Here is the list of the CURRENT implemented changes. There are still several more to go. Suggestions and comments are appreciated.
No offense or trolling intended, guys, but you're so fucking awful at balancing the game rules. I dunno, what are the reasons of this, is this the fault of bad testers (like it is in Vogel's games, for example) or is it designers overreacting to criticism or some other horrible cause, but those planned changes look like an epic fail in understanding of what's actually wrong with the game. Now, I'm talking about balance issues mostly - questfixes are fine, although some of the stuff there is missing too. But let me explain what am I talking about.
- Strength now give a % increase instead of a fixed bonus.
First big one. While I don't know the exact % as you're not naming it, this change is wrong on multiple levels. For the starters, it murders dagger users - yeah, just slaughters them. While the combination of 10 str + 10 dex + crafted manica & dagger may have looked broken, in reality, it was just fine, because not only you have made your character extremely one sided for the sake of dealing damage, but also you weren't dealing that much damage at all, especially against armour - the armour piercing ability of the dagger was not kicking as often as one would like it to so while you were doing 6 fast attacks with jambia per turn, against serious opponents most of them went like "3 damage, 3 damage, 3 damage..." Well, maybe it's just my shitty luck, but even with a "10 str, 10 dex, 8 pe" build I was dropping, like , one usual guy per 1.5 turn which was definitely not enough to make the fight either safe or easy. And with 10 STR, 10 DEX, 8 per, I'm sure I could've done as well with either 2h sword or axe - after all, they have better passive abilities (or, rather, their passive abilities are actually bonuses and not something that's just reqired for the weapon to work at all) and care less about heavy armour (that is prevalent in tough fights). Note, however, that I used dodge, not block, since block was badly balanced etc., while dodge, in my opinion, is balanced just right enough.
And that is, BTW, where the problem of "strength is useless" comes from - obviously, when you're nigh-invincible with your 80 block points (which, from what I could tell from your forum, nearly all of your home testers went for), you absolutely don't care about how fast you are dropping your enemies. Sure, if you have dozens of turns to popamole your enemies, you can it even with 1 or 2 s4 attacks per turn. Once this invincibility is not the factor, you quickly understand that, outside the spear factor, having 4 str really sucks.
As for the "high str being useless with 2-handed weapons" - this is also not that true. Well, I lie a bit, it is true, but not as disastrous as people write about it - as I have mentioned, you get "purer" damage with it (since 2h are good versus heavy armour), you get better (up to the point of being devastating) counterattacks and insane critical hits, so 10 str + 2-handed axe or sword is definitely not weak. It's different with spears, but since spears function on the entirely different level than "common" weapons it's not that unreasonable, I think. Maybe 1.5x multiplier would do them some good, but it is certainly not required to finish all battles in the game (not to mention that, as far as I understand, this changes will also affect enemies in the same way and, since your designers just love to give s 9 & 10 to some random old bums, it can possibly make some fights punishingly harsh).
Finally, even if you want to buff strength (although, I'll repeat, the problem lies with the block and not strength) there are couple of factors to notice. First, for everyone other than thief, money are nearly useless in demo. And in AoD, your wealth is directly tied to your carrying capacity, since, unlike most other RPGs, you can't return to the field of battle to scrounge what didn't fit in your backpack in the previous time, no sir, you have only one attempt so with low strength you're usually leaving hundreds of gold lying on the ground. If there was only a way for warrior to profit from this excessive wealth, like, you know, making the thief shop accessible for any class, just for a hefty bribe, or whatever... Monetizing your strength would be nice.
Second, strength is rarely used in quests which also a bogus. Oh, sure, they say it helps you intimidate people, only with str 10 you don't want to intimidate people - you want (and you're able) to fucking slaughter them where they stand. Compared to PE (which brings you lots of nifty things and bonus SPs), strength is really bleak.
Third, people say that PE is better than STR because PE governs all passive weapon abilities. I'll talk about PE lower, but what could help strenght is some sharing of that - like, it's fine if PE helps you to crit people or to find weak spots in their armour, or to catch them as they approach, but why should it help in, say, splitting shields in half? What, shields have some very unobvious and hidden weak spots? I'm no cold weapon expert, but I'm sure that huge strenght would help better in this task. And same can be said for a knockdown ability - well, that is a bit arguable since it is more about catching people in vulnerable position and less about just throwing them with the force of the impact, but since the knockdowns in AoD are already unrealistic as hell, it wouldn't be strange to see STR governing the chance of them.
- Perception THC bonus reduced, increases 4 points per stat point.
Yeah, thanks for making those aimed strikes even more save scum reliable. It's not a huge nerf, but I've already explained that people take PER over STR due to the quests and weapon profiency issues - I mean, really, with 8 PE 50 spear skill give me 32% of interception, with 10 PE - 45%. Considering how much a spear user relies on interception to survive, it's not a surprise that he'll take 10 PE without a smallest doubt. Same goes for the other weapons too. Another part of this problem is that weapon skills are, at the moment, extremely weak - like, pumping them to 50+ costs a ton of points yet gives you ridiculously low bonuses to TH chance and passive ability chance - like, my aforementioned spearman tried to bump his spears up to 65, but, after seeing his intercept chance jumping to the majestic 47%, he immediately reloaded.
Another benefit here is that high PER makes the combat more tactical. Like, with low PER, you're really confined to the weapon that you're invested with - you just won't hit with anything else. It also is hard (read - not really possible) to use those fancy aimed and power attacks, so another thing that makes str 10 dex 10 dagger using assassin horrible is that he is an ultimate popamole character - you just stand there and spam fast attacks and flurries. High per character, on the other hand, can take much more approach to the battle, he remains effective when switching weapons so he can adapt to nearly any situation and that is cool, in the gameplay terms. So yeah, the problem here also lies in weapon skills being so uneffective (probably due to block skill being broken) and synergies (a great idea, by the way) also being not as strong as they should've been. Outside of that, PER shouldn't really be nerfed.
- THC bonus from weapons reduced from 10 to 8 and from 5 to 4.
Once again, it's not small weapons that are broken - it is shields that are broken. Outside of shields, small weapons are not that good.
- Buckler has an attack penalty of 5.
That hardly fixes the block, y'know, and probably makes cavalry shield somewhat OP.
- Intelligence bonus SP now it's only applied on quest rewards, as you get them.
Another extremely retarded change. I know that there is a crowd that whines "oh, INT is too good on the fighter", but first, that stems from the very same "pump block to 80 and become GODLIKE" issue, and second, you're ruining the game for the best kind of characters here. I mean, it is obvious, that for pure talkers this change does not matter - after all, combat is auto-death for them. It also doesn't hurt the pure fighter character - honestly, even IG storyline is manageable with 4 int character, you just have to bring enough nets to the final battle. No, the ones who are really gimped are the hybryd characters - due to the really high skill requirements, they are already extremely skill point starved and totally exploit and metagaming reliant, so by depriving them even further you're just making things even worse. I mean, they're the best kind of characters in the game - it gets kinda boring if all you do is fighting or just clicking on the dialogue option, but even now it's extremely hard to make an assassin who, say, is able to take care of himself in combat and haves at least some points in sneak and disguise, and after that change... Yeah, thank you for limiting my fun even further.
- Dodge characters get a bonus to avoid AoO attacks, allowing characters focused on dodge to move around the battlefield more.
That's a good change for the archers, but it can make spear wielders and 2-handed weapon users in manica a bit OP - spear wielders are already fine, even when dodge is presumably useless, so after this change...
- Free defenses are based on dexterity and AP limit set by armor. Low dexterity and heavy armor characters get tired faster and get a penalty to defense when defending a lot within a turn. High dex, lowly armored character keep their full defense for longer.
Same as before - can easily make dex 10 dodger in manica broken when, at the moment, they're fine - combat for them is somewhat hard, sure, but, as far as I get the point, that's how you want to roll it.
Oh, and two nitpicks for the quest fixes.
First, noncombat characters really need a way of earning some cash through the noncombat quests - honestly, quest rewards are usually unreasonably low (like, you can disable a fucking aurellian encampment and get what? meager 100 gold - well, that's when you steal the thingamajig, IIRC, it gets higher when you terminate them, but still, in the comparison of what they are paying the raiders to do the exact job... and raiders don't even finish the fucking miners, lazy bastards) and all the money come from spoils of victory. So if you're a trader and if you forgot to invest into disguise (because who would've though that a trader would need it?) and if you spent some gold on some crap for any reason imaginable you can have a really nasty problem with that 1000 gold bribe. I mean, if I'm either a grifter or a merchant, I really expect some opportunities to earn money and there are hardly any.
Second, assassins questline needs to be more reactive. Like, AG2 - you kill three spies, you return to guildmaster, he looks at your bandages and says "you need to learn to kill enemies faster'. So, out of curiousity, i finished the quest without loosing a single HP, only he still looks at my bandages and says that I should be faster. Yeah, right. Or, erm, is it Agalai? I mean, the guy in the guild who says that you need to kill 27 men to be an experienced assassin - what if I already killed that much? I understand that that is not the point of that conversation, but it would be nice to say something different if you had a bigger bodycount than that.