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BALANCE CHANGES
09/19/2023

In the current version, several unit types, including sword & shield units, archer units, crossbowmen units, firearm units, and melee cavalry units, are not performing as well as we'd like them to. This is mainly because they have remained unchanged for a long time and their basic attributes on the battlefield are not up to par. Additionally, their roles and counter relationships are not as distinct as we would like them to be. While we have attempted to address these issues through unit mastery, it has inadvertently made the weaker units even weaker. We intend to make a series of adjustments, along with future unit mastery updates, to ensure that each unit finds its unique role and enriches battlefield strategies.

Sword & Shield Units: These units should excel in both offense and defense, especially in dealing with ranged attacks.

Lancer Cavalry Unit: Special rushing abilities should complement, not replace, the traditional long-distance charge.

Archer Unit: Units with extremely long-range attacks should have an advantage against long-range and unshielded units.

Crossbowmen Unit: Units with piercing multiple-target attacks should be effective against offensive units but struggle against shielded units.

Firearm Unit: These units should deal high single-target damage with lower accuracy and fire rate. Increasing soldier count is necessary to ensure attack efficiency.

Melee Cavalry Unit: While a small soldier count is a contributing factor to their underperformance, it's not the main issue. The unit's mechanics will be continuously improved in the future.

Leadership: To introduce more diverse strategies, leadership for lower-star units will be adjusted.

These are all the changes:

Sword &Shield Units

Improved block ability against ranged attacks, with the ability to block arrows while moving and fighting

Lancer Cavalry Unit

The Unit Traits of Long-distance will be Changed: After Charge Start stage, every 1.5 seconds of charging will increases charge damage by 20% and charge speed by 20%, up to 3 times.

Follow charge will be the same. However, it won’t be active when Dagger-Axe Lancers counterattack.

Winged Hussars

Charge Cooldown: 60 seconds → 48 seconds

The precent of Charge Piercing Damage 200% → 260%the minimum damage caused by charge 5% → 25%

Formation: Add Wedge formation, remove Serpent Formation

  Unit TraitsHighspeed Long-distance Charge

Ranged Unit

Attribute Changes:

Archer Militia: Piercing Armor Penetration 912 → 1186

Ironcap Archers: Piercing Armor Penetration 1011 → 1239

Vanguard Archers: Piercing Armor Penetration 1186 → 1376

Imperial Archers: Piercing Armor Penetration 1277 → 1436

Prefecture Archers: Piercing Armor Penetration 1079 → 1271

Rattan Vipers: Piercing Armor Penetration 1018 → 1246

Levy Bowmen: Piercing Armor Penetration 1064 → 1224

Demesne Archers:' Piercing Armor Penetration 1026 → 1330.

Incendiary Archers: Piercing Armor Penetration 1079 → 1287

Vassal Longbowmen: Piercing Armor Penetration: 1464 → 1598

Schutzdieners Piercing Armor Penetration: 1132 → 1360

Rattan Marksmen: Piercing Armor Penetration 768 → 1148

Demesne Crossbowmen: Piercing Armor Penetration 1232 → 1593

Demesne Arbalists: Piercing Armor Penetration 1449 → 1869

Namkhan Archers: Piercing Armor Penetration 1180 → 1349

Houndsmen: Piercing Armor Penetration 1313 → 1499

Crossbowmen

Shooting from a long distance, the maximum damage decay with distance: 65% → 45%. However, the rate of damage reduction increases.

Pavise Crossbowmen

Piercing Damage Multiplier of Stow Shields: 93% → 100%

Crossbow Masters Improves rate of fire by 25%.

Each arrow can pierce up to 2 → 3 targets, damage decay after pierce each target: 50% → 40%, penetration attenuation maximum: 70% → 80%, and the arrow can penetrate a shield and be considered to have pierce a target

Soldier Count

Tercio Arquebusiers:18 soldiers → 21 soldiers

Shenji Grenadiers   : soldiers → 17 soldiers

Kheshigs: 18 soldiers → 21 soldiers

Kriegsrat Fusiliers: 18 soldiers → 21 soldiers

Imperial Arquebusiers: 24 soldiers → 28 soldiers

Prefecture Heavy Cavalry: 16 soldiers → 21 soldiers

Khevtuul Cavalry: 16 soldiers → 21 soldiers

Demesne Arquebusiers: 21 soldiers → 24 soldiers

Sea Stag Deathdealers: 21 soldiers → 24 soldiers

Selemchid Cavalry: 18 soldiers → 21 soldiers

Ironcap Scouts: 18 soldiers → 21 soldiers

In order to adjust the count change, the formation of the units above will change slightly.

Leadership Costs Adjustment

Sword Militia 85 → 65

Ironcap Swordsmen:115 → 100

Prefecture Guards: 180 → 170.

Rattan Roundshields 130 → 115

Squires: 170 → 155

Condottieri Guard: 170 → 160

Spear Militia: 100 → 80

Ironcap Spearmen: 155 → 150

Demesne Spearman: 125 → 105

Javelin Militia: 110 → 105

Demesne Javelineers: 110 → 105

Demesne Pikemen: 70 → 55

Prefecture Pikemen: 185 → 165

Rattan Pikemen: 115 → 95

Halberdiers: 175 → 165

Alp Halberdiers: 175 → 165

Archer Militia: 75 → 45

Ironcap Archers: 135 → 110

Vanguard Archers: 160 → 150

Prefecture Archers: 185 → 180

Rattan Vipers: 165 → 155

Levy Bowmen: 80 → 50

Demesne Archers: 120 → 90

Rattan Marksmen: 180 → 175

Demesne Crossbowmen: 140 → 110

Demesne Arbalists: 180 → 160

Ironcap Arquebusiers: 145 → 120

Demesne Arquebusiers: 180 → 170

Janissaries Hackbuteers: 190 → 180

Ironcap Scouts: 115 → 95

Selemchid Cavalry: 170 → 150

Coutiliers: 130 → 115

Ironcap Bowriders: 105 → 90

Khorchins: 170 → 140

Fenrir Worgs: 175 → 165

Cudgel Monks: 160 → 145

Bagpipers: 130 → 90

Faeshil Medics: 130 → 90

Dimachaeri: 175 → 165

Jangjus: 180 → 170

Ronin: 160 → 145

Wuxing Pikemen: 170 → 155

Naginata Monks: 145 → 125

Black Dragon Pikemen: 120 → 80

Black Dragon Spearmen: 110 → 80

Black Dragon Javelineers: 115 → 80

Black Dragon Archers: 100 → 60

Sea Stag Deathdealers: 100 → 80

Other

Doctrine Water that can remove Doctrines and Scroll of Forgetfulness that can return manuals for the following units influenced due to the balance adjustment will be given according to the situation:

Onna-Musha

The Disrupt mechanic currently causes the enemy to lose members too quickly without giving them a chance to fight back.

Disrupt duration adjusted from 0.8s to 0.5s-0.3s

Slashing Armor Penetration 1576 → 1352-9.2%

Slashing Damage 1519 → 1314-3.6%

Orochi Samurai

The Disrupt mechanic currently causes the enemy to lose members too quickly without giving them a chance to fight back.

Disrupt duration adjusted from 0.8s to 0.5s-0.3s

Yanyuedao Cavalry

The [Dread Unleashed] ability is excessively strong in terms of crowd control and burst attack, even without any charging.

After [Dread Unleashed], at least 2.5 should be charged to throw enemy. 

Slashing Damage 967 → 929-4.1%

Imperial Javelineers

Piercing Armor Penetration of Javelin Multiplier: 250% → 220% penetration reduction by 12%, Piercing Damage Multiplier: 280% → 250%damaged reduction by 10%

Piercing Damage Multiplier of Flying Shield: 135% → 120%damaged reduction by11.6%

The accuracy of javelins increases by approximately 8%. The lower the target's movement speed, the higher the accuracy.

Javelin Sergeants

Piercing Armor Penetration of Javelin Multiplier: 250% → 220% penetration reduction by 12%, Piercing Damage Multiplier: 350% → 320%damaged reduction by 8.6%

The accuracy of javelins increases by approximately 13%. The lower the target's movement speed, the higher the accuracy.

Imperial Spear Guards

When the passive effect is active, the unit becomes excessively powerful due to the stacking of defense effects with other damage reduction effects. To address this issue, the overly strong ability has been adjusted. The burst resistance capability without passive effects has been increased.

The duration immunity effect obtained for every 3 attacks: 2s → 1s, the damage reduction effect: 15% → 10%, and the effect of all protection is increased by 30% → 15%

Health 8543 → 8658

The slashing defense 584 → 632, and the blunt defense 324 → 401.