-- A Minor Reduction In 2-Hander attack so as to reduce the OTT nature of the best 2-handers without overnerfing the lower powered 2-handers to the point of uselessness.
-- Reductions in sacking money, and a general increase in the quality of starting Rebel Armies so as to make early blitzing somewhat harder than previously. Thus, hopefully, increasing the overall difficulty of the game.
-- Papal_states and the Aztecs have received significant buffs to their initial armies making giving the Papal States considerably more bite, and also ensuring that the conquest of the new world is significantly harder.
-- Increases in the power of various walls and tower, both in damage and durability as well as gate durability now ensure that attacking settlements is an expensive business, and that large cities/huge cities/fortresses/citadels are impossibbile to blitz due to the fact that they will almost always inflict significant damage on the attacking army/armies, and once upgraded to cannon/ballistae towers, will now requires significant quantities of siege artillery and/or multiple stacks of infantry to assault. As a result it Will require considerable time and effort to destroy large numbers of such outposts due to the requirements of retraining and replacments after every siege.
-- Significant increases in heat Fatigue effects in an attempt to make the stat more meaningfully have been implemented.
-- Significant morale modifications have also been made in an attempt to increases it's relevance and reduce the disparity in terms of staying power between the best and worst units, as well as reduce fight to the death situations.
-- Significant modifications to buildings in terms of effects, and also major re-arranging of the tech tree's. This has made the AI much better at recruiting good stacks, and has also reduced situations where a faction has access to 2 or 3 nearly identical units at exactly the same time. This has resulted in some units disappearing from some factions and a large number of factions no longer have access to DFK as almost all factions have something that replicates their function available earlier.
-- Non-Mercenary unit's previously available in custom battles only have been added in where doing so does not clash with the above points. Some factions have also seen minor tech-tree adjustments to encourage particular styles of play, add variety in places, and to generally deal with a few balance issues in some tech trees.
-- After the prior two points have been accomplished, I have then edited what is available in custom battle to match what is available in the Campaign. With the exception of mercenary units, no unit not available in Campaign mode is available in custom now. This has occasionally resulted in some units ceasing to exist altogether.
-- Campaign AI tweaked to produce more efficient defenses and reduce the stupid attacks and defenses made with 1 unit that we sometimes see.
-- Guilds accordance and point accumulation altered to encourage some guilds
-- Traits added in and others modified to increase the effects of some guilds and also to make reputation more of a factor.
-- Ancillaries modified to make some easier and some harder.
-- Faction standing data modified to produce a greater number of factors effecting it, and also to increase the effects of existing factors. Some factors (tall poppy and a few others), removed so as to make diplomacy make sense now.
-- Projectiles modified so as to produce more sensible and useful exploding shot, Ribualts, and also to reduce anti-building effects of Ballistae and Serpentines and other similar anti-personnel artillery.
-- A small Money Script has been added to help ensure the AI has enough money in the early part of the game, thus helping to prevent the AI from falling behind the player in development too significantly.
-- Rebel, Pirate, Heretic, Witch, and Inquisitor spawn has been adjusted. Merchants, Assassins, and Inquisitors have had acquisition, Assassinate, Denounce Chances modified to balance these units. Merchant income and Witch/Heretic conversion rates have also been modified to increase the income/increase the issues these units cause.
-- Bribery Chances, (much easier and cheaper, although a half stack of militia is still about 8K with a reliable reputation), and a few other campaign related factors have also been modified to improve the playing experience.
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