NEW MOD: Direct Overhaul - Game Balances and Improvements

Hello All. I am currently in the process of creating a Tuning Pack. I am looking to see what kind of problems and balance issues people are having so we can get them addressed in this major tuning pack that I am working on. I currently have over 600 games of knowledge and I am working on the best balance changes I can think of. I am hoping for a version 1.0 release by next Wednesday (April 13th). I have listed some improvements that I currently have in progress. Let me know what you think. Let’s get a great tuning pack together to have some great games.

Additionally I will also be releasing a “Tuning Pack Test Map” around the same time for people to use in regards to checking balance changes. This will probably be announced in a separate thread when it is released.

Current Changes coming in version 1.0:

  • Population count changed from 200 to 300 (this might change to 250 depending on peoples thoughts)

Boar:

  • Changed hit point from 150 to 125
  • changed ranged armor from 4 to 3
  • changed melee armor from 4 to 2
  • changed direct damage from 15 to 12
  • changed food amount from 2000 to 1500

Dev Note: This change was made to try and get more people to use the boars as an early to mid harvesting option aside from just deer. Currently killing the boar is too much of a risk early game in regards to losing 1 to 2 villagers that most players decide to pass on the option. With these changes to the boars health and armor a player can take down a boar with more ease using 6 villagers while still letting the boar option maintain that higher risk as it might still take out a villager if you do not have “Textiles” researched. With these given changes I have also reduced the amount of food that you will receive from the boar (this might get reverted depending on peoples thoughts)

Nest of Bees:

  • Reduced the AOE radius a small amount so the weapon is not taking out half an army in one shot. (This change has made damage go from hitting around 15 units to hitting around 7-8 units at a time)
  • Damage Changes:
    • Far damage multiplier changed from .4 to .2
    • mid damage multiplier changed from .7 to .45
    • near damage multiplier changed from 1 to .65

Mangonel:

  • Reduced the AOE radius a small amount so the weapon is not taking out half an army in one shot. (This change has made damage go from hitting around 15 units to hitting around 7-8 units at a time)
  • Damage Changes:
    • Far damage multiplier changed from 1 to .6
    • mid damage multiplier changed from 1 to .8
    • near damage multiplier remains unchanged (default 1)

Dev Note: I have made these changes in order to try and make the siege more of a supporting unit instead of a main mobbing unit that can massacre armies within a blink of an eye. Siege has been a major topic since launch and I plan on keeping a close eye on this issue as I continue to hear feedback and do more tests.

Siege Tower:

  • Doubled the hold amount from 8 to 16.
  • changed the population count from 1 to 2

Dev Note: Currently the siege tower is pretty useless and no one really uses them much as it is easier to just take the wall down. In order to help push people to use the siege towers more I have doubled the amount that they can hold. Due to the more versatility I have decided that it is good to increase the population count on this unit as well.

Transport Ship

  • Doubled the hold amount from 16 to 32
  • change population count from 2 to 3
  • changed unload distance from 15 to 25

Dev Note: Transport ships have been a very good tool that players have been using to flank and push units across large lakes to take an advantage on unsuspecting opponents. However, they have also been a huge pain to deal with and having to micro manage them to unload the units. In order to fix this issue I have increased the distance in which the transports are aloud to unload units which has reduced or eliminated the hassle of ships getting bogged together and not unloading units when there are 3+ ships packed together on one unload point.

Stone Walls:

  • Changed starting hit points from 3500 to 9000
  • Increase build time from 16 to 32 seconds
  • Increased Stone cost amount from 15 to 25

Dev Note: Stone walls are a huge defensive tactic to keeping your opponents out of certain areas and flanking spots. However, the spamming of stone walls can get very out of control. I have made these changes to force players to think more on the placements of stone walls and when to use palisade walls instead. With these changes however stone walls are now over double the strength as they were before. With strength however comes more resources and time on site to build.

(note: Additional changes may be coming to the stone walls as I start working on the siege cannons as I plan on lowering the damage they deal towards reinforced structures such as stone walls.

Hope you guys like these changes. Feel free to let me know what you think. Ideas with higher upvotes will be looked into further.

Videos of improvements coming shortly.

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nice!

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