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General
T4 all have Mind Control Immunity
Dungeon's battle enchantment is Suffocating Sadism. Every turn, one enemy unit is hit by 15 physical damage, Undead, Machine, Elemental and Incorporeal are immune. Every time an enemy dies, all defenders of the Dungeon get +100 Morale and +1 melee strength.
Healing is once per battle (was cooldown 3). Shamans (on Elite) and Evangelists get Combat Healing in addition to their Healing ability. Combat Healing starts fights with an initial 4 turns cooldown, it heal 20 HP and it can be used once per battle. Combat Healing has no effect on the strategic map (but Healing still works on the strategic map). Order of Healing gives Healing and Combat Healing to Theocrat's Supports
Transform Mana Node can target any Mana Node (was can target only basic - i.e. non elemental - Mana Node)
Rogue
Lesser Charm and Charm have strength 6 (was 7) and 8 (was 9) respectively
Theocrat
Lesser Convert and Convert have strength 8 (was 9) and 10 (was 11) respectively
Frostling
Frostling Apprentices, Shamans and Evangelists are female (were male) and can thus be protected by Frostling Royal Guards
Partisan
Guerilla Tactics apply to all units (was only Infantry and Irregular)
Hide Out is renamed Cloaked in Shadows and gives: all units in target friendly army gain Invisibility until end of turn (was All friendly units in enchanted city's domain are invisible). Cloaked in Shadow costs 60 CP, 120 RP and is tier II.
War Anthem costs 20 CP to cast (was 30 CP). If it fails, the unit suffer -100 morale instead (was no effect if it failed).
Earth
Domain of Earth gives +1 defense to allied units in the enchanted city’s domain.
Slow costs 9 CP and 300 RP (was 10 CP and 350 RP).
City Quake costs 90 CP (was 100 CP)
Air
Domain of Winter gives +1 ranged damage to allied units in the enchanted city’s domain.
Artic Empire gives Inflict Chilling and Inflict Frostbite to units in your domain.
Air Master gets Heavy Winds instead of Wind Ward. Heavy Winds is a strategic spell which gives -2 vision range to all Flying enemy units (on the strategic map) and prevent them from Flying in tactical combat. It costs 800 RP and 150 CP, is tier V, its disjunction cost is 170 CP and its upkeep 60 mana/turn.
Fire
Domain of the Sun gives +1 fire damage to allied units in the enchanted city’s domain.
Creation
Domain of Life gives Fast Healing (stackable) and +20% Spirit protection to allied units in the enchanted city’s domain.
Destruction
Domain of Corruption gives +1 Blight damage to allied units in the enchanted city’s domain.
Blight Empire gives Inflict Curse to allied units in your domain.
Wild Magic
Pandemonium gives two 60% weakness to two random damage channels to hostile units (was one 100% weakness) (other effects of Pandemonium are unchanged)
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There is less than 1 week left to vote on the latest poll: What classes of hero do you generally refuse if they are proposed on turn 1? (because they are the worst heroes to start with) so please have a look at it and vote if you haven't yet.
Darkrider have shown interest but has not joined in game.
Both settings and password for the game can be found on the game blog here, so feel free to join. I guess Elysian agrees with me...
To Hiliadan
I just published a piece of news: Properly introducing the Shadow Elves, the new race of the Shadow Realm community-made expansion
After having a look at it, for those interested, I'd be happy to hear your impressions on the chat: https://www.the-battlefield.c... I'd especially like to discuss one unit on the Shadow Elves line-up because we disagree in the design team and I'd like to hear more opinions.
I'm surprised we don't have more duel practice games organized with the Duel Tournament starting today?
Zaskow is releasing v1.2 on the main branch of the balance mod today. You can check the changelog here: https://docs.google.com/docum... />
To Hiliadan
There is still one slot free on the 4 players FFA organized by Elysian. You can post in their game blog to get the slot: https://www.the-battlefield.c... />
We are also looking for 3 players or more to replace inactive players in the 2017 Duel Tournament. Please express your interest by sending a PM to me, or posting here, or posting in the Tournament Player Pool: https://www.the-battlefield.c... />Check the details about the tournament here: https://www.the-battlefield.c... />
For those who haven't voted yet, please check the latest 2 polls:
What classes of hero do you generally refuse if they are proposed on turn 1? (because they are the worst heroes to start with)
What are the best mods according to you?
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https://www.the-battlefield.com/aow3/index.php?page=bfmgames&listid=512Â
https://www.the-battlefield.com/aow3/index.php?page=bfmgames&listid=512
I just opened up another FFA game to be played with some mods, the game will start as soon as 4 people have joined and settings have been discussed.
Link to the game: Modded FFA
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Nevermind my rant!
I deleted my post.
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Hiliadan reacted very quickly and i believe only 2 people here know about the issue and it was found only recently.
I believe that if we have something to say - we should say it because propagating mediocrity will surely take us (as a community) on the spiral of deteriorating self-destruction. If someone cheat(ed) - we should talk about it, so speak with the judges, please (:
1) I think the time given is too short to begin with. A lot of games end after the first big fight and that seems to be what you are basing it on but games should be allowed to play out if that isn't the case; AOW3 can take a very long time to play.
2) The holidays undoubtedly caused most games to lose 1-2 weeks.
Hiliadan the reason I don't support nerfing Necromancer further is because I consider it on par with Theocrat in most situations and would favor buffing the weaker classes rather then nerfing the stronger. Also as it has already received considerable nerfs (especially T4 mind control immunity) I would like to see how that affects future games for a while before I can support further changes.
@Dreadreaper At some point with all games you have to decide what game type you are going to balance a game around. Generally competitive games are balanced around 1v1 play on maps of a specific setting. In this case we have had long established settings for tournament games and most tournaments are 1v1 competitions. With this in mind you can't defend the strength of classes, races, or units that are clearly superior in that format with the assertion that another is superior in settings that are completely opposite to what is played competitively. I think larger format games (which I usually prefer) can certainly be kept in mind when making changes, but the focus needs to be on the settings that are used for tournaments.
The devs won't put a fix for GoG player in 1 week, that's not possible. There will be a test phase and all this will likely take 2-3 months.
Hosts are free to pause their game on the website but for the tournament, I think it's very unlikely that we stop all games (we'll see, I asked the 2 other judges their opinion as usual). We need to take into account that there are less and less players playing AoW3 and our community is contracting, not expanding, especially the persons playing tournament. With each month, we lose players. I trust our players here and I feel the costs of losing 2-3 months very largely exceed the benefits of preventing zero player from cheating. If you had not shared the method to cheat, the chances of people cheating would be even lower. And if you have doubts about certain players, please share them with the admins.
I think 2-3 months matter, even for people who plan to play for 10 months. It matters for me at least.