While there is still time before the next alpha launch, we are smoothing out the rough edges - and this time our attention is on the destruction part of the game.
Ever since Classical Age and promoted buildings were introduced, there has been a feature which made the Level 1 of a promoted building enclose within itself all the traits of all levels of the previous ages from which it was promoted. This seemed fair at first glance because all the effort put into upgrading previous buildings through the ages to the max was not lost. However, in higher ages it caused some problems.
The first level of promoted buildings turned out to be too tough to crack because all of the summed-up health. The health turned out to be so big, that often a single player did not have enough siege/destructive units to destroy even a single level of such a building. This was true despite the fact that promoted level 1's are targeted if there is nothing else to target. It was still unbearable.
This issue was impossible to fix without a deep redesign of the destruction side of the game. And this is what I did.
In short, I added armor to the buildings, however made promoted buildings inherit no armor from it's parent building. This allows promoted Level 1 buildings to still be significantly tougher than non-promoted ones, but became "crackable". This tweak demanded tweaking units, upgrades, and other items as well, in order to be balanced.
So what has been changed in today's update regarding destruction? In simple words - the buildings became tougher in general, but promoted Level 1's are now easier to destroy. This should benefit both attackers and defenders at the same time - it will be easier for defenders to fend off destruction, while attackers can finally demolish someone smoother, without the unexpected surprise of that single tricky building just not willling to fall.
Counter-intuitively, this will be very beneficial to leaderism players, as it will allow them to buy reaction time if under attack, and time is of the essense for leaderism players.
Ok, let's get down to actual changes:
- All health stats for all buildings have changed
- All buildings now have armor which grows progressively with levels
- Promoted level 1 buildings inherit health from parent building, but not armor
- All siege and destructive unit attacks have been changed to comply with the changes in building health and armor
- All siege and destructive unit attack upgrades have been changed and now roughly improve them by 20% with each upgrade.
This is only the outline of what has been done. What I was trying to achieve is to allow the leaderism player to take on the collectivism player solo in "1 vs 1" fashion. It's up to you to test whether I have succeeded or not in this case.
Overall, please post your experiences regarding this new update, whether you are attacker or being attacked. (You can check the anonymity checkbox if you are attacked and want to submit your feedback without unnecessary attention to your country).