In 1.34, regiments will always retreat and be replaced once either strength or morale reaches 0, removing the 12 day invincibility.Īdditionally, an obscure condition for stack wipes based on the remaining morale of defeated regiments has been removed. Zombie RegimentsAs mentioned above, EU4 has always had a bug (feature?) called Zombie Regiments. This makes it easier in my experience to guess who is winning from just looking at the bars. This is now changed to show the percentage of your own average max morale, rather than the max of all regiments on either side. While on the subject of morale, some of you may know that when entering a battle against someone with higher morale, your morale progress bar starts at less than 100%. The fact that this is now a percentage means that its importance will be consistent throughout the ages, so that late-game battle length is now shorter. Such that, in a standoff between a Prussian and a regular soldier, where neither is shooting, the regular soldier will run first. Max morale is not based on the regiment itself, but on the average of all regiments on the other side. Only the reserves are affected by the Professionalism modifier, so it remains mostly a QoL modifier, although its absolute effect is now much bigger. Reserves take a daily morale damage of 2% of max morale.Deployed troops take a daily morale damage of 1% of max morale.This is a major cause for the longer battles in the early game, and for morale being less important, and has now been reworked in 1.34 to as follows: The intention was to relatively penalize overstacking more as well as to be consistent with the name. Passive Morale DamageIn 1.33 we made the daily 0.03 “morale damage to reserves” actually only apply to reserves, where it previously applied to deployed troops as well. Now, let's look at what's new for 1.34 and how this addresses these issues. This has not been addressed so I won’t mention it again in this DD.Īdditionally, some of you have pointed out that what can be seen as a “noob trap” can also be a source of tactical depth in multiplayer. Tech Groups’ impact through unit pips have been amplified.Stackwipes (officially “overruns”) are much less common (though this is mostly caused by the AI accidentally exploiting the Zombie Regiments bug, by shift-consolidating troops before battle).Battles last longer, sometimes a lot longer.However, those changes also caused some unintended balance effects: In particular, having a large army without a full back row of artillery could be disastrous. The core idea was to remove some weird traps that uninitiated players (I would guess a majority) and the AI (without major modifications) would easily fall for. I may return for a future dev diary on the many AI improvements we’re making for 1.34, but today’s topic is Land Combat.įor 1.33, we decided to change some things with combat first mentioned in this January DD and soon amended by making backrow regiments take 60% less morale damage.
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