Experimental 1.0.1.002c
I just completed a redesign of higher difficulties, which should now move some difficulty from early to mid-end game, affecting Experimental. Hemp also received a big rebalance. Let me know what you think!
- Michele
V 1.0.1.003 EXPERIMENTAL
Balance: Buildings
Balance: Flow
Redesign: Difficulties
- Michele
V 1.0.1.003 EXPERIMENTAL
Balance: Buildings
- Great Barbecue cooked Meat output from 10 to 12 (Fish unaltered)
- Large Campfire cooked Fish output from 10 to 12 (Meat unaltered)
- Reverted Plums to work on Spring and Summer
- Plums depletion rate from 10 to 8
- Strawberries depletion rate from 10 to 8
- Apples depletion rate from 20 to 12
- Onion output reduced from 7 to 4
- Papyrus Cutter water input reduced from 2 to 1
- Papyrus Cutter output increased from 3 to 4
- Scrub Pyre's Hemp cost reduced from 4 to 3
- Hemp Wood Maker max output increased from 8 to 10 Wood
- Hemp Wood Maker building cost increased by 4 Hemps
- Hemp Wood Maker trait bonus increased from 2 to 4
- Reduced Buoy's road distance from 3 to 2 (the new Large Buoy is unaltered)
Balance: Flow
- Increased Danger generation at Threat 7 from 45 to 50
Redesign: Difficulties
- Mastery level now goes from 250% to 500%
- Maximum mastery level reduced from 10 to 6
- Difficulty scaling for Danger now affects only Threat generation
- Difficulty scaling for Danger tied to Threat is now intrinsic into the Threat generation value
- Difficulty scaling is now exponential based on the threat level and the current difficulty
- Research scaling is now exponential based on research tier and the current difficulty
- Easy and Relax mode are unaffected