That will cause a bit of chaos in the game's balance, so please, lets us know your thoughts regarding this change.Melee attacks - 75% damage to horse, 25% to rider. Missile attacks - 25% damage to horse, 75% to rider. AoE Battle Gears- Percentage varies. For example, Serpent Raider's Caltrops BG will distribute 100% of damage to horse, while Serpent Musketeer with Sniper Scope will distribute 100% of damage to rider instead.
Cutting AM - 0,5 - All buildings take 50% damage from cutting attacks.This makes missile units less effective against buildings unless they're "siege units", which is how the original developers were planning to make it work, but for some reason didn't. The system is now back in the game and affects missile units as it should, the mentioned techniques were rebalanced and now work as intended.
Piercing AM - 0,25 - All buildings take 25% damage from piercing attacks.
Blunt AM - 0,75 - All buildings take 75% damage from blunt attacks.
Explosive AM - 1 - All buildings take 100% damage from explosive attacks.
Magical AM - 0,75 - All buildings take 75% damage from magic attacks.
Fire AM - 0,25 - All buildings take 25% damage from fire attacks (compensated by fire point damage e.g. Fire consuming buildings).
Innate Ability: ExecutionGo check it out right now and tell us what you think!
Reaper will execute units with less than 20% health.
What does 'Intelligence' in the AI profile do? Well, it defines just how good the AI is at matching units against each other e.g. utilizing the damage/armor system and picking proper counters against what player does.How it worked before (in the legacy game):All Campaign levels are always script controlled, not allowing AI to play like it does in Skirmish (full freedom of action).
An AI profile (like the ones you can set in skirmish) with all stats being 50% was taken as the base enemy model.
The difficulty levels (that could be set in 'Options') did the following:
EASY: Set intelligence to 15% and decreased all enemy unit armor by 25%.
NORMAL: Set intelligence to 30% and decreased all enemy unit armor by 12.5%.
HARD: Set intelligence to 45%, all enemy unit armor remained unaffected.
How AI works now (Zen Edition):All Campaign levels are still script controlled, not allowing AI to play like it does in Skirmish (full freedom of action). Still the same AI profile with all stats being 50% taken as the base enemy model.
The difficulty levels do the following:
EASY: Set intelligence to 30% (AI won't recover from 'blindness' effects) and decreased all enemy unit armor by 25%.
NORMAL: Set intelligence to 64% (AI won't recover from 'blindness') and all enemy unit armor remains unaffected.
HARD: Changes the AI profile to 'Nightvol' (All stats at 100%, will recover from 'blindness' effects), all enemy unit armor remains unaffected.
While still limited by campaign scripts, the "HARD AI" will now make more units and attack in more efficient ways, this will now be a tough challenge even for seasoned players.
Lord of the Horde: if Nightvol is under attack, hordelings will arise to aid him.
Up to 50 results may be returned, but usually it's no more than a couple. The results are returned ordered by geographical distance and based on any near filters set. By default, we will not return lobbies that are already full, and the distance filter is set to k_ELobbyDistanceFilterDefault (nearby). To add filters, before you call RequestLobbyList you need to call one or more of the filtering functions.
There can only be one active lobby search at a time. The old request will be canceled if a new one is started. Depending on the users connection to the Steam back-end, this call can take from 300ms to 5 seconds to complete, and has a timeout of 20 seconds.