Resistance/Defense Rework
[p]The original design for unit defense/resistance was taken from Age of Wonders 3:[/p]- [p]Defense reduces damage on the physical channel[/p][/*]
- [p]Resistance reduces damage on the non-physical channels (ice, fire, etc)[/p][/*]
- [p]Defense is more useful in the early game, and resistance is more useful in the late game. Since players often optimize for the late game, defense was considered less valuable overall.[/p][/*]
- [p]Shield units, who rely on Defense to stay alive, couldn’t really do their job late game, since most attacks bypassed that defense and could kill them anyways.[/p][/*]
- [p]Battle Mages became less useful, since everyone can do magical damage[/p][/*]
- [p]Defense reduces damage from abilities with the Melee and Physical Ranged tags[/p][/*]
- [p]Resistance reduces damage from spells and abilities with the Magic tag[/p][/*]
- [p]Most shock, fighter and polearm units have 2 more points of defense than they have resistance[/p][/*]
- [p]Most support units have 2 more points of resistance than they have defense[/p][/*]
- [p]Most shield units have 5 more points of defense than they have resistance[/p][/*]
- [p]Most elemental spirits[/p][/*]
- [p]Wyverns[/p][/*]
- [p]Corrupt Souls[/p][/*]
Unit Movement Rework
[p]The idea that different units move at different speeds over the world map has been a core feature since the series began. It simply made sense that a mounted unit would move faster than a footsoldier, and the older games were balanced by giving the slower units other advantages such as lower costs and superior stats or simply by making faster units rare. [/p][p]Age of Wonders 4 however gives players the ability to choose if certain units are mounted or not, as well as giving the player access to various special mounts that would boost a unit’s combat capabilities. This meant that in many cases, mounted units were not only faster than other units, they were flat out better![/p][p]This led to an issue because the ability move quickly over the world map is very strong:[/p]- [p]You can clear more resource nodes in the same time period, letting you collect more rewards and giving you more resources to spend on making more armies to clear more nodes and get more rewards, and so on. [/p][/*]
- [p]You can move armies back to defend your cities more easily, reducing dangers of invasion.[/p][/*]
- [p]You can invade enemy domains faster, so it’s harder for them to respond.[/p][/*]
- [p]Mounted units still move faster in combat than other units[/p][/*]
- [p]Fliers and Floating units still move over difficult terrain faster than other unit types[/p][/*]
- [p]Special abilities like Forest Walk and Swamp Walk still let some units move faster on certain terrain types[/p][/*]
Unit Experience Rework
[p]The experience system in Age of Wonders 4 was based on the same system used in Planetfall, and is a fairly straightforward affair with the player earning XP by killing enemies and having that XP distributed amongst the units that took part in the battle. There were a few wrinkles, mainly designed to prevent a single high powered hero from rocketing up in level by soloing every fight they could, but otherwise it did the job the game needed.[/p][p]There were still several issues though which meant we felt it was worth having another look at it. One issue was simply that a player who was capable of having a lot of battles would have a huge advantage over one who was not. Obviously some advantage here is expected (it is in fact the whole point of the system!) but the advantage was too big, and meant players were forced to constantly optimize who and how often they fought for maximum XP gain. It also meant that a player who had bad luck, either through a bad auto-combat result, or from the RMG placing units too far apart would fall rapidly behind other players.[/p][p]Another issue came down to how it felt when you were not earning XP. If an army couldn’t fight, it felt like a waste since it wasn’t gaining XP to become stronger. If a unit was at maximum level, it felt like a waste to actually use it, since it was wasting XP that could be of use to a unit not at maximum level.[/p][p]The final issue was the XP values in the system were just too small - a tier 1 unit only needed 4xp to reach its first level. Small numbers are easy for players to process and understand, but have a big disadvantage once you start adding modifiers like “gain +20% xp”. Since the xp system only used whole numbers, a 20% bonus would turn a 2 into a 3, which is the same as a 10% bonus or a 50% bonus! This numerical instability led to all sorts of strangeness with players trying to optimize xp gain through combining various bonuses.[/p][p]Since there are several distinct issues, we ended up having to implement several distinct solutions:[/p][p]We multiplied all XP values by 10[/p][p]So if something needed 4xp before, it now needed 40xp. If a unit gave 2xp for being killed, it now gave 20xp. These bigger numbers would work in a much more predictable way when applying bonuses, and meant that the impact of a 10% bonus was much more predictable and balanced.[/p][p]We gave every unit in the game an XP bonus per turn[/p][p]This means that every unit in the game earns 10xp every single turn, just for being alive - meaning a tier 1 unit will gain its first medal after 4 turns, even if it does nothing at all. We combined this with halving the amount of XP that units gain from other sources. This means that, if you were to have 9 fights in turns in the new system, your units would level up roughly the same amount as they had done so before. However if you had no fights at all in that same period, you would still level up around half as much.[/p][p]We also added extra sources of passive XP to a few other places, for example:[/p]- [p]Putting a unit in a city with palisade walls gives it an additional 5xp per turn[/p][/*]
- [p]Putting a unit in a city with stone walls gives it an additional 15xp per turn (this replaces the Palisade Walls bonus)[/p][/*]
- [p]The Rapid Evolution enchantment (from the Tome of Evolution) gives 15xp per turn to units that can evolve.[/p][/*]
- [p]The Career Soldiers empire skill gives 10xp per Turn instead of a percentage increase[/p][/*]
Honorable Mentions
[p]As well as the big changes listed above, we’ve made a few other new features we hope you’ll enjoy![/p][p]Added a Color Picker to Faction Creation[/p][p]This means you guys can now pick any color you want for your faction’s banner and appearance! There is a caveat here that this means you can pick colors that make the game harder to play, by setting your banner color to the same colors as an infestation for example, but with great power comes great responsibility![/p][p][img src="https://clan.akamai.steamstatic.com/images/43512488/d2527493722bf6a77b2a3dbb63d79b38c6fc1f08.jpg"][/img]I am not a very responsible person[/p][p]Made it easier for cities to annex provinces from other cities[/p][p]Believe it or not, it was actually already possible for a city to annex provinces from other cities in certain circumstances, however the UI for this was very unclear and many people (myself included) didn’t actually even realize it was possible. [/p][p]To fix this:[/p]- [p]We’ve updated the in game rules for a city to take provinces from vassals, enemy cities and your own cities.[/p][/*]
- [p]We’ve done a big pass on the UI to make it clearer which provinces a city can take from another.[/p][/*]
- [p]We’ve updated the economic-view to be more consistent with what improvement pins it displays where[/p][/*]
