![]() This allows AI to see enemy from further away, and plan attacks better.įiring arcs changed - artillery will no longer turn and fire at a target behind them at will.įlanking values increased. ![]() Unit frontage reduced, extra reduced for cav. Morale effects have been rebalanced - they were slightly out of tune over the last few releases. this has been proven in tests to aid the AI, as well as improving the general feel of gameplay. They are now 110 for Line infantry, 120 for lights and 150 for rifles. They were slightly under-sized previously. Siege infantry (Sappers, Forlorn Hope etc) have had a unit size increase. Normal guns can take the walls down well before you've fallen asleep now Siege guns are still helpful at sieges, but not a necessity. The recruitment order has also been fixed - it is now Heavy Cavalry at low level buildings, and Light Cavalry at high level buildings.įort wall hitpoints have been reduced. They are now suitable scouts, with more campaign map movement points than other cavalry. They have few movement points, little ammo and provide a garrison policing bonus. They are now emphasised as the correct unit for dealing with unrest. Too often they were used as cheap cannon fodder. Light infantry now move much more efficiently across the battlefield, and have suitable defence skills. Previously, a line unit would too often have to support the light infantry. Light Infantry have been promoted as a support unit.
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