Fixed an issue where Hiring units from a Clan would sometimes not pick the best unit available.Fixed an issue where Barbarian Bribe indicators would not appear consistently over affected units.Fixed an issue where City-States converted from Barbarian Clans would briefly display a negative Garrison Defense Strength.Fixed an issue where the Coastal Raid command would not disperse a Barbarian camp.Fixed an issue where Barbarian camps would be left undefended.Fixed an issue where Gold could be gained by dispersing a Barbarian Outpost through border expansion.Fixed an issue where dispersing a camp would grant gold instead of XP.Fixed an issue where Questing Knights would not have the correct Melee Strength during the Atomic Era.Fixed an issue where Heroes could remain on the map after their Lifespan expired.Fixed an issue where 2 extra Hero relic slots could appear when replacing a Monument with a Hero relic equipped with an Old God Obelisk.Show the unlocked unit on the project pages for Devotion projects in Heroes and Legends.Kongolese Unique Ability, Nkisi, grants +1 Faith for Heroic Relics during Heroes and Legends gameplay.Himiko’s “Inspiring” ability grants +5 Combat Strength (was +10).Khmer’s unique building, the Prasat, has been updated for Heroes and Legends gameplay: Recalling Heroes in this city costs 15% less Faith.Sinbad’s Journeys rewards 400 for discovering continents and natural wonders (was 500). Sinbad’s Fortunes rewards reduced to 200 gold naval raids (was 300).Hero Combat Strength has been adjusted to match the new base unit strengths.Fixed an issue where the client will only have 2 active Relic slots after taking over an AI player during a multiplayer game in progress.Upgrades to Crossbowmen (was Field Cannon). Saka Horse Archer: Melee Combat Strength increased to 20 (was 15).Keshig: Melee/Ranged Combat Strength increased to 35/45 (was 30/40).Varu: Upgrades to the Cuirassier (was Tank).Unlocks with Mercantilism (was Mercenaries). Winged Hussar: Combat Strength increased to 64 (was 55).Modern Armor: Combat Strength increased to 95 (was 90).Tank: Combat Strength increased to 85 (was 80).Tagma: Combat Strength increased to 50 (was 48).Mandekalu Cavalry: Combat Strength increased to 55 (was 49).Mamluk: Combat Strength increased to 50 (was 48).Knight: Combat Strength increased to 50 (was 48).Prerequisite tech is now Ballistics (was Rifling). Digger: Combat Strength increased to 78 (was 72).Redcoat: Combat Strength increased to 70 (was 65).Garde Impériale: Combat Strength increased to 70 (was 65).If this unit captures a city or is adjacent to a city when it is captured, the city will automatically adopt the Conquistador player’s Religion as the dominant Religion. +10 Combat when there is a Religious unit within 1 tile. Conquistador: Combat Strength increased to 58 (was 55).Khevsur: Combat Strength increased to 48 (was 45).5 Combat Strength when defending penalty now only applies to melee attacks. Berserker: Combat Strength increased to 48 (was 40).Toa: Combat Strength increased to 38 (was 36).Immortal: Melee/Ranged Combat Strength increased to 35/25 (was 30/25).Hypaspist: Combat Strength increased to 38 (was 36).Ngao Mbeba: Combat Strength increased to 38 (was 36).Infantry: Combat Strength increased to 75 (was 70).Swordsman: Combat Strength decreased to 35 (was 36).Geothermal is now a Tier 3 start bias.The Loyalty bonus is still Rise and Fall and Gathering Storm only. +2 Science once Cultural Heritage is discovered Cultural Heritage. +1 Science for every adjacent Campus and Holy Site. +2 Faith additionally, +1 Food, and +1 Production if on a different continent than your Capital. All rulesets now feature the buffed Gathering Storm version of the Mission: +2 Faith.Combat and Religious units have a +5 Combat Strength against players following other religions. Inquisitors eliminate 100% of the presence of other Religions. El Escorial: Inquisitors can Remove Hersey one extra time.Cities not on your original Capital’s continent receive +25% production towards districts and a builder when founded. Trade Routes between multiple continents receive triple these numbers. Trade Routes receive +3 Gold, +2 Faith, and +1 Production. Treasure Fleet: May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization.Provides Tourism from Faith after researching Flight. +1 Faith for each adjacent Pasture, becoming +2 Faith with Stirrups.
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