Yes, itâs a Hero now, so just 1 and not merge-able. I upped the bonus per goblin (per Trog), but itâs not as big overall now as before. It also expires after 24 hours. That change is in the list at the top of this thread from last week.
Nice. Thanks for the sort-of change log updates. While I donât play single player much, I do think it will be interesting having many of the cooldowns not on the standard 6-hour rotation. And I do appreciate the 21-hour cool downs in multiplayer (in place of 24 hour cool downs).
Also, can you deploy these units if you have already deployed another unit to the same location? Or is it only that you can deploy these units and then still deploy another unit?
Just checked and it actually ignores the deployment restriction entirely, so you can deploy then anytime and they donât add a cool-down. I will have to reword the text to make it clearer.
Also, I thought I saw something about a change so you couldnât deploy to other playersâ banners. Is that right? I thought part of the point of the banners was that if you had an elf banner I could deploy my elf units to your banner to help you.
Yes, that was changed. Thereâs a bit too much opportunity for griefing at the moment, as if you deploy something then it precludes the owner from deploying for 6 hours. Jay was thinking of adding the ability to give units and towns to other players instead. I think we could also consider something like where the flying units engage/avoid where you can open/close your banner to other players.
I donât see any Units that have a âWolfâ subtype⌠does this mean wolfriders?
that seems borderline OP. Wolfriders arenât cheap but If 450 gold for a 774 str unit that can move at 3 hours a league seems like a pretty strong way to start a game.
The Wolf Chariot and Wolfriders will have a new trait Wolf. They might need a bit of balancing. The Wolf Chariots are 5 x 60, so itâs only a 10% increase for them. The Wolfriders are 25 * 24, so itâs a 25% increase. The Orcs are about tough melee armies and they have a lot of different heroes to buff them in different ways. The Wolfpups are quite specific, only affecting 2 types of units. The Ocr units are also expensive compared to other races.
Considering orcs have no CC, I donât see any problem buffing their unit strength. Fast response, high strength units seem like a perfect, orcish alternative to another raceâs CC.
Thatâs a good point. No CC is a pretty serious drawback.
I mean I said borderline because I wasnât sure about it, so maybe Iâm just overestimating how powerful speed + str is when it comes to winning games.