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  #41  
Old March 25th, 2011, 05:40 PM
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Corinthian Corinthian is offline
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Default Re: Conceptual Balance Mod 1.83 released!

The biggest problem with Vanheim is IMHO that they are boring. Especially EA vanheim who has very little diversity of mages and troops, and have no national spells.

But yea, the Van cavalry is overpriced compared to other nations sacred cavalry. Possibly worth it if you could recruit them everywhere though. It would be thematic at least for MA Van. As they get the rest of their glamor troops everywhere.
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  #42  
Old March 25th, 2011, 06:05 PM

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Default Re: Conceptual Balance Mod 1.83 released!

MA Vanheim has the same magic diversity as EA Vanheim, and there are nations with much less access to magic (E4, A4, B2, F1 and D1).

EA Vanheim's main problem is too little differentiation from Helheim. And Helheim is stronger, the only Vanheim advantages are sailing, A4 and E4 access.
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  #43  
Old March 25th, 2011, 06:23 PM

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Default Re: Conceptual Balance Mod 1.83 released!

Quote:
Originally Posted by Soyweiser View Post
Quote:
Originally Posted by thejeff View Post
I assume the "Curse of the Earth" Armor offsets the reinvig?
I think it does. I'll search:
#newarmor 270
#name "Curse of the Earth"
#prot 0
#enc 5
#def 0
#end

Bonus: if you have a e9+ bless you do get some additional protection. But not much.
This encumbrance gets doubled when spellcasting, which seems to limit the usefulness of the ring for combat. Is that intentional?
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  #44  
Old March 25th, 2011, 06:37 PM

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Default Re: Conceptual Balance Mod 1.83 released!

Quote:
Originally Posted by Allium View Post

This encumbrance gets doubled when spellcasting, which seems to limit the usefulness of the ring for combat. Is that intentional?
Probably more of an unavoidable side effect.

You can't actually change a lot of things when item modding. If you want the Earth Booster from the Boots of Antaeus, you also get the regen and reinvig. There's nothing you can do about the regen, but you can add an armor type with encumbrance to get counter the reinvig. Of course, that gets doubled for casting, but leaving it with any net reinvig makes it too good for SCs.
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  #45  
Old March 26th, 2011, 01:37 PM

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Default Re: Conceptual Balance Mod 1.83 released!

Llama, I was running some tests with TNN on 1.83 and noticed Song of Power is now Ench. 0 (it was Ench. 6 in 1.82). Was this intentional to help deal with rushes or is it a typo?
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  #46  
Old March 26th, 2011, 07:07 PM

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Default Re: Conceptual Balance Mod 1.83 released!

Typo.
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  #47  
Old March 30th, 2011, 02:56 AM

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Default Re: Conceptual Balance Mod 1.83 released!

Where can I find a complete list of changes made with CBM 1.83? This is not opposed to a previous version, but changes from the base game itself. Do I have to dig through the coding myself?
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  #48  
Old March 30th, 2011, 03:46 AM
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Default Re: Conceptual Balance Mod 1.83 released!

Quote:
Originally Posted by 3V4JKZ2 View Post
Where can I find a complete list of changes made with CBM 1.83? This is not opposed to a previous version, but changes from the base game itself. Do I have to dig through the coding myself?
There is no such log. Korwyn and kiandutha have attempted to get all the changes listed: http://forum.shrapnelgames.com/showthread.php?t=46904

If you notice any other differences, I am sure you are more than welcome to post there
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  #49  
Old March 30th, 2011, 09:27 AM
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Default Re: Conceptual Balance Mod 1.83 released!

Hey llama, if you're doing another typo fixing release... could Son of _Fenrir_ finally have its name spelled right? (Currently its Son of Fenrer, which is all sorts of wrong).
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  #50  
Old August 25th, 2011, 06:58 AM

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Default Re: Conceptual Balance Mod 1.83 released!

Sorry, a little late to the party on this post. What do folks think about wild ettins? Too powerful? I believe they are. Here is my reasoning:

I am currently dealing with two they are fully equipped. Here are the stats:

HP: 142
Prot: 18
Morale: 22
Magic Res: 19
Enc: 3
Str: 28
Attack: 15
Def: 14
Prec: 12
Move: 3/17
Leadership: 0

Extras: two head slots, shock res 50%, cold res 100% and poison res 100%

Summoning requirements: 14 nature gems, Level 5 Enchantment, level 3 nature and level 3 earth

WOW! Equip them with two helmets and full gear and you are in trouble! If you have not seen this beast on the battlefield, you need to.

I humbly submit that the level of this enchantment needs to go up or the gem requirement does.



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