infantry multiplier to +1 hand attack infantry multiplier and +1 hand attack range for Lancers


Credits

- @Thrar for persistent launcher
- @Kao for multi-language launcher, @lemmings121 for contributing translations
- @Kevsoft for his work on UHC2 (2x shipments fix, wagon fix, rof fix, dm fix, cover mode fix, gather fix, cease fire, unit path)
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Czech Republic EAGLEMUT
ESOC Dev Team
Donator 05
Posts: 3453
ESO: EAGLEMUT
Location: [WPact]

15 Aug 2019, 00:52

Beta1
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Turkey Gafur
Skirmisher
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ESO: Gafur

15 Aug 2019, 01:12

EAGLEMUT wrote:- Taj Mahal "Cease Fire" ability duration decreased from 20 to 15 seconds; now also halves all military unit speed

rip meme fire
mentally healthy
United States of America charlemango
Musketeer
Posts: 75
ESO: 2ndLastKnight

15 Aug 2019, 01:46

Germans
- "3 Settler Wagons" shipment decreased to 2 Settler Wagons and 1 Settler
- "Hire Hessian Jaegers" shipment decreased from 13 to 12 Jaegers
- Uhlan cost increased from 50f, 100c to 65f, 100c; hitpoints increased from 180 to 190


Is it just me or did Germans just get buffed?? So you lose 1v in colonial. Jaeger shipment still OP. But now 9 uhlans and 8 uhlans shipment get back to their old terrorizing form of wrecking all your infantry.
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United States of America IAmSoldieR
Howdah
Donator 03
Posts: 1751
ESO: SoldieR
Location: Chi City

15 Aug 2019, 01:50

good god thats a lot of significant changes!
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United States of America Cometk
ESOC Media Team
Posts: 3681
ESO: DJ_Cometk
Location: California

15 Aug 2019, 01:58

EAGLEMUT wrote:- Fixed an issue that prevented players from hosting Deathmatch games.
Image
sebnan12 wrote:whenever i see a picture of siege elephants i question why they do 40~ dmg when they hit u. that phat cannons probably loading coconuts
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United States of America n0el
ESOC Business Team
Posts: 3238
ESO: n0eL

15 Aug 2019, 01:59

Great job, as usual.
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Canada dansil92
Lancer
Posts: 553
ESO: dansil92

15 Aug 2019, 02:54

"Grenadier "Heavy Infantry" unit-tag removed"

Hooray! Finally they can counter massed infantry like they are supposed to! Also they can now be hard countered by asian cav, which is a big step forward in balance as well. Looking forward to potential for this unit, especially vs iro, aztec russia and japan.

The halb buff scares me, especially considering how powerful the dutch ones could become. I'll be interested to see if this affects dutch meta.

Rajput buff is equally scary on an already ridiculous melee unit. Still dont know if they will be used.

Arrow knights to one pop is nice, erks with 20rr but still getting hit harder by skirms (2x instead of 1.5x) seems harsh. Coyote buff is also nice.

Keshiks too op already but this will be interesting :lol:

Spain seems slightly improved as well, something im very happy with, that range buff means rod-lancers wont bump quite as much

On a more technical note: was the flail elephant damage cap on melee damage adjusted at all? I know it is exceptionally high (like 7x the base damage), and if it scaled with the doubling in damage they actually could be quite scary (read: much scarier than sowars).

Great work guys! Love this list it is very exciting stuff
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:hehe: :hehe: :hehe:
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United States of America occamslightsaber
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Posts: 119
ESO: L1BERTYPR1ME

15 Aug 2019, 05:05

Wow China does sound a bit OP as Garja mentioned in the other thread. I wonder if the meta will shift from Territorial Army + Forbidden Army to Imperial Army + the new Mongolian Army. Steppe riders and keshik are now much more usable and they weren't necessarily weak to begin with. They just had awkward pairings with age 2 infantry units in their old banner armies.
"I lost the battle at five o'clock, but I won it back again at seven!" - Napoleon
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Canada Mitoe
ESOC Media Team
EWTNWC LAN Top 8
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ESO: Mitoe
GameRanger ID: 346407

15 Aug 2019, 05:07

I don't think you would use Mongolian Army in Fortress. Black Flag seems like it's too good in some situations though.
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United States of America occamslightsaber
Skirmisher
Posts: 119
ESO: L1BERTYPR1ME

15 Aug 2019, 05:12

@Mitoe Really? Changdaos are decent anti-cav but wouldn't you rather have keshiks instead? I thought the new Mongolian Army would make a skirm/goon type composition viable for China.
"I lost the battle at five o'clock, but I won it back again at seven!" - Napoleon
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Brazil Luciofrancosi
Musketeer
Posts: 67
ESO: luciofrancosi
Location: UK

15 Aug 2019, 07:05

I really like the changes specially the cdbs cost being reverted!! I am a bit unsure about players not being able to see the x2 disappears from Japanese deck though, I know Japan needed a bit of a buff but being able to see the x2 always seemed to me as a good compensation for them having twice as many shipments as other civs!!
"Supreme excellence consists of breaking the enemy's resistance without fighting"

Sun Tzu - The art of war
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European Union scarm
Skirmisher
Posts: 194
ESO: Malebranche

15 Aug 2019, 07:22

You maybe should consider a new way of organizing the patch notes in the future if a lot of those changes go through (/the amount of changes from RE in general increases), e.g. by making categories per Civ for Unit Changes / HC Changes / Mechanics changes and putting those in separate spoilers. Otherwise it will be impossible to even remotely understand whats going on for new players without reading 2 hours worth of patchnotes which you can't memorize even 30% of.
Great Britain Hazza54321
Gendarme
Donator 01
Posts: 6011

15 Aug 2019, 07:26

Oh god not a fan.
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Portugal gamevideo113
Howdah
Posts: 1227
ESO: gamevideo113

15 Aug 2019, 07:35

ESOC Patch balance changes

General
- Halberdier hand attack increased from 25 to 30 (Russian Halberdiers adjusted accordingly)
Good change. With this change halbs behave exactly the same, but they pack a much bigger punch when they get in melee.

- "Cavalry Cuirass" improvement cost reduced from 100w, 300c to 300c
- "Incendiary Grenades" improvement cost reduced from 400w, 300c to 250w, 250c
- "Infantry Breastplate" improvement cost reduced from 200w, 200c to 100w, 100c
- "Socket Bayonet" improvement cost reduced from 400w, 400c to 200w, 200c
Nice to see some arsenal buffs, perhaps we will see some of these upgrades more often from now on. I think infantry breastplate and cavalry cuirass were already viable but it's ok that they are slightly buffed now.

Aztecs
- Coyote Runner hand attack increased from 18 to 20
- "5 Coyote Runners" shipment increased to 6 Coyote Runners
- "Coyote Combat" shipment decreased from +20% Coyote Runner hitpoints and +10% Coyote Runner speed to +20% Coyote Runner hitpoints and +4% Coyote Runner speed
Hmmm why this nerf?
- Arrow Knight population cost reduced from 2 to 1
Good one
- Eagle Runner Knight speed increased from 6 to 6.5; ranged resistance decreased from 30% to 20%
I like this one too
- Jaguar Prowl Knight hand attack increased from 18 to 20; hitpoints increased from 230 to 240
Ok change, i don't think we will see a lot of jaguars though, except from the big button.

Chinese
- "Old Han Reforms" shipment now includes Keshiks and Steppe Riders; renamed "Old Dynasty Reforms"
Kinda gamebreaking in late team games imo lol - fully carded keshiks have like 1.3x the dps of an imperial jinete on cav lol
- Keshik hand & ranged attacks increased from 8 to 10, respectively; obstruction radius decreased from 0.79 to 0.65
I wouldn't be surprised if keshik became part of the chinese meta after this.
- "Mongolian" banner-army changed from 3 Keshiks and 3 Hand Mortars to 2 Keshiks and 2 Steppe Riders; cost changed from 495f, 270w to 230f, 170c; train-points decreased from 30 to 25; moved from Fortress to Colonial Age and from Castle to War Academy
Really big change!
- "Black Flag" banner-army changed from 3 Arquebusiers and 1 Flamethrower to 3 Changdao Swordsmen and 2 Meteor Hammers; cost changed from 170w, 425c to 285f, 350c; moved from Castle to War Academy
Another really big change!
Also, the fact that the german consulate was changed from -15 to -15% is a game changer. The bonus is so good now! I'd also love to see all the trickles available in colonial, since now you have food in colonial, wood in fortress and gold in industrial, even though the passive bonus change might be already good enough to make german consulate the standard for china.

Germans
- "3 Settler Wagons" shipment decreased to 2 Settler Wagons and 1 Settler
Not very elegant, perhaps we can find better solutions in the future.

Indians
- Rajput hand attack increased from 18 to 20; siege attack increased from 20 to 25; speed increased from 5 to 5.5; Mansabdar updated accordingly
India has a new overpowered unit. 5.5 speed euqals basically rods. Honestly rajput+mahout is super viable with this change imo, also since india has a card that buffs hand attack for all units.

Iroquois
- Siege Workshop cost reduced from 300w to 200w (bounties adjusted accordingly)
Not very relevant, i guess it's nice but could very easily not be in the beta

Japanese
- Samurai hand attack increased from 25 to 30
Seems a good buff, what i said for the halbs applies here too.
- Yabusame ranged attack increased from 8 to 10
Kinda big change for a unit with such multipliers, we'll have to see, i think it improves them a lot.

Portuguese
- 100f and 100c added to starting crates
Love this. 10/10 is viable again and on top of that ports can have probably the best market start of any civ. I think this also helps a lot for naked FFs, which is a fun strat for ports.
- Settler cost increased from 85f to 100f
Approved
- "Gunpowder Infantry Attack" shipment moved from Industrial to Colonial Age
Very approved
- "TEAM Gunpowder Infantry Hitpoints" shipment moved from Industrial to Fortress Age
Very very approved
- Cassador ranged attack "rate-of-fire" increased from 3.0 to 3.5. Attack increased from 17 to 20
I am a bit skeptical about this, it's not really a buff, but i think it improves their use quite a bit when going for a naked ff, since cassa are already good at hit and running and with them it is super fun to clean up the enemy's heavy infantry when you have the age advantage.
I hope ports stay like this even after the beta!

Spanish
- "Spanish Gold" shipment decreased from 400c to 300c per shipment; moved to Colonial Age
Interesting, seems very strong.
- "Unction" shipment now comes with 2 Missionaries
Good suggestion from aizamk
- "Caballeros" shipment changed from +1 hand attack infantry multiplier to +1 hand attack infantry multiplier and +1 hand attack range for Lancers
Interesting, i'm curious to see its effect.
[Some people aspire to be pr30+, some people aspire to have fun, and some people aspire to play 3v3 Deccan.] - vividlyplain - 2019
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France [Armag] diarouga
Gendarme
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ESO: diarouga
Location: France

15 Aug 2019, 10:10

General

- Halberdier hand attack increased from 25 to 30 (Russian Halberdiers adjusted accordingly)

I think this is too much. I know halbs aren't very good currently (still we see Dutch making halbs from time to time), but +5 attack is huge. I'd like to see a smaller buff like +2 or +3 attack first to see how it goes.


- Castle cost reduced from 250w, 100c to 250w, 50c (bounties adjusted accordingly); "1 Flatland Castle", "1 Hill Castle" and "2 Mountain Castles" shipments increased to "2 Flatland Castles", "2 Hill Castles" and "3 Mountain Castles" (descriptions and names updated accordingly)

Why this change? It seems very random. I don't think there's an issue with castles currently, and the shipments buffs are scary. Two castles in colonial sounds insanely strong. How are you going to rush japan now?


Aztecs

- "Coyote Combat" shipment decreased from +20% Coyote Runner hitpoints and +10% Coyote Runner speed to +20% Coyote Runner hitpoints and +4% Coyote Runner speed

I don't understand the speed nerf. Currently the coyotes are very slow, and you can't really catch raids, or even the Indian monks, so I'm not sure this is deserved.

- "5 Coyote Runners" shipment increased to 6 Coyote Runners
- "10 Macehualtins" shipment decreased to 9 Macehualtins
- "9 Macehualtins" shipment decreased to INFINITE 8 Macehualtins

I really dislike these one. By design, Aztec has great mace shipments, and a bad coyote shipment. Thus, you usually have to train coyotes/pikes and ship the maces, and it's fine. I'd really like these 3 to be removed.


Chinese

- "Old Han Reforms" shipment now includes Keshiks and Steppe Riders; renamed "Old Dynasty Reforms"
- Keshik hand & ranged attacks increased from 8 to 10, respectively; obstruction radius decreased from 0.79 to 0.65
- "Mongolian" banner-army changed from 3 Keshiks and 3 Hand Mortars to 2 Keshiks and 2 Steppe Riders; cost changed from 495f, 270w to 230f, 170c; train-points decreased from 30 to 25; moved from Fortress to Colonial Age and from Castle to War Academy
- Steppe Rider speed increased from 6.75 to 7.25; obstruction radius decreased from 0.79 to 0.65
- "Black Flag" banner-army changed from 3 Arquebusiers and 1 Flamethrower to 3 Changdao Swordsmen and 2 Meteor Hammers; cost changed from 170w, 425c to 285f, 350c; moved from Castle to War Academy

China is perfectly fine currently, it's a top 5 civ I would say. Thus, I don't understand all these changes. It's probably going to change the meta, and give China too many options.


Germans

- Uhlan cost increased from 50f, 100c to 65f, 100c; hitpoints increased from 180 to 190

This one should be removed, or Germany should get another nerf.
2/3 of the uhlans you get are free, thus the cost doesn't really matter (also you'd get a 5uhlan batch anyway). -1v at 5min10, -1jaeger and RE uhlans doesn't sound like a nerf to me. I'm really disappointed to see Germany didn't get the nerf it deserved.


Indians
- Taj Mahal "Cease Fire" ability duration decreased from 20 to 15 seconds; now also halves all military unit speed

- Flail Elephant hand attack increased from 5 to 10; population cost reduced from 4 to 3; Mansabdar updated accordingly
- Rajput hand attack increased from 18 to 20; siege attack increased from 20 to 25; speed increased from 5 to 5.5; Mansabdar updated accordingly

I understand that the goal is to make more units viable, but China and India are already top civs and buffing the top civs is not really something you want to do in a balance patch.
Furthermore, the flail elephant buff is too big. Start with +2 or +3 attack and see how it goes, x2 attack is ridiculous.

I'd also like to see some "overall" nerfs, such as house cost reverted to 80w, or villagers take longer to build TCs (it's way too fast currently).

Iroquois

In my opinion, Iroquois is currently the 2nd best civ on TP maps. Thus, it deserves a small nerf. I think that nerfing the WC aura from 15% to 10% would be a good change.

Japanese
- Samurai hand attack increased from 25 to 30

Just like for halbs, it's too big especially since the upgrades are based on base stats. Let's start with 27 or 28.



Sioux

- Teepee hitpoints aura increased from 7% to 10%

Does it stack?

Spanish
- "Spanish Gold" shipment decreased from 400c to 300c per shipment; moved to Colonial Age

I'm not a big fan of this one either. It just seems like the EP team wants to make this shipment viable and is going to keep buffing it until it becomes viable. Just keep it as it was, here I'm afraid people will send it instead of 700c and get +500c by the time they go for the falc timing.

Russia

We've seen in the previous tournaments that Russia is dominant on no TP maps. Even on normal maps, it's a very good civ while being the second easiest civ to play. I'd remove the undeserved rusket buff.
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Hungary Dsy
Lancer
Posts: 915

15 Aug 2019, 10:13

Some intresting stuffs:

Unit Hitpoints = 110
Unit Attack = 10
Unit Rate Of Fire = 1.5
Unit Melee Or Ranged Resistance = 30
Unit Food Cost = 115
Unit Coin Cost = 0
Unit Wood Cost = 0
Power Index = 83.841210
Finished

Unit Hitpoints = 265
Unit Attack = 13
Unit Rate Of Fire = 1.5
Unit Melee Or Ranged Resistance = 0
Unit Food Cost = 100
Unit Coin Cost = 60
Unit Wood Cost = 0
Power Index = 71.797968
Finished

Keshik now more cost effective than cav archer. Their old stat: Power Index = 67.072968
With a valid training option its definitely viable. Dont know how it will end though. Since its powerfull and aviable in age 2 the same time.

Unit Hitpoints = 150
Unit Attack = 15
Unit Rate Of Fire = 1.5
Unit Melee Or Ranged Resistance = 30
Unit Food Cost = 0
Unit Coin Cost = 85
Unit Wood Cost = 0
Power Index = 160.158181
Finished

Unit Hitpoints = 320
Unit Attack = 30
Unit Rate Of Fire = 1.5
Unit Melee Or Ranged Resistance = 20
Unit Food Cost = 120
Unit Coin Cost = 80
Unit Wood Cost = 0
Power Index = 157.312723
Finished

Steppe rider seems ok also...
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Great Britain Riotcoke
ESOC Media Team
Posts: 1628
ESO: Riotcoke
Location: Best County in the UK

15 Aug 2019, 10:15

These power index calculations never mean anything
You have the charisma of a damp rag, and the appearance of a low-grade bank clerk. And the question that I want to ask, that we're all going to ask, is "Who are you?"
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Hungary Dsy
Lancer
Posts: 915

15 Aug 2019, 10:21

Uhlan cost increased from 50f, 100c to 65f, 100c; hitpoints increased from 180 to 190

Was not mentioned. But i guess bounty changed accordingly.
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Netherlands edeholland
ESOC Community Team
Donator 01
Posts: 3939
ESO: edeholland
Location: the cloud
GameRanger ID: 4053888

15 Aug 2019, 10:30

You cannot express the strength of a unit in a single number.
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France [Armag] diarouga
Gendarme
NWC LAN Gold
Posts: 9602
ESO: diarouga
Location: France

15 Aug 2019, 10:31

edeholland wrote:You cannot express the strength of a unit in a single number.

Add me to the EP discussion team btw?
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Netherlands edeholland
ESOC Community Team
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Posts: 3939
ESO: edeholland
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GameRanger ID: 4053888

15 Aug 2019, 10:32

[Armag] diarouga wrote:
edeholland wrote:You cannot express the strength of a unit in a single number.

Add me to the EP discussion team btw?
@zoom Can I?
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France [Armag] diarouga
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Posts: 9602
ESO: diarouga
Location: France

15 Aug 2019, 10:34

EP discussion.PNG
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Delete this post in case cometk doesn't want me to share this pm for some reasons.
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New Zealand zoom
EP Project Lead
Posts: 8602
ESO: Funnu
Location: New_Sweland

15 Aug 2019, 10:44

charlemango wrote:
Germans
- "3 Settler Wagons" shipment decreased to 2 Settler Wagons and 1 Settler
- "Hire Hessian Jaegers" shipment decreased from 13 to 12 Jaegers
- Uhlan cost increased from 50f, 100c to 65f, 100c; hitpoints increased from 180 to 190


Is it just me or did Germans just get buffed?? So you lose 1v in colonial. Jaeger shipment still OP. But now 9 uhlans and 8 uhlans shipment get back to their old terrorizing form of wrecking all your infantry.
I doubt that. Will keep a close eye on it, though.
Effective ESOC Patch notes

"In general you shouldnt say gg before clicking resign IMO"

"♪You can't trust anyone, because you're untrustable. How can you trust someone you know can't trust you?♫"
User avatar
New Zealand zoom
EP Project Lead
Posts: 8602
ESO: Funnu
Location: New_Sweland

15 Aug 2019, 10:49

IAmSoldieR wrote:good god thats a lot of significant changes!
I wouldn't argue with that statement. I don't think that most of them are very significant to inter-civ balance, though.

I'm open to reverting or tweaking changes, based on reception. It would be great if you helped test them, so we could improve the patch.
:flowers:
Effective ESOC Patch notes

"In general you shouldnt say gg before clicking resign IMO"

"♪You can't trust anyone, because you're untrustable. How can you trust someone you know can't trust you?♫"

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