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Eador Genesis

Discussion in 'Strategy and Simulation' started by Anthony Davis, Dec 10, 2012.

  1. wortkarg Literate

    wortkarg
    Joined:
    Feb 9, 2020
    Messages:
    7
    If you're short of time, then i agree, Arisen Luminary is a clear winner, he is better than Knight, if you can afford him (he costs like 2 Knights). The problem with Alkaryl is, that they are pretty rare, the racial quest is the hardest one and their strongest unit and the only one that can deal enough damage to non evil enemies has rank 3. Arisen Luminary is good, no doubt, especially in early/mid game, but other Alkaryl are not that good (they are mostly not bad either, but still). Additionally Alkaryl are very expensive.
     
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  2. Matod Novice

    Matod
    Joined:
    Nov 15, 2017
    Messages:
    15
    well yes but if your oponent goes for evil karma you got almost autowin even with other alkry units wich are weaker i agree but as i said its optional you need to adapt to game not what you think its op , if your oponent play evil karma deely you get alakyr aliance asap and you won the game..
     
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  3. G.O.D Arcane Patron

    G.O.D
    Joined:
    Mar 6, 2011
    Messages:
    841
    Location:
    The Netherlands
    Project: Eternity Wasteland 2
    So... Is there an update on the way yet? Or maybe already released? For New Horizons that is.
     
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  4. wortkarg Literate

    wortkarg
    Joined:
    Feb 9, 2020
    Messages:
    7
    • Brofist Brofist x 3
    • Thanks! Thanks! x 1
    • Informative Informative x 1
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  5. bavarian kid Educated

    bavarian kid
    Joined:
    Oct 12, 2015
    Messages:
    46
    • Salute Salute x 3
    • incline incline x 2
    • Brofist Brofist x 1
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  6. razvedchiki Erudite Sad Loser

    razvedchiki
    Joined:
    May 25, 2015
    Messages:
    3,512
    Location:
    on the back of a T34.
    hows the turn times in big maps?
     
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  7. bavarian kid Educated

    bavarian kid
    Joined:
    Oct 12, 2015
    Messages:
    46
    eador.cfg contains new setting option "AI turn depth (0 - light/1 - medium/2 - high, default 1): 1"

    At least theoretically;), light turn depth should speed things up.
     
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  8. LibertyRansom Augur

    LibertyRansom
    Joined:
    May 3, 2011
    Messages:
    239
    Location:
    USA, NY
    Can anyone provide a summary on what the newest translation changes/adds?
     
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  9. G.O.D Arcane Patron

    G.O.D
    Joined:
    Mar 6, 2011
    Messages:
    841
    Location:
    The Netherlands
    Project: Eternity Wasteland 2
    *** NEWS ***

    1. Troops
    Demons in the hero's army now have some chance to rebel against the hero. The chance increases depending on the tier of the demon and their number, and decreases with the presence of Chaos Lords in the squad. When a riot is suppressed, demons return to the hero's squad with a minimum of health.
    Thief, bandit, assassin, thug, horseman, cavalryman, horse archer, keshik, paladin, holy warrior and shadow claw can no longer spend stamina when attacking after movement (with development or in the base).
    Added a new unit - squire (improvement of the guardsman). Punishing Hand is now an alternate upgrade available as a regular leveled upgrade.

    2. Magic
    Spells "Drain life" and "Drainage" added effects.

    3. Other
    In the configuration file, the setting of the depth of thinking about the move for the AI has been made (0 - "by eye", 1 - an approximate calculation, 2 - the most accurate calculation). I recommend to put "2" at the beginning of the game, and when the AI move becomes long, switch to "1". I recommend setting "0" only to beginners.
    The presence of undead and demons in the squad now additionally reduces the morale of the squad.
    Panic can now lower the morale of nearby friendly warriors (the ability of goblins does not lower the morale of allies).
    Added the ability to "sell" warriors for energy in the campaign (while on the screen for selecting bonuses for attacking a shard, mark the required warrior or warriors - a button for sale will appear; when pressed, a dialog box will appear).
    When the province of the non-human race is plundered, it is possible to populate the deserted lands with people to the end. Action requires gold.


    *** CHANGES ***

    1.
    All Elves have increased protection from the shot by 1.

    2. Troops
    Trappers and Beast Lords adjusted level upgrades.
    Added "Panic" to the Beast Lord.
    Crossbowmen can now receive a throw-march.
    The snipers got a march.
    The Slinger and Veteran Slinger have +1 Stun Shot.
    The witch hunter no longer needs a mandrake. Its attack and ranged attack are increased by 1. The
    cost and upkeep of the Alvar warriors have been slightly adjusted.
    Punishers have increased cost and upkeep.
    Faith Zealot level upgrades have been adjusted.
    Incarnation of Water spell costs have been adjusted.
    Faith Fanatic has had its cost and upkeep reduced (600-> 450 and 120-> 90, respectively).
    The Rune Master is now immune to poison from the start. Its leveled upgrades have been slightly tweaked.

    3. Magic To the
    spells "Enhance enchantment" and "General enhance enchantment" the additional impact mechanics have been changed.

    4. Items
    The White Mage Recruitment Contract is now available in trophies.

    5. Heroes The
    "Magic" parameter has been reduced to the Priest / High Priest (6-> 5, the M4 slot is removed), the "Health" parameter has been added (4-> 5, 5 health, 2 stamina, 1 morale have been added). Instead, the Priest receives an additional M2 slot, High Priest - M3 (cumulative).
    The Leader / Ataman slot has been removed, the Leadership parameter has been reduced (9-> 8, the T3 slot has been removed), the Health parameter has been added (7-> 8, 6 health has been added, 2 stamina, 2 morale).
    "Leadership" now increases the morale of the squad more strongly (+1 at 1, 3 and 5 skill levels).
    "Call of the Necromancer" now reduces the cost of keeping undead in a squad by 10% per level (10% and 20% instead of 10% and 15%, respectively). Ability description has been adjusted.

    6. Buildings
    The requirements for building Power and Might crystals have been adjusted.

    7. Miscellaneous
    Mercenaries in the hero's squad can now lose the mercenary medal when they receive a sufficient number of upgrades to reduce pay.
    Warriors who have not reached level ten, but are improved fighters (after being promoted) are now correctly counted in the shard's statistics.
    The witcher's chance of catching a lycan has been reduced from 90% to 50%.
    The Surviving Adventurer event can now only trigger when the fort is rebuilt.
    Some events have been added.


    *** FIXES ***

    Improved AI algorithms.
    Fixed bugs and typos of the game.
    Shower of Arrows now restores projectiles. The spell description has been adjusted.

    Lamb Sauce:

    Show Spoiler
     
    • Brofist Brofist x 2
    • decline decline x 1
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  10. bavarian kid Educated

    bavarian kid
    Joined:
    Oct 12, 2015
    Messages:
    46
    Most recent Russian New Horizon version has been translated to English

    Download for New Horizons 21.0630:
    http://eador.com/B2/viewtopic.php?t=4648

    Patch notes in Russian: http://eador.com/B2/viewtopic.php?p=335461#335461

    Patch notes in English based on Google translate

    1. Troops
    Added minor spirits of earth, fire and water.
    The T4 slot is now available to the Mage / Archmage, but only for the undead (with the maximum pumping of Necromancy).

    2. Magic
    Spells of summoning creatures and raising undead can now have a power modifier other than 100. If it is higher, a higher level creature is summoned / raised than the corresponding skill allows, if lower, then a lower one.
    Added spells that summon lesser spirits of earth, fire and water.

    3. Other
    The Commander's starting troops already have some experience. The number and composition of the starting warriors for all classes of heroes can vary.
    The Wizard's starting spell pool has been expanded and tied more strongly to the hero's starting skill. Every Wizard comes with an item.
    When recruiting a warrior, he can receive warriors or items that are more suitable for his characteristics.
    Rebellions of demons in the squad of heroes can now be turned off (option "Daemonic Rebells", set the value to "0").
    When attacking an enemy province, if the guards retreat - by choosing the "Let them go" option, the hero's squad will receive a quarter of the experience relying on its destruction.
    Every 85 turns, you can build one more building in the province, and hire one more province guard.


    *** CHANGES ***

    1. Alliances Gnoll
    troops received a new ability "Gnoll Power" - when any gnoll with this ability dies, one of the remaining on the battlefield "absorbs" its power, increasing the indicator of its similar ability. Each level of this ability increases the attack of the warrior himself, as well as the level of the demon remaining after his death by 1.

    2. Troops
    The Stone Golem received Vitality 30. From the tenth level, he can get "Vitality +20".
    The captured soul has decreased protection (20-> 14), protection from a shot (40-> 28) and resistance (5-> 4).
    The ability to use "Magic Spark" on a random nearby enemy warrior has been added to the Magic Crystal.
    For the Incarnation of Water, the following parameters have been adjusted: health (20-> 28), firing power (7-> 9), firing range (4-> 5), ammunition supply (5-> 6) and level improvements ...
    Cultists (spawn of Chaos and demonologists) no longer experience a decrease in morale from the presence of demons in the squad.
    Ratmen are no longer susceptible to wound decay.
    The Shape Changer can now transform into a Hippogryph - a flying beast when choosing the Path of Dexterity. The parameters and leveled upgrades of the Shape Changer, Gruns and Hippogryph have been adjusted.
    Bouquet slightly adjusted the parameters.
    The trap is now more traumatic (4-> 10) and can inflict up to 19 points of damage (at maximum pumping).
    Hornet Swarm now drains more health each turn (2-> 3).
    Pikemen increased counterattack (9-> 10).
    Pegasus parameters have been adjusted (life 25-> 28, stamina 10-> 11, morale 10-> 11, attack 10-> 12, defense 3-> 2, protection from a shot 0-> 2, resistance 6-> 7 ). Adjusted leveled improvements. Pegasus got the ability "Shield of Magic 1", with a possible improvement by another 1.
    Valkyries adjusted parameters (life 34-> 37, attack 12-> 14, ranged attack 10-> 8, defense 6-> 4, protection from a shot 2-> 4, resistance 8-> 9, speed 5-> 4, stock of projectiles 3-> 2). Adjusted leveled improvements. Valkyrie got the abilities "Shield of Magic 2" and Restoration of Strength 3 "," Attack from acceleration 1 "was replaced by" Attack from acceleration 2 ", the ability" Heavy shells "was removed.
    Parameters have been adjusted for the riders (life 30-> 32, attack 11-> 12, counterattack 7-> 8). Reduced cost (75/0 -> 60/0) and upkeep (15/0 -> 12/0).
    Parameters have been adjusted for cavalrymen (life 38-> 40, attack 15-> 16, counterattack 9-> 11, defense 3-> 4). Reduced cost (150/0 -> 120/0) and upkeep (30/0 -> 24/0). Rebuild 1 has been replaced with Recover 2.
    Adjusted leveled improvements for Horse Archers.
    Keshikam parameters have been adjusted (life 30-> 34, attack 10-> 11, ranged attack 10-> 11, stamina 12-> 13, morale 11-> 12). Adjusted leveled improvements. Added "Recuperation 1".
    Unicorns have adjusted stats (resistance 9-> 7) and leveled improvements. First Aid 3 has been replaced with First Aid 6. The unicorn received the ability "Shield of Magic 2" with a possible improvement by another 2.
    Trolls have adjusted parameters (life 63-> 55, counterattack 19-> 18, defense 3- > 2, protection from a shot 3-> 2, stamina 28-> 22). Swamp Knowledge 1 has been replaced with Swamp Knowledge 2, Siege 4 has been replaced with Siege 6. Increased cost (350/0 -> 350/10) and upkeep (70/0 -> 70/2).
    Level improvements have been adjusted for Griffins. Reduced cost (350/20 -> 300/15) and upkeep (70/5 -> 60/4).
    For Sword Artists, parameters (life 40-> 42, stamina 15-> 14) and leveled improvements have been adjusted. Reduced cost (450/0 -> 400/0) and upkeep (90/0 -> 80/0).
    Soul Guardians have adjusted their parameters (stamina 17-> 16, resistance 4-> 3) and level improvements. Removed the ability "March-Throw" (available from level 12). Reduced cost (900/0 -> 800/0) and upkeep (180/0 -> 160/0).
    Level improvements have been adjusted for Black Unicorn.
    A sorcerer who has chosen the path of necromancy can now receive the "Undead Regeneration" spell (from level 12). Necromancer leveled upgrades have also been adjusted.
    Spectrum parameters have been adjusted (protection 9-> 7, protection against a shot 18-> 14, resistance 4-> 3).
    Adjusted leveled improvements for Champions.
    Elves have adjusted leveled improvements.
    Rangers increased resistance (3-> 4), adjusted level improvements.
    Druids added the spell "Summon Eagle" (from 5 lvl.).

    3. Magic To the
    "Shock" spell, the damage modifier has been reduced (50-> 35).
    Moved Enchant Spell to M1. Healing effect reduced (12-> 10).
    The spell "Feline Reflexes" has been moved to M2. The spell now grants the enchanted creature Vigilance, Dexterity, Parry (2), and Evasion (2).
    Moved General Enchantment to M3.
    The Shared Sleep spell can now be learned when building a Psi Monolith. The duration of the spell is increased (4-> 5).
    The General Disenchantment spell is no longer available when building a Tower of Hypnosis (can only be obtained in scrolls).
    The spell "Dark Pact" has been moved to M2. The duration of the spell has been reduced (10-> 5).
    Demon Blood has been moved to M3. The spell now affects all demons within a radius of 1 tile. Resistance modifier decreased (100-> 50).
    The "Mass Drain" spell has had its resistance modifier reduced (50-> 25).
    The Summon Wolf, Summon Rat, Summon Flock of Rats, Summon Eagle, and Summon Abomination spells have increased summoning power modifiers.
    The Summon Devil, Summon Phoenix, Summon Destroyer, and Spectrum Raise spells have had their summoning power modifiers reduced.
    Spells "Air Shield" and "Heavenly Shield" now increase protection from the shot more strongly (4-> 6).
    The Stone Peel spell now increases armor (4-> 5) and healing / health loss per turn (4-> 5) more. The base duration of the spell is increased (4-> 5).
    The "Mass Grounding" spell has its base duration increased (2-> 3).
    The properties of the "Death of the Wicked" spell have been changed.
    The Death Gate spell now summons 7 Skeletons of Gloom.
    The spell "Eternal slavery" has been moved to the M2 school of Necromancy (the duration of the spell has been adjusted).
    The "Weakening" spell has been moved to the M3 school of Necromancy (now the effect occurs on all enemy soldiers).


    Fearless Flag and Victory Banner now give a larger bonus to the unit's morale.
    The main parameters of the two-handed swords have been increased.

    5. Heroes
    Druid / Arch Druid Summon Bonus decreased (5/10 -> 4/8), Forest Knowledge decreased to 1.
    Necromancer / Necromancer Master Necromancer Bonus increased (3/6 -> 4/8).

    6. Miscellaneous
    Thunderstorm of mortals / undead / demons now deals double damage to the corresponding creatures only in melee. When shooting, the damage is increased by only 50%.
    Adjusted the prices and properties of some medals.
    The composition, properties and description of the "Drillers" guards of the province (now "Plague Bearers") have been corrected.
    Holy / Cursed Armor and Heavenly Armor now work while the wearer's


    Morale is greater than 10. *** FIXES ***

    Fixed a bug that occasionally caused the AI to crash during the turn.

    Enjoy!
     
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  11. LibertyRansom Augur

    LibertyRansom
    Joined:
    May 3, 2011
    Messages:
    239
    Location:
    USA, NY
    Always great to see there are still adding content to the mod. Time to boot up a new game.
     
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