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Zitat
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- PATCH 1.17 Beta 406
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FIXES
- Fixed a problem that caused peasants with build orders to be included in teleport spells.
- Fixed a problem with Burning Oil that caused the effect to not be created when buildings were attacked directly.
- Fixed a problem with War Drums and Command Aura that caused them to not affect any units.
- Fixed a problem with the Melee AI that would prevent it from cancelling damaged buildings with low hitpoints.
- Fixed a problem that caused some instant spells cast after a targeted spell to execute before the targeted spell.
- Fixed a problem with Wind Walk that would prevent the Blademaster from walking through units when certain spells wore off, or he was dropped from a transport.
- Fixed a graphical bug with Spiked Barricades that would display when upgrading the Great Hall without it being researched.
- Fixed a problem that prevented Mass Teleport and the Staff of Teleportation from targeting allied units.
- Fixed a problem that prevented the Staff of Preservation and the Staff of Sanctuary from targeting air units.
- Fixed a bug that allowed the Staff of Preservation and the Staff of Sanctuary to target uprooted buildings.
- Fixed problems with the Melee AI when it attempted to use certain instant spells.
- Fixed a problem with Morphing units re-executing commands that were interrupted by the morph timer expiring.
- Fixed an exploit that would allow players to track enemy units under the fog of war with queued move commands.
- Fixed a problem with units following enemy units and never proceeding to the next order when they moved underneath the fog.
- Fixed a problem with spells that can target a point or unit (like Shockwave) fail when the selected target dies. If the selected target runs under the fog or teleports, the spell is intended to fail.
- Fixed a problem with Envenomed Spears wearing off too early if the affected unit was also affected by Slow Poison or the Orb of Venom.
- Fixed the invisibility transition time for levels 2 and 3 of Wind Walk.
- Fixed the orb air attack speeds for the Blood Mage, Pit Lord, and Fire Lord.
- Fixed the armor upgrade values for Human, Orc, and Undead shops.
BALANCE CHANGES
Human
- Siphon Mana drain per second has been reduced to 15/30/45 from 18/35/55.
Orc
- In order to balance Wind Walk for its recent code upgrade, we have decreased Wind Walk's backstab damage to 40/70/100 from 50/85/120.
- Unstable Concoction primary target damage increased to 600 from 550.
- Chain Lightning will now jump to sleeping targets if the primary target is also asleep.
Night Elf
- Abolish Magic no longer auto-dispels hero spells.
- Abolish Magic no longer removes positive buffs on friendlies or negative buffs on enemies when manually cast (it already did this for autocast).
- Rejuvination can now target magic immune units.
Neutrals
- Healing Spray healing per wave upgraded from 30/45/60 to 35/50/65.
- Acid Bomb armor reduction is now 3/4/5 by level, changed from 4/4/4.
- Acid Bomb now hits air units. It only splashes on units of the same target type as primary target.
- Lava Spawn levels changed to 4/5/6 from 3/4/5.
- Lava Spawns now must attack 14 times to replicate, up from 12.
Zitat
Original von Gib_one
Trotzdem is age besser balanced nur weil nen wik gegen nen goten auf inseln gewinnt isses unbalanced?
ne das is realistisch für jede map gibts eben civ mit besonderen stärken.
Zitat
Original von Snaile
Der Firelord kann eine ganze Armee besiegen wenn er lvl 5 :/ Das ist kaum zum aushalten. Die Feuerteile von dme können sich soweit wie ich das sehe selber vermehren. Man muss also versuchen sie auszuschlaten was man aber wegen der Armee des Gegners nicht schafft![]()
Ich hoffe der wird stark generft in der Full Version.