I haven't checked the hiring costs, as in my opinion it's usually not terribly important a parameter (Past the early game, you tend to have more than enough Gold to buy whatever you actually need/want so long as you're not doing something like changing out your entire army formation constantly), so I don't guarantee the accuracy of those particular numbers, but otherwise everything should be fully accurate to the latest patch as of late 2017. nope.Ī lot of this information is borrowed from GameBanshee's site, though I've personally confirmed all the combat numbers as well, and there's enough errors in GameBanshee's listings this is worth noting, as I've corrected those. I'm noting it primarily because a cursory examination may lead you to believe Morale applies to them, but. They'll use the appropriate icon and title for what Morale bonus you'd expect them to have given eg items, but they actually won't experience any modifications from Morale. ![]() As such, Morale actually becomes more and more important to pay attention to as you progress through the game, because even units with poor base Attack/Defense will experience relatively significant modification from Morale due to the player's climbing Attack and Defense being part of what gets modified.Īlso note that summoned units interact a bit strangely with Morale. Note that the Morale modifications of Attack and Defense occur at the 'final step'. +3 Morale: +30% to Attack and Defense, and crit chance is doubled. +2 Morale: +20% to Attack and Defense, and crit chance is increased by 50%. +1 Morale: +10% to Attack and Defense, and crit chance is increased by 25%. 1 Morale: -10% to Attack and Defense, and crit chance is reduced by 25%. 2 Morale: -20% to Attack and Defense, and crit chance is halved. 3 Morale or worse: -30% to Attack and Defense, and crit chance is 0. Morale operates in seven tiers, and its effects go like this: Among other points, it ensures that Initiative boosters always have a clear utility, instead of the player simply using the highest-Initiative units and ignoring stuff like Battle Cry. I think the only check past that is that the player's units automatically lose Initiative turn order, a decision which, albeit frustrating at times, I think is probably for the best. If they tie there, then their Level is compared, with higher being better. If units tie in Initiative, then their Speeds are compared, with higher being better. Initiative is the primary stat -if no units share Initiative, it's the only one that matters, with higher being better. ![]() 4 can be halved to 2 readily enough, but half of 3 is 1.5, and this series really hates using fractional numbers. Indeed, due to the implementation, it's actually impossible for several units to get exactly half -a Bowman's ranged damage is 3-4, for example. Some units actually hit harder in melee than at range, but even for units that have crippled melee damage it's not necessarily exactly half as strong as their ranged damage. I'm being a bit vague here, because while the game itself tells you that ranged units do halved damage in melee and No Melee Penalty will explicitly say a unit's melee damage is identical to its ranged damage, these aren't actually hard-and-fast rules most ranged attackers do roughly halved damage in melee, and most units that have No Melee Penalty will hit just as hard in melee as they do when firing within their effective range, but the actual behind-the-scenes implementation is that ranged units invisibly have two different attacks that each have their own damage type and damage numbers. ![]() Some ranged units have the Ability 'No Melee Penalty' these units always do at least as much damage in melee as at range. By default, ranged units do reduced damage when attacking an adjacent target.
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