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Conversion Spawns Buffed By Quest & Infiltration Cost Reduction On Spyglass

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9 years ago
Jan 18, 2016, 9:08:38 AM
I don't have saves at the moment, but I will grab them from my next game if they are needed.



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I noticed in my last game that cultist villages had incredibly buffed units once the raging minor faction quest went live. I was playing with hard minor factions on a huge map. The Cultist units had extremely high stats (like 100+ Damage and 140+ Attack/Defense) in Era 2.



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Also, the infiltration reduction on spyglasses don't seem to be working (or it's not obvious that they're working). When I do the math on what an infiltration should cost, I lose the same amount of influence when I use a hero that has a spyglass equipped versus one that does not have the accessory. The bonus to stock does seem to work correctly.



Thanks for looking at these bugs, and if you cannot replicate them, I will go ahead and find some save files for you.
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9 years ago
Jan 20, 2016, 3:14:38 PM
I've been doing a bit of modding and digging into the game files.



It looks to me like spawned cultist units seem to be the same class of units as the minor faction spawns.



Anything you do to the minor faction units (and the global quest counts) also buffs/nerfs the stats on cultist village unit spawns.



Is there some sort of easy fix to this?
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9 years ago
Jan 27, 2016, 8:57:16 AM
Hello lilyophelia,

I don't think this is intended.

We will investigate the issue and look at a way to find the right balance.

Thanks for pointing this out!
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9 years ago
Jan 27, 2016, 10:13:30 AM
A small precision for the Spyglass.

It does not diminish the action to infiltrate the city itself but the cost of the infiltration actions after being into the spied city.

Just look at the espionage screen, the costs difference between a hero with a spyglass and a hero without it is easy to spot.

I hope it helps.
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9 years ago
Jan 29, 2016, 5:39:54 AM
Okay, thanks Pikou for the clarification! <3
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9 years ago
Feb 1, 2016, 1:49:33 AM
Just an update, the buff to Cultist spawn stats isn't linked to the unit itself, but instead to the village garrisons. As soon as the unit leaves the garrison, the stats drop back down to normal. I'm not sure there is an easy/elegant way to fix this.
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