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 Post subject: Patch Notes for Swords & Soldiers v1.8
 Post Posted: Wed Oct 02, 2013 3:37 pm 
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Note for mod: these are Salkovon's ideas, not official Ronimo patch notes!

I'm not sure about numbers, but here are the patch notes for the next patch. :monkey:

Chinese

-Rocketeer health decreased
-Rocketeer AoE decreased
-Rocketeer death rocket damage deals 50% of a normal rocket
-Rocketeer price 90>120
-Swordsman reflect RNG reworked
-Swordsman reflect happens on a set %, the smaller the projectile the bigger chance it'll be reflected (e.g. Poison Darts have a higher reflect chance than say, Catapult Rocks)
-Swordsman price 50>65
-Monk price 90>100
-Monk grip duration increased
-Dragon can only be used in revealed area, will automatically end once it reaches the fog of war
-Dragon activation price 250>300

Vikings

-HammerDudes have a longer "rest" period after an attack
-Only 1 Hammer of Thor can be out on the field at once

Vikings aren't too problematic, so we aren't taking any serious actions on them. The HoT nerf will prevent massive turtling periods.

Aztecs

-Sun Giant price 180>150
-Sacrifice research price decreased significantly
-Boulder activation price 350>275
-Boulder travels a bit slower than before, will make it more reliable
-Necromancer price 120>100

Yay Aztec buffs :monkey: Dartblowers and Jaguar Warriors are quite balanced, so we aren't touching them.

--------

No plans or more game modes, just balance for this patch. :)

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 Post subject: Re: Patch Notes for Swords & Soldiers v1.8
 Post Posted: Mon Nov 04, 2013 9:28 pm 
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Are these changes actually going to be implemented? They look really good, in my opinion.

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 Post subject: Re: Patch Notes for Swords & Soldiers v1.8
 Post Posted: Mon Nov 04, 2013 11:38 pm 
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What did Camerafan do to deserve such a heavy nerf? :cry: I think the Rocketmen should just get a slight health and cooldown nerf and leave it at that.

Too big a Dragon nerf, and it will screw up the final Chinese mission anyway.

Nice viking changes, only if the increase in hammer guys attack isn't too big.

I'd buff the mana for boulder to only something like 315, it's pretty powerful and using sacrifice on sun giants for instance makes it easier to cast.

I'd say an increase in cooldown for the necromancer will be a good accompaniment for the necro changes.

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 Post subject: Re: Patch Notes for Swords & Soldiers v1.8
 Post Posted: Mon Nov 11, 2013 10:25 pm 
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The Beast wrote:
What did Camerafan do to deserve such a heavy nerf? Image

Look at his signature. He got mad because he couldn't facemine with his Sun Giants.

I still think that the reflect RNG should be removed and replaced with something completely different to work it. Saying this, I really don't know how I'd go about this.

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 Post subject: Re: Patch Notes for Swords & Soldiers v1.8
 Post Posted: Wed Nov 13, 2013 5:56 pm 
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CameraFan wrote:
The Beast wrote:
What did Camerafan do to deserve such a heavy nerf? Image

Look at his signature. He got mad because he couldn't facemine with his Sun Giants.

I still think that the reflect RNG should be removed and replaced with something completely different to work it. Saying this, I really don't know how I'd go about this.

Every third/fourth projectile is reflected (like Leon's CoH) to get rid of RNG.

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 Post subject: Re: Patch Notes for Swords & Soldiers v1.8
 Post Posted: Fri Nov 15, 2013 4:47 pm 
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wilde32 wrote:
CameraFan wrote:
Look at his signature. He got mad because he couldn't facemine with his Sun Giants.

I still think that the reflect RNG should be removed and replaced with something completely different to work it. Saying this, I really don't know how I'd go about this.

Every third/fourth projectile is reflected (like Leon's CoH) to get rid of RNG.

Every fourth could work, seeing as the chance is 25%

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 Post subject: Re: Patch Notes for Swords & Soldiers v1.8
 Post Posted: Wed Nov 20, 2013 11:29 pm 
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CameraFan wrote:
wilde32 wrote:
CameraFan wrote:
Look at his signature. He got mad because he couldn't facemine with his Sun Giants.

I still think that the reflect RNG should be removed and replaced with something completely different to work it. Saying this, I really don't know how I'd go about this.

Every third/fourth projectile is reflected (like Leon's CoH) to get rid of RNG.

Every fourth could work, seeing as the chance is 25%


I kind of like this idea, because it would make the bigger projectiles less likely to be bounced because of the low fire time (pretty much talking about catapult/rockets here) while also making the smaller projectiles more prone to reflection :)

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 Post subject: Re: Patch Notes for Swords & Soldiers v1.8
 Post Posted: Sun Nov 24, 2013 6:33 pm 
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wilde32 wrote:
Are these changes actually going to be implemented? They look really good, in my opinion.

Of course these aren't real, silly :ayla:

Just made them for fun, I also think it's hilarious that we're actually discussing S&S balance :lol:

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 Post subject: Re: Patch Notes for Swords & Soldiers v1.8
 Post Posted: Wed Nov 27, 2013 6:54 pm 
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You said "for the next patch" so I thought they were official or something...

I think you're nerfing Rocketeers too hard, either increase the price or decrease the AoE, not both.
FYI, death rockets deal 66% more damage than a normal rocket.

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