DeletedUser3
Guest
Hello Tribal Warriors,
Since the closed beta some time has passed and we had the opportunity to analyze a lot of player date and feedback. Millions of units were recruited, thousands of buildings were constructed, and hundreds of forum feedback threads were composed, and read by us, the game designers. During this time we noticed many issues, big and small, and decided to address them with our first balancing update. Our main focus concentrates on the game-flow within the first hours and offensive units. We also tweaked some building construction costs. This update does not address all issues we wish to solve. Rest assure other updates will follow if we see a need for improvement.
Units
| Light Cavalry Changes:
From the data we got, light cavalry is by far the most produced offensive unit in the game (by provisions). And this is for a good reason. Light cavalry is the fastest unit, had the highest carrying capacity and could be recruited relatively quickly, in regards to its provision consumption. We didn't want to change the attack value itself, so we decided to reduce the carrying capacity and increase the recruitment time. Light cavalry is now closer to the mounted archer. This change also makes the Axe Fighter more economical and attractive to use. | ||||
| Mounted Archer Changes:
The mounted archer had a higher attack value than the light cavalry in terms of recruitment time and costs, so we increased the recruitment to make those two units more even. Also we "switched" clay and iron costs, so that the mounted archer becomes an alternative offensive units in villages where you have more clay than iron. | ||||
| Axe Fighter Changes:
We wanted to give offensive players the chance to farm barbarian villages without having to rush to barracks level 11 and unlock light cavalry. Therefore the Axe Fighters carrying capacity was increased to make him more attractive in the early game. | ||||
| Heavy Cavalry Changes:
Not doing it's name justice, the Heavy Cavalry was the weakest defence unit against cavalry from all units. Therefore the Defence against Cavalry was increased. Currently it is a pretty expensive all-round defence unit, which strength lies not in it's defence power but it's speed and relatively short recruitment time. |
| Buildings Changes:
If you followed quests in the first hours of the game, there was an imbalance between iron and wood in your storage. In most cases, you had way more iron than needed. So we adjusted the consumption of these resources a bit with the costs of timber camp, warehouse and farm. |
| Paladin weapons Changes:
We noticed that some of you received the first paladin weapons long before the statue was even built. Now it takes a bit more time to unlock these two weapons on level 1. (It is possible to earn these weapons within the 5 day attack protection period) |
Go to feedback thread!
Sincerely,
The Tribal Wars 2 Team