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gyro's might seem strong, but this is just because you cannot ignore them. Get any flying units or missile units you have to kill them or you will pay a heavy price. They die fast to anything that can attack them, but they can do a lot of damage in a hit-and-run role.
Gyrobombers suck so badly that the only way to fix it is to up their unit size. They are now a unit of 3, with less health per copter. Before you rage quit, try them out and remember these are TIER 5 Units we are talking about here.
Also, fixed the recruitment not showing up for dragon ogres for beastmen. They are now recruitable in campaign.
I also reduced the price of the garrison and wall building chains, to reflect that they are no longer as useful (providing fewer units and not granting the walls).
The most recent update did the following:
- adjusted beastmen/choas recruitment buildings, moving some lower, but making others more expensive.
- razorgor stats slight increase, and the ui now displays that the have splash damage (which they always had)
- i had made some changes to waaagh armies that i think caused some issues so i removed those changes for now.
There are more, i just updated like 5 mods at once so my brain is really cluttered. I will post the rest when i remember.
Also, chaos knights only take 1 turn to recruit and they are one of the buildings that i moved down into tier 3.
Dwarfs have been getting absolutely ROFL stomped by the greenskin AI a lot lately. I made a change to try to fix it. Now, dwarf provincial capital buildings provide a 20% upkeep reduction to any Dwarf forces while in a province they control.
Dwarf units in general have higher upkeep than almost every other faction, but this change means that using dwarf armies to defend your lands will be much less costly than sending dwarf armies to invade enemy regions.
Hopefully that change successfully improves the dwarf's ability to holdout against the enemy.
Reduced friendliness from affinity that allowed pretty much all of the "good guys" to team up easily.
Beastmen can now recruit manticores.
Slightly weaker chaos invasion for the first wave (only takes effect if you havent triggered chaos invasion in your campaign yet).
No one can make vassals: This is important. I find that the AI treats "vassaling" too leniently, and it is easy for the player to exploit the AI into becoming their vassal. One player reported that he had 20+ vassals while only holding reikland for himself.
The other reason this was removed is that i dont think that vassals make much sense for Warhammer. Most factions would never submit to any other faction. This is an experiment to see how it effects things, but I am guessing most players wont even notice what the difference is.
I also increased the time between confederations to 30 turns, to keep the AI from annoyingly confederating ever 5 fricken turns. This is also an experimental change.
As always post feedback in the relevant discussion (not this one).
FINALLY figured out how recruitment works (for the AI). I have adjusted all appropriate tables so that the AI will recruit the kind of armies we want to see.
Autoresolve has bee tweaked, should make it harder for the player especially late game (when you can usually autoresolve and win almost every battle).
Reduced confederation effect timer to 10 turns.
Adjusted diplomatic affinities a bit more.
I am removing a few changes I made to campaign to see if it helps resolve some of the frustrating issues we are seeing.
I am removing specifically:
changes to confederation effects,
changes to difficulty level effects,
and a few more minor things.
I am also changing the ai's desire to build slayers to equal that of building dwarf warriors.
Fixes for patch
New units could be a bit rough around the edges.
Forgot to upload vortex changes, just re-uploaded it
I fixed karak 8 peaks garrisons and all of the new buildings should have the correct effects. Stay tuned for more updates, as I am sure there are a few minor issues still to come.