Season Northman Unit Balance Changes03/17/2021
1) Melee Infantry
In their current iteration, infantry units are a bit on the weaker side. They deal less damage than other units and they can't take as much damage as they previously could. And so we're making changes in this iteration to remedy some of this.
Sword & Shield Infantry:
Sword & shield infantry units have a hard time dealing with shield units, even when having an advantage in numbers, and can hardly break through enemy defense lines. All in all, they have too low damage, and so we have increased the block break of all sword & shield infantry units by 60%.
Serfs:
Initial Health 3691 → 3814
Health/level 129 → 209
Woodcutters:
Initial Health 3517 → 3636
Health/level 127 → 170
Martellalori:
Health 3787 → 4562
Sword Militia:
Initial Health 4266 → 4591
Health/level 149 → 229
Ironcap Swordsmen:
Initial Health 4600 → 4873
Health/level 160 → 204
Slashing Armour Penetration 958 → 1038
Slashing Damage 920 → 974
Rattan Roundshields:
Initial Health 4769 → 5003
Health/level 152 → 225
Prefecture Guards:
Initial Health 5501 → 5796
Health/level 154 → 173
Slashing Armour Penetration 1128 → 1240
Squires:
Initial Health 5605 → 6084
Health/level 156 → 194
Piercing Damage 1170 → 1326
Condottieri Guards:
Initial Health 5501 → 5705
Health/level 154 → 188
Slashing Armour Penetration 1060 → 1164
Palace Guards:
Initial Health 6034 → 7146
Health/level 144 → 200
Slashing Damage 1215 → 1314
Tseregs:
Initial Health 6250 → 6611
Health/level 225 → 231
Blunt Armour Penetration 1238 → 1594
Blunt Damage 1307 → 1432
Increased block break of basic attacks by 50
Men-at-Arms:
Initial Health 5938 → 6485
Health/level 148 → 162
Piercing Armour Penetration 1521 → 1621
Expedition Knight:
Initial Health 5941 → 6494
Health/level 148 → 162
Empire Iron Pagodas:
Initial Health 5886 → 6565
Health/level 164 → 183
Slashing Armour Penetration 1232 → 1352
Spearmen Units:
Spear Militia:
Initial Health 5024 → 5470
Health/level 150 → 218
Demesne Spearmen:
Initial Health 4820 → 5522
Health/level 144 → 220
Ironcap Spearmen:
Initial Health 6157 → 7029
Health/level 153 → 246
Imperial Spear Guards:
Initial Health 6709 → 8027
Health/level 147 → 176
Spear Sergeants:
Initial Health 6497 → 7083
Health/level 162 → 177
Loyal Guards:
Initial Health 6561 → 7110
Health/level 131 → 142
Black Dragon Spearmen:
Health 5429 → 7163
Javelin Infantry:
Javelin Militia:
Initial Health 4695 → 4926
Health/level 164 → 197
Piercing Armour Penetration 960 → 1100
Demesne Javelineers:
Initial Health 4409 → 4629
Health/level 154 → 185
Piercing Armour Penetration 850 → 1000
Imperial Javelineers:
Initial Health 5914 → 6219
Health/level 147 → 189
Javelin Sergeants:
Initial Health 6015 → 6500
Health/level 150 → 162
Black Dragon Javelineers:
Health 5072 → 5872
Polearm Infantry:
Village Watchmen:
Initial Health 3202 → 3499
Health/level 112 → 174
Piercing Armour Penetration 628 → 758
Tenant Farmers:
Initial Health 3445 → 3733
Health/level 120 → 173
Piercing Armour Penetration 895 → 925
Demesne Pikemen:
Initial Health 4181 → 4380
Health/level 146 → 188
Piercing Armour Penetration 945 → 1015
Pike Militia:
Initial Health 5047 → 5407
Health/level 151 → 200
Piercing Armour Penetration 1145 → 1274
Rattan Pikemen:
Initial Health 4937 → 5054
Health/level 162 → 227
Halberdiers:
Initial Health 4845 → 5191
Health/level 135 → 155
Alp Halberdiers:
Initial Health 4883 → 5229
Health/level 136 → 157
Prefecture Pikemen:
Initial Health 5239 → 5572
Health/level 130 → 167
Piercing Damage 1069 → 1147
Imperial Pike Guards:
Initial Health 6232 → 6684
Health/level 186 → 200
Piercing Armour Penetration 1431 → 1455
Piercing Damage 1018 → 1088
Halberdier Sergeants:
Initial Health 5719 → 6388
Health/level 142 → 159
Fortebraccio Pikemen:
Initial Health 5925 → 6543
Health/level 148 → 170
Piercing Damage 1006 → 1092
Black Dragon Pikemen:
Health 4840 → 5529
Others:
Iron Reapers:
Initial Health 6537 → 7540
Health/level 117 → 135
Blunt Armour Penetration 1281 → 1537
Royal Janissaries:
Initial Health 6000 → 6852
Health/level 108 → 123
2) Bow Units
Ranged units have underperformed for a long time. While they have the ranged advantage, they have too low armour penetration and cannot properly exact pressure in battle, or threaten the enemy's back lines. And so they have gradually been replaced by crossbow and firearm units, which is why we are making a series of changes to hopefully make them more viable.
Increase the accuracy of all bow units against targets far away.
Archer Militia:
Piercing Armour Penetration 714 → 912
Levy Bowmen:
Piercing Armour Penetration 783 → 980
Ironcap Archers:
Piercing Armour Penetration 772 → 1011
Demesne Archers:
Piercing Armour Penetration 844 → 1026
Prefecture Archers:
Piercing Armour Penetration 886 → 1079
Piercing Damage 1452 → 1500
Vanguard Archers:
Piercing Armour Penetration 984 → 1186
Piercing Damage 1670 → 1692
Rattan Vipers:
Piercing Armour Penetration 828 → 1018
Piercing Damage 1171 → 1260
Leadership Cost 195 → 165
Incendiary Archers:
Piercing Armour Penetration 927 → 1079
Piercing Damage 1523 → 1560
Leadership Cost 190 → 180
Namkhan Archers:
Piercing Armour Penetration 1051 → 1180
Piercing Damage 1146 → 1200
Vassal Longbowmen:
Piercing Armour Penetration 1180 → 1389
Piercing Damage 1692 → 1776
Imperial Archers:
Piercing Armour Penetration 1224 → 1277
Piercing Damage 1603 → 1620
Demesne Arbalists:
Piercing Damage 1367 → 1529
Demesne Crossbowmen:
Piercing Damage 1294 → 1437
musket units:
Reduce the reloading time of all musket units by 8% (excluding the use of skills)
Ironcap Arquebusiers
Piercing Damage 2231 → 2347
Demesne Arquebusiers
Piercing Damage 2581 → 2670
Janissaries Hackbuteers
Piercing Damage 2520→2580
Kriegsrat Fusiliers
Piercing Damage 2638→2698
Imperial Arquebusiers.
Piercing Damage 2712→2748
Tercio Arquebusiers.
Piercing Damage 1903→2184
3) Polearm Infantry
Polearm infantry units are currently too weak against cavalry in their current iteration, which has led to a series of issues. And so we hope to emphasize the advantage these units have against cavalry units.
Change the [Anti-Cavalry] tag to [Impeding Force]:
[Anti-Cavalry]: Deal 10% increased damage against cavalry (original effect)
Adjust to:
[Impeding Force]: Deal 16% increased damage to cavalry. Damaging a cavalry unit also slows them by 60% for 2 seconds.
All polearm units will have the [Impeding Force] characteristic.
4) Special Units
Loyal Guards:
Based on player feedback and gameplay data, the Loyal Guard far exceed our intention, and so we are making the following adjustments.
. Movement Speed 5.2→4.7
. Resolved an issue where their shields would provide defence on the sides as well. The shield will now only provide defense from the front.
Khevtuul:
The Khevtuuls should be a unit to harass, provide support damage, and be capable of breaking the enemy's ranks. And so we are making the following changes.
. [Locust Swarm]: Piercing damage increased by 100. Attacks weaken defence by 3% for 6 seconds, stacking up to 5 times.
5) Other Units
With new updates changing the game, units that were previously powerful have a hard time retaining their strength, and so we are going to roll out a series of changes to Leadership costs to better reflect their strength.
Changes this time:
Kheshigs:
Leadership Cost 350 → 325
Rattan Rangers:
Leadership Cost 330 → 320


