Legends "3" - bisherige Änderungen
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auf der englischsprachigen Liste wurden die Änderungen zu Legends "3" vorgestellt:
Legends 3 changes that apply for NIC 73
Besides lots of tiny bug fixes that should make
everything more consistent, and just generally
work nicely, here is a list of 10 specific
changes that may differ from your previous
experience – be careful with expectations of success/failure for the game.
1) Fixed various problems with Sighting and searching.
Forces containing only invisible characters will
not be sighted unless those invisible characters
are overburdened. Note - Mounts, wagons,
population and ships in character possessions
(not equipped) do not count toward their carry
capacity for increasing this, they count as weight only.
Force sightings during movement are now done
before encounter battles in each province. So all
forces in a province have the same chance to
sight another force entering that province,
before encounter battle losses reduce its hiding sight value.
2) Fixed duel/battle spells being cast by people who can’t cast the spell.
Loaded battle/duel spells will no longer work if
you don’t have some means to cast the spell when you reach combat.
The spell must be in your spell list, or on a
familiar, or given by an equipped item.
This restriction doesn't affect auto-cast spells from items.
3) Completely revised battle code:
Fixed bugs for spell castings
Fixed many combat calculations
Fixed reserve options to work like the rules
describe - and additionally countercharge will
now activate against opportunity charge and countercharge.
All overall modifiers now affect a character's DF.
All equipment is validated before battle starts,
anything of an inappropriate type or not usable
by the soldiers or characters is ignored for the duration of the battle.
Overwhelming of character's by soldiers has been
disabled as it only penalised inexperienced players.
4) there is a new PC/TAC increase formula for Combats.
It will take account of damage inflicted on the
other side, as well as the character's
wounds/soldiers lead losses, in determining chance of an increase.
- Walkovers give a low chance of gains
- Few wounds/damage on both sides gives a low chance of gains
- Dying reduces the chance of gains
- Chance of gains peak at around 90%
wounds/losses on self/slot and 70% wounds/losses on the enemy
5) Moving Overburdened through use of Encounter Orders, fixed.
Force carry capacity and burden is now
re-calculated after each encounter battle.
Any change in movement rate during movement is
dealt with proportionally i.e. a force that had
used 75% of its available movement before an
encounter combat will have 25% of its available
movement left when the movement rate is re-calculated.
So it is now possible for a force to start its
movement flying but lose flying capacity, from
battle losses (or by acquiring too many items
from a successful raid). It will then continue
the rest of its movement as land movement
(assuming the force can still walk). A land force
that was not overburdened may become overburdened
as a result of losses (or by acquiring too many
items from a successful raid), or it may merely
pick up slower moving mounts in a raid.
Land based forces that gain flying carry capacity
(and flying forces that are forced to land and
then later regain flying carry capacity) will continue the move on foot.
6) T1 order calculations improved.
Optimised calculations for number of spell points
needed for training soldiers with a status – to
use the most free spell points, or to use affliction in preference to a spell.
Numbers trained are now reduced when there is
insufficient equipment, it used to fail if the slot already had soldiers.
Numbers are now also reduced if a ‘per soldier
item’ is required for a training type, and there
are insufficient items, it used to fail if the slot already had soldiers.
7) Merging soldiers now retains fractions of the Training Level.
The fraction does not appear in the turn report.
If the fraction is less then 0.9500 the level is
rounded down, otherwise it rounds up for all
purposes though the internal fraction is always retained.
8) Encounter order raids now work more reliably.
However they only work for players. NPC forces
will not raid even if they have orders to do so,
they will simply start an encounter battle instead.
9) Locations lose the benefit of their walls while blocking.
If a location blocks a force that has encounter
orders to attack blockers, the location will not
get the benefit of walls even though it is the
defender in the battle that results.
10) The turn report has been tidied a little and had some typos fixed.
That probably means any player-written apps that
process the turn report file will need revising.
Wie findet ihr die Änderungen? Sollen diese in SSV Spiele übernommen werden?
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