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Current game Lizardman Beta 4-6 Playthrough (Organisator Refineus) - PBEM Game

When everyone knows the values (classes / races, leaders) of others or at the end of the game, the values can be updated on this page, which will feed the meta statistics (please avoid revealing your or other player’s values when it may provide strategic information to your opponents).

Pos: Players name: Playtime ClassesRacesTeam Rate
1 Refineus18:00-0:00Favourite: DreadnoughtFavourite: Halflings0here
2 MARKYMARK18:00-0:00Favourite: WarlordFavourite: Draconians0here
3 El_Lobo19:00-0:00Favourite: TheocratFavourite: Dwarves0here
4 Skuns453Lirik90217:00-21:00Favourite: RogueFavourite: Tigrans0here
user
Published on Mon, 28 Nov 2022 18:42:42 +0300

That's great feedback.


I agree with just about everything. Thematically the Lizardman has this bond to create some sort of monoculture race. But arguably they have about the strongest bonus with water walking, armoured scales, and bond with 2+ per unit and morale which I can't recall at the moment.


The water walk has a caveat in comparison to swimming is that its slower by one point. I'm considering to add a Def/Res penalty on water only for Lizardman to offset there movement on water. It's insanely strong still to clear water structures early. 

The Lizardman bond was originally created with 5+hp per unit and had 50+ morale modifier aswell. However when it was transferred from a dwelling and became a race it was toned down. One difference was that Lizardman dwelling always started on -250 in morale. Which is obviously not the case now. Regardless Im inclined to change this ability since it checkes for individual members it's very few ways to incorporate anything else than health or morale. It's very unique ability but might make the race too strong.

The Renegade is probably too strong. I probably chosen some abilities that thematically would fit for this kind of unit, but at the same time making it ridiculous strong. The intention was probably inspired by a mix between Tigran Prowler and Orc units. At best it should be viable, but not soloing T3-T4 by itself. Creating some feral unit that resembles some wild mechanic is definitely a challenge. So it's good seeing how broken it is 😂.


The Renegade will therefore lose a few of those OP stuff.

Overwhelm might be moved to become an ability inside the Rampage mode.

Martial arts is probably something that can go away.

Likewise with Total Awareness.

First strike might be a candidate for gold rank or parry.

So for the Rampage.

I already toned down the bonus to be about 50%. It may be necessary to add some more downsides. The only caveat now is that you lose control of the unit. One initial way is to add a pre start cool down, no defense on triggered ability making the unit vulnerable on preparation or adding a negative morale modifier. Even adding some features like becoming staggered on chance while in Rampage mode. 

I will definitely look over the rampage mode and see how it can still be a core ability and yet not be the most OP since its also featured on the Berserker unit which is... certainly...more ridiculous.

As for the last noticeable thing regarding this mod and it's intention. I do believe pbem and strong rewards adds alot of utility. I consider them well rounded, however at some stage its generally pointed in favour of the vanilla expanded experience and broader audience of this content. Trying out Lizardman and Nomads races to it's best while discovering new items, synergies with Cosmos specialization, new avatar spell like "Enchant Weapon". Then it might be easier to navigate through all the new stuff added and limit the point of spectrum since the beta test I'd say is limited to specific race.


But I understand the reason of all exploits, evolve, mind control, Necro snowballs, rewards, and various good balance additions. I strive to make the content fair and not having the new added stuff super dominating everything else.


Wasteland Expansion and Shadow Realm Expansion in particular are actually getting way much content later since the author of "Chivalrous Intention" is creating a sub mod introducing much more variation to these particular mods where Lizardman, Nomads, Syrons, Living Archons, Shadow Elves, Dark Elves, Shadow Demons gets more units and stuff.

So getting things right is reasonable since it's a big mod with a also a super big campaign.







user
Published on Mon, 28 Nov 2022 02:15:35 +0300

Things so far to the Lizardman. Imo this race is to strong regarding the early game (can't say something about mid and late game so far). Walking over water is crazy strong, no borders regarding rivers and water. Additionally the lizardman stack bonus with extra HP and happiness.

Renegades are too strong. First strike, martial arts, perfect awareness through medal and all on a t1 which can be one-turned from the beginning AND the rampage mode. Waaaaaaaay too strong. Imagine rampage mode and martial arts on gold medal. Renegades will kill most of the t3 units by itself and can handle even physical attacking t4.

Another thing is the balace mod. I recommend using it even in the testing games. The vanilla game has way to much stuff to exploit...


user
Published on Sun, 27 Nov 2022 02:17:26 +0300

An update was made to the content.


And I managed to update all icons. So no more Draconian icon founds in any Lizardman faction. 


Cheers


user
Published on Wed, 23 Nov 2022 06:50:01 +0300

Oh I intend to update the content on my next turn .

It wil fix a few things.


Lizardman has no requisite for the cadaver etc. Despite that I added text saying soo 😃

Circle throwers bounce 1 time to many. 4 units instead of 3. Vigilante on bronze is also a production leftover. 


Renegades sure pack some punch when they are in rampage mode. I will tone down it's effects. I saw some Halflings got punched with 52 damage in one strike.

Then Lizardman will gain -1 resist in general since they are not a magic race and got pretty good stuff.

Other things on the agenda is the Theo, Rogue, Arch Druid, Dread, and Sorc will have there class unit icons added.

Warlord and Necro needs some more design decisions first.


user
Published on Wed, 23 Nov 2022 06:19:24 +0300

Recording could be useful.


Ul issues is rare but can happen in vanilla game. I had zero reports about crashes from steam users for several months. But I know a few things that can potentially lead to crashes.


New abilities with missing stuff. Game engine try to ignore stuff usually and if it doesn't it probably yield crashes.


Tome of Wonders.... Especially between races. Which now makes me think it crashes on a bad link of Lizardman since there is a faulty culprit there.


Double resource Id. 1 thing that is sneaky and can sometimes try to open two things at once with the game engine. Imagine that someone decided to mod skills and thought... " I move effect of age of deception to another rpk" and leave it there.." it would produce a error.


Leaders and heroes could have issues, but it's extremely rare since leaders should already crash on creation scene.


Regarding races. There is two emperor a.i. I could imagine Marky breaking the norm and played dwarwes








user
Published on Wed, 23 Nov 2022 00:32:26 +0300

Hey guys, have had a crash. It's the "open the hero menue and freeze when clicking on close"-issue. Havn't had it for month. Can provide the recording if needed.


Just met one of you guys and I am wondering that he's playing dwarf. Thought we would all play the lizard guys...


user
Published on Thu, 17 Nov 2022 19:43:42 +0300

Hmm. Clearing a Raging maelstrom on turn 6. I always wondered when that was going to happen. <smiletext0>

user
Published on Wed, 16 Nov 2022 01:48:05 +0300

Replayed my turn with nearly identically outcome of the battles. Hopefully the turn will remains now...

user
Published on Tue, 15 Nov 2022 13:05:41 +0300

i think it is not possible to revert two turns, tried it, can remember possible only for one turn.

user
Published on Tue, 15 Nov 2022 08:28:16 +0300

I have not really a way to get turns forward. Very strange that turns went "back"

I did not revert turns..

That means I have to redo a pesky battle to. :-(



user
Published on Tue, 15 Nov 2022 02:58:23 +0300

Hm, should I continue playing or is there a chance getting back to turn 6? I need to replay the the whole turn 5 with 2 battles... :-(

user
Published on Tue, 15 Nov 2022 02:07:07 +0300

The emperor a.i could cause some wierd things unless the server, or debug mode was doing something. Hard to tell desync errors are rare on pbem games 

user
Published on Tue, 15 Nov 2022 02:02:20 +0300

The mod has not been updated.

I don't think game has been reverted unless marky crashed.


Which may not the case


user
Published on Tue, 15 Nov 2022 01:15:08 +0300

Strange thing going on. Just want to play my turn and get an ironman notification. Updated the mods but notification remains.


EDIT: Now it's getting weired. Just entered the game and it's turn 5 again. Did anybody revert a turn?


Published on Thu, 10 Nov 2022 21:39:16 +0300

And now that ability for Kjanzer works fine

user
Published on Thu, 10 Nov 2022 21:22:51 +0300

In the vanilla game, all Necromancers have Raise Corpse.


However, one thing is that I forgot to set "Raise Corpse" to actually work on "Lizardmen" which is why they disappear. 


I believe in "PBEM" it's not standard. 



Published on Thu, 10 Nov 2022 21:15:18 +0300

I'm not sure Kjanzer had this ability from the session start or not. But after leveling up to 2 lvl he had it as preresearched. So I could spent level points on other abilities))

user
Published on Tue, 08 Nov 2022 22:31:41 +0300

make first battles and not lost any unit:-) Lizardman rocks with his muscets:-)

user
Published on Tue, 08 Nov 2022 21:23:19 +0300

Hmm, that sounds very ominous and interesting.


I don't think I gave him that originally. <smiletext0>


He should have something like being Heretic, Devout Slayer, and 1+ fire/shock to base damage.




Published on Tue, 08 Nov 2022 20:27:50 +0300

Hi. I found first issue. I'm not sure should I told about it here but it's still kind training game <smiletext1>

I picked Necro class and got Kjanzer the Demonic as second hero. This Lizardman hero has 'Raise cadaver' as the built-in ability. Now in the battle I've used that's hero ability and cadaver had appeared on the battlefield. But after this fight this cadaver disappeared. 


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