Development Blog #3
[h2]Balancing [/h2]
[h2]Random Events[/h2]
- As part of the balancing, we have now also adjusted the calculation somewhat. While wounded were previously ignored in both defense and attack, they are now taken into account in defense. This makes the combat result more balanced and understandable.
- We have now also introduced a matrix that takes into account the Evasion and HitChance values depending on the hex you are standing on.
- In order to buff both the attack value and the defense value, the types of units will be taken into account more in the future. For example, if a heavy cavalry attacks a light infantry, the cavalry gets an attack bonus. Or if a heavy infantry attacks a heavy cavalry, the heavy infantry gets a defensive bonus.
- Offensive and Defensive Fire are now granted only 2 times per turn.
- Healing is now possible only 2 times per map per unit
[h2]Random Events[/h2]
- Lightnings
They randomly strike on an area of one hex. Up to 4 lightnings can occur at the same time. However, they strike only in forests. With a certain probability the impact starts a fire, which spreads from turn to turn. Units suffer fire damage as soon as they are hit by the fire or lightning. - Storms
They appear on open space with a size of 4 hexes and move away in a random direction for a random number of turns. Units caught by or drawn into the storm are immediately "blocked". Means they cannot move or fight for the current turn. - Ice Rain
These also occur on open space with a size of 4 squares and occur randomly. The ice rain causes medium area damage. - Ice storm
They work like storm but deal additional damage. - Meteorites
These can strike any square. Up to 4 fields will be hit. Meteors cause high damage.