Post by visiel on Apr 11, 2022 2:44:34 GMT
This is to post anything about the game mechanic that we knows it's a fact and not easy to observe in case anyone interested they can find it easy in 1 thread.
Please post what you consider as not an obvious fact in game and once I have enough input to verify it's true, I will update in the first few posts
General
Gold: Max at 9,999,999
Recruiting (After 1.4): The first 10 recruit is saved for the whole game day. If you don't like your first 10 open, wait till next day, or do at least 11 recruits using save/load method.
Deployable General (Green circle): If you want to increase the amount of general you can deploy at the beginning of battle (if the map permit), purchase Saladin, Charlemagne, or both.
Change in Mobility by war-gear, recruit/dismiss unit will take effect in the next turn.
Ranged Cavalry is consider a ranged unit, not a cavalry unit under general attribute bonus.
Conquest
Recruit/Deploy heroes have their unit level cap at 6. For ex: You have Cnut with all Viking Raiders level 15. When you deploy/recruit Cnut, his Viking Raiders will be level 6 only.
Navy (From Discord)
1. First of all , naval war gear is special, all ships has a dmg to land units and dmg to navy ( some also has dmg to ramparts )
2. The transport ship deals -50% to everything ( penalties of navy is -50% dmg ) .
3. Raider ships (which is assault ship before 1.4) lower the penalty of naval battle by 30%. It means now you deal 80% dmg to navy at level 1 , 90% at level 2 , 100% at lv3 . At the same time, you still deals 100% dmg to land units, all ships except transport ship applies to this.
4. Those ships has dmg bonus on naval battle doesn’t increase their dmg to land units. For example, lv carrack can deals 125% dmg to navy but still 100% to land units.
5. For Viking longship, the description is different from other ships . It deals 15% less dmg to navy. Which means they deal 85% dmg to navy in other way. At the same time, they deals 100% dmg to land units at lv1 110% at lv2 and 120% when lv3
6. After 1.4 , land units is now unable to charge at ships . This gives a huge advantage for navy to attack cavalry on land. But land units can still dodge navy attack
(Reserve for more).
Proof of Honor
1. Honor of Soldier:
2. Honor of Quest:
3. Honor of Conquest: Max at 13,810 pts.
Wargear
1. Helepolis's Cannon: Ignore 30% of rampart DMG reduction. Rampart regeneration -100%, Warship DMG +25%. Additional attribution at Level 2/3: Attack lower/greatly lower enemy Morale.
2. Orban's Cannon: Ignore rampart DMG reduction, increases DMG to rampart by 25% and has a chance of reducing rampart Durability by 25%. Additional attribution at Level 2/3: Inflict 5% fixed DMG to Garrisoned units/Inflict 10% fixed DMG to Garrisoned units, and attacks have a chance to increase Mobility by 1.
3. Rhinoceros: Ignore 20% of rampart DMG reduction. Rampart regeneration -20%, DMG against Infantry +5%/10%/15%. Additional attribution at Level 3: Cost of attack -1.
Please post what you consider as not an obvious fact in game and once I have enough input to verify it's true, I will update in the first few posts
General
Gold: Max at 9,999,999
Recruiting (After 1.4): The first 10 recruit is saved for the whole game day. If you don't like your first 10 open, wait till next day, or do at least 11 recruits using save/load method.
Deployable General (Green circle): If you want to increase the amount of general you can deploy at the beginning of battle (if the map permit), purchase Saladin, Charlemagne, or both.
Change in Mobility by war-gear, recruit/dismiss unit will take effect in the next turn.
Ranged Cavalry is consider a ranged unit, not a cavalry unit under general attribute bonus.
Conquest
Recruit/Deploy heroes have their unit level cap at 6. For ex: You have Cnut with all Viking Raiders level 15. When you deploy/recruit Cnut, his Viking Raiders will be level 6 only.
Navy (From Discord)
1. First of all , naval war gear is special, all ships has a dmg to land units and dmg to navy ( some also has dmg to ramparts )
2. The transport ship deals -50% to everything ( penalties of navy is -50% dmg ) .
3. Raider ships (which is assault ship before 1.4) lower the penalty of naval battle by 30%. It means now you deal 80% dmg to navy at level 1 , 90% at level 2 , 100% at lv3 . At the same time, you still deals 100% dmg to land units, all ships except transport ship applies to this.
4. Those ships has dmg bonus on naval battle doesn’t increase their dmg to land units. For example, lv carrack can deals 125% dmg to navy but still 100% to land units.
5. For Viking longship, the description is different from other ships . It deals 15% less dmg to navy. Which means they deal 85% dmg to navy in other way. At the same time, they deals 100% dmg to land units at lv1 110% at lv2 and 120% when lv3
6. After 1.4 , land units is now unable to charge at ships . This gives a huge advantage for navy to attack cavalry on land. But land units can still dodge navy attack
(Reserve for more).
Proof of Honor
1. Honor of Soldier:
2. Honor of Quest:
3. Honor of Conquest: Max at 13,810 pts.
Wargear
1. Helepolis's Cannon: Ignore 30% of rampart DMG reduction. Rampart regeneration -100%, Warship DMG +25%. Additional attribution at Level 2/3: Attack lower/greatly lower enemy Morale.
2. Orban's Cannon: Ignore rampart DMG reduction, increases DMG to rampart by 25% and has a chance of reducing rampart Durability by 25%. Additional attribution at Level 2/3: Inflict 5% fixed DMG to Garrisoned units/Inflict 10% fixed DMG to Garrisoned units, and attacks have a chance to increase Mobility by 1.
3. Rhinoceros: Ignore 20% of rampart DMG reduction. Rampart regeneration -20%, DMG against Infantry +5%/10%/15%. Additional attribution at Level 3: Cost of attack -1.