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Season Northman Unit Balance Changes
03/17/2021

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