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Czech Republic EAGLEMUT
ESOC Dev Team
Donator 05
Posts: 3627
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.

EP 7.0.0.0 is now released live, nothing new is available to test at this time.

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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

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EP 7.0.0.0 Beta4 [2019-11-20]
combined changelog since EP 6.1.1.2
unless specified otherwise, game changes apply to all of ESOC Patch / ESOC Treaty Patch


Features
- Implemented new option in graphics settings for toggling high-detail cliffs independently from other high-poly models.

Bug fixes
- 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).
- The Aztec Heal Dance no longer affects "knocked out" War Chiefs.
- Fixed an issue where Stun abilities would fail to activate when their target was no longer in range before the Stun animation had finished. Stun abilities will now acquire "target lock" once the Stun animation begins, similarly to other attacks in the game.
- Damage bonus multipliers with 2 decimal places now display their real value, instead of being rounded to 1 decimal place.
- Fixed a bug causing Tashunke Prowlers to lose trample/stealth negative speed modifiers at random.

ESOC Patch 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 -20% banner-army food 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]
- Fixed shipment arrival message of Indian Distributivism misleadingly referring to the card as Agrarianism.
- Recalculated Monastery XP bounties to correct values (45/90 from 20/40).
- Admiralty now correctly affects the European version of Imperial Men-o'-War upgrade.
- Garrochista Lancer unique model/art now activates upon researching the Garrochistas upgrade.
- Corrected references to Crossbows/Longbows in texts (-> Crossbowmen/Longbowmen).
- Fixed an inconsistency where the second Chinese Monk's Stun ability had different ranges than the initial Chinese Monk's Stun ability.
- Stagecoach & Iron Horse shared LoS fully enabled for all six expansion civilizations (previously only available to The Warchiefs civilizations in Campaign or when a match was started in the Post-Industrial/Post-Imperial Age).
- Bonus effects granted by minor native alliances will no longer persist after the alliance has been broken. This affects the granted unique ship (Canoe / Wokou Junk / Catamaran), as well as certain home-city shipments (Native Treaties, Native Crafts).
- Added proper garrison UI for Fishing Boats.
- Adjusted some mixed crate shipments to deliver large crates when possible.
- Fixed an issue preventing Navajo Weaving's effects from being interpreted on the effect details UI.

ESOC Patch map changes
- UIx ESOC Lumaco: added new map by @Rikikipu!
- UIx ESOC Herald Island: changed terrain type to fix bright issues, added buildable terrain type on top of the map, disabled docks.
- UIx ESOC Mendocino: reduced TC distance between members of each team.
- UIx ESOC Manchac: added land terrain on top of TCs.
- UIx ESOC Iowa: revamped entire map, removed lakes.
- UIx ESOC Wadmalaw: remove cliffs, should smooth the map flow.
- UIx ESOC Tassili: changed map design a bit.
- UIx ESOC Thar Desert: added more starting trees, made them and the starting mine closer to the TC.
- UIx ESOC Kamchatka: starting treasure is now always a free macaque, slightly increased number of treasures on map.
- UIx ESOC Tibet: starting treasure is now always a free macaque.

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.
- An error message is now displayed to observers running on an unsupported resolution.

Multiplayer save/restore
- Fixed an issue in restored game rooms that prevented the host from seeing AI players and being able to ready them up, in order to start the game.
- AI players in restored game rooms are now ready by default.
- Fixed an issue where the observer interface wouldn't show up in restored games.
- Fixed an issue that caused all players in a restored game to gain control groups of whichever player created the savegame file. All players will now always start without control groups.
- Fixed an issue where certain game options could be "inherited" from whichever player created the savegame file. Game options will now be automatically reloaded upon launching into a restored game. Known issue: in some cases, this may cause your game resolution to change.

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
– Before Colonial Age, rescued warriors (treasure rewards) now do 1/4 damage to heroes and villagers
– Outlaw Rifleman (treasure guardian) range and line of sight decreased from 18 and 20 to 15 and 17, respectively
– Pirate (treasure guardian) hitpoints decreased from 600 to 400
– 100c dynamic ("random") starting crate spawn removed (does not impact the 100f+100c spawn)
– Fortress Age councils and politicians (not wonders), except for "The Exiled Prince" and "The Messenger" research points decreased from 110 to 105
– Starting Town Center building placement minimum range no longer applies to Trading Posts
– Native Embassy now available to Chinese, Indians, and Japanese
– Castle cost reduced from 250w, 100c to 250w, 50c (bounties adjusted accordingly)
– Plantation cost reduced from 800w to 600w (bounties adjusted accordingly)
– British Allies hitpoints bonus decreased from 10% to 5%
– Arsonist, Chakram, Grenadier and Young Garde "heavy infantry" tag removed
– Crossbowman inaccuracy removed
– Halberdier hand attack increased from 25 to 28; hand resistance increased from 10% to 20% (Russian Halberdiers adjusted accordingly)
– Spy hitpoints now increases by 25% in Fortress Age
– 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
– Trading Posts at minor native settlements now grant a trickle of 0.7xp each

Treasure changes


Aztecs
– War Chief cover mode added
– Puma Spearman hand attack light infantry multiplier increased from 3 to 3.5
– "5 Coyote Runners" shipment increased to 6 Coyote Runners
– Temple of Xipe Totec shipment now also increases Coyote Runner ranged resistance from 10% to 20%
– Temple of Centeotl shipment now also grants the Macehualtin 1 splash radius (damage cap of 16 added accordingly)
– 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
– Great Temple of Quetzalcoatl Support shipment cost reduced from 2000c to 1500c ("Religious Unity" shipment adjusted accordingly)
– Arrow Knight population cost reduced from 2 to 1; speed increased from 3.75 to 4
– Skull Knight hitpoints increased from 300 to 320
– Great Temple of Huitzilopochtli shipment cost reduced from 2000c to 1500c ("Religious Unity" shipment adjusted accordingly)

British
– "Guard Longbowmen" and "Imperial Longbowmen" improvements set to available, by default; "Yeomen" shipment updated accordingly
– Rocket train-time decreased from 98s to 90s

Chinese
– 100w removed from starting crates; dynamic ("random") starting crates added
– 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 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

Dutch
– Envoy train points decreased from 30 to 15
– "Tulip Speculation" shipment increased from +15% to +20% Bank coin trickle

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
– Per-shipment xp required increased from 110% to 112%
– "Hire Hessian Jaegers" shipment decreased from 13 to 12 Jaegers

Indians
– Brahmin Monk Stomp passive ability moved from Discovery to Colonial Age
– Taj Mahal "Cease Fire" ability duration decreased from 20 to 15 seconds; now also halves all military unit speed
– Ottoman Allies bonus (+10 line-of-sight) no longer applies to buildings; "Levy" improvement cost increased from 200xprt to 250xprt
– Flail Elephant hand attack increased from 5 to 10; population cost reduced from 4 to 3; Mansabdar updated accordingly
– Rajput siege attack increased from 20 to 25; speed increased from 5 to 5.5; Mansabdar updated accordingly

Iroquois
– War Chief hitpoints aura decreased from 15% to 10%
– "Crates of 200 Food, 100 Wood, and 100 Coin" INFINITE shipment decreased to 100f, 100w, 100c [revert]
– Siege Workshop cost reduced from 300w to 200w (bounties adjusted accordingly)

Japanese
– Samurai hand attack increased from 25 to 28
– Yabusame ranged attack increased from 8 to 9

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%
– Great Bombard train-time decreased from 115s to 100s

Portuguese
– 100f added to starting crates [revert]
– Berry and hunting gather-rates increased by 5%
– Settler cost increased from 85f to 100f [revert]
– "Besteiros" improvement cost reduced from 2400w to 2000w
– "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 4.5; ranged attack increased from 17 to 25
– Organ Gun limber mode speed increased from 1.6 to 2.4; train-points decreased from 45 to 40

Russians
– Musketeer batch cost increased from 270f, 90c to 285f, 95c [from -4% cost to +1% cost]

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% [revert]
– "Aggressive Expansion" shipment increased from +2% to +5% Teepee gather-rate aura; now also increases all Teepee auras' range from 18 to 24
– "4 Villagers" shipment added [revert]
– Brand new "5 Villagers" shipment added to Colonial Age removed [revert]
– War Club hand attack increased from 10 to 12
– Rifle Rider cost reduced from 120f, 100c to 120f, 90c (bounties adjusted accordingly)
– "Great Hunter" shipment increased from +20% to +25% berry and hunting gather-rates
– "Adoption" shipment increased from -25% to -40% Villager train-time
– War Chief ranged resistance increase from 10% to 30% moved from Fortress to Colonial Age

Spanish
– "Unction" shipment now comes with 2 Missionaries
– "Unction" shipment attack aura increased from +4% to +5% attack per Missionary [revert]
– "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
- @Rikikipu for map updates of Thar Desert, Tassili, Wadmalaw, Iowa, Manchac, Mendocino, Herald Island, and a brand new map Lumaco
- @Kaiserklein for the treasure rework project, along with @Mitoe and @Garja
- @Kevsoft for his work on UHC2 (2x shipments fix, wagon fix, rof fix, dm fix, cover mode fix, gather fix, cease fire, unit path, customprotounitcommands, high-poly cliffs toggle, tech effects unapplying, healing dance fix, stun animation fix, damage bonus multiplier display fix, Tashunke Prowler unique ability fix, TechStatus2 effect)
User avatar
Czech Republic EAGLEMUT
ESOC Dev Team
Donator 05
Posts: 3627
ESO: EAGLEMUT
Location: [WPact]

15 Aug 2019, 00:52

Beta1
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Turkey Gafur
Skirmisher
Posts: 142
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: 76
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
Pro Player
Donator 03
Posts: 1883
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
Tournament Admin
Posts: 4691
ESO: DJ_Cometk
Location: California

15 Aug 2019, 01:58

EAGLEMUT wrote:- Fixed an issue that prevented players from hosting Deathmatch games.
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Mexico n0el
ESOC Business Team
Posts: 4255
ESO: n0eL

15 Aug 2019, 01:59

Great job, as usual.
SirCallen wrote:Just drink the beer as it is, you hipsters.
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Canada dansil92
Lancer
Posts: 789
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
ESOC Media Team
Posts: 417
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.
The scientific term for China creating free units is Mitoe-sis.
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Canada Mitoe
ESOC Media Team
EWTNWC LAN Top 8
Posts: 4351
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
ESOC Media Team
Posts: 417
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.
The scientific term for China creating free units is Mitoe-sis.
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Brazil Luciofrancosi
Musketeer
Posts: 73
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
Dragoon
Posts: 225
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
Pro Player
Donator 01
Posts: 6535
ESO: PrinceofBabu

15 Aug 2019, 07:26

Oh god not a fan.
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Italy gamevideo113
Howdah
Posts: 1361
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

Who (nationality) rape ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?
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France [Armag] diarouga
Ninja
NWC LAN Gold
Posts: 10026
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.
User avatar
Hungary Dsy
Lancer
Posts: 916

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...
User avatar
Great Britain Riotcoke
Jaeger
Donator 01
Posts: 2348
ESO: Riotcoke
Location: Dorsetshire

15 Aug 2019, 10:15

These power index calculations never mean anything
Image
User avatar
Hungary Dsy
Lancer
Posts: 916

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.
User avatar
Netherlands edeholland
ESOC Community Team
Donator 01
Posts: 4173
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.
User avatar
France [Armag] diarouga
Ninja
NWC LAN Gold
Posts: 10026
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?
User avatar
Netherlands edeholland
ESOC Community Team
Donator 01
Posts: 4173
ESO: edeholland
Location: the cloud
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?
User avatar
France [Armag] diarouga
Ninja
NWC LAN Gold
Posts: 10026
ESO: diarouga
Location: France

15 Aug 2019, 10:34

EP discussion.PNG
EP discussion.PNG (61.36 KiB) Viewed 1486 times


Delete this post in case cometk doesn't want me to share this pm for some reasons.
User avatar
New Zealand zoom
EP Project Lead
Posts: 9055
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

Blue-haired girl being slain

'This is no declaration, I just thought I'd let you know goodbye'
Said the hero in the story
'It is mightier than swords. I could kill you sure, but I could only make you cry with these words'
User avatar
New Zealand zoom
EP Project Lead
Posts: 9055
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

Blue-haired girl being slain

'This is no declaration, I just thought I'd let you know goodbye'
Said the hero in the story
'It is mightier than swords. I could kill you sure, but I could only make you cry with these words'

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