• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
The idea is to give +5 HP to each boat, not give each healing ability to each boat. I'm going to see with Zaskow how best to implement it, and I'll rephrase the changelog.
As for "harbour hex", my understanding was that it was impossible, so that's why the change was suggested like that. Zaskow didn't mention it was possible to limit the effect to 1 hex only.
 
The idea is to give +5 HP to each boat, not give each healing ability to each boat. I'm going to see with Zaskow how best to implement it, and I'll rephrase the changelog.
As for "harbour hex", my understanding was that it was impossible, so that's why the change was suggested like that. Zaskow didn't mention it was possible to limit the effect to 1 hex only.
If you limit the effect to but one hex, an obvious candidat would be "In Harbour" or "Docked". Otherwise, it could be "Coastal Guard" ("This boat patrols near a harbour and can resupply, benefiting from a small natural repair rate"). The question is: would this be cumulative with a builder's/engineer's/dreadnought's ability?
Also perhaps, a "coastal guard" boat could protect embarked troops from suffering attrition or whatever else you might implement to nerf land units on sea.
 
For the record, these 2 proposals from the core group are dropped:
24. RMG generates normal rivers instead of impassable rivers ("rapids").
For: Skuns453Lirik902, Jean de Metz
Against: Hiliadan (prefers trying to reduce the length of rapids, or keeping them if not possible), rickyroo222

59. High Elf Initiate evolves into Union Guard (50%) or Stom Sisters (50%). Union Guard are now female and have Night Vision.
For: gladis (and give an extra ability to evolved Guards like shock damage or Inflict Shocking), Skuns453Lirik902
Against: marcuspers (only if Union Guard kept ranged attack), phirpo, rickyroo222, El Lobo, Zaskow, Hiliadan


EDIT:

And one new priority change:

AI09b
AI will now cast the following spells in auto combat: Killing Spree, Dampening Field, Sadism, Gift Of Nekron, Rite Of Malediction, Smoke Screen, Bane of the Unnatural.

EDIT2:
And two more new priority changes:
GC76
Item Rack's item reward rarity depends on the strength of the defenders:
- Very Weak & Weak Defenders: Common items
- Average: Strong items
- Strong and Very Strong: Epic items
(in modding terms, it's split it into 5 different adventure sets)
(was 1 reward set with all items available, and value of items linked to defenders' strength)

GC71a
Immolating Touch costs no action point (was takes all remaining AP)
 
Last edited:
For the record, proposals from the core group rejected:
17.a) One T3 (and all T4) unit of each race has Lava Walking on silver/gold medal and some malus. Malus could be -100/200 morale points if the unit hasn't 100% of fire protection and a decrease their movement points from 36 to 28 on the lava
For: Skuns453Lirik902, Jean de Metz (to see T3 case by T3 case), marcuspers, rickyroo222
Against: Hiliadan, Hellbrick, gladis, blackwill357, phirpo, El Lobo, Ezekiel, rrrrookie

42. Heroes and Leaders start with 1-shot abilities instead of weapons. Consequently there is no more 3-shot starting items.
For: Hiliadan, gladis (but add current weapons to site rewards + reduce damage combared to Lesser Elementals), rickyroo222
Against: marcuspers (give Dreadnought an additional Pistol with 0-1 cooldown), Skuns453Lirik902, phirpo, El Lobo, Zaskow, Ezekiel, rrrrookie

53. Builders & Settlers have Panicked
For: Hiliadan, Skuns453Lirik902, gladis
Against: marcuspers, blackwill357 (reduce HP), rickyroo222, El Lobo, Ezekiel, rrrrookie

112. T3 racial buildings give one additional medal to T1 Infantry and Pikeman units.
For: Henrysix
Against : phirpo, marcuspers

113. Planetary Alignment gives +400 % RP income turn for 1 turn. The base research of +20 RP / turn is not affected, only RP from cities or Dwellings are affected (was +100 % for 4 turns and base research also not affected).
For: Zaskow
Against : phirpo, El Lobo, marcuspers, Hiliadan

119. Exalted Martyrs cannot appear in the research book until turn 25
For:
Against : Hiliadan, phirpo, El Lobo, marcuspers


And new priority change:
GC50d
True Resurrect costs 40 CP (was 50 CP)

So03a
Mend Magical Being is once per battle for Apprentices (was 2 turn cooldown in the balance mod and once per battle in the official game)
 
New priority changes:

Ea05
Earth Elemental has Regeneration (was Regrowth)

Ea06
Earth Elemental has 60% Fire and Frost Protection (was 100%)


GC30a
All Ziggurats now provide the same rewards: one or two items picked among Legendary and Mythical items, and between 0 and 281 gold in average, depending on the rarity and number of items received: 0 gold if 2 Mythical items are received, 281 gold if 1 Legendary item is received (was between 26.8 and 51.3 gold in the non-Naga Ziggurat and between 300 and 393 in the Naga Ziggurat)
 
Confirmed for v1.28:
AI09b
AI will now cast the following spells in auto combat: Killing Spree, Dampening Field, Sadism, Gift Of Nekron, Rite Of Malediction, Smoke Screen, Bane of the Unnatural.

Confirmed for v1.29:
GC26c
Forbidden Sanctum’s extra reward multiplier is 0.07 (was 0.25) so that you can get maximum 200-300 mana in addition to CP and free skill

GC45
Inflict Despair is available at level 7 (was 5)
 
Confirmed for v1.29:
GC41g
Armor Piercing costs 1 upgrade point (UP) (was 2)
Inflict Immolation costs 3 UP (was 4)

GC41h
Inflict Severely Poisoned costs 4 UP (was 5)
Phase costs 3 UP (was 4)
Projectile Reflection costs 3 UP (was 5)
Rapid Reload costs 2 UP (was 3)
Guardian Flame costs 4 UP (was 5)
Martial Art costs 3 UP (was 2)
Tireless costs 7 UP (was 6)
One with the Tree costs 5 UP (was 6)
Life Steal costs 3 UP (was 2)
Energy Drain costs 5 UP (was 4)

GC43a
Free Movement costs 3 upgrade points (UP) (was 2)

GC71a
Immolating Touch costs no action point (was takes all remaining AP)
 
Posting to clarify why we do updates of the mod during tournament. There are many reasons to update. For instance:

- tournaments last more than a year, not updating during such a long time means a lot of issues discovered during that time don't get balanced or fixed

- it is not technically practical to keep one version for each tournament and update it with minor updates, we need to have only 1 key build which gets updated first on the beta branch then on the main branch of the mod

- the game has significant unbalances and not updating during a tournament means the last matches will just be an orgy of using unbalanced things which is totally not fun (that's what happened in the first tournament when the balance mod didn't exist)

- similarly, there are bugs which we fix with each update, so not updating would prevent bug fixing, and it's not possible to just update the bugs, cf. below



By contrast:

1/ it is not "mode makers" who decide what is implemented, it is the community and you have as much information as me or Zaskow on what is going to be implemented: priorities have been expressed clearly in the past (https://www.my-league.com/games/273...0595220170408_poll_directions-balance-mod.png) and are repeated after each update in the articles describing the last releases, for instance the last one on v1.27: https://www.the-battlefield.com/aow3/index.php?page=commnews&eingabenewsid=90

You also have regular announcements on the Tournament Player Pool and the list of votes on each proposal public here: https://docs.google.com/document/d/1flsHncpzAmJa_2xMHZ6Tlp-mf69ej2mYrSGNc4V3_QA/edit# So you can now months in advance what's going to be implemented or not.

2/ balancing as we go means we can do very gradual changes and fine-tune balance, which we would not be able to do if we did only big updates every 12 months
 
Confirmed for v1.29:
GC61a
Swimming now uses 4 MP/hex on the strategic map. Sea Creatures get Natural Swimming and still uses 3 MP/hex.
Sea Creatures do not take attack of opportunity when moving near other units (like Flyers near walking units).


GC61b
Flying and Floating units get a "Flying over water" penalty of -1 defense, -1 resistance when flying over water. Mariner cancels that malus.
 
Sea Creatures do not take attack of opportunity when moving near other units (like Flyers near walking units).
Proposals to replace that due to technical difficulties:
1/ give them Sprint
2/ give them the "no attack of opportunity" ALL the time (so including when they're engaged, they could move out, like if they always had Sprint) and they would also ignore obstacles
3/ tactical Floating: engaging works, but otherwise they can ignore attack of opportunities and they also ignore obstacles
FOR: gladis, AnarchCassius, marcuspers
4/ give them Diving which is like Sprint but without the movement buff
FOR: El Lobo
 
Last edited:
It's a real overhaul that you will achieve there: like adding the third dimension to natural swimmer-divers (all marine creatures are divers), granting them the same advantage as fliers.
I guess that i'm for 3/ then: you may retaliate at sharks the moment when they strike but then, they are gone until the next charge. Moreover, the 'ignore obstacle' trait would emulate the ability to dive and accelerate to bypass them (or to dive under them).
It would look good if you could add an animation like a disappearance (they dive) on each move or move to attack, a bit like Shadow Step.
Speaking of Shadow Step...
 
New priority changes:

Th08c
Evangelists have Lesser Convert (was Convert)


Ro16c
Bards have Lesser Charm (was Charm)


GC61c
Flying and Floating units get -6 HP/turn when starting their turn over water. Mariner cancels that malus.


GC77
Siege Workshop (was Master' Guild) gives Repair Machine to Builders built in the city.

GC78
Trolls are no longer given as Dungeon rewards

GC79
Obsidian Armor of the Black Knight gives 40% Blight, Fire, Frost, Shock, Spirit Protection and +2 Defense (was 60% light, Fire, Frost, Shock, Spirit Protection and +3 Defense)

GC80
Frost Wyvern Egg, Fire Wyvern Egg, Cursed Egg are Legendary (was Epic)

GC81
Draconian Diet Dish is Legendary (was Mythical)

GC82
Wooden Walls cost 90 gold (was 100 gold)
 
New priority changes:


GC83
Builder's Hall (was Siege Workshop) unlocks the racial defensive building (e.g. Filth Pit for Goblins)


Dr32
Side Arms is a strategic spell costing 10 CP and mana and giving Cavalry units within the stack Fire Pistol for 2 strategic turns (was an Empire Upgrade giving all Cavalry units Fire Pistol permanently).


GC84
Builders have a new ability, Repair Wall: touch ability which heals 25 HP to a wall

GC85
Siege Workshop costs 130 gold (was 150 gold)


Th11
Beacon of Faith - 120 RP and 30 CP, 30 CP to disjunct (130 RP and 40 CP, 50 CP to disjunct, Fertile Grounds is 120 RP and 40 CP and gives +200 pop instead of +100)
Sanctified Sites - 20 upkeep, 100 CP to disjunct (15, 110 to disjunct)
Hallowed Domain - 40 CP, 30 upkeep, 40 CP to disjunct (80 CP, 25 upkeep, 90 to disjunct)
The Great Purge - 50 upkeep, 100 CP to disjunct (40 upkeep, 120 CP to disjunct)
Armageddon - 100 upkeep, 440 CP to disjunct (80 upkeep, 550 CP to disjunct)

Th11a
Paid Absolution - 70 CP and 70 CP to disjunct (80 CP and 90 CP to disjunct)

Th11b
Prayer for the Hurt - 60 CP, 20 upkeep and 60 CP to disjunct (100 CP, 30 upkeep and 90 CP to disjunct)


Th11c
Denounce City - 10 upkeep (20)


Th11d
Wrath of God - deals 20 spirit damage, costs 45 CP (15 damage, 90 CP)


Gr03
Shield of Dispassion: 40 upkeep, 100 CP to disjunct (was 20 upkeep, 150 CP to disjunct)

Gr03a
Scales of Fortune: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)

EDIT:

Ke02
- Rally of the Populace: 80 CP to disjunct (was 120 CP to disjunct)
- Keeper's Creed : 40 upkeep, 100 CP to disjunct (was 30 upkeep, 150 CP to disjunct)

Ke02a
Spiritual Freedom: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 30 CP to disjunct)

Sh03
Entwined by Shadows: 40 upkeep, 100 CP to cast, 100 CP to disjunct (was 30 upkeep, 150 CP (to confirm since it's different from Shield of Dispassion at 100 CP), 150 CP to disjunct)


Sh03a
Seed of Distrust: 10 upkeep (was 5 upkeep)

Sh03b
Embrace Darkness: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)


AD20
- Fertile Domain: 40 CP to disjunct (was 50 CP to disjunct)
- Insect Plague: 20 upkeep, 50 CP to cast, 50 CP to disjunct (was 15 upkeep, 60 CP, 50 CP to disjunct)
- Sunburst: deals 20 fire damage, costs 40 CP to cast (was 15 fire damage, 80 CP)
- Poison Domain: 50 CP to cast, 50 CP to disjunct (100 CP, 110 CP to disjunct)
- Wild Growth: tier III, 220 RP, 30 CP to cast (was tier IV, 350 RP, 60 CP)
- Nature's Eyes: 50 upkeep, 70 CP to cast, 70 CP to disjunct (was 40 upkeep, 80 CP, 100 CP to disjunct)
- Thorn Hedge Walls: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 120 CP to disjunct)
- The Wild Hunt: 80 upkeep, 450 CP to disjunct (was 64 upkeep, 500 CP to disjunct)


AD20a
One with the Elements: 50 CP to disjunct (was 60 CP to disjunct)


Wa15
- The Draft: 40 upkeep, 100 CP to cast, 100 CP to disjunct (was 30 upkeep, 120 CP, 130 CP to disjunct)
- Conqueror's Feast: 80 upkeep, 120 CP to disjunct (was 40 upkeep, 140 CP to disjunct)
- Hero Slaying: 80 CP to cast, 80 CP to disjunct (was 100 CP, 110 CP to disjunct)
- Global Assault: 100 upkeep, 440 CP to disjunct (was 80 upkeep, 120 CP, 500 CP to disjunct)

Wa15a
Dread Siege: 20 upkeep, 40 CP to cast, 40 CP to disjunct (was 30 upkeep, 60 CP, 75 CP to disjunct) - that affects only units so should cost a lot less upkeep as Incite Revolt for instance, which costs 40 mana/turn and is tier III vs tier II for Dread Siege)

Wa15b
Inspire Loyalty: 40 upkeep, 80 CP to cast, 80 CP to disjunct (was 20 upkeep, 100 CP, 110 CP to disjunct)


Ro21
- Poison Mastery: 50 CP to disjunct (was 60 CP to disjunct)
- Treasure Raiding: 15 upkeep, 50 CP to cast, 50 CP to disjunct (was 10 upkeep, 60 CP, 60 CP to disjunct)
- Corpse Looting: 20 upkeep, 60 CP to disjunct (was 15 upkeep, 70 CP to disjunct)
- Incite Revolt: 60 CP to disjunct (was 80 CP to disjunct)
- Guild of Shadow Thieves: 60 CP to disjunct (was 70 CP to disjunct)
- Network of Scrying Eyes: 120 CP to cast, 120 CP to disjunct (was 150 CP, 170 CP to disjunct)
- Night Wish: tier IV, 350 RP, 25 upkeep, 60 CP to cast, 60 CP to disjunct (was tier V, 700 RP, 20 upkeep, 100 CP, 110 CP to disjunct)
- Age of Deception: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)


Dr33
Mana Fuel Cells: 20 CP to disjunct, 15 upkeep (was 40 CP to disjunct, 20 upkeep

Dr33a
- Suppress Nature: 60 CP to cast, 60 CP to disjunct (was 100 CP, 120 CP to disjunct) - I also feel the upkeep is too high (40 mana/turn), but since the overall aim is to increase upkeep, I'm not touching it.
- Dragon Oil: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 120 CP to disjunct) - like Thorn Hedge Walls
- The Great Mobilization: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)


So11
Glyphs of Warding: 30 upkeep, 40 CP to disjunct (was 15 upkeep, 50 CP to disjunct)

So11a
- Poison Domain proposed at 50 CP and 30 upkeep
- Dread Omen: 25 upkeep, 50 CP to cast, 50 CP to disjunct (was 40 upkeep, 60 CP, 80 CP to disjunct) - a bit more expensive than Dread Siege which has a similar effect minus the -100 pop
- Dome of Protection: 30 upkeep, 60 CP to cast, 60 CP to disjunct (was 20 upkeep, 100 CP, 120 CP to disjunct)
- Lightning Storm: 7 physical and 13 shock damage, 40 CP to cast (was 5 physical, 10 shock, 80 CP)
- Enchanted Walls: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 140 CP to disjunct) - like Thorn Hedge Walls
- Summoner's Aura: 40 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 100 CP, 110 CP to disjunct)
- Spell of Return: 80 CP to cast (was 100 CP)
- Age of Magic: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)


Ne24
- Undead Plague: 25 upkeep, 60 CP to disjunct (was 20 upkeep, 75 CP to disjunct)
- Enemy of the Faith: 30 upkeep, 80 CP to cast, 80 CP to disjunct (was 10 upkeep, 60 CP, 60 CP to disjunct) - in line with Hero Slaying, except in terms of upkeep (30 vs 20 proposed) since it covers more enemy units.
- Power Ritual: 50 upkeep, 100 CP to cast, 100 CP to disjunct (was 40 upkeep, 200 CP, 240 CP to disjunct) - similar to The Great Purge

Ne24a
Rotten Wall: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 150 CP to disjunct) - like Thorn Hedge Walls

Ne24b
Damnation: 30 upkeep, 80 CP to disjunct (was 25 upkeep, 105 CP to disjunct)

Ne24c
Age of Death: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)


De07
Scorched Earth: 30 CP to disjunct (was 40 CP to disjunct)


Ea07
City Quake: 80 CP to cast (was 100 CP) - 60 CP for building destruction (like Forge Blast : 60 CP for building destruction and 40 CP for 20 damage, like Sunburst) and 20 CP for 30% population


Wt04
Freeze Water: 25 CP to cast (was 40 CP)

Wt04a
Drench the Land: 40 CP to cast (was 60 CP)


Wi04
Warp Domain: 90 CP to cast (was 100 CP)


/EDIT

For the record, this is rejected from the core group:
138. Wooden Walls (was Siege Workshop) unlocks the racial defensive building (e.g. Filth Pit for Goblins)
 
Last edited:
Confirmed for v1.3:

GC11b
Mind-controlled units cost more in upkeep:+50% gold / turn (was +25%)

GC77
Siege Workshop (was Master' Guild) gives Repair Machine to Builders built in the city.

GC79
Obsidian Armor of the Black Knight gives 40% Blight, Fire, Frost, Shock, Spirit Protection and +2 Defense (was 60% light, Fire, Frost, Shock, Spirit Protection and +3 Defense)

GC81
Draconian Diet Dish is Legendary (was Mythical)

GC82
Wooden Walls cost 90 gold (was 100 gold)
 
Dropped:


AD20

- Fertile Domain: 40 CP to disjunct (was 50 CP to disjunct)

- Insect Plague: 20 upkeep, 50 CP to cast, 50 CP to disjunct (was 15 upkeep, 60 CP, 50 CP to disjunct)

- Sunburst: deals 20 fire damage, costs 40 CP to cast (was 15 fire damage, 80 CP)

- Poison Domain: 50 CP to cast, 50 CP to disjunct (100 CP, 110 CP to disjunct)

- Wild Growth: tier III, 220 RP, 30 CP to cast (was tier IV, 350 RP, 60 CP)

- Nature's Eyes: 50 upkeep, 70 CP to cast, 70 CP to disjunct (was 40 upkeep, 80 CP, 100 CP to disjunct)

- Thorn Hedge Walls: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 120 CP to disjunct)

- The Wild Hunt: 80 upkeep, 450 CP to disjunct (was 64 upkeep, 500 CP to disjunct)



Th11b

Prayer for the Hurt - 60 CP, 20 upkeep and 60 CP to disjunct (100 CP, 30 upkeep and 90 CP to disjunct)


Th11c

Denounce City - 10 upkeep (20)


Th11d

Wrath of God - deals 20 spirit damage, costs 45 CP (15 damage, 90 CP)



New priority changes:


AD20b

- Fertile Domain: 40 CP to disjunct (was 50 CP to disjunct)

- Insect Plague: 20 upkeep, 50 CP to cast, 50 CP to disjunct (was 15 upkeep, 60 CP, 50 CP to disjunct)

- Sunburst: deals 20 fire damage, costs 60 CP to cast (was 15 fire damage, 80 CP)

- Poison Domain: 50 CP to cast, 50 CP to disjunct (100 CP, 110 CP to disjunct)

- Wild Growth: tier III, 220 RP, 40 CP to cast (was tier IV, 350 RP, 60 CP)

- Nature's Eyes: 50 upkeep, 70 CP to cast, 70 CP to disjunct (was 40 upkeep, 80 CP, 100 CP to disjunct)

- Thorn Hedge Walls: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 120 CP to disjunct)

- The Wild Hunt: 80 upkeep, 450 CP to disjunct (was 64 upkeep, 500 CP to disjunct)

Th11e

Prayer for the Hurt - 80 CP, 25 upkeep and 80 CP to disjunct (100 CP, 30 upkeep and 90 CP to disjunct)


Th11f

Denounce City - 15 upkeep (20)


Th11g

Wrath of God - deals 20 spirit damage, costs 60 CP (15 damage, 90 CP)
 
Dropped:


Th11

Beacon of Faith - 120 RP and 30 CP, 30 CP to disjunct (130 RP and 40 CP, 50 CP to disjunct, Fertile Grounds is 120 RP and 40 CP and gives +200 pop instead of +100)


Sanctified Sites - 20 upkeep, 100 CP to disjunct (15, 110 to disjunct)


Hallowed Domain - 40 CP, 30 upkeep, 40 CP to disjunct (80 CP, 25 upkeep, 90 to disjunct)


The Great Purge - 50 upkeep, 100 CP to disjunct (40 upkeep, 120 CP to disjunct)


Armageddon - 100 upkeep, 440 CP to disjunct (80 upkeep, 550 CP to disjunct)


New priority changes:
Th11h
Beacon of Faith - 120 RP and 30 CP, 30 CP to disjunct (130 RP and 40 CP, 50 CP to disjunct, Fertile Grounds is 120 RP and 40 CP and gives +200 pop instead of +100)

Sanctified Sites - 20 upkeep, 100 CP to disjunct (15, 110 to disjunct)

Armageddon - 100 upkeep, 440 CP to disjunct (80 upkeep, 550 CP to disjunct)

Th11i
Hallowed Domain - 60 CP, 30 upkeep, 60 CP to disjunct (80 CP, 25 upkeep, 90 to disjunct)

Th11j
The Great Purge - 50 upkeep, 100 CP to disjunct (40 upkeep, 120 CP to disjunct)


AD20c
Sunburst: deals 20 fire damage, costs 60 CP to cast (was 15 fire damage, 80 CP)


AD20d
Nature's Eyes: 70 CP to cast, 70 CP to disjunct (was 80 CP, 100 CP to disjunct)
 
Dropped
Wa15c
Dread Siege: 20 upkeep, 40 CP to cast, 40 CP to disjunct (was 30 upkeep, 60 CP, 75 CP to disjunct)

Wa15d
Inspire Loyalty: 30 upkeep, 90 CP to cast, 90 CP to disjunct (was 20 upkeep, 100 CP, 110 CP to disjunct)

Th11i
Hallowed Domain - 60 CP, 30 upkeep, 60 CP to disjunct (80 CP, 25 upkeep, 90 to disjunct)

So11
Glyphs of Warding: 30 upkeep, 40 CP to disjunct (was 15 upkeep, 50 CP to disjunct) - Poison Domain proposed at 50 CP and 30 upkeep

So11a
- Dread Omen: 25 upkeep, 50 CP to cast, 50 CP to disjunct (was 40 upkeep, 60 CP, 80 CP to disjunct) - a bit more expensive than Dread Siege which has a similar effect minus the -100 pop
- Dome of Protection: 30 upkeep, 60 CP to cast, 60 CP to disjunct (was 20 upkeep, 100 CP, 120 CP to disjunct)
- Lightning Storm: 7 physical and 13 shock damage, 40 CP to cast (was 5 physical, 10 shock, 80 CP)
- Enchanted Walls: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 140 CP to disjunct) - like Thorn Hedge Walls
- Summoner's Aura: 40 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 100 CP, 110 CP to disjunct)
- Spell of Return: 80 CP to cast (was 100 CP)
- Age of Magic: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

Ne24a
Rotten Wall: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 150 CP to disjunct) - like Thorn Hedge Walls

Ea07
City Quake: 80 CP to cast (was 90 CP) - 60 CP for building destruction (like Forge Blast : 60 CP for building destruction and 40 CP for 20 damage, like Sunburst) and 20 CP for 30% population

Dr33a
- Suppress Nature: 60 CP to cast, 60 CP to disjunct (was 100 CP, 120 CP to disjunct) - I also feel the upkeep is too high (40 mana/turn), but since the overall aim is to increase upkeep, I'm not touching it.
- Dragon Oil: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 120 CP to disjunct) - like Thorn Hedge Walls
- The Great Mobilization: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

AD20b
- Fertile Domain: 40 CP to disjunct (was 50 CP to disjunct)
- Insect Plague: 20 upkeep, 50 CP to cast, 50 CP to disjunct (was 15 upkeep, 60 CP, 50 CP to disjunct)
- Sunburst: deals 20 fire damage, costs 60 CP to cast (was 15 fire damage, 80 CP)
- Poison Domain: 50 CP to cast, 50 CP to disjunct (100 CP, 110 CP to disjunct)
- Wild Growth: tier III, 220 RP, 40 CP to cast (was tier IV, 350 RP, 60 CP)
- Nature's Eyes: 50 upkeep, 70 CP to cast, 70 CP to disjunct (was 40 upkeep, 80 CP, 100 CP to disjunct)
- Thorn Hedge Walls: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 120 CP to disjunct)
- The Wild Hunt: 80 upkeep, 450 CP to disjunct (was 64 upkeep, 500 CP to disjunct)





New Priority changes
Wa15c
Dread Siege: 20 upkeep, 60 CP to cast, 60 CP to disjunct (was 30 upkeep, 60 CP, 75 CP to disjunct)


Wa15d
Inspire Loyalty: 30 upkeep, 90 CP to cast, 90 CP to disjunct (was 20 upkeep, 100 CP, 110 CP to disjunct)

Th11k
Hallowed Domain - 80 CP, 80 CP to disjunct (was 80 CP, 90 to disjunct)

So11b
Glyphs of Warding: 40 CP to disjunct (was 50 CP to disjunct)

So11c
Dread Omen: 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 40 upkeep, 60 CP, 80 CP to disjunct) - a bit more expensive than Dread Siege which has a similar effect minus the -100 pop

So11d
- Dome of Protection: 30 upkeep, 60 CP to cast, 60 CP to disjunct (was 20 upkeep, 100 CP, 120 CP to disjunct)
- Spell of Return: 80 CP to cast (was 100 CP)
- Age of Magic: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

So11e
Lightning Storm: 7 physical and 13 shock damage (was 5 physical, 10 shock)

So11f
Enchanted Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 140 CP to disjunct) - like Thorn Hedge Walls


So11g
- Summoner's Aura: 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 100 CP, 110 CP to disjunct)

Ne24d
Rotten Wall: 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 120 CP, 150 CP to disjunct) - like Thorn Hedge Walls

Dr33b
- Suppress Nature: 60 CP to cast, 60 CP to disjunct (was 100 CP, 120 CP to disjunct) - I also feel the upkeep is too high (40 mana/turn), but since the overall aim is to increase upkeep, I'm not touching it.
- The Great Mobilization: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

Dr33c
Dragon Oil: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct) - like Thorn Hedge Walls

AD20c
Sunburst: deals 20 fire damage (was 15 fire damage)

AD20d
Nature's Eyes: 70 CP to cast, 70 CP to disjunct (was 80 CP, 100 CP to disjunct)

AD20e
Thorn Hedge Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct)

AD20f
- Fertile Domain: 40 CP to disjunct (was 50 CP to disjunct)
- Insect Plague: 20 upkeep, 50 CP to cast, 50 CP to disjunct (was 15 upkeep, 60 CP, 50 CP to disjunct)
- Poison Domain: 50 CP to cast, 50 CP to disjunct (100 CP, 110 CP to disjunct)
- Wild Growth: tier III, 220 RP, 40 CP to cast (was tier IV, 350 RP, 60 CP)
- The Wild Hunt: 80 upkeep, 450 CP to disjunct (was 64 upkeep, 500 CP to disjunct)
 
Last edited:
Confirmed for v1.3:
GC84
Builders have a new ability, Repair Wall: touch ability which heals 25 HP to a wall



Th11e
Prayer for the Hurt - 80 CP, 25 upkeep and 80 CP to disjunct (100 CP, 30 upkeep and 90 CP to disjunct)



Gr03a
Scales of Fortune: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)

Ke02
- Rally of the Populace: 80 CP to disjunct (was 120 CP to disjunct)
- Keeper's Creed : 40 upkeep, 100 CP to disjunct (was 30 upkeep, 150 CP to disjunct)

Ke02a
Spiritual Freedom: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 30 CP to disjunct)

AD20e
Thorn Hedge Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct)

EDIT:
For the record, this proposal from the core group is dropped:
27. Remove Anti-Magic Field (debatable), Domain of Corruption, Killer Instinct, Frost Missile, Shock Missile, Summon Dire Penguin from Forbidden Sanctum
 
Last edited: